Spin

스핀

Rotates and extrudes a profile around an axis to create rotationally symmetric geometry.

Also known as: SpinMesh ▸ Extrude ▸ Spinbmesh.ops.spin
···
bpy — this entry
# 회전할 단면선을 먼저 보여 준 뒤 BMesh Spin으로 속 빈 그릇을 만든다.
import bmesh
reset('WORKBENCH')
camera((5, -7, 4.8), target=(0, 0, 0.85))
floor()
bm = bmesh.new()
profile = [
    (0.50, 0.08), (0.63, 0.14), (0.59, 0.27), (0.46, 0.46),
    (0.36, 0.92), (0.34, 1.34), (0.48, 1.58), (0.38, 1.58),
    (0.29, 1.32), (0.31, 0.94), (0.40, 0.51), (0.48, 0.28),
]
verts = [bm.verts.new((radius, 0, z)) for radius, z in profile]
profile_edges = [bm.edges.new((verts[i], verts[(i + 1) % len(verts)])) for i in range(len(verts))]
mesh = bpy.data.meshes.new('SpunVessel')
bm.to_mesh(mesh)
vessel = bpy.data.objects.new('Spun Vessel', mesh)
bpy.context.collection.objects.link(vessel)
profile_data = bpy.data.curves.new('Spin Profile Guide', 'CURVE')
profile_data.dimensions = '3D'
profile_data.bevel_depth, profile_data.bevel_resolution = 0.022, 2
profile_spline = profile_data.splines.new('POLY')
profile_spline.points.add(len(profile) - 1)
for point, (radius, z) in zip(profile_spline.points, profile):
    point.co = (radius, -0.02, z, 1)
profile_spline.use_cyclic_u = True
profile_guide = bpy.data.objects.new('Spin Profile Guide', profile_data)
bpy.context.collection.objects.link(profile_guide)
paint(profile_guide, material('Profile', CORAL))
paint(vessel, material('Unspun profile', CLAY))
bpy.ops.mesh.primitive_cube_add(size=2.0, location=(0, 0, 0.83))
fit_object = bpy.context.object
frame(vessel, fit_object, margin=1.15)
bpy.data.objects.remove(fit_object, do_unlink=True)
before_wire = edges(vessel)
shoot('profile')
before_wire.hide_render = True
profile_guide.hide_render = True
bmesh.ops.spin(bm, geom=verts + profile_edges, cent=Vector((0, 0, 0)), axis=Vector((0, 0, 1)), dvec=Vector((0, 0, 0)), angle=math.tau, steps=32, use_merge=True)
bm.normal_update()
bm.to_mesh(mesh)
mesh.update()
bm.free()
paint(vessel, material('Vessel', LIME))
vessel.data.materials.append(material('Swept surface', CORAL))
for polygon in vessel.data.polygons:
    if polygon.center.y < -0.25 and 0.3 < polygon.center.z < 1.4:
        polygon.material_index = 1
edges(vessel)
shoot('vessel')
Full script — runs as-is in Blender 5.1.1
# spin — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python spin.py -- <출력 폴더>
SLUG = 'spin'

# ── 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 ──
# 회전할 단면선을 먼저 보여 준 뒤 BMesh Spin으로 속 빈 그릇을 만든다.
import bmesh
reset('WORKBENCH')
camera((5, -7, 4.8), target=(0, 0, 0.85))
floor()
bm = bmesh.new()
profile = [
    (0.50, 0.08), (0.63, 0.14), (0.59, 0.27), (0.46, 0.46),
    (0.36, 0.92), (0.34, 1.34), (0.48, 1.58), (0.38, 1.58),
    (0.29, 1.32), (0.31, 0.94), (0.40, 0.51), (0.48, 0.28),
]
verts = [bm.verts.new((radius, 0, z)) for radius, z in profile]
profile_edges = [bm.edges.new((verts[i], verts[(i + 1) % len(verts)])) for i in range(len(verts))]
mesh = bpy.data.meshes.new('SpunVessel')
bm.to_mesh(mesh)
vessel = bpy.data.objects.new('Spun Vessel', mesh)
bpy.context.collection.objects.link(vessel)
profile_data = bpy.data.curves.new('Spin Profile Guide', 'CURVE')
profile_data.dimensions = '3D'
profile_data.bevel_depth, profile_data.bevel_resolution = 0.022, 2
profile_spline = profile_data.splines.new('POLY')
profile_spline.points.add(len(profile) - 1)
for point, (radius, z) in zip(profile_spline.points, profile):
    point.co = (radius, -0.02, z, 1)
profile_spline.use_cyclic_u = True
profile_guide = bpy.data.objects.new('Spin Profile Guide', profile_data)
bpy.context.collection.objects.link(profile_guide)
paint(profile_guide, material('Profile', CORAL))
paint(vessel, material('Unspun profile', CLAY))
bpy.ops.mesh.primitive_cube_add(size=2.0, location=(0, 0, 0.83))
fit_object = bpy.context.object
frame(vessel, fit_object, margin=1.15)
bpy.data.objects.remove(fit_object, do_unlink=True)
before_wire = edges(vessel)
shoot('profile')
before_wire.hide_render = True
profile_guide.hide_render = True
bmesh.ops.spin(bm, geom=verts + profile_edges, cent=Vector((0, 0, 0)), axis=Vector((0, 0, 1)), dvec=Vector((0, 0, 0)), angle=math.tau, steps=32, use_merge=True)
bm.normal_update()
bm.to_mesh(mesh)
mesh.update()
bm.free()
paint(vessel, material('Vessel', LIME))
vessel.data.materials.append(material('Swept surface', CORAL))
for polygon in vessel.data.polygons:
    if polygon.center.y < -0.25 and 0.3 < polygon.center.z < 1.4:
        polygon.material_index = 1
edges(vessel)
shoot('vessel')

Turn a cross-section around an axis, like shaping clay on a potter's wheel, and its path becomes a surface. Spin duplicates and rotates selected mesh geometry in steps, connecting each step to the next. In Edit Mode, choose Mesh ▸ Extrude ▸ Spin or the Spin toolbar tool, then set the axis, angle, and number of steps.

In Python, bmesh.ops.spin(bm, geom=profile, cent=..., axis=..., angle=math.tau, steps=32, use_merge=True) sweeps a profile through 360 degrees. This demo rotates a closed cross-section around Z to make a hollow bowl shape. More steps create denser geometry around the circumference.

If the rotation center or axis misses the profile, the surface can skew or translate unexpectedly. With use_merge=True, a full 360-degree spin welds overlapping vertices from the first and last copies to close the seam. A partial turn does not meet its endpoints. Spin is suited to rotationally symmetric shapes; a curve is a better fit for a form that bends along an arbitrary path.

When to use

Use it to build axis-symmetric objects such as cups, columns, and wheels from a cross-section. Define the profile before increasing the number of segments.

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