omni-primitive-transforms / rendering /blender_script.py
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# Copyright 2026 The Omni-Primitive-Transforms Authors
#
# This file is adapted from the Objaverse-XL rendering script
# (https://github.com/allenai/objaverse-xl/blob/main/scripts/rendering/blender_script.py),
# Copyright Allen Institute for AI, licensed under the Apache License, Version 2.0.
# The upstream script also incorporates code from OpenAI Point-E / Shap-E (MIT) and
# Zero-1-to-3 / stanford-shapenet-renderer, as noted in the docstrings below.
#
# Modifications: rotation-sequence rendering (72 views, 5-degree steps), segmentation-
# mask export as .npy, gray/black background handling, and a per-task resume loop.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
"""Blender script to render images of 3D models."""
import argparse
import json
import math
import os
import random
import sys
from typing import Any, Callable, Dict, Generator, List, Literal, Optional, Set, Tuple
import bpy
import numpy as np
from mathutils import Matrix, Vector
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,
}
def set_camera(
radius: float = 1.8,
theta: float = 0, # radias 0 to 2 * pi
x: float = 0,
) -> bpy.types.Object:
"""Randomizes the camera location on a circle in the x,y plane and rotation towards the origin.
Args:
radius (float, optional): Radius of the circle in the x,y plane. Defaults to 2.0.
minz (float, optional): Minimum z value of the camera. Defaults to -2.2.
maxz (float, optional): Maximum z value of the camera. Defaults to 2.2.
Returns:
bpy.types.Object: The camera object.
"""
# Calculate x and y coordinates on the circle
z = radius * np.cos(theta)
y = radius * np.sin(theta)
# Set the camera location
camera = bpy.data.objects["Camera"]
camera.location = Vector(np.array([x, y, z]))
# Camera looks towards the origin (0,0,0)
direction = -camera.location
rotation_euler = direction.to_track_quat("-Z", "Y").to_euler()
# rotation_euler = direction
camera.rotation_euler = rotation_euler
return camera
def _set_camera_at_size(i: int, scale: float = 1.5) -> bpy.types.Object:
"""Debugging function to set the camera on the 6 faces of a cube.
Args:
i (int): Index of the face of the cube.
scale (float, optional): Scale of the cube. Defaults to 1.5.
Returns:
bpy.types.Object: The camera object.
"""
if i == 0:
x, y, z = scale, 0, 0
elif i == 1:
x, y, z = -scale, 0, 0
elif i == 2:
x, y, z = 0, scale, 0
elif i == 3:
x, y, z = 0, -scale, 0
elif i == 4:
x, y, z = 0, 0, scale
elif i == 5:
x, y, z = 0, 0, -scale
else:
raise ValueError(f"Invalid index: i={i}, must be int in range [0, 5].")
camera = bpy.data.objects["Camera"]
camera.location = Vector(np.array([x, y, z]))
direction = -camera.location
rot_quat = direction.to_track_quat("-Z", "Y")
camera.rotation_euler = rot_quat.to_euler()
return camera
def _create_light(
name: str,
light_type: Literal["POINT", "SUN", "SPOT", "AREA"],
location: Tuple[float, float, float],
rotation: Tuple[float, float, float],
energy: float,
use_shadow: bool = False,
specular_factor: float = 1.0,
):
"""Creates a light object.
Args:
name (str): Name of the light object.
light_type (Literal["POINT", "SUN", "SPOT", "AREA"]): Type of the light.
location (Tuple[float, float, float]): Location of the light.
rotation (Tuple[float, float, float]): Rotation of the light.
energy (float): Energy of the light.
use_shadow (bool, optional): Whether to use shadows. Defaults to False.
specular_factor (float, optional): Specular factor of the light. Defaults to 1.0.
Returns:
bpy.types.Object: The light object.
"""
light_data = bpy.data.lights.new(name=name, type=light_type)
light_object = bpy.data.objects.new(name, light_data)
bpy.context.collection.objects.link(light_object)
light_object.location = location
light_object.rotation_euler = rotation
light_data.use_shadow = use_shadow
light_data.specular_factor = specular_factor
light_data.energy = energy
return light_object
def randomize_lighting() -> Dict[str, bpy.types.Object]:
"""Randomizes the lighting in the scene.
Returns:
Dict[str, bpy.types.Object]: Dictionary of the lights in the scene. The keys are
"key_light", "fill_light", "rim_light", and "bottom_light".
"""
# Clear existing lights
bpy.ops.object.select_all(action="DESELECT")
bpy.ops.object.select_by_type(type="LIGHT")
bpy.ops.object.delete()
# Create key light
key_light = _create_light(
name="Key_Light",
light_type="SUN",
location=(0, 0, 0),
rotation=(0.785398, 0, -0.785398),
energy=random.choice([3, 4, 5]),
)
# Create fill light
fill_light = _create_light(
name="Fill_Light",
light_type="SUN",
location=(0, 0, 0),
rotation=(0.785398, 0, 2.35619),
energy=random.choice([2, 3, 4]),
)
# Create rim light
rim_light = _create_light(
name="Rim_Light",
light_type="SUN",
location=(0, 0, 0),
rotation=(-0.785398, 0, -3.92699),
energy=random.choice([3, 4, 5]),
)
# Create bottom light
bottom_light = _create_light(
name="Bottom_Light",
light_type="SUN",
location=(0, 0, 0),
rotation=(3.14159, 0, 0),
energy=random.choice([1, 2, 3]),
)
return dict(
key_light=key_light,
fill_light=fill_light,
rim_light=rim_light,
bottom_light=bottom_light,
)
def reset_scene() -> None:
"""Resets the scene to a clean state.
Returns:
None
"""
# delete everything that isn't part of a camera or a light
for obj in bpy.data.objects:
if obj.type not in {"CAMERA", "LIGHT"}:
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 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()
# # load from existing import functions
# import_function = IMPORT_FUNCTIONS[file_extension]
# import_function(filepath=object_path)
bpy.ops.import_scene.obj(filepath=object_path)
return bpy.context.selected_objects[0]
def scene_bbox(
single_obj: Optional[bpy.types.Object] = None, ignore_matrix: bool = False
) -> 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)
Args:
single_obj (Optional[bpy.types.Object], optional): If not None, only computes
the bounding box for the given object. Defaults to None.
ignore_matrix (bool, optional): Whether to ignore the object's matrix. Defaults
to False.
Raises:
RuntimeError: If there are no objects in the scene.
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
for obj in get_scene_meshes() if single_obj is None else [single_obj]:
found = True
for coord in obj.bound_box:
coord = Vector(coord)
if not ignore_matrix:
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 get_scene_root_objects() -> Generator[bpy.types.Object, None, None]:
"""Returns all root objects in the scene.
Yields:
Generator[bpy.types.Object, None, None]: Generator of all root objects in the
scene.
"""
for obj in bpy.context.scene.objects.values():
if not obj.parent:
yield obj
def get_scene_meshes() -> Generator[bpy.types.Object, None, None]:
"""Returns all meshes in the scene.
Yields:
Generator[bpy.types.Object, None, None]: Generator of all meshes in the scene.
"""
for obj in bpy.context.scene.objects.values():
if isinstance(obj.data, (bpy.types.Mesh)):
yield obj
def get_3x4_RT_matrix_from_blender(cam: bpy.types.Object) -> Matrix:
"""Returns the 3x4 RT matrix from the given camera.
Taken from Zero123, which in turn was taken from
https://github.com/panmari/stanford-shapenet-renderer/blob/master/render_blender.py
Args:
cam (bpy.types.Object): The camera object.
Returns:
Matrix: The 3x4 RT matrix from the given camera.
"""
# Use matrix_world instead to account for all constraints
location, rotation = cam.matrix_world.decompose()[0:2]
R_world2bcam = rotation.to_matrix().transposed()
# Use location from matrix_world to account for constraints:
T_world2bcam = -1 * R_world2bcam @ location
# put into 3x4 matrix
RT = Matrix(
(
R_world2bcam[0][:] + (T_world2bcam[0],),
R_world2bcam[1][:] + (T_world2bcam[1],),
R_world2bcam[2][:] + (T_world2bcam[2],),
)
)
return RT
def delete_invisible_objects() -> None:
"""Deletes all invisible objects in the scene.
Returns:
None
"""
bpy.ops.object.select_all(action="DESELECT")
for obj in 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 normalize_scene() -> None:
"""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:
None
"""
if len(list(get_scene_root_objects())) > 1:
# create an empty object to be used as a parent for all root objects
parent_empty = bpy.data.objects.new("ParentEmpty", None)
bpy.context.scene.collection.objects.link(parent_empty)
# parent all root objects to the empty object
for obj in get_scene_root_objects():
if obj != parent_empty:
obj.parent = parent_empty
bbox_min, bbox_max = scene_bbox()
scale = 1 / max(bbox_max - bbox_min)
for obj in get_scene_root_objects():
obj.scale = obj.scale * scale
# Apply scale to matrix_world.
bpy.context.view_layer.update()
bbox_min, bbox_max = scene_bbox()
offset = -(bbox_min + bbox_max) / 2
for obj in get_scene_root_objects():
obj.matrix_world.translation += offset
bpy.ops.object.select_all(action="DESELECT")
# unparent the camera
bpy.data.objects["Camera"].parent = None
def delete_missing_textures() -> Dict[str, Any]:
"""Deletes all missing textures in the scene.
Returns:
Dict[str, Any]: Dictionary with keys "count", "files", and "file_path_to_color".
"count" is the number of missing textures, "files" is a list of the missing
texture file paths, and "file_path_to_color" is a dictionary mapping the
missing texture file paths to a random color.
"""
missing_file_count = 0
out_files = []
file_path_to_color = {}
# Check all materials in the scene
for material in bpy.data.materials:
if material.use_nodes:
for node in material.node_tree.nodes:
if node.type == "TEX_IMAGE":
image = node.image
if image is not None:
file_path = bpy.path.abspath(image.filepath)
if file_path == "":
# means it's embedded
continue
if not os.path.exists(file_path):
# Find the connected Principled BSDF node
connected_node = node.outputs[0].links[0].to_node
if connected_node.type == "BSDF_PRINCIPLED":
if file_path not in file_path_to_color:
# Set a random color for the unique missing file path
random_color = [random.random() for _ in range(3)]
file_path_to_color[file_path] = random_color + [1]
connected_node.inputs[
"Base Color"
].default_value = file_path_to_color[file_path]
# Delete the TEX_IMAGE node
material.node_tree.nodes.remove(node)
missing_file_count += 1
out_files.append(image.filepath)
return {
"count": missing_file_count,
"files": out_files,
"file_path_to_color": file_path_to_color,
}
def _get_random_color() -> Tuple[float, float, float, float]:
"""Generates a random RGB-A color.
The alpha value is always 1.
Returns:
Tuple[float, float, float, float]: A random RGB-A color. Each value is in the
range [0, 1].
"""
return (random.random(), random.random(), random.random(), 1)
def _apply_color_to_object(
obj: bpy.types.Object, color: Tuple[float, float, float, float]
) -> None:
"""Applies the given color to the object.
Args:
obj (bpy.types.Object): The object to apply the color to.
color (Tuple[float, float, float, float]): The color to apply to the object.
Returns:
None
"""
mat = bpy.data.materials.new(name=f"RandomMaterial_{obj.name}")
mat.use_nodes = True
nodes = mat.node_tree.nodes
principled_bsdf = nodes.get("Principled BSDF")
if principled_bsdf:
principled_bsdf.inputs["Base Color"].default_value = color
obj.data.materials.append(mat)
def apply_single_random_color_to_all_objects() -> Tuple[float, float, float, float]:
"""Applies a single random color to all objects in the scene.
Returns:
Tuple[float, float, float, float]: The random color that was applied to all
objects.
"""
rand_color = _get_random_color()
for obj in bpy.context.scene.objects:
if obj.type == "MESH":
_apply_color_to_object(obj, rand_color)
return rand_color
class MetadataExtractor:
"""Class to extract metadata from a Blender scene."""
def __init__(
self, object_path: str, scene: bpy.types.Scene, bdata: bpy.types.BlendData
) -> None:
"""Initializes the MetadataExtractor.
Args:
object_path (str): Path to the object file.
scene (bpy.types.Scene): The current scene object from `bpy.context.scene`.
bdata (bpy.types.BlendData): The current blender data from `bpy.data`.
Returns:
None
"""
self.object_path = object_path
self.scene = scene
self.bdata = bdata
def get_poly_count(self) -> int:
"""Returns the total number of polygons in the scene."""
total_poly_count = 0
for obj in self.scene.objects:
if obj.type == "MESH":
total_poly_count += len(obj.data.polygons)
return total_poly_count
def get_vertex_count(self) -> int:
"""Returns the total number of vertices in the scene."""
total_vertex_count = 0
for obj in self.scene.objects:
if obj.type == "MESH":
total_vertex_count += len(obj.data.vertices)
return total_vertex_count
def get_edge_count(self) -> int:
"""Returns the total number of edges in the scene."""
total_edge_count = 0
for obj in self.scene.objects:
if obj.type == "MESH":
total_edge_count += len(obj.data.edges)
return total_edge_count
def get_lamp_count(self) -> int:
"""Returns the number of lamps in the scene."""
return sum(1 for obj in self.scene.objects if obj.type == "LIGHT")
def get_mesh_count(self) -> int:
"""Returns the number of meshes in the scene."""
return sum(1 for obj in self.scene.objects if obj.type == "MESH")
def get_material_count(self) -> int:
"""Returns the number of materials in the scene."""
return len(self.bdata.materials)
def get_object_count(self) -> int:
"""Returns the number of objects in the scene."""
return len(self.bdata.objects)
def get_animation_count(self) -> int:
"""Returns the number of animations in the scene."""
return len(self.bdata.actions)
def get_linked_files(self) -> List[str]:
"""Returns the filepaths of all linked files."""
image_filepaths = self._get_image_filepaths()
material_filepaths = self._get_material_filepaths()
linked_libraries_filepaths = self._get_linked_libraries_filepaths()
all_filepaths = (
image_filepaths | material_filepaths | linked_libraries_filepaths
)
if "" in all_filepaths:
all_filepaths.remove("")
return list(all_filepaths)
def _get_image_filepaths(self) -> Set[str]:
"""Returns the filepaths of all images used in the scene."""
filepaths = set()
for image in self.bdata.images:
if image.source == "FILE":
filepaths.add(bpy.path.abspath(image.filepath))
return filepaths
def _get_material_filepaths(self) -> Set[str]:
"""Returns the filepaths of all images used in materials."""
filepaths = set()
for material in self.bdata.materials:
if material.use_nodes:
for node in material.node_tree.nodes:
if node.type == "TEX_IMAGE":
image = node.image
if image is not None:
filepaths.add(bpy.path.abspath(image.filepath))
return filepaths
def _get_linked_libraries_filepaths(self) -> Set[str]:
"""Returns the filepaths of all linked libraries."""
filepaths = set()
for library in self.bdata.libraries:
filepaths.add(bpy.path.abspath(library.filepath))
return filepaths
def get_scene_size(self) -> Dict[str, list]:
"""Returns the size of the scene bounds in meters."""
bbox_min, bbox_max = scene_bbox()
return {"bbox_max": list(bbox_max), "bbox_min": list(bbox_min)}
def get_shape_key_count(self) -> int:
"""Returns the number of shape keys in the scene."""
total_shape_key_count = 0
for obj in self.scene.objects:
if obj.type == "MESH":
shape_keys = obj.data.shape_keys
if shape_keys is not None:
total_shape_key_count += (
len(shape_keys.key_blocks) - 1
) # Subtract 1 to exclude the Basis shape key
return total_shape_key_count
def get_armature_count(self) -> int:
"""Returns the number of armatures in the scene."""
total_armature_count = 0
for obj in self.scene.objects:
if obj.type == "ARMATURE":
total_armature_count += 1
return total_armature_count
def read_file_size(self) -> int:
"""Returns the size of the file in bytes."""
return os.path.getsize(self.object_path)
def get_metadata(self) -> Dict[str, Any]:
"""Returns the metadata of the scene.
Returns:
Dict[str, Any]: Dictionary of the metadata with keys for "file_size",
"poly_count", "vert_count", "edge_count", "material_count", "object_count",
"lamp_count", "mesh_count", "animation_count", "linked_files", "scene_size",
"shape_key_count", and "armature_count".
"""
return {
"file_size": self.read_file_size(),
"poly_count": self.get_poly_count(),
"vert_count": self.get_vertex_count(),
"edge_count": self.get_edge_count(),
"material_count": self.get_material_count(),
"object_count": self.get_object_count(),
"lamp_count": self.get_lamp_count(),
"mesh_count": self.get_mesh_count(),
"animation_count": self.get_animation_count(),
"linked_files": self.get_linked_files(),
"scene_size": self.get_scene_size(),
"shape_key_count": self.get_shape_key_count(),
"armature_count": self.get_armature_count(),
}
def set_background_color(r, g, b):
# Get the current scene
scene = bpy.context.scene
# Create a new world background if none exists
if not scene.world:
scene.world = bpy.data.worlds.new("World")
# Set the background color
scene.world.use_nodes = True
bg_node = scene.world.node_tree.nodes['Background']
bg_node.inputs['Color'].default_value = (r, g, b, 1) # set the background to the given RGB value
# Disable transparency
scene.render.film_transparent = False
def render_object(
object_file: str,
num_renders: int,
only_northern_hemisphere: bool,
output_dir: str,
) -> None:
"""Saves rendered images with its camera matrix and metadata of the object.
Args:
object_file (str): Path to the object file.
num_renders (int): Number of renders to save of the object.
only_northern_hemisphere (bool): Whether to only render sides of the object that
are in the northern hemisphere. This is useful for rendering objects that
are photogrammetrically scanned, as the bottom of the object often has
holes.
output_dir (str): Path to the directory where the rendered images and metadata
will be saved.
Returns:
None
"""
os.makedirs(output_dir, exist_ok=True)
# load the object
reset_scene()
obj = load_object(object_file)
# Set up cameras
cam = scene.objects["Camera"]
cam.data.lens = 35
cam.data.sensor_width = 32
# Set up camera constraints
cam_constraint = cam.constraints.new(type="TRACK_TO")
cam_constraint.track_axis = "TRACK_NEGATIVE_Z"
cam_constraint.up_axis = "UP_Y"
# empty = bpy.data.objects.new("Empty", None)
# scene.collection.objects.link(empty)
# cam_constraint.target = empty
# Extract the metadata. This must be done before normalizing the scene to get
# accurate bounding box information.
metadata_extractor = MetadataExtractor(
object_path=object_file, scene=scene, bdata=bpy.data
)
metadata = metadata_extractor.get_metadata()
# delete all objects that are not meshes
# if object_file.lower().endswith(".usdz"):
# # don't delete missing textures on usdz files, lots of them are embedded
# missing_textures = None
# else:
missing_textures = delete_missing_textures()
metadata["missing_textures"] = missing_textures
# possibly apply a random color to all objects
# if object_file.endswith(".stl") or object_file.endswith(".ply"):
# assert len(bpy.context.selected_objects) == 1
# rand_color = apply_single_random_color_to_all_objects()
# metadata["random_color"] = rand_color
# else:
metadata["random_color"] = None
# save metadata
metadata_path = os.path.join(output_dir, "metadata.json")
os.makedirs(os.path.dirname(metadata_path), exist_ok=True)
with open(metadata_path, "w", encoding="utf-8") as f:
json.dump(metadata, f, sort_keys=True, indent=2)
# normalize the scene
normalize_scene()
# set background color
set_background_color(0.5, 0.5, 0.5) # gray (RGB: 0.5, 0.5, 0.5)
# randomize the lighting
randomize_lighting()
# render the images
for i in range(num_renders):
theta = i * np.pi / 36 # rotate 5 degrees (pi/36 radians) for each render
# obj.rotation_euler.x = theta # rotate around X axis
obj.rotation_euler.y = theta # rotate around Y axis
# obj.rotation_euler.z = theta # rotate around Z axis
# set camera
camera = set_camera()
# render the image
render_path = os.path.join(output_dir, f"{i:03d}.png")
scene.render.filepath = render_path
bpy.ops.render.render(write_still=True)
# # save camera RT matrix
# rt_matrix = get_3x4_RT_matrix_from_blender(camera)
# rt_matrix_path = os.path.join(output_dir, f"{i:03d}.npy")
# np.save(rt_matrix_path, rt_matrix)
def render_object_mask(
object_file: str,
num_renders: int,
output_dir: str,
) -> None:
"""Saves rendered masks of the object directly as npy files."""
os.makedirs(output_dir, exist_ok=True)
# Load the object
reset_scene()
obj = load_object(object_file)
# Set up cameras
cam = scene.objects["Camera"]
cam.data.lens = 35
cam.data.sensor_width = 32
# Set up camera constraints
cam_constraint = cam.constraints.new(type="TRACK_TO")
cam_constraint.track_axis = "TRACK_NEGATIVE_Z"
cam_constraint.up_axis = "UP_Y"
# normalize the scene
normalize_scene()
# Assign a simple (white) material to the object
mat = bpy.data.materials.new(name="WhiteMaterial")
mat.use_nodes = True
nodes = mat.node_tree.nodes
principled_bsdf = nodes.get("Principled BSDF")
if principled_bsdf:
principled_bsdf.inputs["Base Color"].default_value = (1, 1, 1, 1)
principled_bsdf.inputs["Emission"].default_value = (1, 1, 1, 1)
principled_bsdf.inputs["Emission Strength"].default_value = 2.0
# Apply the white material to the object
if obj.data.materials:
obj.data.materials.clear()
obj.data.materials.append(mat)
# Set the background to black (same approach as in render_object)
set_background_color(0, 0, 0)
# Reuse the render_object lighting setup
randomize_lighting()
# render the masks (exact copy of the render_object render loop structure)
for i in range(num_renders):
print(f"Rendering mask {i+1}/{num_renders}")
theta = i * np.pi / 36
obj.rotation_euler.y = theta
# set camera (identical to render_object)
camera = set_camera()
# Save temporarily as PNG, then read it back and delete it
temp_png_path = os.path.join(output_dir, f"temp_{i:03d}.png")
scene.render.filepath = temp_png_path
bpy.ops.render.render(write_still=True)
# Use Blender's built-in method to read the PNG and convert it to a mask
try:
# Load the image with Blender
img = bpy.data.images.load(temp_png_path)
# Get the image size
width, height = img.size
# Get the pixel data
pixel_data = np.array(img.pixels[:]).reshape((height, width, 4)) # RGBA
# Convert to grayscale and binarize
gray = np.mean(pixel_data[:, :, :3], axis=2) # use only the RGB channels
mask = (gray > 0.5).astype(np.uint8) # binarize
# Flip the Y axis (Blender's image coordinate system is upside down)
mask = np.flipud(mask)
# Save the mask as npy
npy_path = os.path.join(output_dir, f"{i:03d}_mask.npy")
np.save(npy_path, mask)
print(f"Saved mask to {npy_path}, mask shape: {mask.shape}")
# Cleanup: remove the Blender image data and the temporary file
bpy.data.images.remove(img)
os.remove(temp_png_path)
except Exception as e:
print(f"Failed to process mask for frame {i}: {e}")
# On error, still delete the temporary file
if os.path.exists(temp_png_path):
os.remove(temp_png_path)
def get_directories(input_path, output_path):
input_dir = []
output_dir = []
for root, dirs, files in os.walk(input_path):
if not dirs: # if there are no subdirectories, treat it as the lowest-level subdirectory
input_dir.append(root + "/Scan.obj")
no_head = root.replace(input_path, '')
output_dir.append(output_path + no_head)
return input_dir, output_dir
if __name__ == "__main__":
parser = argparse.ArgumentParser()
parser.add_argument(
"--object_path",
type=str,
required=True,
help="Path to the object file",
)
parser.add_argument(
"--output_dir",
type=str,
required=True,
help="Path to the directory where the rendered images and metadata will be saved.",
)
parser.add_argument(
"--engine",
type=str,
default="BLENDER_EEVEE",
choices=["CYCLES", "BLENDER_EEVEE"],
)
parser.add_argument(
"--only_northern_hemisphere",
action="store_true",
help="Only render the northern hemisphere of the object.",
default=False,
)
parser.add_argument(
"--num_renders",
type=int,
default=72,
help="Number of renders to save of the object.",
)
parser.add_argument(
"--save_image",
type=str,
choices=["True", "False"],
default="True",
help="Whether to save the rendered images.",
)
parser.add_argument(
"--save_mask",
type=str,
choices=["True", "False"],
default="False",
help="Whether to save the rendered masks as npy files.",
)
argv = sys.argv[sys.argv.index("--") + 1 :]
args = parser.parse_args(argv)
args.save_image = args.save_image == "True"
args.save_mask = args.save_mask == "True"
context = bpy.context
scene = context.scene
render = scene.render
# Set render settings
render.engine = args.engine
render.image_settings.file_format = "PNG"
render.image_settings.color_mode = "RGB"
render.resolution_x = 128
render.resolution_y = 128
render.resolution_percentage = 100
# Set cycles settings
scene.cycles.device = "GPU"
scene.cycles.samples = 128
scene.cycles.diffuse_bounces = 1
scene.cycles.glossy_bounces = 1
scene.cycles.transparent_max_bounces = 3
scene.cycles.transmission_bounces = 3
scene.cycles.filter_width = 0.01
scene.cycles.use_denoising = True
scene.render.film_transparent = True
bpy.context.preferences.addons["cycles"].preferences.get_devices()
bpy.context.preferences.addons[
"cycles"
].preferences.compute_device_type = "CUDA" # or "OPENCL"
# Get all input directories and output directories
input_dir, output_dir = get_directories(args.object_path, args.output_dir)
num_render_files = len(input_dir)
for i in range(num_render_files):
# Skip per task (not per directory), so a later --save_mask pass can still
# add masks to object directories that already contain rendered images.
if args.save_image and not os.path.exists(
os.path.join(output_dir[i], f"{args.num_renders - 1:03d}.png")
):
# Load the object and render the images
render_object(
object_file=input_dir[i],
num_renders=args.num_renders,
only_northern_hemisphere=args.only_northern_hemisphere,
output_dir=output_dir[i],
)
if args.save_mask and not os.path.exists(
os.path.join(output_dir[i], f"{args.num_renders - 1:03d}_mask.npy")
):
# Render masks
render_object_mask(
object_file=input_dir[i],
num_renders=args.num_renders,
output_dir=output_dir[i],
)