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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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bpy.ops.render.render(write_still=True) |
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bpy.context.view_layer.update() |
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for name, output in outputs.items(): |
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ext = EXT[output.format.file_format] |
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path = glob.glob(f'{output.file_slots[0].path}*.{ext}')[0] |
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os.rename(path, f'{output.file_slots[0].path}.{ext}') |
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metadata = { |
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"file_path": f'{i:03d}.png', |
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"camera_angle_x": view['fov'], |
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"transform_matrix": get_transform_matrix(cam) |
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} |
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if arg.save_depth: |
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metadata['depth'] = { |
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'min': view['radius'] - 0.5 * np.sqrt(3), |
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'max': view['radius'] + 0.5 * np.sqrt(3) |
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} |
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to_export["frames"].append(metadata) |
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with open(os.path.join(arg.output_folder, 'transforms.json'), 'w') as f: |
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json.dump(to_export, f, indent=4) |
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if arg.save_mesh: |
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unhide_all_objects() |
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convert_to_meshes() |
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triangulate_meshes() |
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print('[INFO] Meshes triangulated.') |
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bpy.ops.export_mesh.ply(filepath=os.path.join(arg.output_folder, 'mesh.ply')) |
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if __name__ == '__main__': |
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parser = argparse.ArgumentParser(description='Renders given obj file by rotation a camera around it.') |
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parser.add_argument('--views', type=str, help='JSON string of views. Contains a list of {yaw, pitch, radius, fov} object.') |
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parser.add_argument('--object', type=str, help='Path to the 3D model file to be rendered.') |
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parser.add_argument('--output_folder', type=str, default='/tmp', help='The path the output will be dumped to.') |
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parser.add_argument('--resolution', type=int, default=512, help='Resolution of the images.') |
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parser.add_argument('--engine', type=str, default='CYCLES', help='Blender internal engine for rendering. E.g. CYCLES, BLENDER_EEVEE, ...') |
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parser.add_argument('--geo_mode', action='store_true', help='Geometry mode for rendering.') |
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parser.add_argument('--save_depth', action='store_true', help='Save the depth maps.') |
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parser.add_argument('--save_normal', action='store_true', help='Save the normal maps.') |
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parser.add_argument('--save_albedo', action='store_true', help='Save the albedo maps.') |
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parser.add_argument('--save_mist', action='store_true', help='Save the mist distance maps.') |
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parser.add_argument('--split_normal', action='store_true', help='Split the normals of the mesh.') |
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parser.add_argument('--save_mesh', action='store_true', help='Save the mesh as a .ply file.') |
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argv = sys.argv[sys.argv.index("--") + 1:] |
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args = parser.parse_args(argv) |
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main(args) |
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