script 2


import bpy
import random

# Clear all nodes in a mat
def clear_material( material ):
    if material.node_tree:
        material.node_tree.links.clear()
        material.node_tree.nodes.clear()
        

def newMaterial(id, r , g ,b):
    #mat = bpy.data.materials.get(id)

    mat = bpy.data.materials.new(name=id)

    clear_material(mat)
    
    if mat.node_tree.links:
        mat.node_tree.links.clear()
    
    if mat.node_tree.nodes:
        mat.node_tree.nodes.clear()
    
    mat.use_nodes = True

    print(mat.name_full)
    
    nodes = mat.node_tree.nodes
    links = mat.node_tree.links
        
    output = nodes.new( type = 'ShaderNodeOutputMaterial' )

    diffuse = nodes.new( type = 'ShaderNodeBsdfDiffuse' )

    #With names
    link = links.new( diffuse.outputs['BSDF'], output.inputs['Surface'] )
    #Or with indices
    #link = links.new( diffuse.outputs[0], output.inputs[0] )

    mat.node_tree.nodes["Diffuse BSDF"].inputs[0].default_value = (r, g, b, 1)

    return mat

def offsetVertex(vertices):
    vNum = len(vertices)
    random.randint(0, vNum)
    
    for i in range(0, int(vNum/3)):
        vertices[random.randint(0, vNum-1)].co.z += random.uniform(-1.5, 1.5)
    
    

def createUnique(subdivLevel, x, y, z, r, g, b, id):
    bpy.ops.mesh.primitive_plane_add(size=6, enter_editmode=False, align='WORLD', location=(x, y, z), scale=(1, 1, 1))
    
    bpy.ops.object.modifier_add(type='SUBSURF')
    bpy.context.object.modifiers["Subdivision"].render_levels = 2
    bpy.context.object.modifiers["Subdivision"].levels = subdivLevel
    bpy.ops.object.modifier_apply(modifier="Subdivision")
    
    
    obj = bpy.context.object  # Select the active object.
    offsetVertex(obj.data.vertices)


    mat = newMaterial(id,r,g,b)
    # because there is already a material with name NAME from the op this will have name NAME.00x 
    print(mat.name)
    obj.data.materials.clear()
    obj.data.materials.append(mat)  # Assign the new material.import bpy
import random

# Clear all nodes in a mat
def clear_material( material ):
    if material.node_tree:
        material.node_tree.links.clear()
        material.node_tree.nodes.clear()
        

def newMaterial(id, r , g ,b):
    #mat = bpy.data.materials.get(id)

    mat = bpy.data.materials.new(name=id)

    mat.diffuse_color = (r, g, b, 1)
    
    print(id)
    print(mat.name)
    print('----------------------')
    return mat

def offsetVertex(vertices):
    vNum = len(vertices)
    random.randint(0, vNum)
    
    for i in range(0, int(vNum/3)):
        vertices[random.randint(0, vNum-1)].co.z += random.uniform(-1.5, 1.5)
    
    

def createUnique(subdivLevel, x, y, z, r, g, b, id):
    bpy.ops.mesh.primitive_plane_add(size=6, enter_editmode=False, align='WORLD', location=(x, y, z), scale=(1, 1, 1))
    
    bpy.ops.object.modifier_add(type='SUBSURF')
    bpy.context.object.modifiers["Subdivision"].render_levels = 2
    bpy.context.object.modifiers["Subdivision"].levels = subdivLevel
    bpy.ops.object.modifier_apply(modifier="Subdivision")
    
    
    obj = bpy.context.object  # Select the active object.
    offsetVertex(obj.data.vertices)


    mat = newMaterial(id,r,g,b)
    # because there is already a material with name NAME from the op this will have name NAME.00x 
    print(mat.name)
    obj.data.materials.clear()
    obj.data.materials.append(mat)  # Assign the new material.

    return

def RandomScene():
    count = 10
    
    cubeLen = 10
    startNum = 0
    for i in range(startNum, startNum + count):
        createUnique(2, random.randint(-cubeLen, cubeLen) , random.randint(-cubeLen, cubeLen) , random.randint(-cubeLen, cubeLen) ,random.uniform(0.0, 1.0), random.uniform(0.0, 1.0),random.uniform(0.0, 1.0),"mat" + str(i))



RandomScene()

#bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

#bpy.ops.material.new()
#bpy.data.materials["Material.001"].node_tree.nodes["Diffuse BSDF"].inputs[0].default_value = (0.0804491, 0.8, 0.116792, 1)


    return

def RandomScene():
    count = 10
    
    cubeLen = 10
    startNum = 0
    for i in range(startNum, startNum + count):
        createUnique(2, random.randint(-cubeLen, cubeLen) , random.randint(-cubeLen, cubeLen) , random.randint(-cubeLen, cubeLen) ,random.uniform(0.0, 1.0), random.uniform(0.0, 1.0),random.uniform(0.0, 1.0),"mat" + str(i))



RandomScene()

#bpy.ops.mesh.primitive_plane_add(size=2, enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))

#bpy.ops.material.new()
#bpy.data.materials["Material.001"].node_tree.nodes["Diffuse BSDF"].inputs[0].default_value = (0.0804491, 0.8, 0.116792, 1)