# Create a bmesh to build geometry bm = bmesh.new()
# Recalculate normals outward bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
# Add a material with a warm interior tone mat = bpy.data.materials.new(name="InteriorMaterial") mat.use_nodes = True nodes = mat.node_tree.nodes links = mat.node_tree.links nodes.clear() output = nodes.new(type='ShaderNodeOutputMaterial') principled = nodes.new(type='ShaderNodeBsdfPrincipled') principled.inputs['Base Color'].default_value = (0.8, 0.6, 0.4, 1.0) # warm wood/leather principled.inputs['Roughness'].default_value = 0.3 principled.inputs['Metallic'].default_value = 0.1 links.new(principled.outputs['BSDF'], output.inputs['Surface']) obj.data.materials.append(mat) optima interior
# Connect outer top ring to inner ring for i in range(segments): i_next = (i + 1) % segments bm.faces.new((verts_top[i], verts_top[i_next], inner_verts[i_next], inner_verts[i]))
# Create faces between top and bottom rings for i in range(segments): i_next = (i + 1) % segments # Quad between top and bottom bm.faces.new((verts_top[i], verts_top[i_next], verts_bottom[i_next], verts_bottom[i])) # Create a bmesh to build geometry bm = bmesh
print("Generated 'Optima Interior' solid piece mesh.") This model forms a single closed mesh with a gently lobed upper surface, a flat base, and smooth subdivision-ready geometry. It is designed as a unified object suitable for rendering, 3D printing, or further sculpting of an organic interior volume.
# Add inner ring of vertices at a smaller radius to form a top surface with an inner void. inner_radius = 0.5 inner_verts = [] for i in range(segments): angle = 2 * math.pi * i / segments x = inner_radius * math.cos(angle) y = inner_radius * math.sin(angle) z = height * (0.5 + 0.3 * math.sin(4 * angle)) # same undulation v = bm.verts.new((x, y, z)) inner_verts.append(v) inner_radius = 0
# Optional: Add thickness? Actually this is a thin shell, but the prompt "solid piece" suggests a volumetric form. # Let's add thickness by extruding the entire shape downward, but that duplicates geometry. Instead, we create a true solid by adding a bottom layer. # Better: create a thicker base by extruding bottom ring down.