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Wednesday, December 28, 2022

Python 3.10.2 : Copernicus A.P.I. and python sentinelsat python package - part 001.

Last night I worked a bit with python and tested on the online tool from Copernicus.
Copernicus is the European Union's Earth observation programme, which analyzes our planet and its environment for the benefit of all European citizens.
If you want to test it with python or another A.P>I. you need to create an user and a apassword.This is the source code I used with S:
from sentinelsat import SentinelAPI, read_geojson, geojson_to_wkt
from datetime import date
# Connect to the Sentinel API
api = SentinelAPI('___', '___', 'https://scihub.copernicus.eu/dhus')
#
api.download('___from_copernicus_website___')
# Search for Sentinel-2 images covering a specific area
footprint = geojson_to_wkt(read_geojson('area_of_interest.geojson'))

products = api.query(footprint,
                     date=('20211201', '20211205'),
                     platformname='Sentinel-1')
# convert to Pandas DataFrame
products_df = api.to_dataframe(products)
print(products_df)
# sort and limit to first 5 sorted products
products_df_sorted = products_df.sort_values(['link'], ascending=[True])
products_df_sorted = products_df_sorted.head(5)

# download sorted and reduced products
api.download_all(products_df_sorted.index)
You need a JSOn file to select the area of interest:
After I run this python script, the result is this:
python test001.py
                                                                                  title  ... productconsolidation
8f12995e-8f4b-4634-91bb-4971a1bdd0c3  S1B_IW_SLC__1SDV_20211201T160049_20211201T1601...  ...                  NaN
c62ceac6-c9ac-409d-bea9-d1bc23b1b183  S1B_IW_GRDH_1SDV_20211201T160050_20211201T1601...  ...                  NaN
2d1319c5-60af-468b-904a-5dfbdd5f205c  S1B_IW_RAW__0SDV_20211201T160046_20211201T1601...  ...                SLICE

[3 rows x 36 columns]
Downloading S1B_IW_GRDH_1SDV_20211201T160050_20211201T160115_029834_038FB2_A390.zip: 100%|█| 929M/929M [02:44<00:00, 5.
Downloading products:  33%|██████████████████▋                                     | 1/3 [02:58<05:57, 178.58s/product]
Downloading S1B_IW_RAW__0SDV_20211201T160046_20211201T160119_029834_038FB2_D35D.zip:  83%|▊| 1.31G/1.58G [03:21<00:26,
Downloading S1B_IW_SLC__1SDV_20211201T160049_20211201T160116_029834_038FB2_AC13.zip:  31%|▎| 1.33G/4.35G [03:18<04:16,
...
The copernicus online map can be seen in the next inage:

News : Inkscape team hiring python developer.

For the Inkscape project and its users, interoperability with other software packages, both free and commercial, is of high importance. The PLC has decided to hire a developer for the equivalent of 1.5 months (part-time schedule available) to implement importing functionality of a file format for which Inkscape yet lacks proper support. An extension of the project to up to 3 months (with additional compensation) may be granted depending on the success of the first half ...
You can find more information on the official website.

Saturday, December 24, 2022

Python 3.8.16 : My colab tutorials - part 028.

Today I added a new example to my GitHub repo on colab with a simple example of how to search for images using Google's custom search A.P.I. You can find this example on my Github webpage example.

Monday, December 19, 2022

Python 3.10.2 : MoviePy - part 001.

MoviePy is a Python module for video editing, which can be used for basic operations (like cuts, concatenations, title insertions), video compositing (a.k.a. non-linear editing), video processing, or to create advanced effects. It can read and write the most common video formats, including GIF.
You can read more about this python package on this webpage.
I install this python package with the pip3 tool:
pip3 install MoviePy --user
I have an AVI file type created with the Blender 3D software, named anime_effect_001.avi, you can find it on my youtube channel.
I used this source code to convert it into an mp4 file type:
import moviepy.editor as moviepy
clip = moviepy.VideoFileClip("anime_effect_001.avi")
clip.write_videofile("MP4_anime_effect_001.mp4")
I run with this command:
python moviepy_001.py
Moviepy - Building video MP4_anime_effect_001.mp4.
Moviepy - Writing video MP4_anime_effect_001.mp4
...
Moviepy - Done !
Moviepy - video ready MP4_anime_effect_001.mp4
I play the MP4 file with the VLC video player and works great.

Saturday, December 17, 2022

Python 3.10.2 : Suite for Computer-Assisted Music in Python known as SCAMP.

SCAMP is an computer-assisted composition framework in Python designed to act as a hub, flexibly connecting the composer-programmer to a wide variety of resources for playback and notation. SCAMP allows the user to manage the flow of musical time, play notes either using FluidSynth or via MIDI or OSC messages to an external synthesizer, and ultimately quantize and export the result to music notation in the form of MusicXML or Lilypond. Overall, the framework aims to address pervasive technical challenges while imposing as little as possible on the aesthetic choices of the composer-programmer.
Let's install with pip3 python tool in Windows O.S..
pip3 install --user scamp
I created a python script named music001_test001.py with this source code:
from scamp import *
import random

s = Session()

guitar = s.new_part("Guitar")

text = "this is a test text"

for char in text:
    if char == " ":
        wait(0.2)
    elif char.isalnum():
        for x in range (0,10):
            guitar.play_note(ord(char) - random.randrange(50, 75), random.randint(0,5), random.random()/5)
    else:
        wait(0.2)
        guitar.play_note(ord(char), 0.8, 0.06)
        wait(0.2)
The source code is easy to understand. I use random to play into for loop.
I play these with preset Jazz Guitar for Guitar.
I could say that the result is quite good for the random function.
In my internet searches, I also found a rather interesting PDF file about this Python module and other enhancements. You can find it here.

Monday, December 12, 2022

OpenAI knows how to write source code for Blender 3D.

I tested the new OpenAI chat from with this question:
Please write a 3d blender script in Python that moves a camera around an object 360 degrees facing it.

import bpy

# Set the object that the camera will orbit around
target_object = bpy.data.objects["MyObject"]

# Set the starting position for the camera
camera = bpy.data.objects["Camera"]
camera.location = (0, 0, 5)

# Set the number of degrees to rotate the camera around the object
degrees = 360

# Set the distance that the camera should be from the object
distance = 5

# Set the speed at which the camera should orbit
speed = 1

# Set the direction in which the camera should orbit (1 for clockwise, -1 for counter-clockwise)
direction = 1

# Calculate the number of frames needed for the camera to orbit
# around the object by the desired number of degrees
num_frames = degrees / speed

# Set the camera to track the object
bpy.ops.object.select_all(action="DESELECT")
camera.select_set(True)
bpy.context.view_layer.objects.active = camera
bpy.ops.object.track_set(type="TRACKTO")

# Animate the camera orbiting around the object
for frame in range(0, num_frames):
    # Set the current frame
    bpy.context.scene.frame_set(frame)

    # Calculate the new position for the camera based on its distance from the object
    x = distance * math.sin(math.radians(frame*speed*direction))
    y = distance * math.cos(math.radians(frame*speed*direction))
    camera.location = (x,y,0)
I tested with the latest version of Blender 3D and it works well with some small changes it can be improved.
This error for this script:
Python: Traceback (most recent call last):
...
TypeError: 'float' object cannot be interpreted as an integer
If you ask more than once you will get different source code and I encountered a network error.
I tried several times and the network error did not let me take the more complex and complete source code.

Python 3.10.2 : Quickstart with streamlit python package.

In today's tutorial, I will give you a brief introduction to the streamlit packet.
Streamlit turns data scripts into shareable web apps in minutes. All in pure Python. No front‑end experience required.
Let's install with the pip tool:
pip install streamlit
After installation, I tested their example with the following command:
python -m streamlit hello
The result in the browser will be this:
You can create a working folder to add a python file called myapp001.py with the following continue:
import streamlit as st 

st.write("""
#testing streamlit
""")
To run this python file with streamlit use the following command:
python -m streamlit run myapp001.py

  Welcome to Streamlit!

  If you’d like to receive helpful onboarding emails, news, offers, promotions,
  and the occasional swag, please enter your email address below. Otherwise,
  leave this field blank.

  Email:  catafest@yahoo.com

  You can find our privacy policy at https://streamlit.io/privacy-policy

  Summary:
  - This open source library collects usage statistics.
  - We cannot see and do not store information contained inside Streamlit apps,
    such as text, charts, images, etc.
  - Telemetry data is stored in servers in the United States.
  - If you'd like to opt out, add the following to %userprofile%/.streamlit/config.toml,
    creating that file if necessary:

    [browser]
    gatherUsageStats = false


  You can now view your Streamlit app in your browser.
...

Sunday, December 11, 2022

Python 3.10.2 : Quickstart OpenAI example.

Since it's Christmas time, here's a short introduction to OpenAI and python. An example is from the official page.
OpenAI has trained cutting-edge language models that are very good at understanding and generating text. Our API provides access to these models and can be used to solve virtually any task that involves processing language. In this quickstart tutorial, you’ll build a simple sample application. Along the way, you’ll learn key concepts and techniques that are fundamental to using the API for any task, including: Content generation Summarization Classification, categorization, and sentiment analysis Data extraction Translation Many more!
Because I run this example in Windows 10 operating system, you need to step over some commands from the official webpage. For example, this is a Linux command:
. venv/bin/activate
Create a token into an OpenAI account to use it, then use these commands:
git clone https://github.com/openai/openai-quickstart-python.git
cd openai-quickstart-python
pip install Flask
pip install -r requirements.txt --user
Change the app.py source code with your token, like this:
openai.api_key = "your_token"
Run the application with this command:
python -m flask run
The result in the command prompt area is this:
 * Restarting with stat
 * Debugger is active!
 * Debugger PIN: 102-938-829
 * Running on http://127.0.0.1:5000/ (Press CTRL+C to quit)
127.0.0.1 - - [11/Dec/2022 16:13:06] "POST / HTTP/1.1" 302 -
127.0.0.1 - - [11/Dec/2022 16:13:06] "GET /?result=+The+Flash%2C+Speedy%2C+Sonic+the+Hedgehog HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2022 16:13:06] "GET /static/main.css HTTP/1.1" 304 -
127.0.0.1 - - [11/Dec/2022 16:13:06] "GET /static/dog.png HTTP/1.1" 304 -
127.0.0.1 - - [11/Dec/2022 16:13:06] "GET /static/dog.png HTTP/1.1" 304 -
127.0.0.1 - - [11/Dec/2022 16:13:11] "POST / HTTP/1.1" 302 -
127.0.0.1 - - [11/Dec/2022 16:13:11] "GET /?result=+Speedy%2C+The+Flash%2C+Sonic HTTP/1.1" 200 -
127.0.0.1 - - [11/Dec/2022 16:13:12] "GET /static/main.css HTTP/1.1" 304 -
127.0.0.1 - - [11/Dec/2022 16:13:12] "GET /static/dog.png HTTP/1.1" 304 -
This is the result of the running source code:

Tuesday, November 8, 2022

News : Snowpark for Python.

Snowpark for Python, now generally available, empowers the growing Python community of data scientists, data engineers, and developers to build secure and scalable data pipelines and machine learning (ML) workflows directly within Snowflake—taking advantage of Snowflake’s performance, elasticity, and security benefits, which are critical for production workloads., read more on this news on the official blog.
The official website come with this feature: Start your 30-day free Snowflake trial which includes $400 worth of free usage.

Monday, November 7, 2022

Python 3.7.13 : My colab tutorials - part 027.

Today, I update my GitHub repo with python source code tested on colab google.
You can see this notebook named catafest_032.ipynb on my GitHub repo.

Saturday, October 29, 2022

News : PyTorch 1.13 new release.

We are excited to announce the release of PyTorch® 1.13 (release note)! This includes Stable versions of BetterTransformer. We deprecated CUDA 10.2 and 11.3 and completed migration of CUDA 11.6 and 11.7. Beta includes improved support for Apple M1 chips and functorch, a library that offers composable vmap (vectorization) and autodiff transforms, being included in-tree with the PyTorch release. This release is composed of over 3,749 commits and 467 contributors since 1.12.1. We want to sincerely thank our dedicated community for your contributions.
You can find more on the official website.

Friday, October 7, 2022

Python 3.10.7 : Rembg for remove background.

Rembg is a tool to remove images background and the project can be found on the GitHub webpage.
Create a python file named remove_background.py.
Install using the pip tool.
pip install rembg
Collecting rembg
  Downloading rembg-2.0.25-py3-none-any.whl (12 kB)
Add this source code and the input001.png image for procesing in the same folder with the python script.
from rembg import remove 
from PIL import Image 
input_path = 'input001.png'
output_path = 'output001.png'
input = Image.open(input_path)
output = remove(input)
output.save(output_path)
Run the python script and if you see this error:
python remove_background.py
Access denied with the following error:

        Too many users have viewed or downloaded this file recently. Please
        try accessing the file again later. If the file you are trying to
        access is particularly large or is shared with many people, it may
        take up to 24 hours to be able to view or download the file. If you
        still can't access a file after 24 hours, contact your domain
        administrator.

You may still be able to access the file from the browser:

         https://drive.google.com/uc?id=1tCU5MM1LhRgGou5OpmpjBQbSrYIUoYab
         ...
... then copy the u2net.onnx file into this path:
C:\Users\your_user\.u2net\
After I copy the file I run again the python script and this is the result.

Sunday, September 11, 2022

Python : Blockchain Programming - part 001.

This is the first tutorial in the blockchain programming series using the python programming language.
To program a blockchain, we must consider two elements: in addition to the blockchain address, it can have a programmable area and the second essential element, the interaction of the blockchain with external web areas can be programmed.
In this tutorial I will use the python web3 package, an etherium address and an online web utility called infura.io.
In the infura.io account, create a web3 project and in the dashboard - manage key you will have to add the ethereum address and use the url created to mainnet.infura.io.
I created a project in python in Fedora 37 using the conda utility and installed the web3 package.
Here is the python source code I used
from web3 import Web3
node_provider = "https://mainnet.infura.io/v3/1f2fb5d1e1be4c11acdbbb07a2e06a1c"

web3_connection = Web3(Web3.HTTPProvider(node_provider))


def is_connected():
    print(web3_connection.isConnected())

def latest_block():
    print(web3_connection.eth.block_number)

def balanceETH(ETH_address):
    balance = web3_connection.eth.get_balance(ETH_address)
    balance_for_ETH = web3_connection.fromWei(balance,'ether')
    print(balance_for_ETH)
Here is the answer to running this source code using the etherium address:
(web3_001) [mythcat@fedora PythonProjects]$ vi web3_func_001.py
(web3_001) [mythcat@fedora PythonProjects]$ python
Python 3.9.13 (main, Aug 25 2022, 23:26:10)
[GCC 11.2.0] :: Anaconda, Inc. on linux
Type "help", "copyright", "credits" or "license" for more information.
>>> from web3_func_001 import *
>>> is_connected()
True
>>> latest_block()
15516253
>>> balanceETH("0x74E55f28a8A0158b466FcB481EC7e6bE45D1DB91")
0
Since it is a rather complex field, I will come back with other tutorials when I have the necessary resources.

Monday, August 15, 2022

Blender 3D and python scripting - part 025.

In this tutorial I will show a simple python script for add a String interface to the Group Output.
You can see in the next image the result of this script.
You need to have an modifier Geometry Nodes or add new one.
This is the source script with comments for each step I used:
import bpy

#get active object - default 
obj = bpy.context.active_object

# set the default start for working with Geometry Nodes modifier
# you need to have a Geometry Nodes modifier
node_group = obj.modifiers['GeometryNodes'].node_group
nodes = node_group.nodes

#get the node named 'Group Output'
geom_out = nodes.get('Group Output')

#create a string node 
string_node = nodes.new('FunctionNodeInputString')
# set the name to 'String'
string_out = string_node.outputs['String']
# set the value to "This is a string"
string_node.string = "This is a string"

# link to the Group Output
node_group.links.new(string_out, geom_out.inputs[-1])

Sunday, August 14, 2022

Python : Install python with winget.

The winget command line tool enables users to discover, install, upgrade, remove and configure applications on Windows 10 and Windows 11 computers. This tool is the client interface to the Windows Package Manager service.
The winget can be installed on Windows 11 from the Windows Store.
More about winget command can be read on the Microsoft website.
After installation you can use the PowerShell command shell to install the python with this command:
winget install --id Python.Python.3 -e --source winget
Found Python 3 [Python.Python.3] Version 3.10.6
This application is licensed to you by its owner.
Microsoft is not responsible for, nor does it grant any licenses to, third-party packages.
Downloading https://www.python.org/ftp/python/3.10.6/python-3.10.6-amd64.exe
  ██████████████████████████████  27.5 MB / 27.5 MB
Successfully verified installer hash
Starting package install...
Successfully installed

Wednesday, August 10, 2022

Python 3.10.7 : Manim python package - part 001.

Manim is an engine for precise programmatic animations, designed for creating explanatory math videos, see the official GitHub repo.
Let's install this python package.
python.exe -m pip install manim
...
Successfully installed Pillow-9.2.0 Pygments-2.12.0 certifi-2022.6.15 charset-no
rmalizer-2.1.0 click-8.1.3 click-default-group-1.2.2 cloup-0.13.1 colour-0.1.5 c
ommonmark-0.9.1 decorator-5.1.1 glcontext-2.3.6 idna-3.3 isosurfaces-0.1.0 manim
-0.16.0.post0 manimpango-0.4.1 mapbox-earcut-0.12.11 moderngl-5.6.4 moderngl-win
dow-2.4.1 multipledispatch-0.6.0 networkx-2.8.5 pycairo-1.21.0 pydub-0.25.1 pygl
et-1.5.26 pyrr-0.10.3 requests-2.28.1 rich-12.5.1 scipy-1.9.0 screeninfo-0.8 ski
a-pathops-0.7.2 srt-3.5.2 tqdm-4.64.0 urllib3-1.26.11 watchdog-2.1.9 
You need to install the ffmepg software and add this to the environment path.
The default source code for create a circle is this:
from manim import *

# a simple python class
class DefaultClassExample(Scene):
    def construct(self):
        # add a circle 
        circle = Circle()
        # create a animation 
        self.play(Create(circle))
Use this command to create a video with this source code
manim -pql manim_001.py test
Manim Community v0.16.0.post0
...
INFO     Previewed File at: 'C:\Python310\media\videos\manim_001\480p15\DefaultClassExample.mp4'
...
This is the result of this command:

Blender 3D and python scripting - part 024.

In this tutorial I will show you how to use GeometryNodes with python script and Blender A.P.I.
You can see the result in the next image.
The Object Info node gets information from objects. This can be useful to control parameters in the geometry node tree with an external object, either directly by using its geometry, or via its transformation properties. An Object Info node can be added quickly by dragging an object into the node editor.
Another information can be found on the manual link.
In the next script you can see I created a simple BezierCurve object.
The definition named new_GeometryNodes_group is used to create two nodes GroupInit and GroupOutput.
I commente the source code to see some steps.
# import python packages
import bpy
from mathutils import Vector

# create a simpple BezierCurve and rename it with 'BezierCurveGeormetryNode'
bpy.ops.curve.primitive_bezier_curve_add()
bpy.ops.object.modifier_add(type='NODES')  

curve = bpy.context.active_object
curve.name = 'BezierCurveGeormetryNode'

# define a function for GroupInit and GroupOutput
def new_GeometryNodes_group():
    ''' Create a new empty node group that can be used
        in a GeometryNodes modifier.
    '''
    node_group = bpy.data.node_groups.new('GeometryNodes', 'GeometryNodeTree')
    inNode = node_group.nodes.new('NodeGroupInput')
    inNode.outputs.new('NodeSocketGeometry', 'Geometry')
    outNode = node_group.nodes.new('NodeGroupOutput')
    outNode.inputs.new('NodeSocketGeometry', 'Geometry')
    node_group.links.new(inNode.outputs['Geometry'], outNode.inputs['Geometry'])
    # the -3.5 is value for how far will be set the GroupInit and GroupOutput in the area of GeormetryNodes
    inNode.location = Vector((-3.5*inNode.width, 0))
    outNode.location = Vector((3.5*outNode.width, 0))
    return node_group

# the default curve modifier has no node group set, you need to set :
if curve.modifiers[-1].node_group:
    node_group = curve.modifiers[-1].node_group    
else:
    node_group = new_GeometryNodes_group()
    curve.modifiers[-1].node_group = node_group

# set default grup node as nodes
nodes = node_group.nodes

# get both nodes for each one 
group_in = nodes.get('Group Input')
group_out = nodes.get('Group Output')

# add the GeometryNodeObjectInfo to the GeometryNode area 
new_node_obj = nodes.new('GeometryNodeObjectInfo')
new_node_obj.inputs[0].default_value = bpy.data.objects["BezierCurveGeormetryNode"]

Monday, August 8, 2022

Python 3.10.4 : EbookLib python library - part 001.

EbookLib is a Python library for managing EPUB2/EPUB3 files. It’s capable of reading and writing EPUB files programmatically.
You can read more about this python library on this website.
First, I install with the pip tool:
C:\Python310>python -m pip install --upgrade pip
Requirement already satisfied: pip in c:\python310\lib\site-packages (22.1)
Collecting pip
  WARNING: Retrying (Retry(total=4, connect=None, read=None, redirect=None, stat
us=None)) after connection broken by 'NewConnectionError(': Failed to establish a n
ew connection: [Errno 11001] getaddrinfo failed')': /packages/1f/2c/d9626f045e7b
49a6225c6b09257861f24da78f4e5f23af2ddbdf852c99b8/pip-22.2.2-py3-none-any.whl
  Downloading pip-22.2.2-py3-none-any.whl (2.0 MB)
     ---------------------------------------- 2.0/2.0 MB 1.5 MB/s eta 0:00:00
Installing collected packages: pip
  Attempting uninstall: pip
    Found existing installation: pip 22.1
    Uninstalling pip-22.1:
      Successfully uninstalled pip-22.1
Successfully installed pip-22.2.2

C:\Python310>python -m pip install lxml-4.9.0-cp310-cp310-win_amd64.whl
Processing c:\python310\lxml-4.9.0-cp310-cp310-win_amd64.whl
Installing collected packages: lxml
Successfully installed lxml-4.9.0

C:\Python310>python -m pip install EbookLib --user
Collecting EbookLib
  Using cached EbookLib-0.17.1.tar.gz (111 kB)
  Preparing metadata (setup.py) ... done
Requirement already satisfied: lxml in c:\python310\lib\site-packages (from Eboo
kLib) (4.9.0)
Collecting six
  Using cached six-1.16.0-py2.py3-none-any.whl (11 kB)
Using legacy 'setup.py install' for EbookLib, since package 'wheel' is not insta
lled.
Installing collected packages: six, EbookLib
  Running setup.py install for EbookLib ... done
Successfully installed EbookLib-0.17.1 six-1.16.0
I used a the simple python script from the last tutorial to test it:
The last tutorial used the default script from the official webpage.
Compared to the default script, I made changes, the selection in the Romanian language and diacritics...
from ebooklib import epub

book = epub.EpubBook()

# set metadata
book.set_identifier('__1976')
book.set_title('')
book.set_language('en')

book.add_author('Autho: Cătălin George Feștilă')

# create chapter
cap001 = epub.EpubHtml(title='Intro', file_name='capitolul_01.xhtml', lang='ro')
cap001.content=u'<h1>Introducere</h1><p>Această carte este...</p>'

# add chapter
book.add_item(cap001)

# define Table Of Contents
book.toc = (epub.Link('capitolul_01.xhtml', 'Introducere', 'introducere'),
             (epub.Section('O carte simplă'),
             (cap001, ))
            )

# add default NCX and Nav file
book.add_item(epub.EpubNcx())
book.add_item(epub.EpubNav())

# define CSS style
style = 'BODY {color: white;}'
nav_css = epub.EpubItem(uid="style_nav", file_name="style/nav.css", media_type="text/css", content=style)

# add CSS file
book.add_item(nav_css)

# basic spine
book.spine = ['nav', cap001]

# write to the file
epub.write_epub('ro_lan_test.epub', book, {})
This is the result of the epub file:

Sunday, July 24, 2022

Python 3.11.0a7 : image conversions in Python.

Image processing is very important in development, therefore also in python.
The image processing packages used in python have undergone changes over time.
Pillow and PIL cannot co-exist in the same environment. Before installing Pillow, please uninstall PIL.
Pillow higher than version 10 no longer supports import Image. Please use from PIL import Image instead.
Pillow higher than version 2.1.0 no longer supports import _imaging. Please use from PIL.Image import core as _imaging instead.
Although the image formats are old compared to the newer ones in vector format, they are preferred depending on the field of work.
You can see all of these file image formats on the official python package.
First, the basic installation start with upgrade the pip tool:
C:\PythonProjects\ConvertImages>python -m pip install --upgrade pip
Requirement already satisfied: pip in c:\python311alpha\lib\site-packages (22.1.
2)
Collecting pip
  Downloading pip-22.2-py3-none-any.whl (2.0 MB)
     ---------------------------------------- 2.0/2.0 MB 3.3 MB/s eta 0:00:00
Installing collected packages: pip
  Attempting uninstall: pip
    Found existing installation: pip 22.1.2
    Uninstalling pip-22.1.2:
      Successfully uninstalled pip-22.1.2
Successfully installed pip-22.2
Secondary, the install of the Pillow python package:
C:\PythonProjects\ConvertImages>python  -m pip install --upgrade Pillow
Collecting Pillow
  Downloading Pillow-9.2.0-cp311-cp311-win_amd64.whl (3.3 MB)
     ---------------------------------------- 3.3/3.3 MB 4.0 MB/s eta 0:00:00
Installing collected packages: Pillow
Successfully installed Pillow-9.2.0
I have a webp image here that I have scaled to smaller sizes and that I will test its conversion from webp format to png format.
The image is named waterski2 and I'm using the 3.11.0a7 python version.
Let's see the source code:
from PIL import Image

# open the image file WEBP
image = Image.open('waterski2.webp')

# show the image 
image.show()

# convert the image to RGB color
image = image.convert('RGB')

# save PNG RGB image
image.save('waterski2_RGB_PNG.png', 'png')

# save JPG RGB image
image.save('waterski2_RGB_JPG.jpg', 'jpeg')

# open the image file JPG
image_jpg = Image.open('waterski2_RGB_JPG.jpg')

# convert the image to RGB color
image_rgb_jpg = image_jpg.convert('RGB')

# save PNG RGB image from JPG
image_rgb_jpg.save('new-image_RGB_PNG_from_JPG.png', 'png')

#same process of conversion to WEBP file type
# from png image
image = Image.open('waterski2_RGB_PNG.png')
image = image.convert('RGB')
image.save('new-image_RGB_WEBP_from_png.webp', 'webp')
# from jpg image
image = Image.open('waterski2_RGB_JPG.jpg')
image = image.convert('RGB')
image.save('new-image_RGB_WEBP_from_jpg.webp', 'webp')
Here is a screenshot with these converted images and the processed image.

Saturday, July 23, 2022

Blender 3D and python scripting - part 023.

This script will add a submenu to the main Help menu with an icon with a folder that will open the explorer from the Windows operating system.
I have not solved the tooltip of this button, it is set to show a message about opening a URL.
This is the source code:
import bpy

def menu_func(self, context):
    '''Open explorer in windows systems'''
    self.layout.operator(
            "wm.url_open", text="Open explorer", icon='FILE_FOLDER').url = "C:/"
def register():
    bpy.types.TOPBAR_MT_help.append(menu_func)

def unregister():
    bpy.types.TOPBAR_MT_help.remove(menu_func)

if __name__ == "__main__":
    register()
If you want to change the tooltip then need to create a class OpenOperator and wrapper for this operator function and set the bl_label and all you need to have it.
The menu_func will get the layout operator with all defined in the class OpenOperator and will set the tooltip with the text: Open explorer in windows systems.
See this new source code:
import bpy

def menu_func(self, context):
    self.layout.operator(
            OpenOperator.bl_idname, text="Open explorer", icon='FILE_FOLDER')

class OpenOperator(bpy.types.Operator):
    """Open explorer in windows systems"""
    bl_idname = "wm.open_explorer"
    bl_label = "Open explorer"

    def execute(self, context):
        bpy.ops.wm.url_open(url="C:/")
        return {'FINISHED'}


def register():
    bpy.utils.register_class(OpenOperator)
    bpy.types.TOPBAR_MT_help.append(menu_func)


def unregister():
    bpy.utils.unregister_class(OpenOperator)
    bpy.types.TOPBAR_MT_help.remove(menu_func)


if __name__ == "__main__":
    register()

Saturday, July 16, 2022

Python 3.7.13 : My colab tutorials - part 026.

Vosk is an offline open source speech recognition toolkit. It enables speech recognition for 20+ languages and dialects - English, Indian English, German, French, Spanish, Portuguese, Chinese, Russian, Turkish, Vietnamese, Italian, Dutch, Catalan, Arabic, Greek, Farsi, Filipino, Ukrainian, Kazakh, Swedish, Japanese, Esperanto, Hindi, Czech, Polish. More to come.
Today I tested this Python package with a video that contains sound content in the Chinese language
I created a simple interface where you can test other videos on youtube and where you can select the language and start time and duration for the detection sequence with the python vosk package.
I used the python youtube_dl package to take portions of wav sound from a youtube video.
I haven't done tests on other videos but it should work.
You can find it on this colab notebook.

Wednesday, July 13, 2022

Python 3.11.0a7 : local script for update python packages.

If you want to upgrade all local packages from a local script for pip with version greater than 10.0.1 version use a local python script with this source code:
import pkg_resources
from subprocess import call

packages = [dist.project_name for dist in pkg_resources.working_set]
call("pip install --upgrade " + ' '.join(packages), shell=True)
Run it with the python executable and you will see something like this:
C:\Python311alpha>python.exe update_python.py
...
Requirement already satisfied: pip-api in c:\python311alpha\lib\site-packages (0.0.29)
Requirement already satisfied: pypng in c:\python311alpha\lib\site-packages (0.0.21)
Requirement already satisfied: PyGetWindow in c:\python311alpha\lib\site-packages (0.0.9)
Requirement already satisfied: bs4 in c:\python311alpha\lib\site-packages (0.0.1)

Tuesday, July 12, 2022

Python 3.7.13 : My colab tutorials - part 025.

Today I tested a simple data processing example with the first image from NASA's James Webb Space Telescope
You can find this example and more on my GitHub repository for colab.
This is one of results of data processing with a simple logaritm function to see magnitude spectrum of Fourier transform X by shifting the zero-frequency map:

Thursday, July 7, 2022

Blender 3D and python scripting - part 022.

In the last tutorial, we exemplified with the default template from Blender 3D how to create a panel in the Object area.
Today I will show you how to modify this panel with some useful elements for developing an addon.
The purpose of the old tutorial on this is the differences and changes that must be made to the template source code to introduce the following functions:
    StringProperty(
    BoolProperty( 
    IntProperty(
    IntVectorProperty(
    FloatProperty(
    FloatVectorProperty(
    BoolVectorProperty(
Some arguments need to be modified to have different input data, see the selection of colors in the attached image:
I commented on the source code areas in the template and added my changes:
The class also called SceneSettingItem and CollectionProperty is currently being tested and is not finalized to be implemented, it can be seen in panel: 0 items.
It can be seen that any defined class must be registered and unregistered
Here is the source code used to get the new screenshot changes:
import bpy

# Assign a collection
class SceneSettingItem(bpy.types.PropertyGroup):
    name = bpy.props.StringProperty(name="Cube")
    mesh = bpy.props.PointerProperty(type=bpy.types.Mesh)
    


PROPS = [
            ('myString', bpy.props.StringProperty(name='myString', default='this is my string!')),
            ('myBoolean', bpy.props.BoolProperty(name='myBoolean', default=False)),
            ('myInt', bpy.props.IntProperty(name='myInt', default=1)),
            ('myIntVectorXYZ', bpy.props.IntVectorProperty(subtype='XYZ')),
            ('myFloat', bpy.props.FloatProperty(name='myFloat', default=1)),
            ('myFloatVectorXYZ', bpy.props.FloatVectorProperty(subtype='XYZ')),
            ('myBooleanVector', bpy.props.BoolVectorProperty(size=3)),
            ('myBooleanVectorXYZ', bpy.props.BoolVectorProperty(size=3,subtype='XYZ')),
            ('myBooleanVectorColor', bpy.props.FloatVectorProperty(name="Edit Mode Color", subtype='COLOR',  default=(0.76, 0.0, 0.0), size=3, min=0, max=1)),
            ('myCollectionProperty', bpy.props.CollectionProperty(type=SceneSettingItem)),
        ]    

class HelloWorldPanelVariables(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel Variables"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

#    def draw(self, context):
#        layout = self.layout
#        obj = context.object
#        row = layout.row()
#        row.label(text="Hello world!", icon='WORLD_DATA')
#        row = layout.row()
#        row.label(text="Active object is: " + obj.name)
#        row = layout.row()
#        row.prop(obj, "name")
#        row = layout.row()
#        row.operator("mesh.primitive_cube_add")

    def draw(self, context):
        col = self.layout.column()
        for (prop_name, _) in PROPS:
            row = col.row()
            row.prop(context.scene, prop_name)

        
def register():
    bpy.utils.register_class(SceneSettingItem)
    bpy.utils.register_class(HelloWorldPanelVariables)
    for (prop_name, prop_value) in PROPS:
        setattr(bpy.types.Scene, prop_name, prop_value)

def unregister():
    bpy.utils.unregister_class(SceneSettingItem)
    bpy.utils.unregister_class(HelloWorldPanelVariables)    
    for (prop_name, _) in PROPS:
        delattr(bpy.types.Scene, prop_name)

if __name__ == "__main__":
    register()

Wednesday, July 6, 2022

Blender 3D and python scripting - part 021.

I will continue the series of tutorials with python and the Blender 3D software interface.
From the main menu we can get to the scripting part and here we choose Templates - Python - Ui Panel Simple.
The source code will be added to the python editor.
Save this source code with a name and load it as an addon.
After loading this source code it can be found at Properties at Object, see screenshot.
You can see the source code from the Ui Panel Simple template that I used.
import bpy

class HelloWorldPanel(bpy.types.Panel):
    """Creates a Panel in the Object properties window"""
    bl_label = "Hello World Panel"
    bl_idname = "OBJECT_PT_hello"
    bl_space_type = 'PROPERTIES'
    bl_region_type = 'WINDOW'
    bl_context = "object"

    def draw(self, context):
        layout = self.layout

        obj = context.object

        row = layout.row()
        row.label(text="Hello world!", icon='WORLD_DATA')

        row = layout.row()
        row.label(text="Active object is: " + obj.name)
        row = layout.row()
        row.prop(obj, "name")

        row = layout.row()
        row.operator("mesh.primitive_cube_add")

def register():
    bpy.utils.register_class(HelloWorldPanel)


def unregister():
    bpy.utils.unregister_class(HelloWorldPanel)

if __name__ == "__main__":
    register()

Saturday, July 2, 2022

Python 3.7.10 : Simple example with PyQRCode.

The pyqrcode module is a QR code generator that can automate most of the building process for creating QR codes.
The pypng python library is required to save and upload PNG images.
I had to install them both with the pip utility.
pip install pyqrcode
Collecting pyqrcode
  Using cached PyQRCode-1.2.1-py3-none-any.whl
Installing collected packages: pyqrcode
Successfully installed pyqrcode-1.2.1
WARNING: There was an error checking the latest version of pip.
...
pip install pypng
Collecting pypng
  Using cached pypng-0.0.21-py3-none-any.whl (48 kB)
Installing collected packages: pypng
Successfully installed pypng-0.0.21
WARNING: There was an error checking the latest version of pip.
Let's try some simple examples:
import pyqrcode
url = pyqrcode.create('https://ro.wikipedia.org/wiki/Utilizator:Catalin_Festila', error='H', mode='binary')
url.svg('uca-url.svg', scale=8)
url.eps('uca-url.eps', scale=2)
url.png('code.png', scale=5, module_color=[0, 0, 0, 128], background=[0, 0, 128])
url.show()
print(url.terminal(quiet_zone=1))
This is the result of this source code:

Tuesday, June 28, 2022

Python 3.7.13 : About pip-audit version 2.3.4.

More infos about this python package can be found here.
pip-audit is a tool for scanning Python environments for packages with known vulnerabilities. It uses the Python Packaging Advisory Database (https://github.com/pypa/advisory-database) via the PyPI JSON API as a source of vulnerability reports.
I tested this package feature for colab google with these python packages: unionml, pandas, sklearn and pip-audit.
You can see all vulnerabilities or you can use argument --desc for more information:
!pip-audit
- Auditing zipp (3.8.0)
Found 54 known vulnerabilities in 14 packages
Name          Version  ID                  Fix Versions
------------- -------- ------------------- ----------------------------
dask          2.12.0   PYSEC-2021-387      2021.10.0
distributed   1.25.3   GHSA-j8fq-86c5-5v2r 2021.10.0
httplib2      0.17.4   PYSEC-2020-46       0.18.0
httplib2      0.17.4   PYSEC-2021-16       0.19.0
ipython       5.5.0    PYSEC-2022-12       6.0.0rc1,7.16.3,7.31.1,8.0.1
lxml          4.2.6    PYSEC-2021-19       4.6.3
lxml          4.2.6    PYSEC-2020-62       4.6.2
lxml          4.2.6    PYSEC-2021-852      4.6.5
mpmath        1.2.1    PYSEC-2021-427
notebook      5.3.1    PYSEC-2018-18       5.7.2
notebook      5.3.1    PYSEC-2019-158      5.7.8
notebook      5.3.1    PYSEC-2018-57       5.4.1
notebook      5.3.1    PYSEC-2018-17       5.7.1
notebook      5.3.1    PYSEC-2019-159      5.7.6
notebook      5.3.1    PYSEC-2019-157      5.5.0
notebook      5.3.1    PYSEC-2020-215      6.1.5
notebook      5.3.1    PYSEC-2022-180      6.4.10
notebook      5.3.1    PYSEC-2022-212      6.4.12
notebook      5.3.1    GHSA-hwvq-6gjx-j797 5.7.11,6.4.1
notebook      5.3.1    GHSA-rv62-4pmj-xw6h 5.7.8
numpy         1.21.6   GHSA-fpfv-jqm9-f5jm 1.22
opencv-python 4.1.2.30 GHSA-8849-5h85-98qw
opencv-python 4.1.2.30 GHSA-m6vm-8g8v-xfjh
opencv-python 4.1.2.30 GHSA-q799-q27x-vp7w 4.2.0.32
pillow        7.1.2    PYSEC-2021-137      8.2.0
pillow        7.1.2    PYSEC-2021-138      8.2.0
pillow        7.1.2    PYSEC-2021-70       8.1.0
pillow        7.1.2    PYSEC-2021-331      8.3.0
pillow        7.1.2    PYSEC-2021-41       8.1.1
pillow        7.1.2    PYSEC-2021-71       8.1.0
pillow        7.1.2    PYSEC-2021-69       8.1.0
pillow        7.1.2    PYSEC-2021-38       8.1.1
pillow        7.1.2    PYSEC-2021-139      8.2.0
pillow        7.1.2    PYSEC-2021-94       8.2.0
pillow        7.1.2    PYSEC-2021-39       8.1.1
pillow        7.1.2    PYSEC-2021-36       8.1.1
pillow        7.1.2    PYSEC-2021-40       8.1.1
pillow        7.1.2    PYSEC-2021-37       8.1.1
pillow        7.1.2    PYSEC-2021-317      8.3.2
pillow        7.1.2    PYSEC-2021-35       8.1.1
pillow        7.1.2    PYSEC-2021-93       8.2.0
pillow        7.1.2    PYSEC-2021-42       8.1.1
pillow        7.1.2    PYSEC-2021-92       8.2.0
pillow        7.1.2    PYSEC-2022-10       9.0.0
pillow        7.1.2    PYSEC-2022-9        9.0.0
pillow        7.1.2    PYSEC-2022-8        9.0.0
pillow        7.1.2    PYSEC-2022-168      9.0.1
pillow        7.1.2    GHSA-jgpv-4h4c-xhw3 8.1.2
pillow        7.1.2    GHSA-4fx9-vc88-q2xc 9.0.0
psutil        5.4.8    PYSEC-2019-41       5.6.6
pygments      2.6.1    PYSEC-2021-140      2.7.4
pygments      2.6.1    PYSEC-2021-141      2.7.4
urllib3       1.25.11  PYSEC-2021-108      1.26.5
werkzeug      1.0.1    PYSEC-2022-203      2.1.1
Name                    Skip Reason
----------------------- ------------------------------------------------------------------------------------------------
dlib                    Dependency not found on PyPI and could not be audited: dlib (19.18.0+zzzcolab20220513001918)
en-core-web-sm          Dependency not found on PyPI and could not be audited: en-core-web-sm (3.3.0)
jaxlib                  Dependency not found on PyPI and could not be audited: jaxlib (0.3.7+cuda11.cudnn805)
pygobject               Dependency not found on PyPI and could not be audited: pygobject (3.26.1)
screen-resolution-extra Dependency not found on PyPI and could not be audited: screen-resolution-extra (0.0.0)
tensorflow              Dependency not found on PyPI and could not be audited: tensorflow (2.8.2+zzzcolab20220527125636)
torch                   Dependency not found on PyPI and could not be audited: torch (1.11.0+cu113)
torchaudio              Dependency not found on PyPI and could not be audited: torchaudio (0.11.0+cu113)
torchvision             Dependency not found on PyPI and could not be audited: torchvision (0.12.0+cu113)
xkit                    Dependency not found on PyPI and could not be audited: xkit (0.0.0)

Sunday, June 26, 2022

Blender 3D and python scripting - part 020.

So far I have added or branched used python scripts in the blender and created a UV texture for this use UV Smart projection.
The resulting script is quite large in content.
I thought I should create an addon to use and show you how to do it.
Let's follow the basic steps when working with python scripts in Blender 3D.
  1. go to the tag named: Scripting;
  2. use main menu to create a new script from Text - New;
  3. use main menu - Template - Python - Addon Add Object;
  4. save the script with a good name, I used: addon_catafest_add_branch.py;
  5. save the blend file with a good name: I used: addon_catafest_add_branch.blend;
See this screenshot:
After these changes you can modify in the template file the parts related to the names, descriptions and other elements that will be viewed in Blender 3D
Restart the Blender 3D software, open the python script with all changes and run it.
In the 3D Viewport area press the shortkeys: Shift + A and use Mesh menu to see this addon feature, see screenshot:
This is source code I used:
bl_info = {
    "name": "New branch",
    "author": "Your Name Here",
    "version": (1, 0),
    "blender": (3, 3, 0),
    "location": "View3D > Add > Mesh > New Object",
    "description": "Adds a new branch Mesh Object",
    "warning": "",
    "doc_url": "",
    "category": "Add Mesh",
}


import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from mathutils import Vector


def add_object(self, context):
    scale_x = self.scale.x
    scale_y = self.scale.y

    verts = [
        Vector((-1 * scale_x, 1 * scale_y, 0)),
        Vector((1 * scale_x, 1 * scale_y, 0)),
        Vector((1 * scale_x, -1 * scale_y, 0)),
        Vector((-1 * scale_x, -1 * scale_y, 0)),
    ]

    edges = []
    faces = [[0, 1, 2, 3]]

    mesh = bpy.data.meshes.new(name="New Object Mesh")
    mesh.from_pydata(verts, edges, faces)
    # useful for development when the mesh may be invalid.
    # mesh.validate(verbose=True)
    object_data_add(context, mesh, operator=self)


class OBJECT_OT_add_object(Operator, AddObjectHelper):
    """Create a new branch Mesh Object"""
    bl_idname = "mesh.add_object"
    bl_label = "Add Mesh Object"
    bl_options = {'REGISTER', 'UNDO'}

    scale: FloatVectorProperty(
        name="scale",
        default=(1.0, 1.0, 1.0),
        subtype='TRANSLATION',
        description="scaling",
    )

    def execute(self, context):

        add_object(self, context)

        return {'FINISHED'}


# Registration

def add_object_button(self, context):
    self.layout.operator(
        OBJECT_OT_add_object.bl_idname,
        text="catafest - add branch",
        icon='PLUGIN')


# This allows you to right click on a button and link to documentation
def add_object_manual_map():
    url_manual_prefix = "https://docs.blender.org/manual/en/latest/"
    url_manual_mapping = (
        ("bpy.ops.mesh.add_object", "scene_layout/object/types.html"),
    )
    return url_manual_prefix, url_manual_mapping


def register():
    bpy.utils.register_class(OBJECT_OT_add_object)
    bpy.utils.register_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.append(add_object_button)


def unregister():
    bpy.utils.unregister_class(OBJECT_OT_add_object)
    bpy.utils.unregister_manual_map(add_object_manual_map)
    bpy.types.VIEW3D_MT_mesh_add.remove(add_object_button)


if __name__ == "__main__":
    register()

Saturday, June 18, 2022

Blender 3D and python scripting - part 019.

Today I'm going to show you how to have a UV map for the entire mesh of the object created with the smart projection mode.
It's the same when you create a UV map using UV Mapping - Smart UV Project in the UV Editing view.
In principle, everything created in the Blender 3D interface has an equivalent in the A.P.I. of the 3D Blender.
You can see a screenshot with this script:
Here you see the source code that includes this option.
import bpy
import random

# import bmesh 
import bmesh

MinNubmer = -10
MaxNumber = 10

# Clean up the area , uncoment the next two row to keep
# branch after running the script
#bpy.ops.object.select_all(action="SELECT")
#bpy.ops.object.delete()

# Number of branches
branch = 4
# Create the verts array
verts = [(0,0,0)]
# Create the edges array
edges = [(0,0)]
# Create the faces array
faces = []

# define random number for X and Y axis 
def RN():
    return  random.randint(MinNubmer, MaxNumber) / 20 

# define random number for positive Z axis
def RNZ():
    return  random.randint(10, 50) / 10  

# create a list of branch thicknesses
rand_list = []

name_branch = "TreeMesh"
# define createBranch 

def createBranch(branch, name_branch):
    # Create the mesh for branch 
    mesh = bpy.data.meshes.new(name_branch) 
    for i in range(1,branch):
        rand_list.append(RNZ()/30)
        # sort all reverse by thicknesses
        rand_list.sort(reverse=True)

    # generate vertices list for drawing the branch
    for i in range(1,branch):
        verts.append((rand_list[i-1] +0.1,rand_list[i-1]+0.1,RNZ()))
        edges.append((i-1,i))
    
    # sort the list of vertices by last number witch is Z axis 
    verts.sort(key=lambda x: x[2])
    # create branch update and validate, see documentation
    mesh.from_pydata(verts, edges, faces) 
    mesh.update()
    mesh.validate()
    # Create object to hold the mesh branch with the new name for object
    obj = bpy.data.objects.new(name_branch+'_Obj', mesh)
    return obj

# create a new branch     
def createNewBranch(obj_branch, n):
    bpy.ops.object.mode_set(mode="EDIT", toggle=False)
    me = obj_branch.data
    bm = bmesh.from_edit_mesh(me)
    bm.select_mode = {'VERT'}

    for i,v in enumerate(bm.verts):
        # select only by the index of list 
        if i == n:
            v.select = ( v.co.x > 0.0 )
            v2 = v    
        else: 
            v.select = False
    # flush and update view 
    v1 = bm.verts.new( (RN()+(v.co.x) + 1.0 , RN()+(v.co.y) + 1.0 , (v.co.z) - (v.co.z)/3) )
    #v1 = bm.verts.new(1, 1, 3)
    bm.edges.new((v1, v2))
    rand_list.append(0.01)
    rand_list.sort(reverse=True)
    # update 
    bm.select_flush_mode()   
    me.update()
    #mesh.validate()
    #bmesh.update_edit_mesh(obj_branch.data)
    

# use the createBranch
obj_branch = createBranch(branch, name_branch)


## now set up shape key in Blender
#mesh=obj_branch.data
#sk_basis = obj_branch.shape_key_add(name='Basis',from_mix=False)
#sk_basis.interpolation = 'KEY_LINEAR'
## must set relative to false here
#obj_branch.data.shape_keys.use_relative = False

## create new shape key
#sk = obj_branch.shape_key_add(name='Deform',from_mix=False)
#sk.interpolation = 'KEY_LINEAR'
#sk.slider_min = 0
#sk.slider_max = 2

# ... and add it to the scene
scene = bpy.context.scene
scene.collection.objects.link(obj_branch)

# this will fix the error ...  mode_set_poll()
bpy.context.view_layer.objects.active = obj_branch  

createNewBranch(obj_branch, 1)

# print tool for developing area 
def print_python_console(data):
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'CONSOLE':
                override = {'window': window, 'screen': screen, 'area': area}
                bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")

# used to see the size of radius skin for each vertices
print_python_console(rand_list)

# fix error :  skin modifier is locked when using edit mode.
bpy.ops.object.mode_set(mode="OBJECT", toggle=False)
# add the skin modifier - NOT FIXED FOR THE LAST BRANC ADDED
obj_branch.modifiers.new(name="SK", type="SKIN")
bpy.context.view_layer.objects.active = obj_branch  
# get the skin vertices layers
skin_vertices = obj_branch.data.skin_vertices
# get the layer
skin_layer = skin_vertices[0]
for i in range(1,branch+1):
    # assigns radius for each vertice to sized the branch 
    skin_layer.data[i-1].radius = (rand_list[i-1], rand_list[i-1]) 
    #Indices 0 and 1 are the vertex indices
    skin_layer.data[i].radius = (rand_list[i-1],rand_list[i-1])

# this will apply the modifier named 'SK'
bpy.ops.object.modifier_apply( modifier = 'SK' )
#
bpy.ops.object.mode_set(mode="EDIT", toggle=True)
bpy.ops.object.skin_root_mark()

bpy.ops.object.mode_set(mode="OBJECT", toggle=True)
# set modes for user 

mesh = bpy.data.meshes.new(name_branch+'_Obj') 
mesh.update()
mesh.validate()

import math 

def get_dimension(normal):
    x_abs = math.fabs(normal[0])
    y_abs = math.fabs(normal[1])
    z_abs = math.fabs(normal[2])
    if z_abs >= x_abs and z_abs >= y_abs:
        return 2
    elif x_abs >= y_abs:
        return 0
    else:
        return 1

texture_scale = 1.0
bpy.ops.object.mode_set(mode="EDIT", toggle=True)  
bpy.ops.mesh.select_all(action='SELECT')  
me = obj_branch.data
bm = bmesh.from_edit_mesh(me)

bpy.ops.uv.sphere_project()

uv_layer = bm.loops.layers.uv.verify()

# adjust uv coordinates
for face in bm.faces:
    for l in face.loops:
        luv = l[uv_layer]
        # select UV vertex if these are in certain range
        if 0 <= luv.uv.x <= 1 and 0 <= luv.uv.y <= 1:
            luv.select = True
            luv = l[uv_layer]
            luv.uv = l.vert.co.yz * texture_scale
            luv.uv = l.vert.co.xz * texture_scale
            luv.uv = l.vert.co.xy * texture_scale
                
bmesh.update_edit_mesh(me) 
me.update()  

bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(angle_limit=1.15192, island_margin=0, area_weight=0, correct_aspect=True, scale_to_bounds=False)
# use this for cylinder project for UV map 
#bpy.ops.uv.cylinder_project(direction='ALIGN_TO_OBJECT',
#align='POLAR_ZX',
#radius=1.0,
#correct_aspect=True,
#clip_to_bounds=False,
#scale_to_bounds=True)


bmesh.update_edit_mesh(me)
bpy.ops.object.mode_set(mode="OBJECT", toggle=True)

Thursday, June 16, 2022

Blender 3D and python scripting - part 018.

In this tutorial I will show you how to create a UV map.
I searched the web and the documentation briefly and I didn't find anything very concrete, but here I created a functional example.
The example contains a function that calculates dimensions, which are then processed and added to the UV Editing workspace.
This is what the source code added to the initial script tested looks like:
mesh.validate()

import math 

def get_dimension(normal):
    x_abs = math.fabs(normal[0])
    y_abs = math.fabs(normal[1])
    z_abs = math.fabs(normal[2])
    if z_abs >= x_abs and z_abs >= y_abs:
        return 2
    elif x_abs >= y_abs:
        return 0
    else:
        return 1

texture_scale = 1.0
bpy.ops.object.mode_set(mode="EDIT", toggle=True)    
me = obj_branch.data
bm = bmesh.from_edit_mesh(me)

uv_layer = bm.loops.layers.uv.verify()


for f in bm.faces:
    largest_index = get_dimension(f.normal)
    for l in f.loops:
        luv = l[uv_layer]
        luv.uv = l.vert.co.yz * texture_scale
        luv.uv = l.vert.co.xz * texture_scale
        luv.uv = l.vert.co.xy * texture_scale


me.update()
Here is a screenshot of the result, you can see that it only shows the node, you can select for all nodes to see a final result.

Tuesday, June 14, 2022

Blender 3D and python scripting - part 017.

In this tutorial I will show you how you can apply an modifier in Blender 3D using the python script.
First, you need to comment these source code rows in order to allow to apply the modifier.
## now set up shape key in Blender
#mesh=obj_branch.data
#sk_basis = obj_branch.shape_key_add(name='Basis',from_mix=False)
#sk_basis.interpolation = 'KEY_LINEAR'
## must set relative to false here
#obj_branch.data.shape_keys.use_relative = False

## create new shape key
#sk = obj_branch.shape_key_add(name='Deform',from_mix=False)
#sk.interpolation = 'KEY_LINEAR'
#sk.slider_min = 0
#sk.slider_max = 2
You cannot aply an modifier if you have skape keys.
To apply an modifyer you can use this line of source code:
# this will apply the modifier named 'SK'
bpy.ops.object.modifier_apply( modifier = 'SK' )
If you go to the UV Editing area you will see the modifier is apply and you can create an UV map.

Monday, June 13, 2022

Blender 3D and python scripting - part 016.

On this day, I will digress from the series of tutorials started and presented and show you how to install other python packages in Blender 3D.
Go to the bin folder where the python is install, see my path of Blender 3D.
C:\blender-3.3.0-alpha+master.add1da52ad78-windows.amd64-release\3.3\python\bin
Use these commands in to window command shell to install OpenCv python module.
python.exe -m ensurepip
python.exe -m pip install --upgrade pip
python.exe -m pip install opencv-python 
python.exe -m pip install opencv-contrib-python
Run in the blender script area these commands, in order to see if this python package working.
import cv2
cv2.version
You can create a simple script and test it, see the next example:
import numpy as np
import cv2
  
# Creating a black image with 3 channels
# RGB and unsigned int datatype
img = np.zeros((400, 400, 3), dtype = "uint8")
  
# Creating line
cv2.line(img, (21, 167), (100, 99), (0, 0, 255), 8)
  
cv2.imshow('dark', img)
  
# Allows us to see image
# until closed forcefully
cv2.waitKey(0)
cv2.destroyAllWindows()
You can see a screenshot with this python script:

Sunday, June 12, 2022

Blender 3D and python scripting - part 015.

The tutorial for today is about adding armature to the skin, and has a single line of source code:
bpy.ops.object.skin_armature_create(modifier="SK")
This will add an armature with bones for each edge based on the skin modifier.
See the result of this ...
The full source code is this:
import bpy
import random

# import bmesh 
import bmesh

MinNubmer = -10
MaxNumber = 10

# Clean up the area , uncoment the next two row to keep
# branch after running the script
#bpy.ops.object.select_all(action="SELECT")
#bpy.ops.object.delete()

# Number of branches
branch = 4
# Create the verts array
verts = [(0,0,0)]
# Create the edges array
edges = [(0,0)]
# Create the faces array
faces = []

# define random number for X and Y axis 
def RN():
    return  random.randint(MinNubmer, MaxNumber) / 20 

# define random number for positive Z axis
def RNZ():
    return  random.randint(10, 50) / 10  

# create a list of branch thicknesses
rand_list = []

name_branch = "TreeMesh"
# define createBranch 

def createBranch(branch, name_branch):
    # Create the mesh for branch 
    mesh = bpy.data.meshes.new(name_branch) 
    for i in range(1,branch):
        rand_list.append(RNZ()/30)
        # sort all reverse by thicknesses
        rand_list.sort(reverse=True)

    # generate vertices list for drawing the branch
    for i in range(1,branch):
        verts.append((rand_list[i-1] +0.1,rand_list[i-1]+0.1,RNZ()))
        edges.append((i-1,i))

    # sort the list of vertices by last number witch is Z axis 
    verts.sort(key=lambda x: x[2])
    # create branch update and validate, see documentation
    mesh.from_pydata(verts, edges, faces) 
    mesh.update()
    mesh.validate()
    # Create object to hold the mesh branch with the new name for object
    obj = bpy.data.objects.new(name_branch+'_Obj', mesh)
    return obj

# create a new branch     
def createNewBranch(obj_branch, n):
    bpy.ops.object.mode_set(mode="EDIT", toggle=False)
    me = obj_branch.data
    bm = bmesh.from_edit_mesh(me)
    bm.select_mode = {'VERT'}

    for i,v in enumerate(bm.verts):
        # select only by the index of list 
        if i == n:
            v.select = ( v.co.x > 0.0 )
            v2 = v    
        else: 
            v.select = False
    # flush and update view 
    v1 = bm.verts.new( (RN()+(v.co.x) + 1.0 , RN()+(v.co.y) + 1.0 , (v.co.z) - (v.co.z)/3) )
    #v1 = bm.verts.new(1, 1, 3)
    bm.edges.new((v1, v2))
    rand_list.append(0.01)
    rand_list.sort(reverse=True)
    # update 
    bm.select_flush_mode()   
    me.update()
    #mesh.validate()
    #bmesh.update_edit_mesh(obj_branch.data)

# use the createBranch
obj_branch = createBranch(branch, name_branch)


# now set up shape key in Blender
mesh=obj_branch.data
sk_basis = obj_branch.shape_key_add(name='Basis',from_mix=False)
sk_basis.interpolation = 'KEY_LINEAR'
# must set relative to false here
obj_branch.data.shape_keys.use_relative = False

# create new shape key
sk = obj_branch.shape_key_add(name='Deform',from_mix=False)
sk.interpolation = 'KEY_LINEAR'
sk.slider_min = 0
sk.slider_max = 2

# ... and add it to the scene
scene = bpy.context.scene
scene.collection.objects.link(obj_branch)

# this will fix the error ...  mode_set_poll()
bpy.context.view_layer.objects.active = obj_branch  

createNewBranch(obj_branch, 1)

# print tool for developing area 
def print_python_console(data):
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'CONSOLE':
                override = {'window': window, 'screen': screen, 'area': area}
                bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")

# used to see the size of radius skin for each vertices
print_python_console(rand_list)

# fix error :  skin modifier is locked when using edit mode.
bpy.ops.object.mode_set(mode="OBJECT", toggle=False)
# add the skin modifier
obj_branch.modifiers.new(name="SK", type="SKIN")
bpy.context.view_layer.objects.active = obj_branch  
# get the skin vertices layers
skin_vertices = obj_branch.data.skin_vertices
# get the layer
skin_layer = skin_vertices[0]
for i in range(1,branch+1):
    # assigns radius for each vertice to sized the branch 
    skin_layer.data[i-1].radius = (rand_list[i-1], rand_list[i-1]) 
    #Indices 0 and 1 are the vertex indices
    skin_layer.data[i].radius = (rand_list[i-1],rand_list[i-1])

bpy.ops.object.skin_armature_create(modifier="SK")

# set modes for user 
bpy.ops.object.mode_set(mode="EDIT", toggle=False)
bpy.ops.object.skin_root_mark()
bpy.ops.object.mode_set(mode="OBJECT", toggle=False)

Saturday, June 11, 2022

Blender 3D and python scripting - part 014.

In this tutorial I will show you how can add a shape key to the branch using this source code:
# now set up shape key in Blender
mesh=obj_branch.data
sk_basis = obj_branch.shape_key_add(name='Basis',from_mix=False)
sk_basis.interpolation = 'KEY_LINEAR'
# must set relative to false here
obj_branch.data.shape_keys.use_relative = False

# create new shape key
sk = obj_branch.shape_key_add(name='Deform',from_mix=False)
sk.interpolation = 'KEY_LINEAR'
sk.slider_min = 0
sk.slider_max = 2

# ... and add it to the scene

Tuesday, June 7, 2022

Blender 3D and python scripting - part 013.

In today's tutorial I will present the source code with some minor fixes and an early way to fix the skin for the added branch.
Minor fixes are related to some errors in creating and passing data - I added comments.
It is interesting to see how I created and modified the source code step by step because it cannot be moved from one area to another because it is restrictive to the way it works in Blender 3D.
If I had used classes, this would not have been understood.
There are also minor technical details related to the skin, the random function for the thickness of the branches ...
For a source code written on the fly and without a pseudocode defined at the beginning I could say that the transitions between the source code between the tutorials is quite legible.
Here is a screenshot with some skin generated examples for the second branch for vertex position one.
This is the source basket used to create the new branch.
import bpy
import random

# import bmesh 
import bmesh

MinNubmer = -10
MaxNumber = 10

# Clean up the area , uncoment the next two row to keep
# branch after running the script
#bpy.ops.object.select_all(action="SELECT")
#bpy.ops.object.delete()

# Number of branches
branch = 4
# Create the verts array
verts = [(0,0,0)]
# Create the edges array
edges = [(0,0)]
# Create the faces array
faces = []

# define random number for X and Y axis 
def RN():
    return  random.randint(MinNubmer, MaxNumber) / 20 

# define random number for positive Z axis
def RNZ():
    return  random.randint(10, 50) / 10  

# create a list of branch thicknesses
rand_list = []

name_branch = "TreeMesh"
# define createBranch 

def createBranch(branch, name_branch):
    # Create the mesh for branch 
    mesh = bpy.data.meshes.new(name_branch) 
    for i in range(1,branch):
        rand_list.append(RNZ()/30)
        # sort all reverse by thicknesses
        rand_list.sort(reverse=True)

    # generate vertices list for drawing the branch
    for i in range(1,branch):
        verts.append((rand_list[i-1] +0.1,rand_list[i-1]+0.1,RNZ()))
        edges.append((i-1,i))
    
    # sort the list of vertices by last number witch is Z axis 
    verts.sort(key=lambda x: x[2])
    # create branch update and validate, see documentation
    mesh.from_pydata(verts, edges, faces) 
    mesh.update()
    mesh.validate()
    # Create object to hold the mesh branch with the new name for object
    obj = bpy.data.objects.new(name_branch+'_Obj', mesh)
    return obj

# create a new branch     
def createNewBranch(obj_branch, n):
    bpy.ops.object.mode_set(mode="EDIT", toggle=False)
    me = obj_branch.data
    bm = bmesh.from_edit_mesh(me)
    bm.select_mode = {'VERT'}

    for i,v in enumerate(bm.verts):
        # select only by the index of list 
        if i == n:
            v.select = ( v.co.x > 0.0 )
            v2 = v    
        else: 
            v.select = False
    # flush and update view 
    v1 = bm.verts.new( (RN()+(v.co.x) + 1.0 , RN()+(v.co.y) + 1.0 , (v.co.z) - (v.co.z)/3) )
    #v1 = bm.verts.new(1, 1, 3)
    bm.edges.new((v1, v2))
    rand_list.append(0.01)
    rand_list.sort(reverse=True)
    # update 
    bm.select_flush_mode()   
    me.update()
    #mesh.validate()
    #bmesh.update_edit_mesh(obj_branch.data)

# use the createBranch
obj_branch = createBranch(branch, name_branch)

# ... and add it to the scene
scene = bpy.context.scene
scene.collection.objects.link(obj_branch)

# this will fix the error ...  mode_set_poll()
bpy.context.view_layer.objects.active = obj_branch  

createNewBranch(obj_branch, 1)

# print tool for developing area 
def print_python_console(data):
    for window in bpy.context.window_manager.windows:
        screen = window.screen
        for area in screen.areas:
            if area.type == 'CONSOLE':
                override = {'window': window, 'screen': screen, 'area': area}
                bpy.ops.console.scrollback_append(override, text=str(data), type="OUTPUT")

# used to see the size of radius skin for each vertices
print_python_console(rand_list)

# fix error :  skin modifier is locked when using edit mode.
bpy.ops.object.mode_set(mode="OBJECT", toggle=False)
# add the skin modifier - NOT FIXED FOR THE LAST BRANC ADDED
obj_branch.modifiers.new(name="SK", type="SKIN")
bpy.context.view_layer.objects.active = obj_branch  
# get the skin vertices layers
skin_vertices = obj_branch.data.skin_vertices
# get the layer
skin_layer = skin_vertices[0]
for i in range(1,branch+1):
    # assigns radius for each vertice to sized the branch 
    skin_layer.data[i-1].radius = (rand_list[i-1], rand_list[i-1]) 
    #Indices 0 and 1 are the vertex indices
    skin_layer.data[i].radius = (rand_list[i-1],rand_list[i-1])

# set modes for user 
bpy.ops.object.mode_set(mode="EDIT", toggle=False)
bpy.ops.object.skin_root_mark()
bpy.ops.object.mode_set(mode="OBJECT", toggle=False)

Sunday, June 5, 2022

Blender 3D and python scripting - part 012.

In this tutorial I will show you how you can add an extra branch to the existing one.
The source code was structured a bit with two createBranch and createNewBranch functions.
However, it is still in a raw structured format because such source code is aimed at using classes.
I did not solve the new branch size for the added vertex.
In the function that creates the new branch, the second parameter receives a number that represents the vertex from where the new edge will be created.
createNewBranch(obj_branch, 1)
In the source code we have the variable branch = 4, because the number of vertices starts in the list from 0 then argument 1 immediately means the next vertex from the first one in the list.
A random peak with close values ​​is generated and an edge is added to link it to the previously selected one.
Here is the source code that adds a new branch.
import bpy
import random

# import bmesh 
import bmesh

MinNubmer = -10
MaxNumber = 10

# Clean up the area , uncoment the next two row to keep
# branch after running the script
bpy.ops.object.select_all(action="SELECT")
bpy.ops.object.delete()

# Number of branches
branch = 4
# Create the verts array
verts = [(0,0,0)]
# Create the edges array
edges = [(0,0)]
# Create the faces array
faces = []

# define random number for X and Y axis 
def RN():
    return  random.randint(MinNubmer, MaxNumber) / 20 

# define random number for positive Z axis
def RNZ():
    return  random.randint(10, 50) / 10  

# create a list of branch thicknesses
rand_list = []

name_branch = "TreeMesh"
# define createBranch 
def createBranch(branch, name_branch):
    # Create the mesh for branch 
    mesh = bpy.data.meshes.new(name_branch) 
    for i in range(1,branch):
        rand_list.append(RNZ()/30)
        # sort all reverse by thicknesses
        rand_list.sort(reverse=True)

    # generate vertices list for drawing the branch
    for i in range(1,branch):
        rand_list.append(RN())
        verts.append((rand_list[i-1] +0.1,rand_list[i-1]+0.1,RNZ()))
        edges.append((i-1,i))
    
    # sort the list of vertices by last number witch is Z axis 
    verts.sort(key=lambda x: x[2])
    # create branch update and validate, see documentation
    mesh.from_pydata(verts, edges, faces) 
    mesh.update()
    mesh.validate()
    # Create object to hold the mesh branch with the new name for object
    obj = bpy.data.objects.new(name_branch+'_Obj', mesh)
    return obj

# use the createBranch
obj_branch = createBranch(branch, name_branch)

# ... and add it to the scene
scene = bpy.context.scene
scene.collection.objects.link(obj_branch)

# create a new branch     
def createNewBranch(obj_branch, n):
    bpy.ops.object.mode_set(mode="EDIT", toggle=False)
    me = obj_branch.data
    bm = bmesh.from_edit_mesh(me)
    bm.select_mode = {'VERT'}

    for i,v in enumerate(bm.verts):
        # select only by the index of list 
        if i == n:
            v.select = ( v.co.x > 0.0 )
            v2 = v    
        else: 
            v.select = False
    # flush and update view 
    v1 = bm.verts.new( (RN()+(v.co.x) + 0.1 , RN()+(v.co.y) + 0.1 , (v.co.z) - (v.co.z)/3) )
    #v1 = bm.verts.new(1, 1, 3)
    bm.edges.new((v1, v2))
    # update 
    bm.select_flush_mode()   
    me.update()
    #bmesh.update_edit_mesh(obj_branch.data)

# add the skin modifier - NOT FIXED FOR THE LAST BRANC ADDED
obj_branch.modifiers.new(name="SK", type="SKIN")
bpy.context.view_layer.objects.active = obj_branch  
# get the skin vertices layers
skin_vertices = obj_branch.data.skin_vertices
# get the layer
skin_layer = skin_vertices[0]

for i in range(0,branch):
    # assigns radius for each vertice to sized the branch 
    skin_layer.data[i-1].radius = (rand_list[i-1], rand_list[i-1]) 
    #Indices 0 and 1 are the vertex indices
    skin_layer.data[i].radius = (rand_list[i-1],rand_list[i-1])

# set modes for user 
bpy.ops.object.mode_set(mode="EDIT", toggle=False)
bpy.ops.object.skin_root_mark()

createNewBranch(obj_branch, 1)

bpy.ops.object.mode_set(mode="OBJECT", toggle=False)

Saturday, June 4, 2022

Blender 3D and python scripting - part 011.

Today I show you how to create a branch using the Blender 3D A.P.I. together with the python programming language.
The source code seems complicated but if you follow the attached comments then you will understand how it works.
It contains two parts, one for creating the coordinates on the initial position of the branch (0,0,0) and one for creating the skin with different thicknesses.
Of note is the sorting of lists generated in the python language to get a nice increase as well as gradual thicknesses.
I've used the script several times to show you in the screenshot below some branches created with it.
Here is the source code used.
import bpy
import random
MinNubmer = -10
MaxNumber = 10

# Clean up the area , uncoment the next two row to keep
# branch after running the script
#bpy.ops.object.select_all(action="SELECT")
#bpy.ops.object.delete()

# Number of branches
branch = 6
# Create the verts array
verts = [(0,0,0)]
# Create the edges array
edges = [(0,0)]
# Create the faces array
faces = []

# Create the mesh for branch 
mesh = bpy.data.meshes.new("TreeMesh") 

# define random number for X and Y axis 
def RN():
    return  random.randint(MinNubmer, MaxNumber) / 20 

# define random number for positive Z axis
def RNZ():
    return  random.randint(10, 50) / 10  

# create a list of branch thicknesses
rand_list =[]
for i in range(1,branch):
    rand_list.append(RNZ()/30)
    # sort all reverse by thicknesses
    rand_list.sort(reverse=True)

# generate vertices list for drawing the branch
for i in range(1,branch):
    rand_list.append(RN())
    verts.append((rand_list[i-1] +0.1,rand_list[i-1]+0.1,RNZ()))
    edges.append((i-1,i))

# sort the list of vertices by last number witch is Z axis 
verts.sort(key=lambda x: x[2])

# create branch update and validate, see documentation
mesh.from_pydata(verts, edges, faces) 
mesh.update()
mesh.validate()

# Create object to hold the mesh branch 
obj = bpy.data.objects.new('Tree', mesh)

# ... and add it to the scene
scene = bpy.context.scene
scene.collection.objects.link(obj)

# add the skin modifier
obj.modifiers.new(name="SK", type="SKIN")
bpy.context.view_layer.objects.active = obj  
# get the skin vertices layers
skin_vertices = obj.data.skin_vertices
# get the layer
skin_layer = skin_vertices[0]

for i in range(1,branch):
    # assigns radius for each vertice to sized the branch 
    skin_layer.data[i-1].radius = (rand_list[i-1], rand_list[i-1]) #Indices 0 and 1 are the vertex indices
    skin_layer.data[i].radius = (rand_list[i-1],rand_list[i-1])

# set modes for user 
bpy.ops.object.mode_set(mode="EDIT", toggle=False)
bpy.ops.object.skin_root_mark()
bpy.ops.object.mode_set(mode="OBJECT", toggle=False)

Thursday, June 2, 2022

Blender 3D and python scripting - part 010.

In this tutorial, I will use the source code from the previous tutorial and with the selected mesh I will resize and translate it on an axis then I will select the newly selected mesh and I will rotate it to obtain a roof shape.
This is the source code I used:
bpy.ops.object.mode_set(mode = 'EDIT') 

# let set the object mode 
bpy.ops.object.mode_set(mode="OBJECT")
# resize the selected areas 
bpy.ops.transform.resize(value=(1, 2, 1))
# translate 
bpy.ops.transform.translate(value=(0, 0.25, 0.31))

# rotate selected only if not is the initial mesh 
for ob in bpy.context.selected_objects:
    if ob.name != 'Plane-Y+Z':
        ob.rotation_euler[0] = pi/-4
        ob.convert_space(from_space='LOCAL', to_space='WORLD')

# define the new camera named NewCamera
See the result of this source code:

Wednesday, June 1, 2022

Blender 3D and python scripting - part 009.

In this tutorial I will show you a source code in python that allows the selection of vertices by a coordinate, and separates this selection into a new object according to the faces.
The source code is presented below and is commented on accordingly to understand how it works.
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.subdivide(number_cuts=3)
bpy.ops.object.mode_set(mode="OBJECT")

# add this source code     
bpy.ops.object.mode_set(mode = 'EDIT') 
# need to use bmesh
import bmesh
# select the plane and get data mesh 
plane_obj = bpy.data.objects['Plane-Y+Z']
plane_mesh = plane_obj.data
bm = bmesh.from_edit_mesh(plane_mesh)

# select vertices by points 
for v in bm.verts:
    v.select_set(v.co.y < 0.5)
#get mode 
bm.select_mode = {'VERT', 'EDGE', 'FACE'}
# this will update the selection 
bm.select_flush_mode()
# select by FACE   
bpy.context.tool_settings.mesh_select_mode = (False, False, True)
# separate selection by face
bpy.ops.mesh.separate(type='SELECTED')
# select by EDGE
bpy.context.tool_settings.mesh_select_mode = (True, False, False)

# define the new camera named NewCamera

Python 3.7.13 : My colab tutorials - part 024.

In this colab notebook I test how to install pytorch and torchvision python packages on colab notebook and save the model to Google drive.
I tried to save the model.ptl file but I got a network error and uploaded the file to googe drive and then downloaded it.
You can see the full source code on this GitHub repo.

Monday, May 30, 2022

Blender 3D and python scripting - part 008.

In this tutorial I will show you how to use the subdivision operation using the python language and A.P.I from the Blender 3D software.
To use the subdivision operation you must have an active object and be in edit mode.
This is the source code used for this operation with tree cuts for subdivision operation.
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.subdivide(number_cuts=3)
bpy.ops.object.mode_set(mode="OBJECT")
You can see in the screenshot below where I added this source code in the old script used in the last tutorial and how the subdivision operation was performed.

Thursday, May 26, 2022

Blender 3D and python scripting - part 007.

In this tutorial I will show you how you create and use lights.
I used the same old source sode from the last tutorial.
Depending on the type of light created, their properties may change. Changing the on-fly light type cannot be done by a simple source code. Obviously you can recreate a new type of light with the new type you want.
This source code I added after this line of source code: scene = bpy.context.scene
# this create a light by type ['POINT', 'SUN', 'SPOT', 'HEMI', 'AREA']
light_data = bpy.data.lights.new('light', type='POINT')
# set light object 
light = bpy.data.objects.new('light', light_data)
# link light to collections
bpy.context.collection.objects.link(light)

light.location[0] = -1
light.location[1] = 3
light.location[2] = 3

light.data.color = (1.0, 0.0, 0.0)
light.data.energy=200.0
light.data.specular_factor = 0.5
# if you use another type like 'SUN' 
# then you can change properties like: angle 
#light.data.angle = pi * 10.0 / 180.0 

# get the name of the object light 
lamp = bpy.data.lights[light.name]

Wednesday, May 25, 2022

Blender 3D and python scripting - part 006.

In this tutorial I will show you how to use the camera and render an image.
I kept the source code from the old tutorial 005 and made the following changes:
I defined the global PI constant because I used it outside the definition.
import bpy

#define the pi global 
pi = 3.1415926
I added to the old source code the part of adding camera, translation, rotation, rendering settings and rendering an image called box_640_480.png in the 3D folder on the local disk.
You can see in the example below the added source code:
# define the new camera named NewCamera
camera_data = bpy.data.cameras.new(name='NewCamera')
# set camera_data to object 
camera_object = bpy.data.objects.new('ObjectCamera', camera_data)
# link camera object to scene
bpy.context.scene.collection.objects.link(camera_object)
# set active camera in the current scene by object
bpy.context.scene.camera = bpy.data.objects['ObjectCamera']
# set location 
camera_object.location = [0,-5,1]
# set rotation mode
camera_object.rotation_mode = 'XYZ'
# set the rotate the camerea using rotation_euler
bpy.data.objects[camera_object.name_full].rotation_euler = (90*(pi/180),0,0)

scene = bpy.context.scene

#these settings will set the render output
bpy.context.scene.cycles.samples = 1
scene.render.resolution_x = 640
scene.render.resolution_y = 480
scene.render.resolution_percentage = 100
scene.render.use_border = False
scene.render.image_settings.file_format='PNG'
scene.render.filepath='C:/3D/box_640_480.png'
bpy.ops.render.render(write_still=1)

Tuesday, May 24, 2022

Blender 3D and python scripting - part 005.

In this tutorial I will recreate the same box but with a more complex source code.
In the previous tutorial I used the same source code several times...
    obj = bpy.ops.mesh.primitive_plane_add(size=2, 
    calc_uvs=True, 
    enter_editmode=False, 
    align='CURSOR', 
    location=location, 
    rotation=(0, 0, 0), 
    scale=(0,0,0)
    )
    
    # rename the object
    bpy.context.object.name = obj_name
    # return the object reference
    return bpy.context.object
It is easier to understand the steps taken and then move on to optimizing them in complex forms.
Obviously a presentation of the source code in this tutorial will show you the differences.
I will add that the source code does not include scalar transformations and is limited to a box with size 1.
import bpy

def create_plane_XYZ(loc, obj_name):
    #define the pi 
    pi = 3.1415926
    # this is a definition like a tuple
    rot = (0,0,0)
    # need to convert it to a list in order to add new values
    rot_list = list(rot)
    # this ang variable will rotate obj to the 90-degree angle 
    ang = -90*(pi/180)
    ang_inc = 45*(pi/180)
    if loc[0] < 0:
        rot_list[1]=ang

    if loc[0] > 0: 
        rot_list[1]=ang

    if loc[1] < 0:
        rot_list[0]=ang
        
    if loc[1] > 0: 
        rot_list[0]=ang
    # this check if the two value from position of plane is not zero
    if loc[1] != loc[2] != 0: 
        rot_list[0]=ang_inc
    # this convert a list back to tuple 
    rot=tuple(rot_list)
    # this create the plane 
    obj = bpy.ops.mesh.primitive_plane_add(size=2, 
    calc_uvs=True, 
    enter_editmode=False, 
    align='CURSOR', 
    location=loc, 
    rotation= rot, 
    scale=(0,0,0)
    )
    # rename the object
    bpy.context.object.name = obj_name
    # return the object reference
    return bpy.context.object

# this will create a plane on X and translate with -1 on Y 
planeX001 = create_plane_XYZ((0,-1,0), "Plane-X")
# this will create a plane on X and translate with 1 on Y 
planeX002 = create_plane_XYZ((0,1,0), "Plane+X")
# this will create a plane on Y and translate with -1 on X 
planeY001 = create_plane_XYZ((-1,0,0), "Plane-Y")
# this will create a plane on X and translate with 1 on Y 
planeY002 = create_plane_XYZ((1,0,0), "Plane+Y")
# this will create a plane with 45 degree because two value on tuple is not zero
planeZ001 = create_plane_XYZ((0,-0.25,1.66), "Plane-Y+Z")

Monday, May 23, 2022

Blender 3D and python scripting - part 004.

In this tutorial, I will show you how to create a box from planes, see the screenshot:
You can see I used the math python package and I created rotation by radians and rotation object for three custom planes.
This is the source code:
import bpy

import math

def DegToRad(angle):
    """convert to radians"""
    return angle*(math.pi/180)


def RotOBJ(name, angles):
    """rotate obj to the specified angles"""
    rotation = [DegToRad(angle) for angle in angles]
    bpy.data.objects[name].rotation_euler = rotation
    
def create_plane_X(location, obj_name):

    obj = bpy.ops.mesh.primitive_plane_add(size=2, 
    calc_uvs=True, 
    enter_editmode=False, 
    align='CURSOR', 
    location=location, 
    rotation=(0, 0, 0), 
    scale=(0,0,0)
    )
    
    # rename the object
    bpy.context.object.name = obj_name
    # return the object reference
    return bpy.context.object

def create_plane_Y(location, obj_name):

    obj = bpy.ops.mesh.primitive_plane_add(size=2, 
    calc_uvs=True, 
    enter_editmode=False, 
    align='CURSOR', 
    location=location, 
    rotation=(0, 0, 0), 
    scale=(0,0,0)
    )
    
    # rename the object
    bpy.context.object.name = obj_name
    # return the object reference
    return bpy.context.object

def create_plane_Z(location, obj_name):

    obj = bpy.ops.mesh.primitive_plane_add(size=2, 
    calc_uvs=True, 
    enter_editmode=False, 
    align='CURSOR', 
    location=location, 
    rotation=(0, 0, 0), 
    scale=(0,0,0)
    )
    
    # rename the object
    bpy.context.object.name = obj_name
    # return the object reference
    return bpy.context.object

n = 1

planeX001 = create_plane_X((0,-1,0), "PlaneX-{:02d}".format(n))
RotOBJ(planeX001.name, [-90, 0, 0])
planeX002 = create_plane_X((0,1,0), "PlaneX-{:02d}".format(n))
RotOBJ(planeX002.name, [-90, -0, 0])

planeY001 = create_plane_Y((-1,0,0), "PlaneY-{:02d}".format(n))
RotOBJ(planeY001.name, [0, -90, 0])
planeY002 = create_plane_Y((1,0,0), "PlaneY-{:02d}".format(n))
RotOBJ(planeY002.name, [0, -90, 0])

planeZ001 = create_plane_Z((0,-0.25,1.66), "PlaneZ-{:02d}".format(n))
RotOBJ(planeZ001.name, [45, 0, 0])