initial migration, not vetted
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blender/render_stl_variants.py
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blender/render_stl_variants.py
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#!/usr/bin/env python3
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# 20260228 ChatGPT
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# $Header$
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# $Id$
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#
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# Usage:
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# blender -b -P render_stl_variants.py -- /path/to/part.stl /path/to/out_prefix
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#
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# Output:
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# <out_prefix>_solid.png
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# <out_prefix>_solid_edges.png
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# <out_prefix>_wire.png
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# <out_prefix>_matcap.png
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# <out_prefix>_freestyle.png
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#
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# Notes:
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# - Uses orthographic camera + fit-to-bounds framing (consistent prints).
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# - Workbench engine for fast technical-looking renders.
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# - Freestyle enabled only for the freestyle variant.
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import bpy
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import sys
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import math
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from mathutils import Vector
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def die(msg):
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print(msg, file=sys.stderr)
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raise SystemExit(1)
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def argv_after_double_dash():
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if "--" not in sys.argv:
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return []
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return sys.argv[sys.argv.index("--") + 1:]
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def reset_scene():
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bpy.ops.wm.read_factory_settings(use_empty=True)
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scene = bpy.context.scene
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scene.unit_settings.system = 'NONE'
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scene.render.resolution_x = 1200
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scene.render.resolution_y = 1200
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scene.render.film_transparent = False
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scene.render.image_settings.file_format = 'PNG'
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return scene
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def import_stl(path):
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bpy.ops.import_mesh.stl(filepath=path)
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objs = [o for o in bpy.context.selected_objects if o.type == 'MESH']
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if not objs:
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die(f"Failed to import STL: {path}")
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# join into one object for consistent bounds
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bpy.context.view_layer.objects.active = objs[0]
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for o in objs:
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o.select_set(True)
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bpy.ops.object.join()
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obj = bpy.context.view_layer.objects.active
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obj.name = "PART"
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return obj
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def center_origin_and_location(obj):
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bpy.context.view_layer.objects.active = obj
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obj.select_set(True)
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bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
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obj.location = (0, 0, 0)
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def bounds_world(obj):
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# bounding box corners in world coordinates
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mw = obj.matrix_world
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corners = [mw @ Vector(c) for c in obj.bound_box]
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xs = [c.x for c in corners]; ys = [c.y for c in corners]; zs = [c.z for c in corners]
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min_v = Vector((min(xs), min(ys), min(zs)))
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max_v = Vector((max(xs), max(ys), max(zs)))
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size = max_v - min_v
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center = (min_v + max_v) / 2.0
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return center, size
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def ensure_camera(scene):
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cam_data = bpy.data.cameras.new("OrthoCam")
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cam_data.type = 'ORTHO'
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cam = bpy.data.objects.new("OrthoCam", cam_data)
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scene.collection.objects.link(cam)
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scene.camera = cam
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return cam
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def ensure_light_rig(scene):
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# For workbench it barely matters, but keep a light for non-workbench fallback
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ld = bpy.data.lights.new("Key", type='AREA')
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lo = bpy.data.objects.new("Key", ld)
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lo.location = (3, -3, 3)
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scene.collection.objects.link(lo)
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def set_isometric_camera(cam, target=(0,0,0), ortho_scale=2.0):
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cam.data.ortho_scale = ortho_scale
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cam.location = (3.0, -3.0, 3.0)
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cam.rotation_euler = (math.radians(55), 0, math.radians(45))
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def fit_camera_to_object(cam, obj, margin=1.15):
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center, size = bounds_world(obj)
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max_dim = max(size.x, size.y, size.z)
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# ortho_scale roughly maps to view width; margin gives padding
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cam.data.ortho_scale = max_dim * margin
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def set_world_background(scene, gray=1.0):
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# Simple white/gray background via World color
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if scene.world is None:
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scene.world = bpy.data.worlds.new("World")
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scene.world.use_nodes = False
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scene.world.color = (gray, gray, gray)
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def workbench_common(scene):
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scene.render.engine = 'BLENDER_WORKBENCH'
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scene.display.shading.light = 'STUDIO'
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scene.display.shading.color_type = 'SINGLE'
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scene.display.shading.single_color = (0.82, 0.82, 0.82) # light gray “clay”
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scene.display.shading.show_backface_culling = False
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scene.display.shading.show_xray = False
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def variant_solid(scene):
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workbench_common(scene)
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scene.display.shading.show_wireframes = False
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def variant_wire(scene):
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workbench_common(scene)
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scene.display.shading.show_wireframes = True
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scene.display.shading.wireframe_color_type = 'SINGLE'
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scene.display.shading.wireframe_color = (0.0, 0.0, 0.0)
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scene.display.shading.wireframe_opacity = 1.0
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scene.display.shading.wireframe_thickness = 1
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def variant_solid_edges(scene):
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# Workbench wire overlay on top of solid
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workbench_common(scene)
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scene.display.shading.show_wireframes = True
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scene.display.shading.wireframe_color_type = 'SINGLE'
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scene.display.shading.wireframe_color = (0.0, 0.0, 0.0)
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scene.display.shading.wireframe_opacity = 1.0
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scene.display.shading.wireframe_thickness = 1
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def variant_matcap(scene):
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# Workbench “Matcap-like” studio + cavity (helps valleys/holes read on paper)
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workbench_common(scene)
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scene.display.shading.show_wireframes = False
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scene.display.shading.show_cavity = True
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scene.display.shading.cavity_type = 'WORLD'
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scene.display.shading.cavity_ridge_factor = 1.0
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scene.display.shading.cavity_valley_factor = 1.0
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def variant_freestyle(scene):
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# Freestyle line drawing + light solid base
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# Works with Workbench in many cases, but Freestyle is historically tied to Eevee/Cycles.
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# Here we switch to Eevee for reliability.
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scene.render.engine = 'BLENDER_EEVEE'
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scene.eevee.use_gtao = True
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scene.render.film_transparent = False
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# Setup simple material
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mat = bpy.data.materials.new("Clay")
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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bsdf.inputs["Base Color"].default_value = (0.85, 0.85, 0.85, 1.0)
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bsdf.inputs["Roughness"].default_value = 1.0
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obj = bpy.data.objects.get("PART")
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if obj and obj.data.materials:
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obj.data.materials[0] = mat
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elif obj:
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obj.data.materials.append(mat)
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# Enable Freestyle
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scene.render.use_freestyle = True
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# Default freestyle line set is OK; keep lines black and modest thickness
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if scene.view_layers:
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vl = scene.view_layers[0]
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vl.freestyle_settings.linesets.new("LineSet") if not vl.freestyle_settings.linesets else None
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# Render Properties -> Freestyle settings are somewhat verbose to tune; default is acceptable for v1.
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def render(scene, outpath):
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scene.render.filepath = outpath
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bpy.ops.render.render(write_still=True)
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def main():
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args = argv_after_double_dash()
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if len(args) != 2:
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die("Expected: <input.stl> <out_prefix>")
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in_stl, out_prefix = args
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scene = reset_scene()
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obj = import_stl(in_stl)
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center_origin_and_location(obj)
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ensure_light_rig(scene)
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cam = ensure_camera(scene)
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set_isometric_camera(cam)
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fit_camera_to_object(cam, obj, margin=1.20)
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set_world_background(scene, gray=1.0)
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# SOLID
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variant_solid(scene)
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scene.render.use_freestyle = False
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render(scene, f"{out_prefix}_solid.png")
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# SOLID + EDGES
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variant_solid_edges(scene)
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scene.render.use_freestyle = False
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render(scene, f"{out_prefix}_solid_edges.png")
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# WIRE
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variant_wire(scene)
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scene.render.use_freestyle = False
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render(scene, f"{out_prefix}_wire.png")
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# MATCAP-ish (cavity)
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variant_matcap(scene)
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scene.render.use_freestyle = False
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render(scene, f"{out_prefix}_matcap.png")
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# FREESTYLE
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variant_freestyle(scene)
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render(scene, f"{out_prefix}_freestyle.png")
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print("Done.")
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if __name__ == "__main__":
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main()
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