create-3d-scene
About
This Claude Skill automates Blender 3D scene creation using Python's `bpy` API to programmatically configure objects, materials, lighting, and cameras. It's designed for generating reproducible visualizations, automating rendering setups for products or architecture, and creating batch rendering templates. Developers use it to integrate 3D scene generation into data pipelines or to efficiently produce multiple scene variations.
Quick Install
Claude Code
Recommendednpx skills add pjt222/agent-almanac -a claude-code/plugin add https://github.com/pjt222/agent-almanacgit clone https://github.com/pjt222/agent-almanac.git ~/.claude/skills/create-3d-sceneCopy and paste this command in Claude Code to install this skill
Documentation
造三維場
以 Python API(bpy)程設全 Blender 場。設場層、加網件、以點基 shader 造 PBR 材、位光與機、立境/世設。
用
- 造可重三維視場
- 自品視或築渲設
- 程生多場變
- 築批渲之模場
- 手精前試排
- 融三維視於數流或報系
入
| 入 | 型 | 述 | 例 |
|---|---|---|---|
| 場規 | 設 | 件、材、光需 | 品寸、材色、光設 |
| 出需 | 參 | 解、渲擎、質設 | 1920x1080、Cycles、128 樣 |
| 資路 | 檔路 | 外模、紋、HDRI | /path/to/hdri.exr、product_model.obj |
| 機設 | 參 | 位、旋、焦距、DOF | location=(7,-7,5)、lens=50mm |
| 境 | 設 | 世 shader、背、環設 | HDRI 光、純色、梯 |
行
一、設本構
建含正引與構之 Python 本:
#!/usr/bin/env python3
"""
Scene setup script for Blender.
Usage: blender --background --python setup_scene.py
"""
import bpy
import math
import os
from pathlib import Path
def clear_scene():
"""Remove all objects from the scene."""
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)
# Clear orphaned data
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
for block in bpy.data.materials:
if block.users == 0:
bpy.data.materials.remove(block)
def main():
clear_scene()
# Scene setup steps follow
if __name__ == "__main__":
main()
得: 本含 clear_scene() 與 main() 敗: 察 Python 文法、驗 bpy 於 Blender 境中可引
二、加網件
建原或引網件:
def add_objects():
"""Add mesh objects to scene."""
# Add cube
bpy.ops.mesh.primitive_cube_add(
size=2.0,
location=(0, 0, 1)
)
cube = bpy.context.active_object
cube.name = "Product_Base"
# Add sphere
bpy.ops.mesh.primitive_uv_sphere_add(
radius=1.0,
segments=32,
ring_count=16,
location=(3, 0, 1)
)
sphere = bpy.context.active_object
sphere.name = "Detail_Sphere"
# Import external model (optional)
# bpy.ops.import_scene.obj(filepath="model.obj")
return cube, sphere
得: 件現於場,名與位正 敗: 察操文法、驗坐、保名無衝
三、以點基 shader 造材
用 shader 點設 PBR 材:
def create_material(name, base_color, metallic=0.0, roughness=0.5):
"""Create a PBR material with node setup."""
# Create material
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# Clear default nodes
nodes.clear()
# Add Principled BSDF
node_bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
node_bsdf.location = (0, 0)
node_bsdf.inputs['Base Color'].default_value = base_color + (1.0,) # Add alpha
node_bsdf.inputs['Metallic'].default_value = metallic
node_bsdf.inputs['Roughness'].default_value = roughness
# Add Material Output
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = (300, 0)
# Link nodes
links.new(node_bsdf.outputs['BSDF'], node_output.inputs['Surface'])
return mat
def apply_materials(cube, sphere):
"""Apply materials to objects."""
# Create materials
mat_red = create_material("RedPlastic", (0.8, 0.1, 0.1), metallic=0.0, roughness=0.4)
mat_metal = create_material("Metal", (0.8, 0.8, 0.8), metallic=1.0, roughness=0.2)
# Assign to objects
if cube.data.materials:
cube.data.materials[0] = mat_red
else:
cube.data.materials.append(mat_red)
if sphere.data.materials:
sphere.data.materials[0] = mat_metal
else:
sphere.data.materials.append(mat_metal)
得: 材顯於 shader 編輯器含正點連 敗: 察點型存、驗連文法、保色值於 [0,1]
四、設光
配光以照場:
def setup_lighting():
"""Add lights to scene."""
# Sun light
bpy.ops.object.light_add(
type='SUN',
location=(5, 5, 10)
)
sun = bpy.context.active_object
sun.name = "KeyLight"
sun.data.energy = 3.0
sun.rotation_euler = (math.radians(45), 0, math.radians(45))
# Area light (fill light)
bpy.ops.object.light_add(
type='AREA',
location=(-4, -4, 6)
)
area = bpy.context.active_object
area.name = "FillLight"
area.data.energy = 200.0
area.data.size = 5.0
area.rotation_euler = (math.radians(60), 0, math.radians(-135))
# Point light (rim light)
bpy.ops.object.light_add(
type='POINT',
location=(2, -5, 3)
)
point = bpy.context.active_object
point.name = "RimLight"
point.data.energy = 500.0
得: 三光含合強與位 敗: 按渲擎調能值、察旋式
五、位機
設機含正框:
def setup_camera():
"""Add and configure camera."""
bpy.ops.object.camera_add(
location=(7, -7, 5)
)
camera = bpy.context.active_object
camera.name = "MainCamera"
# Point camera at origin
direction = (0, 0, 1) - camera.location
rot_quat = direction.to_track_quat('-Z', 'Y')
camera.rotation_euler = rot_quat.to_euler()
# Camera settings
camera.data.lens = 50 # Focal length in mm
camera.data.dof.use_dof = True
camera.data.dof.focus_distance = 10.0
camera.data.dof.aperture_fstop = 2.8
# Set as active camera
bpy.context.scene.camera = camera
得: 機位含正焦距與 DOF 敗: track_to 敗→用簡旋法、驗鏡單
六、設世境
配世 shader 與背:
def setup_world():
"""Configure world environment."""
world = bpy.data.worlds['World']
world.use_nodes = True
nodes = world.node_tree.nodes
links = world.node_tree.links
# Clear default nodes
nodes.clear()
# Add Environment Texture (for HDRI)
node_env = nodes.new(type='ShaderNodeTexEnvironment')
node_env.location = (-300, 0)
# Load HDRI if available
hdri_path = "/path/to/hdri.exr"
if os.path.exists(hdri_path):
node_env.image = bpy.data.images.load(hdri_path)
# Add Background shader
node_bg = nodes.new(type='ShaderNodeBackground')
node_bg.location = (0, 0)
node_bg.inputs['Strength'].default_value = 1.0
# Add World Output
node_output = nodes.new(type='ShaderNodeOutputWorld')
node_output.location = (300, 0)
# Link nodes
links.new(node_env.outputs['Color'], node_bg.inputs['Color'])
links.new(node_bg.outputs['Background'], node_output.inputs['Surface'])
得: 世 shader 含 HDRI 或純背 敗: 檔缺→略 HDRI 載,獨用 Background 含色
七、設渲參
立基渲參:
def setup_render_settings():
"""Configure render settings."""
scene = bpy.context.scene
# Render engine
scene.render.engine = 'CYCLES' # or 'BLENDER_EEVEE'
scene.cycles.samples = 128
scene.cycles.use_denoising = True
# Output settings
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.resolution_percentage = 100
# File format
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
scene.render.image_settings.color_depth = '16'
scene.render.filepath = "/tmp/render_"
得: 渲參已配、可渲 敗: 察擎名、驗解值為正整
八、組場層
建組以理:
def organize_collections():
"""Organize objects into collections."""
# Create collections
col_geometry = bpy.data.collections.new("Geometry")
col_lights = bpy.data.collections.new("Lights")
col_cameras = bpy.data.collections.new("Cameras")
# Link to scene
bpy.context.scene.collection.children.link(col_geometry)
bpy.context.scene.collection.children.link(col_lights)
bpy.context.scene.collection.children.link(col_cameras)
# Move objects to collections
for obj in bpy.data.objects:
# Unlink from main collection
bpy.context.scene.collection.objects.unlink(obj)
# Link to appropriate collection
if obj.type == 'MESH':
col_geometry.objects.link(obj)
elif obj.type == 'LIGHT':
col_lights.objects.link(obj)
elif obj.type == 'CAMERA':
col_cameras.objects.link(obj)
得: 件組於名組中便理 敗: 建前察組存、理孤件
驗
- 本於 Blender 背模中無誤行
- 諸件於場輪廓中
- 材於 shader 編輯器顯正色與性
- 機位含件於框
- 光足(試渲)
- 世境正載
- 渲參合出需
- 場以組理組
- 無孤數塊
- 本含 clear_scene() 為重現
忌
- 件名衝:用獨名、建前察存
- 色式誤:RGB 須為元 (r, g, b, a) 於 [0,1]
- 缺 alpha:設色含 alpha:
(r, g, b, 1.0) - 點連誤:連前驗點型含入出
- 機非活:須
bpy.context.scene.camera = camera_object - 相與絕路:用絕路或 Path() 跨平台
- 單惑:Blender 默米、機鏡米厘
- 旋式:用
math.radians()度轉弧 - 渲擎異:EEVEE 與 Cycles 特與參異
- 存漏:清孤塊防批中存積
參
- script-blender-automation:程模與批操之進本模
- render-blender-output:設渲流與行渲
- create-2d-composition:二維像構之類本法
GitHub Repository
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