"""Blender Python script: scene setup for turntable animation (Flamenco). Performs all scene preparation — STL import, materials, camera, pivot animation, compositor — then SAVES the resulting .blend file to . The saved .blend is then rendered by a separate Flamenco task: blender --background --python turntable_gpu_setup.py -a Using Blender's native -a (--render-anim) keeps the GPU scene (BVH, textures) loaded for ALL frames in one process, avoiding per-frame GPU re-upload overhead. Usage (from Blender): blender --background --python turntable_setup.py -- \\ \\ \\ [template_path] [target_collection] [material_library_path] \\ [material_map_json] [part_names_ordered_json] [lighting_only] \\ [cycles_device] [shadow_catcher] [rotation_x] [rotation_y] [rotation_z] \\ [turntable_axis] [bg_color] [transparent_bg] [scene_path] [camera_orbit] """ import bpy import sys import os import json import math from mathutils import Vector, Matrix # ── Colour palette ──────────────────────────────────────────────────────────── PALETTE_HEX = [ "#4C9BE8", "#E85B4C", "#4CBE72", "#E8A84C", "#A04CE8", "#4CD4E8", "#E84CA8", "#7EC850", "#E86B30", "#5088C8", ] def _srgb_to_linear(c: int) -> float: v = c / 255.0 return v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4 def _hex_to_linear(hex_color: str) -> tuple: h = hex_color.lstrip('#') return ( _srgb_to_linear(int(h[0:2], 16)), _srgb_to_linear(int(h[2:4], 16)), _srgb_to_linear(int(h[4:6], 16)), 1.0, ) PALETTE_LINEAR = [_hex_to_linear(h) for h in PALETTE_HEX] SMOOTH_ANGLE = 30 # ── Helpers (kept in sync with turntable_render.py) ────────────────────────── def _ensure_collection(name: str): if name in bpy.data.collections: return bpy.data.collections[name] col = bpy.data.collections.new(name) bpy.context.scene.collection.children.link(col) return col def _assign_palette_material(part_obj, index): color = PALETTE_LINEAR[index % len(PALETTE_LINEAR)] mat = bpy.data.materials.new(name=f"Part_{index}") mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") if bsdf: bsdf.inputs["Base Color"].default_value = color bsdf.inputs["Metallic"].default_value = 0.35 bsdf.inputs["Roughness"].default_value = 0.40 try: bsdf.inputs["Specular IOR Level"].default_value = 0.5 except KeyError: pass part_obj.data.materials.clear() part_obj.data.materials.append(mat) def _apply_smooth(part_obj, angle_deg): bpy.context.view_layer.objects.active = part_obj part_obj.select_set(True) if angle_deg > 0: try: bpy.ops.object.shade_smooth_by_angle(angle=math.radians(angle_deg)) except AttributeError: bpy.ops.object.shade_smooth() part_obj.data.use_auto_smooth = True part_obj.data.auto_smooth_angle = math.radians(angle_deg) else: bpy.ops.object.shade_flat() import re as _re def _apply_rotation(parts, rx, ry, rz): if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0): return from mathutils import Euler rot_mat = Euler((math.radians(rx), math.radians(ry), math.radians(rz)), 'XYZ').to_matrix().to_4x4() for p in parts: p.matrix_world = rot_mat @ p.matrix_world bpy.ops.object.select_all(action='DESELECT') for p in parts: p.select_set(True) bpy.context.view_layer.objects.active = parts[0] bpy.ops.object.transform_apply(location=False, rotation=True, scale=False) print(f"[turntable_setup] applied rotation ({rx}°, {ry}°, {rz}°) to {len(parts)} parts") def _axis_rotation(axis: str, degrees: float) -> tuple: rad = math.radians(degrees) if axis == "world_x": return (rad, 0.0, 0.0) elif axis == "world_y": return (0.0, rad, 0.0) else: return (0.0, 0.0, rad) def _set_fcurves_linear(action): try: for layer in action.layers: for strip in layer.strips: for channelbag in strip.channelbags: for fc in channelbag.fcurves: for kp in fc.keyframe_points: kp.interpolation = 'LINEAR' except AttributeError: for fc in action.fcurves: for kp in fc.keyframe_points: kp.interpolation = 'LINEAR' def _scale_mm_to_m(parts): if not parts: return bpy.ops.object.select_all(action='DESELECT') for p in parts: p.scale = (0.001, 0.001, 0.001) p.location *= 0.001 p.select_set(True) bpy.context.view_layer.objects.active = parts[0] bpy.ops.object.transform_apply(scale=True, location=False, rotation=False) print(f"[turntable_setup] scaled {len(parts)} parts mm→m (×0.001)") def _import_stl(stl_file): stl_dir = os.path.dirname(stl_file) stl_stem = os.path.splitext(os.path.basename(stl_file))[0] parts_dir = os.path.join(stl_dir, stl_stem + "_parts") manifest_path = os.path.join(parts_dir, "manifest.json") parts = [] if os.path.isfile(manifest_path): try: with open(manifest_path, "r") as f: manifest = json.loads(f.read()) part_entries = manifest.get("parts", []) except Exception as e: print(f"[turntable_setup] WARNING: failed to read manifest: {e}") part_entries = [] if part_entries: for entry in part_entries: part_file = os.path.join(parts_dir, entry["file"]) part_name = entry["name"] if not os.path.isfile(part_file): print(f"[turntable_setup] WARNING: part STL missing: {part_file}") continue bpy.ops.object.select_all(action='DESELECT') bpy.ops.wm.stl_import(filepath=part_file) imported = bpy.context.selected_objects if imported: obj = imported[0] obj.name = part_name if obj.data: obj.data.name = part_name parts.append(obj) if parts: print(f"[turntable_setup] imported {len(parts)} named parts from per-part STLs") if not parts: bpy.ops.wm.stl_import(filepath=stl_file) obj = bpy.context.selected_objects[0] if bpy.context.selected_objects else None if obj is None: print(f"ERROR: No objects imported from {stl_file}") sys.exit(1) bpy.context.view_layer.objects.active = obj bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='BOUNDS') obj.location = (0.0, 0.0, 0.0) bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.separate(type='LOOSE') bpy.ops.object.mode_set(mode='OBJECT') parts = list(bpy.context.selected_objects) print(f"[turntable_setup] fallback: separated into {len(parts)} part(s)") return parts all_corners = [] for p in parts: all_corners.extend(p.matrix_world @ Vector(c) for c in p.bound_box) if all_corners: mins = Vector((min(v.x for v in all_corners), min(v.y for v in all_corners), min(v.z for v in all_corners))) maxs = Vector((max(v.x for v in all_corners), max(v.y for v in all_corners), max(v.z for v in all_corners))) center = (mins + maxs) * 0.5 for p in parts: p.location -= center return parts def _resolve_part_name(index, part_obj, part_names_ordered): base_name = _re.sub(r'\.\d{3}$', '', part_obj.name) if part_names_ordered and index < len(part_names_ordered): return part_names_ordered[index] return base_name def _apply_material_library(parts, mat_lib_path, mat_map, part_names_ordered=None): if not mat_lib_path or not os.path.isfile(mat_lib_path): print(f"[turntable_setup] material library not found: {mat_lib_path}") return needed = set(mat_map.values()) if not needed: return appended = {} for mat_name in needed: inner_path = f"{mat_lib_path}/Material/{mat_name}" try: bpy.ops.wm.append( filepath=inner_path, directory=f"{mat_lib_path}/Material/", filename=mat_name, link=False, ) if mat_name in bpy.data.materials: appended[mat_name] = bpy.data.materials[mat_name] print(f"[turntable_setup] appended material: {mat_name}") else: print(f"[turntable_setup] WARNING: material '{mat_name}' not found after append") except Exception as exc: print(f"[turntable_setup] WARNING: failed to append material '{mat_name}': {exc}") if not appended: return assigned_count = 0 for i, part in enumerate(parts): base_name = _re.sub(r'\.\d{3}$', '', part.name) part_key = base_name.lower().strip() mat_name = mat_map.get(part_key) if not mat_name and part_names_ordered and i < len(part_names_ordered): step_name = part_names_ordered[i] part_key = step_name.lower().strip() mat_name = mat_map.get(part_key) if mat_name and mat_name in appended: part.data.materials.clear() part.data.materials.append(appended[mat_name]) assigned_count += 1 print(f"[turntable_setup] assigned '{mat_name}' to part '{part.name}'") print(f"[turntable_setup] material assignment: {assigned_count}/{len(parts)} parts matched") def main(): argv = sys.argv args = argv[argv.index("--") + 1:] stl_path = args[0] frames_dir = args[1] frame_count = int(args[2]) degrees = int(args[3]) width = int(args[4]) height = int(args[5]) engine = args[6] samples = int(args[7]) part_colors_json = args[8] if len(args) > 8 else "{}" template_path = args[9] if len(args) > 9 and args[9] else "" target_collection = args[10] if len(args) > 10 else "Product" material_library_path = args[11] if len(args) > 11 and args[11] else "" material_map_raw = args[12] if len(args) > 12 else "{}" part_names_ordered_raw = args[13] if len(args) > 13 else "[]" lighting_only = args[14] == "1" if len(args) > 14 else False cycles_device = args[15].lower() if len(args) > 15 else "auto" shadow_catcher = args[16] == "1" if len(args) > 16 else False rotation_x = float(args[17]) if len(args) > 17 else 0.0 rotation_y = float(args[18]) if len(args) > 18 else 0.0 rotation_z = float(args[19]) if len(args) > 19 else 0.0 turntable_axis = args[20] if len(args) > 20 else "world_z" bg_color = args[21] if len(args) > 21 else "" transparent_bg = args[22] == "1" if len(args) > 22 else False scene_path = args[23] if len(args) > 23 else os.path.join(os.path.dirname(frames_dir), "scene.blend") camera_orbit = args[24] != "0" if len(args) > 24 else True noise_threshold_arg = args[25] if len(args) > 25 else "" denoiser_arg = args[26] if len(args) > 26 else "" denoising_input_passes_arg = args[27] if len(args) > 27 else "" denoising_prefilter_arg = args[28] if len(args) > 28 else "" denoising_quality_arg = args[29] if len(args) > 29 else "" denoising_use_gpu_arg = args[30] if len(args) > 30 else "" os.makedirs(frames_dir, exist_ok=True) os.makedirs(os.path.dirname(scene_path), exist_ok=True) try: part_colors = json.loads(part_colors_json) except json.JSONDecodeError: part_colors = {} try: material_map = json.loads(material_map_raw) if material_map_raw else {} except json.JSONDecodeError: material_map = {} try: part_names_ordered = json.loads(part_names_ordered_raw) if part_names_ordered_raw else [] except json.JSONDecodeError: part_names_ordered = [] if template_path and not os.path.isfile(template_path): print(f"[turntable_setup] ERROR: template_path not found: {template_path}") sys.exit(1) use_template = bool(template_path) print(f"[turntable_setup] engine={engine}, samples={samples}, size={width}x{height}, " f"frames={frame_count}, degrees={degrees}") print(f"[turntable_setup] part_names_ordered: {len(part_names_ordered)} entries") if use_template: print(f"[turntable_setup] template={template_path}, collection={target_collection}, lighting_only={lighting_only}") else: print("[turntable_setup] no template — using factory settings (Mode A)") if material_library_path: print(f"[turntable_setup] material_library={material_library_path}, material_map keys={list(material_map.keys())}") # ── SCENE SETUP ────────────────────────────────────────────────────────── if use_template: print(f"[turntable_setup] Opening template: {template_path}") bpy.ops.wm.open_mainfile(filepath=template_path) target_col = _ensure_collection(target_collection) parts = _import_stl(stl_path) _scale_mm_to_m(parts) _apply_rotation(parts, rotation_x, rotation_y, rotation_z) for part in parts: for col in list(part.users_collection): col.objects.unlink(part) target_col.objects.link(part) for part in parts: _apply_smooth(part, SMOOTH_ANGLE) if material_library_path and material_map: mat_map_lower = {k.lower(): v for k, v in material_map.items()} _apply_material_library(parts, material_library_path, mat_map_lower, part_names_ordered) for i, part in enumerate(parts): if not part.data.materials or len(part.data.materials) == 0: _assign_palette_material(part, i) else: for i, part in enumerate(parts): step_name = _resolve_part_name(i, part, part_names_ordered) color_hex = part_colors.get(step_name) if not color_hex: _assign_palette_material(part, i) if shadow_catcher: sc_col_name = "Shadowcatcher" sc_obj_name = "Shadowcatcher" for vl in bpy.context.scene.view_layers: def _enable_col_recursive(layer_col): if layer_col.collection.name == sc_col_name: layer_col.exclude = False layer_col.collection.hide_render = False layer_col.collection.hide_viewport = False return True for child in layer_col.children: if _enable_col_recursive(child): return True return False _enable_col_recursive(vl.layer_collection) sc_obj = bpy.data.objects.get(sc_obj_name) if sc_obj: all_world_z = [] for part in parts: for corner in part.bound_box: all_world_z.append((part.matrix_world @ Vector(corner)).z) if all_world_z: sc_obj.location.z = min(all_world_z) print(f"[turntable_setup] shadow catcher enabled, plane Z={sc_obj.location.z:.4f}") else: print(f"[turntable_setup] WARNING: shadow catcher object '{sc_obj_name}' not found") needs_auto_camera = (lighting_only and not shadow_catcher) or not bpy.context.scene.camera if not needs_auto_camera and bpy.context.scene.camera: bpy.context.scene.camera.data.clip_start = 0.001 print(f"[turntable_setup] template mode: {len(parts)} parts imported into '{target_collection}'") else: needs_auto_camera = True bpy.ops.wm.read_factory_settings(use_empty=True) parts = _import_stl(stl_path) _scale_mm_to_m(parts) _apply_rotation(parts, rotation_x, rotation_y, rotation_z) for i, part in enumerate(parts): _apply_smooth(part, SMOOTH_ANGLE) if material_library_path and material_map: mat_map_lower = {k.lower(): v for k, v in material_map.items()} _apply_material_library(parts, material_library_path, mat_map_lower, part_names_ordered) for i, part in enumerate(parts): if not part.data.materials or len(part.data.materials) == 0: _assign_palette_material(part, i) else: for i, part in enumerate(parts): step_name = _resolve_part_name(i, part, part_names_ordered) color_hex = part_colors.get(step_name) if color_hex: mat = bpy.data.materials.new(name=f"mat_{part.name}") mat.use_nodes = True bsdf = mat.node_tree.nodes.get("Principled BSDF") if bsdf: color = _hex_to_linear(color_hex) bsdf.inputs["Base Color"].default_value = color bsdf.inputs["Metallic"].default_value = 0.35 bsdf.inputs["Roughness"].default_value = 0.40 try: bsdf.inputs["Specular IOR Level"].default_value = 0.5 except KeyError: pass part.data.materials.clear() part.data.materials.append(mat) else: _assign_palette_material(part, i) if needs_auto_camera: all_corners = [] for part in parts: all_corners.extend(part.matrix_world @ Vector(c) for c in part.bound_box) bbox_min = Vector((min(v.x for v in all_corners), min(v.y for v in all_corners), min(v.z for v in all_corners))) bbox_max = Vector((max(v.x for v in all_corners), max(v.y for v in all_corners), max(v.z for v in all_corners))) bbox_center = (bbox_min + bbox_max) * 0.5 bbox_dims = bbox_max - bbox_min bsphere_radius = max(bbox_dims.length * 0.5, 0.001) print(f"[turntable_setup] bbox_dims={tuple(round(d, 4) for d in bbox_dims)}, bsphere_radius={bsphere_radius:.4f}") if not use_template: light_dist = bsphere_radius * 6.0 bpy.ops.object.light_add(type='SUN', location=( bbox_center.x + light_dist * 0.5, bbox_center.y - light_dist * 0.35, bbox_center.z + light_dist, )) sun = bpy.context.active_object sun.data.energy = 4.0 sun.rotation_euler = (math.radians(45), 0, math.radians(30)) bpy.ops.object.light_add(type='AREA', location=( bbox_center.x - light_dist * 0.4, bbox_center.y + light_dist * 0.4, bbox_center.z + light_dist * 0.7, )) fill = bpy.context.active_object fill.data.energy = max(800.0, bsphere_radius ** 2 * 2000.0) fill.data.size = max(4.0, bsphere_radius * 4.0) cam_dist = bsphere_radius * 2.5 cam_location = Vector((bbox_center.x + cam_dist, bbox_center.y, bbox_center.z + bsphere_radius * 0.5)) bpy.ops.object.camera_add(location=cam_location) camera = bpy.context.active_object bpy.context.scene.camera = camera camera.data.clip_start = max(cam_dist * 0.001, 0.0001) camera.data.clip_end = cam_dist * 10.0 empty = bpy.data.objects.new("target", None) bpy.context.collection.objects.link(empty) empty.location = bbox_center track = camera.constraints.new(type='TRACK_TO') track.target = empty track.track_axis = 'TRACK_NEGATIVE_Z' track.up_axis = 'UP_Y' if not use_template: world = bpy.data.worlds.new("World") bpy.context.scene.world = world world.use_nodes = True bg = world.node_tree.nodes["Background"] bg.inputs["Color"].default_value = (0.96, 0.96, 0.97, 1.0) bg.inputs["Strength"].default_value = 0.15 pivot = bpy.data.objects.new("pivot", None) bpy.context.collection.objects.link(pivot) pivot.location = bbox_center camera.parent = pivot camera.location = (cam_dist, 0, bsphere_radius * 0.5) scene = bpy.context.scene scene.frame_start = 1 scene.frame_end = frame_count pivot.rotation_euler = (0, 0, 0) pivot.keyframe_insert(data_path="rotation_euler", frame=1) pivot.rotation_euler = _axis_rotation(turntable_axis, degrees) pivot.keyframe_insert(data_path="rotation_euler", frame=frame_count + 1) _set_fcurves_linear(pivot.animation_data.action) else: scene = bpy.context.scene scene.frame_start = 1 scene.frame_end = frame_count all_corners = [] for part in parts: all_corners.extend(part.matrix_world @ Vector(c) for c in part.bound_box) bbox_center = Vector(( (min(v.x for v in all_corners) + max(v.x for v in all_corners)) * 0.5, (min(v.y for v in all_corners) + max(v.y for v in all_corners)) * 0.5, (min(v.z for v in all_corners) + max(v.z for v in all_corners)) * 0.5, )) if camera_orbit and bpy.context.scene.camera: # Camera-orbit mode: rotate camera around static product. # Parts stay stationary → Cycles BVH cached across all frames → ~40% speedup. camera = bpy.context.scene.camera cam_world = camera.matrix_world.copy() cam_pivot = bpy.data.objects.new("cam_pivot", None) bpy.context.collection.objects.link(cam_pivot) cam_pivot.location = bbox_center camera.parent = cam_pivot # Restore world-space transform after parenting (Blender recomputes local matrix) camera.matrix_world = cam_world cam_pivot.rotation_euler = (0, 0, 0) cam_pivot.keyframe_insert(data_path="rotation_euler", frame=1) cam_pivot.rotation_euler = _axis_rotation(turntable_axis, degrees) cam_pivot.keyframe_insert(data_path="rotation_euler", frame=frame_count + 1) _set_fcurves_linear(cam_pivot.animation_data.action) print(f"[turntable_setup] camera-orbit mode: cam_pivot at {tuple(round(c, 4) for c in bbox_center)}") else: # Product-rotation mode: parts parent to pivot (default fallback when no camera) pivot = bpy.data.objects.new("turntable_pivot", None) bpy.context.collection.objects.link(pivot) pivot.location = bbox_center for part in parts: part.parent = pivot pivot.rotation_euler = (0, 0, 0) pivot.keyframe_insert(data_path="rotation_euler", frame=1) pivot.rotation_euler = _axis_rotation(turntable_axis, degrees) pivot.keyframe_insert(data_path="rotation_euler", frame=frame_count + 1) _set_fcurves_linear(pivot.animation_data.action) print(f"[turntable_setup] product-rotation mode: {len(parts)} parts parented to turntable_pivot") # ── Colour management ──────────────────────────────────────────────────── scene = bpy.context.scene if not use_template: scene.view_settings.view_transform = 'Standard' scene.view_settings.exposure = 0.0 scene.view_settings.gamma = 1.0 try: scene.view_settings.look = 'None' except Exception: pass # ── Render engine ──────────────────────────────────────────────────────── if engine == "eevee": eevee_ok = False for eevee_id in ('BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'): try: scene.render.engine = eevee_id eevee_ok = True print(f"[turntable_setup] EEVEE engine id: {eevee_id}") break except TypeError: continue if eevee_ok: for attr in ('taa_render_samples', 'samples'): try: setattr(scene.eevee, attr, samples) break except AttributeError: continue else: print("[turntable_setup] WARNING: EEVEE not available, falling back to Cycles") engine = "cycles" if engine != "eevee": scene.render.engine = 'CYCLES' scene.cycles.samples = samples scene.cycles.use_denoising = True scene.cycles.denoiser = denoiser_arg if denoiser_arg else 'OPENIMAGEDENOISE' if denoising_input_passes_arg: try: scene.cycles.denoising_input_passes = denoising_input_passes_arg except Exception: pass if denoising_prefilter_arg: try: scene.cycles.denoising_prefilter = denoising_prefilter_arg except Exception: pass if denoising_quality_arg: try: scene.cycles.denoising_quality = denoising_quality_arg except Exception: pass if denoising_use_gpu_arg: try: scene.cycles.denoising_use_gpu = (denoising_use_gpu_arg == "1") except AttributeError: pass if noise_threshold_arg: scene.cycles.use_adaptive_sampling = True scene.cycles.adaptive_threshold = float(noise_threshold_arg) if denoiser_arg: scene["_denoiser_override"] = denoiser_arg # scene.cycles.device is set by turntable_gpu_setup.py at render time # (GPU preferences are user-level and not stored in .blend) # We set the intended device here so gpu_setup can read it. scene["_cycles_device"] = cycles_device # Keep BVH, textures, and scene data resident on GPU between frames. # Critical for -a mode: prevents Cycles from re-uploading data each frame. scene.render.use_persistent_data = True # No motion blur needed for static mechanical parts — eliminates per-frame # CPU deformation calculations. scene.render.use_motion_blur = False print(f"[turntable_setup] cycles_device preference saved: {cycles_device}") print("[turntable_setup] use_persistent_data=True, use_motion_blur=False") # ── Render output settings ─────────────────────────────────────────────── scene.render.resolution_x = width scene.render.resolution_y = height scene.render.resolution_percentage = 100 scene.render.image_settings.file_format = 'PNG' # Blender -a appends 4-digit frame number: "frame_" → "frame_0001.png" scene.render.filepath = os.path.join(frames_dir, "frame_") # ── Transparent background ──────────────────────────────────────────────── # bg_color compositing is done by FFmpeg in the compose-video task. # Blender renders transparent PNG frames (film_transparent=True) when # bg_color is set; FFmpeg then overlays them over a solid colour background. if bg_color or transparent_bg: scene.render.film_transparent = True if bg_color: print(f"[turntable_setup] film_transparent=True for FFmpeg bg_color compositing ({bg_color})") else: print("[turntable_setup] transparent_bg enabled (alpha PNG frames)") # ── Save scene ─────────────────────────────────────────────────────────── # save_as_mainfile saves to an explicit new path (like File > Save As). # save_mainfile would save back to the originally-opened template path. print(f"[turntable_setup] Saving scene to {scene_path} …") result = bpy.ops.wm.save_as_mainfile(filepath=scene_path) if 'FINISHED' not in result: print(f"[turntable_setup] ERROR: save_as_mainfile returned {result} — aborting") sys.exit(1) if not os.path.isfile(scene_path): print(f"[turntable_setup] ERROR: scene file not found after save: {scene_path}") sys.exit(1) size_mb = os.path.getsize(scene_path) / 1024 / 1024 print(f"[turntable_setup] Scene saved → {scene_path} ({size_mb:.1f} MB)") print(f"[turntable_setup] Ready for: blender --background {scene_path} --python turntable_gpu_setup.py -a") if __name__ == "__main__": try: main() except SystemExit: raise except Exception as _exc: import traceback traceback.print_exc() print(f"[turntable_setup] FATAL: unhandled exception — {_exc}") sys.exit(1)