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)
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
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)
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)
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" }))
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))
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)
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)
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])
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)
def build_project(): # Create an empty project. project = asr.Project('test project') paths = project.get_search_paths() paths.append('data') project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()['final'] conf.insert_path('uniform_pixel_renderer.samples', 25) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a color called "gray" and insert it into the assembly. GrayReflectance = [0.5, 0.5, 0.5] assembly.colors().insert( asr.ColorEntity("gray", {'color_space': 'srgb'}, GrayReflectance)) # Create a BRDF called "diffuse_gray_brdf" and insert it into the assembly. assembly.bsdfs().insert( asr.BSDF("lambertian_brdf", "diffuse_gray_brdf", {'reflectance': 'gray'})) # Create a physical surface shader and insert it into the assembly. assembly.surface_shaders().insert( asr.SurfaceShader("physical_surface_shader", "physical_surface_shader")) # Create a material called "gray_material" and insert it into the assembly. assembly.materials().insert( asr.Material( "gray_material", { "surface_shader": "physical_surface_shader", "bsdf": "diffuse_gray_brdf" })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "cube", {'filename': 'scene.obj'}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_names = { "default": "gray_material", "default2": "gray_material" } instance = asr.ObjectInstance(instance_name, {}, object.get_name(), asr.Transformd(asr.Matrix4d.identity()), material_names) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Light #------------------------------------------------------------------------ # Create a color called "light_intensity" and insert it into the assembly. LightRadiance = [1.0, 1.0, 1.0] assembly.colors().insert( asr.ColorEntity("light_intensity", { 'color_space': 'srgb', 'multiplier': 30.0 }, LightRadiance)) # Create a point light called "light" and insert it into the assembly. light = asr.Light("point_light", "light", {'intensity': 'light_intensity'}) light.set_transform( asr.Transformd(asr.Matrix4d.translation(asr.Vector3d(0.6, 2.0, 1.0)))) assembly.lights().insert(light) # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create a color called "sky_radiance" and insert it into the scene. SkyRadiance = [0.75, 0.80, 1.0] scene.colors().insert( asr.ColorEntity("sky_radiance", { 'color_space': 'srgb', 'multiplier': 0.5 }, SkyRadiance)) # Create an environment EDF called "sky_edf" and insert it into the scene. scene.environment_edfs().insert( asr.EnvironmentEDF("constant_environment_edf", "sky_edf", {'radiance': 'sky_radiance'})) # Create an environment shader called "sky_shader" and insert it into the scene. scene.environment_shaders().insert( asr.EnvironmentShader("edf_environment_shader", "sky_shader", {'environment_edf': 'sky_edf'})) # Create an environment called "sky" and bind it to the scene. scene.set_environment( asr.Environment("sky", { "environment_edf": "sky_edf", "environment_shader": "sky_shader" })) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create a pinhole camera with film dimensions 0.980 x 0.735 in (24.892 x 18.669 mm). params = { 'film_dimensions': asr.Vector2f(0.024892, 0.018669), 'focal_length': 0.035 } camera = asr.Camera("pinhole_camera", "camera", params) # Place and orient the camera. By default cameras are located in (0.0, 0.0, 0.0) # and are looking toward Z- (0.0, 0.0, -1.0). mat = asr.Matrix4d.rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-20.0)) mat = mat * asr.Matrix4d.translation(asr.Vector3d(0.0, 0.8, 11.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.set_camera(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { 'camera': scene.get_camera().get_name(), 'resolution': asr.Vector2i(640, 480), 'color_space': 'srgb' } project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def build_project(): # Create an empty project. project = asr.Project('test project') # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()['final'] conf.insert_path('uniform_pixel_renderer.samples', 16) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ for i in range(0, 10): assembly.bsdfs().insert( asr.BSDF( "glossy_brdf", "glossy" + str(i), { "mdf": "ggx", "reflectance": 1.0, "roughness": i / 9.0, "energy_compensation": 0.0 })) assembly.bsdfs().insert( asr.BSDF( "glossy_brdf", "glossy_ec" + str(i), { "mdf": "ggx", "reflectance": 1.0, "roughness": i / 9.0, "energy_compensation": 1.0 })) for i in range(0, 10): assembly.materials().insert( asr.Material("generic_material", "mat" + str(i), {"bsdf": "glossy" + str(i)})) assembly.materials().insert( asr.Material("generic_material", "mat_ec" + str(i), {"bsdf": "glossy_ec" + str(i)})) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ object_name = "sphere" object = asr.MeshObject(object_name, { "primitive": "sphere", "radius": 0.4 }) assembly.objects().insert(object) obj_instance_params = {'visibility': {"glossy": False, "shadow": False}} for i in range(0, 10): instance_name = object_name + "_inst" + str(i) material_names = {"default": "mat" + str(i)} mat = asr.Matrix4d.make_translation(asr.Vector3d(-5.0 + i, -0.5, 0.0)) instance = asr.ObjectInstance(instance_name, obj_instance_params, object_name, asr.Transformd(mat), material_names) assembly.object_instances().insert(instance) for i in range(0, 10): instance_name = object_name + "_ec_inst" + str(i) material_names = {"default": "mat_ec" + str(i)} mat = asr.Matrix4d.make_translation(asr.Vector3d(-5.0 + i, 0.5, 0.0)) instance = asr.ObjectInstance(instance_name, obj_instance_params, object_name, asr.Transformd(mat), material_names) assembly.object_instances().insert(instance) #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create a color called "gray" and insert it into the scene. Gray = [0.5, 0.5, 0.5] scene.colors().insert( asr.ColorEntity("gray", { 'color_space': 'linear_rgb', 'multiplier': 1.0 }, Gray)) # Create an environment EDF called "gray_edf" and insert it into the scene. scene.environment_edfs().insert( asr.EnvironmentEDF("constant_environment_edf", "gray_edf", {'radiance': 'gray'})) # Create an environment shader called "gray_shader" and insert it into the scene. scene.environment_shaders().insert( asr.EnvironmentShader("edf_environment_shader", "gray_shader", {'environment_edf': 'gray_edf'})) # Create an environment called "sky" and bind it to the scene. scene.set_environment( asr.Environment("sky", { "environment_edf": "gray_edf", "environment_shader": "gray_shader" })) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ params = { 'film_dimensions': asr.Vector2f(0.0640, 0.0200), 'focal_length': 0.035 } camera = asr.Camera("pinhole_camera", "camera", params) mat = asr.Matrix4d.make_translation( asr.Vector3d(-0.444315058060864, -0.071277492791890, 5.674764299781837)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = {'camera': 'camera', 'resolution': asr.Vector2i(640, 200)} project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def _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
def build_project(): # Create an empty project. project = asr.Project("4-point-lights") paths = project.get_search_paths() paths.append("data") project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()["final"] conf.insert_path("uniform_pixel_renderer.samples", 1) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") # Prepare the orientation of all the objects in the scene. orientation = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-90.0)) #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a material called "01 - Default_mat" and insert it into the assembly. assembly.materials().insert( asr.Material( "disney_material", "01 - Default_mat", { "alpha_map": "1", "layer1": { "anisotropic": "0", "base_color": "[1, 1, 1]", "clearcoat": "0", "clearcoat_gloss": "0", "layer_name": "layer1", "layer_number": "0", "mask": "1.0", "metallic": "0", "roughness": "1", "sheen": "0", "sheen_tint": "0", "specular": "0", "specular_tint": "0", "subsurface": "0.0" } })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "plane", {"filename": "Plane001.binarymesh"}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_name = {"material_slot_0": "01 - Default_mat"} mat = orientation * asr.Matrix4d.make_translation( asr.Vector3d(0.0, 0.0, 0.0)) instance = asr.ObjectInstance( instance_name, { "visibility": { "camera": "true", "diffuse": "true", "glossy": "true", "light": "true", "probe": "true", "shadow": "true", "specular": "true", "subsurface": "true", "transparency": "true" } }, object.get_name(), asr.Transformd(mat), material_name, material_name) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Lights #------------------------------------------------------------------------ # Create a list of colors and for each of them create a light. light_colors = { "white": [1.0, 1.0, 1.0], "red": [1.0, 0.0, 0.0], "green": [0.0, 1.0, 0.0], "blue": [0.0, 0.0, 1.0] } light_positions = [ asr.Vector3d(25.0, -25.0, 5.0), asr.Vector3d(-25.0, -25.0, 5.0), asr.Vector3d(25.0, 25.0, 5.0), asr.Vector3d(-25.0, 25.0, 5.0) ] for key in light_colors: color_name = "color_" + key # Add colors to the project. assembly.colors().insert( asr.ColorEntity(color_name, { "color_space": "linear_rgb", "multiplier": 1.0 }, light_colors[key])) idx = light_colors.keys().index(key) light_name = "light_" + key # Create the light. light = asr.Light( "max_omni_light", light_name, { "decay_exponent": "0", "decay_start": "40", "intensity": color_name, "intensity_multiplier": "3.14159" }) mat = orientation * asr.Matrix4d.make_translation(light_positions[idx]) light.set_transform(asr.Transformd(mat)) assembly.lights().insert(light) #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform( 0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create an environment called "env" and bind it to the scene. scene.set_environment(asr.Environment("env", {})) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create an orthographic camera with film dimensions 128 x 128 in. params = { "controller_target": "0 0 0", "film_dimensions": "128 128", "near_z": "-0.1", "shutter_close_time": "1.0", "shutter_open_time": "0.0" } camera = asr.Camera("orthographic_camera", "camera", params) # Place and orient the camera. By default cameras are located in (0.0, 0.0, 0.0) # and are looking toward Z- (0.0, 0.0, -1.0). mat = orientation * asr.Matrix4d.make_translation( asr.Vector3d(0.0, 0.0, 0.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { "camera": "camera", "clamping": "false", "color_space": "srgb", "filter": "box", "filter_size": "0.5", "gamma_correction": "1.0", "pixel_format": "float", "premultiplied_alpha": "true", "resolution": "512 512", "tile_size": "64 64" } project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def build_project(): # Create an empty project. project = asr.Project("grid-point-lights-generator") paths = project.get_search_paths() paths.append("data") project.set_search_paths(paths) # Add default configurations to the project. project.add_default_configurations() # Set the number of samples. This is basically the quality parameter: the higher the number # of samples, the smoother the image but the longer the rendering time. # todo: fix. conf = project.configurations()["final"] conf.insert_path("uniform_pixel_renderer.samples", 1) # Create a scene. scene = asr.Scene() # Create an assembly. assembly = asr.Assembly("assembly") # Prepare the orientation of all the objects in the scene. orientation = asr.Matrix4d.make_rotation(asr.Vector3d(1.0, 0.0, 0.0), math.radians(-90.0)) #------------------------------------------------------------------------ # COLOR #------------------------------------------------------------------------ assembly.colors().insert(asr.ColorEntity("light_color", { "color_space": "linear_rgb", "multiplier": 1.0, "wavelength_range": "400.0 700.0" }, [1.000000, 0.830634, 0.378440])) #------------------------------------------------------------------------ # EDF #------------------------------------------------------------------------ # Create light edfs. assembly.edfs().insert(asr.EDF( "diffuse_edf", "light_material_edf", { "cast_indirect_light": "true", "importance_multiplier": "1.0", "light_near_start": "0.0", "radiance": "light_color", "radiance_multiplier": "9" })) #------------------------------------------------------------------------ # Materials #------------------------------------------------------------------------ # Create a material called "01 - Default_mat" and insert it into the assembly. assembly.materials().insert(asr.Material( "disney_material", "01 - Default_mat", { "alpha_map": "1", "layer1": { "anisotropic": "0", "base_color": "[1, 1, 1]", "clearcoat": "0", "clearcoat_gloss": "0", "layer_name": "layer1", "layer_number": "0", "mask": "1.0", "metallic": "0", "roughness": "1", "sheen": "0", "sheen_tint": "0", "specular": "0", "specular_tint": "0", "subsurface": "0.0" } })) # Create light material. assembly.materials().insert(asr.Material( "generic_material", "light_material", { "bump_amplitude": "1.0", "displacement_method": "bump", "edf": "light_material_edf", "normal_map_up": "z", "shade_alpha_cutouts": "false" })) #------------------------------------------------------------------------ # Geometry #------------------------------------------------------------------------ # Load the scene geometry from disk. objects = asr.MeshObjectReader.read(project.get_search_paths(), "plane", {"filename": "Plane001.binarymesh"}) # Insert all the objects into the assembly. for object in objects: # Create an instance of this object and insert it into the assembly. instance_name = object.get_name() + "_inst" material_name = {"material_slot_0": "01 - Default_mat"} mat = orientation * asr.Matrix4d.make_translation(asr.Vector3d(0.0, 0.0, 0.0)) instance = asr.ObjectInstance( instance_name, {"visibility": {}}, object.get_name(), asr.Transformd(mat), material_name, material_name) assembly.object_instances().insert(instance) # Insert this object into the scene. assembly.objects().insert(object) #------------------------------------------------------------------------ # Lights #------------------------------------------------------------------------ light_z_distance = 1.0 lights = asr.MeshObjectReader.read(project.get_search_paths(), "rectangle", {"filename": "rectangle.obj"}) for light in lights: if Color == "white": step = float(PlaneSize) / GridLightsCount light_count = 0 grid_range = np.linspace((-PlaneSize + step) / 2, (PlaneSize - step) / 2, GridLightsCount) for j in grid_range: for i in grid_range: # Create an instance of this light and insert it into the assembly. instance_name = light.get_name() + "_inst_" + str(light_count) light_count = light_count + 1 material_front = {"material_slot_0": "01 - Default_mat"} material_back = {"material_slot_0": "light_material"} light_position = asr.Vector3d(i, j, light_z_distance) mat = orientation * asr.Matrix4d.make_translation(light_position) instance = asr.ObjectInstance( instance_name, {"visibility": { "camera": "false", "diffuse": "true", "glossy": "true", "light": "true", "probe": "true", "shadow": "true", "specular": "true", "subsurface": "true", "transparency": "true" }}, light.get_name(), asr.Transformd(mat), material_front, material_back) assembly.object_instances().insert(instance) else: print("Unknown Color: {0}".format(Color)) return # Insert this light into the scene. assembly.objects().insert(light) #------------------------------------------------------------------------ # Assembly instance #------------------------------------------------------------------------ # Create an instance of the assembly and insert it into the scene. assembly_inst = asr.AssemblyInstance("assembly_inst", {}, assembly.get_name()) assembly_inst.transform_sequence().set_transform(0.0, asr.Transformd(asr.Matrix4d.identity())) scene.assembly_instances().insert(assembly_inst) # Insert the assembly into the scene. scene.assemblies().insert(assembly) #------------------------------------------------------------------------ # Environment #------------------------------------------------------------------------ # Create an environment called "env" and bind it to the scene. scene.set_environment(asr.Environment("env", {})) #------------------------------------------------------------------------ # Camera #------------------------------------------------------------------------ # Create an orthographic camera. params = { "controller_target": "0 0 0", "film_dimensions": "128 128", "near_z": "-0.1", "shutter_close_time": "1.0", "shutter_open_time": "0.0" } camera = asr.Camera("orthographic_camera", "camera", params) # Place and orient the camera. mat = orientation * asr.Matrix4d.make_translation(asr.Vector3d(0.0, 0.0, 0.0)) camera.transform_sequence().set_transform(0.0, asr.Transformd(mat)) # Bind the camera to the scene. scene.cameras().insert(camera) #------------------------------------------------------------------------ # Frame #------------------------------------------------------------------------ # Create a frame and bind it to the project. params = { "camera": "camera", "clamping": "false", "color_space": "srgb", "filter": "box", "filter_size": "0.5", "gamma_correction": "1.0", "pixel_format": "float", "premultiplied_alpha": "true", "resolution": "512 512", "tile_size": "64 64"} project.set_frame(asr.Frame("beauty", params)) # Bind the scene to the project. project.set_scene(scene) return project
def 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