Rendered headless by the example itself — click to zoom.
blender --background --python showcase/anvil/anvil.py --
A showcase piece, not an example. Procedural London-pattern anvil on a coopered timber stump (16 jittered staves, chord-lofted iron hoops, a sawn head, spreading foot, pinched waist, one slotted face with hardy and pritchel through-holes, oval-lofted horn) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
The face is one add_slotted_slab so hardy/pritchel are real holes in a single shell, not nubs glued onto stacked boxes. Hoops evaluate the same host_outer_r chord as the stave flats. --round-band is the falsifier: a circle of radius_at(z) instead of the chord.
It asserts budget conformance of the generated result. It does not witness an API contract. "It rendered without error" is not a check.
Composes skills mesh-editing-and-bmesh, bake-high-to-low, depsgraph-and-evaluated-data, engine-export-presets, and snippets bake_normal_high_to_low.py, setup_bake_target_image.py, lod_chain.py / decimate_to_budget.py, convex_hull_collider.py, export_preset_unity.py (helpers copied, not imported as a package).
Budgets
Declared as named constants; every gate recomputes from the mesh, materials, UVs, evaluated LOD, collider, or export file.
| Axis | Declared | Measured (4.5.11 / 5.1.2 / 5.2.1) | | --- | --- | --- | | Base triangles | 2500–4500 | 2988 / 2988 / 2988 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2195 / 0.2195 / 0.2195 | | Materials | exactly 2 distinct; ≥400 wood, ≥400 metal faces | 2 slots; 1040 / 822 | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.621, 0.414, 0.489) m ± 0.015 | (0.6210, 0.4137, 0.4890), zmin 0 | | Collider tris | ≤ 280 | 134 | | Export | written, size > 0 | 244052 / 244052 / 244036 bytes |
Base triangles dropped from 6616 to 2988 in the quality pass: overlapping face boxes and a beveled superellipse horn became one slotted slab plus a circular oval loft. Hidden coincident faces were the waste.
DECIMATE COLLAPSE triangle counts are not identical across series — the gate is a ratio band, not an exact count. Bake pixels are stochastic; the gate is has_data plus operator FINISHED, not byte-identity. Stave-width jitter uses fixed seed 17. Export byte counts differ by 16 B on 5.2.1 (glTF serializer), not a gated axis.
Hygiene
Recomputed from the generated mesh, not asserted about the script.
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Non-manifold edges | 0 | 0 | | Loose verts / edges | 0 / 0 | 0 / 0 | | Doubles merged at 1e-5 | 0 | 0 | | Zero-area faces | 0 | 0 | | N-gons | 0 | 0 | | Coplanar disjoint face pairs | 0 | 0 | | Grounded: zmin | within 1e-4 of 0 | 0.0000 | | Named supports: 16 staves | each zmin ≤ 0.001 | 16, stave_z 0.00000 | | Body plan | 0.621 m long × 0.180 m high ± 0.05 | 0.6210 × 0.1800 |
Joint fit and seat
| Axis | Declared | Measured (all three) | | --- | --- | --- | | Foot-on-head BVH gap | ≤ 0.006 m | 0.00300 | | Hoop bite (host r − inner hoop r) | 0.0012–0.008 m | 0.00300 |
Falsifiers
Each violates one named budget. All six were run on 4.5.11, 5.1.2 and 5.2.1 and returned the same code on each.
| Flag | Budget violated | Exit | | --- | --- | --- | | --skip-decimate | LOD1 ratio band | 9 | | --stray-vert | loose vertex count is 0 | 15 | | --lift-z | bounding box zmin is 0 | 16 | | --short-staves | named stave supports at Z=0 | 16 | | --float-anvil | foot-on-head gap | 17 | | --round-band | hoop bite band | 18 |
Run
blender --background --python anvil.py --
blender --background --python anvil.py -- --skip-decimate
blender --background --python anvil.py -- --stray-vert
blender --background --python anvil.py -- --lift-z
blender --background --python anvil.py -- --short-staves
blender --background --python anvil.py -- --float-anvil
blender --background --python anvil.py -- --round-band
blender --background --python anvil.py -- --output anvil.png
Smoke passes no flags.
Exit codes
File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path. 15–19 are the hygiene and joint-fit family.
| Code | Meaning | | --- | --- | | 0 | Success | | 1 | Uncaught exception (FATAL wrapper) | | 2 | argparse / usage | | 3 | Mesh did not build / no UV layer | | 4 | Base triangle count outside range | | 5 | Material count ≠ 2 distinct slots, or a face-count floor missed | | 6 | UVs outside 0..1 | | 7 | UV AABB overlap above tolerance | | 8 | World AABB off declared outer size | | 9 | LOD ratio band (--skip-decimate lands here) | | 10 | Framing gate (render path only) | | 11 | Collider triangle count above ceiling | | 12 | Bake did not finish or image has no data | | 13 | Export file missing or empty | | 14 | --output produced no file | | 15 | Mesh hygiene: loose, non-manifold, zero-area, doubles, n-gons, z-fight | | 16 | Not grounded: bounding box zmin off 0, or a named stave floats | | 17 | Joint fit: foot-on-head gap (--float-anvil) | | 18 | Seat: hoop bite band (--round-band) | | 19 | Body length or height off the stated real-world size |
Source
"""Game-ready blacksmith anvil — a showcase piece, not an example. Asserts budget conformance of a procedural London-pattern anvil on a coopered timber stump (stave-chord hoops, sawn head, horn/face/heel loft, hardy and pritchel through-holes, spreading foot) after composing shipped pipeline pieces: bmesh construction, UVs, two materials, high-to-low normal bake, LOD chain, convex collider, Unity glTF export. The old piece was a 24-gon cone with circular tori floating off the flats, and a stack of beveled boxes with nubs glued on as 'holes'. Budgets are declared below and recomputed from the generated result. They are not API-contract witnesses. Each falsifier violates one named budget: ``--skip-decimate`` the LOD-ratio band, ``--stray-vert`` mesh hygiene, ``--lift-z`` grounded zmin, ``--short-staves`` named stave supports, ``--float-anvil`` foot-on-head joint-fit, ``--round-band`` hoop seat (hoop generated on a circle instead of the stave chords). Fixed seed 17 for stave-width jitter. DECIMATE COLLAPSE triangle counts are not byte-identical across Blender versions — the LOD gate is a ratio band, not an exact count. blender --background --python anvil.py -- blender --background --python anvil.py -- --skip-decimate blender --background --python anvil.py -- --output anvil.png """ import argparse import math import os import random import sys import tempfile import traceback import bmesh import bpy from mathutils import Vector from mathutils.bvhtree import BVHTree _REPO = os.path.abspath( os.path.join(os.path.dirname(os.path.abspath(__file__)), os.pardir, os.pardir) ) sys.path.insert(0, os.path.join(_REPO, "examples")) sys.dont_write_bytecode = True import gallery_framing # noqa: E402 N_STAVES = 16 STAVE_THICK = 0.028 STAVE_SEED = 17 STAVE_JITTER = 0.08 GAP_M = 0.0012 STUMP_H = 0.320 R_BOT = 0.205 R_TOP = 0.172 N_RINGS = 6 HOOP_ZS = (0.052, 0.268) HOOP_H = 0.024 HOOP_PROUD = 0.006 HOOP_BITE = 0.003 HOOP_CHAMFER = 0.0025 HOOP_BITE_MIN = 0.0012 HOOP_BITE_MAX = 0.008 HEAD_T = 0.022 CHIME = 0.008 HEAD_GAP_MAX = 0.008 STAVE_ZMIN_MAX = 0.001 SHORT_STAVES_LIFT = 0.045 LIFT_Z = 0.05 FLOAT_ANVIL = 0.010 FOOT_BITE = 0.003 SEAT_GAP_MAX = 0.006 FACE_T = 0.050 FACE_W = 0.112 FACE_LEN = 0.280 TABLE_DROP = 0.014 TABLE_LEN = 0.046 HORN_LEN = 0.220 HEEL_LEN = 0.095 FOOT_H = 0.030 FOOT_XY = (0.210, 0.124) WAIST_H = 0.100 HARDY_HALF = 0.015 PRITCHEL_R = 0.007 N_SECTION = 16 AREA_EPS = 1e-10 DOUBLES_EPS = 1e-5 ZMIN_EPS = 1e-4 ZFIGHT_EPS = 1e-4 ZFIGHT_COS = 0.998 BODY_TOL = 0.05 BODY_LEN = 0.621 BODY_H = 0.180 BBOX_TOL = 0.015 OUTER_SIZE = (0.621, 0.414, 0.489) BASE_TRIS_MIN = 2500 BASE_TRIS_MAX = 4500 LOD1_RATIO_MIN = 0.32 LOD1_RATIO_MAX = 0.62 LOD2_RATIO_MIN = 0.10 LOD2_RATIO_MAX = 0.35 LOD1_TARGET = 0.50 LOD2_TARGET = 0.22 MATERIAL_COUNT = 2 WOOD_FACES_MIN = 400 METAL_FACES_MIN = 400 UV_EPS = 1e-4 UV_OVERLAP_MAX = 1e-5 COLLIDER_TRIS_MAX = 280 BAKE_RES = 256 CAGE_EXTRUSION = 0.06 STAVE_COUNT = N_STAVES WOOD_IDX = 0 METAL_IDX = 1 def eevee_engine_id(): return "BLENDER_EEVEE" if bpy.app.version >= (5, 0, 0) else "BLENDER_EEVEE_NEXT" def fail(msg, code): print(f"ERROR: {msg}", file=sys.stderr) return code def triangle_count(mesh): mesh.calc_loop_triangles() return len(mesh.loop_triangles) def evaluated_triangle_count(obj): depsgraph = bpy.context.evaluated_depsgraph_get() eval_obj = obj.evaluated_get(depsgraph) eval_mesh = eval_obj.to_mesh() try: eval_mesh.calc_loop_triangles() return len(eval_mesh.loop_triangles) finally: eval_obj.to_mesh_clear() def radius_at(z): t = max(0.0, min(1.0, z / STUMP_H)) return R_BOT + (R_TOP - R_BOT) * t def stave_spans(n, gap_ang, jitter, seed): rng = random.Random(seed) weights = [1.0 + rng.uniform(-jitter, jitter) for _ in range(n)] total = sum(weights) usable = 2.0 * math.pi - n * gap_ang spans = [] a = 0.0 for w in weights: width = usable * (w / total) spans.append((a, a + width)) a += width + gap_ang return spans def host_outer_r(u, z, spans, round_band): r = radius_at(z) if round_band: return r u = u % (2.0 * math.pi) for a0, a1 in spans: if a0 - 1e-9 <= u <= a1 + 1e-9: mid = 0.5 * (a0 + a1) half = 0.5 * (a1 - a0) den = math.cos(u - mid) if abs(den) < 1e-4: return r * math.cos(half) return r * math.cos(half) / den return r def loft_cyclic(bm, sections, mat_idx): vert_rings = [[bm.verts.new(p) for p in s] for s in sections] m = len(vert_rings) n = len(vert_rings[0]) faces = [] for k in range(m): a = vert_rings[k] b = vert_rings[(k + 1) % m] for i in range(n): j = (i + 1) % n face = bm.faces.new((a[i], a[j], b[j], b[i])) face.material_index = mat_idx faces.append(face) return [v for ring in vert_rings for v in ring], faces def loft_open(bm, rings, mat_idx, cap0=True, cap1=True): vert_rings = [[bm.verts.new(p) for p in ring] for ring in rings] n = len(vert_rings[0]) faces = [] for k in range(len(vert_rings) - 1): a = vert_rings[k] b = vert_rings[k + 1] for i in range(n): j = (i + 1) % n face = bm.faces.new((a[i], a[j], b[j], b[i])) face.material_index = mat_idx faces.append(face) if cap0: fan_cap(bm, vert_rings[0], mat_idx, flip=True) if cap1: fan_cap(bm, vert_rings[-1], mat_idx, flip=False) return [v for ring in vert_rings for v in ring], faces def fan_cap(bm, ring, mat_idx, flip=False): center = Vector((0.0, 0.0, 0.0)) for v in ring: center += v.co center /= len(ring) hub = bm.verts.new(center) n = len(ring) for i in range(n): vs = (hub, ring[i], ring[(i + 1) % n]) if flip: vs = (hub, vs[2], vs[1]) face = bm.faces.new(vs) face.material_index = mat_idx return hub def croze_xy(spans, z, bite, shrink=0.0): pts = [] for a0, a1 in spans: for u in (a0, 0.5 * (a0 + a1), a1): r = host_outer_r(u, z, spans, False) - STAVE_THICK + bite - shrink pts.append((r * math.cos(u), r * math.sin(u))) return pts def add_polygon_disk(bm, z0, z1, xy_ring, mat_idx): rings = [] for z in (z0, z1): ring = [bm.verts.new((x, y, z)) for x, y in xy_ring] rings.append(ring) a, b = rings n = len(xy_ring) for i in range(n): j = (i + 1) % n face = bm.faces.new((a[i], a[j], b[j], b[i])) face.material_index = mat_idx fan_cap(bm, a, mat_idx, flip=True) fan_cap(bm, b, mat_idx, flip=False) def oval_ring(x, ry, rz, z_mid): pts = [] for i in range(N_SECTION): t = i * (2.0 * math.pi / N_SECTION) pts.append(Vector((x, ry * math.cos(t), z_mid + rz * math.sin(t)))) return pts def add_box_solid(bm, x0, x1, y0, y1, z0, z1, mat_idx): corners = [ (x0, y0, z0), (x1, y0, z0), (x1, y1, z0), (x0, y1, z0), (x0, y0, z1), (x1, y0, z1), (x1, y1, z1), (x0, y1, z1), ] vs = [bm.verts.new(p) for p in corners] faces = ( (0, 3, 2, 1), (4, 5, 6, 7), (0, 1, 5, 4), (1, 2, 6, 5), (2, 3, 7, 6), (3, 0, 4, 7), ) for idx in faces: face = bm.faces.new(tuple(vs[i] for i in idx)) face.material_index = mat_idx return vs def add_box_square_hole(bm, x0, x1, y0, y1, z0, z1, hx0, hx1, hy0, hy1, mat_idx): add_slotted_slab(bm, x0, x1, y0, y1, z0, z1, [(hx0, hx1, hy0, hy1)], mat_idx) def add_slotted_slab(bm, x0, x1, y0, y1, z0, z1, holes, mat_idx): xs = [x0, x1] ys = [y0, y1] for hx0, hx1, hy0, hy1 in holes: xs.extend((hx0, hx1)) ys.extend((hy0, hy1)) xs = sorted(set(round(v, 8) for v in xs)) ys = sorted(set(round(v, 8) for v in ys)) def in_hole(cx0, cx1, cy0, cy1): mx = 0.5 * (cx0 + cx1) my = 0.5 * (cy0 + cy1) for hx0, hx1, hy0, hy1 in holes: if hx0 < mx < hx1 and hy0 < my < hy1: return True return False grid = {} for zi, z in ((0, z0), (1, z1)): for ix, x in enumerate(xs): for iy, y in enumerate(ys): grid[(ix, iy, zi)] = bm.verts.new((x, y, z)) def quad(a, b, c, d): face = bm.faces.new((a, b, c, d)) face.material_index = mat_idx nx, ny = len(xs), len(ys) for ix in range(nx - 1): for iy in range(ny - 1): if in_hole(xs[ix], xs[ix + 1], ys[iy], ys[iy + 1]): continue a = grid[(ix, iy, 1)] b = grid[(ix + 1, iy, 1)] c = grid[(ix + 1, iy + 1, 1)] d = grid[(ix, iy + 1, 1)] quad(a, b, c, d) a = grid[(ix, iy, 0)] b = grid[(ix, iy + 1, 0)] c = grid[(ix + 1, iy + 1, 0)] d = grid[(ix + 1, iy, 0)] quad(a, b, c, d) for ix in range(nx - 1): quad( grid[(ix, 0, 0)], grid[(ix + 1, 0, 0)], grid[(ix + 1, 0, 1)], grid[(ix, 0, 1)], ) quad( grid[(ix, ny - 1, 0)], grid[(ix, ny - 1, 1)], grid[(ix + 1, ny - 1, 1)], grid[(ix + 1, ny - 1, 0)], ) for iy in range(ny - 1): quad( grid[(0, iy, 0)], grid[(0, iy, 1)], grid[(0, iy + 1, 1)], grid[(0, iy + 1, 0)], ) quad( grid[(nx - 1, iy, 0)], grid[(nx - 1, iy + 1, 0)], grid[(nx - 1, iy + 1, 1)], grid[(nx - 1, iy, 1)], ) for hx0, hx1, hy0, hy1 in holes: ix0 = xs.index(round(hx0, 8)) ix1 = xs.index(round(hx1, 8)) iy0 = ys.index(round(hy0, 8)) iy1 = ys.index(round(hy1, 8)) for ix in range(ix0, ix1): quad( grid[(ix, iy0, 0)], grid[(ix, iy0, 1)], grid[(ix + 1, iy0, 1)], grid[(ix + 1, iy0, 0)], ) quad( grid[(ix, iy1, 0)], grid[(ix + 1, iy1, 0)], grid[(ix + 1, iy1, 1)], grid[(ix, iy1, 1)], ) for iy in range(iy0, iy1): quad( grid[(ix0, iy, 0)], grid[(ix0, iy + 1, 0)], grid[(ix0, iy + 1, 1)], grid[(ix0, iy, 1)], ) quad( grid[(ix1, iy, 0)], grid[(ix1, iy, 1)], grid[(ix1, iy + 1, 1)], grid[(ix1, iy + 1, 0)], ) def build_hoops(bm, spans, round_band): faces_all = [] for z_mid in HOOP_ZS: z0 = z_mid - HOOP_H * 0.5 z1 = z_mid + HOOP_H * 0.5 c = HOOP_CHAMFER sections = [] samples = [] for a0, a1 in spans: samples.append(a0) samples.append(0.5 * (a0 + a1)) samples.append(a1) for u in samples: cu, su = math.cos(u), math.sin(u) r0 = host_outer_r(u, z0, spans, round_band) r1 = host_outer_r(u, z1, spans, round_band) profile = ( (r0 - HOOP_BITE, z0), (r0 + HOOP_PROUD - c, z0), (r0 + HOOP_PROUD, z0 + c), (r1 + HOOP_PROUD, z1 - c), (r1 + HOOP_PROUD - c, z1), (r1 - HOOP_BITE, z1), ) sections.append([Vector((r * cu, r * su, z)) for r, z in profile]) _verts, faces = loft_cyclic(bm, sections, METAL_IDX) faces_all.extend(faces) return faces_all def build_staves(bm, spans, z0, bevel_offset, bevel_segments): zs = [STUMP_H * i / (N_RINGS - 1) for i in range(N_RINGS)] stave_verts = [] for a0, a1 in spans: outer = [] inner = [] for z in zs: r = radius_at(z) ov = ( bm.verts.new((r * math.cos(a0), r * math.sin(a0), z0 + z)), bm.verts.new((r * math.cos(a1), r * math.sin(a1), z0 + z)), ) ri = r - STAVE_THICK iv = ( bm.verts.new((ri * math.cos(a0), ri * math.sin(a0), z0 + z)), bm.verts.new((ri * math.cos(a1), ri * math.sin(a1), z0 + z)), ) outer.append(ov) inner.append(iv) stave_verts.extend(ov) stave_verts.extend(iv) for k in range(N_RINGS - 1): o0a, o0b = outer[k] o1a, o1b = outer[k + 1] i0a, i0b = inner[k] i1a, i1b = inner[k + 1] for vs in ( (o0a, o1a, o1b, o0b), (i0b, i1b, i1a, i0a), (o0a, i0a, i1a, o1a), (o0b, o1b, i1b, i0b), ): face = bm.faces.new(vs) face.material_index = WOOD_IDX top = bm.faces.new((outer[-1][0], outer[-1][1], inner[-1][1], inner[-1][0])) top.material_index = WOOD_IDX bot = bm.faces.new((outer[0][1], outer[0][0], inner[0][0], inner[0][1])) bot.material_index = WOOD_IDX if bevel_offset > 0.0: long_edges = [] seen = set() for v in stave_verts: for e in v.link_edges: if e in seen: continue seen.add(e) a, b = e.verts if abs(a.co.z - b.co.z) > 0.02: long_edges.append(e) if long_edges: ret = bmesh.ops.bevel( bm, geom=long_edges, offset=min(bevel_offset, 0.004), segments=bevel_segments, profile=0.5, affect="EDGES", clamp_overlap=True, ) for f in ret.get("faces") or []: f.material_index = WOOD_IDX return stave_verts def build_anvil_iron(bm, z_head, float_anvil, bevel_offset, bevel_segments): z_foot0 = z_head - FOOT_BITE + (FLOAT_ANVIL if float_anvil else 0.0) z_foot1 = z_foot0 + FOOT_H z_body0 = z_foot1 + WAIST_H z_face = z_body0 + FACE_T hy = FACE_W * 0.5 x_heel = -FACE_LEN * 0.5 - HEEL_LEN x_face0 = -FACE_LEN * 0.5 x_hardy0 = x_face0 + 0.042 x_hardy1 = x_hardy0 + 0.055 x_prit0 = 0.055 x_prit1 = x_prit0 + 0.048 x_face1 = FACE_LEN * 0.5 x_table1 = x_face1 + TABLE_LEN x_horn1 = x_table1 + HORN_LEN - 0.020 pr_half = PRITCHEL_R pr_cx = 0.5 * (x_prit0 + x_prit1) add_slotted_slab( bm, x_heel, x_face1, -hy, hy, z_body0, z_face, [ ( x_hardy0 + 0.012, x_hardy1 - 0.012, -HARDY_HALF, HARDY_HALF, ), ( pr_cx - pr_half, pr_cx + pr_half, -pr_half, pr_half, ), ], METAL_IDX, ) add_box_solid( bm, x_face1 - 0.006, x_table1, -hy * 0.88, hy * 0.88, z_body0 + 0.004, z_face - TABLE_DROP, METAL_IDX, ) z_mid = 0.5 * ((z_body0 + 0.004) + (z_face - TABLE_DROP)) horn_rings = [ oval_ring(x_table1 - 0.018, hy * 0.80, 0.018, z_mid), oval_ring(x_table1 + 0.040, hy * 0.58, 0.015, z_mid - 0.004), oval_ring(x_table1 + 0.095, hy * 0.34, 0.011, z_mid - 0.010), oval_ring(x_table1 + 0.150, hy * 0.16, 0.008, z_mid - 0.016), oval_ring(x_horn1, 0.011, 0.008, z_mid - 0.022), ] horn_verts, _faces = loft_open(bm, horn_rings, METAL_IDX, cap0=True, cap1=True) add_box_solid( bm, -FOOT_XY[0] * 0.5, FOOT_XY[0] * 0.5, -FOOT_XY[1] * 0.5, FOOT_XY[1] * 0.5, z_foot0, z_foot1 + 0.004, METAL_IDX, ) pinch_hy = 0.028 pinch_hx = 0.055 waist_mid = z_foot1 + WAIST_H * 0.48 waist_z = (z_foot1, waist_mid, z_body0 + 0.002) waist_hy = (FOOT_XY[1] * 0.46, pinch_hy, hy * 0.42) waist_hx = (FOOT_XY[0] * 0.42, pinch_hx, FACE_LEN * 0.22) real_waist = [] for z, hx, hy_w in zip(waist_z, waist_hx, waist_hy): ring = [] for i in range(N_SECTION): t = i * (2.0 * math.pi / N_SECTION) ring.append(Vector((hx * math.cos(t), hy_w * math.sin(t), z))) real_waist.append(ring) loft_open(bm, real_waist, METAL_IDX, cap0=True, cap1=True) return z_foot0, z_face, list(horn_verts) def triangulate_ngons(bm): faces = [f for f in bm.faces if len(f.verts) > 4] if faces: bmesh.ops.triangulate(bm, faces=faces) def pack_uvs(bm, margin=0.08): uv = bm.loops.layers.uv.new("UVMap") faces = list(bm.faces) n = len(faces) cols = max(1, math.ceil(math.sqrt(n))) rows = max(1, math.ceil(n / cols)) cell_w = 1.0 / cols cell_h = 1.0 / rows pad_u = margin * cell_w * 0.5 pad_v = margin * cell_h * 0.5 usable_w = cell_w - 2.0 * pad_u usable_h = cell_h - 2.0 * pad_v for i, face in enumerate(faces): col = i % cols row = i // cols nrm = face.normal ax = abs(nrm.x) ay = abs(nrm.y) az = abs(nrm.z) coords = [] for loop in face.loops: co = loop.vert.co if az >= ax and az >= ay: coords.append((co.x, co.y)) elif ax >= ay: coords.append((co.y, co.z)) else: coords.append((co.x, co.z)) xs = [c[0] for c in coords] ys = [c[1] for c in coords] minx, maxx = min(xs), max(xs) miny, maxy = min(ys), max(ys) dx = max(maxx - minx, 1e-8) dy = max(maxy - miny, 1e-8) origin_u = col * cell_w + pad_u origin_v = row * cell_h + pad_v for loop, (x, y) in zip(face.loops, coords): loop[uv].uv = ( origin_u + (x - minx) / dx * usable_w, origin_v + (y - miny) / dy * usable_h, ) def build_anvil_mesh( name, bevel_offset, bevel_segments, short_staves=False, float_anvil=False, round_band=False, ): bm = bmesh.new() gap_ang = GAP_M / R_BOT spans = stave_spans(N_STAVES, gap_ang, STAVE_JITTER, STAVE_SEED) z0 = SHORT_STAVES_LIFT if short_staves else 0.0 try: build_staves(bm, spans, z0, bevel_offset, bevel_segments) head_z0 = z0 + STUMP_H - CHIME - HEAD_T head_z1 = z0 + STUMP_H - CHIME add_polygon_disk( bm, head_z0, head_z1, croze_xy(spans, 0.5 * (head_z0 + head_z1), 0.004, 0.0), WOOD_IDX, ) build_anvil_iron(bm, head_z1, float_anvil, bevel_offset, bevel_segments) build_hoops(bm, spans, round_band) bmesh.ops.remove_doubles(bm, verts=list(bm.verts), dist=1e-5) bmesh.ops.dissolve_degenerate(bm, dist=1e-6) triangulate_ngons(bm) pack_uvs(bm) bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) for face in bm.faces: face.smooth = True for edge in bm.edges: edge.smooth = True if edge.is_manifold and len(edge.link_faces) == 2: if edge.calc_face_angle() > math.radians(35.0): edge.smooth = False me = bpy.data.meshes.new(name) bm.to_mesh(me) me.update() finally: bm.free() obj = bpy.data.objects.new(name, me) bpy.context.collection.objects.link(obj) return obj def principled(name, color, metallic, roughness, noise_scale=0.0, wear=None): mat = bpy.data.materials.new(name) mat.use_nodes = True nt = mat.node_tree bsdf = nt.nodes["Principled BSDF"] bsdf.inputs["Base Color"].default_value = color bsdf.inputs["Metallic"].default_value = metallic bsdf.inputs["Roughness"].default_value = roughness if noise_scale > 0.0 and wear is not None: tex = nt.nodes.new("ShaderNodeTexNoise") tex.inputs["Scale"].default_value = noise_scale tex.inputs["Detail"].default_value = 8.0 tex.inputs["Roughness"].default_value = 0.55 mix = nt.nodes.new("ShaderNodeMix") mix.data_type = "RGBA" mix.inputs["A"].default_value = color mix.inputs["B"].default_value = wear fac = mix.inputs.get("Factor") or mix.inputs.get("Fac") nt.links.new(tex.outputs["Fac"], fac) nt.links.new(mix.outputs["Result"], bsdf.inputs["Base Color"]) rmix = nt.nodes.new("ShaderNodeMix") rmix.data_type = "FLOAT" rmix.inputs["A"].default_value = roughness rmix.inputs["B"].default_value = min(1.0, roughness + 0.18) rfac = rmix.inputs.get("Factor") or rmix.inputs.get("Fac") nt.links.new(tex.outputs["Fac"], rfac) nt.links.new(rmix.outputs["Result"], bsdf.inputs["Roughness"]) return mat def assign_slots(obj, wood, metal): mats = obj.data.materials wanted = (wood, metal) for i, mat in enumerate(wanted): if i < len(mats): mats[i] = mat else: mats.append(mat) def world_bbox(obj): corners = [obj.matrix_world @ Vector(c) for c in obj.bound_box] xs = [c.x for c in corners] ys = [c.y for c in corners] zs = [c.z for c in corners] return (min(xs), min(ys), min(zs), max(xs), max(ys), max(zs)) def face_area(me, poly): verts = [me.vertices[i].co for i in poly.vertices] if len(verts) < 3: return 0.0 acc = Vector((0.0, 0.0, 0.0)) origin = verts[0] for a, b in zip(verts[1:], verts[2:]): acc += (a - origin).cross(b - origin) return 0.5 * acc.length def uv_stats(mesh): uv = mesh.uv_layers.active if uv is None: return 0.0, 0.0, 1.0, 1.0, 0, 1.0 data = uv.data us = [loop.uv[0] for loop in data] vs = [loop.uv[1] for loop in data] aabbs = [] for poly in mesh.polygons: pu = [data[i].uv[0] for i in poly.loop_indices] pv = [data[i].uv[1] for i in poly.loop_indices] aabbs.append((min(pu), min(pv), max(pu), max(pv))) overlap = 0.0 for i in range(len(aabbs)): a = aabbs[i] for j in range(i + 1, len(aabbs)): b = aabbs[j] x0 = max(a[0], b[0]) y0 = max(a[1], b[1]) x1 = min(a[2], b[2]) y1 = min(a[3], b[3]) overlap += max(0.0, x1 - x0) * max(0.0, y1 - y0) return min(us), min(vs), max(us), max(vs), overlap, len(aabbs) def hygiene_audit(me): nv, ne, nf = len(me.vertices), len(me.edges), len(me.polygons) ngons = sum(1 for p in me.polygons if len(p.vertices) > 4) zero_area = sum(1 for p in me.polygons if face_area(me, p) <= AREA_EPS) bm = bmesh.new() try: bm.from_mesh(me) bm.verts.ensure_lookup_table() bm.edges.ensure_lookup_table() loose_v = sum(1 for v in bm.verts if len(v.link_edges) == 0) loose_e = sum(1 for e in bm.edges if len(e.link_faces) == 0) nonman = sum(1 for e in bm.edges if not e.is_manifold) ret = bmesh.ops.find_doubles(bm, verts=list(bm.verts), dist=DOUBLES_EPS) doubles = len(ret.get("targetmap") or {}) finally: bm.free() return { "nv": nv, "ne": ne, "nf": nf, "ngons": ngons, "loose_v": loose_v, "loose_e": loose_e, "nonman": nonman, "zero_area": zero_area, "doubles": doubles, "euler": nv - ne + nf, } def zfight_pairs(me): data = [ (p.center.copy(), p.normal.copy(), frozenset(p.vertices)) for p in me.polygons ] eps2 = ZFIGHT_EPS * ZFIGHT_EPS count = 0 for i in range(len(data)): ci, ni, vi = data[i] for j in range(i + 1, len(data)): cj, nj, vj = data[j] if (cj - ci).length_squared > eps2: continue if abs(ni.dot(nj)) <= ZFIGHT_COS: continue if vi & vj: continue count += 1 return count def shells(me): neighbors = [[] for _ in range(len(me.vertices))] for edge in me.edges: a, b = edge.vertices neighbors[a].append(b) neighbors[b].append(a) seen = [False] * len(me.vertices) groups = [] for start in range(len(me.vertices)): if seen[start]: continue seen[start] = True stack = [start] group = [] while stack: current = stack.pop() group.append(current) for nxt in neighbors[current]: if not seen[nxt]: seen[nxt] = True stack.append(nxt) groups.append(group) return groups def shell_aabb(me, group): pts = [me.vertices[i].co for i in group] return ( min(p.x for p in pts), min(p.y for p in pts), min(p.z for p in pts), max(p.x for p in pts), max(p.y for p in pts), max(p.z for p in pts), ) def mat_of(me, group): member = set(group) for p in me.polygons: if all(i in member for i in p.vertices): return p.material_index return None def support_audit(me): groups = shells(me) staves = [] for g in groups: if mat_of(me, g) != WOOD_IDX: continue a = shell_aabb(me, g) dz = a[5] - a[2] if dz > 0.20: staves.append(a) stave_z = min((a[2] for a in staves), default=99.0) return {"staves": len(staves), "stave_z": stave_z} def hoop_seat(me, spans): groups = shells(me) bites = [] for g in groups: if mat_of(me, g) != METAL_IDX: continue a = shell_aabb(me, g) dx, dy, dz = a[3] - a[0], a[4] - a[1], a[5] - a[2] if dz > 0.06 or max(dx, dy) < 0.28: continue rs = [math.hypot(me.vertices[i].co.x, me.vertices[i].co.y) for i in g] if min(rs) < R_TOP * 0.6: continue for i, r in zip(g, rs): p = me.vertices[i].co u = math.atan2(p.y, p.x) host = host_outer_r(u, p.z, spans, False) if r > host + 0.0005: continue bites.append(host - r) if not bites: return 0.05, 0.05 return min(bites), max(bites) def anvil_seat(me): groups = shells(me) woods, metals = [], [] for g in groups: a = shell_aabb(me, g) mat = mat_of(me, g) dz = a[5] - a[2] if mat == WOOD_IDX and dz < 0.08 and a[2] > STUMP_H * 0.6: woods.append(g) elif mat == METAL_IDX: radial = 0.25 * ((a[3] - a[0]) + (a[4] - a[1])) if a[5] < STUMP_H * 0.95 and radial > 0.15: continue metals.append((a[2], g)) if not woods or not metals: return 99.0 metals.sort() foots = [metals[0][1]] bm_s = bmesh.new() try: bm_s.from_mesh(me) keep = set() for g in woods: keep.update(g) drop = [f for f in bm_s.faces if not all(v.index in keep for v in f.verts)] if drop: bmesh.ops.delete(bm_s, geom=drop, context="FACES") if not bm_s.faces: return 99.0 tree = BVHTree.FromBMesh(bm_s) worst = 0.0 for g in foots: zmin = min(me.vertices[i].co.z for i in g) for i in g: p = me.vertices[i].co if p.z > zmin + 0.006: continue loc, _n, _i, dist = tree.find_nearest(p) if loc is None: continue worst = max(worst, dist) return worst finally: bm_s.free() def body_plan(me): groups = shells(me) xs, z0s, z1s = [], [], [] for g in groups: if mat_of(me, g) != METAL_IDX: continue a = shell_aabb(me, g) radial = 0.25 * ((a[3] - a[0]) + (a[4] - a[1])) if a[5] < STUMP_H * 0.95 and radial > 0.15: continue xs.extend((a[0], a[3])) z0s.append(a[2]) z1s.append(a[5]) if not xs: return 0.0, 0.0 return max(xs) - min(xs), max(z1s) - min(z0s) def add_stray_vert(me): bm = bmesh.new() try: bm.from_mesh(me) bm.verts.new((0.0, 0.0, STUMP_H * 0.5)) bm.to_mesh(me) me.update() finally: bm.free() def make_lod(obj, name, ratio, skip_decimate): mesh = obj.data.copy() lod = bpy.data.objects.new(name, mesh) lod.matrix_world = obj.matrix_world.copy() bpy.context.collection.objects.link(lod) if not skip_decimate and 0.0 < ratio < 1.0: mod = lod.modifiers.new("DecimateBudget", "DECIMATE") mod.decimate_type = "COLLAPSE" mod.ratio = ratio return lod def convex_hull_collider(obj, name): mesh = bpy.data.meshes.new(name) bm = bmesh.new() try: bm.from_mesh(obj.data) result = bmesh.ops.convex_hull(bm, input=list(bm.verts)) interior = result.get("geom_interior") or [] unused = result.get("geom_unused") or [] if interior: bmesh.ops.delete(bm, geom=interior, context="VERTS") if unused: bmesh.ops.delete(bm, geom=unused, context="VERTS") bmesh.ops.dissolve_limit( bm, angle_limit=math.radians(10.0), verts=list(bm.verts), edges=list(bm.edges), delimit={"NORMAL"}, ) bmesh.ops.triangulate(bm, faces=list(bm.faces)) bm.to_mesh(mesh) mesh.update() finally: bm.free() collider = bpy.data.objects.new(name, mesh) bpy.context.collection.objects.link(collider) collider.matrix_world = obj.matrix_world.copy() return collider def setup_bake_image(obj, target_mat, size=BAKE_RES): if not obj.data.uv_layers: return None, None img = bpy.data.images.new("AnvilNrm", size, size, alpha=True, float_buffer=False) img.colorspace_settings.name = "Non-Color" nodes = target_mat.node_tree.nodes tex = nodes.new("ShaderNodeTexImage") tex.image = img nodes.active = tex tex.select = True obj.active_material_index = WOOD_IDX return img, tex def bake_normal(high, low): scene = bpy.context.scene scene.render.engine = "CYCLES" scene.cycles.device = "CPU" scene.cycles.samples = 1 scene.cycles.use_denoising = False for ob in bpy.context.view_layer.objects: ob.select_set(False) high.select_set(True) low.select_set(True) bpy.context.view_layer.objects.active = low return bpy.ops.object.bake( type="NORMAL", use_selected_to_active=True, cage_extrusion=CAGE_EXTRUSION, use_cage=False, normal_space="TANGENT", margin=4, margin_type="ADJACENT_FACES", use_clear=True, target="IMAGE_TEXTURES", ) def export_unity(path, objects): for ob in bpy.context.view_layer.objects: ob.select_set(False) for ob in objects: ob.select_set(True) bpy.context.view_layer.objects.active = objects[0] bpy.ops.export_scene.gltf( filepath=path, use_selection=True, export_yup=True, export_apply=True, export_draco_mesh_compression_enable=False, export_animations=False, ) def check( skip_decimate, lift_z=False, stray_vert=False, short_staves=False, float_anvil=False, round_band=False, ): bpy.ops.wm.read_factory_settings(use_empty=True) flags = dict(short_staves=short_staves, float_anvil=float_anvil, round_band=round_band) low = build_anvil_mesh("AnvilLow", 0.004, 2, **flags) high = build_anvil_mesh("AnvilHigh", 0.004, 4, **flags) wood = principled( "AnvilStump", (0.34, 0.18, 0.07, 1.0), 0.0, 0.62, noise_scale=6.5, wear=(0.22, 0.12, 0.05, 1.0), ) metal = principled( "AnvilSteel", (0.18, 0.18, 0.19, 1.0), 0.92, 0.32, noise_scale=5.5, wear=(0.10, 0.10, 0.11, 1.0), ) assign_slots(low, wood, metal) assign_slots(high, wood, metal) if stray_vert: add_stray_vert(low.data) if lift_z: for v in low.data.vertices: v.co.z += LIFT_Z low.data.update() bpy.context.view_layer.update() if low.data is None or len(low.data.polygons) < 6: return fail("anvil mesh did not build", 3), None, None, None, None, None spans = stave_spans(N_STAVES, GAP_M / R_BOT, STAVE_JITTER, STAVE_SEED) base_tris = triangle_count(low.data) mats = [s for s in low.data.materials if s is not None] nmat = len(mats) distinct_mats = len({id(s) for s in mats}) idx_counts = {} for poly in low.data.polygons: idx_counts[poly.material_index] = idx_counts.get(poly.material_index, 0) + 1 print(f"measured mat_index_counts={idx_counts}") u0, v0, u1, v1, overlap, nfaces = uv_stats(low.data) bb = world_bbox(low) size_x = bb[3] - bb[0] size_y = bb[4] - bb[1] size_z = bb[5] - bb[2] hyg = hygiene_audit(low.data) zf = zfight_pairs(low.data) sup = support_audit(low.data) bite_min, bite_max = hoop_seat(low.data, spans) seat = anvil_seat(low.data) blen, bht = body_plan(low.data) print( f"measured hygiene loose_v={hyg['loose_v']} loose_e={hyg['loose_e']} " f"nonman={hyg['nonman']} zero_area={hyg['zero_area']} " f"doubles={hyg['doubles']} ngons={hyg['ngons']} zfight={zf}" ) print( f"measured staves={sup['staves']} stave_z={sup['stave_z']:.5f} " f"hoop_bite={bite_min:.5f}..{bite_max:.5f} seat={seat:.5f} " f"body={blen:.4f}x{bht:.4f}" ) img, tex = setup_bake_image(low, wood) if img is None: return fail("anvil has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "AnvilLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "AnvilLOD2", LOD2_TARGET, skip_decimate) bpy.context.view_layer.update() lod1_tris = evaluated_triangle_count(lod1) lod2_tris = evaluated_triangle_count(lod2) r1 = lod1_tris / base_tris if base_tris else 0.0 r2 = lod2_tris / base_tris if base_tris else 0.0 collider_src = build_anvil_mesh("AnvilColSrc", 0.0, 1) collider = convex_hull_collider(collider_src, "AnvilCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_anvil_{os.getpid()}.glb", ) if os.path.exists(export_path): os.remove(export_path) export_unity(export_path, [low, collider]) export_size = os.path.getsize(export_path) if os.path.isfile(export_path) else 0 print(f"blender={tuple(bpy.app.version)} skip_decimate={skip_decimate}") print( f"measured base_tris={base_tris} lod1_tris={lod1_tris} " f"lod2_tris={lod2_tris} r1={r1:.4f} r2={r2:.4f}" ) print( f"measured nmat={nmat} uv=({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f}) " f"overlap={overlap:.6f} nfaces={nfaces}" ) print( f"measured bbox=({size_x:.4f},{size_y:.4f},{size_z:.4f}) " f"outer={OUTER_SIZE} zmin={bb[2]:.4f}" ) print( f"measured collider_tris={col_tris} bake={bake_result} " f"bake_has_data={img.has_data} export_bytes={export_size}" ) if not (BASE_TRIS_MIN <= base_tris <= BASE_TRIS_MAX): return fail( f"base tris {base_tris} not in [{BASE_TRIS_MIN}, {BASE_TRIS_MAX}]", 4, ), None, None, None, None, None if nmat != MATERIAL_COUNT or distinct_mats != MATERIAL_COUNT: return fail( f"material slots {nmat} distinct {distinct_mats} != {MATERIAL_COUNT}", 5, ), None, None, None, None, None if idx_counts.get(METAL_IDX, 0) < METAL_FACES_MIN: return fail( f"metal faces {idx_counts.get(METAL_IDX, 0)} < {METAL_FACES_MIN}", 5, ), None, None, None, None, None if idx_counts.get(WOOD_IDX, 0) < WOOD_FACES_MIN: return fail( f"wood faces {idx_counts.get(WOOD_IDX, 0)} < {WOOD_FACES_MIN}", 5, ), None, None, None, None, None if u0 < -UV_EPS or v0 < -UV_EPS or u1 > 1.0 + UV_EPS or v1 > 1.0 + UV_EPS: return fail( f"UVs outside 0..1: ({u0:.4f},{v0:.4f})-({u1:.4f},{v1:.4f})", 6, ), None, None, None, None, None if overlap > UV_OVERLAP_MAX: return fail( f"UV AABB overlap {overlap:.6f} > {UV_OVERLAP_MAX}", 7, ), None, None, None, None, None if ( abs(size_x - OUTER_SIZE[0]) > BBOX_TOL or abs(size_y - OUTER_SIZE[1]) > BBOX_TOL or abs(size_z - OUTER_SIZE[2]) > BBOX_TOL ): return fail( f"bbox ({size_x:.4f},{size_y:.4f},{size_z:.4f}) " f"off outer {OUTER_SIZE}", 8, ), None, None, None, None, None if not (LOD1_RATIO_MIN <= r1 <= LOD1_RATIO_MAX): return fail( f"LOD1 ratio {r1:.4f} not in [{LOD1_RATIO_MIN}, {LOD1_RATIO_MAX}] " "(--skip-decimate is the designed fail)", 9, ), None, None, None, None, None if not (LOD2_RATIO_MIN <= r2 <= LOD2_RATIO_MAX): return fail( f"LOD2 ratio {r2:.4f} not in [{LOD2_RATIO_MIN}, {LOD2_RATIO_MAX}]", 9, ), None, None, None, None, None if col_tris > COLLIDER_TRIS_MAX: return fail( f"collider tris {col_tris} > {COLLIDER_TRIS_MAX}", 11, ), None, None, None, None, None if bake_result != {"FINISHED"} or not img.has_data: return fail( f"bake failed result={bake_result} has_data={img.has_data}", 12, ), None, None, None, None, None if export_size <= 0: return fail("export file missing or empty", 13), None, None, None, None, None if ( hyg["loose_v"] or hyg["loose_e"] or hyg["nonman"] or hyg["zero_area"] or hyg["doubles"] or hyg["ngons"] or zf ): return fail( f"hygiene loose_v={hyg['loose_v']} loose_e={hyg['loose_e']} " f"nonman={hyg['nonman']} zero_area={hyg['zero_area']} " f"doubles={hyg['doubles']} ngons={hyg['ngons']} zfight={zf}", 15, ), None, None, None, None, None if bb[2] > ZMIN_EPS or sup["staves"] != STAVE_COUNT or sup["stave_z"] > STAVE_ZMIN_MAX: return fail( f"grounded zmin={bb[2]:.5f} staves={sup['staves']} " f"stave_z={sup['stave_z']:.5f}", 16, ), None, None, None, None, None if seat > SEAT_GAP_MAX: return fail(f"anvil seat gap {seat:.5f} > {SEAT_GAP_MAX}", 17), None, None, None, None, None if bite_min < HOOP_BITE_MIN or bite_max > HOOP_BITE_MAX: return fail( f"hoop bite {bite_min:.5f}..{bite_max:.5f} " f"not in [{HOOP_BITE_MIN}, {HOOP_BITE_MAX}]", 18, ), None, None, None, None, None if abs(blen - BODY_LEN) > BODY_TOL or abs(bht - BODY_H) > BODY_TOL: return fail( f"anvil body {blen:.4f}x{bht:.4f} off {BODY_LEN}x{BODY_H}", 19, ), None, None, None, None, None return 0, low, high, wood, tex, collider def render_still(low, _wood, _tex, path, engine): scene = bpy.context.scene for ob in list(scene.objects): if ob.type == "MESH" and ob != low: ob.hide_render = True ob.hide_viewport = True low.rotation_euler.z = math.radians(-42.0) low.rotation_euler.x = math.radians(2.0) floor_me = bpy.data.meshes.new("Floor") bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=14.0) bm.to_mesh(floor_me) finally: bm.free() fmat = bpy.data.materials.new("Floor") fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.03, 0.032, 0.037, 1.0) fb.inputs["Roughness"].default_value = 0.7 floor_me.materials.append(fmat) floor = bpy.data.objects.new("Floor", floor_me) scene.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", floor_me.copy()) wall.location = (0.0, 8.5, 0.0) wall.rotation_euler = (math.radians(90), 0.0, 0.0) scene.collection.objects.link(wall) world = bpy.data.worlds.new("World") world.use_nodes = True world.node_tree.nodes["Background"].inputs["Color"].default_value = ( 0.02, 0.021, 0.025, 1.0, ) scene.world = world def light(name, loc, energy, size, col, rot): ld = bpy.data.lights.new(name, "AREA") ld.energy = energy ld.size = size ld.color = col ob = bpy.data.objects.new(name, ld) ob.location = loc ob.rotation_euler = tuple(math.radians(a) for a in rot) scene.collection.objects.link(ob) light("Key", (-3.6, -5.0, 5.4), 660.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36)) light("Fill", (5.0, -3.4, 2.4), 46.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50)) light("Wedge", (2.2, 4.0, 3.8), 600.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198)) bb = world_bbox(low) span = max(bb[3] - bb[0], bb[4] - bb[1], bb[5] - bb[2], 0.2) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (span * 1.61, -span * 2.35, span * 1.32) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.02 * span, 0.0, 0.5 * (bb[2] + bb[5]) + 0.04 * span) scene.collection.objects.link(aim) con = cam.constraints.new("TRACK_TO") con.target = aim con.track_axis = "TRACK_NEGATIVE_Z" con.up_axis = "UP_Y" scene.camera = cam scene.render.engine = "CYCLES" if engine == "cycles" else eevee_engine_id() if engine == "cycles": scene.cycles.samples = 32 scene.cycles.device = "CPU" else: try: scene.eevee.taa_render_samples = 64 except AttributeError: pass scene.render.resolution_x = 1280 scene.render.resolution_y = 720 scene.render.image_settings.file_format = ( "WEBP" if path.lower().endswith(".webp") else "PNG" ) if path.lower().endswith(".webp"): scene.render.image_settings.quality = 90 scene.render.filepath = path scene.view_settings.view_transform = "Standard" fcode = gallery_framing.check_framing( scene, cam, hero=[low], elements=[low], stage=[floor, wall], ) if fcode: return fcode bpy.ops.render.render(write_still=True) if not (os.path.exists(path) and os.path.getsize(path) > 0): return fail("render produced no file", 14) return 0 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None) p.add_argument("--engine", default="eevee", choices=("eevee", "cycles")) p.add_argument("--skip-decimate", action="store_true") p.add_argument("--stray-vert", action="store_true") p.add_argument("--lift-z", action="store_true") p.add_argument("--short-staves", action="store_true") p.add_argument("--float-anvil", action="store_true") p.add_argument("--round-band", action="store_true") args = p.parse_args(argv) code, low, _high, wood, tex, _col = check( args.skip_decimate, lift_z=args.lift_z, stray_vert=args.stray_vert, short_staves=args.short_staves, float_anvil=args.float_anvil, round_band=args.round_band, ) if code: return code if args.output: rcode = render_still(low, wood, tex, os.path.abspath(args.output), args.engine) if rcode: return rcode print(f"rendered still {args.output}") print("anvil OK") return 0 if __name__ == "__main__": try: sys.exit(main()) except Exception as e: traceback.print_exc() print(f"FATAL: {e}", file=sys.stderr) sys.exit(1)