in point_e/evals/scripts/blender_script.py [0:0]
def render_scene(output_path, fast_mode: bool):
use_workbench = bpy.context.scene.render.engine == "BLENDER_WORKBENCH"
if use_workbench:
# We must use a different engine to compute depth maps.
bpy.context.scene.render.engine = "BLENDER_EEVEE"
bpy.context.scene.eevee.taa_render_samples = 1 # faster, since we discard image.
if fast_mode:
if bpy.context.scene.render.engine == "BLENDER_EEVEE":
bpy.context.scene.eevee.taa_render_samples = 1
elif bpy.context.scene.render.engine == "CYCLES":
bpy.context.scene.cycles.samples = 256
else:
if bpy.context.scene.render.engine == "CYCLES":
# We should still impose a per-frame time limit
# so that we don't timeout completely.
bpy.context.scene.cycles.time_limit = 40
bpy.context.view_layer.update()
bpy.context.scene.use_nodes = True
bpy.context.scene.view_layers["ViewLayer"].use_pass_z = True
bpy.context.scene.view_settings.view_transform = "Raw" # sRGB done in graph nodes
bpy.context.scene.render.film_transparent = True
bpy.context.scene.render.resolution_x = 512
bpy.context.scene.render.resolution_y = 512
bpy.context.scene.render.image_settings.file_format = "PNG"
bpy.context.scene.render.image_settings.color_mode = "BW"
bpy.context.scene.render.image_settings.color_depth = "16"
bpy.context.scene.render.filepath = output_path
setup_nodes(output_path)
bpy.ops.render.render(write_still=True)
# The output images must be moved from their own sub-directories, or
# discarded if we are using workbench for the color.
for channel_name in ["r", "g", "b", "a", "depth"]:
sub_dir = f"{output_path}_{channel_name}"
image_path = os.path.join(sub_dir, os.listdir(sub_dir)[0])
name, ext = os.path.splitext(output_path)
if channel_name == "depth" or not use_workbench:
os.rename(image_path, f"{name}_{channel_name}{ext}")
else:
os.remove(image_path)
os.removedirs(sub_dir)
if use_workbench:
# Re-render RGBA using workbench with texture mode, since this seems
# to show the most reasonable colors when lighting is broken.
bpy.context.scene.use_nodes = False
bpy.context.scene.render.engine = "BLENDER_WORKBENCH"
bpy.context.scene.render.image_settings.color_mode = "RGBA"
bpy.context.scene.render.image_settings.color_depth = "8"
bpy.context.scene.display.shading.color_type = "TEXTURE"
bpy.context.scene.display.shading.light = "FLAT"
if fast_mode:
# Single pass anti-aliasing.
bpy.context.scene.display.render_aa = "FXAA"
os.remove(output_path)
bpy.ops.render.render(write_still=True)
bpy.context.scene.render.image_settings.color_mode = "BW"
bpy.context.scene.render.image_settings.color_depth = "16"