Rendered headless by the example itself — click to zoom.
blender --background --python showcase/hand-pump/hand_pump.py --
A showcase piece, not an example. Procedural cast-iron village hand pump (stacked wooden plinth, two-diameter column, gooseneck spout, pump head, forked handle, wooden grip) 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.
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 | 1080–1240 | 1164 / 1164 / 1164 | | LOD1 ratio | 0.32–0.62 of base | 0.5000 / 0.5000 / 0.5000 | | LOD2 ratio | 0.10–0.35 of base | 0.2199 / 0.2199 / 0.2148 | | Materials | exactly 2 distinct, ≥24 metal faces | 2 slots, 222 metal | | UVs | in 0..1, AABB overlap ≤ 1e-5 | in range, overlap 0 | | Outer AABB | (0.610, 0.364, 1.049) m ± 0.01 | (0.6100, 0.3639, 1.0491), zmin 0 | | Collider tris | ≤ 160 | 110 | | Export | written, size > 0 | 85944 / 85944 / 85936 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. Export byte counts differ by 8 B on 5.2.1 (glTF serializer), not a gated axis.
--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 hand_pump.py --
blender --background --python hand_pump.py -- --skip-decimate
blender --background --python hand_pump.py -- --output hand-pump.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 wood/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 village hand pump — a showcase piece, not an example. Asserts budget conformance of a procedural cast-iron hand pump (plinth, column, spout, handle, and wooden grip) 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. 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 hand_pump.py -- blender --background --python hand_pump.py -- --skip-decimate blender --background --python hand_pump.py -- --output hand-pump.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 PLINTH_XY = 0.34 PLINTH_H = 0.090 COL_R = 0.050 COL_H = 0.78 COL_SEGS = 16 SPOUT_Z = 0.46 HANDLE_LIFT = 0.18 BBOX_TOL = 0.01 OUTER_SIZE = (0.610, 0.364, 1.049) BASE_TRIS_MIN = 1080 BASE_TRIS_MAX = 1240 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 = 160 BAKE_RES = 256 CAGE_EXTRUSION = 0.08 METAL_FACES_MIN = 24 WOOD_FACES_MIN = 12 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_oriented_box(bm, a, b, scale_xy, mat_idx): a = Vector(a) b = Vector(b) delta = b - a length = delta.length if length < 1e-8: return [] quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized()) eul = quat.to_euler("XYZ") return add_box( bm, ((a + b) * 0.5), (scale_xy[0], scale_xy[1], length), mat_idx, euler=(eul.x, eul.y, eul.z), ) def add_cyl_between(bm, a, b, radius, segments, mat_idx): a = Vector(a) b = Vector(b) delta = b - a length = delta.length if length < 1e-8: return [] quat = Vector((0.0, 0.0, 1.0)).rotation_difference(delta.normalized()) eul = quat.to_euler("XYZ") return add_cyl( bm, ((a + b) * 0.5), radius, length, segments, mat_idx, euler=(eul.x, eul.y, eul.z), ) def add_cyl(bm, loc, radius, 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=radius, radius2=radius, 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 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 add_rim(bm, loc, major, minor, mat_idx, euler=(0.0, 0.0, 0.0)): n_major = 14 n_minor = 7 rings = [] for i in range(n_major): u = i * (2.0 * math.pi / n_major) ring = [] for j in range(n_minor): v = j * (2.0 * math.pi / n_minor) x = (major + minor * math.cos(v)) * math.cos(u) y = (major + minor * math.cos(v)) * math.sin(u) z = minor * math.sin(v) ring.append(bm.verts.new((x, y, z))) rings.append(ring) bm.verts.ensure_lookup_table() for i in range(n_major): i2 = (i + 1) % n_major for j in range(n_minor): j2 = (j + 1) % n_minor face = bm.faces.new( (rings[i][j], rings[i2][j], rings[i2][j2], rings[i][j2]) ) face.material_index = mat_idx verts = [v for ring in rings for v in ring] rot = Euler(euler).to_matrix() origin = Vector(loc) for v in verts: v.co = rot @ v.co + origin return verts def add_square_band(bm, z, half, t, h, mat_idx): metal = [] metal.extend(add_box(bm, (0.0, half + t / 2.0, z), (2.0 * half + 2.0 * t, t, h), mat_idx)) metal.extend(add_box(bm, (0.0, -(half + t / 2.0), z), (2.0 * half + 2.0 * t, t, h), mat_idx)) metal.extend(add_box(bm, (half + t / 2.0, 0.0, z), (t, 2.0 * half, h), mat_idx)) metal.extend(add_box(bm, (-(half + t / 2.0), 0.0, z), (t, 2.0 * half, h), mat_idx)) return metal 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_hand_pump_mesh(name, bevel_offset, bevel_segments): bm = bmesh.new() try: wood = [] metal = [] slab_h = 0.050 cap_h = 0.040 top_z = slab_h + cap_h + COL_H wood.extend( add_box( bm, (0.0, 0.0, slab_h / 2.0), (PLINTH_XY, PLINTH_XY, slab_h), WOOD_IDX, ) ) wood.extend( add_box( bm, (0.0, 0.0, slab_h + cap_h / 2.0), (0.26, 0.26, cap_h), WOOD_IDX, ) ) pivot = Vector((0.0, COL_R + 0.030, top_z - 0.018)) grip_end = Vector((-0.38, pivot.y + 0.02, pivot.z + HANDLE_LIFT)) wood.extend( add_cyl( bm, (grip_end.x, grip_end.y, grip_end.z), 0.018, 0.12, 10, WOOD_IDX, euler=(0.0, math.pi / 2.0, 0.0), ) ) if bevel_offset > 0.0: edges = list({e for v in wood for e in v.link_edges}) ret = bmesh.ops.bevel( bm, geom=edges, offset=bevel_offset, segments=bevel_segments, profile=0.5, affect="EDGES", clamp_overlap=True, ) for f in ret.get("faces") or []: f.material_index = WOOD_IDX plinth_top = slab_h + cap_h metal.extend( add_cyl( bm, (0.0, 0.0, plinth_top + 0.016), 0.095, 0.032, COL_SEGS, METAL_IDX, ) ) lower_h = 0.40 metal.extend( add_cyl( bm, (0.0, 0.0, plinth_top + lower_h / 2.0), 0.062, lower_h, COL_SEGS, METAL_IDX, ) ) joint_z = plinth_top + lower_h metal.extend( add_cyl( bm, (0.0, 0.0, joint_z), 0.078, 0.026, COL_SEGS, METAL_IDX, ) ) upper_h = 0.36 metal.extend( add_cyl( bm, (0.0, 0.0, joint_z + upper_h / 2.0), 0.046, upper_h, COL_SEGS, METAL_IDX, ) ) metal.extend( add_box( bm, (0.0, 0.0, top_z + 0.012), (0.10, 0.10, 0.085), METAL_IDX, ) ) metal.extend( add_cyl( bm, (0.0, 0.0, top_z + 0.068), 0.034, 0.036, COL_SEGS, METAL_IDX, ) ) arc_r = 0.13 origin_y = -(0.046) origin_z = SPOUT_Z n_arc = 7 last = None for i in range(n_arc): t0 = (i / n_arc) * (math.pi / 2.0) t1 = ((i + 1) / n_arc) * (math.pi / 2.0) p0 = ( 0.0, origin_y - arc_r * math.sin(t0), origin_z - arc_r * (1.0 - math.cos(t0)), ) p1 = ( 0.0, origin_y - arc_r * math.sin(t1), origin_z - arc_r * (1.0 - math.cos(t1)), ) metal.extend(add_cyl_between(bm, p0, p1, 0.018, 10, METAL_IDX)) last = p1 metal.extend( add_cyl( bm, (0.0, last[1], last[2] - 0.028), 0.016, 0.056, 10, METAL_IDX, ) ) metal.extend( add_box( bm, (0.028, pivot.y, pivot.z), (0.022, 0.048, 0.050), METAL_IDX, ) ) metal.extend( add_box( bm, (-0.028, pivot.y, pivot.z), (0.022, 0.048, 0.050), METAL_IDX, ) ) metal.extend( add_cyl( bm, (0.0, pivot.y, pivot.z), 0.012, 0.072, 10, METAL_IDX, euler=(0.0, math.pi / 2.0, 0.0), ) ) metal.extend( add_oriented_box( bm, (pivot.x, pivot.y, pivot.z), (grip_end.x + 0.03, grip_end.y, grip_end.z), (0.020, 0.016), 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] rcx = 0.5 * (min(xs) + max(xs)) rcy = 0.5 * (min(ys) + max(ys)) zmin = min(zs) for v in bm.verts: v.co.x -= rcx v.co.y -= rcy 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): 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("HandPumpNrm", 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_hand_pump_mesh("HandPumpLow", bevel_offset=0.004, bevel_segments=2) high = build_hand_pump_mesh("HandPumpHigh", bevel_offset=0.004, bevel_segments=4) wood = principled("HandPumpWood", (0.36, 0.19, 0.07, 1.0), 0.0, 0.60) metal = principled("HandPumpIron", (0.22, 0.21, 0.20, 1.0), 1.0, 0.35) assign_slots(low, wood, metal) assign_slots(high, wood, metal) if low.data is None or len(low.data.polygons) < 6: return fail("hand pump 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("hand pump has no UV layer", 3), None, None, None, None, None bake_result = bake_normal(high, low) lod1 = make_lod(low, "HandPumpLOD1", LOD1_TARGET, skip_decimate) lod2 = make_lod(low, "HandPumpLOD2", 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_hand_pump_mesh( "HandPumpColSrc", bevel_offset=0.0, bevel_segments=1 ) collider = convex_hull_collider(collider_src, "HandPumpCollider") bpy.data.objects.remove(collider_src, do_unlink=True) col_tris = triangle_count(collider.data) export_path = os.path.join( tempfile.gettempdir(), f"bdt_hand_pump_{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 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(-36.0) low.rotation_euler.x = math.radians(0.0) 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)) cam_data = bpy.data.cameras.new("Cam") cam_data.lens = 50.0 cam = bpy.data.objects.new("Cam", cam_data) cam.location = (2.15, -2.35, 1.08) scene.collection.objects.link(cam) aim = bpy.data.objects.new("Aim", None) aim.location = (0.0, 0.0, 0.52) 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("hand-pump 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)