Snapping

스냅

Snapping constrains moves, rotations, or scaling to a grid or nearby geometry, so precise placement depends less on mouse feel.

Also known as: SnapShift+TabCtrl during transform
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bpy — this entry
# 오브젝트 원점을 격자 사이 좌표에서 가장 가까운 정수 격자점으로 옮긴다.
reset('WORKBENCH')
camera((6, -8, 5), target=(0, 0, 0.7))
floor()

bpy.ops.mesh.primitive_cube_add(size=0.9, location=(0.42, -0.38, 0.45))
box = bpy.context.object
paint(box, material('Snapped object', SKY))
frame(box, margin=2.5)

# 뷰포트 격자 오버레이는 렌더되지 않아 정수 격자점 주위에 기준 표식을 둔다.
for location in ((-0.6, 0, 1.08), (0.6, 0, 1.08), (0, -0.6, 1.08), (0, 0.6, 1.08)):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, radius=0.07, location=location)
    mark = bpy.context.object
    paint(mark, material('Grid target', CORAL))

shoot('off-grid')

box.location = tuple(round(value) for value in box.location)
box.location.z = 0.45  # 바닥 위 높이는 유지하고 평면 위치만 격자에 맞춘다
shoot('snapped')
Full script — runs as-is in Blender 5.1.1
# snapping — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python snapping.py -- <출력 폴더>
SLUG = 'snapping'

# ── 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 ──
# 오브젝트 원점을 격자 사이 좌표에서 가장 가까운 정수 격자점으로 옮긴다.
reset('WORKBENCH')
camera((6, -8, 5), target=(0, 0, 0.7))
floor()

bpy.ops.mesh.primitive_cube_add(size=0.9, location=(0.42, -0.38, 0.45))
box = bpy.context.object
paint(box, material('Snapped object', SKY))
frame(box, margin=2.5)

# 뷰포트 격자 오버레이는 렌더되지 않아 정수 격자점 주위에 기준 표식을 둔다.
for location in ((-0.6, 0, 1.08), (0.6, 0, 1.08), (0, -0.6, 1.08), (0, 0.6, 1.08)):
    bpy.ops.mesh.primitive_uv_sphere_add(segments=16, ring_count=8, radius=0.07, location=location)
    mark = bpy.context.object
    paint(mark, material('Grid target', CORAL))

shoot('off-grid')

box.location = tuple(round(value) for value in box.location)
box.location.z = 0.45  # 바닥 위 높이는 유지하고 평면 위치만 격자에 맞춘다
shoot('snapped')

Like lining an object up with marks on a ruler, snapping attaches a transform to a chosen reference. Toggle snapping with the magnet icon or Shift+Tab. When snapping is on, holding Ctrl during a transform temporarily disables it. Shift+S opens the Snap pie menu for moving the selection or 3D Cursor to the grid, cursor, or active object.

A render script has no mouse drag, so it writes the resulting coordinates to obj.location directly. This demo rounds only x and y to the nearest whole scene unit and keeps z at 0.45 to show the grid snap result. Direct bpy.data assignment avoids depending on transient viewport state. The viewport grid is an overlay and does not render. Four coral markers sit at XY offsets (±0.6, 0) and (0, ±0.6), raised to z=1.08 around the integer grid point (0, 0).

Snap Base chooses which point on the moving selection to use, while Snap Target chooses what it snaps to, such as a grid or mesh element. In Object Mode, Active uses the active object origin, Center uses the current transform pivot, Closest (the default) uses the nearest bounding-box corner, and Median uses the average of selected origins. An unexpected base point can make the result look offset. The two views compare an off-grid position with the snapped position.

When to use

Use it to place objects on surfaces or keep repeated spacing exact. When snapping is enabled, hold Ctrl during a transform to temporarily disable it; turn off the magnet for free placement.

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