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import argparse, sys, os, math, re, glob
from typing import *
import bpy
from mathutils import Vector, Matrix
import numpy as np
import json
import glob
"""=============== BLENDER ==============="""
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,
}
EXT = {
'PNG': 'png',
'JPEG': 'jpg',
'OPEN_EXR': 'exr',
'TIFF': 'tiff',
'BMP': 'bmp',
'HDR': 'hdr',
'TARGA': 'tga'
}
def init_render(engine='CYCLES', resolution=512, geo_mode=False):
bpy.context.scene.render.engine = engine
bpy.context.scene.render.resolution_x = resolution
bpy.context.scene.render.resolution_y = resolution
bpy.context.scene.render.resolution_percentage = 100
bpy.context.scene.render.image_settings.file_format = 'PNG'
bpy.context.scene.render.image_settings.color_mode = 'RGBA'
bpy.context.scene.render.film_transparent = True
bpy.context.scene.cycles.device = 'GPU'
bpy.context.scene.cycles.samples = 128 if not geo_mode else 1
bpy.context.scene.cycles.filter_type = 'BOX'
bpy.context.scene.cycles.filter_width = 1
bpy.context.scene.cycles.diffuse_bounces = 1
bpy.context.scene.cycles.glossy_bounces = 1
bpy.context.scene.cycles.transparent_max_bounces = 3 if not geo_mode else 0
bpy.context.scene.cycles.transmission_bounces = 3 if not geo_mode else 1
bpy.context.scene.cycles.use_denoising = True
bpy.context.preferences.addons['cycles'].preferences.get_devices()
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
def init_nodes(save_depth=False, save_normal=False, save_albedo=False, save_mist=False):
if not any([save_depth, save_normal, save_albedo, save_mist]):
return {}, {}
outputs = {}
spec_nodes = {}
bpy.context.scene.use_nodes = True
bpy.context.scene.view_layers['View Layer'].use_pass_z = save_depth
bpy.context.scene.view_layers['View Layer'].use_pass_normal = save_normal
bpy.context.scene.view_layers['View Layer'].use_pass_diffuse_color = save_albedo
bpy.context.scene.view_layers['View Layer'].use_pass_mist = save_mist
nodes = bpy.context.scene.node_tree.nodes
links = bpy.context.scene.node_tree.links
for n in nodes:
nodes.remove(n)
render_layers = nodes.new('CompositorNodeRLayers')
if save_depth:
depth_file_output = nodes.new('CompositorNodeOutputFile')
depth_file_output.base_path = ''
depth_file_output.file_slots[0].use_node_format = True
depth_file_output.format.file_format = 'PNG'
depth_file_output.format.color_depth = '16'
depth_file_output.format.color_mode = 'BW'
# Remap to 0-1
map = nodes.new(type="CompositorNodeMapRange")
map.inputs[1].default_value = 0 # (min value you will be getting)
map.inputs[2].default_value = 10 # (max value you will be getting)
map.inputs[3].default_value = 0 # (min value you will map to)
map.inputs[4].default_value = 1 # (max value you will map to)
links.new(render_layers.outputs['Depth'], map.inputs[0])
links.new(map.outputs[0], depth_file_output.inputs[0])
outputs['depth'] = depth_file_output
spec_nodes['depth_map'] = map
if save_normal:
normal_file_output = nodes.new('CompositorNodeOutputFile')
normal_file_output.base_path = ''
normal_file_output.file_slots[0].use_node_format = True
normal_file_output.format.file_format = 'OPEN_EXR'
normal_file_output.format.color_mode = 'RGB'
normal_file_output.format.color_depth = '16'
links.new(render_layers.outputs['Normal'], normal_file_output.inputs[0])
outputs['normal'] = normal_file_output
if save_albedo:
albedo_file_output = nodes.new('CompositorNodeOutputFile')
albedo_file_output.base_path = ''
albedo_file_output.file_slots[0].use_node_format = True
albedo_file_output.format.file_format = 'PNG'
albedo_file_output.format.color_mode = 'RGBA'
albedo_file_output.format.color_depth = '8'
alpha_albedo = nodes.new('CompositorNodeSetAlpha')
links.new(render_layers.outputs['DiffCol'], alpha_albedo.inputs['Image'])
links.new(render_layers.outputs['Alpha'], alpha_albedo.inputs['Alpha'])
links.new(alpha_albedo.outputs['Image'], albedo_file_output.inputs[0])
outputs['albedo'] = albedo_file_output
if save_mist:
bpy.data.worlds['World'].mist_settings.start = 0
bpy.data.worlds['World'].mist_settings.depth = 10
mist_file_output = nodes.new('CompositorNodeOutputFile')
mist_file_output.base_path = ''
mist_file_output.file_slots[0].use_node_format = True
mist_file_output.format.file_format = 'PNG'
mist_file_output.format.color_mode = 'BW'
mist_file_output.format.color_depth = '16'
links.new(render_layers.outputs['Mist'], mist_file_output.inputs[0])
outputs['mist'] = mist_file_output
return outputs, spec_nodes
def init_scene() -> None:
"""Resets the scene to a clean state.
Returns:
None
"""
# delete everything
for obj in bpy.data.objects:
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 init_camera():
cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
bpy.context.collection.objects.link(cam)
bpy.context.scene.camera = cam
cam.data.sensor_height = 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)
bpy.context.scene.collection.objects.link(cam_empty)
cam_constraint.target = cam_empty
return cam
def init_lighting():
# 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
default_light = bpy.data.objects.new("Default_Light", bpy.data.lights.new("Default_Light", type="POINT"))
bpy.context.collection.objects.link(default_light)
default_light.data.energy = 1000
default_light.location = (4, 1, 6)
default_light.rotation_euler = (0, 0, 0)
# create top light
top_light = bpy.data.objects.new("Top_Light", bpy.data.lights.new("Top_Light", type="AREA"))
bpy.context.collection.objects.link(top_light)
top_light.data.energy = 10000
top_light.location = (0, 0, 10)
top_light.scale = (100, 100, 100)
# create bottom light
bottom_light = bpy.data.objects.new("Bottom_Light", bpy.data.lights.new("Bottom_Light", type="AREA"))
bpy.context.collection.objects.link(bottom_light)
bottom_light.data.energy = 1000
bottom_light.location = (0, 0, -10)
bottom_light.rotation_euler = (0, 0, 0)
return {
"default_light": default_light,
"top_light": top_light,
"bottom_light": bottom_light
}
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()
if file_extension is None:
raise ValueError(f"Unsupported file type: {object_path}")
if file_extension == "usdz":
# install usdz io package
dirname = os.path.dirname(os.path.realpath(__file__))
usdz_package = os.path.join(dirname, "io_scene_usdz.zip")
bpy.ops.preferences.addon_install(filepath=usdz_package)
# enable it
addon_name = "io_scene_usdz"
bpy.ops.preferences.addon_enable(module=addon_name)
# import the usdz
from io_scene_usdz.import_usdz import import_usdz
import_usdz(context, filepath=object_path, materials=True, animations=True)
return None
# load from existing import functions
import_function = IMPORT_FUNCTIONS[file_extension]
print(f"Loading object from {object_path}")
if file_extension == "blend":
import_function(directory=object_path, link=False)
elif file_extension in {"glb", "gltf"}:
import_function(filepath=object_path, merge_vertices=True, import_shading='NORMALS')
else:
import_function(filepath=object_path)
def delete_invisible_objects() -> None:
"""Deletes all invisible objects in the scene.
Returns:
None
"""
# bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action="DESELECT")
for obj in bpy.context.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 split_mesh_normal():
bpy.ops.object.select_all(action="DESELECT")
objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
bpy.context.view_layer.objects.active = objs[0]
for obj in objs:
obj.select_set(True)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.split_normals()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action="DESELECT")
def delete_custom_normals():
for this_obj in bpy.data.objects:
if this_obj.type == "MESH":
bpy.context.view_layer.objects.active = this_obj
bpy.ops.mesh.customdata_custom_splitnormals_clear()
def override_material():
new_mat = bpy.data.materials.new(name="Override0123456789")
new_mat.use_nodes = True
new_mat.node_tree.nodes.clear()
bsdf = new_mat.node_tree.nodes.new('ShaderNodeBsdfDiffuse')
bsdf.inputs[0].default_value = (0.5, 0.5, 0.5, 1)
bsdf.inputs[1].default_value = 1
output = new_mat.node_tree.nodes.new('ShaderNodeOutputMaterial')
new_mat.node_tree.links.new(bsdf.outputs['BSDF'], output.inputs['Surface'])
bpy.context.scene.view_layers['View Layer'].material_override = new_mat
def unhide_all_objects() -> None:
"""Unhides all objects in the scene.
Returns:
None
"""
for obj in bpy.context.scene.objects:
obj.hide_set(False)
def convert_to_meshes() -> None:
"""Converts all objects in the scene to meshes.
Returns:
None
"""
bpy.ops.object.select_all(action="DESELECT")
bpy.context.view_layer.objects.active = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"][0]
for obj in bpy.context.scene.objects:
obj.select_set(True)
bpy.ops.object.convert(target="MESH")
def triangulate_meshes() -> None:
"""Triangulates all meshes in the scene.
Returns:
None
"""
bpy.ops.object.select_all(action="DESELECT")
objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
bpy.context.view_layer.objects.active = objs[0]
for obj in objs:
obj.select_set(True)
bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.reveal()
bpy.ops.mesh.select_all(action="SELECT")
bpy.ops.mesh.quads_convert_to_tris(quad_method="BEAUTY", ngon_method="BEAUTY")
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action="DESELECT")
def scene_bbox() -> 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)
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
scene_meshes = [obj for obj in bpy.context.scene.objects.values() if isinstance(obj.data, bpy.types.Mesh)]
for obj in scene_meshes:
found = True
for coord in obj.bound_box:
coord = Vector(coord)
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 normalize_scene() -> Tuple[float, Vector]:
"""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:
Tuple[float, Vector]: The scale factor and the offset applied to the scene.
"""
scene_root_objects = [obj for obj in bpy.context.scene.objects.values() if not obj.parent]
if len(scene_root_objects) > 1:
# create an empty object to be used as a parent for all root objects
scene = bpy.data.objects.new("ParentEmpty", None)
bpy.context.scene.collection.objects.link(scene)
# parent all root objects to the empty object
for obj in scene_root_objects:
obj.parent = scene
else:
scene = scene_root_objects[0]
bbox_min, bbox_max = scene_bbox()
scale = 1 / max(bbox_max - bbox_min)
scene.scale = scene.scale * scale
# Apply scale to matrix_world.
bpy.context.view_layer.update()
bbox_min, bbox_max = scene_bbox()
offset = -(bbox_min + bbox_max) / 2
scene.matrix_world.translation += offset
bpy.ops.object.select_all(action="DESELECT")
return scale, offset
def get_transform_matrix(obj: bpy.types.Object) -> list:
pos, rt, _ = obj.matrix_world.decompose()
rt = rt.to_matrix()
matrix = []
for ii in range(3):
a = []
for jj in range(3):
a.append(rt[ii][jj])
a.append(pos[ii])
matrix.append(a)
matrix.append([0, 0, 0, 1])
return matrix
def main(arg):
os.makedirs(arg.output_folder, exist_ok=True)
# Initialize context
init_render(engine=arg.engine, resolution=arg.resolution, geo_mode=arg.geo_mode)
outputs, spec_nodes = init_nodes(
save_depth=arg.save_depth,
save_normal=arg.save_normal,
save_albedo=arg.save_albedo,
save_mist=arg.save_mist
)
if arg.object.endswith(".blend"):
delete_invisible_objects()
else:
init_scene()
load_object(arg.object)
if arg.split_normal:
split_mesh_normal()
# delete_custom_normals()
print('[INFO] Scene initialized.')
# normalize scene
scale, offset = normalize_scene()
print('[INFO] Scene normalized.')
# Initialize camera and lighting
cam = init_camera()
init_lighting()
print('[INFO] Camera and lighting initialized.')
# Override material
if arg.geo_mode:
override_material()
# Create a list of views
to_export = {
"aabb": [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]],
"scale": scale,
"offset": [offset.x, offset.y, offset.z],
"frames": []
}
views = json.loads(arg.views)
for i, view in enumerate(views):
cam.location = (
view['radius'] * np.cos(view['yaw']) * np.cos(view['pitch']),
view['radius'] * np.sin(view['yaw']) * np.cos(view['pitch']),
view['radius'] * np.sin(view['pitch'])
)
cam.data.lens = 16 / np.tan(view['fov'] / 2)
if arg.save_depth:
spec_nodes['depth_map'].inputs[1].default_value = view['radius'] - 0.5 * np.sqrt(3)
spec_nodes['depth_map'].inputs[2].default_value = view['radius'] + 0.5 * np.sqrt(3)
bpy.context.scene.render.filepath = os.path.join(arg.output_folder, f'{i:03d}.png')
for name, output in outputs.items():
output.file_slots[0].path = os.path.join(arg.output_folder, f'{i:03d}_{name}')
# Render the scene
bpy.ops.render.render(write_still=True)
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}')
# Save camera parameters
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)
# Save the camera parameters
with open(os.path.join(arg.output_folder, 'transforms.json'), 'w') as f:
json.dump(to_export, f, indent=4)
if arg.save_mesh:
# triangulate meshes
unhide_all_objects()
convert_to_meshes()
triangulate_meshes()
print('[INFO] Meshes triangulated.')
# export ply mesh
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)