def my_render(settings=None): if settings is None: settings = {'AA': True, 'lightmapSSS': False, 'scene': G.app.scene, 'dimensions': (230, 230)} if settings['lightmapSSS']: human = G.app.selectedHuman material_backup = material.Material(human.material) diffuse = imgop.Image(data=human.material.diffuseTexture) lmap = projection.mapSceneLighting(settings['scene'], border=human.material.sssRScale) lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: lmap = imgop.resized(lmap, diffuse.width, diffuse.height, filter=image.FILTER_BILINEAR) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" human.material.diffuseTexture = lmap human.configureShading(diffuse=True) human.shadeless = True if not mh.hasRenderToRenderbuffer(): img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: width, height = settings['dimensions'] if settings['AA']: width *= 2 height *= 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: img = img.resized(width/2, height/2, filter=image.FILTER_BILINEAR) img.data[:, :, :] = img.data[:, :, (2, 1, 0, 3)] if settings['lightmapSSS']: human.material = material_backup return img
def Render(settings): progress = Progress.begin() if not mh.hasRenderToRenderbuffer(): settings['dimensions'] = (G.windowWidth, G.windowHeight) if settings['lightmapSSS']: progress(0, 0.05, "Storing data") import material human = G.app.selectedHuman materialBackup = material.Material(human.material) progress(0.05, 0.1, "Projecting lightmaps") diffuse = imgop.Image(data=human.material.diffuseTexture) lmap = projection.mapSceneLighting(settings['scene'], border=human.material.sssRScale) progress(0.1, 0.4, "Applying medium scattering") lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) progress(0.4, 0.7, "Applying high scattering") lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: progress(0.7, 0.8, "Combining textures") lmap = imgop.resized(lmap, diffuse.width, diffuse.height) progress(0.8, 0.9) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" progress(0.9, 0.95, "Setting up renderer") human.material.diffuseTexture = lmap human.mesh.configureShading(diffuse=True) human.mesh.shadeless = True progress(0.95, 0.98, None) else: progress(0, 0.99, None) if not mh.hasRenderToRenderbuffer(): # Limited fallback mode, read from screen buffer log.message("Fallback render: grab screen") img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: # Render to framebuffer object renderprog = Progress() renderprog(0, 0.99 - 0.59 * settings['AA'], "Rendering") width, height = settings['dimensions'] log.message("Rendering at %sx%s", width, height) if settings['AA']: width = width * 2 height = height * 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: renderprog(0.4, 0.99, "AntiAliasing") # Resize to 50% using Qt image class qtImg = img.toQImage() del img # Bilinear filtered resize for anti-aliasing scaledImg = qtImg.scaled( width / 2, height / 2, transformMode=gui.QtCore.Qt.SmoothTransformation) del qtImg img = scaledImg #img = image.Image(scaledImg) # Convert back to MH image #del scaledImg renderprog.finish() if settings['lightmapSSS']: progress(0.98, 0.99, "Restoring data") human.material = materialBackup progress(1, None, 'Rendering complete') gui3d.app.getCategory('Rendering').getTaskByName('Viewer').setImage(img) mh.changeTask('Rendering', 'Viewer') gui3d.app.statusPersist('Rendering complete.')
def Render(settings): progress = Progress.begin() if not mh.hasRenderToRenderbuffer(): settings['dimensions'] = (G.windowWidth, G.windowHeight) if settings['lightmapSSS']: progress(0, 0.05, "Storing data") import material human = G.app.selectedHuman materialBackup = material.Material(human.material) progress(0.05, 0.1, "Projecting lightmaps") diffuse = imgop.Image(data=human.material.diffuseTexture) lmap = projection.mapSceneLighting(settings['scene'], border=human.material.sssRScale) progress(0.1, 0.4, "Applying medium scattering") lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) progress(0.4, 0.7, "Applying high scattering") lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: progress(0.7, 0.8, "Combining textures") lmap = imgop.resized(lmap, diffuse.width, diffuse.height, filter=image.FILTER_BILINEAR) progress(0.8, 0.9) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" progress(0.9, 0.95, "Setting up renderer") human.material.diffuseTexture = lmap human.configureShading(diffuse=True) human.shadeless = True progress(0.95, 0.98, None) else: progress(0, 0.99, None) if not mh.hasRenderToRenderbuffer(): # Limited fallback mode, read from screen buffer log.message("Fallback render: grab screen") img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: # Render to framebuffer object renderprog = Progress() renderprog(0, 0.99 - 0.59 * settings['AA'], "Rendering") width, height = settings['dimensions'] log.message("Rendering at %sx%s", width, height) if settings['AA']: width = width * 2 height = height * 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: renderprog(0.4, 0.99, "AntiAliasing") # Resize to 50% using bi-linear filtering img = img.resized(width / 2, height / 2, filter=image.FILTER_BILINEAR) # TODO still haven't figured out where components get swapped, but this hack appears to be necessary img.data[:, :, :] = img.data[:, :, (2, 1, 0, 3)] renderprog.finish() if settings['lightmapSSS']: progress(0.98, 0.99, "Restoring data") human.material = materialBackup progress(1, None, 'Rendering complete') gui3d.app.getCategory('Rendering').getTaskByName('Viewer').setImage(img) mh.changeTask('Rendering', 'Viewer') gui3d.app.statusPersist('Rendering complete')
def Render(settings): progress = Progress.begin() if not mh.hasRenderToRenderbuffer(): settings['dimensions'] = (G.windowWidth, G.windowHeight) if settings['lightmapSSS']: progress(0, 0.05, "Storing data") import material human = G.app.selectedHuman materialBackup = material.Material(human.material) progress(0.05, 0.1, "Projecting lightmaps") diffuse = imgop.Image(data = human.material.diffuseTexture) lmap = projection.mapSceneLighting( settings['scene'], border = human.material.sssRScale) progress(0.1, 0.4, "Applying medium scattering") lmapG = imgop.blurred(lmap, human.material.sssGScale, 13) progress(0.4, 0.7, "Applying high scattering") lmapR = imgop.blurred(lmap, human.material.sssRScale, 13) lmap = imgop.compose([lmapR, lmapG, lmap]) if not diffuse.isEmpty: progress(0.7, 0.8, "Combining textures") lmap = imgop.resized(lmap, diffuse.width, diffuse.height, filter=image.FILTER_BILINEAR) progress(0.8, 0.9) lmap = imgop.multiply(lmap, diffuse) lmap.sourcePath = "Internal_Renderer_Lightmap_SSS_Texture" progress(0.9, 0.95, "Setting up renderer") human.material.diffuseTexture = lmap human.configureShading(diffuse = True) human.shadeless = True progress(0.95, 0.98, None) else: progress(0, 0.99, None) if not mh.hasRenderToRenderbuffer(): # Limited fallback mode, read from screen buffer log.message("Fallback render: grab screen") img = mh.grabScreen(0, 0, G.windowWidth, G.windowHeight) alphaImg = None else: # Render to framebuffer object renderprog = Progress() renderprog(0, 0.99 - 0.59 * settings['AA'], "Rendering") width, height = settings['dimensions'] log.message("Rendering at %sx%s", width, height) if settings['AA']: width = width * 2 height = height * 2 img = mh.renderToBuffer(width, height) alphaImg = mh.renderAlphaMask(width, height) img = imgop.addAlpha(img, imgop.getChannel(alphaImg, 0)) if settings['AA']: renderprog(0.4, 0.99, "AntiAliasing") # Resize to 50% using bi-linear filtering img = img.resized(width/2, height/2, filter=image.FILTER_BILINEAR) # TODO still haven't figured out where components get swapped, but this hack appears to be necessary img.data[:,:,:] = img.data[:,:,(2,1,0,3)] renderprog.finish() if settings['lightmapSSS']: progress(0.98, 0.99, "Restoring data") human.material = materialBackup progress(1, None, 'Rendering complete') gui3d.app.getCategory('Rendering').getTaskByName('Viewer').setImage(img) mh.changeTask('Rendering', 'Viewer') gui3d.app.statusPersist('Rendering complete')