Files
HartOMat/render-worker/scripts/still_render.py
T
Hartmut 382a18fd02 feat(O): UI-Vollständigkeit + v3-Workflows + OCC-Kantenanalyse
Backend:
- Phase I: notification_configs router (GET/PUT/{event}/{channel}/POST reset)
  war bereits in notifications.py — add-alias endpoint in uploads.py ergänzt
- OutputType schema: workflow_definition_id + workflow_name fields;
  PATCH unterstützt Workflow-Zuweisung; _enrich_workflow_names() batch query
- Dispatch-Integration: orders.py dispatch_renders() → dispatch_render_with_workflow()
  mit Legacy-Fallback; neues Logging
- uploads.py: POST /validations/{id}/add-alias für Material-Lücken

Pipeline:
- step_processor.py: extract_mesh_edge_data() via OCC — berechnet Dihedralwinkel
  aller Kanten, liefert suggested_smooth_angle + sharp_edge_midpoints
  Integriert in extract_cad_metadata() und process_cad_file()
- domains/rendering/tasks.py: apply_asset_library_materials_task (K3),
  export_gltf_for_order_line_task → Blender export_gltf.py (K4),
  export_blend_for_order_line_task → export_blend.py fix (K5)
- render-worker/scripts/still_render.py: _mark_sharp_and_seams() mit
  OCC midpoint KD-tree matching + UV-Seam-Markierung
- render-worker/scripts/blender_render.py: identische Funktion + mesh_attributes parsing

Frontend:
- Layout.tsx: Upload-Link in Sidebar (alle User); Asset Libraries Link (admin/PM)
- App.tsx: /asset-libraries Route
- AssetLibrary.tsx: neue Seite (Upload, Catalog-Anzeige, Refresh, Toggle, Delete)
- OutputTypeTable.tsx: Workflow-Dropdown + Legacy/Workflow Badge
- ProductDetail.tsx: Geometry-Karte (Volumen, Surface, BBox, Sharp-Winkel)
- api/outputTypes.ts + api/products.ts: neue Felder
- api/imports.ts: ImportValidation API

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-06 23:20:55 +01:00

889 lines
37 KiB
Python
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
"""Blender Python script: single-frame still render for Flamenco.
Matches the lighting, camera, materials, and post-processing of the
Celery blender_render.py so that LQ and HQ renders look consistent.
Usage (from Blender):
blender --background --python still_render.py -- \
<stl_path> <output_path> <width> <height> <engine> <samples> \
<part_colors_json> <transparent_bg> \
[template_path] [target_collection] [material_library_path] [material_map_json]
"""
import bpy
import sys
import os
import json
import math
from mathutils import Vector, Matrix
# ── Colour palette (matches blender_render.py / Three.js renderer) ───────────
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 # degrees
# ── Helper functions ─────────────────────────────────────────────────────────
def _ensure_collection(name: str):
"""Return a collection by name, creating it if needed."""
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):
"""Assign a palette colour material to a mesh part."""
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):
"""Apply smooth or flat shading to a mesh object."""
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 _scale_mm_to_m(parts):
"""Scale imported STL objects from mm to Blender metres (×0.001).
STEP/STL coordinates are in mm; Blender's default unit is metres.
Without scaling a 50 mm part appears as 50 m inside Blender — way too large
relative to any template environment designed in metric units.
"""
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"[still_render] scaled {len(parts)} parts mm→m (×0.001)")
def _apply_rotation(parts, rx, ry, rz):
"""Apply Euler rotation (degrees, XYZ order) to all parts around world origin."""
if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0):
return
import math
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"[still_render] applied rotation ({rx}°, {ry}°, {rz}°) to {len(parts)} parts")
def _apply_mesh_attributes(objects: list, mesh_attributes: dict) -> None:
"""Apply topology-based shading settings from OCC analysis."""
import math
if not mesh_attributes or mesh_attributes.get("error"):
return
curved_ratio = mesh_attributes.get("curved_ratio", 0.0)
threshold_deg = mesh_attributes.get("sharp_angle_threshold_deg", 30.0)
threshold_rad = threshold_deg * math.pi / 180.0
for obj in objects:
if obj.type != 'MESH':
continue
# Enable smooth shading for predominantly curved parts (bearings etc.)
if curved_ratio > 0.3:
for poly in obj.data.polygons:
poly.use_smooth = True
# Auto-smooth at topology threshold
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = threshold_rad
def _mark_sharp_and_seams(obj, smooth_angle_deg: float, sharp_edge_midpoints=None):
"""Mark sharp edges and UV seams based on angle threshold and optional midpoints."""
import math
import bpy
# Ensure we're working with the right object
bpy.context.view_layer.objects.active = obj
obj.select_set(True)
# Set auto-smooth angle
if hasattr(obj.data, 'auto_smooth_angle'):
obj.data.auto_smooth_angle = math.radians(smooth_angle_deg)
# Enter edit mode to mark edges
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# Select edges above threshold angle and mark sharp
bpy.ops.mesh.edges_select_sharp(sharpness=math.radians(smooth_angle_deg))
bpy.ops.mesh.mark_sharp()
# Mark same edges as UV seams
bpy.ops.mesh.mark_seam(clear=False)
# If we have OCC-derived midpoints, try to mark additional edges
if sharp_edge_midpoints and len(sharp_edge_midpoints) > 0:
try:
import bmesh
bpy.ops.object.mode_set(mode='OBJECT')
bm = bmesh.new()
bm.from_mesh(obj.data)
bm.edges.ensure_lookup_table()
bm.verts.ensure_lookup_table()
# Build KD-tree for edge midpoints
import mathutils
kd = mathutils.kdtree.KDTree(len(bm.edges))
for i, edge in enumerate(bm.edges):
midpt = (edge.verts[0].co + edge.verts[1].co) / 2
kd.insert(midpt, i)
kd.balance()
# For each OCC sharp midpoint, find nearest Blender edge
tol = 0.5 # 0.5 mm tolerance (coordinates in mm before scale)
for mp in sharp_edge_midpoints[:200]:
vec = mathutils.Vector(mp)
co, idx, dist = kd.find(vec)
if dist < tol:
bm.edges[idx].seam = True
# Mark sharp via custom attribute
try:
bm.edges[idx].smooth = False
except Exception:
pass
bm.to_mesh(obj.data)
bm.free()
except Exception:
pass # Non-fatal
# Return to object mode
bpy.ops.object.mode_set(mode='OBJECT')
def _import_stl(stl_file):
"""Import STL into Blender, using per-part STLs if available.
Checks for {stl_stem}_parts/manifest.json next to the STL file.
- Per-part mode: imports each part STL, names Blender object after STEP part name.
- Fallback: imports combined STL and splits by loose geometry.
Returns list of Blender mesh objects, centred at origin.
"""
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):
# ── Per-part mode ────────────────────────────────────────────────
try:
with open(manifest_path, "r") as f:
manifest = json.loads(f.read())
part_entries = manifest.get("parts", [])
except Exception as e:
print(f"[still_render] 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"[still_render] 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"[still_render] imported {len(parts)} named parts from per-part STLs")
# ── Fallback: combined STL + separate by loose ───────────────────────
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"[still_render] fallback: separated into {len(parts)} part(s)")
return parts
# ── Centre per-part imports at origin (combined bbox) ────────────────
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):
"""Get the STEP part name for a Blender part by index.
With per-part import, part_obj.name IS the STEP name (possibly with
Blender .NNN suffix). Falls back to part_names_ordered for combined-STL mode.
"""
base_name = _re.sub(r'\.\d{3}$', '', part_obj.name)
if part_names_ordered and index < len(part_names_ordered):
return part_names_ordered[index]
return base_name
def _apply_material_library(parts, mat_lib_path, mat_map, part_names_ordered=None):
"""Append materials from library .blend and assign to parts via material_map.
With per-part STL import, Blender objects are named after STEP parts,
so matching is by name (stripping Blender .NNN suffix for duplicates).
Falls back to part_names_ordered index-based matching for combined-STL mode.
mat_map: {part_name_lower: material_name}
Parts without a match keep their current material.
"""
if not mat_lib_path or not os.path.isfile(mat_lib_path):
print(f"[still_render] material library not found: {mat_lib_path}")
return
# Collect unique material names needed
needed = set(mat_map.values())
if not needed:
return
# Append materials from library
appended = {}
for mat_name in needed:
inner_path = f"{mat_lib_path}/Material/{mat_name}"
try:
bpy.ops.wm.append(
filepath=inner_path,
directory=f"{mat_lib_path}/Material/",
filename=mat_name,
link=False,
)
if mat_name in bpy.data.materials:
appended[mat_name] = bpy.data.materials[mat_name]
print(f"[still_render] appended material: {mat_name}")
else:
print(f"[still_render] WARNING: material '{mat_name}' not found after append")
except Exception as exc:
print(f"[still_render] WARNING: failed to append material '{mat_name}': {exc}")
if not appended:
return
# Assign materials to parts — primary: name-based (per-part STL mode),
# secondary: index-based via part_names_ordered (combined STL fallback)
assigned_count = 0
for i, part in enumerate(parts):
# Try name-based matching first (strip Blender .NNN suffix)
base_name = _re.sub(r'\.\d{3}$', '', part.name)
part_key = base_name.lower().strip()
mat_name = mat_map.get(part_key)
# Fall back to index-based matching via part_names_ordered
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"[still_render] assigned '{mat_name}' to part '{part.name}'")
print(f"[still_render] material assignment: {assigned_count}/{len(parts)} parts matched")
def main():
argv = sys.argv
args = argv[argv.index("--") + 1:]
stl_path = args[0]
output_path = args[1]
width = int(args[2])
height = int(args[3])
engine = args[4]
samples = int(args[5])
part_colors_json = args[6] if len(args) > 6 else "{}"
transparent_bg = args[7] == "1" if len(args) > 7 else False
# Template + material library args (passed by schaeffler-still.js)
template_path = args[8] if len(args) > 8 and args[8] else ""
target_collection = args[9] if len(args) > 9 else "Product"
material_library_path = args[10] if len(args) > 10 and args[10] else ""
material_map_raw = args[11] if len(args) > 11 else "{}"
part_names_ordered_raw = args[12] if len(args) > 12 else "[]"
lighting_only = args[13] == "1" if len(args) > 13 else False
cycles_device = args[14].lower() if len(args) > 14 else "auto" # "auto", "gpu", "cpu"
shadow_catcher = args[15] == "1" if len(args) > 15 else False
rotation_x = float(args[16]) if len(args) > 16 else 0.0
rotation_y = float(args[17]) if len(args) > 17 else 0.0
rotation_z = float(args[18]) if len(args) > 18 else 0.0
noise_threshold_arg = args[19] if len(args) > 19 else ""
denoiser_arg = args[20] if len(args) > 20 else ""
denoising_input_passes_arg = args[21] if len(args) > 21 else ""
denoising_prefilter_arg = args[22] if len(args) > 22 else ""
denoising_quality_arg = args[23] if len(args) > 23 else ""
denoising_use_gpu_arg = args[24] if len(args) > 24 else ""
# Named argument: --mesh-attributes <json>
_mesh_attrs: dict = {}
if "--mesh-attributes" in argv:
_idx = argv.index("--mesh-attributes")
try:
_mesh_attrs = json.loads(argv[_idx + 1])
except Exception:
pass
os.makedirs(os.path.dirname(output_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 = []
# Validate template path: if provided it MUST exist on disk.
# A missing template is a configuration error — fail loudly rather than
# silently falling back to factory-settings mode which produces renders that
# look completely wrong.
if template_path and not os.path.isfile(template_path):
print(f"[still_render] ERROR: template_path was provided but file not found: {template_path}")
print("[still_render] Ensure the blend-templates directory is accessible on this worker.")
sys.exit(1)
use_template = bool(template_path)
print(f"[still_render] engine={engine}, samples={samples}, size={width}x{height}, transparent={transparent_bg}")
print(f"[still_render] part_names_ordered: {len(part_names_ordered)} entries")
if use_template:
print(f"[still_render] template={template_path}, collection={target_collection}, lighting_only={lighting_only}")
else:
print("[still_render] no template — using factory settings (Mode A)")
if material_library_path:
print(f"[still_render] material_library={material_library_path}, material_map keys={list(material_map.keys())}")
# ── SCENE SETUP ──────────────────────────────────────────────────────────
if use_template:
# ── MODE B: Template-based render ────────────────────────────────────
print(f"[still_render] Opening template: {template_path}")
bpy.ops.wm.open_mainfile(filepath=template_path)
# Find or create target collection
target_col = _ensure_collection(target_collection)
# Import and split STL
parts = _import_stl(stl_path)
# Scale mm→m: STEP coords are mm, Blender default unit is metres
_scale_mm_to_m(parts)
# Apply render position rotation (before camera/bbox calculations)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
# Apply OCC topology-based shading overrides
_apply_mesh_attributes(parts, _mesh_attrs)
# Move imported parts into target collection
for part in parts:
for col in list(part.users_collection):
col.objects.unlink(part)
target_col.objects.link(part)
# Apply smooth shading and mark sharp edges / UV seams
for part in parts:
_apply_smooth(part, SMOOTH_ANGLE)
_mark_sharp_and_seams(
part, SMOOTH_ANGLE,
sharp_edge_midpoints=_mesh_attrs.get('sharp_edge_midpoints'),
)
# Material assignment: library materials if available, otherwise palette
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)
# Parts not matched by library get palette fallback
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:
color = _hex_to_linear(color_hex)
mat = bpy.data.materials.new(name=f"Part_{i}")
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.data.materials.clear()
part.data.materials.append(mat)
else:
_assign_palette_material(part, i)
# ── Shadow catcher (Cycles only, template mode only) ─────────────────
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"[still_render] shadow catcher enabled, plane Z={sc_obj.location.z:.4f}")
else:
print(f"[still_render] WARNING: shadow catcher object '{sc_obj_name}' not found in template")
# lighting_only: use template World/HDRI but force auto-camera UNLESS the shadow
# catcher is enabled — in that case the template camera is already positioned to
# show both the product and its shadow on the ground plane.
needs_auto_camera = (lighting_only and not shadow_catcher) or not bpy.context.scene.camera
if lighting_only and not shadow_catcher:
print("[still_render] lighting_only mode: using template World/HDRI, forcing auto-camera")
elif needs_auto_camera:
print("[still_render] WARNING: template has no camera — will create auto-camera")
# Set very close near clip on template camera for mm-scale parts (now in metres)
if not needs_auto_camera and bpy.context.scene.camera:
bpy.context.scene.camera.data.clip_start = 0.001
print(f"[still_render] template mode: {len(parts)} parts imported into collection '{target_collection}'")
else:
# ── MODE A: Factory settings (original behavior) ─────────────────────
needs_auto_camera = True
bpy.ops.wm.read_factory_settings(use_empty=True)
parts = _import_stl(stl_path)
# Scale mm→m: STEP coords are mm, Blender default unit is metres
_scale_mm_to_m(parts)
# Apply render position rotation (before camera/bbox calculations)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
# Apply OCC topology-based shading overrides
_apply_mesh_attributes(parts, _mesh_attrs)
for i, part in enumerate(parts):
_apply_smooth(part, SMOOTH_ANGLE)
_mark_sharp_and_seams(
part, SMOOTH_ANGLE,
sharp_edge_midpoints=_mesh_attrs.get('sharp_edge_midpoints'),
)
# Material assignment: library materials if available, else part_colors/palette
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)
# Palette fallback for unmatched parts
for i, part in enumerate(parts):
if not part.data.materials or len(part.data.materials) == 0:
_assign_palette_material(part, i)
else:
# part_colors or palette — use index-based lookup via part_names_ordered
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:
color = _hex_to_linear(color_hex)
else:
color = PALETTE_LINEAR[i % len(PALETTE_LINEAR)]
mat = bpy.data.materials.new(name=f"Part_{i}")
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.data.materials.clear()
part.data.materials.append(mat)
if needs_auto_camera:
# ── Combined bounding box / bounding sphere ──────────────────────────
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"[still_render] bbox_dims={tuple(round(d, 4) for d in bbox_dims)}, "
f"bsphere_radius={bsphere_radius:.4f}")
# ── Lighting — only in Mode A (factory settings) ─────────────────────
# In template mode the .blend file provides its own World/HDRI lighting.
# Adding auto-lights would overpower the template's intended look.
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)
# ── Camera (isometric-style, matches blender_render.py) ──────────────
ELEVATION_DEG = 28.0
AZIMUTH_DEG = 40.0
LENS_MM = 50.0
SENSOR_WIDTH_MM = 36.0
FILL_FACTOR = 0.85
elevation_rad = math.radians(ELEVATION_DEG)
azimuth_rad = math.radians(AZIMUTH_DEG)
cam_dir = Vector((
math.cos(elevation_rad) * math.cos(azimuth_rad),
math.cos(elevation_rad) * math.sin(azimuth_rad),
math.sin(elevation_rad),
)).normalized()
fov_h = math.atan(SENSOR_WIDTH_MM / (2.0 * LENS_MM))
fov_v = math.atan(SENSOR_WIDTH_MM * (height / width) / (2.0 * LENS_MM))
fov_used = min(fov_h, fov_v)
dist = (bsphere_radius / math.tan(fov_used)) / FILL_FACTOR
dist = max(dist, bsphere_radius * 1.5)
cam_location = bbox_center + cam_dir * dist
bpy.ops.object.camera_add(location=cam_location)
cam_obj = bpy.context.active_object
cam_obj.data.lens = LENS_MM
bpy.context.scene.camera = cam_obj
# Look-at rotation
look_dir = (bbox_center - cam_location).normalized()
up_world = Vector((0.0, 0.0, 1.0))
right = look_dir.cross(up_world)
if right.length < 1e-6:
right = Vector((1.0, 0.0, 0.0))
right.normalize()
cam_up = right.cross(look_dir).normalized()
rot_mat = Matrix((
(right.x, right.y, right.z),
(cam_up.x, cam_up.y, cam_up.z),
(-look_dir.x, -look_dir.y, -look_dir.z),
)).transposed()
cam_obj.rotation_euler = rot_mat.to_euler('XYZ')
cam_obj.data.clip_start = max(dist * 0.001, 0.0001)
cam_obj.data.clip_end = dist + bsphere_radius * 3.0
# ── World background — only in Mode A ───────────────────────────────
# In template mode the .blend file owns its World (HDRI, sky texture,
# studio lighting). Overwriting it would destroy the HDR look the
# template was designed to use (e.g. Alpha-HDR output types).
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
# ── Colour management ────────────────────────────────────────────────────
# In template mode the .blend file owns its colour management settings
# (e.g. Filmic/AgX for HDR, custom exposure for Alpha-HDR output types).
# Overwriting them would destroy the look the template was designed for.
# In factory-settings mode (Mode A) we force Standard to avoid the grey
# Filmic tint that Blender applies by default.
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"[still_render] 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("[still_render] WARNING: EEVEE unavailable, 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)
# Device selection: "cpu" forces CPU, "gpu" forces GPU (warns if unavailable),
# "auto" (default) tries GPU first and falls back to CPU.
print(f"[still_render] cycles_device={cycles_device}")
gpu_found = False
if cycles_device != "cpu":
try:
cycles_prefs = bpy.context.preferences.addons['cycles'].preferences
for device_type in ('OPTIX', 'CUDA', 'HIP', 'ONEAPI'):
try:
cycles_prefs.compute_device_type = device_type
cycles_prefs.get_devices()
gpu_devs = [d for d in cycles_prefs.devices if d.type != 'CPU']
if gpu_devs:
for d in gpu_devs:
d.use = True
scene.cycles.device = 'GPU'
gpu_found = True
print(f"[still_render] Cycles GPU ({device_type})")
break
except Exception:
continue
except Exception:
pass
if not gpu_found:
scene.cycles.device = 'CPU'
print("[still_render] WARNING: GPU not found — falling back to CPU")
# ── Render settings ──────────────────────────────────────────────────────
scene.render.resolution_x = width
scene.render.resolution_y = height
scene.render.resolution_percentage = 100
scene.render.film_transparent = transparent_bg
ext = os.path.splitext(output_path)[1].lower()
if ext in ('.jpg', '.jpeg'):
scene.render.image_settings.file_format = 'JPEG'
scene.render.image_settings.quality = 92
else:
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = output_path
# ── Render ───────────────────────────────────────────────────────────────
print(f"[still_render] Rendering -> {output_path} (Blender {bpy.app.version_string})")
bpy.ops.render.render(write_still=True)
print("[still_render] render done.")
# ── Pillow post-processing: green bar + model name label ─────────────────
# Skip overlay for transparent renders to keep clean alpha channel
if transparent_bg:
print("[still_render] Transparent mode — skipping Pillow overlay.")
else:
try:
from PIL import Image, ImageDraw, ImageFont
img = Image.open(output_path).convert("RGBA")
draw = ImageDraw.Draw(img)
W, H = img.size
# Schaeffler green top bar
bar_h = max(8, H // 32)
draw.rectangle([0, 0, W - 1, bar_h - 1], fill=(0, 137, 61, 255))
# Model name strip at bottom
model_name = os.path.splitext(os.path.basename(stl_path))[0]
label_h = max(20, H // 20)
img.alpha_composite(
Image.new("RGBA", (W, label_h), (30, 30, 30, 180)),
dest=(0, H - label_h),
)
font_size = max(10, label_h - 6)
font = None
for fp in [
"/usr/share/fonts/truetype/dejavu/DejaVuSans-Bold.ttf",
"/usr/share/fonts/truetype/liberation/LiberationSans-Bold.ttf",
"/usr/share/fonts/truetype/freefont/FreeSansBold.ttf",
]:
if os.path.exists(fp):
try:
font = ImageFont.truetype(fp, font_size)
break
except Exception:
pass
if font is None:
font = ImageFont.load_default()
tb = draw.textbbox((0, 0), model_name, font=font)
text_w = tb[2] - tb[0]
draw.text(
((W - text_w) // 2, H - label_h + (label_h - (tb[3] - tb[1])) // 2),
model_name, font=font, fill=(255, 255, 255, 255),
)
# Save in original format
if ext in ('.jpg', '.jpeg'):
img.convert("RGB").save(output_path, format="JPEG", quality=92)
else:
img.convert("RGB").save(output_path, format="PNG")
print("[still_render] Pillow overlay applied.")
except ImportError:
print("[still_render] Pillow not available - skipping overlay.")
except Exception as exc:
print(f"[still_render] Pillow overlay failed (non-fatal): {exc}")
print("[still_render] Done.")
if __name__ == "__main__":
main()