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