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import argparse, sys, os, math, re, glob
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from typing import *
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import bpy
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from mathutils import Vector, Matrix
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import numpy as np
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import json
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import glob
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"""=============== BLENDER ==============="""
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IMPORT_FUNCTIONS: Dict[str, Callable] = {
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"obj": bpy.ops.import_scene.obj,
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"glb": bpy.ops.import_scene.gltf,
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"gltf": bpy.ops.import_scene.gltf,
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"usd": bpy.ops.import_scene.usd,
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"fbx": bpy.ops.import_scene.fbx,
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"stl": bpy.ops.import_mesh.stl,
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"usda": bpy.ops.import_scene.usda,
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"dae": bpy.ops.wm.collada_import,
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"ply": bpy.ops.import_mesh.ply,
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"abc": bpy.ops.wm.alembic_import,
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"blend": bpy.ops.wm.append,
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}
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EXT = {
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'PNG': 'png',
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'JPEG': 'jpg',
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'OPEN_EXR': 'exr',
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'TIFF': 'tiff',
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'BMP': 'bmp',
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'HDR': 'hdr',
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'TARGA': 'tga'
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}
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def init_render(engine='CYCLES', resolution=512, geo_mode=False):
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bpy.context.scene.render.engine = engine
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bpy.context.scene.render.resolution_x = resolution
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bpy.context.scene.render.resolution_y = resolution
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bpy.context.scene.render.resolution_percentage = 100
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bpy.context.scene.render.image_settings.file_format = 'PNG'
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bpy.context.scene.render.image_settings.color_mode = 'RGBA'
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bpy.context.scene.render.film_transparent = True
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bpy.context.scene.cycles.device = 'GPU'
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bpy.context.scene.cycles.samples = 128 if not geo_mode else 1
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bpy.context.scene.cycles.filter_type = 'BOX'
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bpy.context.scene.cycles.filter_width = 1
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bpy.context.scene.cycles.diffuse_bounces = 1
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bpy.context.scene.cycles.glossy_bounces = 1
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bpy.context.scene.cycles.transparent_max_bounces = 3 if not geo_mode else 0
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bpy.context.scene.cycles.transmission_bounces = 3 if not geo_mode else 1
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bpy.context.scene.cycles.use_denoising = True
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bpy.context.preferences.addons['cycles'].preferences.get_devices()
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bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
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def init_nodes(save_depth=False, save_normal=False, save_albedo=False, save_mist=False):
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if not any([save_depth, save_normal, save_albedo, save_mist]):
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return {}, {}
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outputs = {}
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spec_nodes = {}
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bpy.context.scene.use_nodes = True
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bpy.context.scene.view_layers['View Layer'].use_pass_z = save_depth
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bpy.context.scene.view_layers['View Layer'].use_pass_normal = save_normal
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bpy.context.scene.view_layers['View Layer'].use_pass_diffuse_color = save_albedo
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bpy.context.scene.view_layers['View Layer'].use_pass_mist = save_mist
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nodes = bpy.context.scene.node_tree.nodes
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links = bpy.context.scene.node_tree.links
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for n in nodes:
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nodes.remove(n)
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render_layers = nodes.new('CompositorNodeRLayers')
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if save_depth:
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depth_file_output = nodes.new('CompositorNodeOutputFile')
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depth_file_output.base_path = ''
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depth_file_output.file_slots[0].use_node_format = True
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depth_file_output.format.file_format = 'PNG'
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depth_file_output.format.color_depth = '16'
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depth_file_output.format.color_mode = 'BW'
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map = nodes.new(type="CompositorNodeMapRange")
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map.inputs[1].default_value = 0
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map.inputs[2].default_value = 10
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map.inputs[3].default_value = 0
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map.inputs[4].default_value = 1
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links.new(render_layers.outputs['Depth'], map.inputs[0])
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links.new(map.outputs[0], depth_file_output.inputs[0])
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outputs['depth'] = depth_file_output
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spec_nodes['depth_map'] = map
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if save_normal:
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normal_file_output = nodes.new('CompositorNodeOutputFile')
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normal_file_output.base_path = ''
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normal_file_output.file_slots[0].use_node_format = True
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normal_file_output.format.file_format = 'OPEN_EXR'
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normal_file_output.format.color_mode = 'RGB'
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normal_file_output.format.color_depth = '16'
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links.new(render_layers.outputs['Normal'], normal_file_output.inputs[0])
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outputs['normal'] = normal_file_output
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if save_albedo:
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albedo_file_output = nodes.new('CompositorNodeOutputFile')
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albedo_file_output.base_path = ''
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albedo_file_output.file_slots[0].use_node_format = True
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albedo_file_output.format.file_format = 'PNG'
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albedo_file_output.format.color_mode = 'RGBA'
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albedo_file_output.format.color_depth = '8'
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alpha_albedo = nodes.new('CompositorNodeSetAlpha')
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links.new(render_layers.outputs['DiffCol'], alpha_albedo.inputs['Image'])
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links.new(render_layers.outputs['Alpha'], alpha_albedo.inputs['Alpha'])
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links.new(alpha_albedo.outputs['Image'], albedo_file_output.inputs[0])
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outputs['albedo'] = albedo_file_output
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if save_mist:
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bpy.data.worlds['World'].mist_settings.start = 0
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bpy.data.worlds['World'].mist_settings.depth = 10
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mist_file_output = nodes.new('CompositorNodeOutputFile')
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mist_file_output.base_path = ''
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mist_file_output.file_slots[0].use_node_format = True
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mist_file_output.format.file_format = 'PNG'
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mist_file_output.format.color_mode = 'BW'
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mist_file_output.format.color_depth = '16'
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links.new(render_layers.outputs['Mist'], mist_file_output.inputs[0])
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outputs['mist'] = mist_file_output
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return outputs, spec_nodes
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def init_scene() -> None:
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"""Resets the scene to a clean state.
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Returns:
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None
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"""
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for obj in bpy.data.objects:
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bpy.data.objects.remove(obj, do_unlink=True)
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for material in bpy.data.materials:
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bpy.data.materials.remove(material, do_unlink=True)
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for texture in bpy.data.textures:
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bpy.data.textures.remove(texture, do_unlink=True)
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for image in bpy.data.images:
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bpy.data.images.remove(image, do_unlink=True)
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def init_camera():
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cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
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bpy.context.collection.objects.link(cam)
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bpy.context.scene.camera = cam
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cam.data.sensor_height = cam.data.sensor_width = 32
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cam_constraint = cam.constraints.new(type='TRACK_TO')
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cam_constraint.track_axis = 'TRACK_NEGATIVE_Z'
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cam_constraint.up_axis = 'UP_Y'
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cam_empty = bpy.data.objects.new("Empty", None)
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cam_empty.location = (0, 0, 0)
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bpy.context.scene.collection.objects.link(cam_empty)
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cam_constraint.target = cam_empty
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return cam
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def init_lighting():
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bpy.ops.object.select_all(action="DESELECT")
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bpy.ops.object.select_by_type(type="LIGHT")
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bpy.ops.object.delete()
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default_light = bpy.data.objects.new("Default_Light", bpy.data.lights.new("Default_Light", type="POINT"))
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bpy.context.collection.objects.link(default_light)
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default_light.data.energy = 1000
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default_light.location = (4, 1, 6)
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default_light.rotation_euler = (0, 0, 0)
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top_light = bpy.data.objects.new("Top_Light", bpy.data.lights.new("Top_Light", type="AREA"))
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bpy.context.collection.objects.link(top_light)
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top_light.data.energy = 10000
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top_light.location = (0, 0, 10)
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top_light.scale = (100, 100, 100)
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bottom_light = bpy.data.objects.new("Bottom_Light", bpy.data.lights.new("Bottom_Light", type="AREA"))
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bpy.context.collection.objects.link(bottom_light)
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bottom_light.data.energy = 1000
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bottom_light.location = (0, 0, -10)
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bottom_light.rotation_euler = (0, 0, 0)
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return {
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"default_light": default_light,
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"top_light": top_light,
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"bottom_light": bottom_light
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}
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def load_object(object_path: str) -> None:
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"""Loads a model with a supported file extension into the scene.
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Args:
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object_path (str): Path to the model file.
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Raises:
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ValueError: If the file extension is not supported.
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Returns:
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None
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"""
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file_extension = object_path.split(".")[-1].lower()
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if file_extension is None:
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raise ValueError(f"Unsupported file type: {object_path}")
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if file_extension == "usdz":
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dirname = os.path.dirname(os.path.realpath(__file__))
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usdz_package = os.path.join(dirname, "io_scene_usdz.zip")
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bpy.ops.preferences.addon_install(filepath=usdz_package)
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addon_name = "io_scene_usdz"
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bpy.ops.preferences.addon_enable(module=addon_name)
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from io_scene_usdz.import_usdz import import_usdz
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import_usdz(context, filepath=object_path, materials=True, animations=True)
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return None
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import_function = IMPORT_FUNCTIONS[file_extension]
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print(f"Loading object from {object_path}")
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if file_extension == "blend":
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import_function(directory=object_path, link=False)
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elif file_extension in {"glb", "gltf"}:
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import_function(filepath=object_path, merge_vertices=True, import_shading='NORMALS')
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else:
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import_function(filepath=object_path)
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def delete_invisible_objects() -> None:
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"""Deletes all invisible objects in the scene.
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Returns:
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None
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"""
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bpy.ops.object.select_all(action="DESELECT")
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for obj in bpy.context.scene.objects:
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if obj.hide_viewport or obj.hide_render:
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obj.hide_viewport = False
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obj.hide_render = False
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obj.hide_select = False
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obj.select_set(True)
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bpy.ops.object.delete()
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invisible_collections = [col for col in bpy.data.collections if col.hide_viewport]
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for col in invisible_collections:
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bpy.data.collections.remove(col)
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def split_mesh_normal():
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bpy.ops.object.select_all(action="DESELECT")
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objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
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bpy.context.view_layer.objects.active = objs[0]
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for obj in objs:
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obj.select_set(True)
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.split_normals()
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action="DESELECT")
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def delete_custom_normals():
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for this_obj in bpy.data.objects:
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if this_obj.type == "MESH":
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bpy.context.view_layer.objects.active = this_obj
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bpy.ops.mesh.customdata_custom_splitnormals_clear()
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def override_material():
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new_mat = bpy.data.materials.new(name="Override0123456789")
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new_mat.use_nodes = True
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new_mat.node_tree.nodes.clear()
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bsdf = new_mat.node_tree.nodes.new('ShaderNodeBsdfDiffuse')
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bsdf.inputs[0].default_value = (0.5, 0.5, 0.5, 1)
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bsdf.inputs[1].default_value = 1
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output = new_mat.node_tree.nodes.new('ShaderNodeOutputMaterial')
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new_mat.node_tree.links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])
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bpy.context.scene.view_layers['View Layer'].material_override = new_mat
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def unhide_all_objects() -> None:
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"""Unhides all objects in the scene.
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Returns:
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None
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"""
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for obj in bpy.context.scene.objects:
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obj.hide_set(False)
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def convert_to_meshes() -> None:
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"""Converts all objects in the scene to meshes.
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Returns:
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None
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"""
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bpy.ops.object.select_all(action="DESELECT")
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bpy.context.view_layer.objects.active = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"][0]
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for obj in bpy.context.scene.objects:
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obj.select_set(True)
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bpy.ops.object.convert(target="MESH")
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def triangulate_meshes() -> None:
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"""Triangulates all meshes in the scene.
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Returns:
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None
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"""
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bpy.ops.object.select_all(action="DESELECT")
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objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
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bpy.context.view_layer.objects.active = objs[0]
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for obj in objs:
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obj.select_set(True)
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bpy.ops.object.mode_set(mode="EDIT")
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bpy.ops.mesh.reveal()
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bpy.ops.mesh.select_all(action="SELECT")
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bpy.ops.mesh.quads_convert_to_tris(quad_method="BEAUTY", ngon_method="BEAUTY")
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bpy.ops.object.mode_set(mode="OBJECT")
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bpy.ops.object.select_all(action="DESELECT")
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def scene_bbox() -> Tuple[Vector, Vector]:
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"""Returns the bounding box of the scene.
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Taken from Shap-E rendering script
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(https://github.com/openai/shap-e/blob/main/shap_e/rendering/blender/blender_script.py#L68-L82)
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Returns:
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Tuple[Vector, Vector]: The minimum and maximum coordinates of the bounding box.
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"""
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bbox_min = (math.inf,) * 3
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bbox_max = (-math.inf,) * 3
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found = False
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scene_meshes = [obj for obj in bpy.context.scene.objects.values() if isinstance(obj.data, bpy.types.Mesh)]
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for obj in scene_meshes:
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found = True
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for coord in obj.bound_box:
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coord = Vector(coord)
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coord = obj.matrix_world @ coord
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bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord))
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bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord))
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if not found:
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raise RuntimeError("no objects in scene to compute bounding box for")
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return Vector(bbox_min), Vector(bbox_max)
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def normalize_scene() -> Tuple[float, Vector]:
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"""Normalizes the scene by scaling and translating it to fit in a unit cube centered
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at the origin.
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Mostly taken from the Point-E / Shap-E rendering script
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(https://github.com/openai/point-e/blob/main/point_e/evals/scripts/blender_script.py#L97-L112),
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but fix for multiple root objects: (see bug report here:
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https://github.com/openai/shap-e/pull/60).
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Returns:
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Tuple[float, Vector]: The scale factor and the offset applied to the scene.
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"""
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scene_root_objects = [obj for obj in bpy.context.scene.objects.values() if not obj.parent]
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if len(scene_root_objects) > 1:
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scene = bpy.data.objects.new("ParentEmpty", None)
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bpy.context.scene.collection.objects.link(scene)
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for obj in scene_root_objects:
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obj.parent = scene
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else:
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scene = scene_root_objects[0]
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bbox_min, bbox_max = scene_bbox()
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scale = 1 / max(bbox_max - bbox_min)
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scene.scale = scene.scale * scale
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bpy.context.view_layer.update()
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bbox_min, bbox_max = scene_bbox()
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offset = -(bbox_min + bbox_max) / 2
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scene.matrix_world.translation += offset
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bpy.ops.object.select_all(action="DESELECT")
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return scale, offset
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def get_transform_matrix(obj: bpy.types.Object) -> list:
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pos, rt, _ = obj.matrix_world.decompose()
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rt = rt.to_matrix()
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matrix = []
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for ii in range(3):
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a = []
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for jj in range(3):
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a.append(rt[ii][jj])
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a.append(pos[ii])
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matrix.append(a)
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matrix.append([0, 0, 0, 1])
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return matrix
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def main(arg):
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os.makedirs(arg.output_folder, exist_ok=True)
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init_render(engine=arg.engine, resolution=arg.resolution, geo_mode=arg.geo_mode)
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outputs, spec_nodes = init_nodes(
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save_depth=arg.save_depth,
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save_normal=arg.save_normal,
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save_albedo=arg.save_albedo,
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save_mist=arg.save_mist
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)
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if arg.object.endswith(".blend"):
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delete_invisible_objects()
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else:
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init_scene()
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load_object(arg.object)
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if arg.split_normal:
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split_mesh_normal()
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print('[INFO] Scene initialized.')
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scale, offset = normalize_scene()
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print('[INFO] Scene normalized.')
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cam = init_camera()
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init_lighting()
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print('[INFO] Camera and lighting initialized.')
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if arg.geo_mode:
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override_material()
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to_export = {
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"aabb": [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]],
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"scale": scale,
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"offset": [offset.x, offset.y, offset.z],
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"frames": []
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}
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views = json.loads(arg.views)
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for i, view in enumerate(views):
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cam.location = (
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view['radius'] * np.cos(view['yaw']) * np.cos(view['pitch']),
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view['radius'] * np.sin(view['yaw']) * np.cos(view['pitch']),
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view['radius'] * np.sin(view['pitch'])
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)
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cam.data.lens = 16 / np.tan(view['fov'] / 2)
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if arg.save_depth:
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spec_nodes['depth_map'].inputs[1].default_value = view['radius'] - 0.5 * np.sqrt(3)
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spec_nodes['depth_map'].inputs[2].default_value = view['radius'] + 0.5 * np.sqrt(3)
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bpy.context.scene.render.filepath = os.path.join(arg.output_folder, f'{i:03d}.png')
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for name, output in outputs.items():
|
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output.file_slots[0].path = os.path.join(arg.output_folder, f'{i:03d}_{name}')
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|
|
|
|
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bpy.ops.render.render(write_still=True)
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|
bpy.context.view_layer.update()
|
|
for name, output in outputs.items():
|
|
ext = EXT[output.format.file_format]
|
|
path = glob.glob(f'{output.file_slots[0].path}*.{ext}')[0]
|
|
os.rename(path, f'{output.file_slots[0].path}.{ext}')
|
|
|
|
|
|
metadata = {
|
|
"file_path": f'{i:03d}.png',
|
|
"camera_angle_x": view['fov'],
|
|
"transform_matrix": get_transform_matrix(cam)
|
|
}
|
|
if arg.save_depth:
|
|
metadata['depth'] = {
|
|
'min': view['radius'] - 0.5 * np.sqrt(3),
|
|
'max': view['radius'] + 0.5 * np.sqrt(3)
|
|
}
|
|
to_export["frames"].append(metadata)
|
|
|
|
|
|
with open(os.path.join(arg.output_folder, 'transforms.json'), 'w') as f:
|
|
json.dump(to_export, f, indent=4)
|
|
|
|
if arg.save_mesh:
|
|
|
|
unhide_all_objects()
|
|
convert_to_meshes()
|
|
triangulate_meshes()
|
|
print('[INFO] Meshes triangulated.')
|
|
|
|
|
|
bpy.ops.export_mesh.ply(filepath=os.path.join(arg.output_folder, 'mesh.ply'))
|
|
|
|
|
|
if __name__ == '__main__':
|
|
parser = argparse.ArgumentParser(description='Renders given obj file by rotation a camera around it.')
|
|
parser.add_argument('--views', type=str, help='JSON string of views. Contains a list of {yaw, pitch, radius, fov} object.')
|
|
parser.add_argument('--object', type=str, help='Path to the 3D model 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('--resolution', type=int, default=512, help='Resolution of the images.')
|
|
parser.add_argument('--engine', type=str, default='CYCLES', help='Blender internal engine for rendering. E.g. CYCLES, BLENDER_EEVEE, ...')
|
|
parser.add_argument('--geo_mode', action='store_true', help='Geometry mode for rendering.')
|
|
parser.add_argument('--save_depth', action='store_true', help='Save the depth maps.')
|
|
parser.add_argument('--save_normal', action='store_true', help='Save the normal maps.')
|
|
parser.add_argument('--save_albedo', action='store_true', help='Save the albedo maps.')
|
|
parser.add_argument('--save_mist', action='store_true', help='Save the mist distance maps.')
|
|
parser.add_argument('--split_normal', action='store_true', help='Split the normals of the mesh.')
|
|
parser.add_argument('--save_mesh', action='store_true', help='Save the mesh as a .ply file.')
|
|
argv = sys.argv[sys.argv.index("--") + 1:]
|
|
args = parser.parse_args(argv)
|
|
|
|
main(args)
|
|
|