Rendered headless by the example itself — click to zoom.
blender --background --python showcase/fence-kit/fence_kit.py --
A showcase piece, not an example. Procedural post-and-rail fence section (two posts, pyramidal caps, three rails, kickboard, brace, iron shoes and straps) then the shipped pipeline: unique-cell UVs, Cycles high-to-low normal bake, LOD chain, convex collider, Unity glTF export.
It asserts budget conformance of the generated result. It does not witness an API contract. "It rendered without error" is not a check. AABB X is the tile width so adjacent copies meet; this piece does not re-witness the modular-kit-snap snap contract.
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 | 1160–1280 | 1212 / 1212 / 1212 | | 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 / 0.2079 | | Materials | exactly 2 distinct, ≥24 metal faces | 2 slots, 120 metal | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (1.642, 0.157, 1.235) m ± 0.01 | (1.6418, 0.1574, 1.2350), zmin 0 | | Collider tris | ≤ 96 | 62 | | Export | written, size > 0 | 93232 / 93232 / 93224 bytes |
DECIMATE COLLAPSE triangle counts are not identical across series — 5.2.1 is more aggressive on LOD2. 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. Construction uses no RNG.
--skip-decimate skips the LOD DECIMATE stage so LOD1 ratio is 1.0 and exit 9 fires. That is the named budget the falsifier violates.
Run
blender --background --python fence_kit.py --
blender --background --python fence_kit.py -- --skip-decimate
blender --background --python fence_kit.py -- --output fence.png
Smoke does not pass --output or --skip-decimate.
Exit codes
File-local. 9 is a valid check code. 10 is reserved for gallery_framing.check_framing on the --output path.
| 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 metal faces missing | | 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 |
Source
"""Game-ready post-and-rail fence kit — a showcase piece, not an example. Asserts budget conformance of a tiling timber fence section after composing shipped pipeline pieces: bmesh construction, UVs, two materials, high-to-low normal bake, LOD chain, convex collider, Unity glTF export. Budgets are declared below and recomputed from the generated result. They are not API-contract witnesses. ``--skip-decimate`` skips the LOD DECIMATE stage so the LOD-ratio budget fails. No RNG. Construction is closed-form. AABB X is the tile width so adjacent copies meet; this piece does not re-witness the modular-kit snap contract. 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 fence_kit.py -- blender --background --python fence_kit.py -- --skip-decimate blender --background --python fence_kit.py -- --output fence.png """ import argparse import math import os import sys import tempfile import traceback import bmesh import bpy from mathutils import Euler, Vector _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 TILE = 1.60 POST_W = 0.110 POST_H = 1.14 CAP_H = 0.095 RAIL_Y = 0.055 RAIL_Z = 0.064 RAIL_ZS = (0.30, 0.58, 0.86) KICK_Z = 0.125 KICK_Y = 0.040 BRACE_T = 0.042 IRON_T = 0.016 SHOE_H = 0.034 SHOE_SCALE = 1.38 BBOX_TOL = 0.01 OUTER_SIZE = (1.642, 0.157, 1.235) BASE_TRIS_MIN = 1160 BASE_TRIS_MAX = 1280 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 UV_EPS = 1e-4 UV_OVERLAP_MAX = 1e-5 COLLIDER_TRIS_MAX = 96 BAKE_RES = 256 CAGE_EXTRUSION = 0.06 METAL_FACES_MIN = 24 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 deselect_all(): for ob in list(bpy.context.view_layer.objects): if ob is None: continue ob.select_set(False) def add_box(bm, loc, scale, mat_idx, euler=(0.0, 0.0, 0.0)): geo = bmesh.ops.create_cube(bm, size=1.0) verts = geo["verts"] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: p = Vector((v.co.x * scale[0], v.co.y * scale[1], v.co.z * scale[2])) v.co = rot @ p + origin faces = {f for v in verts for f in v.link_faces} for f in faces: f.material_index = mat_idx return verts def add_cone(bm, loc, radius1, radius2, depth, segments, mat_idx, euler=(0.0, 0.0, 0.0)): geo = bmesh.ops.create_cone( bm, cap_ends=True, cap_tris=False, segments=segments, radius1=radius1, radius2=radius2, depth=depth, ) verts = geo["verts"] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: v.co = rot @ v.co + origin faces = {f for v in verts for f in v.link_faces} for f in faces: f.material_index = mat_idx return verts 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_fence_mesh(name, bevel_offset, bevel_segments): bm = bmesh.new() try: wood_verts = [] post_xs = (-(TILE / 2.0 - POST_W / 2.0), TILE / 2.0 - POST_W / 2.0) for px in post_xs: wood_verts.extend( add_box(bm, (px, 0.0, POST_H / 2.0), (POST_W, POST_W, POST_H), WOOD_IDX) ) wood_verts.extend( add_cone( bm, (px, 0.0, POST_H + CAP_H / 2.0), POST_W * 0.72, 0.010, CAP_H, 4, WOOD_IDX, euler=(0.0, 0.0, math.pi / 4.0), ) ) rail_len = TILE - POST_W * 0.18 for z in RAIL_ZS: wood_verts.extend( add_box(bm, (0.0, 0.0, z), (rail_len, RAIL_Y, RAIL_Z), WOOD_IDX) ) wood_verts.extend( add_box( bm, (0.0, 0.0, KICK_Z / 2.0), (TILE - POST_W * 0.22, KICK_Y, KICK_Z), WOOD_IDX, ) ) span = TILE - POST_W rise = RAIL_ZS[-1] - RAIL_ZS[0] brace_len = math.hypot(span, rise) brace_ang = math.atan2(rise, span) wood_verts.extend( add_box( bm, (0.0, -POST_W * 0.55, (RAIL_ZS[0] + RAIL_ZS[-1]) / 2.0), (brace_len, BRACE_T, BRACE_T), WOOD_IDX, euler=(0.0, -brace_ang, 0.0), ) ) if bevel_offset > 0.0: edges = list({e for v in wood_verts for e in v.link_edges}) bmesh.ops.bevel( bm, geom=edges, offset=bevel_offset, segments=bevel_segments, profile=0.5, affect="EDGES", clamp_overlap=True, ) for px in post_xs: add_box( bm, (px, 0.0, SHOE_H / 2.0), (POST_W * SHOE_SCALE, POST_W * SHOE_SCALE, SHOE_H), METAL_IDX, ) sign = 1.0 if px > 0.0 else -1.0 for z in RAIL_ZS: add_box( bm, (px, POST_W / 2.0 + IRON_T / 2.0, z), (POST_W * 0.88, IRON_T, RAIL_Z * 1.40), METAL_IDX, ) add_box( bm, (px, -(POST_W / 2.0 + IRON_T / 2.0), z), (POST_W * 0.88, IRON_T, RAIL_Z * 1.40), METAL_IDX, ) add_box( bm, (px + sign * (POST_W / 2.0 + IRON_T / 2.0), 0.0, z), (IRON_T, POST_W * 0.88, RAIL_Z * 1.40), METAL_IDX, ) xs = [v.co.x for v in bm.verts] ys = [v.co.y for v in bm.verts] zs = [v.co.z for v in bm.verts] cy = 0.5 * (min(ys) + max(ys)) zmin = min(zs) for v in bm.verts: v.co.y -= cy v.co.z -= zmin if v.co.z < 0.0: v.co.z = 0.0 pack_uvs(bm) bmesh.ops.recalc_face_normals(bm, faces=list(bm.faces)) for face in bm.faces: face.smooth = False me = bpy.data.meshes.new(name) bm.to_mesh(me) me.update() for poly in me.polygons: poly.use_smooth = False finally: bm.free() out = bpy.data.objects.new(name, me) bpy.context.collection.objects.link(out) return out def principled(name, color, metallic, roughness): mat = bpy.data.materials.new(name) mat.use_nodes = True bsdf = mat.node_tree.nodes["Principled BSDF"] bsdf.inputs["Base Color"].default_value = color bsdf.inputs["Metallic"].default_value = metallic bsdf.inputs["Roughness"].default_value = roughness return mat def assign_slots(obj, wood, metal): # Do not materials.clear() — that resets polygon material_index to 0 # on this Blender, which would drop metal faces onto wood. 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 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 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.scene.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") 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("FenceNrm", 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 deselect_all() 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): deselect_all() 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): bpy.ops.wm.read_factory_settings(use_empty=True) low = build_fence_mesh("FenceLow", bevel_offset=0.006, bevel_segments=2) high = build_fence_mesh("FenceHigh", bevel_offset=0.006, bevel_segments=4) wood = principled("FenceWood", (0.46, 0.24, 0.08, 1.0), 0.0, 0.55) metal = principled("FenceIron", (0.11, 0.115, 0.13, 1.0), 1.0, 0.28) assign_slots(low, wood, metal) assign_slots(high, wood, metal) if low.data is None or len(low.data.polygons) < 6: return fail("fence mesh did not build", 3), None, None, None, None, None 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] img, tex = setup_bake_image(low, wood) if img is None: return fail("fence has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "FenceLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "FenceLOD2", 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_fence_mesh("FenceColSrc", bevel_offset=0.0, bevel_segments=1) collider = convex_hull_collider(collider_src, "FenceCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_fence_kit_{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 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 return 0, low, high, wood, tex, collider def wire_normal(mat, tex): nt = mat.node_tree bsdf = nt.nodes["Principled BSDF"] nrm = nt.nodes.new("ShaderNodeNormalMap") nrm.inputs["Strength"].default_value = 1.0 nt.links.new(tex.outputs["Color"], nrm.inputs["Color"]) nt.links.new(nrm.outputs["Normal"], bsdf.inputs["Normal"]) def render_still(low, wood, tex, path, engine): scene = bpy.context.scene wire_normal(wood, tex) 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(-16.0) 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, 5.8), 680.0, 4.0, (1.0, 0.94, 0.86), (50, 0, -36)) light("Fill", (5.0, -3.6, 2.6), 48.0, 8.0, (0.72, 0.82, 1.0), (62, 0, 50)) light("Wedge", (2.4, 4.2, 4.1), 640.0, 5.5, (1.0, 0.70, 0.40), (-70, 0, 198)) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (2.50, -3.46, 1.95) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, 0.58) 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", help="falsification: skip the LOD DECIMATE stage", ) args = p.parse_args(argv) code, low, _high, wood, tex, _col = check(args.skip_decimate) 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("fence-kit 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)