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Added rendering
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125
openpype/hosts/unreal/api/rendering.py
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125
openpype/hosts/unreal/api/rendering.py
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import unreal
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from openpype.hosts.unreal.api import pipeline
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queue = None
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executor = None
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def _queue_finish_callback(exec, success):
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unreal.log("Render completed. Success: " + str(success))
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# Delete our reference so we don't keep it alive.
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global executor
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global queue
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del executor
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del queue
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def _job_finish_callback(job, success):
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# You can make any edits you want to the editor world here, and the world
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# will be duplicated when the next render happens. Make sure you undo your
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# edits in OnQueueFinishedCallback if you don't want to leak state changes
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# into the editor world.
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unreal.log("Individual job completed.")
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def start_rendering():
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"""
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Start the rendering process.
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"""
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print("Starting rendering...")
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# Get selected sequences
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assets = unreal.EditorUtilityLibrary.get_selected_assets()
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# instances = pipeline.ls_inst()
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instances = [
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a for a in assets
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if a.get_class().get_name() == "OpenPypePublishInstance"]
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inst_data = []
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for i in instances:
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data = pipeline.parse_container(i.get_path_name())
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if data["family"] == "render":
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inst_data.append(data)
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# subsystem = unreal.get_editor_subsystem(
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# unreal.MoviePipelineQueueSubsystem)
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# queue = subsystem.get_queue()
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global queue
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queue = unreal.MoviePipelineQueue()
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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for i in inst_data:
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sequence = ar.get_asset_by_object_path(i["sequence"]).get_asset()
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sequences = [{
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"sequence": sequence,
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"output": f"{i['output']}",
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"frame_range": (
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int(float(i["frameStart"])),
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int(float(i["frameEnd"])) + 1)
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}]
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render_list = []
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# Get all the sequences to render. If there are subsequences,
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# add them and their frame ranges to the render list. We also
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# use the names for the output paths.
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for s in sequences:
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subscenes = pipeline.get_subsequences(s.get('sequence'))
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if subscenes:
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for ss in subscenes:
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sequences.append({
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"sequence": ss.get_sequence(),
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"output": (f"{s.get('output')}/"
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f"{ss.get_sequence().get_name()}"),
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"frame_range": (
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ss.get_start_frame(), ss.get_end_frame())
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})
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else:
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# Avoid rendering camera sequences
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if "_camera" not in s.get('sequence').get_name():
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render_list.append(s)
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# Create the rendering jobs and add them to the queue.
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for r in render_list:
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job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob)
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job.sequence = unreal.SoftObjectPath(i["master_sequence"])
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job.map = unreal.SoftObjectPath(i["master_level"])
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job.author = "OpenPype"
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# User data could be used to pass data to the job, that can be
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# read in the job's OnJobFinished callback. We could,
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# for instance, pass the AvalonPublishInstance's path to the job.
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# job.user_data = ""
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settings = job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineOutputSetting)
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settings.output_resolution = unreal.IntPoint(1920, 1080)
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settings.custom_start_frame = r.get("frame_range")[0]
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settings.custom_end_frame = r.get("frame_range")[1]
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settings.use_custom_playback_range = True
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settings.file_name_format = "{sequence_name}.{frame_number}"
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settings.output_directory.path += r.get('output')
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renderPass = job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineDeferredPassBase)
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renderPass.disable_multisample_effects = True
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job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineImageSequenceOutput_PNG)
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# If there are jobs in the queue, start the rendering process.
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if queue.get_jobs():
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global executor
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executor = unreal.MoviePipelinePIEExecutor()
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executor.on_executor_finished_delegate.add_callable_unique(
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_queue_finish_callback)
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executor.on_individual_job_finished_delegate.add_callable_unique(
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_job_finish_callback) # Only available on PIE Executor
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executor.execute(queue)
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