Rendered headless by the example itself — click to zoom.
blender --background --python examples/driver-wave/driver_wave.py --
A runnable example that drives sixteen column heights from a custom function registered in bpy.app.driver_namespace — the pattern from drivers-and-app-handlers. Each column gets a SCRIPTED driver on Z scale whose expression calls wave_scale(i), producing a sine skyline.
What it witnesses: the driver evaluation contract. Driven values appear only after a view-layer update, and they land in two places that must agree: the depsgraph-evaluated copy (evaluated_get(dg).scale) and the original datablock, which the animation system flushes for display. The check asserts both against the closed-form profile.
Note for real add-ons: driver_namespace entries do not persist in .blend files — re-register them from a load_post handler, or every driver that calls them fails on file open. Headless, registering before driver creation (as here) is enough.
Run
# Cheap correctness check (no render) — the CI check:
blender --background --python driver_wave.py --
# Also render a still (EEVEE on a GPU host; use --engine cycles on GPU-less hosts):
blender --background --python driver_wave.py -- --output driver.png
blender --background --python driver_wave.py -- --output driver.png --engine cycles
It exits non-zero on failure (driven value wrong, or the flush-back disagreed). The blender-smoke workflow runs the check on Blender 4.5 LTS and 5.1.
Source
"""Driver-namespace scale drivers, evaluated through the depsgraph — a runnable example. Witnesses the drivers-and-app-handlers contract end to end: a custom function is registered in `bpy.app.driver_namespace`, sixteen columns get a SCRIPTED driver on Z scale calling it, and the check reads the driven values back after a view-layer update — from the evaluated copy AND from the original (the animation system flushes driven values back to the original datablock for display, so both must agree). Asserts both against the closed-form profile. Exits non-zero on failure. By default it runs only the correctness check (no render) — the CI smoke check. Pass --output to also render a still: blender --background --python driver_wave.py -- # check only blender --background --python driver_wave.py -- --output d.png # + render """ import bpy, bmesh, sys, os, math, argparse COUNT = 16 SPACING = 0.72 BASE = 0.28 def wave_scale(i): """The driver function: column height profile, 0.4..2.4.""" return 1.4 + math.sin(i * 0.6) if i >= 0 else 1.0 def build_columns(): bpy.ops.wm.read_factory_settings(use_empty=True) # driver_namespace entries do not persist in .blend files; real add-ons # re-register them from a load_post handler. Headless, registering before # driver creation is enough. bpy.app.driver_namespace["wave_scale"] = wave_scale me = bpy.data.meshes.new("Column") bm = bmesh.new() try: bmesh.ops.create_cube(bm, size=1.0) bm.to_mesh(me) finally: bm.free() objs = [] x0 = -(COUNT - 1) * SPACING / 2 for i in range(COUNT): obj = bpy.data.objects.new(f"Col.{i:02d}", me) obj.location = (x0 + i * SPACING, 0.0, 0.0) obj.scale = (BASE, BASE, 1.0) fcu = obj.driver_add("scale", 2) fcu.driver.type = 'SCRIPTED' fcu.driver.expression = f"wave_scale({i})" bpy.context.collection.objects.link(obj) objs.append(obj) return objs def check(objs): bpy.context.view_layer.update() dg = bpy.context.evaluated_depsgraph_get() for i, obj in enumerate(objs): expect = wave_scale(i) driven = obj.evaluated_get(dg).scale[2] if abs(driven - expect) > 1e-4: print(f"ERROR: col {i} evaluated scale {driven:.4f} != wave_scale {expect:.4f}", file=sys.stderr) return 3 # drivers flush back to the original datablock for display — both agree if abs(obj.scale[2] - expect) > 1e-4: print(f"ERROR: col {i} original scale {obj.scale[2]:.4f} not flushed " f"(expected {expect:.4f})", file=sys.stderr) return 4 lo = min(wave_scale(i) for i in range(COUNT)) hi = max(wave_scale(i) for i in range(COUNT)) print(f"columns={COUNT} driven_range={lo:.3f}..{hi:.3f} flushed_to_original=True") return 0 def eevee_engine_id(): return 'BLENDER_EEVEE' if bpy.app.version >= (5, 0, 0) else 'BLENDER_EEVEE_NEXT' def render_still(objs, path, engine): scene = bpy.context.scene mat = bpy.data.materials.new("ColMat") mat.use_nodes = True bsdf = mat.node_tree.nodes["Principled BSDF"] bsdf.inputs["Base Color"].default_value = (1.0, 0.26, 0.012, 1.0) # selection orange bsdf.inputs["Roughness"].default_value = 0.32 objs[0].data.materials.append(mat) # shared mesh -> all columns # columns stand on the floor: lift each by its DRIVEN half-height dg = bpy.context.evaluated_depsgraph_get() for obj in objs: obj.location.z = obj.evaluated_get(dg).scale[2] / 2 floor_me = bpy.data.meshes.new("Floor") bm = bmesh.new() try: bmesh.ops.create_grid(bm, x_segments=1, y_segments=1, size=30.0) bm.to_mesh(floor_me) finally: bm.free() floor = bpy.data.objects.new("Floor", floor_me) fmat = bpy.data.materials.new("FloorMat") fmat.use_nodes = True fb = fmat.node_tree.nodes["Principled BSDF"] fb.inputs["Base Color"].default_value = (0.055, 0.06, 0.07, 1.0) # dark graphite studio fb.inputs["Roughness"].default_value = 0.5 floor_me.materials.append(fmat) scene.collection.objects.link(floor) wall = bpy.data.objects.new("Wall", floor_me.copy()) wall.location = (0.0, 9.0, 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 = (0.008, 0.009, 0.012, 1.0) scene.world = world key = bpy.data.lights.new("Key", 'AREA'); key.energy = 1600.0; key.size = 5.0 key.color = (1.0, 0.97, 0.92) key_ob = bpy.data.objects.new("Key", key) key_ob.location = (-4.5, -5.5, 6.5) key_ob.rotation_euler = (math.radians(46), 0.0, math.radians(-33)) scene.collection.objects.link(key_ob) fill = bpy.data.lights.new("Fill", 'AREA'); fill.energy = 260.0; fill.size = 8.0 fill.color = (0.8, 0.87, 1.0) fill_ob = bpy.data.objects.new("Fill", fill) fill_ob.location = (5.5, -4.0, 3.5) fill_ob.rotation_euler = (math.radians(62), 0.0, math.radians(48)) scene.collection.objects.link(fill_ob) rim = bpy.data.lights.new("Rim", 'AREA'); rim.energy = 480.0; rim.size = 5.0 rim.color = (0.75, 0.85, 1.0) rim_ob = bpy.data.objects.new("Rim", rim) rim_ob.location = (0.0, 6.5, 3.0) rim_ob.rotation_euler = (math.radians(-78), 0.0, math.radians(180)) scene.collection.objects.link(rim_ob) cam_data = bpy.data.cameras.new("Cam"); cam_data.lens = 45.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (0.0, -13.0, 2.4) cam.rotation_euler = (math.radians(83), 0.0, 0.0) scene.collection.objects.link(cam) scene.camera = cam scene.render.engine = 'CYCLES' if engine == 'cycles' else eevee_engine_id() if engine == 'cycles': scene.cycles.samples = 32 scene.render.resolution_x = 1280 scene.render.resolution_y = 720 scene.render.image_settings.file_format = 'PNG' scene.render.filepath = path bpy.ops.render.render(write_still=True) return os.path.exists(path) and os.path.getsize(path) > 0 def main(): argv = sys.argv[sys.argv.index("--") + 1:] if "--" in sys.argv else [] p = argparse.ArgumentParser() p.add_argument("--output", default=None, help="optional: render a still PNG here") p.add_argument("--engine", default="eevee", choices=("eevee", "cycles"), help="render engine for --output (cycles for GPU-less hosts)") args = p.parse_args(argv) objs = build_columns() code = check(objs) if code: return code if args.output: if not render_still(objs, os.path.abspath(args.output), args.engine): print("ERROR: render produced no file", file=sys.stderr) return 6 print(f"rendered still {args.output}") print("driver-wave OK") return 0 if __name__ == "__main__": try: sys.exit(main()) except Exception as e: import traceback; traceback.print_exc(); print(f"FATAL: {e}", file=sys.stderr); sys.exit(1)