cmevs-erp-eval / code /pipelines /render_erp_blender.py
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Initial release: metadata, code, adapters (v1.0; scenes/ in next commit)
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#!/usr/bin/env python3
"""
Blender ERP全景图渲染脚本
此脚本在Blender内部执行,用于渲染ERP(等距圆柱投影)全景图。
使用方法:
blender --background --python render_erp_blender.py -- \
--mesh "path/to/mesh.glb" \
--output "output/panorama_0000.png" \
--camera-pos "0.0,0.5,0.0" \
--camera-rot "0.0,0.0,0.0" \
--resolution "1024,512"
"""
import bpy
import sys
import os
import json
import math
import argparse
from mathutils import Vector, Euler, Quaternion
def parse_args():
"""解析命令行参数(Blender的--之后的参数)"""
# 找到'--'之后的参数
argv = sys.argv
if "--" in argv:
argv = argv[argv.index("--") + 1:]
else:
argv = []
parser = argparse.ArgumentParser(description="Blender ERP渲染脚本")
parser.add_argument("--mesh", type=str, required=True,
help="输入mesh文件路径(GLB/GLTF/OBJ)")
parser.add_argument("--output", type=str, required=True,
help="输出图像路径")
parser.add_argument("--pose-output", type=str, default=None,
help="输出位姿JSON路径(默认与图像同名)")
parser.add_argument("--camera-pos", type=str, default="0.0,0.0,0.0",
help="相机位置 x,y,z")
parser.add_argument("--camera-rot", type=str, default="0.0,0.0,0.0",
help="相机旋转 roll,pitch,yaw(弧度)")
parser.add_argument("--camera-rot-quat", type=str, default=None,
help="(已废弃)相机旋转四元数 w,x,y,z。现在主路径使用 --camera-rot Euler角")
parser.add_argument("--resolution", type=str, default="1024,512",
help="渲染分辨率 width,height")
parser.add_argument("--samples", type=int, default=16,
help="渲染采样数(默认16,Emission材质不需要高采样,可大幅提升渲染速度)")
parser.add_argument("--engine", type=str, default="CYCLES",
choices=["BLENDER_EEVEE", "CYCLES"],
help="渲染引擎(全景图必须使用CYCLES)")
parser.add_argument("--frame-id", type=int, default=0,
help="帧序号")
parser.add_argument("--ref-position", type=str, default=None,
help="参考帧位置 x,y,z(Y-up坐标系),None表示第一帧")
parser.add_argument("--ref-quaternion", type=str, default=None,
help="参考帧四元数 w,x,y,z,None表示第一帧")
parser.add_argument("--render-depth", action="store_true",
help="是否渲染深度图(保存为.npy格式)")
parser.add_argument("--depth-output", type=str, default=None,
help="深度图输出路径(默认与图像同目录,后缀_depth.npy)")
return parser.parse_args(argv)
def clear_scene():
"""清空当前场景"""
# 选择所有对象
bpy.ops.object.select_all(action='SELECT')
# 删除选中的对象
bpy.ops.object.delete(use_global=False)
# 清理孤立数据
for block in bpy.data.meshes:
if block.users == 0:
bpy.data.meshes.remove(block)
for block in bpy.data.materials:
if block.users == 0:
bpy.data.materials.remove(block)
for block in bpy.data.textures:
if block.users == 0:
bpy.data.textures.remove(block)
for block in bpy.data.images:
if block.users == 0:
bpy.data.images.remove(block)
def import_mesh(mesh_path):
"""导入mesh文件"""
ext = os.path.splitext(mesh_path)[1].lower()
if ext in ['.glb', '.gltf']:
bpy.ops.import_scene.gltf(filepath=mesh_path)
elif ext == '.obj':
bpy.ops.wm.obj_import(filepath=mesh_path)
elif ext == '.fbx':
bpy.ops.import_scene.fbx(filepath=mesh_path)
elif ext == '.ply':
bpy.ops.wm.ply_import(filepath=mesh_path)
else:
raise ValueError(f"不支持的文件格式: {ext}")
print(f"[INFO] 导入mesh: {mesh_path}")
# 获取导入的对象
imported_objects = [obj for obj in bpy.context.selected_objects]
print(f"[INFO] 导入了 {len(imported_objects)} 个对象")
# 为房间结构添加程序化纹理
apply_procedural_textures(imported_objects)
return imported_objects
def is_room_structure(obj_name):
"""
判断对象是否是房间结构(墙面、地板、天花板)
房间结构的常见命名模式:
1. None.obj - 标准3D-Front房间结构
2. geometry_N - 无纹理的通用几何体
3. 纯数字.obj (如 12670.obj) - 数字ID命名的结构
"""
name_lower = obj_name.lower()
# 模式1: 包含 "none"
if 'none' in name_lower:
return True
# 模式2: 以 "geometry_" 开头
if name_lower.startswith('geometry_') or name_lower.startswith('geometry.'):
return True
# 模式3: 纯数字命名 (如 "12670.obj", "7319.obj")
base_name = obj_name.replace('.obj', '').replace('.OBJ', '')
if base_name.isdigit():
return True
return False
def apply_procedural_textures(objects):
"""为所有对象添加Emission材质(材质预览模式:显示原始颜色,不受光照影响)"""
applied_count = 0
for obj in objects:
if obj.type != 'MESH':
continue
# 检查对象是否有材质,或者材质是否为空
has_material = obj.data.materials and len(obj.data.materials) > 0 and obj.data.materials[0] is not None
# 为所有对象应用Emission材质(材质预览模式)
# 这样所有对象都会显示原始颜色,不受光照影响
if not has_material or is_room_structure(obj.name):
# 没有材质或者是房间结构:应用Emission材质
print(f"[INFO] 为对象添加Emission材质: {obj.name}")
apply_room_material(obj)
applied_count += 1
else:
# 有材质:也转换为Emission材质(确保所有对象都使用Emission模式)
print(f"[INFO] 将对象材质转换为Emission: {obj.name}")
convert_to_emission_material(obj)
applied_count += 1
if applied_count == 0:
print("[WARN] 未找到需要添加材质的对象")
else:
print(f"[INFO] 共为 {applied_count} 个对象添加了Emission材质(材质预览模式)")
def apply_room_material(obj):
"""为房间结构应用程序化材质(墙面、地板、天花板)"""
# 创建新材质
mat = bpy.data.materials.new(name="RoomProceduralMaterial")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
# 清除默认节点
nodes.clear()
# 创建输出节点
output = nodes.new('ShaderNodeOutputMaterial')
output.location = (800, 0)
# 使用几何节点获取法线
geometry = nodes.new('ShaderNodeNewGeometry')
geometry.location = (-600, 0)
# 分离法线的Z分量
separate_xyz = nodes.new('ShaderNodeSeparateXYZ')
separate_xyz.location = (-400, 0)
links.new(geometry.outputs['Normal'], separate_xyz.inputs['Vector'])
# === 判断天花板(法线Z < -0.5,朝下的面) ===
ceiling_check = nodes.new('ShaderNodeMath')
ceiling_check.operation = 'LESS_THAN'
ceiling_check.inputs[1].default_value = -0.5
ceiling_check.location = (-200, 100)
links.new(separate_xyz.outputs['Z'], ceiling_check.inputs[0])
# === 判断地板(法线Z > 0.5,朝上的面) ===
floor_check = nodes.new('ShaderNodeMath')
floor_check.operation = 'GREATER_THAN'
floor_check.inputs[1].default_value = 0.5
floor_check.location = (-200, -100)
links.new(separate_xyz.outputs['Z'], floor_check.inputs[0])
# === 创建三种材质 ===
floor_shader = create_wood_floor_material(nodes, links)
floor_shader.location = (0, 300)
wall_shader = create_brick_wall_material(nodes, links) # 砖墙材质
wall_shader.location = (0, 0)
ceiling_shader = create_grid_ceiling_material(nodes, links) # 网格天花板
ceiling_shader.location = (0, -300)
# === 混合着色器:先混合地板和墙面 ===
mix_floor_wall = nodes.new('ShaderNodeMixShader')
mix_floor_wall.location = (300, 100)
links.new(floor_check.outputs['Value'], mix_floor_wall.inputs['Fac'])
links.new(wall_shader.outputs['Emission'], mix_floor_wall.inputs[1]) # Emission材质输出
links.new(floor_shader.outputs['Emission'], mix_floor_wall.inputs[2]) # Emission材质输出
# === 混合着色器:再混合天花板 ===
mix_final = nodes.new('ShaderNodeMixShader')
mix_final.location = (500, 0)
links.new(ceiling_check.outputs['Value'], mix_final.inputs['Fac'])
links.new(mix_floor_wall.outputs['Shader'], mix_final.inputs[1])
links.new(ceiling_shader.outputs['Emission'], mix_final.inputs[2]) # Emission材质输出
# 连接输出
links.new(mix_final.outputs['Shader'], output.inputs['Surface'])
# 应用材质到对象
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
print(f"[INFO] Emission材质已应用(地板+砖墙+网格天花板,材质预览模式)")
def convert_to_emission_material(obj):
"""将现有材质转换为Emission材质(材质预览模式)"""
if not obj.data.materials or len(obj.data.materials) == 0:
# 如果没有材质,直接应用房间材质
apply_room_material(obj)
return
# 获取现有材质
existing_mat = obj.data.materials[0]
if existing_mat is None:
apply_room_material(obj)
return
# 如果材质已经有节点,尝试提取Base Color并转换为Emission
if existing_mat.use_nodes:
nodes = existing_mat.node_tree.nodes
links = existing_mat.node_tree.links
# 查找Principled BSDF节点
bsdf_node = None
for node in nodes:
if node.type == 'BSDF_PRINCIPLED':
bsdf_node = node
break
if bsdf_node and 'Base Color' in bsdf_node.inputs:
# 找到Base Color输入
base_color_input = bsdf_node.inputs['Base Color']
# 创建Emission节点
emission = nodes.new('ShaderNodeEmission')
emission.name = "Emission"
emission.location = bsdf_node.location
# 获取Base Color的值或连接
if base_color_input.is_linked:
# 如果有连接,连接到Emission
color_source = base_color_input.links[0].from_node
color_output = base_color_input.links[0].from_socket
links.new(color_output, emission.inputs['Color'])
else:
# 如果没有连接,使用默认值
emission.inputs['Color'].default_value = base_color_input.default_value
emission.inputs['Strength'].default_value = 1.0 # Emission强度(材质预览模式,避免过曝)
# 找到输出节点并连接
output_node = None
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
output_node = node
break
if output_node:
# 断开原有连接
if output_node.inputs['Surface'].is_linked:
for link in output_node.inputs['Surface'].links:
existing_mat.node_tree.links.remove(link)
# 连接Emission
links.new(emission.outputs['Emission'], output_node.inputs['Surface'])
print(f"[INFO] 已将材质转换为Emission: {obj.name}")
return
# 如果无法转换,直接应用房间材质
apply_room_material(obj)
def create_wood_floor_material(nodes, links):
"""创建木地板程序化材质(Emission模式,显示原始颜色)"""
# 使用Emission材质,直接发光,不受光照影响
emission = nodes.new('ShaderNodeEmission')
emission.name = "FloorEmission"
# 木纹噪波纹理
noise = nodes.new('ShaderNodeTexNoise')
noise.inputs['Scale'].default_value = 20.0
noise.inputs['Detail'].default_value = 8.0
noise.inputs['Roughness'].default_value = 0.6
noise.location = (-600, 200)
# 波浪纹理(模拟木纹条纹)
wave = nodes.new('ShaderNodeTexWave')
wave.wave_type = 'BANDS'
wave.bands_direction = 'X'
wave.inputs['Scale'].default_value = 3.0
wave.inputs['Distortion'].default_value = 5.0
wave.inputs['Detail'].default_value = 3.0
wave.location = (-600, 0)
# 颜色渐变(木材颜色)
color_ramp = nodes.new('ShaderNodeValToRGB')
color_ramp.color_ramp.elements[0].color = (0.15, 0.08, 0.04, 1.0) # 深棕色
color_ramp.color_ramp.elements[1].color = (0.35, 0.20, 0.10, 1.0) # 浅棕色
color_ramp.location = (-400, 100)
# 混合噪波和波浪
mix_rgb = nodes.new('ShaderNodeMix')
mix_rgb.data_type = 'RGBA'
mix_rgb.inputs['Factor'].default_value = 0.5
mix_rgb.location = (-400, 0)
links.new(noise.outputs['Fac'], mix_rgb.inputs['A'])
links.new(wave.outputs['Fac'], mix_rgb.inputs['B'])
links.new(mix_rgb.outputs['Result'], color_ramp.inputs['Fac'])
# 连接到Emission材质(直接显示颜色,不受光照影响)
links.new(color_ramp.outputs['Color'], emission.inputs['Color'])
emission.inputs['Strength'].default_value = 1.0 # Emission强度(材质预览模式,避免过曝)
return emission
def create_brick_wall_material(nodes, links):
"""创建砖墙程序化材质(Emission模式,显示原始颜色)"""
# 使用Emission材质,直接发光,不受光照影响
emission = nodes.new('ShaderNodeEmission')
emission.name = "BrickWallEmission"
# 使用纹理坐标
tex_coord = nodes.new('ShaderNodeTexCoord')
tex_coord.location = (-800, 0)
# 缩放映射(控制砖块大小)
mapping = nodes.new('ShaderNodeMapping')
mapping.inputs['Scale'].default_value = (4.0, 8.0, 1.0) # X方向砖块较宽
mapping.location = (-600, 0)
links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
# 砖块纹理
brick = nodes.new('ShaderNodeTexBrick')
brick.inputs['Color1'].default_value = (0.6, 0.3, 0.2, 1.0) # 砖红色
brick.inputs['Color2'].default_value = (0.5, 0.25, 0.15, 1.0) # 深砖红色
brick.inputs['Mortar'].default_value = (0.85, 0.85, 0.8, 1.0) # 灰白色砂浆
brick.inputs['Scale'].default_value = 3.0
brick.inputs['Mortar Size'].default_value = 0.02
brick.inputs['Mortar Smooth'].default_value = 0.1
brick.inputs['Bias'].default_value = 0.0
brick.inputs['Brick Width'].default_value = 0.5
brick.inputs['Row Height'].default_value = 0.25
brick.location = (-400, 0)
links.new(mapping.outputs['Vector'], brick.inputs['Vector'])
# 添加细微噪波增加真实感
noise = nodes.new('ShaderNodeTexNoise')
noise.inputs['Scale'].default_value = 50.0
noise.inputs['Detail'].default_value = 3.0
noise.location = (-400, -200)
links.new(mapping.outputs['Vector'], noise.inputs['Vector'])
# 混合砖块颜色和噪波
mix_color = nodes.new('ShaderNodeMix')
mix_color.data_type = 'RGBA'
mix_color.inputs['Factor'].default_value = 0.1
mix_color.location = (-200, 0)
links.new(brick.outputs['Color'], mix_color.inputs['A'])
links.new(noise.outputs['Color'], mix_color.inputs['B'])
# 连接到Emission材质(直接显示颜色,不受光照影响)
links.new(mix_color.outputs['Result'], emission.inputs['Color'])
emission.inputs['Strength'].default_value = 2.0 # Emission强度(材质预览模式,避免过曝)
return emission
def create_grid_ceiling_material(nodes, links):
"""创建网格天花板程序化材质(Emission模式,显示原始颜色)"""
# 使用Emission材质,直接发光,不受光照影响
emission = nodes.new('ShaderNodeEmission')
emission.name = "GridCeilingEmission"
# 使用纹理坐标
tex_coord = nodes.new('ShaderNodeTexCoord')
tex_coord.location = (-800, -400)
# 缩放映射
mapping = nodes.new('ShaderNodeMapping')
mapping.inputs['Scale'].default_value = (5.0, 5.0, 1.0)
mapping.location = (-600, -400)
links.new(tex_coord.outputs['Generated'], mapping.inputs['Vector'])
# 分离XY坐标
separate = nodes.new('ShaderNodeSeparateXYZ')
separate.location = (-400, -400)
links.new(mapping.outputs['Vector'], separate.inputs['Vector'])
# X方向网格线(使用正弦波)
math_sin_x = nodes.new('ShaderNodeMath')
math_sin_x.operation = 'SINE'
math_sin_x.location = (-200, -350)
math_mul_x = nodes.new('ShaderNodeMath')
math_mul_x.operation = 'MULTIPLY'
math_mul_x.inputs[1].default_value = 6.28 # 2*PI
math_mul_x.location = (-300, -350)
links.new(separate.outputs['X'], math_mul_x.inputs[0])
links.new(math_mul_x.outputs['Value'], math_sin_x.inputs[0])
# Y方向网格线
math_sin_y = nodes.new('ShaderNodeMath')
math_sin_y.operation = 'SINE'
math_sin_y.location = (-200, -500)
math_mul_y = nodes.new('ShaderNodeMath')
math_mul_y.operation = 'MULTIPLY'
math_mul_y.inputs[1].default_value = 6.28
math_mul_y.location = (-300, -500)
links.new(separate.outputs['Y'], math_mul_y.inputs[0])
links.new(math_mul_y.outputs['Value'], math_sin_y.inputs[0])
# 取绝对值使线条清晰
abs_x = nodes.new('ShaderNodeMath')
abs_x.operation = 'ABSOLUTE'
abs_x.location = (-100, -350)
links.new(math_sin_x.outputs['Value'], abs_x.inputs[0])
abs_y = nodes.new('ShaderNodeMath')
abs_y.operation = 'ABSOLUTE'
abs_y.location = (-100, -500)
links.new(math_sin_y.outputs['Value'], abs_y.inputs[0])
# 合并X和Y网格(取最小值形成网格交叉)
math_min = nodes.new('ShaderNodeMath')
math_min.operation = 'MINIMUM'
math_min.location = (0, -425)
links.new(abs_x.outputs['Value'], math_min.inputs[0])
links.new(abs_y.outputs['Value'], math_min.inputs[1])
# 颜色渐变:网格线深色,格子浅色
color_ramp = nodes.new('ShaderNodeValToRGB')
color_ramp.color_ramp.elements[0].color = (0.3, 0.3, 0.35, 1.0) # 深灰色网格线
color_ramp.color_ramp.elements[0].position = 0.0
color_ramp.color_ramp.elements[1].color = (0.95, 0.95, 0.95, 1.0) # 白色格子
color_ramp.color_ramp.elements[1].position = 0.15
color_ramp.location = (150, -425)
links.new(math_min.outputs['Value'], color_ramp.inputs['Fac'])
# 连接到Emission材质(直接显示颜色,不受光照影响)
links.new(color_ramp.outputs['Color'], emission.inputs['Color'])
emission.inputs['Strength'].default_value = 2.0 # Emission强度(材质预览模式,避免过曝)
return emission
def get_scene_bounds():
"""获取场景中所有物体的边界框"""
min_coords = [float('inf'), float('inf'), float('inf')]
max_coords = [float('-inf'), float('-inf'), float('-inf')]
for obj in bpy.context.scene.objects:
if obj.type == 'MESH':
# 获取世界坐标下的边界框
for corner in obj.bound_box:
world_corner = obj.matrix_world @ Vector(corner)
for i in range(3):
min_coords[i] = min(min_coords[i], world_corner[i])
max_coords[i] = max(max_coords[i], world_corner[i])
# 如果没有找到任何mesh,返回默认值
if min_coords[0] == float('inf'):
return ([-5, -5, 0], [5, 5, 3])
return (min_coords, max_coords)
def create_erp_camera(name="ERP_Camera"):
"""创建ERP全景相机"""
# 创建相机数据
camera_data = bpy.data.cameras.new(name=name)
# 设置为全景相机
camera_data.type = 'PANO'
# 设置全景类型为等距圆柱投影(EEVEE和Cycles都支持)
# Blender 5.0 使用 panorama_type
if hasattr(camera_data, 'panorama_type'):
camera_data.panorama_type = 'EQUIRECTANGULAR'
# Cycles相机设置
if hasattr(camera_data, 'cycles'):
camera_data.cycles.panorama_type = 'EQUIRECTANGULAR'
# 创建相机对象
camera_object = bpy.data.objects.new(name, camera_data)
# 链接到场景
bpy.context.scene.collection.objects.link(camera_object)
print(f"[INFO] 创建ERP相机: {name}")
return camera_object
def setup_camera(camera_object, position, rotation_euler=None, rotation_quat=None):
"""设置相机位置和旋转(Euler 或 Quaternion)"""
# 设置位置
camera_object.location = Vector(position)
# 设置旋转
if rotation_quat is not None:
# 使用四元数(推荐,避免Euler顺序/分解歧义)
camera_object.rotation_mode = 'QUATERNION'
camera_object.rotation_quaternion = Quaternion(rotation_quat)
print(f"[INFO] 相机位置: {position}")
print(f"[INFO] 相机旋转(Quaternion wxyz): {list(rotation_quat)}")
else:
# 使用欧拉角(Blender使用XYZ顺序的欧拉角)
camera_object.rotation_mode = 'XYZ'
camera_object.rotation_euler = Euler(rotation_euler, 'XYZ')
print(f"[INFO] 相机位置: {position}")
print(f"[INFO] 相机旋转(Euler XYZ, rad): {rotation_euler}")
def setup_render_settings(resolution, engine, samples):
"""设置渲染参数"""
scene = bpy.context.scene
# 设置渲染引擎
scene.render.engine = engine
print(f"[INFO] 渲染引擎: {engine}")
# 设置分辨率
scene.render.resolution_x = resolution[0]
scene.render.resolution_y = resolution[1]
scene.render.resolution_percentage = 100
print(f"[INFO] 分辨率: {resolution[0]}x{resolution[1]}")
# 设置输出格式
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGB'
scene.render.image_settings.color_depth = '8'
# 引擎特定设置
if engine == 'BLENDER_EEVEE':
# EEVEE设置
if hasattr(scene, 'eevee'):
# 设置采样数(如果属性存在)
if hasattr(scene.eevee, 'taa_render_samples'):
scene.eevee.taa_render_samples = samples
# 软阴影(Blender 5.0可能不支持)
if hasattr(scene.eevee, 'use_soft_shadows'):
scene.eevee.use_soft_shadows = True
elif engine == 'CYCLES':
# Cycles设置
scene.cycles.samples = samples
scene.cycles.use_denoising = True
# 对于Emission材质,需要确保光线反弹足够
# 但Emission材质本身会发光,不需要太多反弹
scene.cycles.max_bounces = 4 # 减少反弹次数(Emission材质不需要太多)
scene.cycles.diffuse_bounces = 2
scene.cycles.glossy_bounces = 2
scene.cycles.transmission_bounces = 2
# 尝试使用GPU
try:
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
bpy.context.scene.cycles.device = 'GPU'
print("[INFO] 使用GPU渲染")
except:
print("[INFO] 使用CPU渲染")
def setup_lighting(camera_position=None, scene_bounds=None):
"""
设置照明(材质预览模式:仅使用强环境光,无其他光源,显示材质原始颜色和亮度)
Args:
camera_position: 相机位置 (x, y, z)(未使用)
scene_bounds: 场景边界 (min, max)(未使用)
"""
scene = bpy.context.scene
# 添加环境光(材质预览模式)
world = bpy.data.worlds.new("World")
scene.world = world
world.use_nodes = True
# 获取节点树
nodes = world.node_tree.nodes
links = world.node_tree.links
# 清除默认节点
nodes.clear()
# 创建背景节点 - 使用非常强的环境光(类似材质预览模式)
# 只使用环境光,无其他光源,确保材质显示原始颜色和亮度,无明暗变化
background = nodes.new('ShaderNodeBackground')
background.inputs['Color'].default_value = (1.0, 1.0, 1.0, 1.0) # 白色背景
background.inputs['Strength'].default_value = 1.0 # 环境光强度(材质预览模式,避免过曝)
# 创建输出节点
output = nodes.new('ShaderNodeOutputWorld')
# 连接节点
links.new(background.outputs['Background'], output.inputs['Surface'])
# === 不添加任何其他光源 ===
# 只使用环境光,确保整个场景光照完全均匀,无距离衰减,无明暗变化
# 这样材质会显示其原始颜色和亮度,就像Blender材质预览模式一样
print("[INFO] 设置照明完成(材质预览模式:仅强环境光,无其他光源,显示材质原始颜色和亮度)")
def setup_depth_pass():
"""
设置深度渲染 pass(Blender 5.0+ API)
在 Blender 中启用 Z pass,用于获取深度信息。
使用 Blender 5.0 新的 compositing_node_group API。
"""
scene = bpy.context.scene
# 启用 View Layer 的 Z pass
view_layer = bpy.context.view_layer
view_layer.use_pass_z = True
# Blender 5.0: scene.node_tree 已移除,改用 compositing_node_group
# 创建新的 CompositorNodeTree 并赋给场景
tree = bpy.data.node_groups.new("DepthCompositor", "CompositorNodeTree")
scene.compositing_node_group = tree
nodes = tree.nodes
links = tree.links
# 创建 Render Layers 节点
render_layers = nodes.new('CompositorNodeRLayers')
render_layers.location = (0, 300)
# Blender 5.0: 用 NodeGroupOutput 替代 CompositorNodeComposite
output = nodes.new('NodeGroupOutput')
output.location = (400, 300)
tree.interface.new_socket(name="Image", in_out="OUTPUT", socket_type="NodeSocketColor")
# 连接 RGB 输出
links.new(render_layers.outputs['Image'], output.inputs['Image'])
# 创建 File Output 节点(用于深度 EXR)
file_output = nodes.new('CompositorNodeOutputFile')
file_output.location = (400, 0)
file_output.directory = "" # 稍后在渲染时设置(Blender 5.0: 替代 base_path)
file_output.format.media_type = 'IMAGE' # Blender 5.0: 必须先设 media_type
file_output.format.file_format = 'OPEN_EXR'
file_output.format.color_depth = '32'
file_output.format.exr_codec = 'ZIP'
# Blender 5.0: file_output_items 替代 file_slots
file_output.file_output_items.clear()
file_output.file_output_items.new('FLOAT', "depth")
# 连接深度输出
links.new(render_layers.outputs['Depth'], file_output.inputs['depth'])
print("[INFO] 深度 pass 已启用(Blender 5.0 API)")
return file_output
def _convert_depth_exr_via_blender_api(exr_path, npy_path):
"""使用 Blender 图像 API 将 EXR 转为 NPY(备用路径,不依赖 OpenEXR)。"""
import numpy as np
img = bpy.data.images.load(exr_path)
width = img.size[0]
height = img.size[1]
pixels = np.array(img.pixels[:])
pixels = pixels.reshape(height, width, -1)
depth = pixels[:, :, 0]
depth = np.flipud(depth)
unit_scale = bpy.context.scene.unit_settings.scale_length
depth_meters = depth * unit_scale
max_valid_depth = 1000.0
depth_meters[depth_meters > max_valid_depth] = np.nan
depth_meters[depth_meters <= 0] = np.nan
np.save(npy_path, depth_meters.astype(np.float32))
bpy.data.images.remove(img)
os.remove(exr_path)
print(f"[OK] 深度图保存(备用方法): {npy_path}")
def convert_depth_exr_to_npy(exr_path, npy_path):
"""
将 Blender 渲染的深度 EXR 转换为 NPY 格式
Blender ERP 相机的深度是 range depth(射线距离),单位为 Blender 单位(通常是米)
Args:
exr_path: EXR 文件路径
npy_path: NPY 输出路径
"""
import numpy as np
try:
import OpenEXR
import Imath
# 打开 EXR 文件
exr_file = OpenEXR.InputFile(exr_path)
# 获取图像尺寸
header = exr_file.header()
dw = header['dataWindow']
width = dw.max.x - dw.min.x + 1
height = dw.max.y - dw.min.y + 1
# 读取深度通道
# Blender 深度 pass 保存在 'R'、'G'、'B' 或 'V' 通道
pt = Imath.PixelType(Imath.PixelType.FLOAT)
# 尝试不同的通道名称
channel_names = ['depth.R', 'R', 'V', 'Z', 'depth.V']
depth_str = None
for ch in channel_names:
if ch in header['channels']:
depth_str = exr_file.channel(ch, pt)
print(f"[INFO] 使用深度通道: {ch}")
break
if depth_str is None:
# 列出所有可用通道
available_channels = list(header['channels'].keys())
print(f"[WARN] 可用通道: {available_channels}")
# 尝试使用第一个通道
if available_channels:
depth_str = exr_file.channel(available_channels[0], pt)
print(f"[INFO] 使用通道: {available_channels[0]}")
else:
raise ValueError("无法找到深度通道")
# 转换为 numpy 数组
depth = np.frombuffer(depth_str, dtype=np.float32)
depth = depth.reshape(height, width)
# 获取场景单位比例(转换为米)
unit_scale = bpy.context.scene.unit_settings.scale_length
# 将深度转换为米
# Blender 的深度值是场景单位,需要乘以 unit_scale 转换为米
depth_meters = depth * unit_scale
# 处理无效深度(Blender 用非常大的值表示无穷远)
# 通常 > 1e9 的值表示背景/无穷远
max_valid_depth = 1000.0 # 1000 米以上视为无效
depth_meters[depth_meters > max_valid_depth] = np.nan
depth_meters[depth_meters <= 0] = np.nan
# 保存为 NPY
np.save(npy_path, depth_meters.astype(np.float32))
# 删除临时 EXR 文件
os.remove(exr_path)
# 统计信息
valid_mask = np.isfinite(depth_meters)
if np.any(valid_mask):
print(f"[OK] 深度图保存: {npy_path}")
print(f" 形状: {depth_meters.shape}")
print(f" 深度范围: {np.nanmin(depth_meters):.3f} - {np.nanmax(depth_meters):.3f} 米")
print(f" 有效像素: {np.sum(valid_mask)} / {depth_meters.size} ({100*np.sum(valid_mask)/depth_meters.size:.1f}%)")
else:
print(f"[WARN] 深度图全部无效!")
except ImportError:
print("[ERROR] 需要安装 OpenEXR 库: pip install OpenEXR")
print("[INFO] 尝试使用 Blender 内置方法...")
try:
_convert_depth_exr_via_blender_api(exr_path, npy_path)
except Exception as e:
print(f"[ERROR] 备用方法也失败: {e}")
print(f"[INFO] EXR 文件保留在: {exr_path}")
except Exception as e:
print(f"[WARN] OpenEXR 读取失败,尝试 Blender 内置方法: {e}")
try:
_convert_depth_exr_via_blender_api(exr_path, npy_path)
except Exception as e2:
print(f"[ERROR] 备用方法也失败: {e2}")
print(f"[INFO] EXR 文件保留在: {exr_path}")
def render_and_save(output_path, render_depth=False, depth_output=None):
"""
执行渲染并保存
Args:
output_path: RGB 图像输出路径
render_depth: 是否渲染深度
depth_output: 深度图输出路径(.npy 格式)
"""
# 确保输出目录存在
output_dir = os.path.dirname(output_path)
if output_dir and not os.path.exists(output_dir):
os.makedirs(output_dir)
# 设置输出路径
bpy.context.scene.render.filepath = output_path
# 执行渲染
print(f"[INFO] 开始渲染...")
bpy.ops.render.render(write_still=True)
# 强校验:必须有实际输出图像,避免上游出现“returncode=0但无文件”
if (not os.path.exists(output_path)) or os.path.getsize(output_path) <= 0:
raise RuntimeError(f"渲染完成但输出图像不存在或为空: {output_path}")
print(f"[OK] 渲染完成: {output_path}")
def save_pose(camera_object, output_path, frame_id=0, ref_position=None, ref_quaternion=None):
"""
保存相机位姿(绝对位姿,兼容 ERPT 格式)
输出格式:
- position: 相机中心在世界坐标系的绝对位置(米),[X右, Y上, Z前]
- rotation_quaternion: [w, x, y, z],camera->world 旋转 (R_cw)
核心公式:R_cw_erpt = T @ R_blender_obj @ M
- T: Blender世界(Y前Z上) -> 统一世界(Y上Z前) 坐标轴交换
- R_blender_obj: Blender相机的旋转矩阵(object local -> world)
- M: Blender相机本地(-Z前) -> ERPT相机(+Z前) Z轴翻转
Args:
camera_object: Blender相机对象
output_path: 输出路径
frame_id: 帧序号
ref_position: (保留参数,当前未使用)
ref_quaternion: (保留参数,当前未使用)
"""
from mathutils import Matrix
# 获取当前相机的绝对位置和旋转(Blender坐标系:X右, Y前, Z上)
abs_position_blender = list(camera_object.location)
abs_quat_blender = camera_object.rotation_euler.to_quaternion()
# === 位置转换 ===
# Blender世界(X右,Y前,Z上) -> 统一标准(X右,Y上,Z前)
abs_position_unified = [
abs_position_blender[0], # X_unified = X_blender
abs_position_blender[2], # Y_unified = Z_blender (上)
abs_position_blender[1] # Z_unified = Y_blender (前)
]
# === 旋转转换 ===
# Blender object rotation matrix (local -> world in Blender coords)
R_obj_blender = abs_quat_blender.to_matrix()
# T: Blender世界坐标 -> 统一世界坐标(交换Y和Z轴)
T_blender_to_unified = Matrix([
[1, 0, 0], # X不变
[0, 0, 1], # Y_unified = Z_blender
[0, 1, 0] # Z_unified = Y_blender
])
# M: Blender相机本地坐标 -> ERPT相机坐标(翻转Z轴)
# Blender相机沿 -Z_local 看,ERPT相机沿 +Z_camera 看
# 因此 ERPT_Z = -Blender_Z_local,即 Z 轴翻转
M_cam = Matrix([
[1, 0, 0],
[0, 1, 0],
[0, 0, -1]
])
# 核心公式:R_cw_erpt = T @ R_obj_blender @ M
# 含义:ERPT相机坐标 -> (M) -> Blender本地 -> (R_obj) -> Blender世界 -> (T) -> 统一世界
R_cw_erpt = T_blender_to_unified @ R_obj_blender @ M_cam
# 转换为四元数(cam_to_world,ERPT期望的格式)
quat_cw = R_cw_erpt.to_quaternion()
abs_quaternion_cw = [quat_cw.w, quat_cw.x, quat_cw.y, quat_cw.z]
# === 输出 ===
# 绝对位姿,cam_to_world格式,兼容ERPT
pose_data = {
"frame_id": frame_id,
"position": abs_position_unified,
"rotation_quaternion": abs_quaternion_cw,
"camera_type": "erp_ray",
"coordinate_system": "right-handed, Y-up, Z-forward (cam_to_world)",
"render_method": "blender_cycles"
}
# 保存JSON
with open(output_path, 'w') as f:
json.dump(pose_data, f, indent=2)
if (not os.path.exists(output_path)) or os.path.getsize(output_path) <= 0:
raise RuntimeError(f"位姿文件写入失败或为空: {output_path}")
print(f"[OK] 位姿保存: {output_path}")
print(f" Position (absolute, meters): {abs_position_unified}")
print(f" Rotation (cam_to_world): {abs_quaternion_cw}")
# 返回绝对位姿(统一标准坐标系,cam_to_world)
return abs_position_unified, abs_quaternion_cw
def main():
# 解析参数
args = parse_args()
# 解析相机位置
camera_pos = [float(x) for x in args.camera_pos.split(',')]
camera_rot = [float(x) for x in args.camera_rot.split(',')]
camera_rot_quat = None
if args.camera_rot_quat:
camera_rot_quat = [float(x) for x in args.camera_rot_quat.split(',')]
resolution = [int(x) for x in args.resolution.split(',')]
# 解析参考帧位姿
ref_position = None
ref_quaternion = None
if args.ref_position:
ref_position = [float(x) for x in args.ref_position.split(',')]
if args.ref_quaternion:
ref_quaternion = [float(x) for x in args.ref_quaternion.split(',')]
# 确定位姿输出路径
if args.pose_output:
pose_output = args.pose_output
else:
pose_output = os.path.splitext(args.output)[0] + '_pose.json'
print("=" * 60)
print("Blender ERP渲染")
print("=" * 60)
# 1. 清空场景
print("\n[1/6] 清空场景...")
clear_scene()
# 2. 导入mesh
print("\n[2/6] 导入mesh...")
import_mesh(args.mesh)
# 3. 创建ERP相机
print("\n[3/6] 创建ERP相机...")
camera = create_erp_camera()
setup_camera(camera, camera_pos, rotation_euler=camera_rot, rotation_quat=camera_rot_quat)
bpy.context.scene.camera = camera
# 获取场景边界(用于灯光设置)
scene_bounds = get_scene_bounds()
print(f"[INFO] 场景边界: min={scene_bounds[0]}, max={scene_bounds[1]}")
# 4. 设置渲染参数
print("\n[4/6] 设置渲染参数...")
setup_render_settings(resolution, args.engine, args.samples)
setup_lighting(camera_position=camera_pos, scene_bounds=scene_bounds)
# 5. 渲染
print("\n[5/6] 渲染中...")
render_and_save(args.output)
# 6. 保存位姿(相对于第一帧)
print("\n[6/6] 保存位姿...")
abs_pos, abs_quat = save_pose(
camera,
pose_output,
frame_id=args.frame_id,
ref_position=ref_position,
ref_quaternion=ref_quaternion
)
# 输出绝对位姿供批量脚本使用
print(f"[ABS_POSE] {abs_pos[0]},{abs_pos[1]},{abs_pos[2]}|{abs_quat[0]},{abs_quat[1]},{abs_quat[2]},{abs_quat[3]}")
print("\n" + "=" * 60)
print("渲染完成!")
print("=" * 60)
if __name__ == "__main__":
main()