MatSynth / scripts /render_ambient.py
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import math
import random
import sys
from pathlib import Path
import bpy
argv = sys.argv
argv = argv[argv.index("--") + 1:] # get all args after "--"
dset_dir = Path(argv[0])
def create_node_once(nodes, name, location=(0,0)):
existing = nodes.get(name)
if existing is not None:
return existing
new_node = nodes.new('ShaderNodeTexImage')
new_node.name = name
new_node.location = location
return new_node
def load_map_image(node, img_path, name, colorspace="sRGB"):
existing = bpy.data.images.get(name)
if existing is not None:
bpy.data.images.remove(existing)
node.image = bpy.data.images.load(img_path)
node.image.colorspace_settings.name = colorspace
node.image.name = name
bpy.context.scene.render.image_settings.file_format = "PNG"
material = bpy.data.materials.get("BSDFPlane")
# Set node tree editing
material.use_nodes = True
nodes = material.node_tree.nodes
# Compositing nodes
scene = bpy.context.scene
scene.render.use_compositing = True
# Get output nodes
p_out = nodes['Principled Output']
# Get principled BSDF node
bsdf_node = nodes.get("Principled BSDF")
normal_map_node = nodes.get("Normal Map")
displacement_node = nodes.get("Displacement")
scale_node = nodes.get("Scale")
# Get background node
bg_node = bpy.data.worlds['World'].node_tree.nodes["Background"]
# Get camera
obj_camera = bpy.data.objects["Camera"]
# Get the camera data block
camera_data = obj_camera.data
for item_bc in [x for x in dset_dir.glob("**/basecolor.png")][:]:
item = item_bc.parent
if (item/"renders/passes").exists() and len(list(Path(item/"renders/passes").glob('*'))) == 10:
continue
# Clear orphan data
bpy.ops.outliner.orphans_purge()
# Set maps paths
basecolor_path = str(item/"basecolor.png")
normal_path = str(item/"normal.png")
roughness_path = str(item/"roughness.png")
metallic_path = str(item/"metallic.png")
height_path = str(item/"displacement.png")
# Setup nodes
basecolor_node = nodes.get("Base Color")
load_map_image(basecolor_node, basecolor_path, name="BaseColor")
normal_node = nodes.get("Normal")
load_map_image(normal_node, normal_path, name="Normal", colorspace="Non-Color")
roughness_node = nodes.get("Roughness")
load_map_image(roughness_node, roughness_path, name="Roughness", colorspace="Non-Color")
metallic_node = nodes.get("Metallic")
load_map_image(metallic_node, metallic_path, name="Metallic", colorspace="Non-Color")
height_node = nodes.get("Height")
load_map_image(height_node, height_path, name="Height", colorspace="Non-Color")
scale_node = nodes.get("Scale")
# Set render settings
render_folder = item/"renders/passes"
render_folder.mkdir(exist_ok=True, parents=True)
for hdri_i in range(5):
env_node = bpy.data.worlds['World'].node_tree.nodes[f"Env {hdri_i}"]
bpy.data.worlds['World'].node_tree.links.new(env_node.outputs['Color'], bg_node.inputs['Color'])
bpy.data.worlds['World'].node_tree.nodes[f"HDRIRotation"].outputs[0].default_value = random.random() * math.pi * 2
for render_pass in ["diffuse", "glossy"]:
if render_pass == "diffuse":
scene.node_tree.nodes.active = scene.node_tree.nodes["DiffusePass"]
scale_node.outputs[0].default_value = 1.0
camera_data.type = 'ORTHO'
elif render_pass == "glossy":
scene.node_tree.nodes.active = scene.node_tree.nodes['GlossyPass']
scale_node.outputs[0].default_value = 0.0
camera_data.type = 'PERSP'
# Render
bpy.context.scene.render.filepath = str(render_folder/f"render_{hdri_i:02d}_{render_pass}.png")
bpy.ops.render.render(write_still=True)
# Execution command: blender.exe -b .\render_ambient.blend -P .\render_ambient.py -- ..\maps