Exemplo n.º 1
0
    def set_deform_key(self, scene, time, key_times):
        # Don't save keys for non deforming meshes.
        if not self.__deforming and self.__key_index > 0:
            logger.debug("Skipping mesh key for non deforming object %s", self.bl_obj.name)
            return

        mesh_key = str(ObjectKey(self.bl_obj.data)) + "_obj"
        mesh_name = mesh_key

        me = self.__get_blender_mesh(scene, triangulate=True)

        if self.__export_mode == ProjectExportMode.PROJECT_EXPORT:
            # Write a mesh file for the mesh key.
            logger.debug("Writing mesh file object %s, time = %s", self.bl_obj.name, time)
            self.__mesh_object = asr.MeshObject(mesh_name, self.__obj_params)
            self.__convert_mesh(me)
            self.__write_mesh(mesh_key)
        else:
            if self.__key_index == 0:
                # First key, convert the mesh and reserve keys.
                logger.debug("Converting mesh object %s", self.bl_obj.name)
                self.__mesh_object = asr.MeshObject(mesh_name, self.__obj_params)
                self.__convert_mesh(me)

                if self.__deforming:
                    self.__mesh_object.set_motion_segment_count(len(key_times) - 1)
            else:
                # Set vertex and normal poses.
                logger.debug("Setting mesh key for object %s, time = %s", self.bl_obj.name, time)
                self.__set_mesh_key(me, self.__key_index)

        bpy.data.meshes.remove(me)
        self.__key_index += 1
Exemplo n.º 2
0
    def create_entities(self, depsgraph, num_def_times):
        logger.debug(f"appleseed: Creating mesh entity for {self.orig_name}")
        self.__mesh_params = self.__get_mesh_params()

        self.__as_mesh = asr.MeshObject(self.orig_name, self.__mesh_params)

        self.__as_mesh_inst_params = self.__get_mesh_inst_params()

        self.__front_materials, self.__back_materials = self.__get_material_mappings(
        )

        eval_object = self._bl_obj.evaluated_get(depsgraph)

        me = eval_object.to_mesh()

        self.__convert_mesh(me)

        if self.__export_mode == ProjectExportMode.PROJECT_EXPORT:
            logger.debug(
                f"appleseed: Writing mesh file object {self.orig_name}, time = 0"
            )
            self.__write_mesh(self.orig_name)

        eval_object.to_mesh_clear()

        if self.__is_deforming:
            self.__as_mesh.set_motion_segment_count(num_def_times - 1)
Exemplo n.º 3
0
    def create_entities(self, bl_scene, textures_to_add,
                        as_texture_translators):
        logger.debug("Creating entity for %s", self.appleseed_name)

        mesh_name = f"{self.appleseed_name}_obj"

        mesh_params = self.__get_mesh_params(textures_to_add,
                                             as_texture_translators)

        self.__as_mesh = asr.MeshObject(mesh_name, mesh_params)

        self.__as_mesh_inst_params = self.__get_mesh_inst_params()
        self.__front_materials, self.__back_materials = self.__get_material_mappings(
        )
Exemplo n.º 4
0
    def create_entities(self, scene):
        lamp_data = self.bl_lamp.data
        as_lamp_data = lamp_data.appleseed

        # Create area light mesh shape
        shape_params = {'primitive': as_lamp_data.area_shape}

        if as_lamp_data.area_shape == 'grid':
            shape_params['width'] = self.bl_lamp.data.size
            shape_params['height'] = self.bl_lamp.data.size

            if lamp_data.shape == 'RECTANGLE':
                shape_params['height'] = self.bl_lamp.data.size_y

        elif as_lamp_data.area_shape == 'disk':
            shape_params['radius'] = self.bl_lamp.data.size / 2

        else:
            shape_params['radius'] = self.bl_lamp.data.size / 2
            shape_params['resolution_u'] = 4
            shape_params['resolution_v'] = 4

        mesh_name = self.bl_lamp.name + "_mesh"

        if self.__export_mode == ProjectExportMode.PROJECT_EXPORT:
            self.__as_area_mesh = asr.MeshObject(mesh_name, shape_params)
        else:
            self.__as_area_mesh = asr.create_primitive_mesh(
                mesh_name, shape_params)

        # Create area light object instance, set visibility flags
        lamp_inst_params = {
            'visibility': {
                'camera': False
            }
        } if not as_lamp_data.area_visibility else {}

        self.__as_area_mesh_inst = asr.ObjectInstance(
            self.bl_lamp.name + '_inst', lamp_inst_params, mesh_name,
            self._convert_matrix(self.bl_lamp.matrix_world),
            {"default": lamp_data.name + "_mat"},
            {"default": "__null_material"})

        # Emit basic lamp shader group
        if lamp_data.appleseed.osl_node_tree is None:
            self.__create_material(as_lamp_data, lamp_data)
Exemplo n.º 5
0
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
Exemplo n.º 6
0
    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)
Exemplo n.º 7
0
    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)
Exemplo n.º 8
0
    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)