human
Generate a python script that works in Blender 3.4.1 that creates 200 curves that overlap and combine to look like a road network.
gpt
Here's a Python script that works in Blender 3.4.1 to create 200 curves that overlap and combine to look like a road network:

```python
import bpy
import random

# Set the number of curves to create
num_curves = 200

# Create a new collection to hold the curves
collection = bpy.data.collections.new("Road Network")
bpy.context.scene.collection.children.link(collection)

# Loop through and create the curves
for i in range(num_curves):
    # Create a new curve object
    curve = bpy.data.curves.new("Curve", "CURVE")
    curve.dimensions = '3D'
    curve.resolution_u = 2
    
    # Create a new spline and set the control points
    spline = curve.splines.new('NURBS')
    spline.points.add(3)
    spline.points[0].co = (0, 0, 0, 1)
    spline.points[1].co = (random.uniform(-5, 5), random.uniform(-5, 5), random.uniform(0, 5), 1)
    spline.points[2].co = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(5, 10), 1)
    spline.points[3].co = (random.uniform(-20, 20), random.uniform(-20, 20), random.uniform(10, 20), 1)
    
    # Set the curve object's data and add it to the collection
    curve_obj = bpy.data.objects.new("Curve_" + str(i), curve)
    collection.objects.link(curve_obj)
    
# Combine the curves into one object using the Boolean modifier
bool_mod = collection.objects[0].modifiers.new(type="BOOLEAN", name="Combine")
bool_mod.operation = 'UNION'
for i in range(1, num_curves):
    bool_mod.object = collection.objects[i]
    bpy.context.view_layer.objects.active = collection.objects[i-1]
    bpy.ops.object.modifier_apply(modifier="Combine")
    
# Remove the original curve objects
for obj in collection.objects:
    if obj.type == 'CURVE':
        bpy.data.objects.remove(obj, do_unlink=True)
```

This script creates 200 curves with random control points and combines them into a single object using the Boolean modifier. The resulting object looks like a network of roads. You can adjust the parameters of the random.uniform() function calls to change the appearance of the road network.
human
Is it possible to have the curves generated be Bezier curves? How would the above code change, if at all?
gpt
Yes, it's possible to generate Bezier curves instead of NURBS curves. Here's the modified code:

```python
import bpy
import random

# Set the number of curves to create
num_curves = 200

# Create a new collection to hold the curves
collection = bpy.data.collections.new("Road Network")
bpy.context.scene.collection.children.link(collection)

# Loop through and create the curves
for i in range(num_curves):
    # Create a new curve object
    curve = bpy.data.curves.new("Curve", "CURVE")
    curve.dimensions = '3D'
    curve.resolution_u = 2
    
    # Create a new spline and set the control points
    spline = curve.splines.new('BEZIER')
    spline.bezier_points.add(3)
    spline.bezier_points[0].co = (0, 0, 0)
    spline.bezier_points[1].co = (random.uniform(-5, 5), random.uniform(-5, 5), random.uniform(0, 5))
    spline.bezier_points[2].co = (random.uniform(-10, 10), random.uniform(-10, 10), random.uniform(5, 10))
    spline.bezier_points[3].co = (random.uniform(-20, 20), random.uniform(-20, 20), random.uniform(10, 20))
    
    # Set the curve object's data and add it to the collection
    curve_obj = bpy.data.objects.new("Curve_" + str(i), curve)
    collection.objects.link(curve_obj)
    
# Combine the curves into one object using the Boolean modifier
bool_mod = collection.objects[0].modifiers.new(type="BOOLEAN", name="Combine")
bool_mod.operation = 'UNION'
for i in range(1, num_curves):
    bool_mod.object = collection.objects[i]
    bpy.context.view_layer.objects.active = collection.objects[i-1]
    bpy.ops.object.modifier_apply(modifier="Combine")
    
# Remove the original curve objects
for obj in collection.objects:
    if obj.type == 'CURVE':
        bpy.data.objects.remove(obj, do_unlink=True)
```

The main difference is that we're now creating Bezier curves instead of NURBS curves. We're also using `spline.bezier_points` instead of `spline.points` to set the control points. Other than that, the code is very similar to the original version.