144 個の立方体の波、EEVEE で 48 コマ(MP4)。本番の GPU で描いた本物の結果と、そのまま動く bpy スクリプト、設定、GPU 秒。スクリプトの URL を scene_url に渡せば同じものが出ます。
| 頼んだ文 | https://render.janction.jp/samples/ex06_wave_cubes.py の 1〜48 コマを EEVEE、1280x720 で MP4 にして。 |
|---|---|
| MCP の呼び出し | render_final(scene_url="https://render.janction.jp/samples/ex06_wave_cubes.py", frame_start=1, frame_end=48, width=1280, height=720, samples=64, engine="eevee", output="mp4") |
| GPU 秒 / 往復 | 56.6 s / 57 s |
| 料金の目安(予定単価) | 5.7 JPY (ベータ中は 0 円) |
| 描いた日 | 2026-10-07 |
| Blender | 5.0 |
| frame_start | 1 |
|---|---|
| frame_end | 48 |
| width | 1280 |
| height | 720 |
| samples | 64 |
| denoise | True |
| engine | eevee |
| output | mp4 |
| fps | 24 |
ex06_wave_cubes.py。シーン・カメラ・コマ範囲だけを組み、解像度・サンプル・ノイズ除去・GPU はサービスが決めます。
"""JANCTION Render example 06: a 12x12 field of cubes rippling in a wave, 48 frames on EEVEE (MP4).
Reproduce: render_final(scene_url="https://render.janction.jp/samples/ex06_wave_cubes.py",
frame_start=1, frame_end=48, width=1280, height=720, engine="eevee", output="mp4")
The script keys every cube's height on every second frame; the scene has its own world and lights,
so no environment preset is needed.
"""
import colorsys
import math
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 = 48
scene.render.fps = 24
FRAMES = 48
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 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 camera(location, target, lens=50.0):
data = bpy.data.cameras.new("Camera")
data.lens = lens
cam = bpy.data.objects.new("Camera", data)
scene.collection.objects.link(cam)
cam.location = location
look_at(cam, target)
scene.camera = cam
return cam
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
def own_world(color=(0.05, 0.05, 0.06), strength=1.0):
world = bpy.data.worlds.new("World")
world.use_nodes = True
bg = world.node_tree.nodes["Background"]
bg.inputs["Color"].default_value = (*color, 1.0)
bg.inputs["Strength"].default_value = strength
scene.world = world
return world
own_world((0.02, 0.03, 0.06), 0.6)
floor = material("Floor", (0.06, 0.06, 0.08), roughness=0.4)
add("primitive_plane_add", "Floor", floor, size=40, location=(0, 0, -0.2))
N = 12
GAP = 1.0
mats = {}
for ix in range(N):
for iy in range(N):
x = (ix - (N - 1) / 2) * GAP
y = (iy - (N - 1) / 2) * GAP
dist = math.hypot(x, y)
hue = (0.55 + 0.06 * dist) % 1.0
key = round(hue, 2)
if key not in mats:
r, g, b = colorsys.hsv_to_rgb(hue, 0.75, 0.9)
mats[key] = material("Cube%02d" % len(mats), (r, g, b), roughness=0.35)
cube = add("primitive_cube_add", "Cube_%d_%d" % (ix, iy), mats[key], size=0.8, location=(x, y, 0.6))
# 2 コマおきに高さを打つ。位相は 48 コマで 1 周するので、MP4 はそのままループする
for f in list(range(1, FRAMES + 1, 2)) + [FRAMES + 1]:
phase = 2 * math.pi * (f - 1) / FRAMES
cube.location = (x, y, 0.6 + 0.55 * math.sin(phase * 2 - 0.9 * dist))
cube.keyframe_insert("location", frame=f)
light("Sun", "SUN", (6.0, -8.0, 10.0), 3.0, target=(0, 0, 0), color=(1.0, 0.95, 0.9))
light("Fill", "AREA", (-8.0, 6.0, 7.0), 1500, target=(0, 0, 0.5), size=6.0, color=(0.7, 0.8, 1.0))
camera((9.5, -12.5, 8.5), (0.0, 0.0, 0.3), lens=45)
JANCTION Render v0.4.20 · JasmyLab Inc. · 更新 2026-10-07 · 検証 Blender 5.0, JANCTION Render 0.4.20 · English