# Copyright (c) 2020-2021, NVIDIA CORPORATION. All rights reserved. # # NVIDIA CORPORATION and its licensors retain all intellectual property # and proprietary rights in and to this software, related documentation # and any modifications thereto. Any use, reproduction, disclosure or # distribution of this software and related documentation without an express # license agreement from NVIDIA CORPORATION is strictly prohibited. import os import numpy as np import torch from . import util from . import texture from . import mesh ###################################################################################### # .mtl material format loading / storing ###################################################################################### def load_mtl(fn, clear_ks=True): import re mtl_path = os.path.dirname(fn) # Check if file exists if not os.path.exists(fn): print(f"Warning: Material file {fn} does not exist, returning empty material list") return [] # Read file try: with open(fn) as f: lines = f.readlines() except Exception as e: print(f"Warning: Could not read material file {fn}: {e}, returning empty material list") return [] # Parse materials materials = [] for line in lines: split_line = re.split(' +|\t+|\n+', line.strip()) if len(split_line) == 0: continue prefix = split_line[0].lower() data = split_line[1:] if 'newmtl' in prefix: material = {'name' : data[0]} materials += [material] elif materials: if 'bsdf' in prefix or 'map_kd' in prefix or 'map_ks' in prefix or 'bump' in prefix: material[prefix] = data[0] else: try: material[prefix] = torch.tensor(tuple(float(d) for d in data), dtype=torch.float32, device='cuda') except (ValueError, IndexError) as e: print(f"Warning: Could not parse material property {prefix} with data {data}: {e}") continue # Convert everything to textures. Our code expects 'kd' and 'ks' to be texture maps. So replace constants with 1x1 maps for mat in materials: if not 'bsdf' in mat: mat['bsdf'] = 'pbr' # Handle kd (diffuse color) if 'map_kd' in mat: try: mat['kd'] = texture.load_texture2D(os.path.join(mtl_path, mat['map_kd'])) except Exception as e: print(f"Warning: Could not load kd texture {mat['map_kd']}: {e}, using default") mat['kd'] = texture.Texture2D(torch.tensor([0.5, 0.5, 0.5], dtype=torch.float32, device='cuda')) elif 'kd' in mat: mat['kd'] = texture.Texture2D(mat['kd']) else: # Default diffuse color mat['kd'] = texture.Texture2D(torch.tensor([0.5, 0.5, 0.5], dtype=torch.float32, device='cuda')) # Handle ks (specular color) if 'map_ks' in mat: try: mat['ks'] = texture.load_texture2D(os.path.join(mtl_path, mat['map_ks']), channels=3) except Exception as e: print(f"Warning: Could not load ks texture {mat['map_ks']}: {e}, using default") mat['ks'] = texture.Texture2D(torch.tensor([0.0, 0.0, 0.0], dtype=torch.float32, device='cuda')) elif 'ks' in mat: mat['ks'] = texture.Texture2D(mat['ks']) else: # Default specular color mat['ks'] = texture.Texture2D(torch.tensor([0.0, 0.0, 0.0], dtype=torch.float32, device='cuda')) # Handle normal map if 'bump' in mat: try: mat['normal'] = texture.load_texture2D(os.path.join(mtl_path, mat['bump']), lambda_fn=lambda x: x * 2 - 1, channels=3) except Exception as e: print(f"Warning: Could not load normal texture {mat['bump']}: {e}, using default") mat['normal'] = texture.Texture2D(torch.tensor([0.0, 0.0, 1.0], dtype=torch.float32, device='cuda')) # Convert Kd from sRGB to linear RGB try: mat['kd'] = texture.srgb_to_rgb(mat['kd']) except Exception as e: print(f"Warning: Could not convert kd to linear RGB: {e}") if clear_ks: # Override ORM occlusion (red) channel by zeros. We hijack this channel try: for mip in mat['ks'].getMips(): mip[..., 0] = 0.0 except Exception as e: print(f"Warning: Could not clear ks occlusion channel: {e}") return materials def save_mtl(fn, material): folder = os.path.dirname(fn) with open(fn, "w") as f: f.write('newmtl defaultMat\n') if material is not None: f.write('bsdf %s\n' % material['bsdf']) f.write('map_kd texture_kd.png\n') texture.save_texture2D(os.path.join(folder, 'texture_kd.png'), texture.rgb_to_srgb(material['kd'])) f.write('map_ks texture_ks.png\n') texture.save_texture2D(os.path.join(folder, 'texture_ks.png'), material['ks']) f.write('bump texture_n.png\n') texture.save_texture2D(os.path.join(folder, 'texture_n.png'), material['normal'], lambda_fn=lambda x:(x+1)*0.5) else: f.write('Kd 1 1 1\n') f.write('Ks 0 0 0\n') f.write('Ka 0 0 0\n') f.write('Tf 1 1 1\n') f.write('Ni 1\n') f.write('Ns 0\n') ###################################################################################### # Merge multiple materials into a single uber-material ###################################################################################### def _upscale_replicate(x, full_res): x = x.permute(0, 3, 1, 2) x = torch.nn.functional.pad(x, (0, full_res[1] - x.shape[3], 0, full_res[0] - x.shape[2]), 'replicate') return x.permute(0, 2, 3, 1).contiguous() def merge_materials(materials, texcoords, tfaces, mfaces): assert len(materials) > 0 for mat in materials: assert mat['bsdf'] == materials[0]['bsdf'], "All materials must have the same BSDF (uber shader)" assert ('normal' in mat) is ('normal' in materials[0]), "All materials must have either normal map enabled or disabled" uber_material = { 'name' : 'uber_material', 'bsdf' : materials[0]['bsdf'], } textures = ['kd', 'ks', 'normal'] # Find maximum texture resolution across all materials and textures max_res = None for mat in materials: for tex in textures: tex_res = np.array(mat[tex].getRes()) if tex in mat else np.array([1, 1]) max_res = np.maximum(max_res, tex_res) if max_res is not None else tex_res # Compute size of compund texture and round up to nearest PoT full_res = 2**np.ceil(np.log2(max_res * np.array([1, len(materials)]))).astype(np.int) # Normalize texture resolution across all materials & combine into a single large texture for tex in textures: if tex in materials[0]: tex_data = torch.cat(tuple(util.scale_img_nhwc(mat[tex].data, tuple(max_res)) for mat in materials), dim=2) # Lay out all textures horizontally, NHWC so dim2 is x tex_data = _upscale_replicate(tex_data, full_res) uber_material[tex] = texture.Texture2D(tex_data) # Compute scaling values for used / unused texture area s_coeff = [full_res[0] / max_res[0], full_res[1] / max_res[1]] # Recompute texture coordinates to cooincide with new composite texture new_tverts = {} new_tverts_data = [] for fi in range(len(tfaces)): matIdx = mfaces[fi] for vi in range(3): ti = tfaces[fi][vi] if not (ti in new_tverts): new_tverts[ti] = {} if not (matIdx in new_tverts[ti]): # create new vertex new_tverts_data.append([(matIdx + texcoords[ti][0]) / s_coeff[1], texcoords[ti][1] / s_coeff[0]]) # Offset texture coodrinate (x direction) by material id & scale to local space. Note, texcoords are (u,v) but texture is stored (w,h) so the indexes swap here new_tverts[ti][matIdx] = len(new_tverts_data) - 1 tfaces[fi][vi] = new_tverts[ti][matIdx] # reindex vertex return uber_material, new_tverts_data, tfaces