Exemplo n.º 1
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def convert_sun_emitter(scene, assembly, emitter_name, element):
    sun_params = {}

    turbidity = element.find("float[@name='turbidity']")
    if turbidity is not None:
        sun_params["turbidity"] = float(turbidity.attrib["value"]) - 2.0
    else:
        sun_params["turbidity"] = 1.0

    scale = element.find("float[@name='scale']")
    if scale is not None:
        sun_params["radiance_multiplier"] = float(scale.attrib["value"])

    sun = asr.Light("sun_light", "sun_light", sun_params)

    sun_direction = element.find("vector[@name='sunDirection']")
    if sun_direction is not None:
        from_direction = asr.Vector3d(0.0, 0.0, 1.0)
        to_direction = asr.Vector3d(get_vector(sun_direction))
        sun.set_transform(
            asr.Transformd(
                asr.Matrix4d.make_rotation(
                    asr.Quaterniond.make_rotation(from_direction,
                                                  to_direction))))

    assembly.lights().insert(sun)
Exemplo n.º 2
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    def _convert_matrix(self, m):
        as_sky = self.bl_scene.world.appleseed_sky
        vertical_shift = asr.Matrix4d.make_rotation(
            asr.Vector3d(1.0, 0.0, 0.0), math.radians(as_sky.vertical_shift))
        horizontal_shift = asr.Matrix4d.make_rotation(
            asr.Vector3d(0.0, 1.0, 0.0), math.radians(as_sky.horizontal_shift))
        m = vertical_shift * horizontal_shift * m

        return m
Exemplo n.º 3
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def convert_disk_shape(scene, assembly, element):
    # Radius.
    radius_element = element.find("float[@name='radius']")
    radius = float(
        radius_element.attrib["value"]) if radius_element is not None else 1.0

    # Object.
    object_name = make_new_object_name(assembly)
    object = asr.create_primitive_mesh(
        object_name, {
            "primitive": "disk",
            "resolution_u": 1,
            "resolution_v": 32,
            "radius": radius
        })

    # Instance transform.
    matrix = get_matrix(element.find("transform[@name='toWorld']/matrix"))
    rotx = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0),
                                      math.radians(90.0))
    matrix = matrix * rotx
    transform = asr.Transformd(matrix)

    # Instance material.
    material_name = process_shape_material(scene, assembly, object_name,
                                           element)

    instance = make_object_instance(assembly, object, material_name, transform)
    assembly.object_instances().insert(instance)
    assembly.objects().insert(object)
Exemplo n.º 4
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def convert_rectangle_shape(scene, assembly, element):
    # Object.
    object_name = make_new_object_name(assembly)
    object = asr.create_primitive_mesh(
        object_name, {
            "primitive": "grid",
            "resolution_u": 1,
            "resolution_v": 1,
            "width": 2.0,
            "height": 2.0
        })

    # Instance transform.
    matrix = get_matrix(element.find("transform[@name='toWorld']/matrix"))
    rotx = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0),
                                      math.radians(90.0))
    matrix = matrix * rotx
    transform = asr.Transformd(matrix)

    # Instance material.
    material_name = process_shape_material(scene, assembly, object_name,
                                           element)

    instance = make_object_instance(assembly, object, material_name, transform)
    assembly.object_instances().insert(instance)
    assembly.objects().insert(object)
Exemplo n.º 5
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def convert_envmap_emitter(scene, emitter_name, element):
    filepath = element.find("string[@name='filename']").attrib["value"]

    texture_instance_name = create_texture(scene, "environment_map", filepath)

    env_edf = asr.EnvironmentEDF("latlong_map_environment_edf",
                                 "environment_edf",
                                 {"radiance": texture_instance_name})

    matrix_element = element.find("transform[@name='toWorld']/matrix")
    if matrix_element is not None:
        matrix = get_matrix(matrix_element)
        roty = asr.Matrix4d.make_rotation(asr.Vector3d(0.0, 1.0, 0.0),
                                          math.radians(-90.0))
        matrix = matrix * roty
        env_edf.transform_sequence().set_transform(0.0, asr.Transformd(matrix))

    scene.environment_edfs().insert(env_edf)

    scene.environment_shaders().insert(
        asr.EnvironmentShader("edf_environment_shader", "environment_shader",
                              {"environment_edf": 'environment_edf'}))

    scene.set_environment(
        asr.Environment(
            "environment", {
                "environment_edf": "environment_edf",
                "environment_shader": "environment_shader"
            }))
Exemplo n.º 6
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def convert_sensor(project, scene, element):
    camera_params = {}
    camera_matrix = None
    frame_params = {
        "camera": "camera",
        "color_space": "srgb",
        "tile_size": "32 32"
    }

    for child in element:
        if child.tag == "float":
            if child.attrib["name"] == "fov":
                camera_params["horizontal_fov"] = child.attrib["value"]
        elif child.tag == "transform":
            camera_matrix = get_matrix(child.find("matrix"))
        elif child.tag == "sampler":
            convert_sampler(project, child)
        elif child.tag == "film":
            convert_film(camera_params, frame_params, child)

    camera = asr.Camera("pinhole_camera", "camera", camera_params)
    if camera_matrix is not None:
        roty = asr.Matrix4d.make_rotation(asr.Vector3d(0.0, 1.0, 0.0),
                                          math.radians(180.0))
        camera_matrix = camera_matrix * roty
        camera.transform_sequence().set_transform(
            0.0, asr.Transformd(camera_matrix))
    scene.cameras().insert(camera)

    project.set_frame(asr.Frame("beauty", frame_params))
Exemplo n.º 7
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    def _convert_matrix(m):
        """
        Converts a Blender matrix to an appleseed matrix

        We have the following conventions:

        Both Blender and appleseed use right-hand coordinate systems.
        Both Blender and appleseed use column-major matrices.
        Both Blender and appleseed use pre-multiplication.
        In Blender, given a matrix m, m[i][j] is the element at the i'th row, j'th column.

        The only difference between the coordinate systems of Blender and appleseed is the up vector:
        in Blender, up is Z+; in appleseed, up is Y+.  So we need to add a -90 degree rotation along the x
        axis to translate.
        :param m: Input Blender object matrix
        :return: appleseed transform of the modified matrix
        """

        matrix = asr.Matrix4d([
            m[0][0], m[0][1], m[0][2], m[0][3], m[1][0], m[1][1], m[1][2],
            m[1][3], m[2][0], m[2][1], m[2][2], m[2][3], m[3][0], m[3][1],
            m[3][2], m[3][3]
        ])

        rotation_modify = asr.Matrix4d.make_rotation(
            asr.Vector3d(1.0, 0.0, 0.0), math.radians(-90.0))

        matrix = rotation_modify * matrix

        return asr.Transformd(matrix)
Exemplo n.º 8
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def convert_sphere_shape(scene, assembly, element):
    # Radius.
    radius_element = element.find("float[@name='radius']")
    radius = float(radius_element.attrib["value"]) if radius_element is not None else 1.0

    # Center.
    center_element = element.find("point[@name='center']")
    center = asr.Vector3d(get_vector(center_element)) if center_element is not None else asr.Vector3d(0.0)

    # Object.
    object_name = make_new_object_name(assembly)
    object = asr.create_primitive_mesh(object_name, {
        "primitive": "sphere",
        "resolution_u": 32,
        "resolution_v": 16,
        "radius": radius
    })

    # Instance transform.
    matrix = asr.Matrix4d.make_translation(center)
    matrix_element = element.find("transform[@name='toWorld']/matrix")
    if matrix_element is not None:
        # todo: no idea what is the right multiplication order, untested.
        matrix = matrix * get_matrix(matrix_element)
    transform = asr.Transformd(matrix)

    # Instance material.
    material_name = process_shape_material(scene, assembly, object_name, element)

    instance = make_object_instance(assembly, object, material_name, transform)
    assembly.object_instances().insert(instance)
    assembly.objects().insert(object)
Exemplo n.º 9
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    def assertCameraConvertsFrustum(self, camera):

        appleseedCamera = IECoreAppleseed.CameraAlgo.convert(camera)

        screenWindow = camera.frustum()
        resolution = appleseed.Vector2i(1920, 1080)
        proj = appleseed.ProjectPoints(appleseedCamera, resolution)

        for x in [0, 1]:
            for y in [0, 1]:
                corner = appleseed.Vector3d(
                    screenWindow.max().x if x else screenWindow.min().x,
                    screenWindow.max().y if y else screenWindow.min().y, -1.0)
                screenPos = proj.project_camera_space_point(corner)
                self.assertAlmostEqual(x * resolution[0], screenPos[0])
                self.assertAlmostEqual((1 - y) * resolution[1], screenPos[1])
Exemplo n.º 10
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    def test_roundtrip(self):
        src_params = {
            'int': 1,
            'positive_long': long(8 * 1024 * 1024 * 1024),
            'negative_long': long(-8 * 1024 * 1024 * 1024),
            'float': 2.0,
            'string': 'string',
            'bool': False,
            'vector2d': asr.Vector2d(3.0, 4.0),
            'vector3d': asr.Vector3d(3.0, 4.0, 5.0)
        }

        light = asr.Light('point_light', 'light', src_params)
        dst_params = light.get_parameters()

        self.assertEqual(src_params, dst_params)
Exemplo n.º 11
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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
Exemplo n.º 12
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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 13
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    def _convert_matrix(self, m):
        rot = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0),
                                         math.radians(90.0))
        m = rot * m

        return m
Exemplo n.º 14
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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
Exemplo n.º 15
0
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
Exemplo n.º 16
0
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