simple generative object made from primitives
abstract object sculpture fur, crystal, glass. white plain background.
import bpy import random import math def create_random_primitive(location, rotation, scale): obj = None shape = random.choice(['cube', 'sphere', 'cylinder', 'pyramid']) if shape == 'cube': bpy.ops.mesh.primitive_cube_add(size=1, location=location, rotation=rotation) elif shape == 'sphere': bpy.ops.mesh.primitive_uv_sphere_add(radius=0.25, location=location, rotation=rotation) elif shape == 'cylinder': bpy.ops.mesh.primitive_cylinder_add(radius=0.25, depth=1, location=location, rotation=rotation) elif shape == 'pyramid': bpy.ops.mesh.primitive_cone_add(radius1=0.25, radius2=0, depth=1, location=location, rotation=rotation) obj = bpy.context.object obj.scale = scale return obj def generate_primitives(count=30, min_dist=1.0): bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete() # Löscht alle vorhandenen Objekte objects = [] for _ in range(count): # Zufällige Position in einem begrenzten Bereich x = random.uniform(-2, 2) y = random.uniform(-2, 2) z = random.uniform(-2, 2) # Zufällige Rotation rot_x = round(random.uniform(0, 4)) * math.pi * .5 rot_y = round(random.uniform(0, 4)) * math.pi * .5 rot_z = round(random.uniform(0, 4)) * math.pi * .5 # Zufällige Skalierung scale_x = random.uniform(0.5, 2.0) scale_y = random.uniform(0.5, 2.0) scale_z = random.uniform(0.5, 3.0) obj = create_random_primitive((x, y, z), (rot_x, rot_y, rot_z), (scale_x, scale_y, scale_z)) objects.append(obj) return objects # Generiere 30 zufällige Primitive generate_primitives(30)
abstract beautiful minimalistic sculpture withfuturistic interface made from realistic beautiful smooth detailed human young skin with tiny fine slight wrinkles and pores and fine black hair, buldges, crystal, glass and white glossy wires. white plain background.