"""Blender CPU review renders, including labeled component previews.""" import argparse import json import math from pathlib import Path import sys import bpy from mathutils import Vector sys.path.insert(0, str(Path(__file__).resolve().parent)) from render_settings import configure_cpu_render parser = argparse.ArgumentParser() parser.add_argument('--input', required=True) parser.add_argument('--output', required=True) parser.add_argument('--components', action='store_true') parser.add_argument('--material-mode', choices=['original', 'clay', 'basecolor'], default='original') args = parser.parse_args(sys.argv[sys.argv.index('--') + 1:]) folder = Path(args.output) folder.mkdir(parents=True, exist_ok=True) bpy.ops.object.select_all(action='SELECT') bpy.ops.object.delete(use_global=False) bpy.ops.import_scene.gltf(filepath=args.input) custom_shapes = {bone.custom_shape for obj in bpy.context.scene.objects if obj.type == 'ARMATURE' for bone in obj.pose.bones if bone.custom_shape is not None} meshes = [obj for obj in bpy.context.scene.objects if obj.type == 'MESH' and obj not in custom_shapes and not obj.hide_render] if not meshes: raise RuntimeError('No mesh to render') if args.material_mode == 'clay': clay = bpy.data.materials.new('Diagnostic clay') clay.use_nodes = True surface = clay.node_tree.nodes.get('Principled BSDF') surface.inputs['Base Color'].default_value = (.43, .45, .48, 1) surface.inputs['Metallic'].default_value = 0 surface.inputs['Roughness'].default_value = .75 for obj in meshes: obj.data.materials.clear() obj.data.materials.append(clay) for face in obj.data.polygons: face.material_index = 0 elif args.material_mode == 'basecolor': converted = {} for obj in meshes: if not obj.data.materials: material = bpy.data.materials.new('Default base color') material.use_nodes = True obj.data.materials.append(material) for slot in obj.material_slots: original = slot.material if original is None: raise RuntimeError('Cannot isolate base color from an empty material slot') if original.name not in converted: material = original.copy() material.name = 'Diagnostic base color ' + original.name material.use_nodes = True nodes, links = material.node_tree.nodes, material.node_tree.links source = next((node for node in nodes if node.type == 'BSDF_PRINCIPLED'), None) if source is None: source = next((node for node in nodes if node.type == 'EMISSION'), None) if source is None: raise RuntimeError('Cannot isolate base color from imported material ' + original.name) color = source.inputs['Base Color'] if source.type == 'BSDF_PRINCIPLED' else source.inputs['Color'] emission = nodes.new('ShaderNodeEmission') emission.inputs['Strength'].default_value = 1 if color.is_linked: links.new(color.links[0].from_socket, emission.inputs['Color']) else: emission.inputs['Color'].default_value = color.default_value output = next((node for node in nodes if node.type == 'OUTPUT_MATERIAL' and node.is_active_output), None) if output is None: output = nodes.new('ShaderNodeOutputMaterial') shader = emission.outputs[0] alpha = source.inputs.get('Alpha') if alpha is not None and (alpha.is_linked or alpha.default_value < 1): transparent = nodes.new('ShaderNodeBsdfTransparent') mix = nodes.new('ShaderNodeMixShader') if alpha.is_linked: links.new(alpha.links[0].from_socket, mix.inputs[0]) else: mix.inputs[0].default_value = alpha.default_value links.new(transparent.outputs[0], mix.inputs[1]) links.new(shader, mix.inputs[2]) shader = mix.outputs[0] links.new(shader, output.inputs['Surface']) converted[original.name] = material slot.material = converted[original.name] scene = bpy.context.scene configure_cpu_render(scene) scene.cycles.samples = 8 if scene.cycles.use_denoising else 32 scene.render.resolution_x = scene.render.resolution_y = 384 scene.render.resolution_percentage = 100 scene.render.image_settings.file_format = 'PNG' scene.world.use_nodes = True scene.world.node_tree.nodes['Background'].inputs['Color'].default_value = (.15, .17, .2, 1) scene.world.node_tree.nodes['Background'].inputs['Strength'].default_value = .6 points = [obj.matrix_world @ Vector(corner) for obj in meshes for corner in obj.bound_box] low = Vector([min(p[i] for p in points) for i in range(3)]) high = Vector([max(p[i] for p in points) for i in range(3)]) center, size = (low + high) / 2, max(high - low) if not math.isfinite(size) or size <= 0: raise RuntimeError('Invalid model bounds') for name, xyz, energy in [('key', (3, -4, 5), 1000), ('fill', (-3, -2, 2), 600), ('rim', (2, 4, 4), 900)]: data = bpy.data.lights.new(name, 'AREA') data.energy = energy * size * size / 9 data.shape = 'DISK' data.size = size * 1.5 obj = bpy.data.objects.new(name, data) scene.collection.objects.link(obj) obj.location = center + Vector(xyz) * size / 3 obj.rotation_euler = (center - obj.location).to_track_quat('-Z', 'Y').to_euler() camera_data = bpy.data.cameras.new('Review') camera = bpy.data.objects.new('Review', camera_data) scene.collection.objects.link(camera) scene.camera = camera camera_data.type = 'ORTHO' camera_data.clip_end = size * 100 + 100 rendered = [] def render(name, direction, target=center, scale=size): camera_data.ortho_scale = scale * 1.3 camera.location = target + Vector(direction).normalized() * size * 3 camera.rotation_euler = (target - camera.location).to_track_quat('-Z', 'Y').to_euler() scene.render.filepath = str(folder / (name + '.png')) bpy.ops.render.render(write_still=True) label = name if args.material_mode == 'original' else args.material_mode + ' / ' + name rendered.append({'file': name + '.png', 'label': label}) for name, direction in [('front', (0, -1, .1)), ('back', (0, 1, .1)), ('left', (-1, 0, .1)), ('right', (1, 0, .1)), ('top', (0, .001, 1)), ('quarter', (1, -1.4, .7))]: if args.material_mode == 'original' or name in {'front', 'back', 'quarter'}: render(name, direction) if args.components: for obj in meshes: for other in meshes: other.hide_render = other != obj bounds = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box] minimum = Vector([min(p[i] for p in bounds) for i in range(3)]) maximum = Vector([max(p[i] for p in bounds) for i in range(3)]) render(obj.name, (1, -1.4, .7), (minimum + maximum) / 2, max(maximum - minimum)) (folder / 'render-manifest.json').write_text(json.dumps({ 'material_mode': args.material_mode, 'diagnostic_only': args.material_mode != 'original', 'source_modified': False, 'images': rendered, 'denoising': bool(scene.cycles.use_denoising), 'samples': int(scene.cycles.samples), }, indent=2))