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avatechai-avatar-graph-comfyui/blender/render_image.py
T
2024-01-09 12:56:34 +08:00

133 lines
4.7 KiB
Python

import blender_node
import math
import folder_paths
import torch
import numpy as np
import os
from PIL import Image, ImageOps
def get_incremented_filename(folder_path, base_filename):
# Initialize the counter and create the full initial path
counter = 0
output_path = f"{folder_path}/{base_filename}.png"
# Check if the file exists and increment the counter until the file does not exist
while os.path.exists(output_path):
counter += 1
output_path = f"{folder_path}/{base_filename}_{counter}.png"
return output_path
class BlenderRenderImage(blender_node.ObjectOps):
def __init__(self):
pass
EXTRA_INPUT_TYPES = {
}
# OUTPUT_NODE = True
RETURN_TYPES = ("BPY_OBJ", "IMAGE")
def add_light(self, bpy):
# Check if there is at least one light source in the scene
light_exists = any(ob for ob in bpy.data.objects if ob.type == 'LIGHT')
if not light_exists:
# Create a new Area light datablock for ambient light
light_data = bpy.data.lights.new(name='AmbientLight', type='AREA')
light_object = bpy.data.objects.new(name='AmbientLight', object_data=light_data)
bpy.context.collection.objects.link(light_object)
# Position the light in the scene
light_object.location = (0, 0, 10)
# Set light size for soft shadows and ambient effect
light_data.size = 10
light_data.energy = 1000
print("Added an ambient light source to the scene.")
def add_camera(self, bpy):
# Check if there is a camera in the scene
if bpy.context.scene.camera:
return bpy.context.scene.camera
# If not, create a new camera
cam_data = bpy.data.cameras.new(name='Camera')
cam = bpy.data.objects.new(name='Camera', object_data=cam_data)
bpy.context.collection.objects.link(cam)
# Set the new camera to the active camera
bpy.context.scene.camera = cam
# Position the camera to a default view
cam.location = (0, 0, 10)
return cam
def get_texture_size(self, obj):
# Get the first material slot
mat = obj.data.materials[0]
# Check if the material has a node tree
if mat.node_tree:
nodes = mat.node_tree.nodes
# Find an image texture node in the node tree
for node in nodes:
if node.type == 'TEX_IMAGE':
texture = node.image
if texture:
return texture.size
print("No image texture node found in the material's node tree.")
else:
print("Material has no node tree.")
def blender_process(self, bpy, BPY_OBJ=None):
cam = self.add_camera(bpy)
plane = BPY_OBJ
if plane:
tex_width, tex_height = self.get_texture_size(plane)
# Calculate the aspect ratio of the plane
aspect_ratio_plane = tex_width / tex_height
# Set the render resolution to match the plane's aspect ratio
# Choose an arbitrary resolution for the longer side of the plane
base_resolution = 512
if aspect_ratio_plane > 1:
# Plane is wider than it is tall
bpy.context.scene.render.resolution_x = base_resolution
bpy.context.scene.render.resolution_y = int(base_resolution / aspect_ratio_plane)
else:
# Plane is taller than it is wide
bpy.context.scene.render.resolution_x = int(base_resolution * aspect_ratio_plane)
bpy.context.scene.render.resolution_y = base_resolution
bpy.context.scene.render.resolution_percentage = 100
ortho_scale = max(plane.dimensions.x, plane.dimensions.y)
cam.data.type = 'ORTHO'
cam.data.ortho_scale = ortho_scale
self.add_light(bpy)
# Update the scene to reflect changes
bpy.context.view_layer.update()
# Set render engine (e.g., 'BLENDER_EEVEE', 'CYCLES', 'BLENDER_WORKBENCH')
bpy.context.scene.render.engine = "BLENDER_EEVEE"
# Specify the render output path
output_path = get_incremented_filename(folder_paths.get_output_directory(), "render")
bpy.context.scene.render.filepath = output_path
# Render the image
bpy.ops.render.render(write_still=True)
# Load the image
i = Image.open(output_path)
i = ImageOps.exif_transpose(i)
image = i.convert("RGB")
image = np.array(image).astype(np.float32) / 255.0
image = torch.from_numpy(image)[None,]
# print(image.shape)
return (BPY_OBJ, image)