Optima Interior Apr 2026

# Remove any double vertices bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)

# Fill inner ring with a fan to close the top surface completely (making it solid) bm.faces.new(inner_verts)

# Create a bmesh to build geometry bm = bmesh.new()

# Smooth shading for face in mesh.polygons: face.use_smooth = True 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]))

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.

import bpy import bmesh import math from mathutils import Vector # Remove any double vertices bmesh

# 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)

# Create central disc on bottom (optional, but helps solidity) # Actually we will fill bottom with a fan bm.faces.new(verts_bottom) # Fan fill works if verts are in order

# 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) inner_radius = 0

# Generate vertices for top and bottom rings verts_top = [] verts_bottom = [] for i in range(segments): angle = 2 * math.pi * i / segments x = radius * math.cos(angle) y = radius * math.sin(angle) # Top ring with gentle undulation (z varies with angle) z_top = height * (0.5 + 0.3 * math.sin(4 * angle)) # 4 lobes v_top = bm.verts.new((x, y, z_top)) verts_top.append(v_top) # Bottom ring (flat) v_bottom = bm.verts.new((x, y, -height/2)) verts_bottom.append(v_bottom)

# Parameters radius = 1.0 height = 0.3 segments = 64 # High resolution for smooth curvature

# Create a central top cap (to make solid, but we want open interior? # Actually to be "solid" we need closed mesh. Let's add a top cap with hole? No, solid piece. # We'll create a central upper surface with a pattern.

# 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]))

# Add subdivision surface for smooth organic interior look mod = obj.modifiers.new(name="Subdivision", type='SUBSURF') mod.levels = 2 mod.render_levels = 2

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