# 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], )