Files
HartOMat/render-worker/scripts/cinematic_render.py
T
Hartmut f22b963be9 feat: cinematic highlight render — 20s procedural camera animation
New render type: 4-segment cinematic camera animation (480 frames @ 24fps)
for professional product highlight videos.

Camera sequence:
1. Establishing (5s): slow 45° orbit + push-in, 50mm lens
2. Detail sweep (5s): low-angle close arc, 85mm telephoto, shallow DOF
3. Crane up (5s): rising 30°→60°, 35mm wide reveal, pull-back
4. Hero close (5s): push-in to beauty angle, 65mm, smooth ease-out

Technical:
- cinematic_render.py: procedural camera from bounding sphere, cubic easing,
  per-frame keyframes (location, rotation, focal length, DOF)
- render_cinematic_to_file(): service function (same pattern as turntable)
- Pipeline routing: render_settings.cinematic flag → cinematic path
- Depth of field enabled (f-stop scales with product size)
- use_persistent_data for BVH caching between frames
- Same material/template/USD pipeline as turntable

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-03-15 21:25:56 +01:00

860 lines
36 KiB
Python

"""Blender Python script: cinematic product highlight render.
4-segment camera animation (480 frames @ 24fps = 20s):
Segment 1 (1-120): Establishing shot — slow orbit + push-in, 50mm
Segment 2 (121-240): Detail sweep — low arc, telephoto 85mm, shallow DOF
Segment 3 (241-360): Crane up — rising pull-back, wide 35mm
Segment 4 (361-480): Hero close — final push-in, 65mm, smooth deceleration
Usage (from Blender):
blender --background --python cinematic_render.py -- \
<glb_path> <frames_dir> <frame_count> <degrees> <width> <height> \
<engine> <samples> <part_colors_json> \
[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]
Named arguments (after --):
--mesh-attributes <json>
--usd-path <path>
--focal-length <mm> (ignored — cinematic uses per-segment lenses)
--sensor-width <mm>
--material-override <name>
--camera-orbit (always true for cinematic — camera moves, not model)
"""
import bpy
import sys
import os
import json
import math
from mathutils import Vector, Matrix
# ── Colour palette (matches turntable_render.py / blender_render.py) ─────────
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 (copied from turntable_render.py) ───────────────────────
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 _apply_rotation(parts, rx, ry, rz):
"""Apply Euler XYZ rotation (degrees) to all parts by modifying matrix_world."""
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"[cinematic_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."""
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
if curved_ratio > 0.3:
for poly in obj.data.polygons:
poly.use_smooth = True
obj.data.use_auto_smooth = True
obj.data.auto_smooth_angle = threshold_rad
def _import_glb(glb_file):
"""Import OCC-generated GLB into Blender.
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"[cinematic_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
all_imported = list(bpy.context.selected_objects)
root_objects = [o for o in all_imported if o.parent is None]
for obj in root_objects:
obj.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."""
base_name = _re.sub(r'\.\d{3}$', '', part_obj.name)
if part_names_ordered and index < len(part_names_ordered):
return part_names_ordered[index]
return base_name
def _apply_material_library(parts, mat_lib_path, mat_map, part_names_ordered=None):
"""Append materials from library .blend and assign to parts via material_map."""
if not mat_lib_path or not os.path.isfile(mat_lib_path):
print(f"[cinematic_render] material library not found: {mat_lib_path}")
return
needed = set(mat_map.values())
if not needed:
return
appended = {}
for mat_name in needed:
inner_path = f"{mat_lib_path}/Material/{mat_name}"
try:
bpy.ops.wm.append(
filepath=inner_path,
directory=f"{mat_lib_path}/Material/",
filename=mat_name,
link=False,
)
if mat_name in bpy.data.materials:
appended[mat_name] = bpy.data.materials[mat_name]
print(f"[cinematic_render] appended material: {mat_name}")
else:
print(f"[cinematic_render] WARNING: material '{mat_name}' not found after append")
except Exception as exc:
print(f"[cinematic_render] WARNING: failed to append material '{mat_name}': {exc}")
if not appended:
return
assigned_count = 0
for i, part in enumerate(parts):
base_name = _re.sub(r'\.\d{3}$', '', part.name)
_prev = None
while _prev != base_name:
_prev = base_name
base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE)
part_key = base_name.lower().strip()
mat_name = mat_map.get(part_key)
if not mat_name:
for key, val in sorted(mat_map.items(), key=lambda x: len(x[0]), reverse=True):
if len(key) >= 5 and len(part_key) >= 5 and (
part_key.startswith(key) or key.startswith(part_key)
):
mat_name = val
break
if not mat_name and part_names_ordered and i < len(part_names_ordered):
step_name = part_names_ordered[i]
step_key = step_name.lower().strip()
mat_name = mat_map.get(step_key)
if not mat_name:
_p2 = None
while _p2 != step_key:
_p2 = step_key
step_key = _re.sub(r'_af\d+$', '', 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"[cinematic_render] assigned '{mat_name}' to part '{part.name}'")
print(f"[cinematic_render] material assignment: {assigned_count}/{len(parts)} parts matched")
# ── Cinematic camera animation ───────────────────────────────────────────────
TOTAL_FRAMES = 480
SEGMENT_LENGTH = 120 # frames per segment
# Segment definitions: (start_azimuth_offset, end_azimuth_offset,
# start_elevation, end_elevation,
# start_dist_factor, end_dist_factor,
# start_lens, end_lens,
# use_dof)
SEGMENTS = [
# Segment 1: Establishing shot — orbit 45deg, push in, 50mm
{
"az_start": 0.0, "az_end": 45.0,
"el_start": 25.0, "el_end": 25.0,
"dist_start": 3.0, "dist_end": 2.5,
"lens_start": 50.0, "lens_end": 50.0,
"dof": False,
},
# Segment 2: Detail sweep — arc 45deg low, telephoto, shallow DOF
{
"az_start": 45.0, "az_end": 90.0,
"el_start": 10.0, "el_end": 15.0,
"dist_start": 1.8, "dist_end": 1.5,
"lens_start": 85.0, "lens_end": 85.0,
"dof": True,
},
# Segment 3: Crane up — rise + orbit 30deg, wide pull-back
{
"az_start": 90.0, "az_end": 120.0,
"el_start": 30.0, "el_end": 60.0,
"dist_start": 2.0, "dist_end": 3.5,
"lens_start": 35.0, "lens_end": 35.0,
"dof": False,
},
# Segment 4: Hero close — push in, settle down
{
"az_start": 120.0, "az_end": 120.0,
"el_start": 35.0, "el_end": 25.0,
"dist_start": 3.0, "dist_end": 2.2,
"lens_start": 65.0, "lens_end": 65.0,
"dof": False,
},
]
def _ease_in_out(t: float) -> float:
"""Cubic ease in-out, t in [0, 1]."""
if t < 0.5:
return 4.0 * t * t * t
else:
return 1.0 - (-2.0 * t + 2.0) ** 3 / 2.0
def _lerp(a: float, b: float, t: float) -> float:
"""Linear interpolation."""
return a + (b - a) * t
def _spherical_to_xyz(azimuth_deg: float, elevation_deg: float,
distance: float, center: Vector) -> Vector:
"""Convert spherical coordinates to Cartesian position."""
az = math.radians(azimuth_deg)
el = math.radians(elevation_deg)
x = center.x + distance * math.cos(el) * math.cos(az)
y = center.y + distance * math.cos(el) * math.sin(az)
z = center.z + distance * math.sin(el)
return Vector((x, y, z))
def _get_segment_params(frame: int, bsphere_radius: float):
"""Compute camera parameters for a given frame.
Returns (azimuth_deg, elevation_deg, distance, lens_mm, use_dof).
"""
# Determine which segment (0-3) and local t (0-1)
seg_index = min((frame - 1) // SEGMENT_LENGTH, len(SEGMENTS) - 1)
local_frame = (frame - 1) - seg_index * SEGMENT_LENGTH
raw_t = local_frame / max(SEGMENT_LENGTH - 1, 1)
# Apply easing: smooth start for segment 1, smooth stop for segment 4,
# ease-in-out for segments 2 and 3
if seg_index == 0:
# Smooth start: ease-out (decelerate into motion)
t = _ease_in_out(raw_t)
elif seg_index == 3:
# Smooth stop: ease-in-out with emphasis on deceleration
t = _ease_in_out(raw_t)
else:
t = _ease_in_out(raw_t)
seg = SEGMENTS[seg_index]
azimuth = _lerp(seg["az_start"], seg["az_end"], t)
elevation = _lerp(seg["el_start"], seg["el_end"], t)
dist_factor = _lerp(seg["dist_start"], seg["dist_end"], t)
distance = dist_factor * bsphere_radius
lens = _lerp(seg["lens_start"], seg["lens_end"], t)
use_dof = seg["dof"]
return azimuth, elevation, distance, lens, use_dof
def _setup_cinematic_camera(parts, bbox_center, bsphere_radius, total_frames):
"""Create camera and keyframe the cinematic 4-segment animation.
Returns the camera object.
"""
# Starting azimuth: offset so segment 1 starts from a good angle (40deg)
base_azimuth = 40.0
# Create camera
start_az, start_el, start_dist, start_lens, _ = _get_segment_params(1, bsphere_radius)
start_pos = _spherical_to_xyz(base_azimuth + start_az, start_el, start_dist, bbox_center)
bpy.ops.object.camera_add(location=start_pos)
cam_obj = bpy.context.active_object
bpy.context.scene.camera = cam_obj
cam_obj.data.lens = start_lens
cam_obj.data.clip_start = max(bsphere_radius * 0.001, 0.0001)
cam_obj.data.clip_end = bsphere_radius * 20.0
# Set sensor width
cam_obj.data.sensor_width = 36.0
# DOF defaults (will be toggled per-segment)
cam_obj.data.dof.use_dof = False
cam_obj.data.dof.focus_distance = bsphere_radius * 2.0
cam_obj.data.dof.aperture_fstop = bsphere_radius * 8.0
print(f"[cinematic_render] animating {total_frames} frames, bsphere_radius={bsphere_radius:.4f}")
# Keyframe every frame for smooth cinematic motion
for frame in range(1, total_frames + 1):
bpy.context.scene.frame_set(frame)
azimuth, elevation, distance, lens, use_dof = _get_segment_params(frame, bsphere_radius)
azimuth += base_azimuth # offset from base viewing angle
# Camera position from spherical coordinates
position = _spherical_to_xyz(azimuth, elevation, distance, bbox_center)
cam_obj.location = position
cam_obj.keyframe_insert(data_path="location", frame=frame)
# Point camera at center using track quaternion
direction = bbox_center - cam_obj.location
rot = direction.to_track_quat('-Z', 'Y')
cam_obj.rotation_euler = rot.to_euler()
cam_obj.keyframe_insert(data_path="rotation_euler", frame=frame)
# Focal length animation
cam_obj.data.lens = lens
cam_obj.data.keyframe_insert(data_path="lens", frame=frame)
# DOF animation
cam_obj.data.dof.use_dof = use_dof
cam_obj.data.dof.keyframe_insert(data_path="use_dof", frame=frame)
if use_dof:
cam_obj.data.dof.focus_distance = direction.length
cam_obj.data.dof.aperture_fstop = bsphere_radius * 8.0
cam_obj.data.dof.keyframe_insert(data_path="focus_distance", frame=frame)
cam_obj.data.dof.keyframe_insert(data_path="aperture_fstop", frame=frame)
print(f"[cinematic_render] camera keyframed: {total_frames} frames across 4 segments")
return cam_obj
# ── Main ─────────────────────────────────────────────────────────────────────
def main():
argv = sys.argv
# Everything after "--" is our args
args = argv[argv.index("--") + 1:]
glb_path = args[0]
frames_dir = args[1]
frame_count = int(args[2])
degrees = int(args[3]) # kept for arg compatibility, not used in cinematic
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 + material library args (same positional layout as turntable_render.py)
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" # unused in cinematic
bg_color = args[21] if len(args) > 21 else ""
transparent_bg = args[22] == "1" if len(args) > 22 else False
# 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
# Named argument: --usd-path <path>
usd_path = ""
if "--usd-path" in argv:
_usd_idx = argv.index("--usd-path")
usd_path = argv[_usd_idx + 1] if _usd_idx + 1 < len(argv) else ""
# Named argument: --sensor-width <mm>
_sensor_width = None
if "--sensor-width" in argv:
_idx = argv.index("--sensor-width")
_sensor_width = float(argv[_idx + 1]) if _idx + 1 < len(argv) else None
# Named argument: --material-override <material_name>
_material_override = None
if "--material-override" in argv:
_idx = argv.index("--material-override")
_material_override = argv[_idx + 1] if _idx + 1 < len(argv) else None
# Cinematic always uses camera orbit (camera moves, model stays)
camera_orbit = True
# Override frame count to cinematic default if not explicitly set differently
if frame_count <= 0:
frame_count = TOTAL_FRAMES
# Ensure scripts dir is on path for shared module imports
_scripts_dir = os.path.dirname(os.path.abspath(__file__))
if _scripts_dir not in sys.path:
sys.path.insert(0, _scripts_dir)
# Pre-load USD import helper
_import_usd_file = None
if usd_path:
from import_usd import import_usd_file as _import_usd_file # type: ignore[assignment]
# Shared material helpers (handle USD stub collisions correctly)
from _blender_materials import (
apply_material_library_direct as _apply_material_library_direct,
apply_material_library as _apply_material_library_shared,
build_mat_map_lower as _build_mat_map_lower,
assign_failed_material as _assign_failed_material,
)
os.makedirs(frames_dir, 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 template_path and not os.path.isfile(template_path):
print(f"[cinematic_render] ERROR: template_path was provided but file not found: {template_path}")
print("[cinematic_render] Ensure the blend-templates directory is accessible on this worker.")
sys.exit(1)
use_template = bool(template_path)
print(f"[cinematic_render] engine={engine}, samples={samples}, size={width}x{height}, "
f"frames={frame_count}")
print(f"[cinematic_render] part_names_ordered: {len(part_names_ordered)} entries")
if use_template:
print(f"[cinematic_render] template={template_path}, collection={target_collection}, lighting_only={lighting_only}")
else:
print("[cinematic_render] no template -- using factory settings (Mode A)")
if material_library_path:
print(f"[cinematic_render] material_library={material_library_path}, material_map keys={list(material_map.keys())}")
# ── SCENE SETUP ──────────────────────────────────────────────────────────
_usd_mat_lookup: dict = {}
if use_template:
# ── MODE B: Template-based render ────────────────────────────────────
print(f"[cinematic_render] Opening template: {template_path}")
bpy.ops.wm.open_mainfile(filepath=template_path)
target_col = _ensure_collection(target_collection)
if usd_path and _import_usd_file:
parts, _usd_mat_lookup = _import_usd_file(usd_path)
else:
parts = _import_glb(glb_path)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
_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
for part in parts:
_apply_smooth(part, SMOOTH_ANGLE)
# Apply material override if set
if _material_override:
print(f"[cinematic_render] material_override active: all parts -> {_material_override}", flush=True)
if _usd_mat_lookup:
_usd_mat_lookup = {k: _material_override for k in _usd_mat_lookup}
if material_map:
material_map = {k: _material_override for k in material_map}
# Material assignment: USD primvar path first, then name-matching fallback
if material_library_path and _usd_mat_lookup:
_apply_material_library_direct(parts, material_library_path, _usd_mat_lookup)
if material_map:
_unassigned = [p for p in parts if not p.data.materials or
(len(p.data.materials) == 1 and p.data.materials[0] and
p.data.materials[0].name == "SCHAEFFLER_059999_FailedMaterial")]
if _unassigned:
print(f"[cinematic_render] {len(_unassigned)} parts without USD primvar -- "
f"falling back to name-matching", flush=True)
_apply_material_library_shared(
_unassigned, material_library_path,
_build_mat_map_lower(material_map), part_names_ordered,
)
elif material_library_path and material_map:
_apply_material_library_shared(
parts, material_library_path,
_build_mat_map_lower(material_map), part_names_ordered,
)
# Palette fallback for any parts still without materials
for i, part in enumerate(parts):
if not part.data.materials or len(part.data.materials) == 0:
_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"[cinematic_render] shadow catcher enabled, plane Z={sc_obj.location.z:.4f}")
else:
print(f"[cinematic_render] WARNING: shadow catcher object '{sc_obj_name}' not found in template")
print(f"[cinematic_render] template mode: {len(parts)} parts imported into collection '{target_collection}'")
else:
# ── MODE A: Factory settings ─────────────────────────────────────────
bpy.ops.wm.read_factory_settings(use_empty=True)
if usd_path and _import_usd_file:
parts, _usd_mat_lookup = _import_usd_file(usd_path)
else:
parts = _import_glb(glb_path)
_apply_rotation(parts, rotation_x, rotation_y, rotation_z)
_apply_mesh_attributes(parts, _mesh_attrs)
for i, part in enumerate(parts):
_apply_smooth(part, SMOOTH_ANGLE)
# Apply material override if set
if _material_override:
print(f"[cinematic_render] material_override active (Mode A): all parts -> {_material_override}", flush=True)
if _usd_mat_lookup:
_usd_mat_lookup = {k: _material_override for k in _usd_mat_lookup}
if material_map:
material_map = {k: _material_override for k in material_map}
# Material assignment: USD primvar path first, then name-matching fallback
if material_library_path and _usd_mat_lookup:
_apply_material_library_direct(parts, material_library_path, _usd_mat_lookup)
if material_map:
_unassigned = [p for p in parts if not p.data.materials or
(len(p.data.materials) == 1 and p.data.materials[0] and
p.data.materials[0].name == "SCHAEFFLER_059999_FailedMaterial")]
if _unassigned:
_apply_material_library_shared(
_unassigned, material_library_path,
_build_mat_map_lower(material_map), part_names_ordered,
)
elif material_library_path and material_map:
_apply_material_library_shared(
parts, material_library_path,
_build_mat_map_lower(material_map), part_names_ordered,
)
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)
# Palette fallback for any parts still without materials
for i, part in enumerate(parts):
if not part.data.materials or len(part.data.materials) == 0:
_assign_palette_material(part, i)
# ── 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"[cinematic_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) ────────────────────────
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)
# World background
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
# ── Cinematic camera animation ───────────────────────────────────────────
# Remove any existing template camera — cinematic always creates its own
if bpy.context.scene.camera:
old_cam = bpy.context.scene.camera
bpy.data.objects.remove(old_cam, do_unlink=True)
scene = bpy.context.scene
scene.frame_start = 1
scene.frame_end = frame_count
camera = _setup_cinematic_camera(parts, bbox_center, bsphere_radius, frame_count)
# ── Colour management ────────────────────────────────────────────────────
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"[cinematic_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("[cinematic_render] 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 = 'OPENIMAGEDENOISE'
print(f"[cinematic_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"[cinematic_render] Cycles GPU ({device_type})")
break
except Exception:
continue
except Exception:
pass
if gpu_found:
print(f"RENDER_DEVICE_USED: engine=CYCLES device=GPU compute_type={device_type}", flush=True)
else:
scene.cycles.device = 'CPU'
print("[cinematic_render] WARNING: GPU not found -- falling back to CPU")
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)
# ── Render settings ──────────────────────────────────────────────────────
scene.render.resolution_x = width
scene.render.resolution_y = height
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = 'PNG'
# ── Transparent background ───────────────────────────────────────────────
if bg_color or transparent_bg:
scene.render.film_transparent = True
if bg_color:
print(f"[cinematic_render] film_transparent=True for FFmpeg bg_color compositing ({bg_color})")
else:
print("[cinematic_render] transparent_bg enabled (alpha PNG frames)")
# ── Persistent data (Cycles BVH caching between frames) ──────────────────
scene.render.use_persistent_data = True
print("[cinematic_render] persistent_data enabled -- BVH cached between frames", flush=True)
# ── Render all frames ────────────────────────────────────────────────────
import time as _time
_render_start = _time.time()
for frame in range(1, frame_count + 1):
scene.frame_set(frame)
scene.render.filepath = os.path.join(frames_dir, f"frame_{frame:04d}")
bpy.ops.render.render(write_still=True)
elapsed = _time.time() - _render_start
fps_so_far = frame / elapsed
print(f"[cinematic_render] Frame {frame}/{frame_count} -- {elapsed:.1f}s elapsed ({fps_so_far:.2f} fps)")
total = _time.time() - _render_start
print(f"[cinematic_render] Cinematic render complete: {frame_count} frames in {total:.1f}s ({frame_count/total:.2f} fps avg)")
if __name__ == "__main__":
main()