Focal length sets how wide a view the camera captures. With the camera fixed, a longer lens shows a narrower part of the scene at a larger size.
Also known as: Focal LengthCamera.lensmm
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bpy — this entry
# 렌즈 초점 거리를 바꾸면 카메라 위치는 그대로인데 화각과 프레임 안 크기가 바뀐다.
reset('WORKBENCH')
cam = camera((0, -6, 2.5), target=(0, 0, 1.0), lens=35)
floor()
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.8, location=(0, 0, 1.0))
subject = bpy.context.object
paint(subject, material('Subject', LIME))
for x in (-2.2, 2.2):
bpy.ops.mesh.primitive_cube_add(size=0.7, location=(x, 0, 0.7))
paint(bpy.context.object, material('Edge marker', CORAL))
# 카메라 위치를 고정해 초점 거리에 따른 화각 변화만 비교한다.
for lens in (35, 50, 85):
cam.data.lens = lens
shoot(f'{lens}mm')
Full script — runs as-is in Blender 5.1.1
# focal-length — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python focal-length.py -- <출력 폴더>
SLUG = 'focal-length'
# ── 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 ──
# 렌즈 초점 거리를 바꾸면 카메라 위치는 그대로인데 화각과 프레임 안 크기가 바뀐다.
reset('WORKBENCH')
cam = camera((0, -6, 2.5), target=(0, 0, 1.0), lens=35)
floor()
bpy.ops.mesh.primitive_uv_sphere_add(segments=32, ring_count=16, radius=0.8, location=(0, 0, 1.0))
subject = bpy.context.object
paint(subject, material('Subject', LIME))
for x in (-2.2, 2.2):
bpy.ops.mesh.primitive_cube_add(size=0.7, location=(x, 0, 0.7))
paint(bpy.context.object, material('Edge marker', CORAL))
# 카메라 위치를 고정해 초점 거리에 따른 화각 변화만 비교한다.
for lens in (35, 50, 85):
cam.data.lens = lens
shoot(f'{lens}mm')
Imagine a window in front of the camera. A short lens is a wide window that includes the surroundings; a long lens enlarges a narrower slice in the middle. In the UI, select the camera and change the millimeter value at Properties editor ▸ Camera Data ▸ Lens ▸ Focal Length.
In Python, set cam.data.lens on the camera data, not on the camera object. Together with the sensor size, this value determines the field of view. The example keeps the camera in place and shoots at 35, 50, and 85 mm: the side markers leave the frame while the center sphere grows.
Changing focal length is different from moving the camera toward the subject. Moving the camera also changes the relative size of near and far objects. To create a compressed background, use a longer lens and move the camera farther back; this demo keeps the camera fixed so only the field of view changes.
When to use
Use it to shape the feel of a portrait or product shot and to choose how much background fits in frame. Recheck camera distance and subject size after changing it.