f22b963be9
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>
860 lines
36 KiB
Python
860 lines
36 KiB
Python
"""Blender Python script: cinematic product highlight render.
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4-segment camera animation (480 frames @ 24fps = 20s):
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Segment 1 (1-120): Establishing shot — slow orbit + push-in, 50mm
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Segment 2 (121-240): Detail sweep — low arc, telephoto 85mm, shallow DOF
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Segment 3 (241-360): Crane up — rising pull-back, wide 35mm
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Segment 4 (361-480): Hero close — final push-in, 65mm, smooth deceleration
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Usage (from Blender):
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blender --background --python cinematic_render.py -- \
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<glb_path> <frames_dir> <frame_count> <degrees> <width> <height> \
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<engine> <samples> <part_colors_json> \
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[template_path] [target_collection] [material_library_path] [material_map_json] \
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[part_names_ordered_json] [lighting_only] [cycles_device] [shadow_catcher] \
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[rotation_x] [rotation_y] [rotation_z] [turntable_axis] [bg_color] [transparent_bg]
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Named arguments (after --):
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--mesh-attributes <json>
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--usd-path <path>
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--focal-length <mm> (ignored — cinematic uses per-segment lenses)
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--sensor-width <mm>
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--material-override <name>
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--camera-orbit (always true for cinematic — camera moves, not model)
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"""
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import bpy
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import sys
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import os
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import json
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import math
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from mathutils import Vector, Matrix
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# ── Colour palette (matches turntable_render.py / blender_render.py) ─────────
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PALETTE_HEX = [
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"#4C9BE8", "#E85B4C", "#4CBE72", "#E8A84C", "#A04CE8",
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"#4CD4E8", "#E84CA8", "#7EC850", "#E86B30", "#5088C8",
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]
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def _srgb_to_linear(c: int) -> float:
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v = c / 255.0
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return v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
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def _hex_to_linear(hex_color: str) -> tuple:
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h = hex_color.lstrip('#')
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return (
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_srgb_to_linear(int(h[0:2], 16)),
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_srgb_to_linear(int(h[2:4], 16)),
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_srgb_to_linear(int(h[4:6], 16)),
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1.0,
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)
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PALETTE_LINEAR = [_hex_to_linear(h) for h in PALETTE_HEX]
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SMOOTH_ANGLE = 30 # degrees
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# ── Helper functions (copied from turntable_render.py) ───────────────────────
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def _ensure_collection(name: str):
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"""Return a collection by name, creating it if needed."""
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if name in bpy.data.collections:
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return bpy.data.collections[name]
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col = bpy.data.collections.new(name)
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bpy.context.scene.collection.children.link(col)
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return col
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def _assign_palette_material(part_obj, index):
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"""Assign a palette colour material to a mesh part."""
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color = PALETTE_LINEAR[index % len(PALETTE_LINEAR)]
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mat = bpy.data.materials.new(name=f"Part_{index}")
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mat.use_nodes = True
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bsdf = mat.node_tree.nodes.get("Principled BSDF")
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if bsdf:
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bsdf.inputs["Base Color"].default_value = color
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bsdf.inputs["Metallic"].default_value = 0.35
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bsdf.inputs["Roughness"].default_value = 0.40
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try:
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bsdf.inputs["Specular IOR Level"].default_value = 0.5
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except KeyError:
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pass
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part_obj.data.materials.clear()
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part_obj.data.materials.append(mat)
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def _apply_smooth(part_obj, angle_deg):
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"""Apply smooth or flat shading to a mesh object."""
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bpy.context.view_layer.objects.active = part_obj
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part_obj.select_set(True)
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if angle_deg > 0:
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try:
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bpy.ops.object.shade_smooth_by_angle(angle=math.radians(angle_deg))
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except AttributeError:
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bpy.ops.object.shade_smooth()
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part_obj.data.use_auto_smooth = True
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part_obj.data.auto_smooth_angle = math.radians(angle_deg)
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else:
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bpy.ops.object.shade_flat()
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import re as _re
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def _apply_rotation(parts, rx, ry, rz):
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"""Apply Euler XYZ rotation (degrees) to all parts by modifying matrix_world."""
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if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0):
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return
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from mathutils import Euler
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rot_mat = Euler((math.radians(rx), math.radians(ry), math.radians(rz)), 'XYZ').to_matrix().to_4x4()
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for p in parts:
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p.matrix_world = rot_mat @ p.matrix_world
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bpy.ops.object.select_all(action='DESELECT')
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for p in parts:
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p.select_set(True)
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bpy.context.view_layer.objects.active = parts[0]
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bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
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print(f"[cinematic_render] applied rotation ({rx}, {ry}, {rz}) to {len(parts)} parts")
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def _apply_mesh_attributes(objects: list, mesh_attributes: dict) -> None:
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"""Apply topology-based shading settings from OCC analysis."""
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if not mesh_attributes or mesh_attributes.get("error"):
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return
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curved_ratio = mesh_attributes.get("curved_ratio", 0.0)
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threshold_deg = mesh_attributes.get("sharp_angle_threshold_deg", 30.0)
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threshold_rad = threshold_deg * math.pi / 180.0
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for obj in objects:
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if obj.type != 'MESH':
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continue
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if curved_ratio > 0.3:
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for poly in obj.data.polygons:
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poly.use_smooth = True
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obj.data.use_auto_smooth = True
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obj.data.auto_smooth_angle = threshold_rad
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def _import_glb(glb_file):
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"""Import OCC-generated GLB into Blender.
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Returns list of Blender mesh objects, centred at world origin.
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"""
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.import_scene.gltf(filepath=glb_file)
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parts = [o for o in bpy.context.selected_objects if o.type == 'MESH']
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if not parts:
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print(f"ERROR: No mesh objects imported from {glb_file}")
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sys.exit(1)
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print(f"[cinematic_render] imported {len(parts)} part(s) from GLB: "
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f"{[p.name for p in parts[:5]]}")
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# Centre combined bbox at world origin
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all_corners = []
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for p in parts:
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all_corners.extend(p.matrix_world @ Vector(c) for c in p.bound_box)
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if all_corners:
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mins = Vector((min(v.x for v in all_corners),
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min(v.y for v in all_corners),
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min(v.z for v in all_corners)))
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maxs = Vector((max(v.x for v in all_corners),
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max(v.y for v in all_corners),
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max(v.z for v in all_corners)))
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center = (mins + maxs) * 0.5
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all_imported = list(bpy.context.selected_objects)
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root_objects = [o for o in all_imported if o.parent is None]
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for obj in root_objects:
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obj.location -= center
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return parts
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def _resolve_part_name(index, part_obj, part_names_ordered):
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"""Get the STEP part name for a Blender part by index."""
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base_name = _re.sub(r'\.\d{3}$', '', part_obj.name)
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if part_names_ordered and index < len(part_names_ordered):
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return part_names_ordered[index]
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return base_name
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def _apply_material_library(parts, mat_lib_path, mat_map, part_names_ordered=None):
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"""Append materials from library .blend and assign to parts via material_map."""
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if not mat_lib_path or not os.path.isfile(mat_lib_path):
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print(f"[cinematic_render] material library not found: {mat_lib_path}")
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return
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needed = set(mat_map.values())
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if not needed:
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return
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appended = {}
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for mat_name in needed:
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inner_path = f"{mat_lib_path}/Material/{mat_name}"
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try:
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bpy.ops.wm.append(
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filepath=inner_path,
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directory=f"{mat_lib_path}/Material/",
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filename=mat_name,
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link=False,
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)
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if mat_name in bpy.data.materials:
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appended[mat_name] = bpy.data.materials[mat_name]
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print(f"[cinematic_render] appended material: {mat_name}")
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else:
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print(f"[cinematic_render] WARNING: material '{mat_name}' not found after append")
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except Exception as exc:
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print(f"[cinematic_render] WARNING: failed to append material '{mat_name}': {exc}")
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if not appended:
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return
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assigned_count = 0
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for i, part in enumerate(parts):
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base_name = _re.sub(r'\.\d{3}$', '', part.name)
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_prev = None
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while _prev != base_name:
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_prev = base_name
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base_name = _re.sub(r'_AF\d+$', '', base_name, flags=_re.IGNORECASE)
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part_key = base_name.lower().strip()
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mat_name = mat_map.get(part_key)
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if not mat_name:
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for key, val in sorted(mat_map.items(), key=lambda x: len(x[0]), reverse=True):
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if len(key) >= 5 and len(part_key) >= 5 and (
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part_key.startswith(key) or key.startswith(part_key)
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):
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mat_name = val
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break
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if not mat_name and part_names_ordered and i < len(part_names_ordered):
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step_name = part_names_ordered[i]
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step_key = step_name.lower().strip()
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mat_name = mat_map.get(step_key)
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if not mat_name:
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_p2 = None
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while _p2 != step_key:
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_p2 = step_key
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step_key = _re.sub(r'_af\d+$', '', step_key)
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mat_name = mat_map.get(step_key)
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if mat_name and mat_name in appended:
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part.data.materials.clear()
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part.data.materials.append(appended[mat_name])
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assigned_count += 1
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print(f"[cinematic_render] assigned '{mat_name}' to part '{part.name}'")
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print(f"[cinematic_render] material assignment: {assigned_count}/{len(parts)} parts matched")
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# ── Cinematic camera animation ───────────────────────────────────────────────
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TOTAL_FRAMES = 480
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SEGMENT_LENGTH = 120 # frames per segment
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# Segment definitions: (start_azimuth_offset, end_azimuth_offset,
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# start_elevation, end_elevation,
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# start_dist_factor, end_dist_factor,
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# start_lens, end_lens,
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# use_dof)
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SEGMENTS = [
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# Segment 1: Establishing shot — orbit 45deg, push in, 50mm
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{
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"az_start": 0.0, "az_end": 45.0,
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"el_start": 25.0, "el_end": 25.0,
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"dist_start": 3.0, "dist_end": 2.5,
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"lens_start": 50.0, "lens_end": 50.0,
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"dof": False,
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},
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# Segment 2: Detail sweep — arc 45deg low, telephoto, shallow DOF
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{
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"az_start": 45.0, "az_end": 90.0,
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"el_start": 10.0, "el_end": 15.0,
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"dist_start": 1.8, "dist_end": 1.5,
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"lens_start": 85.0, "lens_end": 85.0,
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"dof": True,
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},
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# Segment 3: Crane up — rise + orbit 30deg, wide pull-back
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{
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"az_start": 90.0, "az_end": 120.0,
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"el_start": 30.0, "el_end": 60.0,
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"dist_start": 2.0, "dist_end": 3.5,
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"lens_start": 35.0, "lens_end": 35.0,
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"dof": False,
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},
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# Segment 4: Hero close — push in, settle down
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{
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"az_start": 120.0, "az_end": 120.0,
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"el_start": 35.0, "el_end": 25.0,
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"dist_start": 3.0, "dist_end": 2.2,
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"lens_start": 65.0, "lens_end": 65.0,
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"dof": False,
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},
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]
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def _ease_in_out(t: float) -> float:
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"""Cubic ease in-out, t in [0, 1]."""
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if t < 0.5:
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return 4.0 * t * t * t
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else:
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return 1.0 - (-2.0 * t + 2.0) ** 3 / 2.0
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def _lerp(a: float, b: float, t: float) -> float:
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"""Linear interpolation."""
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return a + (b - a) * t
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def _spherical_to_xyz(azimuth_deg: float, elevation_deg: float,
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distance: float, center: Vector) -> Vector:
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"""Convert spherical coordinates to Cartesian position."""
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az = math.radians(azimuth_deg)
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el = math.radians(elevation_deg)
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x = center.x + distance * math.cos(el) * math.cos(az)
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y = center.y + distance * math.cos(el) * math.sin(az)
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z = center.z + distance * math.sin(el)
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return Vector((x, y, z))
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def _get_segment_params(frame: int, bsphere_radius: float):
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"""Compute camera parameters for a given frame.
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Returns (azimuth_deg, elevation_deg, distance, lens_mm, use_dof).
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"""
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# Determine which segment (0-3) and local t (0-1)
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seg_index = min((frame - 1) // SEGMENT_LENGTH, len(SEGMENTS) - 1)
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local_frame = (frame - 1) - seg_index * SEGMENT_LENGTH
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raw_t = local_frame / max(SEGMENT_LENGTH - 1, 1)
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# Apply easing: smooth start for segment 1, smooth stop for segment 4,
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# ease-in-out for segments 2 and 3
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if seg_index == 0:
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# Smooth start: ease-out (decelerate into motion)
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t = _ease_in_out(raw_t)
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elif seg_index == 3:
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# Smooth stop: ease-in-out with emphasis on deceleration
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t = _ease_in_out(raw_t)
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else:
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t = _ease_in_out(raw_t)
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seg = SEGMENTS[seg_index]
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azimuth = _lerp(seg["az_start"], seg["az_end"], t)
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elevation = _lerp(seg["el_start"], seg["el_end"], t)
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dist_factor = _lerp(seg["dist_start"], seg["dist_end"], t)
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distance = dist_factor * bsphere_radius
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lens = _lerp(seg["lens_start"], seg["lens_end"], t)
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use_dof = seg["dof"]
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return azimuth, elevation, distance, lens, use_dof
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def _setup_cinematic_camera(parts, bbox_center, bsphere_radius, total_frames):
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"""Create camera and keyframe the cinematic 4-segment animation.
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Returns the camera object.
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"""
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# Starting azimuth: offset so segment 1 starts from a good angle (40deg)
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base_azimuth = 40.0
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# Create camera
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start_az, start_el, start_dist, start_lens, _ = _get_segment_params(1, bsphere_radius)
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start_pos = _spherical_to_xyz(base_azimuth + start_az, start_el, start_dist, bbox_center)
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bpy.ops.object.camera_add(location=start_pos)
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cam_obj = bpy.context.active_object
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bpy.context.scene.camera = cam_obj
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cam_obj.data.lens = start_lens
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cam_obj.data.clip_start = max(bsphere_radius * 0.001, 0.0001)
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cam_obj.data.clip_end = bsphere_radius * 20.0
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# Set sensor width
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cam_obj.data.sensor_width = 36.0
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# DOF defaults (will be toggled per-segment)
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cam_obj.data.dof.use_dof = False
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cam_obj.data.dof.focus_distance = bsphere_radius * 2.0
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cam_obj.data.dof.aperture_fstop = bsphere_radius * 8.0
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print(f"[cinematic_render] animating {total_frames} frames, bsphere_radius={bsphere_radius:.4f}")
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# Keyframe every frame for smooth cinematic motion
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for frame in range(1, total_frames + 1):
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bpy.context.scene.frame_set(frame)
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azimuth, elevation, distance, lens, use_dof = _get_segment_params(frame, bsphere_radius)
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azimuth += base_azimuth # offset from base viewing angle
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# Camera position from spherical coordinates
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position = _spherical_to_xyz(azimuth, elevation, distance, bbox_center)
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cam_obj.location = position
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cam_obj.keyframe_insert(data_path="location", frame=frame)
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# Point camera at center using track quaternion
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direction = bbox_center - cam_obj.location
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rot = direction.to_track_quat('-Z', 'Y')
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cam_obj.rotation_euler = rot.to_euler()
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cam_obj.keyframe_insert(data_path="rotation_euler", frame=frame)
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# Focal length animation
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cam_obj.data.lens = lens
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cam_obj.data.keyframe_insert(data_path="lens", frame=frame)
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# DOF animation
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cam_obj.data.dof.use_dof = use_dof
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cam_obj.data.dof.keyframe_insert(data_path="use_dof", frame=frame)
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if use_dof:
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cam_obj.data.dof.focus_distance = direction.length
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cam_obj.data.dof.aperture_fstop = bsphere_radius * 8.0
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cam_obj.data.dof.keyframe_insert(data_path="focus_distance", frame=frame)
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cam_obj.data.dof.keyframe_insert(data_path="aperture_fstop", frame=frame)
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print(f"[cinematic_render] camera keyframed: {total_frames} frames across 4 segments")
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return cam_obj
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# ── Main ─────────────────────────────────────────────────────────────────────
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def main():
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argv = sys.argv
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# Everything after "--" is our args
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args = argv[argv.index("--") + 1:]
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glb_path = args[0]
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frames_dir = args[1]
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frame_count = int(args[2])
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degrees = int(args[3]) # kept for arg compatibility, not used in cinematic
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width = int(args[4])
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height = int(args[5])
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engine = args[6]
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samples = int(args[7])
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|
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()
|