ZoneMaestro_code / eval /IDesign /evaluation /batch_render_bpy.py
kkkkiiii's picture
Add files using upload-large-folder tool
812a0b4 verified
Raw
History Blame Contribute Delete
26.8 kB
#!/usr/bin/env python3
"""
批量渲染 IDesign 生成的场景 - 使用 bpy 直接渲染
需要在 blender conda 环境下运行: conda activate blender
高质量渲染设置:与 InternScenes 项目的 blender 渲染器对齐
"""
import bpy
import json
import math
import os
import sys
from pathlib import Path
from datetime import datetime
from mathutils import Vector
try:
from PIL import Image
HAS_PIL = True
except ImportError:
HAS_PIL = False
# ============================================================================
# 渲染参数配置(与 InternScenes 对齐)
# ============================================================================
RENDER_CONFIG = {
# 分辨率
"width": 1600,
"height": 900,
# 渲染引擎设置
"engine": "CYCLES",
"samples": 256,
"exposure": 0.0,
# 相机设置
"camera_lens": 35.0, # mm
"camera_clip_start": 0.01,
"camera_clip_end": 1000.0,
# 视角模式:diagonal, diagonal2, diagonal3, diagonal4, topdown, side_front, side_back, side_left, side_right
"view_mode": "diagonal",
"diagonal_distance": 2.2, # 增大距离,拉远相机
"diagonal_height_offset": 0.1, # 稍微降低视角
"topdown_height": 1.5,
"topdown_scale": 1.0,
# 灯光设置
"sun_intensity": 3.5,
"sun_color": (1.0, 0.98, 0.94), # 暖色调
"ambient_intensity": 1.0,
"use_fill_lights": True,
"fill_intensity": 0.5,
# 背景设置
"background": (1.0, 1.0, 1.0, 1.0),
"use_transparent_background": True,
# 后处理
"auto_crop": True,
"crop_padding": 10,
}
# 清除默认 Cube
def clear_default_cube():
obj = bpy.data.objects.get('Cube')
if obj:
bpy.data.objects.remove(obj, do_unlink=True)
def clear_scene():
"""完全清空场景"""
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# 清除所有 mesh 数据
for mesh in bpy.data.meshes:
bpy.data.meshes.remove(mesh)
for material in bpy.data.materials:
bpy.data.materials.remove(material)
def import_glb(file_path, object_name):
"""导入 GLB 文件"""
try:
bpy.ops.import_scene.gltf(filepath=file_path)
imported_object = bpy.context.view_layer.objects.active
if imported_object is not None:
imported_object.name = object_name
return imported_object
except Exception as e:
print(f"导入失败 {object_name}: {e}")
return None
def find_glb_files(directories):
"""在多个目录中查找 GLB 文件"""
glb_files = {}
for directory in directories:
if not os.path.exists(directory):
continue
for root, dirs, files in os.walk(directory):
for file in files:
if file.endswith(".glb"):
key = file.replace(".glb", "")
if key not in glb_files:
glb_files[key] = os.path.join(root, file)
return glb_files
def get_highest_parent_objects():
"""获取最高层父对象"""
return [obj for obj in bpy.data.objects if obj.parent is None]
def select_meshes_under_empty(empty_object_name):
"""递归选择 Empty 下的所有 Mesh"""
empty_object = bpy.data.objects.get(empty_object_name)
if empty_object is not None and empty_object.type == 'EMPTY':
for child in empty_object.children:
if child.type == 'MESH':
child.select_set(True)
bpy.context.view_layer.objects.active = child
else:
select_meshes_under_empty(child.name)
def delete_empty_objects():
"""删除所有 Empty 对象"""
empties = [obj for obj in bpy.context.scene.objects if obj.type == 'EMPTY']
for obj in empties:
bpy.data.objects.remove(obj)
def rescale_object(obj, scale):
"""缩放对象到指定尺寸"""
if obj.type == 'MESH':
bbox_dimensions = obj.dimensions
if bbox_dimensions.x > 0 and bbox_dimensions.y > 0 and bbox_dimensions.z > 0:
scale_factors = (
scale.get("length", 1) / bbox_dimensions.x,
scale.get("width", 1) / bbox_dimensions.y,
scale.get("height", 1) / bbox_dimensions.z
)
obj.scale = scale_factors
def ensure_principled_materials(objects):
"""确保所有网格对象有正确的 Principled BSDF 材质(与 InternScenes 渲染器对齐)
增强现有材质的 PBR 参数以获得更好的渲染效果。
"""
for obj in objects:
if obj.type != "MESH" or not obj.data.materials:
continue
for mat_idx, material in enumerate(obj.data.materials):
if material is None:
continue
# 跳过地板材质
if material.name == "FloorMaterial":
continue
# 启用节点
material.use_nodes = True
nodes = material.node_tree.nodes
# 查找或创建 Principled BSDF
principled = None
for node in nodes:
if node.type == "BSDF_PRINCIPLED":
principled = node
break
if principled is None:
# 如果没有 Principled BSDF,创建新的着色器设置
nodes.clear()
principled = nodes.new(type="ShaderNodeBsdfPrincipled")
output = nodes.new(type="ShaderNodeOutputMaterial")
material.node_tree.links.new(principled.outputs["BSDF"], output.inputs["Surface"])
# 增强 PBR 参数
if "Base Color" in principled.inputs:
bc = principled.inputs["Base Color"].default_value
if bc[0] == 0 and bc[1] == 0 and bc[2] == 0:
principled.inputs["Base Color"].default_value = (0.8, 0.8, 0.8, 1.0)
if "Roughness" in principled.inputs:
current_rough = principled.inputs["Roughness"].default_value
if current_rough < 0.1 or current_rough > 0.99:
principled.inputs["Roughness"].default_value = 0.5
if "Metallic" in principled.inputs:
principled.inputs["Metallic"].default_value = 0.0
def create_room(width, depth, height):
"""创建地板(纯白色材质)"""
# 只创建地板
bpy.ops.mesh.primitive_plane_add(size=1, location=(width/2, depth/2, 0))
floor = bpy.context.active_object
floor.scale = (width, depth, 1)
floor.name = "Floor"
# 地板材质:纯白色 Principled BSDF
mat = bpy.data.materials.new(name="FloorMaterial")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
# 创建 Principled BSDF 节点
bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
bsdf.inputs["Base Color"].default_value = (1.0, 1.0, 1.0, 1.0) # 纯白色
bsdf.inputs["Roughness"].default_value = 0.35
bsdf.inputs["Metallic"].default_value = 0.0
# 创建输出节点
output = nodes.new(type="ShaderNodeOutputMaterial")
links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
# 材质设置
mat.blend_method = "OPAQUE"
if hasattr(mat, 'shadow_method'):
mat.shadow_method = "OPAQUE"
mat.use_backface_culling = False # 双面渲染
floor.data.materials.append(mat)
return floor
def setup_camera(width, depth, height, view_mode="diagonal"):
"""设置相机(与 InternScenes 渲染器对齐)
Args:
width, depth, height: 房间尺寸
view_mode: 相机视角模式
- diagonal: 前右角对角线视角
- diagonal2: 后左角对角线视角
- diagonal3: 后右角对角线视角
- diagonal4: 前左角对角线视角
- topdown: 俯视图(正交)
- side_front/side_back/side_left/side_right: 侧视图
"""
# 计算场景边界
center = Vector((width/2, depth/2, height/2))
extent = Vector((width, depth, height))
radius = extent.length / 2
bpy.ops.object.camera_add()
camera = bpy.context.active_object
camera.name = "Camera"
config = RENDER_CONFIG
diagonal_distance = config.get("diagonal_distance", 1.2)
diagonal_height_offset = config.get("diagonal_height_offset", 0.15)
topdown_height = config.get("topdown_height", 1.5)
topdown_scale = config.get("topdown_scale", 1.0)
if view_mode == "topdown":
# 正交俯视图
camera.data.type = "ORTHO"
camera.data.ortho_scale = radius * topdown_scale
eye = center + Vector((0.0, 0.0, radius * topdown_height))
camera.location = eye
camera.data.lens = 50.0
# 朝下看
_look_at(camera, center)
elif view_mode.startswith("side_"):
# 侧视图(带仰角)
camera.data.type = "PERSP"
camera.data.lens = config.get("camera_lens", 35.0)
elev_rad = math.radians(30.0) # 30度仰角
horizontal_dist = math.cos(elev_rad)
vertical_dist = math.sin(elev_rad)
if view_mode == "side_front":
horiz_dir = Vector((0.0, 1.0, 0.0))
elif view_mode == "side_back":
horiz_dir = Vector((0.0, -1.0, 0.0))
elif view_mode == "side_left":
horiz_dir = Vector((-1.0, 0.0, 0.0))
elif view_mode == "side_right":
horiz_dir = Vector((1.0, 0.0, 0.0))
else:
horiz_dir = Vector((0.0, 1.0, 0.0))
distance = radius * max(1.0, diagonal_distance * 1.5)
direction = Vector((
horiz_dir.x * horizontal_dist,
horiz_dir.y * horizontal_dist,
vertical_dist
))
direction.normalize()
eye = center + direction * distance
camera.location = eye
_look_at(camera, center)
else:
# 对角线透视视角(diagonal, diagonal2, diagonal3, diagonal4)
camera.data.type = "PERSP"
camera.data.lens = config.get("camera_lens", 35.0)
if view_mode == "diagonal":
diag_direction = Vector((1.0, 1.0, 1.0)) # 前右角
elif view_mode == "diagonal2":
diag_direction = Vector((-1.0, -1.0, 1.0)) # 后左角
elif view_mode == "diagonal3":
diag_direction = Vector((1.0, -1.0, 1.0)) # 后右角
elif view_mode == "diagonal4":
diag_direction = Vector((-1.0, 1.0, 1.0)) # 前左角
else:
diag_direction = Vector((1.0, 1.0, 1.0))
diag_direction.normalize()
distance = radius * max(1.0, diagonal_distance * 1.5)
eye = center + diag_direction * distance
look_target = center.copy()
z_offset = radius * diagonal_height_offset
eye.z -= z_offset
look_target.z -= z_offset
camera.location = eye
_look_at(camera, look_target)
# 相机参数
camera.data.clip_start = config.get("camera_clip_start", 0.01)
camera.data.clip_end = config.get("camera_clip_end", radius * 100.0)
bpy.context.scene.camera = camera
return camera
def _look_at(camera, target):
"""让相机朝向目标点"""
direction = target - camera.location
if direction.length < 1e-6:
direction = Vector((0.0, 0.0, -1.0))
else:
direction.normalize()
quat = direction.to_track_quat("-Z", "Y")
camera.rotation_euler = quat.to_euler()
def setup_lighting(width, depth, height):
"""设置灯光(与 InternScenes 渲染器对齐)"""
center = Vector((width/2, depth/2, height/2))
extent = Vector((width, depth, height))
radius = extent.length / 2
config = RENDER_CONFIG
sun_intensity = config.get("sun_intensity", 3.5)
sun_color = config.get("sun_color", (1.0, 0.98, 0.94))
use_fill_lights = config.get("use_fill_lights", True)
fill_intensity = config.get("fill_intensity", 0.5)
# ========== 主光源:太阳光 ==========
sun_light_data = bpy.data.lights.new("Sun", type="SUN")
sun = bpy.data.objects.new("Sun", sun_light_data)
bpy.context.collection.objects.link(sun)
# 太阳光位置和方向:从相机方向偏移
camera = bpy.context.scene.camera
if camera:
view_dir = center - camera.location
if view_dir.length < 1e-6:
view_dir = Vector((0.0, 0.0, -1.0))
else:
view_dir.normalize()
sun_dir = view_dir * 0.6 + Vector((0.0, 0.0, -0.8))
if sun_dir.length < 1e-6:
sun_dir = Vector((0.0, 0.0, -1.0))
else:
sun_dir.normalize()
else:
sun_dir = Vector((-0.5, -0.5, -0.8))
sun_dir.normalize()
sun.location = center + sun_dir * radius * 2.0
quat = sun_dir.to_track_quat("-Z", "Y")
sun.rotation_euler = quat.to_euler()
sun.data.energy = max(0.01, sun_intensity)
sun.data.color = sun_color
# 太阳光柔和阴影
if hasattr(sun.data, "angle"):
sun.data.angle = math.radians(1.0)
if not use_fill_lights:
return
# ========== 填充光:Area Light ==========
fill_light_data = bpy.data.lights.new("FillLight", type="AREA")
fill_light = bpy.data.objects.new("FillLight", fill_light_data)
bpy.context.collection.objects.link(fill_light)
fill_light.location = center + Vector((0.0, -radius * 0.5, radius * 1.5))
fill_light.rotation_euler = (math.radians(45), 0, 0)
fill_light_data.energy = fill_intensity * 100
fill_light_data.color = (1.0, 0.98, 0.95) # 微暖色
fill_light_data.size = radius * 2
# ========== 轮廓光:Rim Light ==========
rim_light_data = bpy.data.lights.new("RimLight", type="AREA")
rim_light = bpy.data.objects.new("RimLight", rim_light_data)
bpy.context.collection.objects.link(rim_light)
rim_light.location = center + Vector((radius * 0.5, radius, radius))
rim_light.rotation_euler = (math.radians(-45), math.radians(30), 0)
rim_light_data.energy = fill_intensity * 50
rim_light_data.color = (0.95, 0.97, 1.0) # 微冷色形成对比
rim_light_data.size = radius
def setup_world():
"""设置世界/环境(与 InternScenes 渲染器对齐)"""
scene = bpy.context.scene
config = RENDER_CONFIG
background = config.get("background", (1.0, 1.0, 1.0, 1.0))
ambient_intensity = config.get("ambient_intensity", 1.0)
use_transparent = config.get("use_transparent_background", True)
# 创建或获取世界
if scene.world is None:
scene.world = bpy.data.worlds.new("World")
world = scene.world
world.use_nodes = True
nodes = world.node_tree.nodes
links = world.node_tree.links
# 清除现有节点
nodes.clear()
# 创建输出节点
output_node = nodes.new(type="ShaderNodeOutputWorld")
output_node.location = (400, 0)
# 简单纯色背景
background_node = nodes.new(type="ShaderNodeBackground")
background_node.location = (200, 0)
background_node.inputs[0].default_value = (
background[0],
background[1],
background[2],
background[3] if len(background) > 3 else 1.0,
)
background_node.inputs[1].default_value = max(0.0, ambient_intensity)
links.new(background_node.outputs["Background"], output_node.inputs["Surface"])
# 透明背景设置
scene.render.film_transparent = use_transparent
scene.render.image_settings.color_mode = "RGBA"
def render_single_scene(scene_dir, output_name="render.png"):
"""渲染单个场景"""
scene_dir = Path(scene_dir)
# 找场景文件 - 支持 scene_graph.json 或 scene.json
scene_json = None
for json_name in ["scene_graph.json", "scene.json"]:
candidate = scene_dir / json_name
if candidate.exists():
scene_json = candidate
break
if scene_json is None:
print(f" ⚠️ scene_graph.json/scene.json 不存在,跳过")
return False
# 读取场景数据
with open(scene_json, 'r') as f:
data = json.load(f)
# 提取物体信息
objects_in_room = {}
room_dims = [4, 4, 2.8] # 默认
for item in data:
obj_id = item.get("new_object_id", "")
if obj_id == "middle of the room":
size = item.get("size_in_meters", {})
room_dims = [size.get("length", 4), size.get("width", 4), 2.8]
elif obj_id == "ceiling":
pos = item.get("position", {})
room_dims[2] = pos.get("z", 2.8)
elif obj_id not in ["south_wall", "north_wall", "east_wall", "west_wall"]:
if item.get("position"): # 只处理有位置的物体
objects_in_room[obj_id] = item
if not objects_in_room:
print(f" ⚠️ 无有效物体,跳过")
return False
# 查找 GLB 文件
glb_dirs = [
scene_dir / "Assets",
scene_dir / "assets",
scene_dir / "glb",
scene_dir / "objects"
]
glb_file_paths = find_glb_files([str(d) for d in glb_dirs])
if not glb_file_paths:
print(f" ⚠️ 无 GLB 文件,跳过")
return False
# 清空场景
clear_scene()
# 导入物体
for item_id in objects_in_room:
if item_id in glb_file_paths:
import_glb(glb_file_paths[item_id], item_id)
# 处理导入的物体:合并 Empty 下的 Mesh
parents = get_highest_parent_objects()
empty_parents = [p for p in parents if p.type == "EMPTY"]
for empty_parent in empty_parents:
bpy.ops.object.select_all(action='DESELECT')
select_meshes_under_empty(empty_parent.name)
if bpy.context.selected_objects:
bpy.ops.object.join()
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
joined_object = bpy.context.view_layer.objects.active
if joined_object:
joined_object.name = empty_parent.name + "-joined"
# 清除父子关系,重置变换
MSH_OBJS = [m for m in bpy.context.scene.objects if m.type == 'MESH']
for obj in MSH_OBJS:
bpy.context.view_layer.objects.active = obj
bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
obj.location = (0.0, 0.0, 0.0)
obj.select_set(True)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS')
# 设置物体位置和旋转
loaded_count = 0
MSH_OBJS = [m for m in bpy.context.scene.objects if m.type == 'MESH']
for obj in MSH_OBJS:
# 匹配物体名
key_variants = [
obj.name,
obj.name.replace("-joined", ""),
obj.name.replace(".001", ""),
obj.name.replace(".002", ""),
]
key = next((k for k in key_variants if k in objects_in_room), None)
if key is None:
continue
item = objects_in_room[key]
pos = item.get("position", {})
rot = item.get("rotation", {})
size = item.get("size_in_meters", {})
# 设置位置
obj.location = (pos.get("x", 0), pos.get("y", 0), pos.get("z", 0))
# 设置旋转 (z_angle 度数转弧度,加 180 度)
z_angle = rot.get("z_angle", 0)
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
bpy.ops.transform.rotate(value=(z_angle / 180.0) * math.pi + math.pi, orient_axis='Z')
# 缩放
if size:
rescale_object(obj, size)
loaded_count += 1
# 删除 Empty
delete_empty_objects()
# 增强所有网格对象的材质
mesh_objects = [m for m in bpy.context.scene.objects if m.type == 'MESH']
ensure_principled_materials(mesh_objects)
# 创建房间
create_room(room_dims[0], room_dims[1], room_dims[2])
# 设置世界/环境
setup_world()
# 设置相机和灯光
view_mode = RENDER_CONFIG.get("view_mode", "diagonal")
setup_camera(room_dims[0], room_dims[1], room_dims[2], view_mode)
setup_lighting(room_dims[0], room_dims[1], room_dims[2])
# 配置渲染设置(与 InternScenes 渲染器对齐)
configure_render_settings()
# 渲染
output_path = scene_dir / output_name
scene = bpy.context.scene
scene.render.filepath = str(output_path)
bpy.ops.render.render(write_still=True)
# 自动裁剪透明边距
if RENDER_CONFIG.get("auto_crop", True) and HAS_PIL:
auto_crop_image(str(output_path), RENDER_CONFIG.get("crop_padding", 10))
print(f" ✅ 渲染完成 ({loaded_count} 个物体): {output_path}")
return True
def configure_render_settings():
"""配置渲染设置(与 InternScenes 渲染器对齐)"""
scene = bpy.context.scene
render = scene.render
config = RENDER_CONFIG
engine = config.get("engine", "CYCLES")
width = config.get("width", 1600)
height = config.get("height", 900)
samples = config.get("samples", 256)
exposure = config.get("exposure", 0.0)
# 检查可用引擎
available_engines = {item.identifier for item in render.bl_rna.properties["engine"].enum_items}
target_engine = engine
if target_engine not in available_engines:
if target_engine == "BLENDER_EEVEE" and "BLENDER_EEVEE_NEXT" in available_engines:
target_engine = "BLENDER_EEVEE_NEXT"
elif "CYCLES" in available_engines:
target_engine = "CYCLES"
render.engine = target_engine
render.resolution_x = width
render.resolution_y = height
render.image_settings.file_format = "PNG"
render.image_settings.color_mode = "RGBA"
render.film_transparent = config.get("use_transparent_background", True)
render.use_persistent_data = False
scene.view_settings.exposure = exposure
if target_engine == "CYCLES":
scene.cycles.samples = max(1, samples)
scene.cycles.preview_samples = min(scene.cycles.samples, 64)
scene.cycles.use_denoising = True
scene.cycles.use_adaptive_sampling = True
scene.cycles.max_bounces = 12
scene.cycles.diffuse_bounces = 4
scene.cycles.glossy_bounces = 4
scene.cycles.transmission_bounces = 8
scene.cycles.volume_bounces = 2
# 尝试使用 GPU
try:
prefs = bpy.context.preferences.addons['cycles'].preferences
prefs.compute_device_type = 'CUDA'
prefs.get_devices()
scene.cycles.device = 'GPU'
for device in prefs.devices:
device.use = True
except:
pass
elif target_engine in {"BLENDER_EEVEE", "BLENDER_EEVEE_NEXT"}:
eevee = scene.eevee
if hasattr(eevee, "taa_render_samples"):
eevee.taa_render_samples = max(1, samples)
elif hasattr(eevee, "samples"):
eevee.samples = max(1, samples)
# AO
if hasattr(eevee, "use_gtao"):
eevee.use_gtao = True
if hasattr(eevee, "gtao_distance"):
eevee.gtao_distance = 0.5
if hasattr(eevee, "gtao_quality"):
eevee.gtao_quality = 0.5
# Bloom
if hasattr(eevee, "use_bloom"):
eevee.use_bloom = True
if hasattr(eevee, "bloom_threshold"):
eevee.bloom_threshold = 0.8
if hasattr(eevee, "bloom_intensity"):
eevee.bloom_intensity = 0.1
# SSR
if hasattr(eevee, "use_ssr"):
eevee.use_ssr = True
if hasattr(eevee, "use_ssr_refraction"):
eevee.use_ssr_refraction = True
# 软阴影
if hasattr(eevee, "use_soft_shadows"):
eevee.use_soft_shadows = True
if hasattr(eevee, "shadow_cube_size"):
eevee.shadow_cube_size = '1024'
if hasattr(eevee, "shadow_cascade_size"):
eevee.shadow_cascade_size = '2048'
if hasattr(eevee, "use_denoise"):
eevee.use_denoise = True
def auto_crop_image(image_path, padding=10):
"""裁剪图像透明边距
Args:
image_path: PNG 图像路径
padding: 保留的边距像素
"""
img = Image.open(image_path)
if img.mode != "RGBA":
img = img.convert("RGBA")
# 获取 alpha 通道并找到非透明边界
alpha = img.split()[-1]
bbox = alpha.getbbox()
if bbox is None:
return
# 添加边距
left = max(0, bbox[0] - padding)
top = max(0, bbox[1] - padding)
right = min(img.width, bbox[2] + padding)
bottom = min(img.height, bbox[3] + padding)
# 裁剪并保存
cropped = img.crop((left, top, right, bottom))
cropped.save(image_path)
def batch_render(results_dir, dataset_name=""):
"""批量渲染"""
results_dir = Path(results_dir)
if not results_dir.exists():
print(f"⚠️ 目录不存在: {results_dir}")
return 0
# 找所有有 scene_graph.json 或 scene.json 的目录
scene_dirs = [d for d in results_dir.iterdir()
if d.is_dir() and ((d / "scene_graph.json").exists() or (d / "scene.json").exists())]
print(f"\n📂 {dataset_name}: 找到 {len(scene_dirs)} 个场景")
success = 0
for i, scene_dir in enumerate(scene_dirs, 1):
# 跳过已渲染的
if (scene_dir / "render.png").exists():
print(f"[{i}/{len(scene_dirs)}] {scene_dir.name} - 已存在,跳过")
success += 1
success += 1
continue
print(f"[{i}/{len(scene_dirs)}] {scene_dir.name}")
if render_single_scene(scene_dir):
success += 1
print(f"\n✅ {dataset_name} 完成: {success}/{len(scene_dirs)}")
return success
def main():
print(f"\n{'='*60}")
print("🎬 IDesign 批量渲染 (bpy)")
print(f"{'='*60}")
print(f"时间: {datetime.now().strftime('%Y-%m-%d %H:%M:%S')}")
# 删除默认 Cube
clear_default_cube()
# 渲染 zones
zones_dir = "/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/evaluation_results"
batch_render(zones_dir, "zones")
# 渲染 bench
bench_dir = "/home/v-meiszhang/amlt-project/MetaSpatial/IDesign/evaluation/layout_bench_results"
batch_render(bench_dir, "bench")
print(f"\n{'='*60}")
print("✅ 全部完成")
print(f"{'='*60}")
if __name__ == "__main__":
main()