ZoneMaestro_code / eval /LayoutVLM /visualize_blender_hq.py
kkkkiiii's picture
Add files using upload-large-folder tool
231562a verified
#!/usr/bin/env python3
"""
高质量 Blender 场景渲染脚本 (对齐 InternScenes 渲染器)
使用方法:
conda activate blender
python visualize_blender_hq.py --scene_path scene.json --output render.png --view diagonal
坐标系说明:
- 输入JSON使用 Z-up 右手坐标系
- Blender 也使用 Z-up 右手坐标系 (无需转换)
"""
from __future__ import annotations
import json
import math
import os
import sys
import argparse
from dataclasses import dataclass
from pathlib import Path
from typing import Dict, List, Sequence, Tuple, Optional, Iterable
import bpy
import bmesh
from mathutils import Vector, Euler, Matrix
try:
from PIL import Image
HAS_PIL = True
except ImportError:
HAS_PIL = False
# ============================================================================
# 场景边界计算
# ============================================================================
@dataclass
class SceneBounds:
"""Axis-aligned bounds for the scene."""
min_corner: Vector
max_corner: Vector
@property
def center(self) -> Vector:
return (self.min_corner + self.max_corner) * 0.5
@property
def extent(self) -> Vector:
return self.max_corner - self.min_corner
@property
def radius(self) -> float:
return self.extent.length
def compute_bounds_from_objects(objects: Sequence[bpy.types.Object]) -> SceneBounds:
"""Compute bounding box from mesh objects."""
min_corner = Vector((float("inf"), float("inf"), float("inf")))
max_corner = Vector((float("-inf"), float("-inf"), float("-inf")))
has_mesh = False
for obj in objects:
if obj.type != "MESH":
continue
has_mesh = True
for vertex in obj.bound_box:
world_corner = obj.matrix_world @ Vector(vertex)
min_corner.x = min(min_corner.x, world_corner.x)
min_corner.y = min(min_corner.y, world_corner.y)
min_corner.z = min(min_corner.z, world_corner.z)
max_corner.x = max(max_corner.x, world_corner.x)
max_corner.y = max(max_corner.y, world_corner.y)
max_corner.z = max(max_corner.z, world_corner.z)
if not has_mesh:
# Fallback bounds
return SceneBounds(min_corner=Vector((0, 0, 0)), max_corner=Vector((10, 10, 3)))
return SceneBounds(min_corner=min_corner, max_corner=max_corner)
def compute_bounds_from_boundary(boundary_polygon: List) -> Optional[SceneBounds]:
"""Compute bounds from boundary polygon."""
if not boundary_polygon or len(boundary_polygon) < 3:
return None
xs, ys = [], []
for v in boundary_polygon:
if isinstance(v, dict):
xs.append(v.get('x', v.get(0, 0)))
ys.append(v.get('z', v.get('y', v.get(1, 0))))
elif isinstance(v, (list, tuple)) and len(v) >= 2:
xs.append(v[0])
ys.append(v[1])
if not xs or not ys:
return None
return SceneBounds(
min_corner=Vector((min(xs), min(ys), 0)),
max_corner=Vector((max(xs), max(ys), 3.0)) # Assume 3m ceiling
)
# ============================================================================
# 场景设置
# ============================================================================
def clear_scene():
"""Start from a clean Blender state."""
bpy.ops.wm.read_factory_settings(use_empty=True)
def setup_world(background: Sequence[float] = (1.0, 1.0, 1.0, 1.0),
ambient_intensity: float = 1.0,
use_hdri: bool = False) -> None:
"""Configure world/background settings (aligned with reference)."""
scene = bpy.context.scene
if scene.world is None:
scene.world = bpy.data.worlds.new("World")
world = scene.world
world.use_nodes = True
nodes = world.node_tree.nodes
links = world.node_tree.links
# Clear existing nodes
nodes.clear()
# Create output node
output_node = nodes.new(type="ShaderNodeOutputWorld")
output_node.location = (400, 0)
if use_hdri:
# Studio-style gradient environment
tex_coord = nodes.new(type="ShaderNodeTexCoord")
tex_coord.location = (-600, 0)
mapping = nodes.new(type="ShaderNodeMapping")
mapping.location = (-400, 0)
gradient = nodes.new(type="ShaderNodeTexGradient")
gradient.gradient_type = 'SPHERICAL'
gradient.location = (-200, 0)
color_ramp = nodes.new(type="ShaderNodeValToRGB")
color_ramp.location = (0, 0)
color_ramp.color_ramp.elements[0].position = 0.0
color_ramp.color_ramp.elements[0].color = (0.6, 0.65, 0.7, 1.0)
color_ramp.color_ramp.elements[1].position = 1.0
color_ramp.color_ramp.elements[1].color = (1.0, 0.98, 0.95, 1.0)
background_node = nodes.new(type="ShaderNodeBackground")
background_node.location = (200, 0)
background_node.inputs[1].default_value = max(0.0, ambient_intensity)
links.new(tex_coord.outputs["Generated"], mapping.inputs["Vector"])
links.new(mapping.outputs["Vector"], gradient.inputs["Vector"])
links.new(gradient.outputs["Color"], color_ramp.inputs["Fac"])
links.new(color_ramp.outputs["Color"], background_node.inputs["Color"])
links.new(background_node.outputs["Background"], output_node.inputs["Surface"])
else:
# Simple solid background
background_node = nodes.new(type="ShaderNodeBackground")
background_node.location = (200, 0)
background_node.inputs[0].default_value = (
background[0], background[1], background[2],
background[3] if len(background) > 3 else 1.0,
)
background_node.inputs[1].default_value = max(0.0, ambient_intensity)
links.new(background_node.outputs["Background"], output_node.inputs["Surface"])
# Enable transparent background
scene.render.film_transparent = True
scene.render.image_settings.color_mode = "RGBA"
# ============================================================================
# 材质创建
# ============================================================================
def create_material(name: str, color: Tuple[float, ...],
alpha: float = 1.0, metallic: float = 0.0,
roughness: float = 0.5) -> bpy.types.Material:
"""Create PBR material."""
mat = bpy.data.materials.new(name=name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
output = nodes.new(type="ShaderNodeOutputMaterial")
links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
bsdf.inputs['Base Color'].default_value = (*color[:3], 1.0)
bsdf.inputs['Metallic'].default_value = metallic
bsdf.inputs['Roughness'].default_value = roughness
if alpha < 1.0:
mat.blend_method = 'BLEND'
bsdf.inputs['Alpha'].default_value = alpha
return mat
def create_floor_material() -> bpy.types.Material:
"""Create pure white floor material (as requested)."""
mat = bpy.data.materials.new(name="FloorMaterial_White")
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
output = nodes.new(type="ShaderNodeOutputMaterial")
links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
# Pure white, slightly rough
bsdf.inputs["Base Color"].default_value = (1.0, 1.0, 1.0, 1.0)
bsdf.inputs["Roughness"].default_value = 0.35
bsdf.inputs["Metallic"].default_value = 0.0
mat.use_backface_culling = False
return mat
# ============================================================================
# 地板创建
# ============================================================================
def create_floor(boundary_polygon: List) -> Optional[bpy.types.Object]:
"""Create floor from boundary polygon."""
if not boundary_polygon or len(boundary_polygon) < 3:
return None
mesh = bpy.data.meshes.new("floor")
obj = bpy.data.objects.new("Floor", mesh)
bm = bmesh.new()
blender_verts = []
for v in boundary_polygon:
if isinstance(v, dict):
x = v.get('x', v.get(0, 0))
y = v.get('z', v.get('y', v.get(1, 0)))
blender_verts.append(bm.verts.new((x, y, 0)))
elif isinstance(v, (list, tuple)) and len(v) >= 2:
blender_verts.append(bm.verts.new((v[0], v[1], 0)))
bm.verts.ensure_lookup_table()
if len(blender_verts) >= 3:
try:
bm.faces.new(blender_verts)
except:
pass
bm.to_mesh(mesh)
bm.free()
# Apply pure white floor material
floor_mat = create_floor_material()
obj.data.materials.append(floor_mat)
bpy.context.collection.objects.link(obj)
# UV unwrap
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project()
bpy.ops.object.mode_set(mode='OBJECT')
return obj
# ============================================================================
# 3D资产加载
# ============================================================================
def get_obj_dimensions(obj: bpy.types.Object) -> List[float]:
"""Get object real dimensions."""
if obj.type != 'MESH':
return [1, 1, 1]
bbox_corners = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
xs = [c.x for c in bbox_corners]
ys = [c.y for c in bbox_corners]
zs = [c.z for c in bbox_corners]
return [max(xs) - min(xs), max(ys) - min(ys), max(zs) - min(zs)]
def load_3d_asset(file_path: str, combine_components: bool = True) -> Optional[bpy.types.Object]:
"""Load GLB/OBJ file."""
if not os.path.exists(file_path):
return None
existing_objects = set(bpy.data.objects)
ext = os.path.splitext(file_path)[1].lower()
try:
if ext == '.glb' or ext == '.gltf':
bpy.ops.import_scene.gltf(filepath=file_path)
elif ext == '.obj':
bpy.ops.wm.obj_import(filepath=file_path)
else:
return None
except Exception as e:
print(f" ⚠️ Failed to load: {file_path}: {e}")
return None
new_objects = [obj for obj in bpy.data.objects if obj not in existing_objects]
if not new_objects:
return None
if combine_components and len(new_objects) > 1:
bpy.ops.object.select_all(action='DESELECT')
for obj in new_objects:
obj.select_set(True)
bpy.context.view_layer.objects.active = new_objects[0]
try:
bpy.ops.object.join()
except:
pass
loaded_obj = bpy.context.view_layer.objects.active
return loaded_obj
def place_asset(obj_data: Dict, asset_dir: str) -> Optional[bpy.types.Object]:
"""Load and place 3D asset."""
obj_id = obj_data.get('id', 'unknown')
category = obj_data.get('object_name', obj_data.get('category', 'object'))
model_id = obj_data.get('model_id')
# Parse position
position = obj_data.get('position', {'x': 0, 'y': 0, 'z': 0})
if isinstance(position, dict):
pos = [position.get('x', 0), position.get('y', 0), position.get('z', 0)]
elif isinstance(position, (list, tuple)):
pos = list(position[:3]) if len(position) >= 3 else [0, 0, 0]
else:
pos = [0, 0, 0]
# Parse rotation (input in degrees)
rotation = obj_data.get('rotation', {'x': 0, 'y': 0, 'z': 0})
if isinstance(rotation, dict):
rot_deg = [rotation.get('x', 0), rotation.get('y', 0), rotation.get('z', 0)]
elif isinstance(rotation, (list, tuple)):
rot_deg = list(rotation[:3]) if len(rotation) >= 3 else [0, 0, 0]
else:
rot_deg = [0, 0, 0]
# Parse size
size = obj_data.get('size', [0.5, 0.5, 0.5])
if isinstance(size, (list, tuple)) and len(size) >= 3:
target_size = list(size)
else:
target_size = [0.5, 0.5, 0.5]
# Try to load 3D asset
loaded_obj = None
if model_id and asset_dir:
asset_paths = [
os.path.join(asset_dir, model_id, f"{model_id}.glb"),
os.path.join(asset_dir, model_id, f"{model_id}.obj"),
os.path.join(asset_dir, model_id, "model.glb"),
]
for path in asset_paths:
if os.path.exists(path):
loaded_obj = load_3d_asset(path)
if loaded_obj:
break
if loaded_obj is None:
# Create placeholder cube
bpy.ops.mesh.primitive_cube_add(size=1)
loaded_obj = bpy.context.active_object
loaded_obj.scale = target_size
mat = create_material(f"mat_{obj_id}", (0.5, 0.5, 0.5), alpha=0.8)
loaded_obj.data.materials.append(mat)
else:
# Recenter mesh
bpy.ops.object.select_all(action='DESELECT')
loaded_obj.select_set(True)
bpy.context.view_layer.objects.active = loaded_obj
bpy.ops.object.origin_set(type='GEOMETRY_ORIGIN', center='BOUNDS')
# Rotate 90 degrees (asset default orientation adjustment)
bpy.ops.transform.rotate(value=-math.radians(90), orient_axis='Z')
# Scale to target size
current_dims = get_obj_dimensions(loaded_obj)
if current_dims[0] > 0 and current_dims[1] > 0 and current_dims[2] > 0:
scale_factor = min(
target_size[0] / current_dims[0],
target_size[1] / current_dims[1],
target_size[2] / current_dims[2]
)
loaded_obj.scale = (scale_factor, scale_factor, scale_factor)
bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
# Set name
loaded_obj.name = f"Object_{obj_id}_{category}"
# Set rotation
loaded_obj.rotation_mode = 'XYZ'
loaded_obj.rotation_euler = (
math.radians(rot_deg[0]),
math.radians(rot_deg[1]),
math.radians(rot_deg[2])
)
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
# Calculate height offset
obj_height = get_obj_dimensions(loaded_obj)[2]
pos[2] = pos[2] if pos[2] > 0 else obj_height / 2
# Set position
loaded_obj.location = pos
return loaded_obj
# ============================================================================
# 相机设置 (严格对齐参考代码)
# ============================================================================
def _look_at(camera: bpy.types.Object, target: Vector) -> None:
"""Make camera look at target."""
direction = target - camera.location
if direction.length < 1e-6:
direction = Vector((0.0, 0.0, -1.0))
else:
direction.normalize()
quat = direction.to_track_quat("-Z", "Y")
camera.rotation_euler = quat.to_euler()
def setup_camera(bounds: SceneBounds,
view: str = 'diagonal',
camera_factor: float = 0.8,
topdown_height: float = 1.5,
topdown_scale: float = 1.0,
diagonal_distance: float = 1.0,
diagonal_height_offset: float = 0.15,
side_elevation_angle: float = 30.0,
side_distance: float = 1.5) -> bpy.types.Object:
"""Configure camera (aligned with reference code).
View modes:
- diagonal: Classic isometric-like view from (1,1,1) direction (front-right)
- diagonal2: Opposite corner view from (-1,-1,1) direction (back-left)
- diagonal3: Corner view from (1,-1,1) direction (back-right)
- diagonal4: Corner view from (-1,1,1) direction (front-left)
- topdown/top: Bird's eye orthographic view from above
- side_front: Front view with slight elevation
- side_back: Back view with slight elevation
- side_left: Left view with slight elevation
- side_right: Right view with slight elevation
"""
camera_data = bpy.data.cameras.new(name='Camera')
camera_obj = bpy.data.objects.new('Camera', camera_data)
bpy.context.collection.objects.link(camera_obj)
bpy.context.scene.camera = camera_obj
center = bounds.center
radius = max(bounds.radius, 1e-3)
# Normalize view name
if view == 'top':
view = 'topdown'
if view == 'topdown':
# Orthographic top-down view (bird's eye)
camera_data.type = "ORTHO"
camera_data.ortho_scale = radius * topdown_scale
eye = center + Vector((0.0, 0.0, radius * topdown_height))
camera_obj.location = eye
camera_data.lens = 50.0
_look_at(camera_obj, center)
elif view.startswith("side_"):
# Side views with elevation angle
camera_data.type = "PERSP"
camera_data.lens = 35.0
elev_rad = math.radians(side_elevation_angle)
horizontal_dist = math.cos(elev_rad)
vertical_dist = math.sin(elev_rad)
if view == "side_front":
horiz_dir = Vector((0.0, 1.0, 0.0))
elif view == "side_back":
horiz_dir = Vector((0.0, -1.0, 0.0))
elif view == "side_left":
horiz_dir = Vector((-1.0, 0.0, 0.0))
elif view == "side_right":
horiz_dir = Vector((1.0, 0.0, 0.0))
else:
horiz_dir = Vector((0.0, 1.0, 0.0))
distance = radius * max(1.0, side_distance * camera_factor * 1.5)
direction = Vector((
horiz_dir.x * horizontal_dist,
horiz_dir.y * horizontal_dist,
vertical_dist
))
direction.normalize()
eye = center + direction * distance
camera_obj.location = eye
_look_at(camera_obj, center)
elif view in ("diagonal", "diagonal2", "diagonal3", "diagonal4"):
# Diagonal perspective view from 4 corners
camera_data.type = "PERSP"
camera_data.lens = 35.0
if view == "diagonal":
diag_direction = Vector((1.0, 1.0, 1.0))
elif view == "diagonal2":
diag_direction = Vector((-1.0, -1.0, 1.0))
elif view == "diagonal3":
diag_direction = Vector((1.0, -1.0, 1.0))
else: # diagonal4
diag_direction = Vector((-1.0, 1.0, 1.0))
diag_direction.normalize()
distance = radius * max(1.0, diagonal_distance * camera_factor * 1.5)
eye = center + diag_direction * distance
look_target = center.copy()
# Vertical offset
z_offset = radius * diagonal_height_offset
eye.z -= z_offset
look_target.z -= z_offset
camera_obj.location = eye
_look_at(camera_obj, look_target)
else:
# Fallback to diagonal
camera_data.type = "PERSP"
camera_data.lens = 35.0
diag_direction = Vector((1.0, 1.0, 1.0)).normalized()
distance = radius * max(1.0, diagonal_distance * camera_factor * 1.5)
eye = center + diag_direction * distance
camera_obj.location = eye
_look_at(camera_obj, center)
camera_data.clip_start = 0.01
camera_data.clip_end = radius * 100.0
return camera_obj
# ============================================================================
# 灯光设置 (严格对齐参考代码)
# ============================================================================
def setup_sun(camera: bpy.types.Object, bounds: SceneBounds,
sun_intensity: float = 3.5,
sun_color: Sequence[float] = (1.0, 0.98, 0.94)) -> bpy.types.Object:
"""Configure sun light (aligned with reference)."""
light_data = bpy.data.lights.new(name='Sun', type='SUN')
sun = bpy.data.objects.new('Sun', light_data)
bpy.context.collection.objects.link(sun)
center = bounds.center
radius = max(bounds.radius, 1e-3)
view_dir = center - camera.location
if view_dir.length < 1e-6:
view_dir = Vector((0.0, 0.0, -1.0))
else:
view_dir.normalize()
sun_dir = view_dir * 0.6 + Vector((0.0, 0.0, -0.8))
if sun_dir.length < 1e-6:
sun_dir = Vector((0.0, 0.0, -1.0))
else:
sun_dir.normalize()
sun.location = center + sun_dir * radius * 2.0
quat = sun_dir.to_track_quat("-Z", "Y")
sun.rotation_euler = quat.to_euler()
light_data.energy = max(0.01, sun_intensity)
if len(sun_color) >= 3:
light_data.color = (sun_color[0], sun_color[1], sun_color[2])
# Sun softness for realistic shadows
if hasattr(light_data, "angle"):
light_data.angle = math.radians(1.0)
return sun
def add_fill_lights(bounds: SceneBounds, intensity: float = 0.5) -> None:
"""Add fill lights to reduce harsh shadows (aligned with reference)."""
center = bounds.center
radius = max(bounds.radius, 1e-3)
# Fill light (area light from above)
fill_data = bpy.data.lights.new("FillLight", type="AREA")
fill_obj = bpy.data.objects.new("FillLight", fill_data)
bpy.context.collection.objects.link(fill_obj)
fill_obj.location = center + Vector((0.0, -radius * 0.5, radius * 1.5))
fill_obj.rotation_euler = (math.radians(45), 0, 0)
fill_data.energy = intensity * 100
fill_data.color = (1.0, 0.98, 0.95) # Slightly warm
fill_data.size = radius * 2
# Rim/back light for object separation
rim_data = bpy.data.lights.new("RimLight", type="AREA")
rim_obj = bpy.data.objects.new("RimLight", rim_data)
bpy.context.collection.objects.link(rim_obj)
rim_obj.location = center + Vector((radius * 0.5, radius, radius))
rim_obj.rotation_euler = (math.radians(-45), math.radians(30), 0)
rim_data.energy = intensity * 50
rim_data.color = (0.95, 0.97, 1.0) # Slightly cool
rim_data.size = radius
# ============================================================================
# 渲染设置 (严格对齐参考代码)
# ============================================================================
def setup_render_settings(engine: str = "CYCLES",
width: int = 1600,
height: int = 900,
samples: int = 256,
exposure: float = 0.0) -> None:
"""Configure render settings (aligned with reference)."""
scene = bpy.context.scene
render = scene.render
# Engine selection
available_engines = {item.identifier for item in render.bl_rna.properties["engine"].enum_items}
target_engine = engine
if target_engine not in available_engines:
if target_engine == "BLENDER_EEVEE" and "BLENDER_EEVEE_NEXT" in available_engines:
target_engine = "BLENDER_EEVEE_NEXT"
elif "CYCLES" in available_engines:
target_engine = "CYCLES"
else:
target_engine = list(available_engines)[0]
render.engine = target_engine
render.resolution_x = width
render.resolution_y = height
render.image_settings.file_format = "PNG"
render.image_settings.color_mode = "RGBA"
render.film_transparent = True
render.use_persistent_data = False
scene.view_settings.exposure = exposure
if target_engine == "CYCLES":
scene.cycles.samples = max(1, samples)
scene.cycles.preview_samples = min(scene.cycles.samples, 64)
scene.cycles.use_denoising = True
scene.cycles.use_adaptive_sampling = True
scene.cycles.max_bounces = 12
scene.cycles.diffuse_bounces = 4
scene.cycles.glossy_bounces = 4
scene.cycles.transmission_bounces = 8
scene.cycles.volume_bounces = 2
# Try GPU
try:
bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA'
bpy.context.preferences.addons['cycles'].preferences.get_devices()
scene.cycles.device = 'GPU'
except:
pass
elif target_engine in {"BLENDER_EEVEE", "BLENDER_EEVEE_NEXT"}:
eevee = scene.eevee
if hasattr(eevee, "taa_render_samples"):
eevee.taa_render_samples = max(1, samples)
elif hasattr(eevee, "samples"):
eevee.samples = max(1, samples)
# Ambient Occlusion
if hasattr(eevee, "use_gtao"):
eevee.use_gtao = True
if hasattr(eevee, "gtao_distance"):
eevee.gtao_distance = 0.5
if hasattr(eevee, "gtao_quality"):
eevee.gtao_quality = 0.5
# Bloom
if hasattr(eevee, "use_bloom"):
eevee.use_bloom = True
if hasattr(eevee, "bloom_threshold"):
eevee.bloom_threshold = 0.8
if hasattr(eevee, "bloom_intensity"):
eevee.bloom_intensity = 0.1
# SSR
if hasattr(eevee, "use_ssr"):
eevee.use_ssr = True
if hasattr(eevee, "use_ssr_refraction"):
eevee.use_ssr_refraction = True
# Soft shadows
if hasattr(eevee, "use_soft_shadows"):
eevee.use_soft_shadows = True
if hasattr(eevee, "shadow_cube_size"):
eevee.shadow_cube_size = '1024'
if hasattr(eevee, "shadow_cascade_size"):
eevee.shadow_cascade_size = '2048'
if hasattr(eevee, "use_denoise"):
eevee.use_denoise = True
# ============================================================================
# 自动裁剪
# ============================================================================
def auto_crop_image(image_path: str, padding: int = 10) -> None:
"""Crop rendered image to remove transparent margins."""
if not HAS_PIL:
return
img = Image.open(image_path)
if img.mode != "RGBA":
img = img.convert("RGBA")
alpha = img.split()[-1]
bbox = alpha.getbbox()
if bbox is None:
return
left = max(0, bbox[0] - padding)
top = max(0, bbox[1] - padding)
right = min(img.width, bbox[2] + padding)
bottom = min(img.height, bbox[3] + padding)
cropped = img.crop((left, top, right, bottom))
cropped.save(image_path)
# ============================================================================
# 主渲染函数
# ============================================================================
def extract_objects(scene: Dict) -> List[Dict]:
"""Extract all objects from scene data."""
objects = []
# From functional_zones
zones = scene.get('functional_zones', [])
for zone in zones:
zone_assets = zone.get('assets', [])
for asset in zone_assets:
objects.append(asset)
# From assets
assets = scene.get('assets', [])
if isinstance(assets, list):
for asset in assets:
objects.append(asset)
elif isinstance(assets, dict):
for key, asset in assets.items():
if isinstance(asset, dict):
asset['id'] = asset.get('id', key)
objects.append(asset)
return objects
def render_scene(scene: Dict,
output_path: str,
asset_dir: str = None,
view: str = 'diagonal',
# Render settings
engine: str = "CYCLES",
width: int = 1600,
height: int = 900,
samples: int = 256,
# Camera settings
camera_factor: float = 0.8,
topdown_height: float = 1.5,
topdown_scale: float = 1.0,
diagonal_distance: float = 1.0,
diagonal_height_offset: float = 0.15,
# Lighting
sun_intensity: float = 3.5,
ambient_intensity: float = 1.0,
sun_color: Sequence[float] = (1.0, 0.98, 0.94),
use_fill_lights: bool = True,
fill_intensity: float = 0.5,
use_hdri: bool = False,
# Post-processing
auto_crop: bool = True,
crop_padding: int = 10) -> str:
"""Render scene with high quality settings (aligned with reference)."""
clear_scene()
# Get boundary
boundary = scene.get('boundary', scene.get('architecture', {}).get('boundary_polygon', []))
if isinstance(boundary, dict):
boundary = boundary.get('floor_vertices', [])
# Create floor
if boundary:
create_floor(boundary)
# Compute bounds
bounds = compute_bounds_from_boundary(boundary)
if bounds is None:
bounds = SceneBounds(min_corner=Vector((0, 0, 0)), max_corner=Vector((10, 10, 3)))
# Extract and place objects
objects_data = extract_objects(scene)
print(f" Scene has {len(objects_data)} objects")
for obj_data in objects_data:
try:
place_asset(obj_data, asset_dir)
except Exception as e:
print(f" ⚠️ Failed to place object: {e}")
# Update bounds from placed objects
mesh_objects = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"]
if mesh_objects:
bounds = compute_bounds_from_objects(mesh_objects)
# Configure rendering
setup_render_settings(engine, width, height, samples)
setup_world((1.0, 1.0, 1.0, 1.0), ambient_intensity, use_hdri)
camera = setup_camera(bounds, view, camera_factor,
topdown_height, topdown_scale,
diagonal_distance, diagonal_height_offset)
setup_sun(camera, bounds, sun_intensity, sun_color)
if use_fill_lights:
add_fill_lights(bounds, fill_intensity)
# Render
output_abs = os.path.abspath(output_path)
output_dir = os.path.dirname(output_abs)
if output_dir:
os.makedirs(output_dir, exist_ok=True)
bpy.context.scene.render.filepath = output_abs
bpy.ops.render.render(write_still=True)
# Auto crop
if auto_crop:
auto_crop_image(output_abs, crop_padding)
print(f" ✅ Rendered to: {output_path}")
return output_path
def load_scene(scene_path: str) -> Dict:
"""Load scene JSON."""
with open(scene_path, 'r') as f:
return json.load(f)
def main():
"""Main function."""
parser = argparse.ArgumentParser(description='High-Quality Blender Scene Renderer')
parser.add_argument('--scene_path', type=str, required=True, help='Scene JSON file path')
parser.add_argument('--output', type=str, default=None, help='Output PNG path')
parser.add_argument('--asset_dir', type=str, default=None, help='3D assets directory')
parser.add_argument('--view', type=str, default='diagonal',
choices=['top', 'topdown', 'diagonal', 'diagonal2', 'diagonal3', 'diagonal4',
'side_front', 'side_back', 'side_left', 'side_right'],
help='Camera view mode')
# Render settings
parser.add_argument('--engine', type=str, default='CYCLES',
choices=['CYCLES', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'])
parser.add_argument('--width', type=int, default=1600)
parser.add_argument('--height', type=int, default=900)
parser.add_argument('--samples', type=int, default=256)
# Camera settings
parser.add_argument('--camera-factor', type=float, default=0.8)
parser.add_argument('--topdown-height', type=float, default=4.0)
parser.add_argument('--topdown-scale', type=float, default=2.5)
parser.add_argument('--diagonal-distance', type=float, default=1.2)
parser.add_argument('--diagonal-height-offset', type=float, default=0.1)
# Lighting
parser.add_argument('--sun-intensity', type=float, default=3.5)
parser.add_argument('--ambient-intensity', type=float, default=1.0)
parser.add_argument('--fill-lights', action='store_true', default=True)
parser.add_argument('--no-fill-lights', dest='fill_lights', action='store_false')
parser.add_argument('--fill-intensity', type=float, default=0.5)
# Post-processing
parser.add_argument('--auto-crop', action='store_true', default=True)
parser.add_argument('--no-auto-crop', dest='auto_crop', action='store_false')
parser.add_argument('--crop-padding', type=int, default=10)
args = parser.parse_args()
if args.asset_dir:
args.asset_dir = os.path.expanduser(args.asset_dir)
print(f" Loading scene: {args.scene_path}")
print(f" Asset directory: {args.asset_dir}")
print(f" View: {args.view}")
print(f" Engine: {args.engine}")
if os.path.exists(args.scene_path):
scene = load_scene(args.scene_path)
render_scene(
scene,
args.output,
args.asset_dir,
args.view,
engine=args.engine,
width=args.width,
height=args.height,
samples=args.samples,
camera_factor=args.camera_factor,
topdown_height=args.topdown_height,
topdown_scale=args.topdown_scale,
diagonal_distance=args.diagonal_distance,
diagonal_height_offset=args.diagonal_height_offset,
sun_intensity=args.sun_intensity,
ambient_intensity=args.ambient_intensity,
use_fill_lights=args.fill_lights,
fill_intensity=args.fill_intensity,
auto_crop=args.auto_crop,
crop_padding=args.crop_padding,
)
else:
print(f" ❌ Scene file not found: {args.scene_path}")
sys.exit(1)
if __name__ == "__main__":
main()