Optima Interior -
# Remove any double vertices bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)
# Add subdivision surface for smooth organic interior look mod = obj.modifiers.new(name="Subdivision", type='SUBSURF') mod.levels = 2 mod.render_levels = 2
# Now the mesh is closed (bottom cap, outer walls, top ring, inner cap) # But to make it "solid piece" we need all faces pointing outward. BMesh handles normals but we can recalc. optima interior
# 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)
import bpy import bmesh import math from mathutils import Vector # Remove any double vertices bmesh
# Parameters radius = 1.0 height = 0.3 segments = 64 # High resolution for smooth curvature
# 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.