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| # Copyright 2026 The Omni-Primitive-Transforms Authors | |
| # | |
| # This file is adapted from the Objaverse-XL rendering script | |
| # (https://github.com/allenai/objaverse-xl/blob/main/scripts/rendering/blender_script.py), | |
| # Copyright Allen Institute for AI, licensed under the Apache License, Version 2.0. | |
| # The upstream script also incorporates code from OpenAI Point-E / Shap-E (MIT) and | |
| # Zero-1-to-3 / stanford-shapenet-renderer, as noted in the docstrings below. | |
| # | |
| # Modifications: rotation-sequence rendering (72 views, 5-degree steps), segmentation- | |
| # mask export as .npy, gray/black background handling, and a per-task resume loop. | |
| # | |
| # Licensed under the Apache License, Version 2.0 (the "License"); | |
| # you may not use this file except in compliance with the License. | |
| # You may obtain a copy of the License at | |
| # | |
| # http://www.apache.org/licenses/LICENSE-2.0 | |
| # | |
| # Unless required by applicable law or agreed to in writing, software | |
| # distributed under the License is distributed on an "AS IS" BASIS, | |
| # WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
| # See the License for the specific language governing permissions and | |
| # limitations under the License. | |
| """Blender script to render images of 3D models.""" | |
| import argparse | |
| import json | |
| import math | |
| import os | |
| import random | |
| import sys | |
| from typing import Any, Callable, Dict, Generator, List, Literal, Optional, Set, Tuple | |
| import bpy | |
| import numpy as np | |
| from mathutils import Matrix, Vector | |
| IMPORT_FUNCTIONS: Dict[str, Callable] = { | |
| "obj": bpy.ops.import_scene.obj, | |
| # "glb": bpy.ops.import_scene.gltf, | |
| # "gltf": bpy.ops.import_scene.gltf, | |
| # "usd": bpy.ops.import_scene.usd, | |
| # "fbx": bpy.ops.import_scene.fbx, | |
| # "stl": bpy.ops.import_mesh.stl, | |
| # "usda": bpy.ops.import_scene.usda, | |
| # "dae": bpy.ops.wm.collada_import, | |
| # "ply": bpy.ops.import_mesh.ply, | |
| # "abc": bpy.ops.wm.alembic_import, | |
| # "blend": bpy.ops.wm.append, | |
| } | |
| def set_camera( | |
| radius: float = 1.8, | |
| theta: float = 0, # radias 0 to 2 * pi | |
| x: float = 0, | |
| ) -> bpy.types.Object: | |
| """Randomizes the camera location on a circle in the x,y plane and rotation towards the origin. | |
| Args: | |
| radius (float, optional): Radius of the circle in the x,y plane. Defaults to 2.0. | |
| minz (float, optional): Minimum z value of the camera. Defaults to -2.2. | |
| maxz (float, optional): Maximum z value of the camera. Defaults to 2.2. | |
| Returns: | |
| bpy.types.Object: The camera object. | |
| """ | |
| # Calculate x and y coordinates on the circle | |
| z = radius * np.cos(theta) | |
| y = radius * np.sin(theta) | |
| # Set the camera location | |
| camera = bpy.data.objects["Camera"] | |
| camera.location = Vector(np.array([x, y, z])) | |
| # Camera looks towards the origin (0,0,0) | |
| direction = -camera.location | |
| rotation_euler = direction.to_track_quat("-Z", "Y").to_euler() | |
| # rotation_euler = direction | |
| camera.rotation_euler = rotation_euler | |
| return camera | |
| def _set_camera_at_size(i: int, scale: float = 1.5) -> bpy.types.Object: | |
| """Debugging function to set the camera on the 6 faces of a cube. | |
| Args: | |
| i (int): Index of the face of the cube. | |
| scale (float, optional): Scale of the cube. Defaults to 1.5. | |
| Returns: | |
| bpy.types.Object: The camera object. | |
| """ | |
| if i == 0: | |
| x, y, z = scale, 0, 0 | |
| elif i == 1: | |
| x, y, z = -scale, 0, 0 | |
| elif i == 2: | |
| x, y, z = 0, scale, 0 | |
| elif i == 3: | |
| x, y, z = 0, -scale, 0 | |
| elif i == 4: | |
| x, y, z = 0, 0, scale | |
| elif i == 5: | |
| x, y, z = 0, 0, -scale | |
| else: | |
| raise ValueError(f"Invalid index: i={i}, must be int in range [0, 5].") | |
| camera = bpy.data.objects["Camera"] | |
| camera.location = Vector(np.array([x, y, z])) | |
| direction = -camera.location | |
| rot_quat = direction.to_track_quat("-Z", "Y") | |
| camera.rotation_euler = rot_quat.to_euler() | |
| return camera | |
| def _create_light( | |
| name: str, | |
| light_type: Literal["POINT", "SUN", "SPOT", "AREA"], | |
| location: Tuple[float, float, float], | |
| rotation: Tuple[float, float, float], | |
| energy: float, | |
| use_shadow: bool = False, | |
| specular_factor: float = 1.0, | |
| ): | |
| """Creates a light object. | |
| Args: | |
| name (str): Name of the light object. | |
| light_type (Literal["POINT", "SUN", "SPOT", "AREA"]): Type of the light. | |
| location (Tuple[float, float, float]): Location of the light. | |
| rotation (Tuple[float, float, float]): Rotation of the light. | |
| energy (float): Energy of the light. | |
| use_shadow (bool, optional): Whether to use shadows. Defaults to False. | |
| specular_factor (float, optional): Specular factor of the light. Defaults to 1.0. | |
| Returns: | |
| bpy.types.Object: The light object. | |
| """ | |
| light_data = bpy.data.lights.new(name=name, type=light_type) | |
| light_object = bpy.data.objects.new(name, light_data) | |
| bpy.context.collection.objects.link(light_object) | |
| light_object.location = location | |
| light_object.rotation_euler = rotation | |
| light_data.use_shadow = use_shadow | |
| light_data.specular_factor = specular_factor | |
| light_data.energy = energy | |
| return light_object | |
| def randomize_lighting() -> Dict[str, bpy.types.Object]: | |
| """Randomizes the lighting in the scene. | |
| Returns: | |
| Dict[str, bpy.types.Object]: Dictionary of the lights in the scene. The keys are | |
| "key_light", "fill_light", "rim_light", and "bottom_light". | |
| """ | |
| # Clear existing lights | |
| bpy.ops.object.select_all(action="DESELECT") | |
| bpy.ops.object.select_by_type(type="LIGHT") | |
| bpy.ops.object.delete() | |
| # Create key light | |
| key_light = _create_light( | |
| name="Key_Light", | |
| light_type="SUN", | |
| location=(0, 0, 0), | |
| rotation=(0.785398, 0, -0.785398), | |
| energy=random.choice([3, 4, 5]), | |
| ) | |
| # Create fill light | |
| fill_light = _create_light( | |
| name="Fill_Light", | |
| light_type="SUN", | |
| location=(0, 0, 0), | |
| rotation=(0.785398, 0, 2.35619), | |
| energy=random.choice([2, 3, 4]), | |
| ) | |
| # Create rim light | |
| rim_light = _create_light( | |
| name="Rim_Light", | |
| light_type="SUN", | |
| location=(0, 0, 0), | |
| rotation=(-0.785398, 0, -3.92699), | |
| energy=random.choice([3, 4, 5]), | |
| ) | |
| # Create bottom light | |
| bottom_light = _create_light( | |
| name="Bottom_Light", | |
| light_type="SUN", | |
| location=(0, 0, 0), | |
| rotation=(3.14159, 0, 0), | |
| energy=random.choice([1, 2, 3]), | |
| ) | |
| return dict( | |
| key_light=key_light, | |
| fill_light=fill_light, | |
| rim_light=rim_light, | |
| bottom_light=bottom_light, | |
| ) | |
| def reset_scene() -> None: | |
| """Resets the scene to a clean state. | |
| Returns: | |
| None | |
| """ | |
| # delete everything that isn't part of a camera or a light | |
| for obj in bpy.data.objects: | |
| if obj.type not in {"CAMERA", "LIGHT"}: | |
| bpy.data.objects.remove(obj, do_unlink=True) | |
| # delete all the materials | |
| for material in bpy.data.materials: | |
| bpy.data.materials.remove(material, do_unlink=True) | |
| # delete all the textures | |
| for texture in bpy.data.textures: | |
| bpy.data.textures.remove(texture, do_unlink=True) | |
| # delete all the images | |
| for image in bpy.data.images: | |
| bpy.data.images.remove(image, do_unlink=True) | |
| def load_object(object_path: str) -> None: | |
| """Loads a model with a supported file extension into the scene. | |
| Args: | |
| object_path (str): Path to the model file. | |
| Raises: | |
| ValueError: If the file extension is not supported. | |
| Returns: | |
| None | |
| """ | |
| # file_extension = object_path.split(".")[-1].lower() | |
| # # load from existing import functions | |
| # import_function = IMPORT_FUNCTIONS[file_extension] | |
| # import_function(filepath=object_path) | |
| bpy.ops.import_scene.obj(filepath=object_path) | |
| return bpy.context.selected_objects[0] | |
| def scene_bbox( | |
| single_obj: Optional[bpy.types.Object] = None, ignore_matrix: bool = False | |
| ) -> Tuple[Vector, Vector]: | |
| """Returns the bounding box of the scene. | |
| Taken from Shap-E rendering script | |
| (https://github.com/openai/shap-e/blob/main/shap_e/rendering/blender/blender_script.py#L68-L82) | |
| Args: | |
| single_obj (Optional[bpy.types.Object], optional): If not None, only computes | |
| the bounding box for the given object. Defaults to None. | |
| ignore_matrix (bool, optional): Whether to ignore the object's matrix. Defaults | |
| to False. | |
| Raises: | |
| RuntimeError: If there are no objects in the scene. | |
| Returns: | |
| Tuple[Vector, Vector]: The minimum and maximum coordinates of the bounding box. | |
| """ | |
| bbox_min = (math.inf,) * 3 | |
| bbox_max = (-math.inf,) * 3 | |
| found = False | |
| for obj in get_scene_meshes() if single_obj is None else [single_obj]: | |
| found = True | |
| for coord in obj.bound_box: | |
| coord = Vector(coord) | |
| if not ignore_matrix: | |
| coord = obj.matrix_world @ coord | |
| bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord)) | |
| bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord)) | |
| if not found: | |
| raise RuntimeError("no objects in scene to compute bounding box for") | |
| return Vector(bbox_min), Vector(bbox_max) | |
| def get_scene_root_objects() -> Generator[bpy.types.Object, None, None]: | |
| """Returns all root objects in the scene. | |
| Yields: | |
| Generator[bpy.types.Object, None, None]: Generator of all root objects in the | |
| scene. | |
| """ | |
| for obj in bpy.context.scene.objects.values(): | |
| if not obj.parent: | |
| yield obj | |
| def get_scene_meshes() -> Generator[bpy.types.Object, None, None]: | |
| """Returns all meshes in the scene. | |
| Yields: | |
| Generator[bpy.types.Object, None, None]: Generator of all meshes in the scene. | |
| """ | |
| for obj in bpy.context.scene.objects.values(): | |
| if isinstance(obj.data, (bpy.types.Mesh)): | |
| yield obj | |
| def get_3x4_RT_matrix_from_blender(cam: bpy.types.Object) -> Matrix: | |
| """Returns the 3x4 RT matrix from the given camera. | |
| Taken from Zero123, which in turn was taken from | |
| https://github.com/panmari/stanford-shapenet-renderer/blob/master/render_blender.py | |
| Args: | |
| cam (bpy.types.Object): The camera object. | |
| Returns: | |
| Matrix: The 3x4 RT matrix from the given camera. | |
| """ | |
| # Use matrix_world instead to account for all constraints | |
| location, rotation = cam.matrix_world.decompose()[0:2] | |
| R_world2bcam = rotation.to_matrix().transposed() | |
| # Use location from matrix_world to account for constraints: | |
| T_world2bcam = -1 * R_world2bcam @ location | |
| # put into 3x4 matrix | |
| RT = Matrix( | |
| ( | |
| R_world2bcam[0][:] + (T_world2bcam[0],), | |
| R_world2bcam[1][:] + (T_world2bcam[1],), | |
| R_world2bcam[2][:] + (T_world2bcam[2],), | |
| ) | |
| ) | |
| return RT | |
| def delete_invisible_objects() -> None: | |
| """Deletes all invisible objects in the scene. | |
| Returns: | |
| None | |
| """ | |
| bpy.ops.object.select_all(action="DESELECT") | |
| for obj in scene.objects: | |
| if obj.hide_viewport or obj.hide_render: | |
| obj.hide_viewport = False | |
| obj.hide_render = False | |
| obj.hide_select = False | |
| obj.select_set(True) | |
| bpy.ops.object.delete() | |
| # Delete invisible collections | |
| invisible_collections = [col for col in bpy.data.collections if col.hide_viewport] | |
| for col in invisible_collections: | |
| bpy.data.collections.remove(col) | |
| def normalize_scene() -> None: | |
| """Normalizes the scene by scaling and translating it to fit in a unit cube centered | |
| at the origin. | |
| Mostly taken from the Point-E / Shap-E rendering script | |
| (https://github.com/openai/point-e/blob/main/point_e/evals/scripts/blender_script.py#L97-L112), | |
| but fix for multiple root objects: (see bug report here: | |
| https://github.com/openai/shap-e/pull/60). | |
| Returns: | |
| None | |
| """ | |
| if len(list(get_scene_root_objects())) > 1: | |
| # create an empty object to be used as a parent for all root objects | |
| parent_empty = bpy.data.objects.new("ParentEmpty", None) | |
| bpy.context.scene.collection.objects.link(parent_empty) | |
| # parent all root objects to the empty object | |
| for obj in get_scene_root_objects(): | |
| if obj != parent_empty: | |
| obj.parent = parent_empty | |
| bbox_min, bbox_max = scene_bbox() | |
| scale = 1 / max(bbox_max - bbox_min) | |
| for obj in get_scene_root_objects(): | |
| obj.scale = obj.scale * scale | |
| # Apply scale to matrix_world. | |
| bpy.context.view_layer.update() | |
| bbox_min, bbox_max = scene_bbox() | |
| offset = -(bbox_min + bbox_max) / 2 | |
| for obj in get_scene_root_objects(): | |
| obj.matrix_world.translation += offset | |
| bpy.ops.object.select_all(action="DESELECT") | |
| # unparent the camera | |
| bpy.data.objects["Camera"].parent = None | |
| def delete_missing_textures() -> Dict[str, Any]: | |
| """Deletes all missing textures in the scene. | |
| Returns: | |
| Dict[str, Any]: Dictionary with keys "count", "files", and "file_path_to_color". | |
| "count" is the number of missing textures, "files" is a list of the missing | |
| texture file paths, and "file_path_to_color" is a dictionary mapping the | |
| missing texture file paths to a random color. | |
| """ | |
| missing_file_count = 0 | |
| out_files = [] | |
| file_path_to_color = {} | |
| # Check all materials in the scene | |
| for material in bpy.data.materials: | |
| if material.use_nodes: | |
| for node in material.node_tree.nodes: | |
| if node.type == "TEX_IMAGE": | |
| image = node.image | |
| if image is not None: | |
| file_path = bpy.path.abspath(image.filepath) | |
| if file_path == "": | |
| # means it's embedded | |
| continue | |
| if not os.path.exists(file_path): | |
| # Find the connected Principled BSDF node | |
| connected_node = node.outputs[0].links[0].to_node | |
| if connected_node.type == "BSDF_PRINCIPLED": | |
| if file_path not in file_path_to_color: | |
| # Set a random color for the unique missing file path | |
| random_color = [random.random() for _ in range(3)] | |
| file_path_to_color[file_path] = random_color + [1] | |
| connected_node.inputs[ | |
| "Base Color" | |
| ].default_value = file_path_to_color[file_path] | |
| # Delete the TEX_IMAGE node | |
| material.node_tree.nodes.remove(node) | |
| missing_file_count += 1 | |
| out_files.append(image.filepath) | |
| return { | |
| "count": missing_file_count, | |
| "files": out_files, | |
| "file_path_to_color": file_path_to_color, | |
| } | |
| def _get_random_color() -> Tuple[float, float, float, float]: | |
| """Generates a random RGB-A color. | |
| The alpha value is always 1. | |
| Returns: | |
| Tuple[float, float, float, float]: A random RGB-A color. Each value is in the | |
| range [0, 1]. | |
| """ | |
| return (random.random(), random.random(), random.random(), 1) | |
| def _apply_color_to_object( | |
| obj: bpy.types.Object, color: Tuple[float, float, float, float] | |
| ) -> None: | |
| """Applies the given color to the object. | |
| Args: | |
| obj (bpy.types.Object): The object to apply the color to. | |
| color (Tuple[float, float, float, float]): The color to apply to the object. | |
| Returns: | |
| None | |
| """ | |
| mat = bpy.data.materials.new(name=f"RandomMaterial_{obj.name}") | |
| mat.use_nodes = True | |
| nodes = mat.node_tree.nodes | |
| principled_bsdf = nodes.get("Principled BSDF") | |
| if principled_bsdf: | |
| principled_bsdf.inputs["Base Color"].default_value = color | |
| obj.data.materials.append(mat) | |
| def apply_single_random_color_to_all_objects() -> Tuple[float, float, float, float]: | |
| """Applies a single random color to all objects in the scene. | |
| Returns: | |
| Tuple[float, float, float, float]: The random color that was applied to all | |
| objects. | |
| """ | |
| rand_color = _get_random_color() | |
| for obj in bpy.context.scene.objects: | |
| if obj.type == "MESH": | |
| _apply_color_to_object(obj, rand_color) | |
| return rand_color | |
| class MetadataExtractor: | |
| """Class to extract metadata from a Blender scene.""" | |
| def __init__( | |
| self, object_path: str, scene: bpy.types.Scene, bdata: bpy.types.BlendData | |
| ) -> None: | |
| """Initializes the MetadataExtractor. | |
| Args: | |
| object_path (str): Path to the object file. | |
| scene (bpy.types.Scene): The current scene object from `bpy.context.scene`. | |
| bdata (bpy.types.BlendData): The current blender data from `bpy.data`. | |
| Returns: | |
| None | |
| """ | |
| self.object_path = object_path | |
| self.scene = scene | |
| self.bdata = bdata | |
| def get_poly_count(self) -> int: | |
| """Returns the total number of polygons in the scene.""" | |
| total_poly_count = 0 | |
| for obj in self.scene.objects: | |
| if obj.type == "MESH": | |
| total_poly_count += len(obj.data.polygons) | |
| return total_poly_count | |
| def get_vertex_count(self) -> int: | |
| """Returns the total number of vertices in the scene.""" | |
| total_vertex_count = 0 | |
| for obj in self.scene.objects: | |
| if obj.type == "MESH": | |
| total_vertex_count += len(obj.data.vertices) | |
| return total_vertex_count | |
| def get_edge_count(self) -> int: | |
| """Returns the total number of edges in the scene.""" | |
| total_edge_count = 0 | |
| for obj in self.scene.objects: | |
| if obj.type == "MESH": | |
| total_edge_count += len(obj.data.edges) | |
| return total_edge_count | |
| def get_lamp_count(self) -> int: | |
| """Returns the number of lamps in the scene.""" | |
| return sum(1 for obj in self.scene.objects if obj.type == "LIGHT") | |
| def get_mesh_count(self) -> int: | |
| """Returns the number of meshes in the scene.""" | |
| return sum(1 for obj in self.scene.objects if obj.type == "MESH") | |
| def get_material_count(self) -> int: | |
| """Returns the number of materials in the scene.""" | |
| return len(self.bdata.materials) | |
| def get_object_count(self) -> int: | |
| """Returns the number of objects in the scene.""" | |
| return len(self.bdata.objects) | |
| def get_animation_count(self) -> int: | |
| """Returns the number of animations in the scene.""" | |
| return len(self.bdata.actions) | |
| def get_linked_files(self) -> List[str]: | |
| """Returns the filepaths of all linked files.""" | |
| image_filepaths = self._get_image_filepaths() | |
| material_filepaths = self._get_material_filepaths() | |
| linked_libraries_filepaths = self._get_linked_libraries_filepaths() | |
| all_filepaths = ( | |
| image_filepaths | material_filepaths | linked_libraries_filepaths | |
| ) | |
| if "" in all_filepaths: | |
| all_filepaths.remove("") | |
| return list(all_filepaths) | |
| def _get_image_filepaths(self) -> Set[str]: | |
| """Returns the filepaths of all images used in the scene.""" | |
| filepaths = set() | |
| for image in self.bdata.images: | |
| if image.source == "FILE": | |
| filepaths.add(bpy.path.abspath(image.filepath)) | |
| return filepaths | |
| def _get_material_filepaths(self) -> Set[str]: | |
| """Returns the filepaths of all images used in materials.""" | |
| filepaths = set() | |
| for material in self.bdata.materials: | |
| if material.use_nodes: | |
| for node in material.node_tree.nodes: | |
| if node.type == "TEX_IMAGE": | |
| image = node.image | |
| if image is not None: | |
| filepaths.add(bpy.path.abspath(image.filepath)) | |
| return filepaths | |
| def _get_linked_libraries_filepaths(self) -> Set[str]: | |
| """Returns the filepaths of all linked libraries.""" | |
| filepaths = set() | |
| for library in self.bdata.libraries: | |
| filepaths.add(bpy.path.abspath(library.filepath)) | |
| return filepaths | |
| def get_scene_size(self) -> Dict[str, list]: | |
| """Returns the size of the scene bounds in meters.""" | |
| bbox_min, bbox_max = scene_bbox() | |
| return {"bbox_max": list(bbox_max), "bbox_min": list(bbox_min)} | |
| def get_shape_key_count(self) -> int: | |
| """Returns the number of shape keys in the scene.""" | |
| total_shape_key_count = 0 | |
| for obj in self.scene.objects: | |
| if obj.type == "MESH": | |
| shape_keys = obj.data.shape_keys | |
| if shape_keys is not None: | |
| total_shape_key_count += ( | |
| len(shape_keys.key_blocks) - 1 | |
| ) # Subtract 1 to exclude the Basis shape key | |
| return total_shape_key_count | |
| def get_armature_count(self) -> int: | |
| """Returns the number of armatures in the scene.""" | |
| total_armature_count = 0 | |
| for obj in self.scene.objects: | |
| if obj.type == "ARMATURE": | |
| total_armature_count += 1 | |
| return total_armature_count | |
| def read_file_size(self) -> int: | |
| """Returns the size of the file in bytes.""" | |
| return os.path.getsize(self.object_path) | |
| def get_metadata(self) -> Dict[str, Any]: | |
| """Returns the metadata of the scene. | |
| Returns: | |
| Dict[str, Any]: Dictionary of the metadata with keys for "file_size", | |
| "poly_count", "vert_count", "edge_count", "material_count", "object_count", | |
| "lamp_count", "mesh_count", "animation_count", "linked_files", "scene_size", | |
| "shape_key_count", and "armature_count". | |
| """ | |
| return { | |
| "file_size": self.read_file_size(), | |
| "poly_count": self.get_poly_count(), | |
| "vert_count": self.get_vertex_count(), | |
| "edge_count": self.get_edge_count(), | |
| "material_count": self.get_material_count(), | |
| "object_count": self.get_object_count(), | |
| "lamp_count": self.get_lamp_count(), | |
| "mesh_count": self.get_mesh_count(), | |
| "animation_count": self.get_animation_count(), | |
| "linked_files": self.get_linked_files(), | |
| "scene_size": self.get_scene_size(), | |
| "shape_key_count": self.get_shape_key_count(), | |
| "armature_count": self.get_armature_count(), | |
| } | |
| def set_background_color(r, g, b): | |
| # Get the current scene | |
| scene = bpy.context.scene | |
| # Create a new world background if none exists | |
| if not scene.world: | |
| scene.world = bpy.data.worlds.new("World") | |
| # Set the background color | |
| scene.world.use_nodes = True | |
| bg_node = scene.world.node_tree.nodes['Background'] | |
| bg_node.inputs['Color'].default_value = (r, g, b, 1) # set the background to the given RGB value | |
| # Disable transparency | |
| scene.render.film_transparent = False | |
| def render_object( | |
| object_file: str, | |
| num_renders: int, | |
| only_northern_hemisphere: bool, | |
| output_dir: str, | |
| ) -> None: | |
| """Saves rendered images with its camera matrix and metadata of the object. | |
| Args: | |
| object_file (str): Path to the object file. | |
| num_renders (int): Number of renders to save of the object. | |
| only_northern_hemisphere (bool): Whether to only render sides of the object that | |
| are in the northern hemisphere. This is useful for rendering objects that | |
| are photogrammetrically scanned, as the bottom of the object often has | |
| holes. | |
| output_dir (str): Path to the directory where the rendered images and metadata | |
| will be saved. | |
| Returns: | |
| None | |
| """ | |
| os.makedirs(output_dir, exist_ok=True) | |
| # load the object | |
| reset_scene() | |
| obj = load_object(object_file) | |
| # Set up cameras | |
| cam = scene.objects["Camera"] | |
| cam.data.lens = 35 | |
| cam.data.sensor_width = 32 | |
| # Set up camera constraints | |
| cam_constraint = cam.constraints.new(type="TRACK_TO") | |
| cam_constraint.track_axis = "TRACK_NEGATIVE_Z" | |
| cam_constraint.up_axis = "UP_Y" | |
| # empty = bpy.data.objects.new("Empty", None) | |
| # scene.collection.objects.link(empty) | |
| # cam_constraint.target = empty | |
| # Extract the metadata. This must be done before normalizing the scene to get | |
| # accurate bounding box information. | |
| metadata_extractor = MetadataExtractor( | |
| object_path=object_file, scene=scene, bdata=bpy.data | |
| ) | |
| metadata = metadata_extractor.get_metadata() | |
| # delete all objects that are not meshes | |
| # if object_file.lower().endswith(".usdz"): | |
| # # don't delete missing textures on usdz files, lots of them are embedded | |
| # missing_textures = None | |
| # else: | |
| missing_textures = delete_missing_textures() | |
| metadata["missing_textures"] = missing_textures | |
| # possibly apply a random color to all objects | |
| # if object_file.endswith(".stl") or object_file.endswith(".ply"): | |
| # assert len(bpy.context.selected_objects) == 1 | |
| # rand_color = apply_single_random_color_to_all_objects() | |
| # metadata["random_color"] = rand_color | |
| # else: | |
| metadata["random_color"] = None | |
| # save metadata | |
| metadata_path = os.path.join(output_dir, "metadata.json") | |
| os.makedirs(os.path.dirname(metadata_path), exist_ok=True) | |
| with open(metadata_path, "w", encoding="utf-8") as f: | |
| json.dump(metadata, f, sort_keys=True, indent=2) | |
| # normalize the scene | |
| normalize_scene() | |
| # set background color | |
| set_background_color(0.5, 0.5, 0.5) # gray (RGB: 0.5, 0.5, 0.5) | |
| # randomize the lighting | |
| randomize_lighting() | |
| # render the images | |
| for i in range(num_renders): | |
| theta = i * np.pi / 36 # rotate 5 degrees (pi/36 radians) for each render | |
| # obj.rotation_euler.x = theta # rotate around X axis | |
| obj.rotation_euler.y = theta # rotate around Y axis | |
| # obj.rotation_euler.z = theta # rotate around Z axis | |
| # set camera | |
| camera = set_camera() | |
| # render the image | |
| render_path = os.path.join(output_dir, f"{i:03d}.png") | |
| scene.render.filepath = render_path | |
| bpy.ops.render.render(write_still=True) | |
| # # save camera RT matrix | |
| # rt_matrix = get_3x4_RT_matrix_from_blender(camera) | |
| # rt_matrix_path = os.path.join(output_dir, f"{i:03d}.npy") | |
| # np.save(rt_matrix_path, rt_matrix) | |
| def render_object_mask( | |
| object_file: str, | |
| num_renders: int, | |
| output_dir: str, | |
| ) -> None: | |
| """Saves rendered masks of the object directly as npy files.""" | |
| os.makedirs(output_dir, exist_ok=True) | |
| # Load the object | |
| reset_scene() | |
| obj = load_object(object_file) | |
| # Set up cameras | |
| cam = scene.objects["Camera"] | |
| cam.data.lens = 35 | |
| cam.data.sensor_width = 32 | |
| # Set up camera constraints | |
| cam_constraint = cam.constraints.new(type="TRACK_TO") | |
| cam_constraint.track_axis = "TRACK_NEGATIVE_Z" | |
| cam_constraint.up_axis = "UP_Y" | |
| # normalize the scene | |
| normalize_scene() | |
| # Assign a simple (white) material to the object | |
| mat = bpy.data.materials.new(name="WhiteMaterial") | |
| mat.use_nodes = True | |
| nodes = mat.node_tree.nodes | |
| principled_bsdf = nodes.get("Principled BSDF") | |
| if principled_bsdf: | |
| principled_bsdf.inputs["Base Color"].default_value = (1, 1, 1, 1) | |
| principled_bsdf.inputs["Emission"].default_value = (1, 1, 1, 1) | |
| principled_bsdf.inputs["Emission Strength"].default_value = 2.0 | |
| # Apply the white material to the object | |
| if obj.data.materials: | |
| obj.data.materials.clear() | |
| obj.data.materials.append(mat) | |
| # Set the background to black (same approach as in render_object) | |
| set_background_color(0, 0, 0) | |
| # Reuse the render_object lighting setup | |
| randomize_lighting() | |
| # render the masks (exact copy of the render_object render loop structure) | |
| for i in range(num_renders): | |
| print(f"Rendering mask {i+1}/{num_renders}") | |
| theta = i * np.pi / 36 | |
| obj.rotation_euler.y = theta | |
| # set camera (identical to render_object) | |
| camera = set_camera() | |
| # Save temporarily as PNG, then read it back and delete it | |
| temp_png_path = os.path.join(output_dir, f"temp_{i:03d}.png") | |
| scene.render.filepath = temp_png_path | |
| bpy.ops.render.render(write_still=True) | |
| # Use Blender's built-in method to read the PNG and convert it to a mask | |
| try: | |
| # Load the image with Blender | |
| img = bpy.data.images.load(temp_png_path) | |
| # Get the image size | |
| width, height = img.size | |
| # Get the pixel data | |
| pixel_data = np.array(img.pixels[:]).reshape((height, width, 4)) # RGBA | |
| # Convert to grayscale and binarize | |
| gray = np.mean(pixel_data[:, :, :3], axis=2) # use only the RGB channels | |
| mask = (gray > 0.5).astype(np.uint8) # binarize | |
| # Flip the Y axis (Blender's image coordinate system is upside down) | |
| mask = np.flipud(mask) | |
| # Save the mask as npy | |
| npy_path = os.path.join(output_dir, f"{i:03d}_mask.npy") | |
| np.save(npy_path, mask) | |
| print(f"Saved mask to {npy_path}, mask shape: {mask.shape}") | |
| # Cleanup: remove the Blender image data and the temporary file | |
| bpy.data.images.remove(img) | |
| os.remove(temp_png_path) | |
| except Exception as e: | |
| print(f"Failed to process mask for frame {i}: {e}") | |
| # On error, still delete the temporary file | |
| if os.path.exists(temp_png_path): | |
| os.remove(temp_png_path) | |
| def get_directories(input_path, output_path): | |
| input_dir = [] | |
| output_dir = [] | |
| for root, dirs, files in os.walk(input_path): | |
| if not dirs: # if there are no subdirectories, treat it as the lowest-level subdirectory | |
| input_dir.append(root + "/Scan.obj") | |
| no_head = root.replace(input_path, '') | |
| output_dir.append(output_path + no_head) | |
| return input_dir, output_dir | |
| if __name__ == "__main__": | |
| parser = argparse.ArgumentParser() | |
| parser.add_argument( | |
| "--object_path", | |
| type=str, | |
| required=True, | |
| help="Path to the object file", | |
| ) | |
| parser.add_argument( | |
| "--output_dir", | |
| type=str, | |
| required=True, | |
| help="Path to the directory where the rendered images and metadata will be saved.", | |
| ) | |
| parser.add_argument( | |
| "--engine", | |
| type=str, | |
| default="BLENDER_EEVEE", | |
| choices=["CYCLES", "BLENDER_EEVEE"], | |
| ) | |
| parser.add_argument( | |
| "--only_northern_hemisphere", | |
| action="store_true", | |
| help="Only render the northern hemisphere of the object.", | |
| default=False, | |
| ) | |
| parser.add_argument( | |
| "--num_renders", | |
| type=int, | |
| default=72, | |
| help="Number of renders to save of the object.", | |
| ) | |
| parser.add_argument( | |
| "--save_image", | |
| type=str, | |
| choices=["True", "False"], | |
| default="True", | |
| help="Whether to save the rendered images.", | |
| ) | |
| parser.add_argument( | |
| "--save_mask", | |
| type=str, | |
| choices=["True", "False"], | |
| default="False", | |
| help="Whether to save the rendered masks as npy files.", | |
| ) | |
| argv = sys.argv[sys.argv.index("--") + 1 :] | |
| args = parser.parse_args(argv) | |
| args.save_image = args.save_image == "True" | |
| args.save_mask = args.save_mask == "True" | |
| context = bpy.context | |
| scene = context.scene | |
| render = scene.render | |
| # Set render settings | |
| render.engine = args.engine | |
| render.image_settings.file_format = "PNG" | |
| render.image_settings.color_mode = "RGB" | |
| render.resolution_x = 128 | |
| render.resolution_y = 128 | |
| render.resolution_percentage = 100 | |
| # Set cycles settings | |
| scene.cycles.device = "GPU" | |
| scene.cycles.samples = 128 | |
| scene.cycles.diffuse_bounces = 1 | |
| scene.cycles.glossy_bounces = 1 | |
| scene.cycles.transparent_max_bounces = 3 | |
| scene.cycles.transmission_bounces = 3 | |
| scene.cycles.filter_width = 0.01 | |
| scene.cycles.use_denoising = True | |
| scene.render.film_transparent = True | |
| bpy.context.preferences.addons["cycles"].preferences.get_devices() | |
| bpy.context.preferences.addons[ | |
| "cycles" | |
| ].preferences.compute_device_type = "CUDA" # or "OPENCL" | |
| # Get all input directories and output directories | |
| input_dir, output_dir = get_directories(args.object_path, args.output_dir) | |
| num_render_files = len(input_dir) | |
| for i in range(num_render_files): | |
| # Skip per task (not per directory), so a later --save_mask pass can still | |
| # add masks to object directories that already contain rendered images. | |
| if args.save_image and not os.path.exists( | |
| os.path.join(output_dir[i], f"{args.num_renders - 1:03d}.png") | |
| ): | |
| # Load the object and render the images | |
| render_object( | |
| object_file=input_dir[i], | |
| num_renders=args.num_renders, | |
| only_northern_hemisphere=args.only_northern_hemisphere, | |
| output_dir=output_dir[i], | |
| ) | |
| if args.save_mask and not os.path.exists( | |
| os.path.join(output_dir[i], f"{args.num_renders - 1:03d}_mask.npy") | |
| ): | |
| # Render masks | |
| render_object_mask( | |
| object_file=input_dir[i], | |
| num_renders=args.num_renders, | |
| output_dir=output_dir[i], | |
| ) | |