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render_blender.py
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render_blender.py
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# A simple script that uses blender to render views of a single object by rotation the camera around it.
# Also produces depth map at the same time.
#
# Tested with Blender 2.9
#
# Example:
# blender --background --python mytest.py -- --views 10 /path/to/my.obj
#
import argparse, sys, os, math, re
import bpy
from glob import glob
parser = argparse.ArgumentParser(description='Renders given obj file by rotation a camera around it.')
parser.add_argument('--views', type=int, default=30,
help='number of views to be rendered')
parser.add_argument('obj', type=str,
help='Path to the obj file to be rendered.')
parser.add_argument('--output_folder', type=str, default='/tmp',
help='The path the output will be dumped to.')
parser.add_argument('--scale', type=float, default=1,
help='Scaling factor applied to model. Depends on size of mesh.')
parser.add_argument('--remove_doubles', type=bool, default=True,
help='Remove double vertices to improve mesh quality.')
parser.add_argument('--edge_split', type=bool, default=True,
help='Adds edge split filter.')
parser.add_argument('--depth_scale', type=float, default=1.4,
help='Scaling that is applied to depth. Depends on size of mesh. Try out various values until you get a good result. Ignored if format is OPEN_EXR.')
parser.add_argument('--color_depth', type=str, default='8',
help='Number of bit per channel used for output. Either 8 or 16.')
parser.add_argument('--format', type=str, default='PNG',
help='Format of files generated. Either PNG or OPEN_EXR')
parser.add_argument('--resolution', type=int, default=600,
help='Resolution of the images.')
parser.add_argument('--engine', type=str, default='BLENDER_EEVEE',
help='Blender internal engine for rendering. E.g. CYCLES, BLENDER_EEVEE, ...')
argv = sys.argv[sys.argv.index("--") + 1:]
args = parser.parse_args(argv)
# Set up rendering
context = bpy.context
scene = bpy.context.scene
render = bpy.context.scene.render
render.engine = args.engine
render.image_settings.color_mode = 'RGBA' # ('RGB', 'RGBA', ...)
render.image_settings.color_depth = args.color_depth # ('8', '16')
render.image_settings.file_format = args.format # ('PNG', 'OPEN_EXR', 'JPEG, ...)
render.resolution_x = args.resolution
render.resolution_y = args.resolution
render.resolution_percentage = 100
render.film_transparent = True
scene.use_nodes = True
scene.view_layers["View Layer"].use_pass_normal = True
scene.view_layers["View Layer"].use_pass_diffuse_color = True
scene.view_layers["View Layer"].use_pass_object_index = True
nodes = bpy.context.scene.node_tree.nodes
links = bpy.context.scene.node_tree.links
# Clear default nodes
for n in nodes:
nodes.remove(n)
# Create input render layer node
render_layers = nodes.new('CompositorNodeRLayers')
# Create depth output nodes
depth_file_output = nodes.new(type="CompositorNodeOutputFile")
depth_file_output.label = 'Depth Output'
depth_file_output.base_path = ''
depth_file_output.file_slots[0].use_node_format = True
depth_file_output.format.file_format = args.format
depth_file_output.format.color_depth = args.color_depth
if args.format == 'OPEN_EXR':
links.new(render_layers.outputs['Depth'], depth_file_output.inputs[0])
else:
depth_file_output.format.color_mode = "BW"
# Remap as other types can not represent the full range of depth.
map = nodes.new(type="CompositorNodeMapValue")
# Size is chosen kind of arbitrarily, try out until you're satisfied with resulting depth map.
map.offset = [-0.7]
map.size = [args.depth_scale]
map.use_min = True
map.min = [0]
links.new(render_layers.outputs['Depth'], map.inputs[0])
links.new(map.outputs[0], depth_file_output.inputs[0])
# Create normal output nodes
scale_node = nodes.new(type="CompositorNodeMixRGB")
scale_node.blend_type = 'MULTIPLY'
# scale_node.use_alpha = True
scale_node.inputs[2].default_value = (0.5, 0.5, 0.5, 1)
links.new(render_layers.outputs['Normal'], scale_node.inputs[1])
bias_node = nodes.new(type="CompositorNodeMixRGB")
bias_node.blend_type = 'ADD'
# bias_node.use_alpha = True
bias_node.inputs[2].default_value = (0.5, 0.5, 0.5, 0)
links.new(scale_node.outputs[0], bias_node.inputs[1])
normal_file_output = nodes.new(type="CompositorNodeOutputFile")
normal_file_output.label = 'Normal Output'
normal_file_output.base_path = ''
normal_file_output.file_slots[0].use_node_format = True
normal_file_output.format.file_format = args.format
links.new(bias_node.outputs[0], normal_file_output.inputs[0])
# Create albedo output nodes
alpha_albedo = nodes.new(type="CompositorNodeSetAlpha")
links.new(render_layers.outputs['DiffCol'], alpha_albedo.inputs['Image'])
links.new(render_layers.outputs['Alpha'], alpha_albedo.inputs['Alpha'])
albedo_file_output = nodes.new(type="CompositorNodeOutputFile")
albedo_file_output.label = 'Albedo Output'
albedo_file_output.base_path = ''
albedo_file_output.file_slots[0].use_node_format = True
albedo_file_output.format.file_format = args.format
albedo_file_output.format.color_mode = 'RGBA'
albedo_file_output.format.color_depth = args.color_depth
links.new(alpha_albedo.outputs['Image'], albedo_file_output.inputs[0])
# Create id map output nodes
id_file_output = nodes.new(type="CompositorNodeOutputFile")
id_file_output.label = 'ID Output'
id_file_output.base_path = ''
id_file_output.file_slots[0].use_node_format = True
id_file_output.format.file_format = args.format
id_file_output.format.color_depth = args.color_depth
if args.format == 'OPEN_EXR':
links.new(render_layers.outputs['IndexOB'], id_file_output.inputs[0])
else:
id_file_output.format.color_mode = 'BW'
divide_node = nodes.new(type='CompositorNodeMath')
divide_node.operation = 'DIVIDE'
divide_node.use_clamp = False
divide_node.inputs[1].default_value = 2**int(args.color_depth)
links.new(render_layers.outputs['IndexOB'], divide_node.inputs[0])
links.new(divide_node.outputs[0], id_file_output.inputs[0])
# Delete default cube
context.active_object.select_set(True)
bpy.ops.object.delete()
# Import textured mesh
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.import_scene.obj(filepath=args.obj)
obj = bpy.context.selected_objects[0]
context.view_layer.objects.active = obj
# Possibly disable specular shading
for slot in obj.material_slots:
node = slot.material.node_tree.nodes['Principled BSDF']
node.inputs['Specular'].default_value = 0.05
if args.scale != 1:
bpy.ops.transform.resize(value=(args.scale,args.scale,args.scale))
bpy.ops.object.transform_apply(scale=True)
if args.remove_doubles:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles()
bpy.ops.object.mode_set(mode='OBJECT')
if args.edge_split:
bpy.ops.object.modifier_add(type='EDGE_SPLIT')
context.object.modifiers["EdgeSplit"].split_angle = 1.32645
bpy.ops.object.modifier_apply(modifier="EdgeSplit")
# Set objekt IDs
obj.pass_index = 1
# Make light just directional, disable shadows.
light = bpy.data.lights['Light']
light.type = 'SUN'
light.use_shadow = False
# Possibly disable specular shading:
light.specular_factor = 1.0
light.energy = 10.0
# Add another light source so stuff facing away from light is not completely dark
bpy.ops.object.light_add(type='SUN')
light2 = bpy.data.lights['Sun']
light2.use_shadow = False
light2.specular_factor = 1.0
light2.energy = 0.015
bpy.data.objects['Sun'].rotation_euler = bpy.data.objects['Light'].rotation_euler
bpy.data.objects['Sun'].rotation_euler[0] += 180
# Place camera
cam = scene.objects['Camera']
cam.location = (0, 1, 0.6)
cam.data.lens = 35
cam.data.sensor_width = 32
cam_constraint = cam.constraints.new(type='TRACK_TO')
cam_constraint.track_axis = 'TRACK_NEGATIVE_Z'
cam_constraint.up_axis = 'UP_Y'
cam_empty = bpy.data.objects.new("Empty", None)
cam_empty.location = (0, 0, 0)
cam.parent = cam_empty
scene.collection.objects.link(cam_empty)
context.view_layer.objects.active = cam_empty
cam_constraint.target = cam_empty
stepsize = 360.0 / args.views
rotation_mode = 'XYZ'
model_identifier = os.path.split(os.path.split(args.obj)[0])[1]
fp = os.path.join(os.path.abspath(args.output_folder), model_identifier, model_identifier)
for i in range(0, args.views):
print("Rotation {}, {}".format((stepsize * i), math.radians(stepsize * i)))
render_file_path = fp + '_r_{0:03d}'.format(int(i * stepsize))
scene.render.filepath = render_file_path
depth_file_output.file_slots[0].path = render_file_path + "_depth"
normal_file_output.file_slots[0].path = render_file_path + "_normal"
albedo_file_output.file_slots[0].path = render_file_path + "_albedo"
id_file_output.file_slots[0].path = render_file_path + "_id"
bpy.ops.render.render(write_still=True) # render still
cam_empty.rotation_euler[2] += math.radians(stepsize)
# For debugging the workflow
#bpy.ops.wm.save_as_mainfile(filepath='debug.blend')