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# Hunyuan 3D is licensed under the TENCENT HUNYUAN NON-COMMERCIAL LICENSE AGREEMENT
# except for the third-party components listed below.
# Hunyuan 3D does not impose any additional limitations beyond what is outlined
# in the repsective licenses of these third-party components.
# Users must comply with all terms and conditions of original licenses of these third-party
# components and must ensure that the usage of the third party components adheres to
# all relevant laws and regulations.
# For avoidance of doubts, Hunyuan 3D means the large language models and
# their software and algorithms, including trained model weights, parameters (including
# optimizer states), machine-learning model code, inference-enabling code, training-enabling code,
# fine-tuning enabling code and other elements of the foregoing made publicly available
# by Tencent in accordance with TENCENT HUNYUAN COMMUNITY LICENSE AGREEMENT.
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
import random
import shutil
import mathutils
import cv2
"""=============== 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'
}
PRIMES = [2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47, 53]
def radical_inverse(base, n):
val = 0
inv_base = 1.0 / base
inv_base_n = inv_base
while n > 0:
digit = n % base
val += digit * inv_base_n
n //= base
inv_base_n *= inv_base
return val
def halton_sequence(dim, n):
return [radical_inverse(PRIMES[dim], n) for dim in range(dim)]
def hammersley_sequence(dim, n, num_samples):
return [n / num_samples] + halton_sequence(dim - 1, n)
def sphere_hammersley_sequence(n, num_samples, offset=(0, 0)):
u, v = hammersley_sequence(2, n, num_samples)
u += offset[0] / num_samples
v += offset[1]
u = 2 * u if u < 0.25 else 2 / 3 * u + 1 / 3
theta = np.arccos(1 - 2 * u) - np.pi / 2
phi = v * 2 * np.pi
return [phi, theta]
def trellis_cond_camera_sequence(num_cond_views):
yaws = []
pitchs = []
offset = (np.random.rand(), np.random.rand())
for i in range(num_cond_views):
y, p = sphere_hammersley_sequence(i, num_cond_views, offset)
yaws.append(y)
pitchs.append(p)
fov_min, fov_max = 10, 70
radius_min = np.sqrt(3) / 2 / np.sin(fov_max / 360 * np.pi)
radius_max = np.sqrt(3) / 2 / np.sin(fov_min / 360 * np.pi)
k_min = 1 / radius_max**2
k_max = 1 / radius_min**2
ks = np.random.uniform(k_min, k_max, (1000000,))
radius = [1 / np.sqrt(k) for k in ks]
fov = [2 * np.arcsin(np.sqrt(3) / 2 / r) for r in radius]
views = [{'hangle': y, 'vangle': p, 'cam_dis': r, 'fov': f, 'proj_type': 0} \
for y, p, r, f in zip(yaws, pitchs, radius, fov)]
return views
def orthogonal_camera_sequence():
yaws = [-0.5 * np.pi, 0, 0.5 * np.pi, np.pi, -0.5 * np.pi, -0.5 * np.pi]
pitchs = [0, 0, 0, 0, 0.5 * np.pi, -0.5 * np.pi]
radius = [1.5 for i in range(6)]
fov = [1.5 * np.arcsin(np.sqrt(3) / 2 / r) for r in radius]
views = [{'hangle': y, 'vangle': p, 'cam_dis': r, 'fov': f, 'proj_type': 1} \
for y, p, r, f in zip(yaws, pitchs, radius, fov)]
return views
def switch_to_mr_render(render_base_color, output_nodes):
bpy.context.scene.view_settings.view_transform = 'Raw'
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links
for i in range(len(output_nodes)):
if i + 1 != len(output_nodes):
for l in output_nodes[i][1].links:
links.remove(l)
else:
links.new(output_nodes[i][0], output_nodes[i][1])
for material in bpy.data.materials:
if not material.use_nodes:
continue
bsdf_node = None
output_node = None
node_tree = material.node_tree
links = material.node_tree.links
nodes = node_tree.nodes
for node in node_tree.nodes:
# Check if the node is a BSDF node
if node.type == 'BSDF_PRINCIPLED':
bsdf_node = node
if node.type == 'OUTPUT_MATERIAL':
output_node = node
if bsdf_node is None or output_node is None:
continue
#bsdf_node.inputs['Emission'].default_value = 0
bsdf_node.inputs['Emission Strength'].default_value = 0
mr_node = None
bc_node = None
for node in node_tree.nodes:
# Check if the node is a BSDF node
if node.name == 'COMBINE_METALLIC_ROUGHNESS':
mr_node = node
if node.name == 'COMBINE_BASE_COLOR':
bc_node = node
if mr_node is None:
combine_rgb_node = nodes.new('ShaderNodeCombineColor')
#combine_rgb_node.name = 'COMBINE_METALLIC_ROUGHNESS'
# Optionally, set the RGB values
combine_rgb_node.inputs['Red'].default_value = 1.0
combine_rgb_node.inputs['Green'].default_value = 0.5
combine_rgb_node.inputs['Blue'].default_value = 0.0
metallic_input = bsdf_node.inputs["Metallic"]
if metallic_input.links:
source_endpoint = metallic_input.links[0].from_socket
links.new(source_endpoint, combine_rgb_node.inputs['Blue'])
roughness_input = bsdf_node.inputs['Roughness']
if roughness_input.links:
source_endpoint = roughness_input.links[0].from_socket
links.new(source_endpoint, combine_rgb_node.inputs['Green'])
emission_shader = nodes.new("ShaderNodeEmission")
emission_shader.inputs["Strength"].default_value = 1
links.new(combine_rgb_node.outputs["Color"], emission_shader.inputs["Color"])
mix_shader = nodes.new("ShaderNodeMixShader")
mix_shader.name = 'COMBINE_METALLIC_ROUGHNESS'
links.new(bsdf_node.outputs["BSDF"], mix_shader.inputs[1])
links.new(emission_shader.outputs["Emission"], mix_shader.inputs[2])
mr_node = mix_shader
mix_shader_bc = nodes.new("ShaderNodeMixShader")
mix_shader_bc.name = 'COMBINE_BASE_COLOR'
if len(bsdf_node.inputs['Base Color'].links) > 0:
socket = bsdf_node.inputs['Base Color'].links[0].from_socket
gamma_node = node_tree.nodes.new(type='ShaderNodeGamma')
gamma_node.inputs[1].default_value = 0.454
node_tree.links.new(socket, gamma_node.inputs[0])
node_tree.links.new(gamma_node.outputs[0], mix_shader_bc.inputs[1])
links.new(mix_shader.outputs["Shader"], mix_shader_bc.inputs[2])
bc_node = mix_shader_bc
for l in output_node.inputs['Surface'].links:
links.remove(l)
links.new(mix_shader_bc.outputs["Shader"], output_node.inputs["Surface"])
mr_node.inputs["Fac"].default_value = 1.0
if render_base_color:
bc_node.inputs['Fac'].default_value = 0.0
else:
bc_node.inputs['Fac'].default_value = 1.0
def switch_to_color_render(output_nodes):
bpy.context.scene.view_settings.view_transform = 'Standard'
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
links = tree.links
for i in range(len(output_nodes)):
if i + 1 == len(output_nodes):
for l in output_nodes[i][1].links:
links.remove(l)
else:
links.new(output_nodes[i][0], output_nodes[i][1])
for material in bpy.data.materials:
if not material.use_nodes:
continue
node_tree = material.node_tree
links = material.node_tree.links
nodes = node_tree.nodes
mr_node = None
bc_node = None
for node in node_tree.nodes:
if node.name == 'COMBINE_METALLIC_ROUGHNESS':
mr_node = node
if node.name == 'COMBINE_BASE_COLOR':
bc_node = node
if mr_node is not None and bc_node is not None:
mr_node.inputs["Fac"].default_value = 0.0
if len(bc_node.inputs[1].links) > 0:
try:
node = bc_node.inputs[1].links[0].from_socket.node
node.image.colorspace_settings.name = 'sRGB'
except:
pass
# def ConvertNormalMap(input_exr, output_jpg):
# import OpenEXR
# import Imath
# file = OpenEXR.InputFile(input_exr)
# channels = file.header()['channels'].keys()
# # Get the image data
# data_window = file.header()['dataWindow']
# width = data_window.max.x - data_window.min.x + 1
# height = data_window.max.y - data_window.min.y + 1
# # Read the X, Y, and Z channels as 32-bit floats
# x_channel = np.frombuffer(file.channel('X', Imath.PixelType(Imath.PixelType.FLOAT)), dtype=np.float32)
# y_channel = np.frombuffer(file.channel('Y', Imath.PixelType(Imath.PixelType.FLOAT)), dtype=np.float32)
# z_channel = np.frombuffer(file.channel('Z', Imath.PixelType(Imath.PixelType.FLOAT)), dtype=np.float32)
# # Reshape the channels into 2D arrays
# x_channel = x_channel.reshape((height, width))
# y_channel = y_channel.reshape((height, width))
# z_channel = z_channel.reshape((height, width))
# # Stack the channels to create a 3D array
# normal = np.stack((x_channel, y_channel, z_channel), axis=-1)
# normal = ((normal * 0.5 + 0.5) * 255).astype('uint8')
# cv2.imwrite(output_jpg, normal)
def ConvertNormalMap(input_exr, output_jpg):
# Read EXR file with OpenCV (returns float32 image)
exr_img = cv2.imread(input_exr, cv2.IMREAD_UNCHANGED)
if exr_img is None:
raise RuntimeError(f"Failed to load EXR file: {input_exr}")
print(f"EXR shape: {exr_img.shape}, dtype: {exr_img.dtype}")
normal = ((exr_img * 0.5 + 0.5) * 255).clip(0, 255).astype(np.uint8)
cv2.imwrite(output_jpg, normal)
print(f"Saved normal map to {output_jpg}")
gidx = 0
def ConvertDepthMap(input_exr, output_png):
import bpy
# cam = bpy.data.objects.get('Camera')
cams = [obj for obj in bpy.data.objects if obj.type == 'CAMERA']
print("All cameras in scene:")
if not cams:
raise RuntimeError("No camera objects found in the scene")
for c in cams:
print(f" {c.name} - type: {c.type}")
cam = cams[0]
print('cam', cam)
print('cam.type', cam.type) # should be 'CAMERA'
print('cam_data', cam.data) # should not be None
print(f"Using camera: {cam.name}")
cam_data = cam.data
exr_img = cv2.imread(input_exr, cv2.IMREAD_UNCHANGED)
if exr_img is None:
raise RuntimeError(f"Failed to load EXR file: {input_exr}")
print(f"EXR shape: {exr_img.shape}, dtype: {exr_img.dtype}")
depth_channel = exr_img[:, :, 0] if exr_img.ndim == 3 else exr_img
# filter
depth_channel = depth_channel.copy()
depth_channel[depth_channel > 1e9] = 0
extrinsic_matrix = np.array(cam.matrix_world.copy())
scene = bpy.context.scene
render = scene.render
cam_data = cam.data
resolution_x = render.resolution_x * render.pixel_aspect_x
resolution_y = render.resolution_y * render.pixel_aspect_y
cx = resolution_x / 2.0
cy = resolution_y / 2.0
if cam_data.type == 'ORTHO':
aspect_ratio = render.resolution_x / render.resolution_y
ortho_scale = cam_data.ortho_scale
near = cam_data.clip_start
far = cam_data.clip_end
left = -ortho_scale / 2
right = ortho_scale / 2
top = (ortho_scale / 2) / aspect_ratio
bottom = -top
proj_matrix = np.array((
(2/(right-left), 0, 0, -(right+left)/(right-left)),
(0, 2/(top-bottom), 0, -(top+bottom)/(top-bottom)),
(0, 0, -2/(far-near), -(far+near)/(far-near)),
(0, 0, 0, 1)
))
else:
if cam_data.sensor_fit == 'VERTICAL':
sensor_size = cam_data.sensor_height
fit = 'VERTICAL'
else:
sensor_size = cam_data.sensor_width
fit = 'HORIZONTAL'
focal_length = cam_data.lens
if fit == 'HORIZONTAL':
scale = resolution_x / sensor_size
else:
scale = resolution_y / sensor_size
fx = focal_length * scale
fy = focal_length * scale
K = np.array([
[fx, 0, cx],
[0, fy, cy],
[0, 0, 1]
])
mask = (depth_channel.reshape(-1) == 0)
jj, ii = np.meshgrid(np.arange(resolution_x), np.arange(resolution_y))
jj = jj + 0.5
ii = ii + 0.5
if cam_data.type == 'ORTHO':
cam_pos = np.stack((
(jj - cx) * (1.0 / (resolution_x - 1) * ortho_scale),
(ii - cy) * (1.0 / (resolution_y - 1) * ortho_scale),
depth_channel
), axis=-1)
else:
image_pos = np.stack((jj * depth_channel, ii * depth_channel, depth_channel), axis=-1)
cam_pos = image_pos @ np.linalg.inv(K).T
cam_pos[..., 1:] = -cam_pos[..., 1:]
world_pos = cam_pos @ extrinsic_matrix[:3, :3].T + extrinsic_matrix[:3, 3].reshape(1, 1, 3)
world_pos = world_pos.reshape(-1, 3)
world_pos[mask] = 0
world_pos = world_pos.reshape(cam_pos.shape)
world_pos = np.stack((world_pos[..., 0], world_pos[..., 2], -world_pos[..., 1]), axis=-1)
img_out = np.clip((0.5 + world_pos) * 255, 0, 255).astype('uint8')
cv2.imwrite(output_png, img_out)
print(f"Saved depth map to {output_png}")
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_mr = False, save_mist=False):
if not any([save_depth, save_normal, save_albedo, save_mist]):
return {}, {}, []
outputs = {}
spec_nodes = {}
composite_nodes = []
bpy.context.scene.use_nodes = True
bpy.context.scene.view_layers['ViewLayer'].use_pass_z = save_depth
bpy.context.scene.view_layers['ViewLayer'].use_pass_normal = save_normal
bpy.context.scene.view_layers['ViewLayer'].use_pass_diffuse_color = save_albedo
bpy.context.scene.view_layers['ViewLayer'].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 = "OPEN_EXR"
links.new(render_layers.outputs['Depth'], depth_file_output.inputs[0])
outputs['depth'] = depth_file_output
composite_nodes.append((render_layers.outputs['Depth'], depth_file_output.inputs[0]))
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'
links.new(render_layers.outputs['Normal'], normal_file_output.inputs[0])
outputs['normal'] = normal_file_output
composite_nodes.append((render_layers.outputs['Normal'], normal_file_output.inputs[0]))
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
#composite_nodes.append((alpha_albedo.outputs['Image'], albedo_file_output.inputs[0]))
if save_mr:
mr_file_output = tree.nodes.new(type='CompositorNodeOutputFile')
mr_file_output.base_path = ''
mr_file_output.file_slots[0].use_node_format = True
mr_file_output.format.file_format = 'OPEN_EXR'
links.new(render_layers.outputs['Image'], mr_file_output.inputs[0])
outputs['mr'] = mr_file_output
composite_nodes.append((render_layers.outputs['Image'], mr_file_output.inputs[0]))
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
composite_nodes.append((render_layers.outputs['Mist'], mist_file_output.inputs[0]))
return outputs, spec_nodes, composite_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['ViewLayer'].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)
if arg.geo_mode:
views = trellis_cond_camera_sequence(arg.views)
arg.save_mesh = True
else:
views = orthogonal_camera_sequence()
arg.save_albedo = True
arg.save_mr = True
arg.save_normal = True
arg.save_depth = True
arg.save_mesh = False
# Initialize context
init_render(engine=arg.engine, resolution=arg.resolution, geo_mode=arg.geo_mode)
outputs, spec_nodes, composite_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": []
}
for i, view in enumerate(views):
cam.location = (
view['cam_dis'] * np.cos(view['hangle']) * np.cos(view['vangle']),
view['cam_dis'] * np.sin(view['hangle']) * np.cos(view['vangle']),
view['cam_dis'] * np.sin(view['vangle'])
)
cam.data.lens = 16 / np.tan(view['fov'] / 2)
if view['proj_type'] == 1:
cam.data.type = "ORTHO"
cam.data.ortho_scale = 1.2
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
if not arg.geo_mode:
switch_to_mr_render(False, composite_nodes)
bpy.ops.render.render(write_still=True)
shutil.copyfile(bpy.context.scene.render.filepath,
bpy.context.scene.render.filepath.replace('.png', '_mr.png'))
switch_to_color_render(composite_nodes)
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}')
if not arg.geo_mode:
ConvertNormalMap(os.path.join(arg.output_folder, f'{i:03d}_normal.exr'),
os.path.join(arg.output_folder, f'{i:03d}_normal.jpg'))
ConvertDepthMap(os.path.join(arg.output_folder, f'{i:03d}_depth.exr'),
os.path.join(arg.output_folder, f'{i:03d}_pos.jpg'))
os.remove(os.path.join(arg.output_folder, f'{i:03d}_normal.exr'))
os.remove(os.path.join(arg.output_folder, f'{i:03d}_depth.exr'))
# Save camera parameters
metadata = {
"file_path": f'{i:03d}.png',
"camera_angle_x": view['fov'],
'proj_type': view['proj_type'],
'azimuth': view['hangle'],
'elevation': view['vangle'],
'cam_dis': view['cam_dis'],
"transform_matrix": get_transform_matrix(cam)
}
to_export["frames"].append(metadata)
# Save the camera parameters
transform_path = os.path.join(arg.output_folder, 'transforms.json')
with open(transform_path, '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.wm.ply_export(filepath=os.path.join(arg.output_folder, 'mesh.ply'),
export_triangulated_mesh=True, up_axis='Y',
forward_axis='NEGATIVE_Z')
if __name__ == '__main__':
parser = argparse.ArgumentParser(description='Renders given obj file by rotation a camera around it.')
parser.add_argument('--views', type=int, default=24,
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_mr', action='store_true',
help='Save the MR 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)