Frame Rate

프레임 레이트

Sets how many frames play in one second. A higher fps makes the same frame range take less time.

Also known as: Frame Ratefpsfps_basescene.render.fps
···
bpy — this entry
# 24 fps 장면의 24개 프레임을 실제 키 애니메이션에서 샘플링해 간격으로 보여 준다.
reset('WORKBENCH', size=(640, 400))
scene = bpy.context.scene
scene.render.fps = 24
scene.render.fps_base = 1.0
scene.frame_start, scene.frame_end = 1, 24
camera((0, -8, 5.8), target=(0, 0, 1.15), lens=52)
floor()

bpy.ops.mesh.primitive_uv_sphere_add(segments=24, ring_count=16, radius=0.28, location=(-2.5, 0, 0.45))
source = bpy.context.object
source.name = 'One Second Motion'
source.keyframe_insert('location', frame=1)
source.location = (0, 0, 2.0)
source.keyframe_insert('location', frame=13)
source.location.x = 2.5
source.location.z = 0.45
source.keyframe_insert('location', frame=24)
from bpy_extras.anim_utils import action_get_channelbag_for_slot
bag = action_get_channelbag_for_slot(source.animation_data.action, source.animation_data.action_slot)
x_curve = next(fc for fc in bag.fcurves if fc.data_path == 'location' and fc.array_index == 0)
for key in x_curve.keyframe_points:
    key.interpolation = 'LINEAR'

samples = []
sample_materials = {
    'regular': material('Frame Sample', SKY),
    'start': material('First Frame', CORAL),
    'middle': material('Middle Frame', LIME),
    'end': material('Last Frame', CORAL),
}
for current in range(1, 25):
    scene.frame_set(current)
    highlight = current in (1, 13, 24)
    radius = 0.14 if highlight else 0.085
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=radius, location=source.location.copy())
    sample = bpy.context.object
    sample.name = 'Frame %02d' % current
    material_key = {1: 'start', 13: 'middle', 24: 'end'}.get(current, 'regular')
    paint(sample, sample_materials[material_key])
    samples.append(sample)

source.hide_render = True
frame(*samples, margin=1.08)
shoot('timeline-24fps')
Full script — runs as-is in Blender 5.1.1
# frame-rate — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python frame-rate.py -- <출력 폴더>
SLUG = 'frame-rate'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 24 fps 장면의 24개 프레임을 실제 키 애니메이션에서 샘플링해 간격으로 보여 준다.
reset('WORKBENCH', size=(640, 400))
scene = bpy.context.scene
scene.render.fps = 24
scene.render.fps_base = 1.0
scene.frame_start, scene.frame_end = 1, 24
camera((0, -8, 5.8), target=(0, 0, 1.15), lens=52)
floor()

bpy.ops.mesh.primitive_uv_sphere_add(segments=24, ring_count=16, radius=0.28, location=(-2.5, 0, 0.45))
source = bpy.context.object
source.name = 'One Second Motion'
source.keyframe_insert('location', frame=1)
source.location = (0, 0, 2.0)
source.keyframe_insert('location', frame=13)
source.location.x = 2.5
source.location.z = 0.45
source.keyframe_insert('location', frame=24)
from bpy_extras.anim_utils import action_get_channelbag_for_slot
bag = action_get_channelbag_for_slot(source.animation_data.action, source.animation_data.action_slot)
x_curve = next(fc for fc in bag.fcurves if fc.data_path == 'location' and fc.array_index == 0)
for key in x_curve.keyframe_points:
    key.interpolation = 'LINEAR'

samples = []
sample_materials = {
    'regular': material('Frame Sample', SKY),
    'start': material('First Frame', CORAL),
    'middle': material('Middle Frame', LIME),
    'end': material('Last Frame', CORAL),
}
for current in range(1, 25):
    scene.frame_set(current)
    highlight = current in (1, 13, 24)
    radius = 0.14 if highlight else 0.085
    bpy.ops.mesh.primitive_ico_sphere_add(subdivisions=2, radius=radius, location=source.location.copy())
    sample = bpy.context.object
    sample.name = 'Frame %02d' % current
    material_key = {1: 'start', 13: 'middle', 24: 'end'}.get(current, 'regular')
    paint(sample, sample_materials[material_key])
    samples.append(sample)

source.hide_render = True
frame(*samples, margin=1.08)
shoot('timeline-24fps')

Frame rate (fps) is the number of pictures played each second. Choose 24, 30, 60 fps, and other rates in Output Properties ▸ Format ▸ Frame Rate. Frame numbers stay the same, but a higher rate makes the same range shorter in seconds.

In Python, set scene.render.fps and fps_base. The effective rate is fps divided by fps_base, so 24 and 1.0 means 24 fps. This example samples the evaluated position on each frame in a 24 fps scene and draws how one second of motion is divided into frame steps.

Changing the frame rate does not move keyframes to new frame numbers. Set fps to match delivery and audio sync first; if an existing animation must keep the same duration in seconds, adjust its keys and frame range too.

When to use

Set it first to match video specifications, playback speed, and audio sync. Changing fps affects key timing in seconds, so avoid changing it at delivery time.

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