create-3d-scene
정보
이 Claude Skill은 Python의 `bpy` API를 사용하여 Blender 3D 장면을 자동으로 생성합니다. 객체, 재질, 조명, 카메라를 프로그래밍 방식으로 구성하여 재현 가능한 시각화를 생성하고, 렌더링 설정을 자동화하며, 배치 작업 흐름 템플릿을 만드는 데 활용됩니다. 데이터 파이프라인에 3D 장면 생성을 통합하거나 여러 장면 변형을 효율적으로 제작하는 데 사용하세요.
빠른 설치
Claude Code
추천npx 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-sceneClaude Code에서 이 명령을 복사하여 붙여넣어 스킬을 설치하세요
문서
Create 3D Scene
Set up full Blender scene by code. Python API (bpy). Configure scene hierarchy, add mesh objects, make PBR materials with node shaders, position lighting and cameras, set world.
When Use
- Building reproducible 3D visualization scenes from scratch
- Automating product visualization or architectural rendering setup
- Making many scene variations by code
- Template scenes for batch rendering workflows
- Prototyping scene layouts before hand-refinement
- Plugging 3D visualization into data pipelines or reporting
Inputs
| Input | Type | Description | Example |
|---|---|---|---|
| Scene specifications | Configuration | Objects, materials, lighting requirements | Product dimensions, material colors, lighting setup |
| Output requirements | Parameters | Resolution, render engine, quality settings | 1920x1080, Cycles, 128 samples |
| Asset paths | File paths | External models, textures, HDRIs | /path/to/hdri.exr, product_model.obj |
| Camera settings | Parameters | Position, rotation, focal length, DOF | location=(7,-7,5), lens=50mm |
| Environment | Configuration | World shader, background, ambient settings | HDRI lighting, solid color, gradient |
Steps
1. Set Up Script Structure
Make Python script with imports and structure:
#!/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()
Got: Script structure with clear_scene() and main() functions If fail: Check Python syntax. Verify bpy import works in Blender Python env
2. Add Mesh Objects
Create primitive or imported mesh objects:
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
Got: Objects show in scene with right names and positions If fail: Check operator syntax. Verify coordinates. No naming conflicts
3. Create Materials with Node-Based Shaders
Build PBR materials using shader nodes:
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)
Got: Materials show in shader editor with right node connections If fail: Check node types exist. Verify link syntax. Color values in [0,1] range
4. Set Up Lighting
Configure lights for scene:
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
Got: Three lights with right intensities and positions If fail: Tune energy values for render engine (Cycles vs EEVEE). Check rotation format
5. Position Camera
Set up camera with good framing:
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
Got: Camera positioned with right focal length and DOF settings If fail: Use simpler rotation method if track_to fails. Verify lens units
6. Configure World Environment
Set up world shader and background:
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'])
Got: World shader with HDRI or solid background configured If fail: Skip HDRI loading if file missing. Use Background node alone with color
7. Configure Render Settings
Set basic render params:
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_"
Got: Render settings configured. Ready for rendering If fail: Check engine name spelling. Verify resolution values are positive ints
8. Organize Scene Hierarchy
Build collections for organization:
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)
Got: Objects organized in named collections. Easier management If fail: Check collection already exists before creating. Handle orphaned objects
Checks
- Script runs without errors in Blender background mode
- All expected objects present in scene outliner
- Materials show right colors and properties in shader editor
- Camera positioned with objects in frame
- Lighting provides enough brightness (test render)
- World environment loads right (HDRI or background color)
- Render settings configured for output requirements
- Scene organized logically in collections
- No orphaned data blocks (materials, meshes with no users)
- Script has clear_scene() for reproducibility
Pitfalls
- Object naming conflicts: Use unique names. Check for existing objects before creating
- Incorrect color format: RGB values must be tuples (r, g, b, a) in [0,1] range
- Missing alpha channel: When setting colors, include alpha:
(r, g, b, 1.0) - Node connection errors: Verify node types have expected inputs/outputs before linking
- Camera not active: Must set
bpy.context.scene.camera = camera_object - Relative vs absolute paths: Use absolute paths or Path() for cross-platform compatibility
- Units confusion: Blender uses meters by default. Camera lens in millimeters
- Rotation formats: Use
math.radians()for degree-to-radian conversion - Render engine differences: EEVEE and Cycles have different features and params
- Memory leaks: Clear orphaned data blocks to stop memory buildup in batch ops
See Also
- script-blender-automation: Advanced scripting patterns for procedural modeling and batch operations
- render-blender-output: Configure rendering pipeline and execute renders
- create-2d-composition: 2D graphics composition using similar scripting approaches
GitHub 저장소
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