Sub-skill of blender-interface: Scene Setup via Python Script (+5).
Scanned 9/9/2026
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---
name: blender-interface-scene-setup-via-python-script
description: 'Sub-skill of blender-interface: Scene Setup via Python Script (+5).'
version: 1.1.0
category: engineering
type: reference
scripts_exempt: true
---
# Scene Setup via Python Script (+5)
## Scene Setup via Python Script
```python
import bpy
import math
# Clear default scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# Create objects programmatically
bpy.ops.mesh.primitive_cylinder_add(
radius=0.5, depth=10.0,
location=(0, 0, 5),
rotation=(0, 0, 0)
)
cylinder = bpy.context.active_object
cylinder.name = "Riser_Section"
```
## Import Engineering Geometry
| Format | Operator | Notes |
|--------|----------|-------|
| STL | `bpy.ops.wm.stl_import(filepath=path)` | Blender 4.x; use `import_mesh.stl` for 3.x |
| OBJ | `bpy.ops.wm.obj_import(filepath=path)` | Blender 4.x; use `import_scene.obj` for 3.x |
| FBX | `bpy.ops.import_scene.fbx(filepath=path)` | Same across versions |
| PLY | `bpy.ops.wm.ply_import(filepath=path)` | Blender 4.x |
| GLTF | `bpy.ops.import_scene.gltf(filepath=path)` | Same across versions |
| DAE | `bpy.ops.wm.collada_import(filepath=path)` | Collada |
## Blender 3.x / 4.x / 5.x API Migration
| Operation | Blender 3.x | Blender 4.x | Blender 5.x |
|-----------|-------------|-------------|-------------|
| Import STL | `bpy.ops.import_mesh.stl()` | `bpy.ops.wm.stl_import()` | same as 4.x |
| Import OBJ | `bpy.ops.import_scene.obj()` | `bpy.ops.wm.obj_import()` | same as 4.x |
| Import PLY | `bpy.ops.import_mesh.ply()` | `bpy.ops.wm.ply_import()` | same as 4.x |
| Export STL | `bpy.ops.export_mesh.stl()` | `bpy.ops.wm.stl_export()` | same as 4.x |
| Export OBJ | `bpy.ops.export_scene.obj()` | `bpy.ops.wm.obj_export()` | same as 4.x |
| BSDF Specular | `node.inputs['Specular']` | `node.inputs['Specular IOR Level']` | same as 4.x |
| EEVEE engine | `'BLENDER_EEVEE'` | `'BLENDER_EEVEE_NEXT'` | `'BLENDER_EEVEE'` (reverted) |
| `use_nodes` | required | required | deprecated (always on) |
## Material Assignment (Principled BSDF)
```python
def create_material(name, color_rgba, metallic=0.0, roughness=0.5):
"""Create a Principled BSDF material."""
mat = bpy.data.materials.new(name=name)
if bpy.app.version[0] < 5: # use_nodes deprecated in 5.x (always on)
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs['Base Color'].default_value = color_rgba # (R, G, B, A)
bsdf.inputs['Metallic'].default_value = metallic
bsdf.inputs['Roughness'].default_value = roughness
return mat
def assign_material(obj, material):
"""Assign material to object."""
if obj.data.materials:
obj.data.materials[0] = material
else:
obj.data.materials.append(material)
# Engineering color scheme
steel_mat = create_material("Steel", (0.6, 0.6, 0.65, 1.0), metallic=0.8, roughness=0.3)
water_mat = create_material("Water", (0.1, 0.3, 0.6, 0.7), metallic=0.0, roughness=0.1)
seabed_mat = create_material("Seabed", (0.4, 0.35, 0.2, 1.0), metallic=0.0, roughness=0.9)
```
## Camera and Lighting Setup
```python
def setup_engineering_camera(target=(0, 0, 0), distance=20, elevation=30, azimuth=45):
"""Set up camera for engineering visualization."""
elev_rad = math.radians(elevation)
azim_rad = math.radians(azimuth)
cam_x = target[0] + distance * math.cos(elev_rad) * math.sin(azim_rad)
cam_y = target[1] - distance * math.cos(elev_rad) * math.cos(azim_rad)
cam_z = target[2] + distance * math.sin(elev_rad)
bpy.ops.object.camera_add(location=(cam_x, cam_y, cam_z))
camera = bpy.context.active_object
camera.name = "Eng_Camera"
# Point at target
constraint = camera.constraints.new(type='TRACK_TO')
empty = bpy.ops.object.empty_add(location=target)
constraint.target = bpy.context.active_object
constraint.track_axis = 'TRACK_NEGATIVE_Z'
constraint.up_axis = 'UP_Y'
bpy.context.scene.camera = camera
return camera
def setup_lighting():
"""Add 3-point lighting for engineering renders."""
bpy.ops.object.light_add(type='SUN', location=(10, -10, 20))
key = bpy.context.active_object
key.data.energy = 3.0
bpy.ops.object.light_add(type='AREA', location=(-10, 5, 10))
fill = bpy.context.active_object
fill.data.energy = 1.5
bpy.ops.object.light_add(type='POINT', location=(0, -15, 5))
rim = bpy.context.active_object
rim.data.energy = 2.0
```
## Render Settings Template
```python
def configure_render(engine='CYCLES', resolution=(1920, 1080), samples=128, gpu=True):
"""Configure render settings."""
scene = bpy.context.scene
# EEVEE enum name changed across versions:
# 3.x: 'BLENDER_EEVEE', 4.x: 'BLENDER_EEVEE_NEXT', 5.x: 'BLENDER_EEVEE'
if engine in ('EEVEE', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'):
engine = 'BLENDER_EEVEE_NEXT' if bpy.app.version[0] == 4 else 'BLENDER_EEVEE'
scene.render.engine = engine # 'CYCLES' or resolved EEVEE name
scene.render.resolution_x = resolution[0]
scene.render.resolution_y = resolution[1]
if engine == 'CYCLES':
scene.cycles.samples = samples
scene.cycles.use_denoising = True
if gpu:
prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'CUDA' # or 'OPTIX', 'HIP'
prefs.get_devices()
for device in prefs.devices:
device.use = True
scene.cycles.device = 'GPU'
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_depth = '16'
```
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