Marbles with shallow depth of field (f/1.8). A real render from the production GPU, the bpy script that produced it, the settings and the GPU seconds. Pass the script's URL as scene_url to get the same result.

| Prompt | Render https://render.janction.jp/samples/ex09_macro_marbles.py at 1920x1080, 128 samples, studio preset. |
|---|---|
| MCP call | render_final(scene_url="https://render.janction.jp/samples/ex09_macro_marbles.py", frame_start=1, frame_end=1, samples=128, output="png", width=1920, height=1080, environment="studio") |
| GPU s / round trip | 7.3 s / 8 s |
| Price at the planned rate | 0.7 JPY (charged 0 during the beta) |
| Rendered on | 2026-10-07 |
| Blender | 5.0 |
| frame_start | 1 |
|---|---|
| frame_end | 1 |
| samples | 128 |
| denoise | True |
| output | png |
| width | 1920 |
| height | 1080 |
| environment | studio |
ex09_macro_marbles.py. It builds the scene, the camera and the frame range; resolution, samples, denoising and the GPU are set by the service.
"""JANCTION Render example 09: marbles on a wooden table, shallow depth of field at f/1.8 (one still).
Reproduce: render_final(scene_url="https://render.janction.jp/samples/ex09_macro_marbles.py",
width=1920, height=1080, samples=128, environment="studio")
Depth of field is cam.data.dof: focus_object picks the sharp marble, aperture_fstop sets the blur.
"""
import random
import bpy
from mathutils import Vector
for ob in list(bpy.data.objects):
bpy.data.objects.remove(ob, do_unlink=True)
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = 1
def material(name, color, roughness=0.5, metallic=0.0, **inputs):
mat = bpy.data.materials.new(name)
mat.use_nodes = True
bsdf = mat.node_tree.nodes["Principled BSDF"]
bsdf.inputs["Base Color"].default_value = (*color, 1.0)
bsdf.inputs["Roughness"].default_value = roughness
bsdf.inputs["Metallic"].default_value = metallic
for key, value in inputs.items():
bsdf.inputs[key].default_value = value
return mat
def smooth(ob):
for p in ob.data.polygons:
p.use_smooth = True
return ob
def add(op, name, mat=None, **kw):
getattr(bpy.ops.mesh, op)(**kw)
ob = bpy.context.object
ob.name = name
if mat is not None:
ob.data.materials.append(mat)
return ob
def look_at(ob, target):
ob.rotation_euler = (Vector(target) - ob.location).to_track_quat("-Z", "Y").to_euler()
def light(name, kind, location, energy, target=None, size=1.0, color=(1.0, 1.0, 1.0)):
data = bpy.data.lights.new(name, kind)
data.energy = energy
data.color = color
if kind == "AREA":
data.size = size
ob = bpy.data.objects.new(name, data)
scene.collection.objects.link(ob)
ob.location = location
if target is not None:
look_at(ob, target)
return ob
table = material("Table", (0.45, 0.28, 0.16), roughness=0.35)
add("primitive_plane_add", "Table", table, size=12)
colors = [(0.9, 0.2, 0.15), (0.2, 0.5, 0.9), (0.95, 0.75, 0.2), (0.3, 0.75, 0.35), (0.85, 0.85, 0.9),
(0.6, 0.25, 0.7), (0.95, 0.5, 0.2), (0.2, 0.7, 0.7), (0.95, 0.95, 0.95)]
rng = random.Random(3)
focus = None
for i, color in enumerate(colors):
gx, gy = i % 3, i // 3
x = (gx - 1) * 0.72 + rng.uniform(-0.12, 0.12)
y = (gy - 1) * 0.72 + rng.uniform(-0.12, 0.12)
if i in (4, 8):
mat = material("Marble%d" % i, color, roughness=0.15, metallic=1.0)
else:
mat = material("Marble%d" % i, color, roughness=0.05, **{"Coat Weight": 1.0, "Coat Roughness": 0.02})
ball = add("primitive_uv_sphere_add", "Marble%d" % i, mat, radius=0.3, segments=96, ring_count=48, location=(x, y, 0.3))
smooth(ball)
if i == 4:
focus = ball
light("Key", "AREA", (1.5, -1.5, 2.0), 150, target=(0, 0, 0.3), size=1.5)
data = bpy.data.cameras.new("Camera")
data.lens = 60
data.dof.use_dof = True
data.dof.focus_object = focus
data.dof.aperture_fstop = 1.8
cam = bpy.data.objects.new("Camera", data)
scene.collection.objects.link(cam)
cam.location = (0.5, -3.1, 1.35)
look_at(cam, (0.0, 0.0, 0.3))
scene.camera = cam
JANCTION Render v0.4.20 · JasmyLab Inc. · Updated 2026-10-07 · Tested with Blender 5.0, JANCTION Render 0.4.20 · 日本語