def run(self): """ Loads rocks.""" rocks_settings = self.config.get_list("batches", []) for subsec_num, subsec_settings in enumerate(rocks_settings): subsec_config = Config(subsec_settings) subsec_objects = RockEssentialsRockLoader.load_rocks( path=subsec_config.get_string("path"), subsec_num=subsec_num, objects=subsec_config.get_list("objects", []), sample_objects=subsec_config.get_bool("sample_objects", False), amount=subsec_config.get_int("amount") if subsec_config.has_param("amount") else None ) RockEssentialsRockLoader.set_rocks_properties( objects=subsec_objects, physics=subsec_config.get_bool("physics", False), render_levels=subsec_config.get_int("render_levels", 3), high_detail_mode=subsec_config.get_bool("high_detail_mode", False), scale=subsec_config.get_vector3d("scale", [1, 1, 1]), reflection_amount=subsec_config.get_float("reflection_amount") if subsec_config.has_param("reflection_amount") else None, reflection_roughness=subsec_config.get_float("reflection_roughness") if subsec_config.has_param("reflection_roughness") else None, hsv=subsec_config.get_list("HSV") if subsec_config.has_param("HSV") else None )
def run(self): """ 'Selects' objects and sets according values for defined attributes/custom properties.""" instances = self.config.get_list("instances", []) for instance in instances: # separating defined part with the selector from ambiguous part with attribute names and their values to set set_params = {} sel_objs = {} for key in instance.keys(): # if its not a selector -> to the set parameters dict if key != 'selector': set_params[key] = instance[key] else: sel_objs[key] = instance[key] # create Config objects params_conf = Config(set_params) sel_conf = Config(sel_objs) # invoke a Getter, get a list of objects to manipulate objects = sel_conf.get_list("selector") for key in params_conf.data.keys(): # get raw value from the set parameters config object result = params_conf.get_raw_value(key) for obj in objects: # if an attribute with such name exists for this object if hasattr(obj, key): # set the value setattr(obj, key, result) # if not, then treat it as a custom property. Values will be overwritten for existing custom # property, but if the name is new then new custom property will be created else: obj[key] = result
def run(self): """ Sets according values of defined attributes or applies custom functions to the selected materials. 1. Select materials. 2. For each parameter to modify, set it's value to all selected objects. """ set_params = {} sel_objs = {} for key in self.config.data.keys(): # if its not a selector -> to the set parameters dict if key != 'selector': set_params[key] = self.config.data[key] else: sel_objs[key] = self.config.data[key] # create Config objects params_conf = Config(set_params) sel_conf = Config(sel_objs) # invoke a Getter, get a list of entities to manipulate materials = sel_conf.get_list("selector") op_mode = self.config.get_string("mode", "once_for_each") if op_mode == "once_for_all": # get values to set if they are to be set/sampled once for all selected materials params = self._get_the_set_params(params_conf) for material in materials: if not material.use_nodes: raise Exception("This material does not use nodes -> not supported here.") if op_mode == "once_for_each": # get values to set if they are to be set/sampled anew for each selected entity params = self._get_the_set_params(params_conf) for key, value in params.items(): # used so we don't modify original key when having more than one material key_copy = key requested_cf = False if key.startswith('cf_'): requested_cf = True key_copy = key[3:] # if an attribute with such name exists for this entity if key_copy == "color_link_to_displacement" and requested_cf: MaterialManipulator._link_color_to_displacement_for_mat(material, value) elif key_copy == "change_to_vertex_color" and requested_cf: MaterialManipulator._map_vertex_color(material, value) elif key_copy == "textures" and requested_cf: loaded_textures = self._load_textures(value) self._set_textures(loaded_textures, material) elif key_copy == "switch_to_emission_shader" and requested_cf: self._switch_to_emission_shader(material, value) elif "set_" in key_copy and requested_cf: # sets the value of the principled shader self._set_principled_shader_value(material, key_copy[len("set_"):], value) elif hasattr(material, key_copy): # set the value setattr(material, key_copy, value)
def _cam2world_matrix_from_cam_extrinsics(self, config: Config) -> np.ndarray: """ Determines camera extrinsics by using the given config and returns them in form of a cam to world frame transformation matrix. :param config: The configuration object. :return: The 4x4 cam to world transformation matrix. """ if not config.has_param("cam2world_matrix"): position = MathUtility.change_coordinate_frame_of_point( config.get_vector3d("location", [0, 0, 0]), self.source_frame) # position = Vector((-0.01111459918320179, -0.051188092678785324, 0.19301876425743103)) rotation_format = config.get_string("rotation/format", "euler") value = config.get_vector3d("rotation/value", [0, 0, 0]) # Transform to blender coord frame value = MathUtility.change_coordinate_frame_of_point( value, self.source_frame) if rotation_format == "euler": # Rotation, specified as euler angles rotation_matrix = Euler(value, 'XYZ').to_matrix() elif rotation_format == "forward_vec": # Convert forward vector to euler angle (Assume Up = Z) rotation_matrix = CameraUtility.rotation_from_forward_vec( value) elif rotation_format == "look_at": # Convert forward vector to euler angle (Assume Up = Z) rotation_matrix = CameraUtility.rotation_from_forward_vec( value - position) else: raise Exception("No such rotation format:" + str(rotation_format)) if rotation_format == "look_at" or rotation_format == "forward_vec": inplane_rot = config.get_float("rotation/inplane_rot", 0.0) rotation_matrix = np.matmul( rotation_matrix, Euler((0.0, 0.0, inplane_rot)).to_matrix()) extra_rot = config.get_vector("rotation/extra_rot", mathutils.Vector([0., 0., 0.])) #extra_rot = Vector([0.3,-0.3,-0.7841]) rotation_matrix = rotation_matrix @ Euler( extra_rot).to_matrix() # cam2world_matrix = Matrix.Translation(Vector(position)) @ rotation_matrix.to_4x4() cam2world_matrix = MathUtility.build_transformation_mat( position, rotation_matrix) else: cam2world_matrix = np.array( config.get_list("cam2world_matrix")).reshape(4, 4).astype( np.float32) cam2world_matrix = MathUtility.change_target_coordinate_frame_of_transformation_matrix( cam2world_matrix, self.source_frame) return cam2world_matrix
def run(self): own_config = Config({"selector": {"provider": "getter.Entity", "conditions": { "cp_is_scene_net_obj": True }}}) # get all objects which have the custom property is_scene_net_obj: True objects = own_config.get_list("selector") if not objects: raise Exception("No objects have been loaded which have the custom property is_scene_net_obj!") self.add_emission_to_materials(objects)
def _get_the_set_params(self, params_conf: Config) -> dict: """ Extracts actual values to set from a Config object. :param params_conf: Object with all user-defined data. :return: Parameters to set as {name of the parameter: it's value} pairs. """ params = {} for key in params_conf.data.keys(): result = None if key == "cf_color_link_to_displacement": result = params_conf.get_float(key) elif key == "cf_change_to_vertex_color": result = params_conf.get_string(key) elif key == "cf_textures": result = {} paths_conf = Config(params_conf.get_raw_dict(key)) for text_key in paths_conf.data.keys(): text_path = paths_conf.get_string(text_key) result.update({text_key: text_path}) elif key == "cf_switch_to_emission_shader": result = {} emission_conf = Config(params_conf.get_raw_dict(key)) for emission_key in emission_conf.data.keys(): if emission_key == "color": attr_val = emission_conf.get_list( "color", [1, 1, 1, 1]) elif emission_key == "strength": attr_val = emission_conf.get_float("strength", 1.0) else: attr_val = emission_conf.get_raw_value(emission_key) result.update({emission_key: attr_val}) elif key == "cf_infuse_texture": result = Config(params_conf.get_raw_dict(key)) elif key == "cf_infuse_material": result = Config(params_conf.get_raw_dict(key)) elif key == "cf_add_dust": result = params_conf.get_raw_dict(key) elif "cf_set_" in key or "cf_add_" in key: result = params_conf.get_raw_value(key) else: result = params_conf.get_raw_value(key) params.update({key: result}) return params
def run(self): """ 'Selects' entities and sets according values for defined attributes/custom properties.""" # separating defined part with the selector from ambiguous part with attribute names and their values to set set_params = {} sel_objs = {} for key in self.config.data.keys(): # if its not a selector -> to the set parameters dict if key != 'selector': set_params[key] = self.config.data[key] else: sel_objs[key] = self.config.data[key] # create Config objects params_conf = Config(set_params) sel_conf = Config(sel_objs) # invoke a Getter, get a list of entities to manipulate entities = sel_conf.get_list("selector") op_mode = self.config.get_string("mode", "once_for_each") for key in params_conf.data.keys(): # get raw value from the set parameters if it is to be sampled once for all selected entities if op_mode == "once_for_all": result = params_conf.get_raw_value(key) for entity in entities: if op_mode == "once_for_each": # get raw value from the set parameters if it is to be sampled anew for each selected entity result = params_conf.get_raw_value(key) # check if the key is a requested custom property requested_custom_property = False if key.startswith('cp_'): requested_custom_property = True key = key[3:] # if an attribute with such name exists for this entity if hasattr(entity, key) and not requested_custom_property: # set the value setattr(entity, key, result) # if not, then treat it as a custom property. Values will be overwritten for existing custom # property, but if the name is new then new custom property will be created else: entity[key] = result # update all entities matrices bpy.context.view_layer.update()
def run(self): set_params = {} sel_objs = {} for key in self.config.data.keys(): # if its not a selector -> to the set parameters dict if key != 'selector': set_params[key] = self.config.data[key] else: sel_objs[key] = self.config.data[key] # create Config objects params_conf = Config(set_params) sel_conf = Config(sel_objs) # invoke a Getter, get a list of entities to manipulate materials = sel_conf.get_list("selector") op_mode = self.config.get_string("mode", "once_for_each") if op_mode == "once_for_all": # get values to set if they are to be set/sampled once for all selected materials params = self._get_the_set_params(params_conf) for material in materials: if not material.use_nodes: raise Exception( "This material does not use nodes -> not supported here.") if op_mode == "once_for_each": # get values to set if they are to be set/sampled anew for each selected entity params = self._get_the_set_params(params_conf) for key, value in params.iteritems(): # if an attribute with such name exists for this entity if key == "color_link_to_displacement": MaterialManipulator._link_color_to_displacement_for_mat( material, value) elif key == "change_to_vertex_color": MaterialManipulator._map_vertex_color(material, value) elif key == "textures": loaded_textures = self._load_textures(value) self._set_textures(loaded_textures, material) elif hasattr(material, key): # set the value setattr(material, key, value)
def run(self): """ Collect all mesh objects and writes their id, name and pose.""" if ('selector' in self.config.data.keys()): sel_objs = {} sel_objs['selector'] = self.config.data['selector'] # create Config objects sel_conf = Config(sel_objs) # invoke a Getter, get a list of entities to manipulate objects = sel_conf.get_list("selector") else: objects = [] for object in get_all_blender_mesh_objects(): objects.append(object) self.write_attributes_to_file( self.object_writer, objects, "object_states_", "object_states", ["name", "location", "rotation_euler", "matrix_world"])
def _add_dust_to_material(self, material: Material, value: dict): """ Adds a dust film to the material, where the strength determines how much dust is used. This will be added right before the output of the material. :param material: Used material :param value: dict with all used keys """ # extract values from the config, like strength, texture_scale and used_dust_texture config = Config(value) strength = config.get_float("strength") texture_scale = config.get_float("texture_scale", 0.1) # if no texture is used, a random noise texture is generated texture_nodes = config.get_list("used_dust_texture", None) group_node = material.new_node("ShaderNodeGroup") group_node.width = 250 group = bpy.data.node_groups.new(name="Dust Material", type="ShaderNodeTree") group_node.node_tree = group nodes, links = group.nodes, group.links # define start locations and differences, to make the debugging easier x_pos, x_diff = -(250 * 4), 250 y_pos, y_diff = (x_diff * 1), x_diff # Extract the normal for the current material location geometry_node = nodes.new('ShaderNodeNewGeometry') geometry_node.location.x = x_pos + x_diff * 0 geometry_node.location.y = y_pos # this node clips the values, to avoid negative values in the usage below clip_mix_node = nodes.new("ShaderNodeMixRGB") clip_mix_node.inputs["Fac"].default_value = 1.0 clip_mix_node.use_clamp = True clip_mix_node.location.x = x_pos + x_diff * 1 clip_mix_node.location.y = y_pos links.new(geometry_node.outputs["Normal"], clip_mix_node.inputs["Color2"]) # use only the z component separate_z_normal = nodes.new("ShaderNodeSeparateRGB") separate_z_normal.location.x = x_pos + x_diff * 2 separate_z_normal.location.y = y_pos links.new(clip_mix_node.outputs["Color"], separate_z_normal.inputs["Image"]) # this layer weight adds a small fresnel around the object, which makes it more realistic layer_weight = nodes.new("ShaderNodeLayerWeight") layer_weight.location.x = x_pos + x_diff * 2 layer_weight.location.y = y_pos - y_diff * 1 layer_weight.inputs["Blend"].default_value = 0.5 # combine it with the z component mix_with_layer_weight = nodes.new("ShaderNodeMixRGB") mix_with_layer_weight.location.x = x_pos + x_diff * 3 mix_with_layer_weight.location.y = y_pos mix_with_layer_weight.inputs["Fac"].default_value = 0.2 links.new(separate_z_normal.outputs["B"], mix_with_layer_weight.inputs["Color1"]) links.new(layer_weight.outputs["Facing"], mix_with_layer_weight.inputs["Color2"]) # add a gamma node, to scale the colors correctly gamma_node = nodes.new("ShaderNodeGamma") gamma_node.location.x = x_pos + x_diff * 4 gamma_node.location.y = y_pos gamma_node.inputs["Gamma"].default_value = 2.2 links.new(mix_with_layer_weight.outputs["Color"], gamma_node.inputs["Color"]) # use an overlay node to combine it with the texture result overlay = nodes.new("ShaderNodeMixRGB") overlay.location.x = x_pos + x_diff * 5 overlay.location.y = y_pos overlay.blend_type = "OVERLAY" overlay.inputs["Fac"].default_value = 1.0 links.new(gamma_node.outputs["Color"], overlay.inputs["Color1"]) # add a multiply node to scale down or up the strength of the dust multiply_node = nodes.new("ShaderNodeMath") multiply_node.location.x = x_pos + x_diff * 6 multiply_node.location.y = y_pos multiply_node.inputs[1].default_value = strength multiply_node.operation = "MULTIPLY" links.new(overlay.outputs["Color"], multiply_node.inputs[0]) # add texture coords to make the scaling of the dust texture possible texture_coords = nodes.new("ShaderNodeTexCoord") texture_coords.location.x = x_pos + x_diff * 0 texture_coords.location.y = y_pos - y_diff * 2 mapping_node = nodes.new("ShaderNodeMapping") mapping_node.location.x = x_pos + x_diff * 1 mapping_node.location.y = y_pos - y_diff * 2 mapping_node.vector_type = "TEXTURE" scale_value = texture_scale mapping_node.inputs["Scale"].default_value = [scale_value] * 3 links.new(texture_coords.outputs["UV"], mapping_node.inputs["Vector"]) # check if a texture should be used if texture_nodes is not None and texture_nodes: texture_node = nodes.new("ShaderNodeTexImage") texture_node.location.x = x_pos + x_diff * 2 texture_node.location.y = y_pos - y_diff * 2 texture_node.image = random.choice(texture_nodes).image links.new(mapping_node.outputs["Vector"], texture_node.inputs["Vector"]) links.new(texture_node.outputs["Color"], overlay.inputs["Color2"]) else: if not texture_nodes: warnings.warn("No texture was found, check the config. Random generated texture is used.") # if no texture is used, we great a random noise pattern, which is used instead noise_node = nodes.new("ShaderNodeTexNoise") noise_node.location.x = x_pos + x_diff * 2 noise_node.location.y = y_pos - y_diff * 2 # this determines the pattern of the dust flakes, a high scale makes them small enough to look like dust noise_node.inputs["Scale"].default_value = 250.0 noise_node.inputs["Detail"].default_value = 0.0 noise_node.inputs["Roughness"].default_value = 0.0 noise_node.inputs["Distortion"].default_value = 1.9 links.new(mapping_node.outputs["Vector"], noise_node.inputs["Vector"]) # this noise_node produces RGB colors, we only need one value in this instance red separate_r_channel = nodes.new("ShaderNodeSeparateRGB") separate_r_channel.location.x = x_pos + x_diff * 3 separate_r_channel.location.y = y_pos - y_diff * 2 links.new(noise_node.outputs["Color"], separate_r_channel.inputs["Image"]) # as the produced noise image has a nice fading to it, we use a color ramp to create dust flakes color_ramp = nodes.new("ShaderNodeValToRGB") color_ramp.location.x = x_pos + x_diff * 4 color_ramp.location.y = y_pos - y_diff * 2 color_ramp.color_ramp.elements[0].position = 0.4 color_ramp.color_ramp.elements[0].color = [1, 1, 1, 1] color_ramp.color_ramp.elements[1].position = 0.46 color_ramp.color_ramp.elements[1].color = [0, 0, 0, 1] links.new(separate_r_channel.outputs["R"], color_ramp.inputs["Fac"]) links.new(color_ramp.outputs["Color"], overlay.inputs["Color2"]) # combine the previous color with the new dust mode mix_shader = nodes.new("ShaderNodeMixShader") mix_shader.location = (x_pos + x_diff * 8, y_pos) links.new(multiply_node.outputs["Value"], mix_shader.inputs["Fac"]) # add a bsdf node for the dust, this will be used to actually give the dust a color dust_color = nodes.new("ShaderNodeBsdfPrincipled") dust_color.location = (x_pos + x_diff * 6, y_pos - y_diff) # the used dust color is a grey with a tint in orange dust_color.inputs["Base Color"].default_value = [0.8, 0.773, 0.7, 1.0] dust_color.inputs["Roughness"].default_value = 1.0 dust_color.inputs["Specular"].default_value = 0.0 links.new(dust_color.outputs["BSDF"], mix_shader.inputs[2]) # create the input and output nodes inside of the group group_output = nodes.new("NodeGroupOutput") group_output.location = (x_pos + x_diff * 9, y_pos) group_input = nodes.new("NodeGroupInput") group_input.location = (x_pos + x_diff * 7, y_pos - y_diff * 0.5) # create sockets for the outside of the group match them to the mix shader group.outputs.new(mix_shader.outputs[0].bl_idname, mix_shader.outputs[0].name) group.inputs.new(mix_shader.inputs[1].bl_idname, mix_shader.inputs[1].name) group.inputs.new(multiply_node.inputs[1].bl_idname, "Dust strength") group.inputs.new(mapping_node.inputs["Scale"].bl_idname, "Texture scale") # link the input and output to the mix shader links.new(group_input.outputs[0], mix_shader.inputs[1]) links.new(mix_shader.outputs[0], group_output.inputs[0]) links.new(group_input.outputs["Dust strength"], multiply_node.inputs[1]) links.new(group_input.outputs["Texture scale"], mapping_node.inputs["Scale"]) # remove the connection between the output and the last node and put the mix shader in between node_connected_to_the_output, material_output = material.get_node_connected_to_the_output_and_unlink_it() # place the group node above the material output group_node.location = (material_output.location.x - x_diff, material_output.location.y + y_diff) # connect the dust group material.link(node_connected_to_the_output.outputs[0], group_node.inputs[0]) material.link(group_node.outputs[0], material_output.inputs["Surface"]) # set the default values group_node.inputs["Dust strength"].default_value = strength group_node.inputs["Texture scale"].default_value = [texture_scale] * 3
def _infuse_material(material: Material, config: Config): """ Infuse a material inside of another material. The given material, will be adapted and the used material, will be added, depending on the mode either as add or as mix. This change is applied to all outputs of the material, this include the Surface (Color) and also the displacement and volume. For displacement mix means multiply. :param material: Used material :param config: Used config """ # determine the mode used_mode = config.get_string("mode", "mix").lower() if used_mode not in ["add", "mix"]: raise Exception(f'This mode is unknown here: {used_mode}, only ["mix", "add"]!') mix_strength = 0.0 if used_mode == "mix": mix_strength = config.get_float("mix_strength", 0.5) elif used_mode == "add" and config.has_param("mix_strength"): raise Exception("The mix_strength only works in the mix mode not in the add mode!") # get the material, which will be used to infuse the given material used_materials = config.get_list("used_material") if len(used_materials) == 0: raise Exception(f"You have to select a material, which is {used_mode}ed over the material!") used_material = random.choice(used_materials) # move the copied material inside of a group group_node = material.new_node("ShaderNodeGroup") group = BlenderUtility.add_nodes_to_group(used_material.node_tree.nodes, f"{used_mode.title()}_{used_material.name}") group_node.node_tree = group # get the current material output and put the used material in between the last node and the material output material_output = material.get_the_one_node_with_type("OutputMaterial") for mat_output_input in material_output.inputs: if len(mat_output_input.links) > 0: if "Float" in mat_output_input.bl_idname or "Vector" in mat_output_input.bl_idname: # For displacement infuse_node = material.new_node("ShaderNodeMixRGB") if used_mode == "mix": # as there is no mix mode, we use multiply here, which is similar infuse_node.blend_type = "MULTIPLY" infuse_node.inputs["Fac"].default_value = mix_strength input_offset = 1 elif used_mode == "add": infuse_node.blend_type = "ADD" input_offset = 0 else: raise Exception(f"This mode is not supported here: {used_mode}!") infuse_output = infuse_node.outputs["Color"] else: # for the normal surface output (Color) if used_mode == "mix": infuse_node = material.new_node('ShaderNodeMixShader') infuse_node.inputs[0].default_value = mix_strength input_offset = 1 elif used_mode == "add": infuse_node = material.new_node('ShaderNodeMixShader') input_offset = 0 else: raise Exception(f"This mode is not supported here: {used_mode}!") infuse_output = infuse_node.outputs["Shader"] # link the infuse node with the correct group node and the material output for link in mat_output_input.links: material.link(link.from_socket, infuse_node.inputs[input_offset]) material.link(group_node.outputs[mat_output_input.name], infuse_node.inputs[input_offset + 1]) material.link(infuse_output, mat_output_input)
def _infuse_texture(material: Material, config: Config): """ Overlays the selected material with a texture, this can be either a color texture like for example dirt or it can be a texture, which is used as an input to the Principled BSDF of the given material. :param material: Material, which will be changed :param config: containing the config information """ used_mode = config.get_string("mode", "overlay").lower() if used_mode not in ["overlay", "mix", "set"]: raise Exception(f'This mode is unknown here: {used_mode}, only ["overlay", "mix", "set"]!') used_textures = config.get_list("used_texture") if len(used_textures) == 0: raise Exception(f"You have to select a texture, which is {used_mode} over the material!") invert_texture = config.get_bool("invert_texture", False) used_texture = random.choice(used_textures) used_connector = config.get_string("connection", "Base Color").title() texture_scale = config.get_float("texture_scale", 0.05) if config.has_param("strength") and used_mode == "set": raise Exception("The strength can only be used if the mode is not \"set\"!") strength = config.get_float("strength", 0.5) principled_bsdfs = material.get_nodes_with_type("BsdfPrincipled") if len(principled_bsdfs) != 1: raise Exception("This only works with materials, which have exactly one Prinicpled BSDF, " "use a different selector!") principled_bsdf = principled_bsdfs[0] if used_connector not in principled_bsdf.inputs: raise Exception(f"The {used_connector} not an input to Principled BSDF!") node_connected_to_the_connector = None for link in material.links: if link.to_socket == principled_bsdf.inputs[used_connector]: node_connected_to_the_connector = link.from_node # remove this connection material.links.remove(link) if node_connected_to_the_connector is not None or used_mode == "set": texture_node = material.new_node("ShaderNodeTexImage") texture_node.image = used_texture.image # add texture coords to make the scaling of the dust texture possible texture_coords = material.new_node("ShaderNodeTexCoord") mapping_node = material.new_node("ShaderNodeMapping") mapping_node.vector_type = "TEXTURE" mapping_node.inputs["Scale"].default_value = [texture_scale] * 3 material.link(texture_coords.outputs["UV"], mapping_node.inputs["Vector"]) material.link(mapping_node.outputs["Vector"], texture_node.inputs["Vector"]) texture_node_output = texture_node.outputs["Color"] if invert_texture: invert_node = material.new_node("ShaderNodeInvert") invert_node.inputs["Fac"].default_value = 1.0 material.link(texture_node_output, invert_node.inputs["Color"]) texture_node_output = invert_node.outputs["Color"] if node_connected_to_the_connector is not None and used_mode != "set": mix_node = material.new_node("ShaderNodeMixRGB") if used_mode in "mix_node": mix_node.blend_type = "OVERLAY" elif used_mode in "mix": mix_node.blend_type = "MIX" mix_node.inputs["Fac"].default_value = strength material.link(texture_node_output, mix_node.inputs["Color2"]) # hopefully 0 is the color node! material.link(node_connected_to_the_connector.outputs[0], mix_node.inputs["Color1"]) material.link(mix_node.outputs["Color"], principled_bsdf.inputs[used_connector]) elif used_mode == "set": material.link(texture_node_output, principled_bsdf.inputs[used_connector])
def _set_cam_intrinsics(self, cam, config): """ Sets camera intrinsics from a source with following priority 1. from config function parameter if defined 2. from custom properties of cam if set in Loader 3. default config: resolution_x/y: 512 pixel_aspect_x: 1 clip_start: : 0.1 clip_end : 1000 fov : 0.691111 :param cam: The camera which contains only camera specific attributes. :param config: A configuration object with cam intrinsics. """ if config.is_empty(): return width = config.get_int("resolution_x", bpy.context.scene.render.resolution_x) height = config.get_int("resolution_y", bpy.context.scene.render.resolution_y) # Clipping clip_start = config.get_float("clip_start", cam.clip_start) clip_end = config.get_float("clip_end", cam.clip_end) if config.has_param("cam_K"): if config.has_param("fov"): print( 'WARNING: FOV defined in config is ignored. Mutually exclusive with cam_K' ) if config.has_param("pixel_aspect_x"): print( 'WARNING: pixel_aspect_x defined in config is ignored. Mutually exclusive with cam_K' ) cam_K = np.array(config.get_list("cam_K")).reshape(3, 3).astype( np.float32) CameraUtility.set_intrinsics_from_K_matrix(cam_K, width, height, clip_start, clip_end) else: # Set FOV fov = config.get_float("fov", cam.angle) # Set Pixel Aspect Ratio pixel_aspect_x = config.get_float( "pixel_aspect_x", bpy.context.scene.render.pixel_aspect_x) pixel_aspect_y = config.get_float( "pixel_aspect_y", bpy.context.scene.render.pixel_aspect_y) # Set camera shift shift_x = config.get_float("shift_x", cam.shift_x) shift_y = config.get_float("shift_y", cam.shift_y) CameraUtility.set_intrinsics_from_blender_params(fov, width, height, clip_start, clip_end, pixel_aspect_x, pixel_aspect_y, shift_x, shift_y, lens_unit="FOV") CameraUtility.set_stereo_parameters( config.get_string("stereo_convergence_mode", cam.stereo.convergence_mode), config.get_float("convergence_distance", cam.stereo.convergence_distance), config.get_float("interocular_distance", cam.stereo.interocular_distance)) if config.has_param("depth_of_field"): depth_of_field_config = Config( config.get_raw_dict("depth_of_field")) fstop_value = depth_of_field_config.get_float("fstop", 2.4) aperture_blades = depth_of_field_config.get_int( "aperture_blades", 0) aperture_ratio = depth_of_field_config.get_float( "aperture_ratio", 1.0) aperture_rotation = depth_of_field_config.get_float( "aperture_rotation_in_rad", 0.0) if depth_of_field_config.has_param( "depth_of_field_dist") and depth_of_field_config.has_param( "focal_object"): raise RuntimeError( "You can only use either depth_of_field_dist or a focal_object but not both!" ) if depth_of_field_config.has_param("depth_of_field_dist"): depth_of_field_dist = depth_of_field_config.get_float( "depth_of_field_dist") CameraUtility.add_depth_of_field(cam, None, fstop_value, aperture_blades, aperture_rotation, aperture_ratio, depth_of_field_dist) elif depth_of_field_config.has_param("focal_object"): focal_object = depth_of_field_config.get_list("focal_object") if len(focal_object) != 1: raise RuntimeError( f"There has to be exactly one focal object, use 'random_samples: 1' or change " f"the selector. Found {len(focal_object)}.") CameraUtility.add_depth_of_field(cam, focal_object[0], fstop_value, aperture_blades, aperture_rotation, aperture_ratio) else: raise RuntimeError( "The depth_of_field dict must contain either a focal_object definition or " "a depth_of_field_dist")
def run(self): """ Sets according values of defined attributes/custom properties or applies custom functions to the selected entities. """ # separating defined part with the selector from ambiguous part with attribute names and their values to set set_params = {} sel_objs = {} for key in self.config.data.keys(): if key != 'selector' and key != "mode": # if its not a selector -> to the set parameters dict set_params[key] = self.config.data[key] else: sel_objs[key] = self.config.data[key] # create Config objects params_conf = Config(set_params) sel_conf = Config(sel_objs) # invoke a Getter, get a list of entities to manipulate entities = sel_conf.get_list("selector") op_mode = self.config.get_string("mode", "once_for_each") if not entities: warnings.warn( "Warning: No entities are selected. Check Providers conditions." ) return else: print("Amount of objects to modify: {}.".format(len(entities))) # get raw value from the set parameters if it is to be sampled once for all selected entities if op_mode == "once_for_all": params = self._get_the_set_params(params_conf) for entity in entities: # get raw value from the set parameters if it is to be sampled anew for each selected entity if op_mode == "once_for_each": params = self._get_the_set_params(params_conf) for key, value in params.items(): # used so we don't modify original key when having more than one entity key_copy = key # check if the key is a requested custom property requested_cp = False if key.startswith('cp_'): requested_cp = True key_copy = key[3:] requested_cf = False if key.startswith('cf_'): requested_cf = True key_copy = key[3:] # as an attribute of this value if hasattr(entity, key_copy) and not requested_cp: # Some properties like matrix_world would interpret numpy arrays / lists as column-wise matrices. # To make sure matrices are always interpreted row-wise, we first convert them to a mathutils matrix. if isinstance(getattr(entity, key_copy), Matrix): value = Matrix(value) setattr(entity, key_copy, value) # custom functions elif key_copy == "add_modifier" and requested_cf: self._add_modifier(entity, value) elif key_copy == "set_shading" and requested_cf: self._set_shading(entity, value) elif key_copy == "add_displace_modifier_with_texture" and requested_cf: self._add_displace(entity, value) elif key_copy == "add_uv_mapping" and requested_cf: self._add_uv_mapping(entity, value) elif key_copy == "randomize_materials" and requested_cf: self._randomize_materials(entity, value) # if key had a cp_ prefix - treat it as a custom property # values will be overwritten for existing custom property, # but if the name is new then new custom property will be created elif requested_cp: entity[key_copy] = value bpy.context.view_layer.update()
def run(self): """ Sets according values of defined attributes/custom properties or applies custom functions to the selected entities. 1. Select objects. 2. For each parameter to modify, set it's value to all selected objects. """ # separating defined part with the selector from ambiguous part with attribute names and their values to set set_params = {} sel_objs = {} for key in self.config.data.keys(): # if its not a selector -> to the set parameters dict if key != 'selector': set_params[key] = self.config.data[key] else: sel_objs[key] = self.config.data[key] # create Config objects params_conf = Config(set_params) sel_conf = Config(sel_objs) # invoke a Getter, get a list of entities to manipulate entities = sel_conf.get_list("selector") op_mode = self.config.get_string("mode", "once_for_each") if len(entities) == 0: raise RuntimeError("No objects are returned by Provider. Check defined conditions.") else: print("Amount of objects to modify: {}.".format(len(entities))) for key in params_conf.data.keys(): # get raw value from the set parameters if it is to be sampled once for all selected entities if op_mode == "once_for_all": result = params_conf.get_raw_value(key) for entity in entities: if op_mode == "once_for_each": # get raw value from the set parameters if it is to be sampled anew for each selected entity result = params_conf.get_raw_value(key) # used so we don't modify original key when having more than one entity key_copy = key # check if the key is a requested custom property demanded_custom_property = False if key.startswith('cp_'): demanded_custom_property = True key_copy = key[3:] demanded_custom_function = False if key.startswith('cf_'): demanded_custom_function = True key_copy = key[3:] # if an attribute with such name exists for this entity if hasattr(entity, key_copy) and not demanded_custom_property: # set the value setattr(entity, key_copy, result) # if key had a cf_ prefix - treat it as a custom function. elif demanded_custom_function: self._apply_function(entity, key_copy, result) # if key had a cp_ prefix - treat it as a custom property. Values will be overwritten for existing # custom property, but if the name is new then new custom property will be created elif demanded_custom_property: entity[key_copy] = result # update all entities matrices bpy.context.view_layer.update()