Optima Interior 90%

# Fill inner ring with a fan to close the top surface completely (making it solid) bm.faces.new(inner_verts)

import bpy import bmesh import math from mathutils import Vector

# Clear existing mesh objects bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) optima interior

# Optional: Add thickness? Actually this is a thin shell, but the prompt "solid piece" suggests a volumetric form. # Let's add thickness by extruding the entire shape downward, but that duplicates geometry. Instead, we create a true solid by adding a bottom layer. # Better: create a thicker base by extruding bottom ring down.

# Create a new mesh datablock and object mesh = bpy.data.meshes.new("OptimaInterior") obj = bpy.data.objects.new("OptimaInterior", mesh) bpy.context.collection.objects.link(obj) bpy.context.view_layer.objects.active = obj obj.select_set(True) # Fill inner ring with a fan to

# Create central disc on bottom (optional, but helps solidity) # Actually we will fill bottom with a fan bm.faces.new(verts_bottom) # Fan fill works if verts are in order

# Add inner ring of vertices at a smaller radius to form a top surface with an inner void. inner_radius = 0.5 inner_verts = [] for i in range(segments): angle = 2 * math.pi * i / segments x = inner_radius * math.cos(angle) y = inner_radius * math.sin(angle) z = height * (0.5 + 0.3 * math.sin(4 * angle)) # same undulation v = bm.verts.new((x, y, z)) inner_verts.append(v) Instead, we create a true solid by adding a bottom layer

# Generate vertices for top and bottom rings verts_top = [] verts_bottom = [] for i in range(segments): angle = 2 * math.pi * i / segments x = radius * math.cos(angle) y = radius * math.sin(angle) # Top ring with gentle undulation (z varies with angle) z_top = height * (0.5 + 0.3 * math.sin(4 * angle)) # 4 lobes v_top = bm.verts.new((x, y, z_top)) verts_top.append(v_top) # Bottom ring (flat) v_bottom = bm.verts.new((x, y, -height/2)) verts_bottom.append(v_bottom)

# Recalculate normals outward bmesh.ops.recalc_face_normals(bm, faces=bm.faces)

# Create a bmesh to build geometry bm = bmesh.new()

# Add subdivision surface for smooth organic interior look mod = obj.modifiers.new(name="Subdivision", type='SUBSURF') mod.levels = 2 mod.render_levels = 2