Files
HartOMat/render-worker/scripts/blender_render.py
T
Hartmut 34f89cc225 feat(gpu): GPU health check + RENDER_DEVICE_USED token + strict mode
- gpu_probe.py: Blender script that probes OPTIX/CUDA/HIP/ONEAPI and
  exits 1 on no GPU — used at startup + on-demand from Admin UI
- blender_render.py, still_render.py, turntable_render.py: emit
  RENDER_DEVICE_USED: engine=CYCLES device=GPU|CPU compute_type=...
  after GPU activation; exit 2 when CYCLES_DEVICE=gpu and CPU fallback
- render_blender.py: parse RENDER_DEVICE_USED token into render_log
  (device_used, compute_type, gpu_fallback); handle exit code 2 as
  explicit GPU strict-mode failure
- check_version.py: check_gpu() runs gpu_probe.py at container startup;
  CYCLES_DEVICE=gpu aborts startup if no GPU found
- docker-compose.yml: CYCLES_DEVICE=${CYCLES_DEVICE:-auto} env var
- gpu_tasks.py: probe_gpu Celery task on thumbnail_rendering queue;
  saves result to system_settings.gpu_probe_last_result; beat every 30min
- worker.py: POST /probe/gpu (trigger) + GET /probe/gpu/result (last result)

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-08 20:57:36 +01:00

788 lines
34 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 for rendering a GLB file to PNG.
Targets Blender 5.0+ (EEVEE / Cycles).
Called by Blender:
blender --background --python blender_render.py -- \
<glb_path> <output_path> <width> <height> [engine] [samples]
engine: "cycles" (default) | "eevee"
Features:
- OCC-generated GLB: one mesh per STEP part, already in metres.
- Bounding-box-aware camera: object fills ~85 % of the frame.
- Isometric-style angle (elevation 28°, azimuth 40°).
- Dynamic clip planes.
- Standard (non-Filmic) colour management → no grey tint.
"""
import sys
import os
import math
# Force unbuffered stdout so render log lines appear immediately
os.environ["PYTHONUNBUFFERED"] = "1"
if hasattr(sys.stdout, "reconfigure"):
sys.stdout.reconfigure(line_buffering=True)
import bpy
from mathutils import Vector, Matrix
# Fallback material name — magenta, immediately visible when material assignment fails
FAILED_MATERIAL_NAME = "SCHAEFFLER_059999_FailedMaterial"
# ── Parse arguments ───────────────────────────────────────────────────────────
argv = sys.argv
if "--" in argv:
argv = argv[argv.index("--") + 1:]
else:
argv = []
if len(argv) < 4:
print("Usage: blender --background --python blender_render.py -- "
"<glb_path> <output_path> <width> <height> [engine] [samples] [smooth_angle] [cycles_device] [transparent_bg]")
sys.exit(1)
import json as _json
glb_path = argv[0]
output_path = argv[1]
width = int(argv[2])
height = int(argv[3])
engine = argv[4].lower() if len(argv) > 4 else "cycles"
samples = int(argv[5]) if len(argv) > 5 else (64 if engine == "eevee" else 256)
smooth_angle = int(argv[6]) if len(argv) > 6 else 30 # degrees; 0 = flat shading
cycles_device = argv[7].lower() if len(argv) > 7 else "auto" # "auto", "gpu", "cpu"
transparent_bg = argv[8] == "1" if len(argv) > 8 else False
template_path = argv[9] if len(argv) > 9 and argv[9] else ""
target_collection = argv[10] if len(argv) > 10 else "Product"
material_library_path = argv[11] if len(argv) > 11 and argv[11] else ""
material_map_raw = argv[12] if len(argv) > 12 else "{}"
try:
material_map = _json.loads(material_map_raw) if material_map_raw else {}
except _json.JSONDecodeError:
material_map = {}
part_names_ordered_raw = argv[13] if len(argv) > 13 else "[]"
try:
part_names_ordered = _json.loads(part_names_ordered_raw) if part_names_ordered_raw else []
except _json.JSONDecodeError:
part_names_ordered = []
lighting_only = argv[14] == "1" if len(argv) > 14 else False
shadow_catcher = argv[15] == "1" if len(argv) > 15 else False
rotation_x = float(argv[16]) if len(argv) > 16 else 0.0
rotation_y = float(argv[17]) if len(argv) > 17 else 0.0
rotation_z = float(argv[18]) if len(argv) > 18 else 0.0
noise_threshold_arg = argv[19] if len(argv) > 19 else ""
denoiser_arg = argv[20] if len(argv) > 20 else ""
denoising_input_passes_arg = argv[21] if len(argv) > 21 else ""
denoising_prefilter_arg = argv[22] if len(argv) > 22 else ""
denoising_quality_arg = argv[23] if len(argv) > 23 else ""
denoising_use_gpu_arg = argv[24] if len(argv) > 24 else ""
# Named argument: --mesh-attributes <json>
_mesh_attrs: dict = {}
_sys_argv = sys.argv
if "--mesh-attributes" in _sys_argv:
_idx = _sys_argv.index("--mesh-attributes")
try:
_mesh_attrs = _json.loads(_sys_argv[_idx + 1])
except Exception:
pass
# Validate template path: if provided it MUST exist on disk.
# Fail loudly rather than silently rendering with factory settings.
if template_path and not os.path.isfile(template_path):
print(f"[blender_render] ERROR: template_path was provided but file not found: {template_path}")
print("[blender_render] Check that the blend-templates directory is on the shared volume.")
sys.exit(1)
use_template = bool(template_path)
print(f"[blender_render] engine={engine}, samples={samples}, size={width}x{height}, smooth_angle={smooth_angle}°, device={cycles_device}, transparent={transparent_bg}")
print(f"[blender_render] part_names_ordered: {len(part_names_ordered)} entries")
if use_template:
print(f"[blender_render] template={template_path}, collection={target_collection}, lighting_only={lighting_only}")
else:
print("[blender_render] no template — using factory settings (Mode A)")
if material_library_path:
print(f"[blender_render] material_library={material_library_path}, material_map keys={list(material_map.keys())}")
# ── Helper: find or create collection by name ────────────────────────────────
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 _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()
def _assign_failed_material(part_obj):
"""Assign the standard fallback material (magenta) when no library material matches.
Tries to reuse SCHAEFFLER_059999_FailedMaterial from the library first.
Creates a simple magenta Principled BSDF if the library material is not loaded.
"""
mat = bpy.data.materials.get(FAILED_MATERIAL_NAME)
if mat is None:
mat = bpy.data.materials.new(name=FAILED_MATERIAL_NAME)
mat.use_nodes = True
bsdf = mat.node_tree.nodes.get("Principled BSDF")
if bsdf:
bsdf.inputs["Base Color"].default_value = (1.0, 0.0, 1.0, 1.0) # magenta
bsdf.inputs["Roughness"].default_value = 0.6
part_obj.data.materials.clear()
part_obj.data.materials.append(mat)
import re as _re
# _scale_mm_to_m removed: OCC GLB export produces coordinates in metres already.
def _apply_rotation(parts, rx, ry, rz):
"""Apply Euler rotation (degrees, XYZ order) to all parts around world origin.
After _import_glb the combined bbox center is at world origin,
so rotating around origin is equivalent to rotating around the assembly center.
"""
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
# Bake rotation into mesh data so camera bbox calculations see the rotated geometry
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"[blender_render] applied rotation ({rx}°, {ry}°, {rz}°) to {len(parts)} parts")
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
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_glb(glb_file):
"""Import OCC-generated GLB into Blender.
OCC exports one mesh object per STEP part, already in metres.
Blender's native GLTF importer preserves part names.
Returns list of Blender mesh objects, centred at world origin.
"""
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.import_scene.gltf(filepath=glb_file)
parts = [o for o in bpy.context.selected_objects if o.type == 'MESH']
if not parts:
print(f"ERROR: No mesh objects imported from {glb_file}")
sys.exit(1)
print(f"[blender_render] imported {len(parts)} part(s) from GLB: "
f"{[p.name for p in parts[:5]]}")
# Centre combined bbox at world origin
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):
"""Get the STEP part name for a Blender part by index.
With GLB import, part_obj.name IS the STEP name (possibly with
Blender .NNN suffix for duplicates). Strip that suffix for lookup.
Falls back to part_names_ordered index mapping.
"""
# Strip Blender auto-suffix (.001, .002, etc.)
base_name = _re.sub(r'\.\d{3}$', '', part_obj.name)
# If the base name looks like a real STEP part name (not generic "Cube" etc.),
# use it directly
if part_names_ordered and index < len(part_names_ordered):
return part_names_ordered[index]
return base_name
def _apply_material_library(parts, mat_lib_path, mat_map):
"""Append materials from library .blend and assign to parts via material_map.
GLB-imported objects are named after STEP parts, so matching is by name
(stripping Blender .NNN suffix for duplicates). Falls back to
part_names_ordered index-based matching.
mat_map: {part_name_lower: material_name}
Parts without a match keep their current material.
"""
if not mat_lib_path or not os.path.isfile(mat_lib_path):
print(f"[blender_render] material library not found: {mat_lib_path}")
return
# Collect unique material names needed
needed = set(mat_map.values())
if not needed:
return
# Append materials from library
appended = {}
for mat_name in needed:
inner_path = f"{mat_lib_path}/Material/{mat_name}"
try:
bpy.ops.wm.append(
filepath=inner_path,
directory=f"{mat_lib_path}/Material/",
filename=mat_name,
link=False,
)
if mat_name in bpy.data.materials:
appended[mat_name] = bpy.data.materials[mat_name]
print(f"[blender_render] appended material: {mat_name}")
else:
print(f"[blender_render] WARNING: material '{mat_name}' not found after append")
except Exception as exc:
print(f"[blender_render] WARNING: failed to append material '{mat_name}': {exc}")
if not appended:
return
# Assign materials to parts — primary: name-based (GLB object names),
# secondary: index-based via part_names_ordered
assigned_count = 0
unmatched_names = []
for i, part in enumerate(parts):
# Try name-based matching first (strip Blender .NNN suffix)
base_name = _re.sub(r'\.\d{3}$', '', part.name)
# Strip OCC assembly-instance suffix (_AF0, _AF1, …) — GLB object
# names may or may not have them while mat_map keys might.
_prev = None
while _prev != base_name:
_prev = base_name
base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE)
part_key = base_name.lower().strip()
mat_name = mat_map.get(part_key)
# Prefix fallback: if a mat_map key starts with our base name or
# vice-versa, use the longest matching key (most-specific wins).
if not mat_name:
for key, val in sorted(mat_map.items(), key=lambda x: len(x[0]), reverse=True):
if len(key) >= 5 and len(part_key) >= 5 and (
part_key.startswith(key) or key.startswith(part_key)
):
mat_name = val
break
# Fall back to index-based matching via part_names_ordered
if not mat_name and part_names_ordered and i < len(part_names_ordered):
step_name = part_names_ordered[i]
step_key = step_name.lower().strip()
mat_name = mat_map.get(step_key)
# Also try stripping AF from part_names_ordered entry
if not mat_name:
_p2 = None
while _p2 != step_key:
_p2 = step_key
step_key = _re.sub(r'_af\d+$', '', step_key)
mat_name = mat_map.get(step_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"[blender_render] assigned '{mat_name}' to part '{part.name}'", flush=True)
else:
unmatched_names.append(part.name)
print(f"[blender_render] material assignment: {assigned_count}/{len(parts)} parts matched", flush=True)
if unmatched_names:
print(f"[blender_render] unmatched parts (palette fallback): {unmatched_names[:10]}", flush=True)
# ── Early GPU activation (must happen BEFORE open_mainfile / Cycles init) ────
# Blender compiles Cycles kernels when the engine first initializes. If the
# compute_device_type is NONE at that point, Cycles locks to CPU for the rest
# of the session. We therefore probe + enable GPU devices NOW, before any
# .blend template (which may trigger Cycles init) is loaded.
def _activate_gpu():
"""Probe for GPU compute devices and activate them. Returns device type or None."""
if cycles_device == "cpu":
return None
try:
cprefs = bpy.context.preferences.addons['cycles'].preferences
for dt in ('OPTIX', 'CUDA', 'HIP', 'ONEAPI'):
try:
cprefs.compute_device_type = dt
cprefs.get_devices()
gpu = [d for d in cprefs.devices if d.type != 'CPU']
if gpu:
for d in cprefs.devices:
d.use = (d.type != 'CPU')
print(f"[blender_render] early GPU activation: {dt}, "
f"devices={[(d.name, d.type) for d in gpu]}", flush=True)
return dt
except Exception as e:
print(f"[blender_render] {dt} not available: {e}", flush=True)
except Exception as e:
print(f"[blender_render] early GPU probe failed: {e}", flush=True)
return None
_early_gpu_type = _activate_gpu()
# ── SCENE SETUP ──────────────────────────────────────────────────────────────
if use_template:
# ── MODE B: Template-based render ────────────────────────────────────────
print(f"[blender_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 OCC GLB (already in metres, one object per STEP part)
parts = _import_glb(glb_path)
# Apply render position rotation (before camera/bbox calculations)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
# Move imported parts into target collection
for part in parts:
# Remove from all existing collections
for col in list(part.users_collection):
col.objects.unlink(part)
target_col.objects.link(part)
# Apply smooth shading (Blender 5.0+ shade_smooth_by_angle adds a geometry
# node modifier that handles both smooth shading AND sharp edge marking
# automatically — no need for the old _mark_sharp_and_seams edit-mode loop)
import time as _time
_t_smooth = _time.time()
for _si, part in enumerate(parts):
_apply_smooth(part, smooth_angle)
print(f"[blender_render] smooth shading: {len(parts)} parts ({_time.time()-_t_smooth:.1f}s)", flush=True)
# Material assignment: library materials if available, otherwise palette
if material_library_path and material_map:
# Build lowercased material_map for matching.
# Include BOTH the original key AND the key with _AF\d+ stripped,
# so GLB names (which may lack AF suffixes) can match.
mat_map_lower = {}
for k, v in material_map.items():
kl = k.lower().strip()
mat_map_lower[kl] = v
# Also add AF-stripped version
_stripped = kl
_p = None
while _p != _stripped:
_p = _stripped
_stripped = _re.sub(r'_af\d+$', '', _stripped)
if _stripped != kl:
mat_map_lower.setdefault(_stripped, v)
_apply_material_library(parts, material_library_path, mat_map_lower)
# Parts not matched by library get the failed-material fallback (magenta)
unmatched = []
for part in parts:
if not part.data.materials or len(part.data.materials) == 0:
_assign_failed_material(part)
unmatched.append(part.name)
if unmatched:
print(f"[blender_render] WARNING: {len(unmatched)} parts unmatched, assigned {FAILED_MATERIAL_NAME}: {unmatched[:5]}", flush=True)
else:
# No material library — assign fallback to all parts
for part in parts:
_assign_failed_material(part)
# ── Shadow catcher (Cycles only, template mode only) ─────────────────────
if shadow_catcher:
sc_col_name = "Shadowcatcher"
sc_obj_name = "Shadowcatcher"
# Enable the Shadowcatcher collection in all view layers
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:
# Calculate product bbox min Z (world space)
all_world_corners = []
for part in parts:
for corner in part.bound_box:
all_world_corners.append((part.matrix_world @ Vector(corner)).z)
if all_world_corners:
sc_obj.location.z = min(all_world_corners)
print(f"[blender_render] shadow catcher enabled, plane Z={sc_obj.location.z:.4f}")
else:
print(f"[blender_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("[blender_render] lighting_only mode: using template World/HDRI, forcing auto-camera")
elif needs_auto_camera:
print("[blender_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"[blender_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)
# Import OCC GLB (already in metres, one object per STEP part)
parts = _import_glb(glb_path)
# Apply render position rotation (before camera/bbox calculations)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
import time as _time
_t_smooth_a = _time.time()
for part in parts:
_apply_smooth(part, smooth_angle)
_assign_failed_material(part)
print(f"[blender_render] smooth+fallback-material: {len(parts)} parts ({_time.time()-_t_smooth_a:.1f}s)", flush=True)
# Apply material library on top of palette colours (same logic as Mode B).
# material_library_path / material_map are parsed from argv even in Mode A
# but were previously never used here — that was the bug.
if material_library_path and material_map:
mat_map_lower = {}
for k, v in material_map.items():
kl = k.lower().strip()
mat_map_lower[kl] = v
_stripped = kl
_p = None
while _p != _stripped:
_p = _stripped
_stripped = _re.sub(r'_af\d+$', '', _stripped)
if _stripped != kl:
mat_map_lower.setdefault(_stripped, v)
_apply_material_library(parts, material_library_path, mat_map_lower)
# Parts not matched by the library keep their fallback material (already set above)
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"[blender_render] bbox_dims={tuple(round(d,4) for d in bbox_dims)}, "
f"bsphere_radius={bsphere_radius:.4f}, center={tuple(round(c,4) for c in bbox_center)}")
# ── 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 ───────────────────────────────────────────────────────────────
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)
print(f"[blender_render] camera dist={dist:.4f}, fov={math.degrees(fov_used):.2f}°")
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_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
print(f"[blender_render] clip {cam_obj.data.clip_start:.6f}{cam_obj.data.clip_end:.4f}")
# ── 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 with Filmic tonemapping).
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
# ── Render engine ─────────────────────────────────────────────────────────────
scene = bpy.context.scene
if engine == "eevee":
# Blender 4.x used 'BLENDER_EEVEE_NEXT'; Blender 5.x reverted to 'BLENDER_EEVEE'.
# Try both names so the script works across versions.
set_ok = False
for eevee_id in ('BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'):
try:
scene.render.engine = eevee_id
set_ok = True
print(f"[blender_render] EEVEE engine id: {eevee_id}")
break
except TypeError:
continue
if not set_ok:
print("[blender_render] WARNING: could not set EEVEE engine falling back to Cycles")
engine = "cycles"
if engine == "eevee":
# Sample attribute name changed across minor versions
for attr in ('taa_render_samples', 'samples'):
try:
setattr(scene.eevee, attr, samples)
print(f"[blender_render] EEVEE samples: scene.eevee.{attr}={samples}")
break
except AttributeError:
continue
if engine != "eevee": # covers both explicit Cycles and EEVEE-fallback
# ── GPU preferences (before engine activation) ───────────────────────
# Set compute_device_type in preferences so Cycles can find GPU kernels.
gpu_type_found = _activate_gpu() or _early_gpu_type
# ── Activate Cycles engine ───────────────────────────────────────────
scene.render.engine = 'CYCLES'
# ── Device selection AFTER engine activation ─────────────────────────
# IMPORTANT: scene.cycles.device must be set AFTER scene.render.engine
# = 'CYCLES'. Setting it before can be overwritten when Cycles inits
# and reads the scene's saved properties (template may have device=CPU).
if gpu_type_found:
scene.cycles.device = 'GPU'
# Re-ensure preferences are set (engine activation may have reset them)
_activate_gpu()
print(f"[blender_render] Cycles GPU ({gpu_type_found}), samples={samples}", flush=True)
print(f"RENDER_DEVICE_USED: engine=CYCLES device=GPU compute_type={gpu_type_found}", flush=True)
else:
scene.cycles.device = 'CPU'
print(f"[blender_render] WARNING: GPU not found — falling back to CPU, samples={samples}", flush=True)
print("RENDER_DEVICE_USED: engine=CYCLES device=CPU compute_type=NONE (fallback)", flush=True)
import os as _os
if _os.environ.get("CYCLES_DEVICE", "auto").lower() == "gpu":
print("GPU_REQUIRED_BUT_CPU_USED: strict mode active (CYCLES_DEVICE=gpu)", flush=True)
sys.exit(2)
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)
# ── Colour management ─────────────────────────────────────────────────────────
# In template mode the .blend file owns its colour management (e.g. Filmic/
# AgX for HDR, custom exposure for Alpha-HDR output types). Overwriting it
# would destroy the look the template was designed for.
# In factory-settings mode (Mode A) force Standard to avoid the grey Filmic
# tint that Blender applies by default.
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 settings ───────────────────────────────────────────────────────────
scene.render.resolution_x = width
scene.render.resolution_y = height
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = 'PNG'
scene.render.filepath = output_path
scene.render.film_transparent = transparent_bg
# ── Render ────────────────────────────────────────────────────────────────────
# Final verification of render device settings
if scene.render.engine == 'CYCLES':
cprefs = bpy.context.preferences.addons['cycles'].preferences
print(f"[blender_render] VERIFY: engine={scene.render.engine}, "
f"cycles.device={scene.cycles.device}, "
f"compute_device_type={cprefs.compute_device_type}, "
f"gpu_devices={[(d.name, d.type, d.use) for d in cprefs.devices if d.type != 'CPU']}",
flush=True)
print(f"[blender_render] Rendering → {output_path} (Blender {bpy.app.version_string})", flush=True)
sys.stdout.flush()
bpy.ops.render.render(write_still=True)
print("[blender_render] render done.", flush=True)
print("[blender_render] Done.")