import argparse, sys, os, math, re, glob from typing import * import bpy from mathutils import Vector, Matrix import numpy as np import json import glob """=============== BLENDER ===============""" IMPORT_FUNCTIONS: Dict[str, Callable] = { "obj": bpy.ops.import_scene.obj, "glb": bpy.ops.import_scene.gltf, "gltf": bpy.ops.import_scene.gltf, "usd": bpy.ops.import_scene.usd, "fbx": bpy.ops.import_scene.fbx, "stl": bpy.ops.import_mesh.stl, "usda": bpy.ops.import_scene.usda, "dae": bpy.ops.wm.collada_import, "ply": bpy.ops.import_mesh.ply, "abc": bpy.ops.wm.alembic_import, "blend": bpy.ops.wm.append, } EXT = { 'PNG': 'png', 'JPEG': 'jpg', 'OPEN_EXR': 'exr', 'TIFF': 'tiff', 'BMP': 'bmp', 'HDR': 'hdr', 'TARGA': 'tga' } def init_render(engine='CYCLES', resolution=512): bpy.context.scene.render.engine = engine bpy.context.scene.render.resolution_x = resolution bpy.context.scene.render.resolution_y = resolution bpy.context.scene.render.resolution_percentage = 100 bpy.context.scene.render.image_settings.file_format = 'PNG' bpy.context.scene.render.image_settings.color_mode = 'RGBA' bpy.context.scene.render.film_transparent = True bpy.context.scene.cycles.device = 'GPU' bpy.context.scene.cycles.samples = 32 bpy.context.scene.cycles.filter_type = 'BOX' bpy.context.scene.cycles.filter_width = 1 bpy.context.scene.cycles.diffuse_bounces = 1 bpy.context.scene.cycles.glossy_bounces = 1 bpy.context.scene.cycles.transparent_max_bounces = 3 bpy.context.scene.cycles.transmission_bounces = 3 bpy.context.scene.cycles.use_denoising = True bpy.context.preferences.addons['cycles'].preferences.get_devices() bpy.context.preferences.addons['cycles'].preferences.compute_device_type = 'CUDA' def init_scene() -> None: """Resets the scene to a clean state. Returns: None """ # delete everything for obj in bpy.data.objects: bpy.data.objects.remove(obj, do_unlink=True) # delete all the materials for material in bpy.data.materials: bpy.data.materials.remove(material, do_unlink=True) # delete all the textures for texture in bpy.data.textures: bpy.data.textures.remove(texture, do_unlink=True) # delete all the images for image in bpy.data.images: bpy.data.images.remove(image, do_unlink=True) def init_camera(): cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera')) bpy.context.collection.objects.link(cam) bpy.context.scene.camera = cam cam.data.sensor_height = cam.data.sensor_width = 32 cam_constraint = cam.constraints.new(type='TRACK_TO') cam_constraint.track_axis = 'TRACK_NEGATIVE_Z' cam_constraint.up_axis = 'UP_Y' cam_empty = bpy.data.objects.new("Empty", None) cam_empty.location = (0, 0, 0) bpy.context.scene.collection.objects.link(cam_empty) cam_constraint.target = cam_empty return cam def init_uniform_lighting(): # Clear existing lights bpy.ops.object.select_all(action="DESELECT") bpy.ops.object.select_by_type(type="LIGHT") bpy.ops.object.delete() # Create environment light if bpy.context.scene.world is None: world = bpy.data.worlds.new("World") bpy.context.scene.world = world else: world = bpy.context.scene.world # Enabling nodes world.use_nodes = True node_tree = world.node_tree nodes = node_tree.nodes links = node_tree.links # Remove default nodes for node in nodes: nodes.remove(node) # Create background node bg_node = nodes.new(type="ShaderNodeBackground") bg_node.inputs["Color"].default_value = (1.0, 1.0, 1.0, 1.0) bg_node.inputs["Strength"].default_value = 1.0 output_node = nodes.new(type="ShaderNodeOutputWorld") links.new(bg_node.outputs["Background"], output_node.inputs["Surface"]) def init_random_lighting(camera_dir: np.ndarray) -> None: # Clear existing lights bpy.ops.object.select_all(action="DESELECT") bpy.ops.object.select_by_type(type="LIGHT") bpy.ops.object.delete() # Create environment light if bpy.context.scene.world is None: world = bpy.data.worlds.new("World") bpy.context.scene.world = world else: world = bpy.context.scene.world # Enabling nodes world.use_nodes = True node_tree = world.node_tree nodes = node_tree.nodes links = node_tree.links # Remove default nodes for node in nodes: nodes.remove(node) # Random place lights num_lights = np.random.randint(1, 4) total_strength = 1.5 for i in range(num_lights): new_light = bpy.data.objects.new(f"Light_{i}", bpy.data.lights.new(f"Light_{i}", type="POINT")) bpy.context.collection.objects.link(new_light) new_light_distance = 1 / np.random.uniform(1/100, 1/10) new_light_dir = np.random.randn(3) new_light_dir[2] += 0.6 new_light_dir = new_light_dir / np.linalg.norm(new_light_dir) new_light_location = new_light_dir * new_light_distance new_light_camera_strength_ratio = max(np.sum(camera_dir * new_light_dir) * 0.5 + 0.5, 0) new_light_max_energy = total_strength / (np.sum(camera_dir * new_light_dir) * 0.45 + 0.55) new_light_strength = np.sqrt(np.random.uniform(0.01, 1)) * new_light_max_energy new_light_camera_strength = new_light_camera_strength_ratio * new_light_strength total_strength -= new_light_camera_strength new_light.location = (new_light_location[0], new_light_location[1], new_light_location[2]) new_light.data.color = (1.0, 1.0, 1.0) new_light.data.energy = new_light_strength * new_light_distance**2 * 31.4 new_light.data.shadow_soft_size = np.random.uniform(0.1, 0.1 * new_light_distance) # Create background node bg_node = nodes.new(type="ShaderNodeBackground") bg_node.inputs["Color"].default_value = (1.0, 1.0, 1.0, 1.0) bg_node.inputs["Strength"].default_value = total_strength output_node = nodes.new(type="ShaderNodeOutputWorld") links.new(bg_node.outputs["Background"], output_node.inputs["Surface"]) def load_object(object_path: str) -> None: """Loads a model with a supported file extension into the scene. Args: object_path (str): Path to the model file. Raises: ValueError: If the file extension is not supported. Returns: None """ file_extension = object_path.split(".")[-1].lower() if file_extension is None: raise ValueError(f"Unsupported file type: {object_path}") if file_extension == "usdz": # install usdz io package dirname = os.path.dirname(os.path.realpath(__file__)) usdz_package = os.path.join(dirname, "io_scene_usdz.zip") bpy.ops.preferences.addon_install(filepath=usdz_package) # enable it addon_name = "io_scene_usdz" bpy.ops.preferences.addon_enable(module=addon_name) # import the usdz from io_scene_usdz.import_usdz import import_usdz import_usdz(context, filepath=object_path, materials=True, animations=True) return None # load from existing import functions import_function = IMPORT_FUNCTIONS[file_extension] print(f"Loading object from {object_path}") if file_extension == "blend": import_function(directory=object_path, link=False) elif file_extension in {"glb", "gltf"}: import_function(filepath=object_path, merge_vertices=True, import_shading='NORMALS') else: import_function(filepath=object_path) def delete_invisible_objects() -> None: """Deletes all invisible objects in the scene. Returns: None """ # bpy.ops.object.mode_set(mode="OBJECT") bpy.ops.object.select_all(action="DESELECT") for obj in bpy.context.scene.objects: if obj.hide_viewport or obj.hide_render: obj.hide_viewport = False obj.hide_render = False obj.hide_select = False obj.select_set(True) bpy.ops.object.delete() # Delete invisible collections invisible_collections = [col for col in bpy.data.collections if col.hide_viewport] for col in invisible_collections: bpy.data.collections.remove(col) def unhide_all_objects() -> None: """Unhides all objects in the scene. Returns: None """ for obj in bpy.context.scene.objects: obj.hide_set(False) def convert_to_meshes() -> None: """Converts all objects in the scene to meshes. Returns: None """ bpy.ops.object.select_all(action="DESELECT") bpy.context.view_layer.objects.active = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"][0] for obj in bpy.context.scene.objects: obj.select_set(True) bpy.ops.object.convert(target="MESH") def triangulate_meshes() -> None: """Triangulates all meshes in the scene. Returns: None """ bpy.ops.object.select_all(action="DESELECT") objs = [obj for obj in bpy.context.scene.objects if obj.type == "MESH"] bpy.context.view_layer.objects.active = objs[0] for obj in objs: obj.select_set(True) bpy.ops.object.mode_set(mode="EDIT") bpy.ops.mesh.reveal() bpy.ops.mesh.select_all(action="SELECT") bpy.ops.mesh.quads_convert_to_tris(quad_method="BEAUTY", ngon_method="BEAUTY") bpy.ops.object.mode_set(mode="OBJECT") bpy.ops.object.select_all(action="DESELECT") def scene_bbox() -> Tuple[Vector, Vector]: """Returns the bounding box of the scene. Taken from Shap-E rendering script (https://github.com/openai/shap-e/blob/main/shap_e/rendering/blender/blender_script.py#L68-L82) Returns: Tuple[Vector, Vector]: The minimum and maximum coordinates of the bounding box. """ bbox_min = (math.inf,) * 3 bbox_max = (-math.inf,) * 3 found = False scene_meshes = [obj for obj in bpy.context.scene.objects.values() if isinstance(obj.data, bpy.types.Mesh)] for obj in scene_meshes: found = True for coord in obj.bound_box: coord = Vector(coord) coord = obj.matrix_world @ coord bbox_min = tuple(min(x, y) for x, y in zip(bbox_min, coord)) bbox_max = tuple(max(x, y) for x, y in zip(bbox_max, coord)) if not found: raise RuntimeError("no objects in scene to compute bounding box for") return Vector(bbox_min), Vector(bbox_max) def normalize_scene() -> Tuple[float, Vector]: """Normalizes the scene by scaling and translating it to fit in a unit cube centered at the origin. Mostly taken from the Point-E / Shap-E rendering script (https://github.com/openai/point-e/blob/main/point_e/evals/scripts/blender_script.py#L97-L112), but fix for multiple root objects: (see bug report here: https://github.com/openai/shap-e/pull/60). Returns: Tuple[float, Vector]: The scale factor and the offset applied to the scene. """ scene_root_objects = [obj for obj in bpy.context.scene.objects.values() if not obj.parent] if len(scene_root_objects) > 1: # create an empty object to be used as a parent for all root objects scene = bpy.data.objects.new("ParentEmpty", None) bpy.context.scene.collection.objects.link(scene) # parent all root objects to the empty object for obj in scene_root_objects: obj.parent = scene else: scene = scene_root_objects[0] bbox_min, bbox_max = scene_bbox() scale = 1 / max(bbox_max - bbox_min) scene.scale = scene.scale * scale # Apply scale to matrix_world. bpy.context.view_layer.update() bbox_min, bbox_max = scene_bbox() offset = -(bbox_min + bbox_max) / 2 scene.matrix_world.translation += offset bpy.ops.object.select_all(action="DESELECT") return scale, offset def get_transform_matrix(obj: bpy.types.Object) -> list: pos, rt, _ = obj.matrix_world.decompose() rt = rt.to_matrix() matrix = [] for ii in range(3): a = [] for jj in range(3): a.append(rt[ii][jj]) a.append(pos[ii]) matrix.append(a) matrix.append([0, 0, 0, 1]) return matrix def main(arg): if arg.object.endswith(".blend"): delete_invisible_objects() else: init_scene() load_object(arg.object) print('[INFO] Scene initialized.') # normalize scene scale, offset = normalize_scene() print('[INFO] Scene normalized.') # Initialize camera and lighting cam = init_camera() init_uniform_lighting() print('[INFO] Camera and lighting initialized.') # ============= Render conditional views ============= init_render(engine=arg.engine, resolution=arg.cond_resolution) # Create a list of views to_export = { "aabb": [[-0.5, -0.5, -0.5], [0.5, 0.5, 0.5]], "scale": scale, "offset": [offset.x, offset.y, offset.z], "frames": [] } views = json.loads(arg.cond_views) for i, view in enumerate(views): cam_dir = np.array([ np.cos(view['yaw']) * np.cos(view['pitch']), np.sin(view['yaw']) * np.cos(view['pitch']), np.sin(view['pitch']) ]) init_random_lighting(cam_dir) cam.location = ( view['radius'] * cam_dir[0], view['radius'] * cam_dir[1], view['radius'] * cam_dir[2] ) cam.data.lens = 16 / np.tan(view['fov'] / 2) bpy.context.scene.render.filepath = os.path.join(arg.cond_output_folder, f'{i:03d}.png') # Render the scene bpy.ops.render.render(write_still=True) bpy.context.view_layer.update() # Save camera parameters metadata = { "file_path": f'{i:03d}.png', "camera_angle_x": view['fov'], "transform_matrix": get_transform_matrix(cam) } to_export["frames"].append(metadata) # Save the camera parameters with open(os.path.join(arg.cond_output_folder, 'transforms.json'), 'w') as f: json.dump(to_export, f, indent=4) if __name__ == '__main__': parser = argparse.ArgumentParser(description='Renders given obj file by rotation a camera around it.') parser.add_argument('--object', type=str, help='Path to the 3D model file to be rendered.') parser.add_argument('--cond_views', type=str, help='JSON string of views. Contains a list of {yaw, pitch, radius, fov} object.') parser.add_argument('--cond_output_folder', type=str, default='/tmp', help='The path the output will be dumped to.') parser.add_argument('--cond_resolution', type=int, default=1024, help='Resolution of the conditional images.') parser.add_argument('--engine', type=str, default='CYCLES', help='Blender internal engine for rendering. E.g. CYCLES, BLENDER_EEVEE, ...') argv = sys.argv[sys.argv.index("--") + 1:] args = parser.parse_args(argv) main(args)