def test_get_by_uuid(self): ass = asr.Assembly("assembly") uid1 = ass.get_uid() self.assembly_map.insert(ass) ass = asr.Assembly("another_assembly") uid2 = ass.get_uid() self.assembly_map.insert(ass) a = self.assembly_map.get_by_uid(uid1) self.assertEqual(a.get_name(), "assembly") a = self.assembly_map.get_by_uid(uid2) self.assertEqual(a.get_name(), "another_assembly") a = self.assembly_map.get_by_uid(77567) self.assertEqual(a, None)
def create_entities(self, bl_scene, context=None): logger.debug(f"appleseed: Creating archive asset entity for {self.orig_name}") self.__ass_name = f"{self.orig_name}_ass" file_path = self._asset_handler.process_path(self._bl_obj.appleseed.archive_path, AssetType.ARCHIVE_ASSET) ass_options = {'filename': file_path} self.__ass = asr.Assembly("archive_assembly", self.__ass_name, ass_options)
def test_insert_remove(self): ass = asr.Assembly("assembly") self.assembly_map.insert(ass) self.assertEqual(len(self.assembly_map), 1) a= self.assembly_map.get_by_name("assembly") ass = self.assembly_map.remove(a.get_uid()) self.assertEqual(len(self.assembly_map), 0) self.assembly_map.insert(ass) self.assertEqual(len(self.assembly_map), 1)
def create_entities(self, bl_scene, textures_to_add, as_texture_translators): logger.debug("Creating entity for %s", self.appleseed_name) ass_name = f"{self.appleseed_name}_ass" file_path = self.asset_handler.process_path( self._bl_obj.appleseed.archive_path, AssetType.ARCHIVE_ASSET) ass_options = {'filename': file_path} self.__ass = asr.Assembly("archive_assembly", ass_name, ass_options)
def __create_project(self): # Create the environment. self.__project.get_scene().set_environment(asr.Environment("environment", {})) # Create the main assembly. self.__project.get_scene().assemblies().insert(asr.Assembly("assembly", {})) self.__main_assembly = self.__project.get_scene().assemblies()["assembly"] # Instance the main assembly. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, "assembly") assembly_inst.transform_sequence().set_transform(0.0, asr.Transformd(asr.Matrix4d.identity())) self.__project.get_scene().assembly_instances().insert(assembly_inst) # Path to the .binarymesh models needed for the preview render preview_template_dir = os.path.join(os.path.dirname(os.path.dirname(util.realpath(__file__))), "mat_preview") return preview_template_dir
def flush_entities(self, assembly): assembly_name = self.appleseed_name + "_ass" file_path = self.asset_handler.process_path(self.__archive_path, AssetType.ARCHIVE_ASSET) params = {'filename': file_path} self.__ass = asr.Assembly("archive_assembly", assembly_name, params) ass_inst_name = self.appleseed_name + "_ass_inst" self.__ass_inst = asr.AssemblyInstance(ass_inst_name, {}, assembly_name) self.__ass_inst.set_transform_sequence(self._xform_seq) assembly.assemblies().insert(self.__ass) assembly.assembly_instances().insert(self.__ass_inst)
def test_iters(self): names = ['assembly', 'assembly2', 'assembly3'] uids = [] for name in names: ass = asr.Assembly(name) uids.append(ass.get_uid()) self.assembly_map.insert(ass) result_names = [] result_uids = [] for ass in self.assembly_map: result_names.append(ass) result_uids.append(self.assembly_map[ass].get_uid()) self.assertEqual(sorted(names), sorted(result_names)) self.assertEqual(sorted(uids), sorted(result_uids))
def convert(tree): project = asr.Project("project") # Search paths. paths = project.get_search_paths() paths.append("models") paths.append("textures") project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Enable caustics. project.configurations().get_by_name("final").insert_path( "pt.enable_caustics", True) project.configurations().get_by_name("interactive").insert_path( "pt.enable_caustics", True) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") assembly.surface_shaders().insert( asr.SurfaceShader("physical_surface_shader", "physical_surface_shader")) # Convert the Mitsuba scene. convert_scene(project, scene, assembly, tree.getroot()) # Create an instance of the assembly. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) # Bind the scene to the project. project.set_scene(scene) return project
def build_project(): # Create an empty project. project = asr.Project('test project') paths = project.get_search_paths() paths.append('data') project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()['final'] conf.insert_path('uniform_pixel_renderer.samples', 25) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a color called "gray" and insert it into the assembly. GrayReflectance = [0.5, 0.5, 0.5] assembly.colors().insert( asr.ColorEntity("gray", {'color_space': 'srgb'}, GrayReflectance)) # Create a BRDF called "diffuse_gray_brdf" and insert it into the assembly. assembly.bsdfs().insert( asr.BSDF("lambertian_brdf", "diffuse_gray_brdf", {'reflectance': 'gray'})) # Create a physical surface shader and insert it into the assembly. assembly.surface_shaders().insert( asr.SurfaceShader("physical_surface_shader", "physical_surface_shader")) # Create a material called "gray_material" and insert it into the assembly. assembly.materials().insert( asr.Material( "gray_material", { "surface_shader": "physical_surface_shader", "bsdf": "diffuse_gray_brdf" })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "cube", {'filename': 'scene.obj'}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_names = { "default": "gray_material", "default2": "gray_material" } instance = asr.ObjectInstance(instance_name, {}, object.get_name(), asr.Transformd(asr.Matrix4d.identity()), material_names) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Light #------------------------------------------------------------------------ # Create a color called "light_intensity" and insert it into the assembly. LightRadiance = [1.0, 1.0, 1.0] assembly.colors().insert( asr.ColorEntity("light_intensity", { 'color_space': 'srgb', 'multiplier': 30.0 }, LightRadiance)) # Create a point light called "light" and insert it into the assembly. light = asr.Light("point_light", "light", {'intensity': 'light_intensity'}) light.set_transform( asr.Transformd(asr.Matrix4d.translation(asr.Vector3d(0.6, 2.0, 1.0)))) assembly.lights().insert(light) # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create a color called "sky_radiance" and insert it into the scene. SkyRadiance = [0.75, 0.80, 1.0] scene.colors().insert( asr.ColorEntity("sky_radiance", { 'color_space': 'srgb', 'multiplier': 0.5 }, SkyRadiance)) # Create an environment EDF called "sky_edf" and insert it into the scene. scene.environment_edfs().insert( asr.EnvironmentEDF("constant_environment_edf", "sky_edf", {'radiance': 'sky_radiance'})) # Create an environment shader called "sky_shader" and insert it into the scene. scene.environment_shaders().insert( asr.EnvironmentShader("edf_environment_shader", "sky_shader", {'environment_edf': 'sky_edf'})) # Create an environment called "sky" and bind it to the scene. scene.set_environment( asr.Environment("sky", { "environment_edf": "sky_edf", "environment_shader": "sky_shader" })) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create a pinhole camera with film dimensions 0.980 x 0.735 in (24.892 x 18.669 mm). params = { 'film_dimensions': asr.Vector2f(0.024892, 0.018669), 'focal_length': 0.035 } camera = asr.Camera("pinhole_camera", "camera", params) # Place and orient the camera. By default cameras are located in (0.0, 0.0, 0.0) # and are looking toward Z- (0.0, 0.0, -1.0). mat = asr.Matrix4d.rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-20.0)) mat = mat * asr.Matrix4d.translation(asr.Vector3d(0.0, 0.8, 11.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.set_camera(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { 'camera': scene.get_camera().get_name(), 'resolution': asr.Vector2i(640, 480), 'color_space': 'srgb' } project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def build_project(): # Create an empty project. project = asr.Project('test project') # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()['final'] conf.insert_path('uniform_pixel_renderer.samples', 16) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ for i in range(0, 10): assembly.bsdfs().insert( asr.BSDF( "glossy_brdf", "glossy" + str(i), { "mdf": "ggx", "reflectance": 1.0, "roughness": i / 9.0, "energy_compensation": 0.0 })) assembly.bsdfs().insert( asr.BSDF( "glossy_brdf", "glossy_ec" + str(i), { "mdf": "ggx", "reflectance": 1.0, "roughness": i / 9.0, "energy_compensation": 1.0 })) for i in range(0, 10): assembly.materials().insert( asr.Material("generic_material", "mat" + str(i), {"bsdf": "glossy" + str(i)})) assembly.materials().insert( asr.Material("generic_material", "mat_ec" + str(i), {"bsdf": "glossy_ec" + str(i)})) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ object_name = "sphere" object = asr.MeshObject(object_name, { "primitive": "sphere", "radius": 0.4 }) assembly.objects().insert(object) obj_instance_params = {'visibility': {"glossy": False, "shadow": False}} for i in range(0, 10): instance_name = object_name + "_inst" + str(i) material_names = {"default": "mat" + str(i)} mat = asr.Matrix4d.make_translation(asr.Vector3d(-5.0 + i, -0.5, 0.0)) instance = asr.ObjectInstance(instance_name, obj_instance_params, object_name, asr.Transformd(mat), material_names) assembly.object_instances().insert(instance) for i in range(0, 10): instance_name = object_name + "_ec_inst" + str(i) material_names = {"default": "mat_ec" + str(i)} mat = asr.Matrix4d.make_translation(asr.Vector3d(-5.0 + i, 0.5, 0.0)) instance = asr.ObjectInstance(instance_name, obj_instance_params, object_name, asr.Transformd(mat), material_names) assembly.object_instances().insert(instance) #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create a color called "gray" and insert it into the scene. Gray = [0.5, 0.5, 0.5] scene.colors().insert( asr.ColorEntity("gray", { 'color_space': 'linear_rgb', 'multiplier': 1.0 }, Gray)) # Create an environment EDF called "gray_edf" and insert it into the scene. scene.environment_edfs().insert( asr.EnvironmentEDF("constant_environment_edf", "gray_edf", {'radiance': 'gray'})) # Create an environment shader called "gray_shader" and insert it into the scene. scene.environment_shaders().insert( asr.EnvironmentShader("edf_environment_shader", "gray_shader", {'environment_edf': 'gray_edf'})) # Create an environment called "sky" and bind it to the scene. scene.set_environment( asr.Environment("sky", { "environment_edf": "gray_edf", "environment_shader": "gray_shader" })) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ params = { 'film_dimensions': asr.Vector2f(0.0640, 0.0200), 'focal_length': 0.035 } camera = asr.Camera("pinhole_camera", "camera", params) mat = asr.Matrix4d.make_translation( asr.Vector3d(-0.444315058060864, -0.071277492791890, 5.674764299781837)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = {'camera': 'camera', 'resolution': asr.Vector2i(640, 200)} project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def build_project(): # Create an empty project. project = asr.Project("grid-point-lights-generator") paths = project.get_search_paths() paths.append("data") project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()["final"] conf.insert_path("uniform_pixel_renderer.samples", 1) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") # Prepare the orientation of all the objects in the scene. orientation = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-90.0)) #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a material called "01 - Default_mat" and insert it into the assembly. assembly.materials().insert( asr.Material( "disney_material", "01 - Default_mat", { "alpha_map": "1", "layer1": { "anisotropic": "0", "base_color": "[1, 1, 1]", "clearcoat": "0", "clearcoat_gloss": "0", "layer_name": "layer1", "layer_number": "0", "mask": "1.0", "metallic": "0", "roughness": "1", "sheen": "0", "sheen_tint": "0", "specular": "0", "specular_tint": "0", "subsurface": "0.0" } })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "plane", {"filename": "Plane001.binarymesh"}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_name = {"material_slot_0": "01 - Default_mat"} mat = orientation * asr.Matrix4d.make_translation( asr.Vector3d(0.0, 0.0, 0.0)) instance = asr.ObjectInstance( instance_name, { "visibility": { "camera": "true", "diffuse": "true", "glossy": "true", "light": "true", "probe": "true", "shadow": "true", "specular": "true", "subsurface": "true", "transparency": "true" } }, object.get_name(), asr.Transformd(mat), material_name, material_name) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Lights #------------------------------------------------------------------------ light_z_distance = 1.0 if color == "white": assembly.colors().insert( asr.ColorEntity("white", { "color_space": "linear_rgb", "multiplier": 1.0 }, [1.0, 1.0, 1.0])) step = float(plane_size) / grid_lights_count light_count = 0 grid_range = np.linspace(-plane_size / 2 + step, plane_size / 2 - step, grid_lights_count) for j in grid_range: for i in grid_range: # Create a point light called "light" and insert it into the assembly. light_name = "light_" + str(light_count) light_count = light_count + 1 light = asr.Light("point_light", light_name, { "intensity": "white", "intensity_multiplier": "3" }) light_position = asr.Vector3d(i, j, light_z_distance) mat = orientation * asr.Matrix4d.make_translation( light_position) light.set_transform(asr.Transformd(mat)) assembly.lights().insert(light) elif color == "mix": for i in xrange(0, grid_lights_count * grid_lights_count): s = random.uniform(0, 1) if s < 0.65: ran = random.gauss(1, 0.01) elif s < 0.9: ran = random.gauss(0.3, 0.1) else: ran = random.gauss(0.7, 0.01) random_color = list(colorsys.hls_to_rgb(ran, 0.5, 1.0)) assembly.colors().insert( asr.ColorEntity("color_" + str(i), { "color_space": "linear_rgb", "multiplier": 1.0 }, random_color)) step = float(plane_size) / grid_lights_count light_count = 0 grid_range = np.linspace(-plane_size / 2 + step, plane_size / 2 - step, grid_lights_count) for j in grid_range: for i in grid_range: # Create a point light called "light" and insert it into the assembly. light_name = "light_" + str(light_count) color_name = "color_" + str(light_count) light_count = light_count + 1 light = asr.Light("point_light", light_name, { "intensity": color_name, "intensity_multiplier": "3" }) light_position = asr.Vector3d(i, j, light_z_distance) mat = orientation * asr.Matrix4d.make_translation( light_position) light.set_transform(asr.Transformd(mat)) assembly.lights().insert(light) else: print("Unknown color: {0}".format(color)) return #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create an environment called "env" and bind it to the scene. scene.set_environment(asr.Environment("env", {})) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create an orthographic camera. params = { "controller_target": "0 0 0", "film_dimensions": "128 128", "near_z": "-0.1", "shutter_close_time": "1.0", "shutter_open_time": "0.0" } camera = asr.Camera("orthographic_camera", "camera", params) # Place and orient the camera. mat = orientation * asr.Matrix4d.make_translation( asr.Vector3d(0.0, 0.0, 0.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { "camera": "camera", "clamping": "false", "color_space": "srgb", "filter": "box", "filter_size": "0.5", "gamma_correction": "1.0", "pixel_format": "float", "premultiplied_alpha": "true", "resolution": "512 512", "tile_size": "64 64" } project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def create_entities(self, scene): logger.debug("Creating dupli assembly for dupli: %s" % self.appleseed_name) self.__ass = asr.Assembly(self.appleseed_name, {}) self.__create_dupli_instances(self._bl_obj, scene, self.__settings)
def flush_entities(self, as_assembly, as_project): logger.debug("Flushing entity for %s", self.appleseed_name) for instance in self.__instances.values(): instance.optimize() mesh_name = f"{self.appleseed_name}_obj" if self.__export_mode == ProjectExportMode.PROJECT_EXPORT: # Replace the MeshObject by an empty one referencing # the binarymesh files we saved before. params = {} if len(self.__mesh_filenames) == 1: # No motion blur. Write a single filename. params['filename'] = "_geometry/" + self.__mesh_filenames[0] else: # Motion blur. Write one filename per motion pose. params['filename'] = {} for i, f in enumerate(self.__mesh_filenames): params['filename'][str(i)] = "_geometry/" + f self.__as_mesh = asr.MeshObject(mesh_name, params) mesh_name = self.__object_instance_mesh_name( f"{self.appleseed_name}_obj") if self.__export_mode == ProjectExportMode.INTERACTIVE_RENDER or len( self.__instances) > 1: self.__has_assembly = True else: for instance in self.__instances.values(): xform_seq = instance if xform_seq.size() > 1: self.__has_assembly = True if self.__has_assembly: self.__as_mesh_inst = asr.ObjectInstance( self.appleseed_name, self.__as_mesh_inst_params, mesh_name, asr.Transformd(asr.Matrix4d().identity()), self.__front_materials, self.__back_materials) ass_name = f"{self.appleseed_name}_ass" self.__ass = asr.Assembly(ass_name) self.__ass.objects().insert(self.__as_mesh) self.__as_mesh = self.__ass.objects().get_by_name(mesh_name) self.__ass.object_instances().insert(self.__as_mesh_inst) self.__as_mesh_inst = self.__ass.object_instances().get_by_name( self.appleseed_name) as_assembly.assemblies().insert(self.__ass) self.__ass = as_assembly.assemblies().get_by_name(ass_name) for key, transform_matrix in self.__instances.items(): ass_inst_name = f"{key}_ass_inst" ass_inst = asr.AssemblyInstance(ass_inst_name, {}, ass_name) ass_inst.set_transform_sequence(transform_matrix) as_assembly.assembly_instances().insert(ass_inst) self.__instances[key] = as_assembly.assembly_instances( ).get_by_name(ass_inst_name) else: self.__as_mesh_inst = asr.ObjectInstance( self.appleseed_name, self.__as_mesh_inst_params, mesh_name, xform_seq.get_earliest_transform(), self.__front_materials, self.__back_materials) as_assembly.objects().insert(self.__as_mesh) self.__as_mesh = as_assembly.objects().get_by_name(mesh_name) as_assembly.object_instances().insert(self.__as_mesh_inst) self.__as_mesh_inst = as_assembly.object_instances().get_by_name( self.appleseed_name)
def flush_entities(self, as_scene, as_main_assembly, as_project): logger.debug( f"appleseed: Flushing lamp entity for {self.orig_name} to project") self.__instance_lib.optimize_xforms() needs_assembly = self.__export_mode == ProjectExportMode.INTERACTIVE_RENDER or self.__instance_lib.needs_assembly( ) if self.__lamp_model != 'area_lamp': radiance_name = self.__as_lamp_radiance.get_name() as_main_assembly.colors().insert(self.__as_lamp_radiance) self.__as_lamp_radiance = as_main_assembly.colors().get_by_name( radiance_name) if needs_assembly: self.__ass_name = f"{self.orig_name}_ass" self.__ass = asr.Assembly(self.__ass_name) self.__ass.lights().insert(self.__as_lamp) self.__as_lamp = self.__ass.lights().get_by_name( self.orig_name) as_main_assembly.assemblies().insert(self.__ass) self.__ass = as_main_assembly.assemblies().get_by_name( self.__ass_name) self.flush_instances(as_main_assembly) else: self.__as_lamp.set_transform( self.__instance_lib.get_single_transform()) as_main_assembly.lights().insert(self.__as_lamp) self.__as_lamp = as_main_assembly.lights().get_by_name( self.obj_name) else: mat_name = f"{self.orig_name}_mat" mesh_name = f"{self.orig_name}_mesh" self.__as_area_lamp_inst_name = f"{self.orig_name}_inst" as_main_assembly.materials().insert(self.__as_area_lamp_material) self.__as_area_lamp_material = as_main_assembly.materials( ).get_by_name(mat_name) if self.__as_area_lamp_shadergroup is not None: shadergroup_name = self.__as_area_lamp_shadergroup.get_name() as_main_assembly.shader_groups().insert( self.__as_area_lamp_shadergroup) self.__as_area_lamp_shadergroup = as_main_assembly.shader_groups( ).get_by_name(shadergroup_name) else: self.__node_tree.flush_entities(as_scene, as_main_assembly, as_project) if needs_assembly: self.__as_area_lamp_inst = asr.ObjectInstance( self.__as_area_lamp_inst_name, self.__instance_params, mesh_name, asr.Transformd(asr.Matrix4d().identity()), {"default": mat_name}, {"default": "__null_material"}) self.__ass_name = f"{self.orig_name}_ass" self.__ass = asr.Assembly(self.__ass_name) self.__ass.objects().insert(self.__as_area_lamp_mesh) self.__as_area_lamp_mesh = self.__ass.objects().get_by_name( mesh_name) self.__ass.object_instances().insert(self.__as_area_lamp_inst) self.__as_area_lamp_inst = self.__ass.object_instances( ).get_by_name(self.__as_area_lamp_inst_name) as_main_assembly.assemblies().insert(self.__ass) self.__ass = as_main_assembly.assemblies().get_by_name( self.__ass_name) self.flush_instances(as_main_assembly) else: self.__as_area_lamp_inst = asr.ObjectInstance( self.__as_area_lamp_inst_name, self.__instance_params, mesh_name, self.__instance_lib.get_single_transform(), {"default": mat_name}, {"default": "__null_material"}) as_main_assembly.objects().insert(self.__as_area_lamp_mesh) self.__as_area_lamp_mesh = as_main_assembly.objects( ).get_by_name(mesh_name) as_main_assembly.object_instances().insert( self.__as_area_lamp_inst) self.__as_mesh_inst = as_main_assembly.object_instances( ).get_by_name(self.__as_area_lamp_inst_name)
def build_project(): # Create an empty project. project = asr.Project("4-point-lights") paths = project.get_search_paths() paths.append("data") project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()["final"] conf.insert_path("uniform_pixel_renderer.samples", 1) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") # Prepare the orientation of all the objects in the scene. orientation = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-90.0)) #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a material called "01 - Default_mat" and insert it into the assembly. assembly.materials().insert( asr.Material( "disney_material", "01 - Default_mat", { "alpha_map": "1", "layer1": { "anisotropic": "0", "base_color": "[1, 1, 1]", "clearcoat": "0", "clearcoat_gloss": "0", "layer_name": "layer1", "layer_number": "0", "mask": "1.0", "metallic": "0", "roughness": "1", "sheen": "0", "sheen_tint": "0", "specular": "0", "specular_tint": "0", "subsurface": "0.0" } })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "plane", {"filename": "Plane001.binarymesh"}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_name = {"material_slot_0": "01 - Default_mat"} mat = orientation * asr.Matrix4d.make_translation( asr.Vector3d(0.0, 0.0, 0.0)) instance = asr.ObjectInstance( instance_name, { "visibility": { "camera": "true", "diffuse": "true", "glossy": "true", "light": "true", "probe": "true", "shadow": "true", "specular": "true", "subsurface": "true", "transparency": "true" } }, object.get_name(), asr.Transformd(mat), material_name, material_name) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Lights #------------------------------------------------------------------------ # Create a list of colors and for each of them create a light. light_colors = { "white": [1.0, 1.0, 1.0], "red": [1.0, 0.0, 0.0], "green": [0.0, 1.0, 0.0], "blue": [0.0, 0.0, 1.0] } light_positions = [ asr.Vector3d(25.0, -25.0, 5.0), asr.Vector3d(-25.0, -25.0, 5.0), asr.Vector3d(25.0, 25.0, 5.0), asr.Vector3d(-25.0, 25.0, 5.0) ] for key in light_colors: color_name = "color_" + key # Add colors to the project. assembly.colors().insert( asr.ColorEntity(color_name, { "color_space": "linear_rgb", "multiplier": 1.0 }, light_colors[key])) idx = light_colors.keys().index(key) light_name = "light_" + key # Create the light. light = asr.Light( "max_omni_light", light_name, { "decay_exponent": "0", "decay_start": "40", "intensity": color_name, "intensity_multiplier": "3.14159" }) mat = orientation * asr.Matrix4d.make_translation(light_positions[idx]) light.set_transform(asr.Transformd(mat)) assembly.lights().insert(light) #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create an environment called "env" and bind it to the scene. scene.set_environment(asr.Environment("env", {})) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create an orthographic camera with film dimensions 128 x 128 in. params = { "controller_target": "0 0 0", "film_dimensions": "128 128", "near_z": "-0.1", "shutter_close_time": "1.0", "shutter_open_time": "0.0" } camera = asr.Camera("orthographic_camera", "camera", params) # Place and orient the camera. By default cameras are located in (0.0, 0.0, 0.0) # and are looking toward Z- (0.0, 0.0, -1.0). mat = orientation * asr.Matrix4d.make_translation( asr.Vector3d(0.0, 0.0, 0.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { "camera": "camera", "clamping": "false", "color_space": "srgb", "filter": "box", "filter_size": "0.5", "gamma_correction": "1.0", "pixel_format": "float", "premultiplied_alpha": "true", "resolution": "512 512", "tile_size": "64 64" } project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def build_project(): # Create an empty project. project = asr.Project("grid-point-lights-generator") paths = project.get_search_paths() paths.append("data") project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()["final"] conf.insert_path("uniform_pixel_renderer.samples", 1) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") # Prepare the orientation of all the objects in the scene. orientation = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-90.0)) #------------------------------------------------------------------------ # COLOR #------------------------------------------------------------------------ assembly.colors().insert(asr.ColorEntity("light_color", { "color_space": "linear_rgb", "multiplier": 1.0, "wavelength_range": "400.0 700.0" }, [1.000000, 0.830634, 0.378440])) #------------------------------------------------------------------------ # EDF #------------------------------------------------------------------------ # Create light edfs. assembly.edfs().insert(asr.EDF( "diffuse_edf", "light_material_edf", { "cast_indirect_light": "true", "importance_multiplier": "1.0", "light_near_start": "0.0", "radiance": "light_color", "radiance_multiplier": "9" })) #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a material called "01 - Default_mat" and insert it into the assembly. assembly.materials().insert(asr.Material( "disney_material", "01 - Default_mat", { "alpha_map": "1", "layer1": { "anisotropic": "0", "base_color": "[1, 1, 1]", "clearcoat": "0", "clearcoat_gloss": "0", "layer_name": "layer1", "layer_number": "0", "mask": "1.0", "metallic": "0", "roughness": "1", "sheen": "0", "sheen_tint": "0", "specular": "0", "specular_tint": "0", "subsurface": "0.0" } })) # Create light material. assembly.materials().insert(asr.Material( "generic_material", "light_material", { "bump_amplitude": "1.0", "displacement_method": "bump", "edf": "light_material_edf", "normal_map_up": "z", "shade_alpha_cutouts": "false" })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "plane", {"filename": "Plane001.binarymesh"}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_name = {"material_slot_0": "01 - Default_mat"} mat = orientation * asr.Matrix4d.make_translation(asr.Vector3d(0.0, 0.0, 0.0)) instance = asr.ObjectInstance( instance_name, {"visibility": {}}, object.get_name(), asr.Transformd(mat), material_name, material_name) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Lights #------------------------------------------------------------------------ light_z_distance = 1.0 lights = asr.MeshObjectReader.read(project.get_search_paths(), "rectangle", {"filename": "rectangle.obj"}) for light in lights: if Color == "white": step = float(PlaneSize) / GridLightsCount light_count = 0 grid_range = np.linspace((-PlaneSize + step) / 2, (PlaneSize - step) / 2, GridLightsCount) for j in grid_range: for i in grid_range: # Create an instance of this light and insert it into the assembly. instance_name = light.get_name() + "_inst_" + str(light_count) light_count = light_count + 1 material_front = {"material_slot_0": "01 - Default_mat"} material_back = {"material_slot_0": "light_material"} light_position = asr.Vector3d(i, j, light_z_distance) mat = orientation * asr.Matrix4d.make_translation(light_position) instance = asr.ObjectInstance( instance_name, {"visibility": { "camera": "false", "diffuse": "true", "glossy": "true", "light": "true", "probe": "true", "shadow": "true", "specular": "true", "subsurface": "true", "transparency": "true" }}, light.get_name(), asr.Transformd(mat), material_front, material_back) assembly.object_instances().insert(instance) else: print("Unknown Color: {0}".format(Color)) return # Insert this light into the scene. assembly.objects().insert(light) #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform(0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create an environment called "env" and bind it to the scene. scene.set_environment(asr.Environment("env", {})) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create an orthographic camera. params = { "controller_target": "0 0 0", "film_dimensions": "128 128", "near_z": "-0.1", "shutter_close_time": "1.0", "shutter_open_time": "0.0" } camera = asr.Camera("orthographic_camera", "camera", params) # Place and orient the camera. mat = orientation * asr.Matrix4d.make_translation(asr.Vector3d(0.0, 0.0, 0.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { "camera": "camera", "clamping": "false", "color_space": "srgb", "filter": "box", "filter_size": "0.5", "gamma_correction": "1.0", "pixel_format": "float", "premultiplied_alpha": "true", "resolution": "512 512", "tile_size": "64 64"} project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def setUp(self): self.ass = asr.Assembly("test_assembly") self.color_vec = self.ass.colors()
def flush_entities(self, as_scene, as_main_assembly, as_project): logger.debug( "appleseed: Flusing mesh entity for {self.orig_name} into project") if self.__export_mode == ProjectExportMode.PROJECT_EXPORT: # Replace the MeshObject by an empty one referencing # the binarymesh files we saved before. params = {} if len(self.__mesh_filenames) == 1: # No motion blur. Write a single filename. params['filename'] = f"_geometry/{self.__mesh_filenames[0]}" else: # Motion blur. Write one filename per motion pose. params['filename'] = dict() for i, f in enumerate(self.__mesh_filenames): params['filename'][str(i)] = f"_geometry/{f}" self.__as_mesh = asr.MeshObject(self.orig_name, params) mesh_name = self.__object_instance_mesh_name(self.orig_name) self.__obj_inst_name = f"{self.orig_name}_inst" self.__instance_lib.optimize_xforms() needs_assembly = self.__export_mode == ProjectExportMode.INTERACTIVE_RENDER or self.__instance_lib.needs_assembly( ) if needs_assembly: self.__ass_name = f"{self.orig_name}_ass" self.__ass = asr.Assembly(self.__ass_name) self.__as_mesh_inst = asr.ObjectInstance( self.__obj_inst_name, self.__as_mesh_inst_params, mesh_name, asr.Transformd(asr.Matrix4d().identity()), self.__front_materials, self.__back_materials) self.__ass.objects().insert(self.__as_mesh) self.__as_mesh = self.__ass.objects().get_by_name(mesh_name) self.__ass.object_instances().insert(self.__as_mesh_inst) self.__as_mesh_inst = self.__ass.object_instances().get_by_name( self.__obj_inst_name) as_main_assembly.assemblies().insert(self.__ass) self.__ass = as_main_assembly.assemblies().get_by_name( self.__ass_name) self.flush_instances(as_main_assembly) else: self.__as_mesh_inst = asr.ObjectInstance( self.__obj_inst_name, self.__as_mesh_inst_params, mesh_name, self.__instance_lib.get_single_transform(), self.__front_materials, self.__back_materials) as_main_assembly.objects().insert(self.__as_mesh) self.__as_mesh = as_main_assembly.objects().get_by_name(mesh_name) as_main_assembly.object_instances().insert(self.__as_mesh_inst) self.__as_mesh_inst = as_main_assembly.object_instances( ).get_by_name(self.__obj_inst_name)
def flush_entities(self, assembly): # Compute tangents if needed. if self.__export_mode != ProjectExportMode.PROJECT_EXPORT: if self.bl_obj.data.appleseed.smooth_tangents and self.bl_obj.data.appleseed.export_uvs: asr.compute_smooth_vertex_tangents(self.__mesh_object) asr_obj_props = self.bl_obj.appleseed mesh_name = self.__mesh_object.get_name() object_instance_params = {'visibility': {'camera': asr_obj_props.camera_visible, 'light': asr_obj_props.light_visible, 'shadow': asr_obj_props.shadow_visible, 'diffuse': asr_obj_props.diffuse_visible, 'glossy': asr_obj_props.glossy_visible, 'specular': asr_obj_props.specular_visible, 'transparency': asr_obj_props.transparency_visible}, 'medium_priority': asr_obj_props.medium_priority, 'ray_bias_method': asr_obj_props.object_ray_bias_method, 'ray_bias_distance': asr_obj_props.object_ray_bias_distance} if asr_obj_props.object_sss_set != "": object_instance_params['sss_set_id'] = asr_obj_props.object_sss_set if self.__export_mode == ProjectExportMode.PROJECT_EXPORT: # Replace the MeshObject by an empty one referencing # the binarymesh files we saved before. params = {} if len(self.__mesh_filenames) == 1: # No motion blur. Write a single filename. params['filename'] = "_geometry/" + self.__mesh_filenames[0] else: # Motion blur. Write one filename per motion pose. params['filename'] = {} for i, f in enumerate(self.__mesh_filenames): params['filename'][str(i)] = "_geometry/" + f self.__mesh_object = asr.MeshObject(mesh_name, params) self._xform_seq.optimize() logger.debug( "Flushing object %s, num instances = %s, num xform keys = %s", self.appleseed_name, self._num_instances, self._xform_seq.size()) if self.__export_mode == ProjectExportMode.INTERACTIVE_RENDER: # We always create assemblies when doing IPR to allow quick xform edits. needs_assembly = True else: # Only create an assembly if the object is instanced or has xform motion blur. needs_assembly = self._num_instances > 1 or self._xform_seq.size() > 1 if needs_assembly: logger.debug("Creating assembly for object %s, name: %s", mesh_name, self.assembly_name) ass = asr.Assembly(self.assembly_name) logger.debug("Creating object instance for object %s, name: %s", mesh_name, self.appleseed_name) obj_inst = asr.ObjectInstance( self.appleseed_name, object_instance_params, self.__object_instance_mesh_name(mesh_name), asr.Transformd(asr.Matrix4d().identity()), self.__front_materials, self.__back_materials) ass.objects().insert(self.__mesh_object) self.__mesh_object = ass.objects().get_by_name(mesh_name) obj_inst_name = obj_inst.get_name() ass.object_instances().insert(obj_inst) self.__obj_inst = ass.object_instances().get_by_name(obj_inst_name) assembly_instance_name = self.assembly_name + "_inst" logger.debug("Creating assembly instance for object %s, name: %s", mesh_name, assembly_instance_name) ass_name = self._insert_entity_with_unique_name(assembly.assemblies(), ass, ass.get_name()) self.__ass = assembly.assemblies().get_by_name(ass_name) ass_inst = asr.AssemblyInstance( assembly_instance_name, {}, ass_name) ass_inst.set_transform_sequence(self._xform_seq) ass_inst_name = self._insert_entity_with_unique_name(assembly.assembly_instances(), ass_inst, ass_inst.get_name()) self.__ass_inst = assembly.assembly_instances().get_by_name(ass_inst_name) if self.__alpha_tex is not None: self.__ass.textures().insert(self.__alpha_tex) if self.__alpha_tex_inst is not None: self.__ass.texture_instances().insert(self.__alpha_tex_inst) else: logger.debug("Creating object instance for object %s, name: %s", mesh_name, self.appleseed_name) mesh_name = self._insert_entity_with_unique_name(assembly.objects(), self.__mesh_object, mesh_name) self.__mesh_object = assembly.objects().get_by_name(mesh_name) obj_inst = asr.ObjectInstance( self.appleseed_name, object_instance_params, self.__object_instance_mesh_name(mesh_name), self._xform_seq.get_earliest_transform(), self.__front_materials, self.__back_materials) obj_inst_name = self._insert_entity_with_unique_name(assembly.object_instances(), obj_inst, obj_inst.get_name()) self.__obj_inst = assembly.object_instances().get_by_name(obj_inst_name) if self.__alpha_tex is not None: assembly.textures().insert(self.__alpha_tex) if self.__alpha_tex_inst is not None: assembly.texture_instances().insert(self.__alpha_tex_inst)