import bpy, sys import numpy as np argv = sys.argv[sys.argv.index("--") + 1:] bpy.ops.wm.open_mainfile(filepath=argv[0]) ob = max([o for o in bpy.data.objects if o.type=='MESH'], key=lambda o: len(o.data.vertices)) me = ob.data act = np.load(argv[1])["active"] lay = me.color_attributes.new(name="dbg", type='FLOAT_COLOR', domain='POINT') n = len(me.vertices) cols = np.zeros((n, 4), dtype=np.float32) cols[:, 3] = 1.0 cols[act, 0] = 1.0 # red = replaced cols[~act, 1] = 0.6 # green = untouched lay.data.foreach_set("color", cols.reshape(-1)) mat = bpy.data.materials.new("dbg") mat.use_nodes = True nt = mat.node_tree vc = nt.nodes.new("ShaderNodeVertexColor") vc.layer_name = "dbg" bsdf = next(x for x in nt.nodes if x.type == 'BSDF_PRINCIPLED') nt.links.new(vc.outputs["Color"], bsdf.inputs["Base Color"]) me.materials.clear() me.materials.append(mat) import math from mathutils import Vector scn = bpy.context.scene w = bpy.data.worlds.new("W"); w.color=(0.2,0.2,0.2); scn.world = w sun = bpy.data.objects.new("S", bpy.data.lights.new("S",'SUN')) sun.data.energy = 3; sun.data.use_shadow = False sun.rotation_euler = (math.radians(60),0,math.radians(75)) bpy.context.collection.objects.link(sun) cam = bpy.data.objects.new("C", bpy.data.cameras.new("C")) cam.data.lens = 85 bpy.context.collection.objects.link(cam) scn.camera = cam scn.render.engine = 'BLENDER_EEVEE' scn.render.resolution_x = scn.render.resolution_y = 1000 ctr = Vector((0,0,0.675)) yaw = math.radians(40) cam.location = ctr + Vector((math.sin(yaw)*0.66, -math.cos(yaw)*0.66, 0.02)) cam.rotation_euler = (ctr - cam.location).to_track_quat('-Z','Y').to_euler() scn.render.filepath = argv[2] bpy.ops.render.render(write_still=True) print("DBG_OK")