Rebuild local Blender WASM environment and recovery evidence
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45
tools/web/generated/WBV2-P3-001.py
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45
tools/web/generated/WBV2-P3-001.py
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#!/usr/bin/env python3
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import pathlib
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import sys
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import bpy
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def main(output):
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bpy.ops.wm.read_factory_settings(use_empty=True)
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scene = bpy.context.scene
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scene.name = "WBV2P3001MaterialScene"
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bpy.ops.mesh.primitive_cube_add(size=2, location=(0, 0, 0))
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cube = bpy.context.object
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cube.name = "WBV2P3001MaterialCube"
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cube.data.name = "WBV2P3001MaterialCubeMesh"
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material = bpy.data.materials.new("WBV2P3001PrincipledMaterial")
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material.use_nodes = True
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nodes = material.node_tree.nodes
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principled = nodes.get("Principled BSDF")
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if principled is None:
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raise RuntimeError("material fixture could not create Principled BSDF")
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principled.inputs["Base Color"].default_value = (0.12, 0.34, 0.56, 1.0)
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principled.inputs["Roughness"].default_value = 0.23
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principled.inputs["Metallic"].default_value = 0.67
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principled.inputs["IOR"].default_value = 1.42
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unsupported = nodes.new("ShaderNodeTexNoise")
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unsupported.name = "WBV2P3001UnsupportedNoise"
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unsupported.label = "retained unsupported node"
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cube.data.materials.append(material)
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cube.select_set(True)
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bpy.context.view_layer.objects.active = cube
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if cube.data.uv_layers.active is None:
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cube.data.uv_layers.new(name="UVMap")
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cube.data.uv_layers.active.name = "WBV2P3001UV"
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cube.data.uv_layers.active_index = 0
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scene.world = bpy.data.worlds.new("WBV2P3001MaterialWorld")
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scene.world.color = (0.055, 0.065, 0.08)
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bpy.ops.wm.save_as_mainfile(filepath=str(pathlib.Path(output).resolve()), check_existing=False, compress=True)
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if __name__ == "__main__":
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arguments = sys.argv[sys.argv.index("--") + 1 :]
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if len(arguments) != 1:
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raise SystemExit("usage: blender -b --factory-startup --python WBV2-P3-001.py -- OUTPUT")
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main(arguments[0])
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