Hunyuan3D-2.1 / hy3dpaint /convert_utils.py
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import trimesh
import pygltflib
import numpy as np
from PIL import Image
import base64
import io
def combine_metallic_roughness(metallic_path, roughness_path, output_path):
"""
将metallic和roughness贴图合并为一张贴图
GLB格式要求metallic在B通道,roughness在G通道
"""
# 加载贴图
metallic_img = Image.open(metallic_path).convert("L") # 转为灰度
roughness_img = Image.open(roughness_path).convert("L") # 转为灰度
# 确保尺寸一致
if metallic_img.size != roughness_img.size:
roughness_img = roughness_img.resize(metallic_img.size)
# 创建RGB图像
width, height = metallic_img.size
combined = Image.new("RGB", (width, height))
# 转为numpy数组便于操作
metallic_array = np.array(metallic_img)
roughness_array = np.array(roughness_img)
# 创建合并的数组 (R, G, B) = (AO, Roughness, Metallic)
combined_array = np.zeros((height, width, 3), dtype=np.uint8)
combined_array[:, :, 0] = 255 # R通道:AO (如果没有AO贴图,设为白色)
combined_array[:, :, 1] = roughness_array # G通道:Roughness
combined_array[:, :, 2] = metallic_array # B通道:Metallic
# 转回PIL图像并保存
combined = Image.fromarray(combined_array)
combined.save(output_path)
return output_path
def create_glb_with_pbr_materials(obj_path, textures_dict, output_path):
"""
使用pygltflib创建包含完整PBR材质的GLB文件
textures_dict = {
'albedo': 'path/to/albedo.png',
'metallic': 'path/to/metallic.png',
'roughness': 'path/to/roughness.png',
'normal': 'path/to/normal.png', # 可选
'ao': 'path/to/ao.png' # 可选
}
"""
# 1. 加载OBJ文件
mesh = trimesh.load(obj_path)
# 2. 先导出为临时GLB
temp_glb = "temp.glb"
mesh.export(temp_glb)
# 3. 加载GLB文件进行材质编辑
gltf = pygltflib.GLTF2().load(temp_glb)
# 4. 准备纹理数据
def image_to_data_uri(image_path):
"""将图像转换为data URI"""
with open(image_path, "rb") as f:
image_data = f.read()
encoded = base64.b64encode(image_data).decode()
return f"data:image/png;base64,{encoded}"
# 5. 合并metallic和roughness
if "metallic" in textures_dict and "roughness" in textures_dict:
mr_combined_path = "mr_combined.png"
combine_metallic_roughness(textures_dict["metallic"], textures_dict["roughness"], mr_combined_path)
textures_dict["metallicRoughness"] = mr_combined_path
# 6. 添加图像到GLTF
images = []
textures = []
texture_mapping = {
"albedo": "baseColorTexture",
"metallicRoughness": "metallicRoughnessTexture",
"normal": "normalTexture",
"ao": "occlusionTexture",
}
for tex_type, tex_path in textures_dict.items():
if tex_type in texture_mapping and tex_path:
# 添加图像
image = pygltflib.Image(uri=image_to_data_uri(tex_path))
images.append(image)
# 添加纹理
texture = pygltflib.Texture(source=len(images) - 1)
textures.append(texture)
# 7. 创建PBR材质
pbr_metallic_roughness = pygltflib.PbrMetallicRoughness(
baseColorFactor=[1.0, 1.0, 1.0, 1.0], metallicFactor=1.0, roughnessFactor=1.0
)
# 设置纹理索引
texture_index = 0
if "albedo" in textures_dict:
pbr_metallic_roughness.baseColorTexture = pygltflib.TextureInfo(index=texture_index)
texture_index += 1
if "metallicRoughness" in textures_dict:
pbr_metallic_roughness.metallicRoughnessTexture = pygltflib.TextureInfo(index=texture_index)
texture_index += 1
# 创建材质
material = pygltflib.Material(name="PBR_Material", pbrMetallicRoughness=pbr_metallic_roughness)
# 添加法线贴图
if "normal" in textures_dict:
material.normalTexture = pygltflib.NormalTextureInfo(index=texture_index)
texture_index += 1
# 添加AO贴图
if "ao" in textures_dict:
material.occlusionTexture = pygltflib.OcclusionTextureInfo(index=texture_index)
# 8. 更新GLTF
gltf.images = images
gltf.textures = textures
gltf.materials = [material]
# 确保mesh使用材质
if gltf.meshes:
for primitive in gltf.meshes[0].primitives:
primitive.material = 0
# 9. 保存最终GLB
gltf.save(output_path)
print(f"PBR GLB文件已保存: {output_path}")