Add dataset building scripts
Browse files- .gitattributes +6 -0
- scripts/assemble_render.py +37 -0
- scripts/hdri/DayEnvironmentHDRI015_8K-HDR.exr +3 -0
- scripts/hdri/DaySkyHDRI037B_8K-HDR.exr +3 -0
- scripts/hdri/IndoorEnvironmentHDRI003_8K-HDR.exr +3 -0
- scripts/hdri/IndoorEnvironmentHDRI005_8K-HDR.exr +3 -0
- scripts/hdri/studio_small_02_4k.exr +3 -0
- scripts/make_crops.py +107 -0
- scripts/render_ambient.blend +3 -0
- scripts/render_ambient.py +117 -0
.gitattributes
CHANGED
@@ -55,3 +55,9 @@ saved_model/**/* filter=lfs diff=lfs merge=lfs -text
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*.webp filter=lfs diff=lfs merge=lfs -text
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maps/train/Wood.z01 filter=lfs diff=lfs merge=lfs -text
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maps/train/Ground.z01 filter=lfs diff=lfs merge=lfs -text
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*.webp filter=lfs diff=lfs merge=lfs -text
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maps/train/Wood.z01 filter=lfs diff=lfs merge=lfs -text
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maps/train/Ground.z01 filter=lfs diff=lfs merge=lfs -text
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scripts/hdri/DayEnvironmentHDRI015_8K-HDR.exr filter=lfs diff=lfs merge=lfs -text
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scripts/hdri/DaySkyHDRI037B_8K-HDR.exr filter=lfs diff=lfs merge=lfs -text
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scripts/hdri/IndoorEnvironmentHDRI003_8K-HDR.exr filter=lfs diff=lfs merge=lfs -text
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scripts/hdri/IndoorEnvironmentHDRI005_8K-HDR.exr filter=lfs diff=lfs merge=lfs -text
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scripts/hdri/studio_small_02_4k.exr filter=lfs diff=lfs merge=lfs -text
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scripts/render_ambient.blend filter=lfs diff=lfs merge=lfs -text
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scripts/assemble_render.py
ADDED
@@ -0,0 +1,37 @@
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import argparse
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from pathlib import Path
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import torchvision.transforms.functional as TF
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from PIL import Image
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from tqdm import tqdm
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if __name__ == "__main__":
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# Create argument parser
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parser = argparse.ArgumentParser(description="Assemble renders.")
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parser.add_argument("--source_dir", required=True, help="Directory where the dataset is stored.")
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args = parser.parse_args()
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source_dir = Path(args.source_dir)
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# Find all materials
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for render_dir in tqdm([x for x in source_dir.glob("**/renders/")]):
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passes_dir = render_dir/"passes"
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num_renders = len(list(passes_dir.glob("*diffuse.png")))
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for i in range(num_renders):
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diff_path = passes_dir/f"render_{i:02d}_diffuse.png"
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glossy_path = passes_dir/f"render_{i:02d}_glossy.png"
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full_path = render_dir/f"render_{i:02d}.png"
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diffuse = TF.to_tensor(Image.open(diff_path))
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glossy = TF.to_tensor(Image.open(glossy_path))
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diffuse = TF.adjust_gamma(diffuse, 2.2)
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glossy = TF.adjust_gamma(glossy, 2.2)
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render = diffuse + glossy
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render = TF.adjust_gamma(render, 1/2.2)
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render = TF.to_pil_image(render)
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render.save(full_path)
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scripts/hdri/DayEnvironmentHDRI015_8K-HDR.exr
ADDED
Git LFS Details
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scripts/hdri/DaySkyHDRI037B_8K-HDR.exr
ADDED
Git LFS Details
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scripts/hdri/IndoorEnvironmentHDRI003_8K-HDR.exr
ADDED
Git LFS Details
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scripts/hdri/IndoorEnvironmentHDRI005_8K-HDR.exr
ADDED
Git LFS Details
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scripts/hdri/studio_small_02_4k.exr
ADDED
Git LFS Details
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scripts/make_crops.py
ADDED
@@ -0,0 +1,107 @@
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import argparse
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import math
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import threading
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from pathlib import Path
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import numpy as np
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import torch
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import torchvision.transforms.functional as TF
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from PIL import Image
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from tqdm import tqdm
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def rotate_normal_map(normal_map, angle_deg):
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angle_rad = angle_deg * (torch.pi / 180.0)
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normal_map = normal_map * 2.0 - 1.0 # Convert to [-1, 1]
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normal_map = normal_map.unsqueeze(0) # Add batch dimension
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# Rotate the Vectors
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rotation_matrix = torch.tensor([[math.cos(angle_rad), -math.sin(angle_rad), 0],
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[math.sin(angle_rad), math.cos(angle_rad), 0],
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[0, 0, 1]], device=normal_map.device)
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# Reshape for batch matrix multiplication
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reshaped_normal_map = normal_map.view(1, 3, -1) # Reshape to [1, 3, H*W]
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rotation_matrix = rotation_matrix.view(1, 3, 3) # Add batch dimension
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# Rotate the vectors
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rotated_vectors = torch.bmm(rotation_matrix, reshaped_normal_map)
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rotated_vectors = rotated_vectors.view(1, 3, normal_map.size(2), normal_map.size(3))
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rotated_vectors = rotated_vectors / 2.0 + 0.5 # Convert back to [0, 1]
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return rotated_vectors[0]
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def process_map(map, mat_dest):
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map_name = map.stem
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img = Image.open(map)
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img = TF.to_tensor(img).cuda()
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img = TF.resize(img, (4096, 4096), antialias=True)
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img = img.repeat(1, 3, 3)
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img = TF.center_crop(img, (5793, 5793))
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for rot_angle in range(0, 360, 45):
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crop_i = 0
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if "normal" in map_name:
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rot_img = rotate_normal_map(img, axis='z', angle_deg=rot_angle)
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rot_img = TF.rotate(rot_img, rot_angle)
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else:
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rot_img = TF.rotate(img, rot_angle)
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rot_img = TF.center_crop(rot_img, (4096, 4096))
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for crop_res in [4096, 2048, 1024]:
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# split into crops
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crops = rot_img.unfold(1, crop_res, crop_res).unfold(2, crop_res, crop_res)
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crops = crops.permute(1, 2, 0, 3, 4)
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crops = crops.reshape(-1, crops.size(2), crop_res, crop_res)
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for crop in crops:
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crop_dir = mat_dest / f"rot_{rot_angle:03d}_crop_{crop_i:03d}"
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crop_dir.mkdir(parents=True, exist_ok=True)
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crop = TF.resize(crop, (1024, 1024), antialias=True)
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if map_name in ["height", "displacement"]:
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crop = crop.permute(1, 2, 0).cpu().numpy()
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crop = crop.astype(np.uint16)
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crop = Image.fromarray(crop[..., 0])
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crop.save(crop_dir / f"{map_name}.png")
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else:
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TF.to_pil_image(crop).save(crop_dir / f"{map_name}.png")
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crop_i += 1
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if __name__ == "__main__":
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# Create argument parser
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parser = argparse.ArgumentParser(description="Make dataset crops.")
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parser.add_argument("--source_dir", required=True, help="Directory where the original 4K maps are stored.")
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parser.add_argument("--dest_dir", required=True , help="Destination directory to store the 1K crops.")
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args = parser.parse_args()
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source_dir = Path(args.source_dir)
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dest_dir = Path(args.dest_dir)
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# Find all materials in the source directory
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for file in tqdm([x for x in source_dir.glob("**/basecolor.png")]):
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mat_dir = file.parent
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name = mat_dir.stem
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category = mat_dir.parent.stem
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split = mat_dir.parent.parent.stem
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mat_dest = dest_dir / split / category / name
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mat_dest.mkdir(parents=True, exist_ok=True)
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thread = []
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for map in mat_dir.glob("*.png"):
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t = threading.Thread(target=process_map, args=(map, mat_dest))
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t.start()
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thread.append(t)
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for t in thread:
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t.join()
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scripts/render_ambient.blend
ADDED
@@ -0,0 +1,3 @@
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version https://git-lfs.github.com/spec/v1
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oid sha256:09fce0c9a535c86bfa812378c74f826bae8eaa1077a0629b4b878fc1eae2f6ca
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size 1231560
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scripts/render_ambient.py
ADDED
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import math
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import random
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import sys
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from pathlib import Path
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import bpy
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argv = sys.argv
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argv = argv[argv.index("--") + 1:] # get all args after "--"
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dset_dir = Path(argv[0])
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def create_node_once(nodes, name, location=(0,0)):
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existing = nodes.get(name)
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if existing is not None:
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return existing
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new_node = nodes.new('ShaderNodeTexImage')
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new_node.name = name
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new_node.location = location
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return new_node
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def load_map_image(node, img_path, name, colorspace="sRGB"):
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existing = bpy.data.images.get(name)
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if existing is not None:
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bpy.data.images.remove(existing)
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node.image = bpy.data.images.load(img_path)
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node.image.colorspace_settings.name = colorspace
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node.image.name = name
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bpy.context.scene.render.image_settings.file_format = "PNG"
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material = bpy.data.materials.get("BSDFPlane")
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# Set node tree editing
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material.use_nodes = True
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nodes = material.node_tree.nodes
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# Compositing nodes
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scene = bpy.context.scene
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scene.render.use_compositing = True
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# Get output nodes
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p_out = nodes['Principled Output']
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# Get principled BSDF node
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bsdf_node = nodes.get("Principled BSDF")
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normal_map_node = nodes.get("Normal Map")
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displacement_node = nodes.get("Displacement")
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scale_node = nodes.get("Scale")
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# Get background node
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bg_node = bpy.data.worlds['World'].node_tree.nodes["Background"]
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# Get camera
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obj_camera = bpy.data.objects["Camera"]
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# Get the camera data block
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camera_data = obj_camera.data
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for item_bc in [x for x in dset_dir.glob("**/basecolor.png")][:]:
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item = item_bc.parent
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if (item/"renders/passes").exists() and len(list(Path(item/"renders/passes").glob('*'))) == 10:
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continue
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# Clear orphan data
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bpy.ops.outliner.orphans_purge()
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# Set maps paths
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basecolor_path = str(item/"basecolor.png")
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normal_path = str(item/"normal.png")
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roughness_path = str(item/"roughness.png")
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metallic_path = str(item/"metallic.png")
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height_path = str(item/"displacement.png")
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# Setup nodes
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basecolor_node = nodes.get("Base Color")
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load_map_image(basecolor_node, basecolor_path, name="BaseColor")
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normal_node = nodes.get("Normal")
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load_map_image(normal_node, normal_path, name="Normal", colorspace="Non-Color")
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roughness_node = nodes.get("Roughness")
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load_map_image(roughness_node, roughness_path, name="Roughness", colorspace="Non-Color")
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metallic_node = nodes.get("Metallic")
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load_map_image(metallic_node, metallic_path, name="Metallic", colorspace="Non-Color")
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height_node = nodes.get("Height")
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load_map_image(height_node, height_path, name="Height", colorspace="Non-Color")
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scale_node = nodes.get("Scale")
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# Set render settings
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render_folder = item/"renders/passes"
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render_folder.mkdir(exist_ok=True, parents=True)
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for hdri_i in range(5):
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env_node = bpy.data.worlds['World'].node_tree.nodes[f"Env {hdri_i}"]
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bpy.data.worlds['World'].node_tree.links.new(env_node.outputs['Color'], bg_node.inputs['Color'])
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bpy.data.worlds['World'].node_tree.nodes[f"HDRIRotation"].outputs[0].default_value = random.random() * math.pi * 2
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for render_pass in ["diffuse", "glossy"]:
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if render_pass == "diffuse":
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scene.node_tree.nodes.active = scene.node_tree.nodes["DiffusePass"]
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scale_node.outputs[0].default_value = 1.0
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camera_data.type = 'ORTHO'
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elif render_pass == "glossy":
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scene.node_tree.nodes.active = scene.node_tree.nodes['GlossyPass']
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scale_node.outputs[0].default_value = 0.0
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camera_data.type = 'PERSP'
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# Render
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113 |
+
bpy.context.scene.render.filepath = str(render_folder/f"render_{hdri_i:02d}_{render_pass}.png")
|
114 |
+
bpy.ops.render.render(write_still=True)
|
115 |
+
|
116 |
+
|
117 |
+
# Execution command: blender.exe -b .\render_ambient.blend -P .\render_ambient.py -- ..\maps
|