Optima | Interior

# Write bmesh to mesh bm.to_mesh(mesh) bm.free()

# Smooth shading for face in mesh.polygons: face.use_smooth = True optima interior

# Add a material with a warm interior tone mat = bpy.data.materials.new(name="InteriorMaterial") mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links nodes.clear() output = nodes.new(type='ShaderNodeOutputMaterial') principled = nodes.new(type='ShaderNodeBsdfPrincipled') principled.inputs['Base Color'].default_value = (0.8, 0.6, 0.4, 1.0) # warm wood/leather principled.inputs['Roughness'].default_value = 0.3 principled.inputs['Metallic'].default_value = 0.1 links.new(principled.outputs['BSDF'], output.inputs['Surface']) obj.data.materials.append(mat) # Write bmesh to mesh bm

# Recalculate normals outward bmesh.ops.recalc_face_normals(bm, faces=bm.faces) # Given complexity, let's simplify: just keep the

# Select bottom ring edges and extrude down bottom_edges = [e for e in bm.edges if any(v in verts_bottom for v in e.verts) and e.is_boundary] # Simpler: extrude the bottom face region downwards. # First, select all bottom faces (the fan we created) bottom_faces = [f for f in bm.faces if all(v.co.z < -height/2 + 0.01 for v in f.verts)] if bottom_faces: geom = bottom_faces[:] ret = bmesh.ops.extrude_discrete_faces(bm, faces=bottom_faces) extrude_verts = [v for v in ret['verts'] if v.co.z < 0] # Move extruded vertices down for v in extrude_verts: v.co.z -= 0.2 # Create side walls for extrusion (need to fill quads). But this gets messy. # Given complexity, let's simplify: just keep the original closed mesh without extrusion, # as it is already a solid closed manifold (if bottom cap and top cap are present).

import bpy import bmesh import math from mathutils import Vector

# Remove any double vertices bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)

タイトルとURLをコピーしました