render normal

This commit is contained in:
hofee 2024-10-15 19:22:33 +08:00
parent e4896b7277
commit d9f8ac1268
3 changed files with 89 additions and 60 deletions

View File

@ -13,7 +13,6 @@ class BlenderUtils:
CAMERA_NAME: str = "Camera"
CAMERA_RIGHT_NAME: str = "CameraRight"
CAMERA_OBJECT_NAME: str = "CameraObject"
LIGHT_NAME: str = "Light"
DISPLAY_TABLE_NAME: str = "display_table"
MESH_FILE_NAME: str = "mesh.obj"
@ -68,11 +67,25 @@ class BlenderUtils:
@staticmethod
def setup_scene(init_light_and_camera_config, table_model_path, binocular_vision):
bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'
bpy.context.scene.render.engine = 'BLENDER_EEVEE_NEXT'
bpy.context.scene.display.shading.show_xray = False
bpy.context.scene.display.shading.use_dof = False
bpy.context.scene.display.render_aa = 'OFF'
bpy.context.scene.view_settings.view_transform = 'Standard'
bpy.context.scene.eevee.use_ssr = False # 关闭屏幕空间反射
bpy.context.scene.eevee.use_bloom = False # 关闭辉光
bpy.context.scene.eevee.use_gtao = False # 关闭环境光遮蔽
bpy.context.scene.eevee.use_soft_shadows = False # 关闭软阴影
bpy.context.scene.eevee.use_shadows = False # 关闭所有阴影
bpy.context.scene.world.use_nodes = False # 如果你不需要环境光,关闭环境节点
#bpy.context.scene.eevee.use_sss = False # 关闭次表面散射
# 2. 设置最低的采样数
bpy.context.scene.eevee.taa_render_samples = 1
bpy.context.scene.eevee.taa_samples = 1
BlenderUtils.init_light_and_camera(init_light_and_camera_config, binocular_vision)
BlenderUtils.add_plane("plane_floor", location=(0,0,0), orientation=(0,0,0))
@ -135,9 +148,7 @@ class BlenderUtils:
def init_light_and_camera(init_light_and_camera_config, binocular_vision):
camera = BlenderUtils.get_obj(BlenderUtils.CAMERA_NAME)
light = BlenderUtils.get_obj(BlenderUtils.LIGHT_NAME)
BlenderUtils.set_camera_params(camera, init_light_and_camera_config[BlenderUtils.CAMERA_NAME], binocular_vision)
BlenderUtils.set_light_params(light, init_light_and_camera_config[BlenderUtils.LIGHT_NAME])
@staticmethod
def get_obj_diag(name):
@ -167,51 +178,15 @@ class BlenderUtils:
min_z = min([v.z for v in vertices_world])
return min_z
@staticmethod
def setup_render_mask():
bpy.context.scene.display.shading.light = 'FLAT'
bpy.context.scene.display.shading.color_type = 'MATERIAL'
@staticmethod
def setup_render_normal():
bpy.context.scene.display.shading.light = 'MATCAP'
bpy.context.scene.display.shading.color_type = 'OBJECT'
bpy.context.scene.display.shading.studio_light = 'check_normal+y.exr'
@staticmethod
def render_and_save(output_dir, file_name, binocular_vision=False, target_object=None):
target_cameras = [BlenderUtils.CAMERA_NAME]
if binocular_vision:
target_cameras.append(BlenderUtils.CAMERA_RIGHT_NAME)
# BlenderUtils.setup_render_normal()
# for cam_name in target_cameras:
# bpy.context.scene.camera = BlenderUtils.get_obj(cam_name)
# cam_suffix = "L" if cam_name == BlenderUtils.CAMERA_NAME else "R"
# scene = bpy.context.scene
# scene.use_nodes = False
# scene.render.filepath = ""
# normal_dir = os.path.join(output_dir, "normal")
# if not os.path.exists(normal_dir):
# os.makedirs(normal_dir)
# scene.render.filepath = os.path.join(output_dir, normal_dir, f"{file_name}_{cam_suffix}.png")
# scene.render.image_settings.color_depth = '8'
# scene.render.resolution_percentage = 100
# scene.render.use_overwrite = False
# scene.render.use_file_extension = False
# scene.render.use_placeholder = False
# bpy.ops.render.render(write_still=True)
BlenderUtils.setup_render_mask()
for cam_name in target_cameras:
bpy.context.scene.camera = BlenderUtils.get_obj(cam_name)
bpy.context.scene.view_layers["ViewLayer"].use_pass_z = True
bpy.context.scene.view_layers["ViewLayer"].use_pass_normal = True
cam_suffix = "L" if cam_name == BlenderUtils.CAMERA_NAME else "R"
scene = bpy.context.scene
scene.render.filepath = ""
@ -255,6 +230,17 @@ class BlenderUtils:
output_depth.format.color_depth = '16'
tree.links.new(map_range.outputs[0], output_depth.inputs[0])
output_normal = tree.nodes.new('CompositorNodeOutputFile')
normal_dir = os.path.join(output_dir, "normal")
if not os.path.exists(normal_dir):
os.makedirs(normal_dir)
output_normal.base_path = normal_dir
output_normal.file_slots[0].path = f"{file_name}_{cam_suffix}.####"
output_normal.format.file_format = 'PNG'
output_normal.format.color_mode = 'RGB'
output_normal.format.color_depth = '8'
tree.links.new(rl.outputs['Normal'], output_normal.inputs[0])
bpy.ops.render.render(write_still=True)
@ -309,7 +295,6 @@ class BlenderUtils:
keep_objects.add(BlenderUtils.CAMERA_OBJECT_NAME)
keep_objects.add(BlenderUtils.CAMERA_NAME)
keep_objects.add(BlenderUtils.CAMERA_RIGHT_NAME)
keep_objects.add(BlenderUtils.LIGHT_NAME)
keep_objects.add(BlenderUtils.TABLE_NAME)
for obj in all_objects:
@ -336,7 +321,6 @@ class BlenderUtils:
no_save_objects.add(BlenderUtils.CAMERA_OBJECT_NAME)
no_save_objects.add(BlenderUtils.CAMERA_NAME)
no_save_objects.add(BlenderUtils.CAMERA_RIGHT_NAME)
no_save_objects.add(BlenderUtils.LIGHT_NAME)
no_save_objects.add(BlenderUtils.TABLE_NAME)
scene_info = {}
for obj in all_objects:

View File

@ -83,7 +83,7 @@ class DataGenerator:
def generate_display_platform(self):
config = self.random_config[BlenderUtils.DISPLAY_TABLE_NAME]
height = random.uniform(config["min_height"], config["max_height"])
radius = random.uniform(config["min_radius"], config["max_radius"])
while height > 0.5 * radius:
@ -103,12 +103,29 @@ class DataGenerator:
bpy.context.object.rigid_body.type = 'PASSIVE'
bpy.ops.object.shade_auto_smooth()
# 创建不受光照影响的材质
mat = bpy.data.materials.new(name="RedMaterial")
mat.diffuse_color = (1.0, 0.0, 0.0, 1.0) # Red with full alpha (1.0)
if len(platform.data.materials) > 0:
platform.data.materials[0] = mat
else:
platform.data.materials.append(mat)
mat.use_nodes = True
# 清除默认节点
nodes = mat.node_tree.nodes
for node in nodes:
nodes.remove(node)
# 添加 Emission 节点
emission_node = nodes.new(type='ShaderNodeEmission')
emission_node.inputs['Color'].default_value = (1.0, 0.0, 0.0, 1.0) # 红色
# 添加 Material Output 节点
output_node = nodes.new(type='ShaderNodeOutputMaterial')
# 连接节点
links = mat.node_tree.links
links.new(emission_node.outputs['Emission'], output_node.inputs['Surface'])
# 将材质赋给对象
platform.data.materials.clear()
platform.data.materials.append(mat)
self.display_table_config = {
"height": height,
@ -126,19 +143,19 @@ class DataGenerator:
if random.random() <= config["random_rotation_ratio"]:
rotation = (
random.uniform(0, 2*np.pi),
random.uniform(0, 2*np.pi),
random.uniform(0, 2*np.pi)
random.uniform(0, 2 * np.pi),
random.uniform(0, 2 * np.pi),
random.uniform(0, 2 * np.pi)
)
else:
rotation = (0, 0, 0)
z=0.05
z = 0.05
platform_bbox = self.platform.bound_box
platform_bbox_world = [self.platform.matrix_world @ mathutils.Vector(corner) for corner in platform_bbox]
platform_top_z = max([v.z for v in platform_bbox_world])
obj_mesh_path = BlenderUtils.get_obj_path(self.obj_dir,name)
obj_mesh_path = BlenderUtils.get_obj_path(self.obj_dir, name)
obj = BlenderUtils.load_obj(name, obj_mesh_path)
obj_bottom_z = BlenderUtils.get_object_bottom_z(obj)
@ -149,12 +166,31 @@ class DataGenerator:
bpy.ops.rigidbody.object_add()
bpy.context.object.rigid_body.type = 'ACTIVE'
# 创建不受光照影响的材质
mat = bpy.data.materials.new(name="GreenMaterial")
mat.diffuse_color = (0.0, 1.0, 0.0, 1.0) # Green with full alpha (1.0)
if len(obj.data.materials) > 0:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
mat.use_nodes = True
# 清除默认节点
nodes = mat.node_tree.nodes
for node in nodes:
nodes.remove(node)
# 添加 Emission 节点
emission_node = nodes.new(type='ShaderNodeEmission')
emission_node.inputs['Color'].default_value = (0.0, 1.0, 0.0, 1.0) # 绿色
# 添加 Material Output 节点
output_node = nodes.new(type='ShaderNodeOutputMaterial')
# 连接节点
links = mat.node_tree.links
links.new(emission_node.outputs['Emission'], output_node.inputs['Surface'])
# 将材质赋给对象
obj.data.materials.clear()
obj.data.materials.append(mat)
self.target_obj = obj
@ -219,6 +255,13 @@ class DataGenerator:
file_path = os.path.join(depth_dir, depth_file)
new_file_path = os.path.join(depth_dir, f"{name}.png")
os.rename(file_path,new_file_path)
normal_dir = os.path.join(scene_dir, "normal")
for normal_file in os.listdir(normal_dir):
if not normal_file.endswith(".png"):
name, _ = os.path.splitext(normal_file)
file_path = os.path.join(normal_dir, normal_file)
new_file_path = os.path.join(normal_dir, f"{name}.png")
os.rename(file_path,new_file_path)
return True
def simulate_scene(self, frame_limit=120, depth = 0, diag = 0):
@ -274,6 +317,7 @@ class DataGenerator:
count_success = 0
self.set_progress("generate scene", 0, total)
result = "retry"
print(f"Generating scene for {total} objects")
for target_obj_name in self.obj_name_list:
self.add_log(f"Generating scene for object <{target_obj_name}>", "info")
scene_info_path = os.path.join(self.output_dir, target_obj_name, "scene_info.json")

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@ -10,7 +10,8 @@ if __name__ == "__main__":
config_path = sys.argv[sys.argv.index('--') + 1]
with open(config_path, "r") as file:
config = yaml.safe_load(file)
print("init data generator")
dg = DataGenerator(config)
print("generate all scene data")
dg.gen_all_scene_data()