-
Notifications
You must be signed in to change notification settings - Fork 119
/
render.py
316 lines (270 loc) · 12.3 KB
/
render.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
import bpy
import math
import numpy as np
import sys
from mathutils import Quaternion, Vector
import os
import cv2
import bmesh
from PIL import Image,ImageDraw
from bpy_extras import mesh_utils
import yaml
# Convert Euler angles to Quaternion
def get_model_dimensions():
min_coords = [float('inf')] * 3
max_coords = [float('-inf')] * 3
for obj in bpy.data.objects:
if obj.type == 'MESH':
for vertex in obj.data.vertices:
world_vertex = obj.matrix_world @ vertex.co
min_coords = [min(min_coords[i], world_vertex[i]) for i in range(3)]
max_coords = [max(max_coords[i], world_vertex[i]) for i in range(3)]
dimensions = [max_coords[i] - min_coords[i] for i in range(3)]
return Vector(dimensions)
def euler_to_quaternion(angles):
x, y, z = angles
qx = Quaternion((math.cos(x / 2), math.sin(x / 2), 0, 0))
qy = Quaternion((math.cos(y / 2), 0, math.sin(y / 2), 0))
qz = Quaternion((math.cos(z / 2), 0, 0, math.sin(z / 2)))
return qx * qy * qz
# Create and set active camera
def create_and_set_active_camera(view, model_center, camera_distance=3,offset=20):
# Create a new camera data block
camera_data = bpy.data.cameras.new("Camera")
# Create a new camera object and link it to the scene's collection
camera = bpy.data.objects.new("Camera", camera_data)
bpy.context.scene.collection.objects.link(camera)
# Set the new camera as the active camera
bpy.context.scene.camera = camera
angle = math.radians(20) # 45-degree angle in radians
if view == 'front':
camera.location.x = model_center.x
camera.location.y = model_center.y - camera_distance
camera.location.z = model_center.z
elif view == 'back':
camera.location.x = model_center.x
camera.location.y = model_center.y + camera_distance
camera.location.z = model_center.z
elif view == 'left':
angle = math.radians(-offset)
camera.location.x = model_center.x + camera_distance * math.sin(angle)
camera.location.y = model_center.y - camera_distance * math.cos(angle)
camera.location.z = model_center.z
elif view == 'right':
angle = math.radians(offset) # 20-degree angle in radians
camera.location.x = model_center.x + camera_distance * math.sin(angle)
camera.location.y = model_center.y - camera_distance * math.cos(angle)
camera.location.z = model_center.z
# Set the camera to face the model
direction = model_center - camera.location
rot_quat = direction.to_track_quat('-Z', 'Y')
camera.rotation_euler = rot_quat.to_euler()
return camera
with open("Render_config.yaml", "r") as f:
config = yaml.safe_load(f)
# 从配置中提取参数
fbx_model_path = config["fbx_model_path"]
output_folder = config['output_folder']
# textures_paths = config["textures"]
resolution_width = config["resolution"]["width"]
resolution_height = config["resolution"]["height"]
offset_angle = config["camera"]["side_angle"]
camera_views = config["camera"]["view"]
camera_distance = config["camera"]["distance"]
random_color_flag = config["seg_node"]["random_color"]
textures_path = config["textures"]
project_order = config["project_order"]
# Delete all existing objects
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
if fbx_model_path.endswith('vrm'):
bpy.ops.import_scene.vrm(filepath=fbx_model_path)
if fbx_model_path.endswith('fbx'):
bpy.ops.import_scene.fbx(filepath=fbx_model_path)
elif fbx_model_path.endswith('obj'):
bpy.ops.import_scene.obj(filepath=fbx_model_path)
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.select_all(action='SELECT')
bpy.context.view_layer.objects.active = bpy.context.selected_objects[0]
bpy.ops.transform.resize(value=(0.01, 0.01, 0.01))
bpy.ops.object.location_clear()
camera_distance *= 1.5
# Create a new binary image for the UV layout
binary_uv_image_name = "Binary_UV_Layout"
bpy.ops.image.new(name=binary_uv_image_name, width=4096, height=4096, color=(0.0, 0.0, 0.0, 1.0), alpha=True, generated_type='BLANK', float=True)
binary_uv_image = bpy.data.images[binary_uv_image_name]
# Export the UV layout as a binary image
for obj in bpy.data.objects:
if obj.type == 'MESH':
# Create a bmesh object from the mesh
bm = bmesh.new()
bm.from_mesh(obj.data)
# Create a new UV layer if it doesn't exist
if not bm.loops.layers.uv:
bm.loops.layers.uv.new()
# Get the active UV layer
uv_layer = bm.loops.layers.uv.active
# Create a new PIL image
img = Image.new('RGB', (4096, 4096), (0, 0, 0))
draw = ImageDraw.Draw(img)
img2 = Image.new('RGB', (4096, 4096), (0, 0, 0))
draw2 = ImageDraw.Draw(img2)
# Draw the UV layout
for face in bm.faces:
for loop in face.loops:
uv = loop[uv_layer].uv
if loop.link_loop_next is not None:
next_uv = loop.link_loop_next[uv_layer].uv
draw.line([(uv.x * 4096, (1 - uv.y) * 4096), (next_uv.x * 4096, (1 - next_uv.y) * 4096)], fill=(255, 255, 255), width=1)
for face in bm.faces:
uv_coordinates = []
for loop in face.loops:
uv = loop[uv_layer].uv
uv_coordinates.append((uv.x * 4096, (1 - uv.y) * 4096))
draw2.polygon(uv_coordinates, fill=(255, 255, 255), outline=(255, 255, 255))
# Save the binary UV layout
img.save(os.path.join(output_folder, "binary_uv.png"))
img2.save(os.path.join(output_folder, "binary_uv_layout.png"))
# Load the exported binary UV layout and set it as the active image for the UV editor
# binary_uv_layout = bpy.data.images.load(filepath=os.path.join(output_folder, "binary_uv_layout.png"))
# for area in bpy.context.screen.areas:
# if area.type == 'IMAGE_EDITOR':
# for space in area.spaces:
# if space.type == 'IMAGE_EDITOR':
# space.image = binary_uv_layout
# break
# 计算模型尺寸
model_dimensions = get_model_dimensions()
max_dimension = max(model_dimensions)
# 根据模型最大尺寸调整相机距离
adjusted_camera_distance = max_dimension * camera_distance
# 替换原有的相机距离
camera_distance = adjusted_camera_distance
# Load the textures
textures = {
'back': bpy.data.images.load(filepath=textures_path["back"]),
'front': bpy.data.images.load(filepath=textures_path["front"]),
'left': None,
'right': None
}
# textures = {key: textures[key] for key in project_order}
# Create a new material
material_name = "ModelMaterial"
for obj in bpy.context.scene.objects:
if obj.type == 'MESH' and 'face' not in obj.name.lower():
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
if len(obj.data.materials) > 2:
obj.active_material_index = 2
else:
obj.active_material_index = 0
material = obj.data.materials[obj.active_material_index]
break
# Set up the material nodes
material.use_nodes = True
nodes = material.node_tree.nodes
links = material.node_tree.links
# Clear default nodes
for node in nodes:
nodes.remove(node)
# Create required nodes
image_node = nodes.new('ShaderNodeTexImage')
bsdf_node = nodes.new('ShaderNodeBsdfPrincipled')
output_node = nodes.new('ShaderNodeOutputMaterial')
# Set node positions
image_node.location = (-400, 300)
bsdf_node.location = (-200, 300)
output_node.location = (0, 300)
# bpy.ops.object.light_add(type='SPOT', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
# light = bpy.context.active_object
# light.data.energy = 100
# Connect nodes
links.new(image_node.outputs['Color'], bsdf_node.inputs['Base Color'])
links.new(bsdf_node.outputs['BSDF'], output_node.inputs['Surface'])
bsdf_node.inputs['Specular'].default_value = 0
# Add material to the model
bpy.ops.object.select_all(action='DESELECT')
for obj in bpy.data.objects:
if obj.type == 'MESH':
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
break
bpy.ops.object.origin_set(type='ORIGIN_CENTER_OF_MASS', center='BOUNDS')
model_center = bpy.context.active_object.location
if material_name not in bpy.context.object.data.materials:
bpy.context.object.data.materials.append(material)
# Create a new texture map
texture_name = "ProjectedTexture"
bpy.ops.image.new(name=texture_name, width=4096, height=4096, color=(0.0, 0.0, 0.0, 1.0), alpha=True, generated_type='BLANK', float=True)
projected_texture = bpy.data.images[texture_name]
# Set the texture map to the material node
image_node.image = projected_texture
# Enable texture painting mode in the 3D view
area_3d_view = None
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
area_3d_view = area
break
if area_3d_view is not None:
old_type = area_3d_view.type
area_3d_view.type = 'VIEW_3D'
override = bpy.context.copy()
override['area'] = area_3d_view
bpy.ops.object.mode_set(override, mode='TEXTURE_PAINT')
area_3d_view.type = old_type
# Create a new texture slot for the paintbrush
paint = bpy.context.tool_settings.image_paint
paint.detect_data()
# Load and project texture images
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.render.resolution_x = 4096
bpy.context.scene.render.resolution_y = 4096
bpy.context.scene.view_settings.view_transform = 'Standard'
bpy.context.scene.view_settings.look = 'None'
bpy.context.scene.view_settings.exposure = 5 # 增加曝光度以提高亮度
bpy.context.scene.view_settings.gamma = 1.0
for view, texture_image in textures.items():
active_camera = create_and_set_active_camera(view, model_center, camera_distance=camera_distance,offset=offset_angle)
# 设置光源位置
# light.location = active_camera.location
# # 设置光源对准模型
# direction = model_center - light.location
# rot_quat = direction.to_track_quat('-Z', 'Y')
# light.rotation_euler = rot_quat.to_euler()
# Set the view direction
if view == 'front':
angle = (0, math.pi / 2, 0)
elif view == 'back':
angle = (0, -math.pi / 2, 0)
elif view == 'left':
angle = (0, math.pi / 2 + math.radians(-offset_angle), 0)
elif view == 'right':
angle = (0, math.pi / 2 + math.radians(offset_angle), 0)
# Set the 3D view's perspective
area.spaces[0].region_3d.view_rotation = euler_to_quaternion(angle)
area.spaces[0].region_3d.view_distance = 2
# Update the scene
bpy.context.view_layer.update()
# Project the texture
if view =='front' or view =='back':
texture_image.name = f"Texture_{view}"
# Set the paintbrush texture
paint.brush.texture = bpy.data.textures.new(texture_image.name, 'IMAGE')
paint.brush.texture.image = texture_image
bpy.ops.paint.project_image(image=texture_image.name)
else:
bpy.context.scene.render.filepath = os.path.join(output_folder, f"inpaint_{view}.png")
# 渲染并保存线稿图
bpy.ops.render.render(write_still=True)
output_texture_path = os.path.join(output_folder, "projected_texture.png")
projected_texture.filepath_raw = output_texture_path
projected_texture.file_format = 'PNG'
projected_texture.save()
saved_texture = bpy.data.images.load(filepath=output_texture_path)
image_node.image = saved_texture
output_fbx_path = os.path.join(output_folder, "model_with_texture.fbx")
bpy.ops.export_scene.fbx(filepath=output_fbx_path, use_selection=True, global_scale=1.0, apply_unit_scale=True, apply_scale_options='FBX_SCALE_NONE', bake_space_transform=False, object_types={'MESH', 'ARMATURE'}, use_mesh_modifiers=True, use_armature_deform_only=True, add_leaf_bones=True, primary_bone_axis='Y', secondary_bone_axis='X', bake_anim=True, bake_anim_use_all_bones=True, bake_anim_use_nla_strips=True, bake_anim_use_all_actions=True, bake_anim_step=1.0, bake_anim_simplify_factor=1.0, path_mode='AUTO', embed_textures=True, batch_mode='OFF', use_batch_own_dir=True, use_metadata=True)
bpy.ops.wm.quit_blender()
sys.exit()
# Reset the 3D view mode
# area.ui_type = 'VIEW'