| name | create-3d-scene |
| description | Set up a Blender scene programmatically via Python (bpy) with objects, materials, lighting, camera, and environment configuration. Use when creating reproducible 3D visualization scenes, automating product or architectural rendering setup, generating multiple scene variations programmatically, building template scenes for batch rendering workflows, or integrating 3D visualization into data pipelines.
|
| license | MIT |
| allowed-tools | Read Write Edit Bash Grep Glob |
| metadata | {"author":"Philipp Thoss","version":"1.1","domain":"blender","complexity":"intermediate","language":"Python","tags":"blender, bpy, 3d, scene-setup, materials, lighting, camera"} |
Create 3D Scene
Set up a complete Blender scene programmatically using the Python API (bpy). Configure scene hierarchy, add mesh objects, create PBR materials with node-based shaders, position lighting and cameras, and set up environment/world settings.
When to Use
- Creating reproducible 3D visualization scenes from scratch
- Automating product visualization or architectural rendering setup
- Generating multiple scene variations programmatically
- Building template scenes for batch rendering workflows
- Prototyping scene layouts before manual refinement
- Integrating 3D visualization into data pipelines or reporting systems
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 |
Procedure
1. Set Up Script Structure
Create a Python script with proper imports and structure:
"""
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)
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()
if __name__ == "__main__":
main()
Expected: Script structure with clear_scene() and main() functions
On failure: Review Python syntax, check bpy import works in Blender Python environment
2. Add Mesh Objects
Create primitive or imported mesh objects:
def add_objects():
"""Add mesh objects to scene."""
bpy.ops.mesh.primitive_cube_add(
size=2.0,
location=(0, 0, 1)
)
cube = bpy.context.active_object
cube.name = "Product_Base"
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"
return cube, sphere
Expected: Objects appear in scene with correct names and positions
On failure: Check operator syntax, verify coordinates, ensure no naming conflicts
3. Create Materials with Node-Based Shaders
Set up PBR materials using shader nodes:
def create_material(name, base_color, metallic=0.0, roughness=0.5):
"""Create a PBR material with node setup."""
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
node_bsdf = nodes.new(type='ShaderNodeBsdfPrincipled')
node_bsdf.location = (0, 0)
node_bsdf.inputs['Base Color'].default_value = base_color + (1.0,)
node_bsdf.inputs['Metallic'].default_value = metallic
node_bsdf.inputs['Roughness'].default_value = roughness
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = (300, 0)
links.new(node_bsdf.outputs['BSDF'], node_output.inputs['Surface'])
return mat
def apply_materials(cube, sphere):
"""Apply materials to objects."""
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=, roughness=)
cube.data.materials:
cube.data.materials[] = mat_red
:
cube.data.materials.append(mat_red)
sphere.data.materials:
sphere.data.materials[] = mat_metal
:
sphere.data.materials.append(mat_metal)
Expected: Materials visible in shader editor with proper node connections
On failure: Check node types exist, verify link syntax, ensure color values in [0,1] range. A 3-component RGB tuple is NOT accepted for Base Color — default_value requires explicit alpha, hence base_color + (1.0,)
4. Set Up Lighting
Configure lights for scene illumination:
def setup_lighting():
"""Add lights to scene."""
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))
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))
bpy.ops.object.light_add(
type='POINT',
location=(2, -5, 3)
)
point = bpy.context.active_object
point.name = "RimLight"
point.data.energy = 500.0
Expected: Three lights with appropriate intensities and positions
On failure: Adjust energy values for render engine (Cycles vs EEVEE), check rotation format
5. Position Camera
Set up camera with proper 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"
direction = (0, 0, 1) - camera.location
rot_quat = direction.to_track_quat('-Z', 'Y')
camera.rotation_euler = rot_quat.to_euler()
camera.data.lens = 50
camera.data.dof.use_dof = True
camera.data.dof.focus_distance = 10.0
camera.data.dof.aperture_fstop = 2.8
bpy.context.scene.camera = camera
Expected: Camera positioned with correct focal length and DOF settings
On failure: Use simpler rotation method if track_to fails, verify lens units. camera_add does NOT make the new camera the scene's render camera — without bpy.context.scene.camera = camera a background render aborts with no camera
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
nodes.clear()
node_env = nodes.new(type='ShaderNodeTexEnvironment')
node_env.location = (-300, 0)
hdri_path = "/path/to/hdri.exr"
if os.path.exists(hdri_path):
node_env.image = bpy.data.images.load(hdri_path)
node_bg = nodes.new(type='ShaderNodeBackground')
node_bg.location = (0, 0)
node_bg.inputs['Strength'].default_value = 1.0
node_output = nodes.new(type='ShaderNodeOutputWorld')
node_output.location = (300, 0)
links.new(node_env.outputs['Color'], node_bg.inputs['Color'])
links.new(node_bg.outputs['Background'], node_output.inputs['Surface'])
Expected: World shader with HDRI or solid background configured
On failure: Skip HDRI loading if file missing, use Background node alone with color
7. Configure Render Settings
Set basic render parameters:
def setup_render_settings():
"""Configure render settings."""
scene = bpy.context.scene
scene.render.engine = 'CYCLES'
scene.cycles.samples = 128
scene.cycles.use_denoising = True
scene.render.resolution_x = 1920
scene.render.resolution_y = 1080
scene.render.resolution_percentage = 100
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_"
Expected: Render settings configured, ready for rendering
On failure: Check engine name spelling, verify resolution values are positive integers
8. Organize Scene Hierarchy
Create collections for organization:
def organize_collections():
"""Organize objects into collections."""
col_geometry = bpy.data.collections.new("Geometry")
col_lights = bpy.data.collections.new("Lights")
col_cameras = bpy.data.collections.new("Cameras")
bpy.context.scene.collection.children.link(col_geometry)
bpy.context.scene.collection.children.link(col_lights)
bpy.context.scene.collection.children.link(col_cameras)
for obj in bpy.data.objects:
bpy.context.scene.collection.objects.unlink(obj)
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)
Expected: Objects organized in named collections for easier management
On failure: Check collection already exists before creating, handle orphaned objects
Validation Checklist
Common 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
- 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 parameters
- Memory leaks: Clear orphaned data blocks to prevent memory buildup in batch operations
Related Skills