Optima Interior May 2026
# Create a bmesh to build geometry bm = bmesh.new()
import bpy import bmesh import math from mathutils import Vector
# 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 optima interior
# Fill inner ring with a fan to close the top surface completely (making it solid) bm.faces.new(inner_verts)
# 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) # Create a bmesh to build geometry bm = bmesh
# Recalculate normals outward bmesh.ops.recalc_face_normals(bm, faces=bm.faces)
# Add subdivision surface for smooth organic interior look mod = obj.modifiers.new(name="Subdivision", type='SUBSURF') mod.levels = 2 mod.render_levels = 2 optima interior
# Clear existing mesh objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False)