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import blenderproc as bproc |
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import numpy as np |
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import os |
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os.environ["OPENCV_IO_ENABLE_OPENEXR"]="1" |
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import json |
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import bpy |
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import cv2 |
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from PIL import Image |
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import math |
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from mathutils import Vector, Matrix |
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import argparse |
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parser = argparse.ArgumentParser() |
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parser.add_argument('--glb_path', type=str) |
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parser.add_argument('--output_dir', type=str, default='output') |
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args = parser.parse_args() |
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def load_object(object_path: str) -> None: |
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"""Loads a glb model into the scene.""" |
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if object_path.endswith(".glb") or object_path.endswith(".gltf"): |
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bpy.ops.import_scene.gltf(filepath=object_path, merge_vertices=False) |
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elif object_path.endswith(".fbx"): |
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bpy.ops.import_scene.fbx(filepath=object_path) |
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elif object_path.endswith(".obj"): |
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bpy.ops.import_scene.obj(filepath=object_path) |
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elif object_path.endswith(".ply"): |
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bpy.ops.import_mesh.ply(filepath=object_path) |
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else: |
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raise ValueError(f"Unsupported file type: {object_path}") |
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def load_envmap(envmap_path: str) -> None: |
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"""Loads an environment map into the scene.""" |
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world = bpy.context.scene.world |
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world.use_nodes = True |
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bg = world.node_tree.nodes['Background'] |
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envmap = world.node_tree.nodes.new('ShaderNodeTexEnvironment') |
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envmap.image = bpy.data.images.load(envmap_path) |
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world.node_tree.links.new(bg.inputs['Color'], envmap.outputs['Color']) |
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def turn_off_metallic(): |
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materials = bproc.material.collect_all() |
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for mat in materials: |
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mat.set_principled_shader_value('Metallic', 0.0) |
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def camera_pose(azimuth, elevation, radius=1.5): |
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"""Camera look at the origin.""" |
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azimuth = np.deg2rad(azimuth) |
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elevation = np.deg2rad(elevation) |
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x = radius * np.cos(azimuth) * np.cos(elevation) |
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y = -radius * np.sin(azimuth) * np.cos(elevation) |
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z = radius * np.sin(elevation) |
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camera_position = np.array([x, y, z]) |
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camera_forward = camera_position / np.linalg.norm(camera_position) |
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camera_right = np.cross(np.array([0.0, 0.0, 1.0]), camera_forward) |
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camera_right /= np.linalg.norm(camera_right) |
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camera_up = np.cross(camera_forward, camera_right) |
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camera_up /= np.linalg.norm(camera_up) |
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camera_pose = np.eye(4) |
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camera_pose[:3, 0] = camera_right |
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camera_pose[:3, 1] = camera_up |
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camera_pose[:3, 2] = camera_forward |
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camera_pose[:3, 3] = camera_position |
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return camera_pose |
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def scene_root_objects(): |
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for obj in bpy.context.scene.objects.values(): |
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if not obj.parent: |
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yield obj |
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def scene_meshes(): |
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for obj in bpy.context.scene.objects.values(): |
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if isinstance(obj.data, (bpy.types.Mesh)): |
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yield obj |
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def scene_bbox(single_obj=None, ignore_matrix=False): |
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bbox_min = (math.inf,) * 3 |
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bbox_max = (-math.inf,) * 3 |
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found = False |
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for obj in scene_meshes() if single_obj is None else [single_obj]: |
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found = True |
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for coord in obj.bound_box: |
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coord = Vector(coord) |
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if not ignore_matrix: |
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coord = obj.matrix_world @ coord |
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bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord)) |
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bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord)) |
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if not found: |
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raise RuntimeError("no objects in scene to compute bounding box for") |
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return Vector(bbox_min), Vector(bbox_max) |
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def normalize_scene(): |
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bbox_min, bbox_max = scene_bbox() |
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scale = 1 / max(bbox_max - bbox_min) |
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for obj in scene_root_objects(): |
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obj.scale = obj.scale * scale |
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bpy.context.view_layer.update() |
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bbox_min, bbox_max = scene_bbox() |
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offset = -(bbox_min + bbox_max) / 2 |
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for obj in scene_root_objects(): |
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obj.matrix_world.translation += offset |
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bpy.ops.object.select_all(action="DESELECT") |
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return scale, offset |
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def reset_normal(): |
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"""experimental!!! |
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reset normal |
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""" |
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for obj in scene_meshes(): |
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bpy.context.view_layer.objects.active = obj |
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bpy.ops.object.mode_set(mode='EDIT') |
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bpy.ops.mesh.normals_tools(mode='RESET') |
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bpy.ops.object.mode_set(mode='OBJECT') |
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def change_to_orm(): |
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materials = bproc.material.collect_all() |
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for mat in materials: |
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orm_color = mat.nodes.new(type='ShaderNodeCombineRGB') |
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principled_bsdf = mat.get_the_one_node_with_type("BsdfPrincipled") |
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if principled_bsdf.inputs['Metallic'].links: |
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metallic_from_socket = principled_bsdf.inputs['Metallic'].links[0].from_socket |
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metallic_link = mat.links.new(metallic_from_socket, orm_color.inputs['B']) |
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mat.links.remove(principled_bsdf.inputs['Metallic'].links[0]) |
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else: |
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metallic_value = principled_bsdf.inputs['Metallic'].default_value |
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orm_color.inputs['B'].default_value = metallic_value |
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principled_bsdf.inputs['Metallic'].default_value = 0.0 |
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if principled_bsdf.inputs['Roughness'].links: |
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roughness_from_socket = principled_bsdf.inputs['Roughness'].links[0].from_socket |
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roughness_link = mat.links.new(roughness_from_socket, orm_color.inputs['G']) |
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mat.links.remove(principled_bsdf.inputs['Roughness'].links[0]) |
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else: |
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roughness_value = principled_bsdf.inputs['Roughness'].default_value |
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orm_color.inputs['G'].default_value = roughness_value |
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principled_bsdf.inputs['Roughness'].default_value = 0.5 |
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mat.links.new(orm_color.outputs['Image'], principled_bsdf.inputs['Base Color']) |
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def is_bsdf(): |
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for mat in bproc.material.collect_all(): |
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node = mat.get_nodes_with_type('BsdfPrincipled') |
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if node and len(node) == 1: |
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pass |
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else: |
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return False |
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return True |
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def sample_sphere(num_samples): |
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radiuss = np.random.uniform(1.5, 2.0, size=num_samples) |
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azimuth = np.random.uniform(0, 360, size=num_samples) |
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elevation = np.random.uniform(-90, 90, size=num_samples) |
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return radiuss, azimuth, elevation |
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bproc.init() |
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glb_path = args.glb_path |
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output_dir = args.output_dir |
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obj_name = os.path.basename(glb_path).split('.')[0] |
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load_object(glb_path) |
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scale, offset = normalize_scene() |
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reset_normal() |
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turn_off_metallic() |
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with open(os.path.join(output_dir, obj_name, 'camera.json'), 'r') as f: |
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meta_info = json.load(f) |
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radiuss = np.array(meta_info['raidus']) |
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azimuths = np.array(meta_info['azimuths']) |
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elevations = np.array(meta_info['elevations']) |
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bproc.camera.set_resolution(512, 512) |
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for radius, azimuth, elevation in zip(radiuss, azimuths, elevations): |
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cam_pose = camera_pose(azimuth, elevation, radius=radius) |
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bproc.camera.add_camera_pose(cam_pose) |
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bproc.renderer.enable_diffuse_color_output() |
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bproc.renderer.set_output_format(enable_transparency=True) |
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data = bproc.renderer.render() |
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for i in range(len(azimuths)): |
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image = data['diffuse'][i] |
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Image.fromarray(image).save(os.path.join(output_dir, obj_name, f'albedo_{i:02d}.png')) |
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