"""Cloud Blender render: stills + 13s flythrough for one site, from the lite mesh. Runs on x86 GPU (Cycles OptiX/CUDA). Usage: blender -b -P render_cloud.py -- """ import bpy, math, os, sys from mathutils import Vector BASE = os.environ.get("RENDER_BASE", "/workspace") argv = sys.argv[sys.argv.index("--") + 1:] SITE = argv[0] PLY = os.path.join(BASE, "meshes", f"{SITE}_crop.ply") OUT = os.path.join(BASE, "out", SITE) os.makedirs(OUT, exist_ok=True) FPS, SECONDS = 24, 10 N = FPS * SECONDS bpy.ops.object.select_all(action="SELECT") bpy.ops.object.delete() bpy.ops.wm.ply_import(filepath=PLY) ob = bpy.context.selected_objects[0] bb = [ob.matrix_world @ Vector(c) for c in ob.bound_box] center = sum(bb, Vector()) / 8 dims = Vector((max(v.x for v in bb) - min(v.x for v in bb), max(v.y for v in bb) - min(v.y for v in bb), max(v.z for v in bb) - min(v.z for v in bb))) size = max(dims.x, dims.y) print(f"{SITE}: verts={len(ob.data.vertices)} size={size:.2f}") mat = bpy.data.materials.new("m"); mat.use_nodes = True nt = mat.node_tree bsdf = nt.nodes["Principled BSDF"] attr = nt.nodes.new("ShaderNodeVertexColor") if ob.data.color_attributes: attr.layer_name = ob.data.color_attributes[0].name nt.links.new(attr.outputs["Color"], bsdf.inputs["Base Color"]) nt.links.new(attr.outputs["Color"], bsdf.inputs["Emission Color"]) bsdf.inputs["Emission Strength"].default_value = 0.85 if SITE == "williams_tower": bsdf.inputs["Roughness"].default_value = 0.15 bsdf.inputs["Metallic"].default_value = 0.4 bsdf.inputs["Emission Strength"].default_value = 0.65 else: bsdf.inputs["Roughness"].default_value = 0.9 ob.data.materials.clear(); ob.data.materials.append(mat) world = bpy.data.worlds.new("sky"); world.use_nodes = True bg = world.node_tree.nodes["Background"] bg.inputs[0].default_value = (0.55, 0.66, 0.82, 1.0) bg.inputs[1].default_value = 0.8 bpy.context.scene.world = world sun = bpy.data.objects.new("sun", bpy.data.lights.new("s", "SUN")) sun.data.energy = 2.0; sun.rotation_euler = (0.85, 0.15, 2.2) bpy.context.collection.objects.link(sun) target = bpy.data.objects.new("t", None) target.location = center + Vector((0, 0, dims.z * 0.12)) bpy.context.collection.objects.link(target) cam = bpy.data.objects.new("cam", bpy.data.cameras.new("c")) cam.data.lens = 32 bpy.context.collection.objects.link(cam) tr = cam.constraints.new("TRACK_TO"); tr.target = target sc = bpy.context.scene sc.camera = cam orad = size * 0.55 oalt = center.z + dims.z * 0.55 sc.frame_start, sc.frame_end = 1, N for f in range(1, N + 1): th = math.radians(-135) + 2 * math.pi * (f - 1) / N cam.location = (center.x + orad * math.cos(th), center.y + orad * math.sin(th), oalt) cam.keyframe_insert("location", frame=f) sc.view_settings.view_transform = "Standard" sc.render.engine = "CYCLES" sc.render.use_persistent_data = True sc.cycles.samples = 24 sc.cycles.use_denoising = True sc.render.resolution_x = 1600 sc.render.resolution_y = 900 prefs = bpy.context.preferences.addons["cycles"].preferences dev_ok = False for dtype in ("OPTIX", "CUDA"): try: prefs.compute_device_type = dtype prefs.get_devices() if any(d.type == dtype for d in prefs.devices): for d in prefs.devices: d.use = True sc.cycles.device = "GPU" dev_ok = True print("cycles device:", dtype) break except Exception as e: print(dtype, "unavailable:", e) if not dev_ok: print("WARNING: rendering on CPU") # stills: hero / high / low (failure floor) views = [("hero", orad, oalt), ("high", orad * 1.15, center.z + dims.z * 1.1), ("low", orad * 0.45, center.z + dims.z * 0.12)] sc.render.image_settings.file_format = "PNG" for name, r, alt in views: cam.location = (center.x + r * math.cos(math.radians(-120)), center.y + r * math.sin(math.radians(-120)), alt) sc.render.filepath = os.path.join(OUT, f"still_{name}.png") bpy.ops.render.render(write_still=True) print("STILL", name, flush=True) os.system(f"hf upload portneymk/city3d {OUT} renders/{SITE} --repo-type dataset") print("STILLS-UPLOADED", flush=True) # flythrough: straight to H.264 sc.render.image_settings.file_format = "FFMPEG" sc.render.ffmpeg.format = "MPEG4" sc.render.ffmpeg.codec = "H264" sc.render.ffmpeg.constant_rate_factor = "HIGH" sc.render.ffmpeg.ffmpeg_preset = "GOOD" sc.render.fps = FPS sc.render.filepath = os.path.join(OUT, f"{SITE}_flythrough.mp4") bpy.ops.render.render(animation=True) print(f"FLYTHROUGH-DONE {SITE}")