def mapSceneLighting(scn, object=None, res=(1024, 1024), border=1): """ Create a lightmap for a scene with one or multiple lights. This happens by adding the lightmaps produced by each light, plus the scene ambience. """ if object is None: object = G.app.selectedHuman objrot = G.app.modelCamera.getRotation() def calcLightPos(light): return tuple( matrix.transform3( matrix.rotx(-objrot[0]) * matrix.roty(-objrot[1]) * matrix.rotz(-objrot[2]), light.position)) def getLightmap(light): lmap = mapLighting(calcLightPos(light), object.mesh, res, border) return image_operations.Image(data=lmap.data * light.color.values) progress = Progress(1 + len(scn.lights)) # Ambience lmap = image_operations.colorAsImage( (scn.environment.ambience * object.material.diffuseColor).values, None, *res) if (object.material.shaderConfig['ambientOcclusion'] and not object.material.aoMapTexture is None): aomap = image_operations.Image(data=object.material.aoMapTexture) aomap = image_operations.resized(aomap, *lmap.size) lmap = image_operations.multiply( lmap, image_operations.mix(aomap, image_operations.getWhite(lmap), object.material.aoMapIntensity)) progress.step() # Lights if (scn.lights): amb = lmap lmap = getLightmap(scn.lights[0]).data progress.step() for light in scn.lights[1:]: lmap = image_operations.mixData(lmap, getLightmap(light).data, 1, 1) progress.step() lmap = image_operations.Image(data=lmap) if len(scn.lights) > 1: lmap = image_operations.normalize(lmap) # Ambience calculation function: lmap = lmap + (1 - lmap) * amb lmap = image_operations.mix( lmap, image_operations.multiply(image_operations.invert(lmap), amb), 1, 1) return lmap
def mapSceneLighting(scn, object = None, res = (1024, 1024), border = 1): """ Create a lightmap for a scene with one or multiple lights. This happens by adding the lightmaps produced by each light, plus the scene ambience. """ if object is None: object = G.app.selectedHuman objrot = G.app.modelCamera.getRotation() def calcLightPos(light): return tuple( matrix.transform3( matrix.rotx(-objrot[0]) * matrix.roty(-objrot[1]) * matrix.rotz(-objrot[2]), light.position)) def getLightmap(light): lmap = mapLighting(calcLightPos(light), object.mesh, res, border) return image_operations.Image(data = lmap.data * light.color.values) progress = Progress(1 + len(scn.lights)) # Ambience lmap = image_operations.colorAsImage( (scn.environment.ambience * object.material.diffuseColor).values, None, *res) if (object.material.shaderConfig['ambientOcclusion'] and not object.material.aoMapTexture is None): aomap = image_operations.Image(data = object.material.aoMapTexture) aomap = image_operations.resized(aomap, *lmap.size) lmap = image_operations.multiply(lmap, image_operations.mix( aomap, image_operations.getWhite(lmap), object.material.aoMapIntensity)) progress.step() # Lights if scn.lights: amb = lmap lmap = getLightmap(scn.lights[0]).data progress.step() for light in scn.lights[1:]: lmap = image_operations.mixData(lmap, getLightmap(light).data, 1, 1) progress.step() lmap = image_operations.Image(data = lmap) if len(scn.lights) > 1: lmap = image_operations.normalize(lmap) # Ambience calculation function: lmap = lmap + (1 - lmap) * amb lmap = image_operations.mix( lmap, image_operations.multiply( image_operations.invert(lmap), amb), 1, 1) return lmap
def my_render(settings=None): if settings is None: settings = {'AA': True, 'lightmapSSS': False, 'scene': G.app.scene, 'dimensions': (230, 230)} if settings['lightmapSSS']: human = G.app.selectedHuman material_backup = material.Material(human.material) diffuse = imgop.Image(data=human.material.diffuseTexture) lmap = projection.mapSceneLighting(settings['scene'], border=human.material.sssRScale) lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: lmap = imgop.resized(lmap, diffuse.width, diffuse.height, filter=image.FILTER_BILINEAR) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" human.material.diffuseTexture = lmap human.configureShading(diffuse=True) human.shadeless = True if not mh.hasRenderToRenderbuffer(): img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: width, height = settings['dimensions'] if settings['AA']: width *= 2 height *= 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: img = img.resized(width/2, height/2, filter=image.FILTER_BILINEAR) img.data[:, :, :] = img.data[:, :, (2, 1, 0, 3)] if settings['lightmapSSS']: human.material = material_backup return img
def Render(settings): progress = Progress.begin() if not mh.hasRenderToRenderbuffer(): settings['dimensions'] = (G.windowWidth, G.windowHeight) if settings['lightmapSSS']: progress(0, 0.05, "Storing data") import material human = G.app.selectedHuman materialBackup = material.Material(human.material) progress(0.05, 0.1, "Projecting lightmaps") diffuse = imgop.Image(data=human.material.diffuseTexture) lmap = projection.mapSceneLighting(settings['scene'], border=human.material.sssRScale) progress(0.1, 0.4, "Applying medium scattering") lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) progress(0.4, 0.7, "Applying high scattering") lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: progress(0.7, 0.8, "Combining textures") lmap = imgop.resized(lmap, diffuse.width, diffuse.height, filter=image.FILTER_BILINEAR) progress(0.8, 0.9) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" progress(0.9, 0.95, "Setting up renderer") human.material.diffuseTexture = lmap human.configureShading(diffuse=True) human.shadeless = True progress(0.95, 0.98, None) else: progress(0, 0.99, None) if not mh.hasRenderToRenderbuffer(): # Limited fallback mode, read from screen buffer log.message("Fallback render: grab screen") img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: # Render to framebuffer object renderprog = Progress() renderprog(0, 0.99 - 0.59 * settings['AA'], "Rendering") width, height = settings['dimensions'] log.message("Rendering at %sx%s", width, height) if settings['AA']: width = width * 2 height = height * 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: renderprog(0.4, 0.99, "AntiAliasing") # Resize to 50% using bi-linear filtering img = img.resized(width / 2, height / 2, filter=image.FILTER_BILINEAR) # TODO still haven't figured out where components get swapped, but this hack appears to be necessary img.data[:, :, :] = img.data[:, :, (2, 1, 0, 3)] renderprog.finish() if settings['lightmapSSS']: progress(0.98, 0.99, "Restoring data") human.material = materialBackup progress(1, None, 'Rendering complete') gui3d.app.getCategory('Rendering').getTaskByName('Viewer').setImage(img) mh.changeTask('Rendering', 'Viewer') gui3d.app.statusPersist('Rendering complete')
def Render(settings): progress = Progress.begin() if not mh.hasRenderToRenderbuffer(): settings['dimensions'] = (G.windowWidth, G.windowHeight) if settings['lightmapSSS']: progress(0, 0.05, "Storing data") import material human = G.app.selectedHuman materialBackup = material.Material(human.material) progress(0.05, 0.1, "Projecting lightmaps") diffuse = imgop.Image(data=human.material.diffuseTexture) lmap = projection.mapSceneLighting(settings['scene'], border=human.material.sssRScale) progress(0.1, 0.4, "Applying medium scattering") lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) progress(0.4, 0.7, "Applying high scattering") lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: progress(0.7, 0.8, "Combining textures") lmap = imgop.resized(lmap, diffuse.width, diffuse.height) progress(0.8, 0.9) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" progress(0.9, 0.95, "Setting up renderer") human.material.diffuseTexture = lmap human.mesh.configureShading(diffuse=True) human.mesh.shadeless = True progress(0.95, 0.98, None) else: progress(0, 0.99, None) if not mh.hasRenderToRenderbuffer(): # Limited fallback mode, read from screen buffer log.message("Fallback render: grab screen") img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: # Render to framebuffer object renderprog = Progress() renderprog(0, 0.99 - 0.59 * settings['AA'], "Rendering") width, height = settings['dimensions'] log.message("Rendering at %sx%s", width, height) if settings['AA']: width = width * 2 height = height * 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: renderprog(0.4, 0.99, "AntiAliasing") # Resize to 50% using Qt image class qtImg = img.toQImage() del img # Bilinear filtered resize for anti-aliasing scaledImg = qtImg.scaled( width / 2, height / 2, transformMode=gui.QtCore.Qt.SmoothTransformation) del qtImg img = scaledImg #img = image.Image(scaledImg) # Convert back to MH image #del scaledImg renderprog.finish() if settings['lightmapSSS']: progress(0.98, 0.99, "Restoring data") human.material = materialBackup progress(1, None, 'Rendering complete') gui3d.app.getCategory('Rendering').getTaskByName('Viewer').setImage(img) mh.changeTask('Rendering', 'Viewer') gui3d.app.statusPersist('Rendering complete.')
def Render(settings): progress = Progress.begin() if not mh.hasRenderToRenderbuffer(): settings['dimensions'] = (G.windowWidth, G.windowHeight) if settings['lightmapSSS']: progress(0, 0.05, "Storing data") import material human = G.app.selectedHuman materialBackup = material.Material(human.material) progress(0.05, 0.1, "Projecting lightmaps") diffuse = imgop.Image(data = human.material.diffuseTexture) lmap = projection.mapSceneLighting( settings['scene'], border = human.material.sssRScale) progress(0.1, 0.4, "Applying medium scattering") lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) progress(0.4, 0.7, "Applying high scattering") lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: progress(0.7, 0.8, "Combining textures") lmap = imgop.resized(lmap, diffuse.width, diffuse.height, filter=image.FILTER_BILINEAR) progress(0.8, 0.9) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" progress(0.9, 0.95, "Setting up renderer") human.material.diffuseTexture = lmap human.configureShading(diffuse = True) human.shadeless = True progress(0.95, 0.98, None) else: progress(0, 0.99, None) if not mh.hasRenderToRenderbuffer(): # Limited fallback mode, read from screen buffer log.message("Fallback render: grab screen") img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: # Render to framebuffer object renderprog = Progress() renderprog(0, 0.99 - 0.59 * settings['AA'], "Rendering") width, height = settings['dimensions'] log.message("Rendering at %sx%s", width, height) if settings['AA']: width = width * 2 height = height * 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: renderprog(0.4, 0.99, "AntiAliasing") # Resize to 50% using bi-linear filtering img = img.resized(width/2, height/2, filter=image.FILTER_BILINEAR) # TODO still haven't figured out where components get swapped, but this hack appears to be necessary img.data[:,:,:] = img.data[:,:,(2,1,0,3)] renderprog.finish() if settings['lightmapSSS']: progress(0.98, 0.99, "Restoring data") human.material = materialBackup progress(1, None, 'Rendering complete') gui3d.app.getCategory('Rendering').getTaskByName('Viewer').setImage(img) mh.changeTask('Rendering', 'Viewer') gui3d.app.statusPersist('Rendering complete')