Optima Interior -

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

# Smooth shading for face in mesh.polygons: face.use_smooth = True optima interior

# 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

# Remove any double vertices bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001) optima interior