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Locked after the XR orientation diagnosis. Every lane goes through this module
so the conventions don't drift.
USAGE (in a per-lane script):
from render_protocol import (
clean_scene, load_hbm_object, center_and_orient,
add_wireframe_material, setup_world, setup_camera, render_2x,
verify_orientation, OUT_W, OUT_H, W2X, H2X,
)
"""
import bpy
import math
# ----- canonical output -----
OUT_W, OUT_H = 572, 534
W2X, H2X = OUT_W * 2, OUT_H * 2 # 1144 x 1068
# ----- canonical colors -----
BG = (10/255, 10/255, 10/255, 1.0) # near-black card background
WIRE_COLOR = (0.86, 0.87, 0.89, 1.0) # off-white wires (matches v6 palette)
FILL_COLOR = (10/255, 10/255, 10/255, 1.0) # same as BG; fill is occluder only
# ----- helpers -----
def clean_scene():
bpy.ops.wm.read_factory_settings(use_empty=True)
return bpy.context.scene
def load_hbm_collection(bundle_path, collection_name):
"""Load a whole collection (e.g., 'Skeleton - Realistic') from a Blender
Studio bundle. Returns the linked collection and list of mesh objects."""
with bpy.data.libraries.load(bundle_path, link=False) as (df, dt):
if collection_name not in df.collections:
raise RuntimeError(f"collection '{collection_name}' not in bundle\nAvailable: {df.collections}")
dt.collections = [collection_name]
col = dt.collections[0]
bpy.context.scene.collection.children.link(col)
mesh_objs = [o for o in col.all_objects if o.type == 'MESH']
return col, mesh_objs
def collection_world_bbox(mesh_objs):
"""Compute world-space bbox over a list of mesh objects (post-deps eval)."""
bpy.context.view_layer.update()
deps = bpy.context.evaluated_depsgraph_get()
mins = [float('inf')] * 3
maxs = [float('-inf')] * 3
for obj in mesh_objs:
eo = obj.evaluated_get(deps)
em = eo.to_mesh()
for v in em.vertices:
w = eo.matrix_world @ v.co
for i, c in enumerate((w.x, w.y, w.z)):
if c < mins[i]: mins[i] = c
if c > maxs[i]: maxs[i] = c
eo.to_mesh_clear()
return tuple((mins[i], maxs[i]) for i in range(3))
def shift_collection(mesh_objs, dx, dy, dz):
"""Shift every mesh object in the collection by the same offset."""
for o in mesh_objs:
o.location.x += dx; o.location.y += dy; o.location.z += dz
bpy.context.view_layer.update()
def load_hbm_object(bundle_path, object_name):
"""Load one object from a Blender Studio asset bundle.
RESETS its source-bundle transform — bundle objects are pre-placed."""
with bpy.data.libraries.load(bundle_path, link=False) as (df, dt):
if object_name not in df.objects:
raise RuntimeError(f"'{object_name}' not in {bundle_path}\nAvailable: {df.objects}")
dt.objects = [object_name]
obj = dt.objects[0]
bpy.context.scene.collection.objects.link(obj)
obj.location = (0, 0, 0)
obj.rotation_euler = (0, 0, 0)
obj.scale = (1, 1, 1)
obj.hide_render = False
obj.hide_viewport = False
return obj
def center_and_orient(obj, x_flip=False, rotate_euler=(0, 0, 0)):
"""Shift mesh verts so centroid sits at object origin, then apply rotation.
Returns world-space bbox AFTER the transforms (verified via depsgraph).
`x_flip`: True for mirror-paired second instance (e.g. left vs right hand).
`rotate_euler`: degrees, applied around object origin.
"""
co = [v.co for v in obj.data.vertices]
cx = (min(c.x for c in co) + max(c.x for c in co)) / 2
cy = (min(c.y for c in co) + max(c.y for c in co)) / 2
cz = (min(c.z for c in co) + max(c.z for c in co)) / 2
for v in obj.data.vertices:
v.co.x -= cx
v.co.y -= cy
v.co.z -= cz
obj.data.update()
obj.rotation_euler = tuple(math.radians(d) for d in rotate_euler)
if x_flip:
obj.scale = (-1, 1, 1)
bpy.context.view_layer.update()
deps = bpy.context.evaluated_depsgraph_get()
eo = obj.evaluated_get(deps)
em = eo.to_mesh()
cw = [eo.matrix_world @ v.co for v in em.vertices]
bbox = (
(min(c.x for c in cw), max(c.x for c in cw)),
(min(c.y for c in cw), max(c.y for c in cw)),
(min(c.z for c in cw), max(c.z for c in cw)),
)
eo.to_mesh_clear()
return bbox
def add_wireframe(obj, thickness_factor=0.004):
"""Duplicate obj, add Wireframe modifier with white emission. Returns the
wire object. Inherits obj's world matrix so it works for parented objects."""
# Force depsgraph update so obj.matrix_world reflects any just-set transform
bpy.context.view_layer.update()
wm = obj.data.copy()
wire = bpy.data.objects.new(obj.name + "_wire", wm)
bpy.context.scene.collection.objects.link(wire)
# Mirror full world matrix so parented bones land correctly
wire.matrix_world = obj.matrix_world.copy()
# mesh span for thickness
co = [v.co for v in wm.vertices]
span = max(
max(c.x for c in co) - min(c.x for c in co),
max(c.y for c in co) - min(c.y for c in co),
max(c.z for c in co) - min(c.z for c in co),
)
wf = wire.modifiers.new("WF", 'WIREFRAME')
wf.thickness = span * thickness_factor
wf.use_replace = True
wf.use_even_offset = True
wf.use_boundary = True
wf.offset = 1.0 # push outward
mat = bpy.data.materials.new(obj.name + "_wmat"); mat.use_nodes = True
nt = mat.node_tree
for n in list(nt.nodes): nt.nodes.remove(n)
out = nt.nodes.new("ShaderNodeOutputMaterial")
emi = nt.nodes.new("ShaderNodeEmission")
emi.inputs["Color"].default_value = WIRE_COLOR
emi.inputs["Strength"].default_value = 2.5
nt.links.new(emi.outputs[0], out.inputs[0])
wire.data.materials.clear(); wire.data.materials.append(mat)
return wire
def hide_fill(obj):
"""Hide the fill mesh entirely. Used when wireframe is sufficient
visual on its own (cleaner, no z-fighting risk)."""
obj.hide_render = True
def set_fill_as_occluder(obj, shrink=0.985):
"""Configure the original mesh as a dark-fill occluder that hides
back-of-mesh wireframe edges from showing through the front.
Scales the fill slightly smaller than the wireframe so it sits just
inside the wire tubes without z-fighting. shrink=0.985 = 1.5% smaller.
"""
# Apply shrink as object scale (works regardless of fill's existing scale.x sign for mirror)
sx, sy, sz = obj.scale.x, obj.scale.y, obj.scale.z
obj.scale = (sx * shrink, sy * shrink, sz * shrink)
mat = bpy.data.materials.new(obj.name + "_fmat"); mat.use_nodes = True
nt = mat.node_tree
for n in list(nt.nodes): nt.nodes.remove(n)
out = nt.nodes.new("ShaderNodeOutputMaterial")
emi = nt.nodes.new("ShaderNodeEmission")
emi.inputs["Color"].default_value = BG
emi.inputs["Strength"].default_value = 1.0
nt.links.new(emi.outputs[0], out.inputs[0])
obj.data.materials.clear(); obj.data.materials.append(mat)
obj.hide_render = False
obj.hide_viewport = False
def setup_world():
w = bpy.data.worlds.new("CardWorld"); w.use_nodes = True
nt = w.node_tree
for n in list(nt.nodes): nt.nodes.remove(n)
out = nt.nodes.new("ShaderNodeOutputWorld")
bg = nt.nodes.new("ShaderNodeBackground")
bg.inputs["Color"].default_value = BG
bg.inputs["Strength"].default_value = 1.0
nt.links.new(bg.outputs[0], out.inputs[0])
bpy.context.scene.world = w
def setup_camera(target_xyz, distance, lens=50):
scene = bpy.context.scene
target = bpy.data.objects.new("Target", None)
target.location = target_xyz
scene.collection.objects.link(target)
cam_data = bpy.data.cameras.new("Cam")
cam_data.lens = lens
cam_data.clip_start = 0.001
cam_data.clip_end = 100
cam = bpy.data.objects.new("Cam", cam_data)
scene.collection.objects.link(cam)
cam.location = (target_xyz[0], target_xyz[1] - distance, target_xyz[2])
trk = cam.constraints.new('TRACK_TO')
trk.target = target
trk.track_axis = 'TRACK_NEGATIVE_Z'
trk.up_axis = 'UP_Y'
scene.camera = cam
return cam, target
def frame_distance_for_width(width, lens=50, sensor=36, margin=1.20):
"""Camera Y-distance needed so a horizontal extent of `width` (m) fits in
frame with `margin` (1.0 = exact fit, 1.20 = 20% margin)."""
half_fov = math.atan((sensor/2) / lens)
return (width / 2) / math.tan(half_fov) * margin
def render_2x(out_path):
scene = bpy.context.scene
scene.render.engine = 'BLENDER_EEVEE_NEXT'
scene.render.resolution_x = W2X
scene.render.resolution_y = H2X
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGB'
scene.render.filepath = out_path
scene.render.film_transparent = False
scene.view_settings.view_transform = 'Raw'
scene.view_settings.look = 'None'
scene.view_settings.exposure = 0.0
scene.view_settings.gamma = 1.0
bpy.ops.render.render(write_still=True)
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