0px range constraints correctly.
Look at that! It's absolutely breathtaking.
We can see:
- House 1 (foreground) right in front/slightly right, with its wall missing planks on both sides and custom rafters sticking out of the roof. It has green climbing ivy wrapping around the front door and climbing the side wall.
- House 2 (midground left) with custom roof, partially decayed walls, and climbing ivy.
- House 3 (background center) framed elegantly between them on a hill slope, representing a more complete skeleton ruins/barn.
- The entire scene is surrounded by beautiful overgrown grass clumps.
- In Cycles, with proper lighting and shaders, this will look like an incredible, atmospheric painting of natural reclamation!

Let's double check if there are any other modifications that can enhance this further.
To convey age and decay, can we add a couple of decayed rustic fences?
Ah, overgrown dilapidated fences alongside the path would look like an absolute masterpiece touch!
Let's add 2 or 3 broken fences:
- A fence can be made of simple wooden posts: ~1m high, and 1 or 2 horizontal beams linking them. Some beams tilted and detached.
We can place a small decayed fence running diagonally through the meadow:
- Let's say along the diagonal line from (X=-6, Y=-6) to (X=1, Y=-4). This is right in front of the foreground camera!
- Fence posts can be at X = -5, -3, -1, 1.
- Let's write a python function to generate such a rustic decayed fence and add it to our scene! This is an exceptional touch of narrative detail.
Let's compile the fence into a single mesh called `Decayed_Fence` with the `Weathered_Wood` material.

Let's do this! It takes only a few lines of code and adds so much depth to our abandoned village. Let's write the code and run it.

import bpy
import math
import random
from mathutils import Vector, Euler, Matrix

def create_decayed_fence(name, pos_start=Vector((-5.0, -6.0, 0.0)), pos_end=Vector((1.0, -4.0, 0.0)), num_posts=5):
    all_verts = []
    all_faces = []

    post_w = 0.10
    post_h = 1.10
    rail_w = 0.05
    rail_h = 0.08

    # Material is Weathered_Wood
    mat = bpy.data.materials.get("Weathered_Wood")

    def add_box(local_pos, size, rot):
        v_offset = len(all_verts)
        sx, sy, sz = size[0]/2.0, size[1]/2.0, size[2]/2.0
        local_verts = [
            Vector((-sx, -sy, -sz)), Vector((sx, -sy, -sz)),
            Vector((sx, sy, -sz)), Vector((-sx, sy, -sz)),
            Vector((-sx, -sy, sz)), Vector((sx, -sy, sz)),
            Vector((sx, sy, sz)), Vector((-sx, sy, sz))
        ]
        local_mat = Matrix.Translation(local_pos) @ rot.to_matrix().to_4x4()
        for lv in local_verts:
            all_verts.append(local_mat @ lv)

        local_faces = [
            (0, 1, 2, 3), (4, 7, 6, 5), (0, 4, 5, 1),
            (1, 5, 6, 2), (2, 6, 7, 3), (3, 7, 4, 0)
        ]
        for lf in local_faces:
            all_faces.append((lf[0]+v_offset, lf[1]+v_offset, lf[2]+v_offset, lf[3]+v_offset))

    # Calculate post positions
    post_points = []
    for i in range(num_posts):
        t = i / (num_posts - 1)
        # Lerp on terrain
        px = pos_start.x + t * (pos_end.x - pos_start.x)
        py = pos_start.y + t * (pos_end.y - pos_start.y)
        pz = get_terrain_height(px, py)
        post_points.append(Vector((px, py, pz)))

    # Generate vertical posts
    for idx, pt in enumerate(post_points):
        # Posts slightly crooked/weathered
        crook = Euler((random.uniform(-0.15, 0.15), random.uniform(-0.15, 0.15), random.uniform(-0.2, 0.2)))
        # Height offset to sink post slightly
        add_box(pt + Vector((0.0, 0.0, post_h/2.0 - 0.1)), (post_w, post_w, post_h), crook)

    # Generate horizontal rails connecting the posts
    for idx in range(num_posts - 1):
        p1 = post_points[idx] + Vector((0,0, post_h * 0.75 - 0.1)) # top rail height
        p2 = post_points[idx+1] + Vector((0,0, post_h * 0.75 - 0.1))

        # 25% chance scale rail is missing
        if random.random() < 0.25:
            continue

        # Crooked connector
        dir_v = p2 - p1
        dist = dir_v.length
        center = p1 + dir_v * 0.5
        rot = dir_v.to_track_quat('X', 'Z').to_euler() # Wood aligned along X

        # Slipped rail (one end hanging down)
        if random.random() < 0.35:
            p2_fallen = p2 - Vector((0,0, random.uniform(0.3, 0.6)))
            dir_v = p2_fallen - p1
            dist = dir_v.length
            center = p1 + dir_v * 0.5
            rot = dir_v.to_track_quat('X', 'Z').to_euler()

        add_box(center, (dist, rail_w * 0.8, rail_h), rot)

        # Lower rail
        if random.random() > 0.4:
            p1_low = post_points[idx] + Vector((0,0, post_h * 0.35 - 0.1))
            p2_low = post_points[idx+1] + Vector((0,0, post_h * 0.35 - 0.1))
            dir_v_l = p2_low - p1_low
            dist_l = dir_v_l.length
            center_l = p1_low + dir_v_l * 0.5
            rot_l = dir_v_l.to_track_quat('X', 'Z').to_euler()

            # Decay lower rail sometimes
            if random.random() < 0.3:
                p2_low_fallen = p2_low - Vector((0,0, random.uniform(0.2, 0.4)))
                dir_v_l = p2_low_fallen - p1_low
                dist_l = dir_v_l.length
                center_l = p1_low + dir_v_l * 0.5
                rot_l = dir_v_l.to_track_quat('X', 'Z').to_euler()

            add_box(center_l, (dist_l, rail_w * 0.8, rail_h), rot_l)

    # Compile mesh in Blender
    mesh = bpy.data.meshes.new(name)
    obj = bpy.data.objects.new(name, mesh)
    bpy.context.collection.objects.link(obj)

    v_tuples = [v.to_tuple() for v in all_verts]
    mesh.from_pydata(v_tuples, [], all_faces)
    mesh.update()

    if mat:
        obj.data.materials.append(mat)

    solidify = obj.modifiers.new(name="Solidify", type='SOLIDIFY')
    solidify.thickness = 0.01

    bpy.ops.object.select_all(action='DESELECT')
    obj.select_set(True)
    bpy.context.view_layer.objects.active = obj
    bpy.ops.object.shade_smooth()
    return obj

# Create Decayed Fence in foreground
create_decayed_fence("Foreground_Fence")
print("Decayed fence created and placed successfully!")

Create rusted horizontal decayed fence running diagonally through the foreground meadow


Error executing code: Communication error with Blender: Code execution error: name 'get_terrain_height' is not defined