Ejemplo n.º 1
0
    def set_export_path(self, scene):
        # replace /tmp/ with the real %temp% folder on Windows
        # OSX also has a special temp location that we should use
        fp = scene.render.filepath
        output_path_split = list(os.path.split(fp))
        if sys.platform in ('win32',
                            'darwin') and output_path_split[0] == '/tmp':
            output_path_split[0] = efutil.temp_directory()
            fp = '/'.join(output_path_split)

        scene_path = efutil.filesystem_path(fp)

        if os.path.isdir(scene_path):
            self.output_dir = scene_path
        else:
            self.output_dir = os.path.dirname(scene_path)

        if self.output_dir[-1] not in ('/', '\\'):
            self.output_dir += '/'

        if scene.luxrender_engine.export_type == 'INT':
            write_files = scene.luxrender_engine.write_files
            if write_files:
                api_type = 'FILE'
            else:
                api_type = 'API'
                if sys.platform == 'darwin':
                    self.output_dir = efutil.filesystem_path(bpy.app.tempdir)
                else:
                    self.output_dir = efutil.temp_directory()

        else:
            api_type = 'FILE'
            write_files = True

        efutil.export_path = self.output_dir

        return api_type, write_files
Ejemplo n.º 2
0
	def set_export_path(self, scene):
		# replace /tmp/ with the real %temp% folder on Windows
		# OSX also has a special temp location that we should use
		fp = scene.render.filepath
		output_path_split = list(os.path.split(fp))
		if sys.platform in ('win32', 'darwin') and output_path_split[0] == '/tmp':
			output_path_split[0] = efutil.temp_directory()
			fp = '/'.join(output_path_split)
		
		scene_path = efutil.filesystem_path( fp )
		
		if os.path.isdir(scene_path):
			self.output_dir = scene_path
		else:
			self.output_dir = os.path.dirname( scene_path )
		
		if self.output_dir[-1] not in ('/', '\\'):
			self.output_dir += '/'
		
		if scene.luxrender_engine.export_type == 'INT':
			write_files = scene.luxrender_engine.write_files
			if write_files:
				api_type = 'FILE'
			else:
				api_type = 'API'
				if sys.platform == 'darwin':
					self.output_dir = efutil.filesystem_path( bpy.app.tempdir )
				else:
					self.output_dir = efutil.temp_directory()
		
		else:
			api_type = 'FILE'
			write_files = True
		
		efutil.export_path = self.output_dir
		
		return api_type, write_files
Ejemplo n.º 3
0
	def render_preview(self, scene):
		if sys.platform == 'darwin':
			self.output_dir = efutil.filesystem_path( bpy.app.tempdir )
		else:
			self.output_dir = efutil.temp_directory()
		
		if self.output_dir[-1] != '/':
			self.output_dir += '/'
		
		efutil.export_path = self.output_dir
		
		from ..outputs.pure_api import PYLUX_AVAILABLE
		if not PYLUX_AVAILABLE:
			self.bl_use_preview = False
			LuxLog('ERROR: Material previews require pylux')
			return
		
		from ..export import materials as export_materials
		
		# Iterate through the preview scene, finding objects with materials attached
		objects_mats = {}
		for obj in [ob for ob in scene.objects if ob.is_visible(scene) and not ob.hide_render]:
			for mat in export_materials.get_instance_materials(obj):
				if mat is not None:
					if not obj.name in objects_mats.keys(): objects_mats[obj] = []
					objects_mats[obj].append(mat)
		
		PREVIEW_TYPE = None		# 'MATERIAL' or 'TEXTURE'
		
		# find objects that are likely to be the preview objects
		preview_objects = [o for o in objects_mats.keys() if o.name.startswith('preview')]
		if len(preview_objects) > 0:
			PREVIEW_TYPE = 'MATERIAL'
		else:
			preview_objects = [o for o in objects_mats.keys() if o.name.startswith('texture')]
			if len(preview_objects) > 0:
				PREVIEW_TYPE = 'TEXTURE'
		
		if PREVIEW_TYPE == None:
			return
		
		# TODO: scene setup based on PREVIEW_TYPE
		
		# find the materials attached to the likely preview object
		likely_materials = objects_mats[preview_objects[0]]
		if len(likely_materials) < 1:
			print('no preview materials')
			return
		
		pm = likely_materials[0]
		pt = None
		LuxLog('Rendering material preview: %s' % pm.name)

		if PREVIEW_TYPE == 'TEXTURE':
			pt = pm.active_texture		
		
		LM = LuxManager(
			scene.name,
			api_type = 'API',
		)
		LuxManager.SetCurrentScene(scene)
		LuxManager.SetActive(LM)
		
		file_based_preview = False
		
		if file_based_preview:
			# Dump to file in temp dir for debugging
			from ..outputs.file_api import Custom_Context as lxs_writer
			preview_context = lxs_writer(scene.name)
			preview_context.set_filename(scene, 'luxblend25-preview', LXV=False)
			LM.lux_context = preview_context
		else:
			preview_context = LM.lux_context
			preview_context.logVerbosity('quiet')
		
		try:
			export_materials.ExportedMaterials.clear()
			export_materials.ExportedTextures.clear()
			
			from ..export import preview_scene
			xres, yres = scene.camera.data.luxrender_camera.luxrender_film.resolution(scene)
			
			# Don't render the tiny images
			if xres <= 96:
				raise Exception('Skipping material thumbnail update, image too small (%ix%i)' % (xres,yres))
			
			preview_scene.preview_scene(scene, preview_context, obj=preview_objects[0], mat=pm, tex=pt)
			
			# render !
			preview_context.worldEnd()
			
			if file_based_preview:
				preview_context = preview_context.parse('luxblend25-preview.lxs', True)
				LM.lux_context = preview_context
			
			while not preview_context.statistics('sceneIsReady'):
				time.sleep(0.05)
			
			def is_finished(ctx):
				return ctx.getAttribute('film', 'enoughSamples')
			
			def interruptible_sleep(sec, increment=0.05):
				sec_elapsed = 0.0
				while not self.test_break() and sec_elapsed<=sec:
					sec_elapsed += increment
					time.sleep(increment)
			
			for i in range(multiprocessing.cpu_count()-2):
				# -2 since 1 thread already created and leave 1 spare
				if is_finished(preview_context):
					break
				preview_context.addThread()
			
			while not is_finished(preview_context):
				if self.test_break() or bpy.context.scene.render.engine != 'LUXRENDER_RENDER':
					raise Exception('Render interrupted')
				
				# progressively update the preview
				time.sleep(0.2) # safety-sleep
				
				if preview_context.getAttribute('renderer_statistics', 'samplesPerPixel') > 6:
					if PREVIEW_TYPE == 'TEXTURE':
						interruptible_sleep(0.8) # reduce update to every 1.0 sec until haltthreshold kills the render
					else:
						interruptible_sleep(1.8) # reduce update to every 2.0 sec until haltthreshold kills the render

				preview_context.updateStatisticsWindow()
				LuxLog('Updating preview (%ix%i - %s)' % (xres, yres, preview_context.getAttribute('renderer_statistics_formatted_short', '_recommended_string')))
				
				result = self.begin_result(0, 0, xres, yres)
				
				if hasattr(preview_context, 'blenderCombinedDepthBuffers'):
					# use fast buffers
					pb, zb = preview_context.blenderCombinedDepthBuffers()
					result.layers.foreach_set("rect", pb)
				else:
					lay = result.layers[0]
					lay.rect = preview_context.blenderCombinedDepthRects()[0]
				
				self.end_result(result, 0) if bpy.app.version > (2, 63, 17 ) else self.end_result(result) # cycles tiles adaption
		except Exception as exc:
			LuxLog('Preview aborted: %s' % exc)
		
		preview_context.exit()
		preview_context.wait()
		
		# cleanup() destroys the pylux Context
		preview_context.cleanup()
		
		LM.reset()
Ejemplo n.º 4
0
	def render(self, scene):
		'''
		scene:	bpy.types.Scene
		
		Export the given scene to LuxRender.
		Choose from one of several methods depending on what needs to be rendered.
		
		Returns None
		'''
		
		with RENDERENGINE_luxrender.render_lock:	# just render one thing at a time
			prev_cwd = os.getcwd()
			try:
				self.LuxManager				= None
				self.render_update_timer	= None
				self.output_dir				= efutil.temp_directory()
				self.output_file			= 'default.png'
				
				if scene is None:
					LuxLog('ERROR: Scene to render is not valid')
					return
				
				if scene.name == 'preview':
					self.render_preview(scene)
					return

				if scene.display_settings.display_device != "sRGB":
					LuxLog('WARNING: Colour Management not set to sRGB, render results may look too dark.')
				
				api_type, write_files = self.set_export_path(scene)
				
				os.chdir(efutil.export_path)
				
				is_animation = hasattr(self, 'is_animation') and self.is_animation
				make_queue = scene.luxrender_engine.export_type == 'EXT' and scene.luxrender_engine.binary_name == 'luxrender' and write_files
				
				if is_animation and make_queue:
					queue_file = efutil.export_path + '%s.%s.lxq' % (efutil.scene_filename(), bpy.path.clean_name(scene.name))
					
					# Open/reset a queue file
					if scene.frame_current == scene.frame_start:
						open(queue_file, 'w').close()
					
					if hasattr(self, 'update_progress'):
						fr = scene.frame_end - scene.frame_start
						fo = scene.frame_current - scene.frame_start
						self.update_progress(fo/fr)
				
				exported_file = self.export_scene(scene)
				if exported_file == False:
					return	# Export frame failed, abort rendering
				
				if is_animation and make_queue:
					self.LuxManager = LuxManager.GetActive()
					self.LuxManager.lux_context.worldEnd()
					with open(queue_file, 'a') as qf:
						qf.write("%s\n" % exported_file)
					
					if scene.frame_current == scene.frame_end:
						# run the queue
						self.render_queue(scene, queue_file)
				else:
					self.render_start(scene)
			
			except Exception as err:
				LuxLog('%s'%err)
				self.report({'ERROR'}, '%s'%err)
			
			os.chdir(prev_cwd)
Ejemplo n.º 5
0
    def render_preview(self, scene):
        (width, height) = resolution(scene)
        if (width < 96 or height < 96):
            return
    
        objects_materials = {}
        for object_ in [ob for ob in scene.objects if ob.is_visible(scene) and not ob.hide_render]:
            for mat in get_instance_materials(object_):
                if mat is not None:
                    if not object_.name in objects_materials.keys(): objects_materials[object_] = []
                    objects_materials[object_].append(mat)
        
        # find objects that are likely to be the preview objects
        preview_objects = [o for o in objects_materials.keys() if o.name.startswith('preview')]
        if len(preview_objects) < 1:
            return
        
        # find the materials attached to the likely preview object
        likely_materials = objects_materials[preview_objects[0]]
        if len(likely_materials) < 1:
            return
        
        tempdir = efutil.temp_directory() 
        scenefile = os.path.abspath(os.path.join(tempdir, "Scene.sc"))
        outfile = os.path.abspath(os.path.join(tempdir, "matpreview.png"))
        matfile = os.path.abspath(os.path.join(tempdir, "ObjectMaterial.mat.sc"))        
        
        pm = likely_materials[0]
        mat_dic = create_shader_block(pm)
        
        linenum = 0 
        found = False
        if (('Shader' in mat_dic.keys()) and (len(mat_dic['Shader']) > 0)):
            for eachline in mat_dic['Shader']:
                if eachline.find(' name "') >= 0 :
                    found = True
                    break
                linenum += 1
        if not found:
            return
        
        matgot = mat_dic['Shader'][:]
        matgot[1] = '         name   "ObjectMaterial"'
        out_write = []
        out_write.append('image {')
        out_write.append('resolution %s  %s' % (width, height))
        out_write.append('aa 0  1     samples 4     filter mitchell      jitter False       } ')
        out_write.extend(matgot)
        
        fi = open(matfile , 'w')
        [ fi.write("\n%s " % line) for line in out_write]
        fi.close()
        
        src = os.path.join(plugin_path() , "preview", 'SceneFloorUVgrid.png')              
        shutil.copy(src, tempdir)  
        src = os.path.join(plugin_path() , "preview", 'Scene.sc')              
        shutil.copy(src, tempdir)        
    
        jarpath = efutil.find_config_value('sunflow', 'defaults', 'jar_path', '')
        javapath = efutil.find_config_value('sunflow', 'defaults', 'java_path', '')
        memory = "-Xmx%sm" % efutil.find_config_value('sunflow', 'defaults', 'memoryalloc', '')
        
        cmd_line = [ 
                    javapath ,
                    memory ,
                    '-server' ,
                    '-jar' ,
                    jarpath ,
                    '-nogui',
                    '-v',
                    '0',
                    '-o',
                    outfile ,
                    scenefile
                    ]     
        
        sunflow_process = subprocess.Popen(cmd_line)

        framebuffer_thread = sunflowFilmDisplay()
        framebuffer_thread.set_kick_period(2) 
        framebuffer_thread.begin(self, outfile, resolution(scene))
        render_update_timer = None
        while sunflow_process.poll() == None and not self.test_break():
            render_update_timer = threading.Timer(1, self.process_wait_timer)
            render_update_timer.start()
            if render_update_timer.isAlive(): render_update_timer.join()
        
        # If we exit the wait loop (user cancelled) and sunflow is still running, then send SIGINT
        if sunflow_process.poll() == None:
            # Use SIGTERM because that's the only one supported on Windows
            sunflow_process.send_signal(subprocess.signal.SIGTERM)
        
        # Stop updating the render result and load the final image
        framebuffer_thread.stop()
        framebuffer_thread.join()
        
        if sunflow_process.poll() != None and sunflow_process.returncode != 0:
            sunflowLog("Sunflow: Rendering failed -- check the console")
        else:
            framebuffer_thread.kick(render_end=True)
        framebuffer_thread.shutdown()        
Ejemplo n.º 6
0
	def render_preview(self, scene):
		# Iterate through the preview scene, finding objects with materials attached
		objects_materials = {}
		(width, height) = resolution(scene)
		
		if (width, height) == (96, 96):
			return
		MtsLog('Preview Render Res: {0}'.format(width, height))
		for object in [ob for ob in scene.objects if ob.is_visible(scene) and not ob.hide_render]:
			for mat in get_instance_materials(object):
				if mat is not None:
					if not object.name in objects_materials.keys(): objects_materials[object] = []
					objects_materials[object].append(mat)
		
		# find objects that are likely to be the preview objects
		preview_objects = [o for o in objects_materials.keys() if o.name.startswith('preview')]
		if len(preview_objects) < 1:
			return
		
		# find the materials attached to the likely preview object
		likely_materials = objects_materials[preview_objects[0]]
		if len(likely_materials) < 1:
			return
		
		tempdir = efutil.temp_directory()
		matfile = "matpreview_materials.xml"
		output_file = os.path.join(tempdir, "matpreview.png")
		scene_file = os.path.join(os.path.join(plugin_path(),
			"matpreview"), "matpreview.xml")
		MtsLog('Scene path: %s'%scene_file)
		pm = likely_materials[0]
		exporter = SceneExporter(tempdir, matfile,
			bpy.data.materials, bpy.data.textures)
		exporter.adj_filename = os.path.join(tempdir, matfile)
		if not exporter.writeHeader():
			MtsLog('Error while exporting -- check the console for details.')
			return;
		exporter.exportMaterial(pm)
		exporter.exportPreviewMesh(scene, pm)
		exporter.writeFooter()
		refresh_interval = 2
		preview_spp = int(efutil.find_config_value('mitsuba', 'defaults', 'preview_spp', '16'))
		preview_depth = int(efutil.find_config_value('mitsuba', 'defaults', 'preview_depth', '2'))
		
		mitsuba_process = MtsLaunch(scene.mitsuba_engine.binary_path, tempdir,
			['mitsuba', '-q', 
				'-r%i' % refresh_interval,
				'-b16',
				'-Dmatfile=%s' % os.path.join(tempdir, matfile),
				'-Dwidth=%i' % width, 
				'-Dheight=%i' % height, 
				'-Dspp=%i' % preview_spp,
				'-Ddepth=%i' % preview_depth,
				'-o', output_file, scene_file], )
		
		framebuffer_thread = MtsFilmDisplay()
		framebuffer_thread.set_kick_period(refresh_interval)
		framebuffer_thread.begin(self, output_file, resolution(scene), preview=True)
		render_update_timer = None
		while mitsuba_process.poll() == None and not self.test_break():
			render_update_timer = threading.Timer(1, self.process_wait_timer)
			render_update_timer.start()
			if render_update_timer.isAlive(): render_update_timer.join()
		
		cancelled = False
		# If we exit the wait loop (user cancelled) and mitsuba is still running, then send SIGINT
		if mitsuba_process.poll() == None:
			MtsLog("MtsBlend: Terminating process..")
			# Use SIGTERM because that's the only one supported on Windows
			mitsuba_process.send_signal(subprocess.signal.SIGTERM)
			cancelled = True
		
		# Stop updating the render result and load the final image
		framebuffer_thread.stop()
		framebuffer_thread.join()
		
		if not cancelled:
			if mitsuba_process.poll() != None and mitsuba_process.returncode != 0:
				MtsLog("MtsBlend: Rendering failed -- check the console"); mitsuba_process.send_signal(subprocess.signal.SIGTERM) #fixes mitsuba preview not refresing after bad eg. reference
			else:
				framebuffer_thread.kick(render_end=True)
		framebuffer_thread.shutdown()
Ejemplo n.º 7
0
    def render_preview(self, scene):
        # Iterate through the preview scene, finding objects with materials attached
        objects_materials = {}
        (width, height) = resolution(scene)

        if (width, height) == (96, 96):
            return
        MtsLog('Preview Render Res: {0}'.format(width, height))
        for object in [
                ob for ob in scene.objects
                if ob.is_visible(scene) and not ob.hide_render
        ]:
            for mat in get_instance_materials(object):
                if mat is not None:
                    if not object.name in objects_materials.keys():
                        objects_materials[object] = []
                    objects_materials[object].append(mat)

        # find objects that are likely to be the preview objects
        preview_objects = [
            o for o in objects_materials.keys() if o.name.startswith('preview')
        ]
        if len(preview_objects) < 1:
            return

        # find the materials attached to the likely preview object
        likely_materials = objects_materials[preview_objects[0]]
        if len(likely_materials) < 1:
            return

        tempdir = efutil.temp_directory()
        matfile = "matpreview_materials.xml"
        output_file = os.path.join(tempdir, "matpreview.png")
        scene_file = os.path.join(os.path.join(plugin_path(), "matpreview"),
                                  "matpreview.xml")
        MtsLog('Scene path: %s' % scene_file)
        pm = likely_materials[0]
        exporter = SceneExporter(tempdir, matfile, bpy.data.materials,
                                 bpy.data.textures)
        exporter.adj_filename = os.path.join(tempdir, matfile)
        if not exporter.writeHeader():
            MtsLog('Error while exporting -- check the console for details.')
            return
        exporter.exportMaterial(pm)
        exporter.exportPreviewMesh(scene, pm)
        exporter.writeFooter()
        refresh_interval = 2
        preview_spp = int(
            efutil.find_config_value('mitsuba', 'defaults', 'preview_spp',
                                     '16'))
        preview_depth = int(
            efutil.find_config_value('mitsuba', 'defaults', 'preview_depth',
                                     '2'))

        mitsuba_process = MtsLaunch(
            scene.mitsuba_engine.binary_path,
            tempdir,
            [
                'mitsuba', '-q',
                '-r%i' % refresh_interval, '-b16',
                '-Dmatfile=%s' % os.path.join(tempdir, matfile),
                '-Dwidth=%i' % width,
                '-Dheight=%i' % height,
                '-Dspp=%i' % preview_spp,
                '-Ddepth=%i' % preview_depth, '-o', output_file, scene_file
            ],
        )

        framebuffer_thread = MtsFilmDisplay()
        framebuffer_thread.set_kick_period(refresh_interval)
        framebuffer_thread.begin(self,
                                 output_file,
                                 resolution(scene),
                                 preview=True)
        render_update_timer = None
        while mitsuba_process.poll() == None and not self.test_break():
            render_update_timer = threading.Timer(1, self.process_wait_timer)
            render_update_timer.start()
            if render_update_timer.isAlive(): render_update_timer.join()

        cancelled = False
        # If we exit the wait loop (user cancelled) and mitsuba is still running, then send SIGINT
        if mitsuba_process.poll() == None:
            MtsLog("MtsBlend: Terminating process..")
            # Use SIGTERM because that's the only one supported on Windows
            mitsuba_process.send_signal(subprocess.signal.SIGTERM)
            cancelled = True

        # Stop updating the render result and load the final image
        framebuffer_thread.stop()
        framebuffer_thread.join()

        if not cancelled:
            if mitsuba_process.poll(
            ) != None and mitsuba_process.returncode != 0:
                MtsLog("MtsBlend: Rendering failed -- check the console")
                mitsuba_process.send_signal(
                    subprocess.signal.SIGTERM
                )  #fixes mitsuba preview not refresing after bad eg. reference
            else:
                framebuffer_thread.kick(render_end=True)
        framebuffer_thread.shutdown()
Ejemplo n.º 8
0
    def render_preview(self, scene):
        if sys.platform == 'darwin':
            self.output_dir = efutil.filesystem_path(bpy.app.tempdir)
        else:
            self.output_dir = efutil.temp_directory()

        if self.output_dir[-1] != '/':
            self.output_dir += '/'

        efutil.export_path = self.output_dir

        from ..outputs.pure_api import PYLUX_AVAILABLE
        if not PYLUX_AVAILABLE:
            self.bl_use_preview = False
            LuxLog('ERROR: Material previews require pylux')
            return

        from ..export import materials as export_materials

        # Iterate through the preview scene, finding objects with materials attached
        objects_mats = {}
        for obj in [
                ob for ob in scene.objects
                if ob.is_visible(scene) and not ob.hide_render
        ]:
            for mat in export_materials.get_instance_materials(obj):
                if mat is not None:
                    if not obj.name in objects_mats.keys():
                        objects_mats[obj] = []
                    objects_mats[obj].append(mat)

        PREVIEW_TYPE = None  # 'MATERIAL' or 'TEXTURE'

        # find objects that are likely to be the preview objects
        preview_objects = [
            o for o in objects_mats.keys() if o.name.startswith('preview')
        ]
        if len(preview_objects) > 0:
            PREVIEW_TYPE = 'MATERIAL'
        else:
            preview_objects = [
                o for o in objects_mats.keys() if o.name.startswith('texture')
            ]
            if len(preview_objects) > 0:
                PREVIEW_TYPE = 'TEXTURE'

        if PREVIEW_TYPE == None:
            return

        # TODO: scene setup based on PREVIEW_TYPE

        # find the materials attached to the likely preview object
        likely_materials = objects_mats[preview_objects[0]]
        if len(likely_materials) < 1:
            print('no preview materials')
            return

        pm = likely_materials[0]
        pt = None
        LuxLog('Rendering material preview: %s' % pm.name)

        if PREVIEW_TYPE == 'TEXTURE':
            pt = pm.active_texture

        LM = LuxManager(
            scene.name,
            api_type='API',
        )
        LuxManager.SetCurrentScene(scene)
        LuxManager.SetActive(LM)

        file_based_preview = False

        if file_based_preview:
            # Dump to file in temp dir for debugging
            from ..outputs.file_api import Custom_Context as lxs_writer
            preview_context = lxs_writer(scene.name)
            preview_context.set_filename(scene,
                                         'luxblend25-preview',
                                         LXV=False)
            LM.lux_context = preview_context
        else:
            preview_context = LM.lux_context
            preview_context.logVerbosity('quiet')

        try:
            export_materials.ExportedMaterials.clear()
            export_materials.ExportedTextures.clear()

            from ..export import preview_scene
            xres, yres = scene.camera.data.luxrender_camera.luxrender_film.resolution(
                scene)

            # Don't render the tiny images
            if xres <= 96:
                raise Exception(
                    'Skipping material thumbnail update, image too small (%ix%i)'
                    % (xres, yres))

            preview_scene.preview_scene(scene,
                                        preview_context,
                                        obj=preview_objects[0],
                                        mat=pm,
                                        tex=pt)

            # render !
            preview_context.worldEnd()

            if file_based_preview:
                preview_context = preview_context.parse(
                    'luxblend25-preview.lxs', True)
                LM.lux_context = preview_context

            while not preview_context.statistics('sceneIsReady'):
                time.sleep(0.05)

            def is_finished(ctx):
                return ctx.getAttribute('film', 'enoughSamples')

            def interruptible_sleep(sec, increment=0.05):
                sec_elapsed = 0.0
                while not self.test_break() and sec_elapsed <= sec:
                    sec_elapsed += increment
                    time.sleep(increment)

            for i in range(multiprocessing.cpu_count() - 2):
                # -2 since 1 thread already created and leave 1 spare
                if is_finished(preview_context):
                    break
                preview_context.addThread()

            while not is_finished(preview_context):
                if self.test_break(
                ) or bpy.context.scene.render.engine != 'LUXRENDER_RENDER':
                    raise Exception('Render interrupted')

                # progressively update the preview
                time.sleep(0.2)  # safety-sleep

                if preview_context.getAttribute('renderer_statistics',
                                                'samplesPerPixel') > 6:
                    if PREVIEW_TYPE == 'TEXTURE':
                        interruptible_sleep(
                            0.8
                        )  # reduce update to every 1.0 sec until haltthreshold kills the render
                    else:
                        interruptible_sleep(
                            1.8
                        )  # reduce update to every 2.0 sec until haltthreshold kills the render

                preview_context.updateStatisticsWindow()
                LuxLog('Updating preview (%ix%i - %s)' %
                       (xres, yres,
                        preview_context.getAttribute(
                            'renderer_statistics_formatted_short',
                            '_recommended_string')))

                result = self.begin_result(0, 0, xres, yres)

                if hasattr(preview_context, 'blenderCombinedDepthBuffers'):
                    # use fast buffers
                    pb, zb = preview_context.blenderCombinedDepthBuffers()
                    result.layers.foreach_set("rect", pb)
                else:
                    lay = result.layers[0]
                    lay.rect = preview_context.blenderCombinedDepthRects()[0]

                self.end_result(
                    result,
                    0) if bpy.app.version > (2, 63, 17) else self.end_result(
                        result)  # cycles tiles adaption
        except Exception as exc:
            LuxLog('Preview aborted: %s' % exc)

        preview_context.exit()
        preview_context.wait()

        # cleanup() destroys the pylux Context
        preview_context.cleanup()

        LM.reset()
Ejemplo n.º 9
0
    def render(self, scene):
        '''
		scene:	bpy.types.Scene
		
		Export the given scene to LuxRender.
		Choose from one of several methods depending on what needs to be rendered.
		
		Returns None
		'''

        with RENDERENGINE_luxrender.render_lock:  # just render one thing at a time
            prev_cwd = os.getcwd()
            try:
                self.LuxManager = None
                self.render_update_timer = None
                self.output_dir = efutil.temp_directory()
                self.output_file = 'default.png'

                if scene is None:
                    LuxLog('ERROR: Scene to render is not valid')
                    return

                if scene.name == 'preview':
                    self.render_preview(scene)
                    return

                if scene.display_settings.display_device != "sRGB":
                    LuxLog(
                        'WARNING: Colour Management not set to sRGB, render results may look too dark.'
                    )

                api_type, write_files = self.set_export_path(scene)

                os.chdir(efutil.export_path)

                is_animation = hasattr(self,
                                       'is_animation') and self.is_animation
                make_queue = scene.luxrender_engine.export_type == 'EXT' and scene.luxrender_engine.binary_name == 'luxrender' and write_files

                if is_animation and make_queue:
                    queue_file = efutil.export_path + '%s.%s.lxq' % (
                        efutil.scene_filename(), bpy.path.clean_name(
                            scene.name))

                    # Open/reset a queue file
                    if scene.frame_current == scene.frame_start:
                        open(queue_file, 'w').close()

                    if hasattr(self, 'update_progress'):
                        fr = scene.frame_end - scene.frame_start
                        fo = scene.frame_current - scene.frame_start
                        self.update_progress(fo / fr)

                exported_file = self.export_scene(scene)
                if exported_file == False:
                    return  # Export frame failed, abort rendering

                if is_animation and make_queue:
                    self.LuxManager = LuxManager.GetActive()
                    self.LuxManager.lux_context.worldEnd()
                    with open(queue_file, 'a') as qf:
                        qf.write("%s\n" % exported_file)

                    if scene.frame_current == scene.frame_end:
                        # run the queue
                        self.render_queue(scene, queue_file)
                else:
                    self.render_start(scene)

            except Exception as err:
                LuxLog('%s' % err)
                self.report({'ERROR'}, '%s' % err)

            os.chdir(prev_cwd)
Ejemplo n.º 10
0
    def __render_material_preview(self, scene):
        """
        Export and render the material preview scene.
        """

        # Don't render material thumbnails.
        (width, height) = util.get_render_resolution(scene)
        if width <= 96:
            return

        # Collect objects and their materials in a object -> [materials] dictionary.
        objects_materials = {}
        for obj in (obj for obj in scene.objects
                    if obj.is_visible(scene) and not obj.hide_render):
            for mat in util.get_instance_materials(obj):
                if mat is not None:
                    if obj.name not in objects_materials.keys():
                        objects_materials[obj] = []
                    objects_materials[obj].append(mat)

        # Find objects that are likely to be the preview objects.
        preview_objects = [
            o for o in objects_materials.keys() if o.name.startswith('preview')
        ]
        if not preview_objects:
            return

        # Find the materials attached to the likely preview object.
        likely_materials = objects_materials[preview_objects[0]]
        if not likely_materials:
            return

        # Build the path to the template preview project in the add-on directory.
        preview_template_dir = os.path.join(
            os.sep.join(util.realpath(__file__).split(os.sep)[:-1]),
            "mat_preview")

        # Build the path to the output preview project.
        preview_output_dir = os.path.join(efutil.temp_directory(),
                                          "mat_preview")
        preview_project_filepath = os.path.join(preview_output_dir,
                                                "mat_preview.appleseed")

        # Copy preview scene assets.
        if not os.path.isdir(preview_output_dir):
            os.mkdir(preview_output_dir)
        existing_files = os.listdir(preview_output_dir)
        for item in os.listdir(preview_template_dir):
            if item not in existing_files:
                copyfile(os.path.join(preview_template_dir, item),
                         os.path.join(preview_output_dir, item))

        prev_mat = likely_materials[0]
        prev_type = prev_mat.preview_render_type.lower()

        # Export the project.
        exporter = project_file_writer.Exporter()
        file_written = exporter.export_preview(scene, preview_project_filepath,
                                               preview_template_dir, prev_mat,
                                               prev_type, width, height)
        if not file_written:
            print('Error while exporting -- check the console for details.')
            return

        # Render the project.
        self.__render_project_file(scene, preview_project_filepath)
Ejemplo n.º 11
0
    def __render_material_preview(self, scene):
        """
        Export and render the material preview scene.
        """

        # Don't render material thumbnails.
        (width, height) = util.get_render_resolution(scene)
        if width <= 96:
            return

        # Collect objects and their materials in a object -> [materials] dictionary.
        objects_materials = {}
        for obj in (obj for obj in scene.objects if obj.is_visible(scene) and not obj.hide_render):
            for mat in util.get_instance_materials(obj):
                if mat is not None:
                    if obj.name not in objects_materials.keys():
                        objects_materials[obj] = []
                    objects_materials[obj].append(mat)

        # Find objects that are likely to be the preview objects.
        preview_objects = [o for o in objects_materials.keys() if o.name.startswith('preview')]
        if not preview_objects:
            return

        # Find the materials attached to the likely preview object.
        likely_materials = objects_materials[preview_objects[0]]
        if not likely_materials:
            return

        # Build the path to the template preview project in the add-on directory.
        preview_template_dir = os.path.join(os.sep.join(util.realpath(__file__).split(os.sep)[:-1]), "mat_preview")

        # Build the path to the output preview project.
        preview_output_dir = os.path.join(efutil.temp_directory(), "mat_preview")
        preview_project_filepath = os.path.join(preview_output_dir, "mat_preview.appleseed")

        # Copy preview scene assets.
        if not os.path.isdir(preview_output_dir):
            os.mkdir(preview_output_dir)
        existing_files = os.listdir(preview_output_dir)
        for item in os.listdir(preview_template_dir):
            if item not in existing_files:
                copyfile(os.path.join(preview_template_dir, item), os.path.join(preview_output_dir, item))

        prev_mat = likely_materials[0]
        prev_type = prev_mat.preview_render_type.lower()

        # Export the project.
        exporter = project_file_writer.Exporter()
        file_written = exporter.export_preview(scene,
                                               preview_project_filepath,
                                               prev_mat,
                                               prev_type,
                                               width,
                                               height)
        if not file_written:
            print('Error while exporting. Check the console for details.')
            return

        # Render the project.
        self.__render_project_file(scene, preview_project_filepath)
Ejemplo n.º 12
0
    def render_preview(self, scene):
        (width, height) = resolution(scene)
        if (width < 96 or height < 96):
            return

        objects_materials = {}
        for object_ in [
                ob for ob in scene.objects
                if ob.is_visible(scene) and not ob.hide_render
        ]:
            for mat in get_instance_materials(object_):
                if mat is not None:
                    if not object_.name in objects_materials.keys():
                        objects_materials[object_] = []
                    objects_materials[object_].append(mat)

        # find objects that are likely to be the preview objects
        preview_objects = [
            o for o in objects_materials.keys() if o.name.startswith('preview')
        ]
        if len(preview_objects) < 1:
            return

        # find the materials attached to the likely preview object
        likely_materials = objects_materials[preview_objects[0]]
        if len(likely_materials) < 1:
            return

        tempdir = efutil.temp_directory()
        scenefile = os.path.abspath(os.path.join(tempdir, "Scene.sc"))
        outfile = os.path.abspath(os.path.join(tempdir, "matpreview.png"))
        matfile = os.path.abspath(
            os.path.join(tempdir, "ObjectMaterial.mat.sc"))

        pm = likely_materials[0]
        mat_dic = create_shader_block(pm)

        linenum = 0
        found = False
        if (('Shader' in mat_dic.keys()) and (len(mat_dic['Shader']) > 0)):
            for eachline in mat_dic['Shader']:
                if eachline.find(' name "') >= 0:
                    found = True
                    break
                linenum += 1
        if not found:
            return

        matgot = mat_dic['Shader'][:]
        matgot[1] = '         name   "ObjectMaterial"'
        out_write = []
        out_write.append('image {')
        out_write.append('resolution %s  %s' % (width, height))
        out_write.append(
            'aa 0  1     samples 4     filter mitchell      jitter False       } '
        )
        out_write.extend(matgot)

        fi = open(matfile, 'w')
        [fi.write("\n%s " % line) for line in out_write]
        fi.close()

        src = os.path.join(plugin_path(), "preview", 'SceneFloorUVgrid.png')
        shutil.copy(src, tempdir)
        src = os.path.join(plugin_path(), "preview", 'Scene.sc')
        shutil.copy(src, tempdir)

        jarpath = efutil.find_config_value('sunflow', 'defaults', 'jar_path',
                                           '')
        javapath = efutil.find_config_value('sunflow', 'defaults', 'java_path',
                                            '')
        memory = "-Xmx%sm" % efutil.find_config_value('sunflow', 'defaults',
                                                      'memoryalloc', '')

        cmd_line = [
            javapath, memory, '-server', '-jar', jarpath, '-nogui', '-v', '0',
            '-o', outfile, scenefile
        ]

        sunflow_process = subprocess.Popen(cmd_line)

        framebuffer_thread = sunflowFilmDisplay()
        framebuffer_thread.set_kick_period(2)
        framebuffer_thread.begin(self, outfile, resolution(scene))
        render_update_timer = None
        while sunflow_process.poll() == None and not self.test_break():
            render_update_timer = threading.Timer(1, self.process_wait_timer)
            render_update_timer.start()
            if render_update_timer.isAlive(): render_update_timer.join()

        # If we exit the wait loop (user cancelled) and sunflow is still running, then send SIGINT
        if sunflow_process.poll() == None:
            # Use SIGTERM because that's the only one supported on Windows
            sunflow_process.send_signal(subprocess.signal.SIGTERM)

        # Stop updating the render result and load the final image
        framebuffer_thread.stop()
        framebuffer_thread.join()

        if sunflow_process.poll() != None and sunflow_process.returncode != 0:
            sunflowLog("Sunflow: Rendering failed -- check the console")
        else:
            framebuffer_thread.kick(render_end=True)
        framebuffer_thread.shutdown()