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generate_vrscene_textured_quads.py
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generate_vrscene_textured_quads.py
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#
# For licensing see accompanying LICENSE.txt file.
# Copyright (C) 2020 Apple Inc. All Rights Reserved.
#
from pylab import *
import argparse
import ntpath
import os
import pandas as pd
import posixpath
import time
import shutil
import vray
parser = argparse.ArgumentParser()
parser.add_argument("--in_file", required=True)
parser.add_argument("--shared_asset_dir", required=True)
parser.add_argument("--platform_when_rendering", required=True)
parser.add_argument("--shared_asset_dir_when_rendering", required=True)
args = parser.parse_args()
assert os.path.exists(args.in_file)
assert args.platform_when_rendering == "mac" or args.platform_when_rendering == "unix" or args.platform_when_rendering == "windows"
if args.platform_when_rendering == "mac" or args.platform_when_rendering == "unix":
os_path_module_when_rendering = posixpath
else:
os_path_module_when_rendering = ntpath
print("Begin...")
fragment_file = os.path.join(args.shared_asset_dir, "_hypersim_textured_quads.vrscene")
if not os.path.exists(args.shared_asset_dir): os.makedirs(args.shared_asset_dir)
# read params file
df = pd.read_csv(args.in_file)
assert df.shape[0] <= 9999
def generate_plugins_for_quad(quad_id, params):
plugins = []
#
# BitmapBuffer
#
# These parameters may or may not be appropriate, in particular the "gamma" and "color_space"
# parameters, depending on the image file. See the "Bitmaps" section of the V-Ray documentation
# for more details: https://docs.chaosgroup.com/display/APPSDK/Creating+scenes+for+V-Ray
#
bitmap_buffer = renderer.classes.BitmapBuffer("HYPERSIM_BITMAP_BUFFER_" + quad_id)
bitmap_buffer.filter_type = -1
bitmap_buffer.filter_blur = 1
bitmap_buffer.color_space = 0
bitmap_buffer.gamma = 1
bitmap_buffer.maya_compatible = 0
bitmap_buffer.interpolation = 3
bitmap_buffer.file = params["image_file"]
bitmap_buffer.load_file = 1
bitmap_buffer.ifl_start_frame = 0
bitmap_buffer.ifl_playback_rate = 1
bitmap_buffer.ifl_end_condition = 0
plugins.append(bitmap_buffer)
# UVWGenChannel
uvw_gen_channel = renderer.classes.UVWGenChannel("HYPERSIM_UVW_GEN_CHANNEL_" + quad_id)
uvw_gen_channel.uvw_transform = \
vray.Transform(vray.Matrix(vray.Vector(1, 0, 0),
vray.Vector(0, 1, 0),
vray.Vector(0, 0, 1)),
vray.Vector(0, 0, 0))
uvw_gen_channel.wrap_u = 1
uvw_gen_channel.wrap_v = 1
uvw_gen_channel.crop_u = 0
uvw_gen_channel.crop_v = 0
uvw_gen_channel.wrap_mode = 1
uvw_gen_channel.duvw_scale = 1
uvw_gen_channel.uvw_channel = 1
plugins.append(uvw_gen_channel)
# TexBitmap
tex_bitmap = renderer.classes.TexBitmap("HYPERSIM_TEX_BITMAP_" + quad_id)
tex_bitmap.alpha_from_intensity = 2
tex_bitmap.nouvw_color = vray.AColor(0, 0, 0, 0)
tex_bitmap.uvwgen = uvw_gen_channel
tex_bitmap.placement_type = 0
tex_bitmap.u = 0
tex_bitmap.v = 0
tex_bitmap.w = 1
tex_bitmap.h = 1
tex_bitmap.bitmap = bitmap_buffer
plugins.append(tex_bitmap)
# TexCombineColor
tex_combine_color = renderer.classes.TexCombineColor("HYPERSIM_TEX_COMBINE_COLOR_" + quad_id)
tex_combine_color.color = vray.Color(0, 0, 0)
tex_combine_color.texture = tex_bitmap
tex_combine_color.texture_multiplier = 1
plugins.append(tex_combine_color)
# BRDFVRayMtl
brdf_vray_mtl = renderer.classes.BRDFVRayMtl("HYPERSIM_BRDF_VRAY_MTL_" + quad_id)
brdf_vray_mtl.opacity = 1
brdf_vray_mtl.opacity_mode = 2
brdf_vray_mtl.diffuse = tex_combine_color
brdf_vray_mtl.roughness = 0
brdf_vray_mtl.roughness_model = 0
brdf_vray_mtl.self_illumination = vray.AColor(0, 0, 0, 1)
brdf_vray_mtl.self_illumination_gi = 0
brdf_vray_mtl.compensate_camera_exposure = 0
brdf_vray_mtl.brdf_type = 4
brdf_vray_mtl.reflect = vray.AColor(0, 0, 0, 1)
brdf_vray_mtl.reflect_glossiness = 1
brdf_vray_mtl.hilight_glossiness_lock = 1
brdf_vray_mtl.gtr_gamma = 2
brdf_vray_mtl.gtr_oldGamma = 0
brdf_vray_mtl.fresnel = 1
brdf_vray_mtl.fresnel_ior = 1.6
brdf_vray_mtl.fresnel_ior_lock = 1
brdf_vray_mtl.metalness = 0
brdf_vray_mtl.reflect_subdivs = 8
brdf_vray_mtl.reflect_trace = 1
brdf_vray_mtl.reflect_depth = 5
brdf_vray_mtl.reflect_exit_color = vray.Color(0, 0, 0)
brdf_vray_mtl.hilight_soften = 0
brdf_vray_mtl.reflect_dim_distance_on = 0
brdf_vray_mtl.reflect_dim_distance = 100
brdf_vray_mtl.reflect_dim_distance_falloff = 0
brdf_vray_mtl.reflect_affect_alpha = 0
brdf_vray_mtl.anisotropy = 0
brdf_vray_mtl.anisotropy_rotation = 0
brdf_vray_mtl.anisotropy_derivation = 0
brdf_vray_mtl.anisotropy_axis = 2
brdf_vray_mtl.refract = vray.AColor(0, 0, 0, 1)
brdf_vray_mtl.refract_ior = 1.6
brdf_vray_mtl.refract_glossiness = 1
brdf_vray_mtl.refract_subdivs = 8
brdf_vray_mtl.refract_trace = 1
brdf_vray_mtl.refract_depth = 5
brdf_vray_mtl.refract_exit_color_on = 0
brdf_vray_mtl.refract_exit_color = vray.Color(0, 0, 0)
brdf_vray_mtl.refract_affect_alpha = 0
brdf_vray_mtl.refract_affect_shadows = 1
brdf_vray_mtl.dispersion_on = 0
brdf_vray_mtl.dispersion = 50
brdf_vray_mtl.fog_color = vray.Color(1, 1, 1)
brdf_vray_mtl.fog_mult = 1
brdf_vray_mtl.fog_bias = 0
brdf_vray_mtl.fog_unit_scale_on = 1
brdf_vray_mtl.translucency = 0
brdf_vray_mtl.translucency_color = vray.AColor(1, 1, 1, 1)
brdf_vray_mtl.translucency_light_mult = 1
brdf_vray_mtl.translucency_scatter_dir = 1
brdf_vray_mtl.translucency_scatter_coeff = 0
brdf_vray_mtl.translucency_thickness = 1000
brdf_vray_mtl.option_double_sided = 1
brdf_vray_mtl.option_reflect_on_back = 0
brdf_vray_mtl.option_glossy_rays_as_gi = 1
brdf_vray_mtl.option_cutoff = 0.001
brdf_vray_mtl.option_use_irradiance_map = 1
brdf_vray_mtl.option_energy_mode = 0
brdf_vray_mtl.option_fix_dark_edges = 1
brdf_vray_mtl.option_glossy_fresnel = 1
brdf_vray_mtl.option_use_roughness = 0
brdf_vray_mtl.use_environment_override = 0
brdf_vray_mtl.environment_priority = 0
plugins.append(brdf_vray_mtl)
# MtlSingleBRDF
mtl_single_brdf = renderer.classes.MtlSingleBRDF("HYPERSIM_MTL_SINGLE_BRDF_" + quad_id)
mtl_single_brdf.brdf = brdf_vray_mtl
mtl_single_brdf.double_sided = 1
mtl_single_brdf.scene_name = vray.List()
plugins.append(mtl_single_brdf)
quad_corner_obj_00_vray = matrix( [ 0, 0, 0 ] ).T
quad_corner_obj_01_vray = matrix( [ params["obj_len_x"], 0, 0 ] ).T
quad_corner_obj_10_vray = matrix( [ 0, params["obj_len_y"], 0 ] ).T
quad_corner_obj_11_vray = matrix( [ params["obj_len_x"], params["obj_len_y"], 0 ] ).T
# GeomStaticMesh
geom_static_mesh = renderer.classes.GeomStaticMesh("HYPERSIM_GEOM_STATIC_MESH_" + quad_id)
geom_static_mesh.vertices = vray.List( [ vray.Vector( quad_corner_obj_00_vray[0], quad_corner_obj_00_vray[1], quad_corner_obj_00_vray[2] ),
vray.Vector( quad_corner_obj_01_vray[0], quad_corner_obj_01_vray[1], quad_corner_obj_01_vray[2] ),
vray.Vector( quad_corner_obj_10_vray[0], quad_corner_obj_10_vray[1], quad_corner_obj_10_vray[2] ),
vray.Vector( quad_corner_obj_11_vray[0], quad_corner_obj_11_vray[1], quad_corner_obj_11_vray[2] ) ] )
geom_static_mesh.faces = vray.List( [2,0,3,1,3,0] )
geom_static_mesh.normals = vray.List( [ vray.Vector(0, 0, 1),
vray.Vector(0, 0, 1),
vray.Vector(0, 0, 1),
vray.Vector(0, 0, 1) ] )
geom_static_mesh.faceNormals = vray.List( [2,0,3,1,3,0] )
geom_static_mesh.map_channels = vray.List( [ vray.List( [ 1,
vray.List( [ vray.Vector(0, 0, 0), vray.Vector(1, 0, 0), vray.Vector(0, 0, 0), vray.Vector(1, 0, 0), vray.Vector(0, 0, 0), vray.Vector(1, 0, 0), vray.Vector(0, 1, 0), vray.Vector(1, 1, 0) ] ),
vray.List( [6,4,7,5,7,4] ) ] ) ] )
geom_static_mesh.edge_visibility = vray.List( [45] )
geom_static_mesh.smooth_derivs = 0
geom_static_mesh.dynamic_geometry = 0
plugins.append(geom_static_mesh)
transform = \
vray.Transform(vray.Matrix(vray.Vector(params["rotation_world_from_obj_00"], params["rotation_world_from_obj_10"], params["rotation_world_from_obj_20"]),
vray.Vector(params["rotation_world_from_obj_01"], params["rotation_world_from_obj_11"], params["rotation_world_from_obj_21"]),
vray.Vector(params["rotation_world_from_obj_02"], params["rotation_world_from_obj_12"], params["rotation_world_from_obj_22"])),
vray.Vector(params["translation_world_from_obj_x"], params["translation_world_from_obj_y"], params["translation_world_from_obj_z"]))
# Node
node = renderer.classes.Node("HYPERSIM_NODE_" + quad_id)
node.transform = transform
node.geometry = geom_static_mesh
node.material = mtl_single_brdf
node.nsamples = 1
node.visible = 1
node.primary_visibility = 1
node.scene_name = vray.List()
plugins.append(node)
plugins.reverse()
return plugins
renderer = vray.VRayRenderer()
def log_msg(renderer, message, level, instant):
print(str(instant) + " " + str(level) + " " + message)
renderer.setOnLogMessage(log_msg)
time.sleep(0.5)
plugin_export_list = []
for dfi in df.itertuples():
params = df.loc[dfi.Index].copy()
quad_id = "textured_quad_%04d" % dfi.Index
in_image_file = params["image_file"]
image_filename = os.path.basename(in_image_file)
out_image_file = os.path.join(args.shared_asset_dir, image_filename)
out_image_file_when_rendering = os_path_module_when_rendering.join(args.shared_asset_dir_when_rendering, image_filename)
# copy image file to the shared asset folder
if os.path.abspath(in_image_file) != os.path.abspath(out_image_file):
shutil.copy(in_image_file, out_image_file)
# modify quad params to refer to the image file in the shared asset folder
params["image_file"] = out_image_file_when_rendering
# generate plugins for quad
plugins = generate_plugins_for_quad(quad_id, params)
# add plugins to the global export list
plugin_export_list = plugin_export_list + plugins
# save scene fragment
options = {"hexArrays" : False, "pluginExportList" : plugin_export_list}
renderer.export(fragment_file, options)
print("Exported vrscene successfully.")
renderer.close()
time.sleep(0.5)
print("Finished.")