# Diagnose the inter-thigh residue below the crotch snap window. # blender --background --python dbg_gusset.py -- import bpy, sys, math, os import numpy as np from mathutils import Vector, Euler argv = sys.argv[sys.argv.index("--") + 1:] BLEND, OUT = argv[0], argv[1] os.makedirs(OUT, exist_ok=True) bpy.ops.wm.open_mainfile(filepath=BLEND) ob = max([o for o in bpy.data.objects if o.type == 'MESH'], key=lambda o: len(o.data.vertices)) me = ob.data n_v = len(me.vertices) co = np.empty(n_v * 3) me.vertices.foreach_get("co", co) co = co.reshape(-1, 3) # numeric: midline strip profile — for each z slice near the crotch, front-most and # back-most y, and the x extent of geometry in the inter-thigh gap print("== midline (|x|<0.01) y-range per z slice ==") for z0 in np.arange(0.34, 0.50, 0.01): m = (np.abs(co[:, 0]) < 0.01) & (co[:, 2] >= z0) & (co[:, 2] < z0 + 0.01) if m.sum() == 0: print(f" z {z0:.2f}: EMPTY") continue ys = co[m, 1] print(f" z {z0:.2f}: n={m.sum():5d} y [{ys.min():+.4f} .. {ys.max():+.4f}]") print("== inter-thigh occupancy: verts with |x|<0.06 per z slice ==") for z0 in np.arange(0.30, 0.46, 0.01): m = (np.abs(co[:, 0]) < 0.06) & (co[:, 2] >= z0) & (co[:, 2] < z0 + 0.01) print(f" z {z0:.2f}: n={m.sum():5d}", end="") if m.sum(): print(f" x [{co[m,0].min():+.4f}..{co[m,0].max():+.4f}]" f" y [{co[m,1].min():+.4f}..{co[m,1].max():+.4f}]") else: print() # renders: clay, shadowless, tight on the crotch — front, and from below looking up for o in list(bpy.data.objects): if o.type in ('LIGHT', 'CAMERA'): bpy.data.objects.remove(o, do_unlink=True) sc = bpy.context.scene sc.render.engine = 'BLENDER_EEVEE' sc.render.resolution_x = sc.render.resolution_y = 1000 sc.render.film_transparent = False wd = bpy.data.worlds.new("w") wd.use_nodes = True wd.node_tree.nodes["Background"].inputs[0].default_value = (0.18, 0.18, 0.18, 1) sc.world = wd mat = bpy.data.materials.new("clay") mat.use_nodes = True b = mat.node_tree.nodes["Principled BSDF"] b.inputs["Base Color"].default_value = (0.8, 0.8, 0.8, 1) b.inputs["Roughness"].default_value = 0.6 ob.data.materials.clear() ob.data.materials.append(mat) def sun(rot, e): ld = bpy.data.lights.new("s", 'SUN') ld.energy = e ld.use_shadow = False lo = bpy.data.objects.new("s", ld) lo.rotation_euler = rot bpy.context.collection.objects.link(lo) sun(Euler((math.radians(60), 0, math.radians(-30))), 3.0) sun(Euler((math.radians(120), 0, math.radians(150))), 1.2) cam = bpy.data.cameras.new("c") cam.lens = 85 cob = bpy.data.objects.new("c", cam) bpy.context.collection.objects.link(cob) sc.camera = cob views = [ # (name, location, rotation) — model front = -Y ("front_tight", Vector((0.0, -0.55, 0.41)), Euler((math.radians(90), 0, 0))), ("below_up", Vector((0.0, -0.30, 0.05)), Euler((math.radians(50), 0, 0))), ("side_gap", Vector((-0.45, -0.35, 0.40)), Euler((math.radians(88), 0, math.radians(-52)))), ] for name, loc, rot in views: cob.location = loc cob.rotation_euler = rot sc.render.filepath = os.path.join(OUT, f"{name}.png") bpy.ops.render.render(write_still=True) print(f"rendered {name}") print("DBG_DONE")