Blender / app.py
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Update app.py
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import gradio as gr
import base64
from PIL import ImageColor
from pathlib import Path
import bpy
from tqdm import tqdm
from math import pi
import tempfile
# def enable_GPUS():
# bpy.data.scenes[0].render.engine = "CYCLES" #"CYCLES"
# # Set the device_type
# bpy.context.preferences.addons[
# "cycles"
# ].preferences.compute_device_type = "CUDA" # or "OPENCL"
# # Set the device and feature set
# bpy.context.scene.cycles.device = "GPU"
# for scene in bpy.data.scenes:
# scene.cycles.device = "GPU"
# bpy.context.preferences.addons["cycles"].preferences.get_devices()
# print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
# for d in bpy.context.preferences.addons["cycles"].preferences.devices:
# d["use"] = True # Using all devices, include GPU and CPU
# print(d["name"])
def enable_GPUS():
bpy.data.scenes[0].render.engine = "CYCLES"
# Set the device_type to CUDA or OPENCL
bpy.context.preferences.addons["cycles"].preferences.compute_device_type = "CUDA" # or "OPENCL"
# Set the device and feature set to GPU
bpy.context.scene.cycles.device = "GPU"
for scene in bpy.data.scenes:
scene.cycles.device = "GPU"
# Refresh devices
bpy.context.preferences.addons["cycles"].preferences.get_devices()
# Check if any GPU devices are available
gpu_devices = [d for d in bpy.context.preferences.addons["cycles"].preferences.devices if d.type == "CUDA" or d.type == "OPENCL"]
if not gpu_devices:
# If no GPU devices are available, switch to CPU
bpy.context.preferences.addons["cycles"].preferences.compute_device_type = "NONE"
bpy.context.scene.cycles.device = "CPU"
for scene in bpy.data.scenes:
scene.cycles.device = "CPU"
print("No GPU devices found. Using CPU instead.")
else:
# Enable all GPU devices
for d in gpu_devices:
d.use = True
print(f"Enabled GPU device: {d.name}")
# Print the current compute device type
print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
enable_GPUS()
# bpy.ops.wm.read_factory_settings(use_empty=True)
def generate(
color1,
color2,
camera_X,
camera_Y,
camera_Z,
fov,
torus_X,
torus_Y,
torus_Z,
progress=gr.Progress(track_tqdm=True),
):
rgb1 = ImageColor.getcolor(color1, "RGBA")
rgb1 = tuple(v / 255.0 for v in rgb1)
rgb2 = ImageColor.getcolor(color2, "RGBA")
rgb2 = tuple(v / 255.0 for v in rgb2)
# Delete all mesh objects from the scene
for obj in bpy.context.scene.objects:
# If the object is of MESH type
if obj.type == 'MESH':
# Delete the object
bpy.data.objects.remove(obj, do_unlink=True)
# Add a torus
bpy.ops.mesh.primitive_torus_add(
major_radius=1.5,
minor_radius=0.75,
major_segments=12*4,
minor_segments=12*4,
align="WORLD",
location=(0, 1, 1),
rotation=(torus_X,torus_Y,torus_Z)
)
# Assigning the torus to a variable
torus = bpy.context.view_layer.objects.active
# Create a new material and assign it to the torus
material = bpy.data.materials.new(name="RainbowGradient")
torus.data.materials.append(material)
material.use_nodes = True
nodes = material.node_tree.nodes
# Clear default nodes
for node in nodes:
nodes.remove(node)
# Add a Gradient Texture and set it to a color ramp of a rainbow
gradient = nodes.new(type="ShaderNodeTexGradient")
gradient.gradient_type = "LINEAR"
gradient.location = (0, 0)
ramp = nodes.new(type="ShaderNodeValToRGB")
ramp.color_ramp.interpolation = "LINEAR"
ramp.location = (200, 0)
ramp.color_ramp.elements[0].color = rgb1
ramp.color_ramp.elements[1].color = rgb2
# Add Shader nodes
bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
bsdf.location = (400, 0)
output = nodes.new(type="ShaderNodeOutputMaterial")
output.location = (600, 0)
# Connect the nodes
material.node_tree.links.new
material.node_tree.links.new(gradient.outputs["Color"], ramp.inputs[0])
material.node_tree.links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
material.node_tree.links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
# Rotate the gradient to apply it from left to right
torus = bpy.context.view_layer.objects.active
# torus.rotation_euler =
# Light
light = bpy.data.objects["Light"]
light.location = (0.1, 0, 2) # Position the light
# Camera
camera = bpy.data.objects["Camera"]
camera.location = (camera_X, camera_Y, camera_Z)
camera.data.dof.use_dof = True
camera.data.dof.focus_distance = 5
camera.data.dof.aperture_fstop = 4
camera.data.angle = fov
camera.data.type = 'PERSP'
# Render
with tempfile.NamedTemporaryFile(suffix=".JPEG", delete=False) as f:
bpy.context.scene.render.resolution_y = 288
bpy.context.scene.render.resolution_x = 512
bpy.context.scene.render.image_settings.file_format = "JPEG"
bpy.context.scene.render.filepath = f.name
with tqdm() as pbar:
def elapsed(dummy):
pbar.update()
bpy.app.handlers.render_stats.append(elapsed)
bpy.context.scene.frame_set(1)
bpy.context.scene.frame_current = 1
# bpy.ops.render.render(animation=False, write_still=True)
# bpy.ops.render.render(animation=False, write_still=True)
bpy.ops.render.render(animation=False, write_still=True)
bpy.data.images["Render Result"].save_render(
filepath=bpy.context.scene.render.filepath
)
bpy.app.handlers.render_stats.clear()
return f.name
# generate("#ffffff", "#aaa", 1)
with gr.Blocks() as demo:
gr.Markdown("""# Gradio with Blender bpy
based on [kolibril13](https://github.com/kolibril13/ipyblender-experimental)
""")
with gr.Row():
with gr.Column():
color1 = gr.ColorPicker(value="#59C173")
color2 = gr.ColorPicker(value="#5D26C1")
torus_X = gr.Slider(minimum=-pi, maximum=pi, value=0, label="Torus φ")
torus_Y = gr.Slider(minimum=-pi, maximum=pi, value=-3, label="Torus θ")
torus_Z = gr.Slider(minimum=-pi, maximum=pi, value=1.5, label="Torus ψ")
fov = gr.Slider(minimum=0.0, maximum=pi, value=pi/3, label="FOV")
camera_X = gr.Slider(minimum=-100, maximum=100, value=5, label="Camera X")
camera_Y = gr.Slider(minimum=-100, maximum=100, value=-3, label="Camera Y")
camera_Z = gr.Slider(minimum=-100, maximum=100, value=4, label="Camera Z")
render_btn = gr.Button("Render")
with gr.Column(scale=3):
image = gr.Image(type="filepath")
render_btn.click(
generate,
inputs=[
color1,
color2,
camera_X,
camera_Y,
camera_Z,
fov,
torus_X,
torus_Y,
torus_Z,
],
outputs=[image],
)
demo.queue()
demo.launch(debug=True, inline=True)