Screw modifier

스크루 모디파이어

Rotate a 2D profile around an axis to create a lathed or helical surface, such as a bottle or bowl.

Also known as: ScrewlatheSCREW
···
bpy — this entry
# 입력 단면 선과 그 선을 Z축 둘레로 돌린 그릇을 비교한다.
reset('WORKBENCH')
camera((5, -7, 4.5), target=(0, 0, 1.0))
floor()
# 음수 X 쪽 단면으로 두면 전체 회전체는 같고 compare의 첫 장에서 윤곽이 잘린 채로 숨지 않는다.
verts = [(-0.28, 0, 0.0), (-0.75, 0, 0.12), (-0.95, 0, 0.48), (-0.82, 0, 1.05), (-0.5, 0, 1.42)]
edges_data = [(i, i + 1) for i in range(len(verts) - 1)]
mesh = bpy.data.meshes.new('Vase Profile')
mesh.from_pydata(verts, edges_data, [])
obj = bpy.data.objects.new('Vase Profile', mesh)
bpy.context.collection.objects.link(obj)
screw = obj.modifiers.new('Screw', 'SCREW')
screw.axis = 'Z'
screw.angle = math.tau
screw.steps = screw.render_steps = 48
screw.use_smooth_shade = True
screw.use_merge_vertices = True
# edge-only mesh는 렌더에서 선이 보이지 않아 같은 윤곽을 얇은 표시용 면으로 만든다.
guide_verts, guide_faces = [], []
half_width = 0.012
for x, y, z in verts:
    guide_verts.extend([(x, y - half_width, z), (x, y + half_width, z)])
for i in range(len(verts) - 1):
    a = i * 2
    guide_faces.append((a, a + 1, a + 3, a + 2))
guide_mesh = bpy.data.meshes.new('Profile Guide')
guide_mesh.from_pydata(guide_verts, [], guide_faces)
guide = bpy.data.objects.new('Profile Guide', guide_mesh)
bpy.context.collection.objects.link(guide)
profile_wire = edges(guide, thickness=0.018, color=CORAL)
guide.hide_render = True
frame(obj, margin=1.35)
paint(obj, material('Profile', CLAY))
screw.show_render = False
shoot('profile')
profile_wire.hide_render = True
screw.show_render = True
for poly in obj.data.polygons:
    poly.use_smooth = True
paint(obj, material('Turned Surface', LIME))
shoot('lathed')
Full script — runs as-is in Blender 5.1.1
# screw-modifier — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python screw-modifier.py -- <출력 폴더>
SLUG = 'screw-modifier'

# ── 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 ──
# 입력 단면 선과 그 선을 Z축 둘레로 돌린 그릇을 비교한다.
reset('WORKBENCH')
camera((5, -7, 4.5), target=(0, 0, 1.0))
floor()
# 음수 X 쪽 단면으로 두면 전체 회전체는 같고 compare의 첫 장에서 윤곽이 잘린 채로 숨지 않는다.
verts = [(-0.28, 0, 0.0), (-0.75, 0, 0.12), (-0.95, 0, 0.48), (-0.82, 0, 1.05), (-0.5, 0, 1.42)]
edges_data = [(i, i + 1) for i in range(len(verts) - 1)]
mesh = bpy.data.meshes.new('Vase Profile')
mesh.from_pydata(verts, edges_data, [])
obj = bpy.data.objects.new('Vase Profile', mesh)
bpy.context.collection.objects.link(obj)
screw = obj.modifiers.new('Screw', 'SCREW')
screw.axis = 'Z'
screw.angle = math.tau
screw.steps = screw.render_steps = 48
screw.use_smooth_shade = True
screw.use_merge_vertices = True
# edge-only mesh는 렌더에서 선이 보이지 않아 같은 윤곽을 얇은 표시용 면으로 만든다.
guide_verts, guide_faces = [], []
half_width = 0.012
for x, y, z in verts:
    guide_verts.extend([(x, y - half_width, z), (x, y + half_width, z)])
for i in range(len(verts) - 1):
    a = i * 2
    guide_faces.append((a, a + 1, a + 3, a + 2))
guide_mesh = bpy.data.meshes.new('Profile Guide')
guide_mesh.from_pydata(guide_verts, [], guide_faces)
guide = bpy.data.objects.new('Profile Guide', guide_mesh)
bpy.context.collection.objects.link(guide)
profile_wire = edges(guide, thickness=0.018, color=CORAL)
guide.hide_render = True
frame(obj, margin=1.35)
paint(obj, material('Profile', CLAY))
screw.show_render = False
shoot('profile')
profile_wire.hide_render = True
screw.show_render = True
for poly in obj.data.polygons:
    poly.use_smooth = True
paint(obj, material('Turned Surface', LIME))
shoot('lathed')

Like a potter’s wheel, Screw rotates a profile around an axis to make a solid-looking surface. Add it through Add Modifier ▸ Generate ▸ Screw and set the axis, angle, and number of steps. A full rotation creates a vase-like form; adding movement along the axis makes a helix.

In Python, add obj.modifiers.new('Screw', 'SCREW') to an object made from profile edges. Set axis='Z', angle=math.tau, steps, and render_steps; use use_merge_vertices when profile ends should meet on the axis. The profile’s local position and orientation determine the result.

A profile that misses the axis or has too few steps can leave a broken-looking surface. Edge-only meshes do not render as visible lines, so this script makes a thin display strip from the same coordinates and draws it with edges(). The first shot shows the source profile; the second shows it revolved around Z.

When to use

Use it for axisymmetric objects or forms that need rotation and axial movement, such as screws and springs. Align the profile and axis in the same local coordinate frame.

Open as page ↗

Suggest an entry

Tell us about a missing Blender term, tool or workflow. We read every suggestion.