From 0274be6bed9c7bf92c862ae33c0eab0db3b88eb4 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Fri, 18 Mar 2022 17:22:52 +0000 Subject: [PATCH] Added rendering --- openpype/hosts/unreal/api/rendering.py | 125 +++++++++++++++++++++++++ 1 file changed, 125 insertions(+) create mode 100644 openpype/hosts/unreal/api/rendering.py diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py new file mode 100644 index 0000000000..376e1b75ce --- /dev/null +++ b/openpype/hosts/unreal/api/rendering.py @@ -0,0 +1,125 @@ +import unreal + +from openpype.hosts.unreal.api import pipeline + + +queue = None +executor = None + + +def _queue_finish_callback(exec, success): + unreal.log("Render completed. Success: " + str(success)) + + # Delete our reference so we don't keep it alive. + global executor + global queue + del executor + del queue + + +def _job_finish_callback(job, success): + # You can make any edits you want to the editor world here, and the world + # will be duplicated when the next render happens. Make sure you undo your + # edits in OnQueueFinishedCallback if you don't want to leak state changes + # into the editor world. + unreal.log("Individual job completed.") + + +def start_rendering(): + """ + Start the rendering process. + """ + print("Starting rendering...") + + # Get selected sequences + assets = unreal.EditorUtilityLibrary.get_selected_assets() + + # instances = pipeline.ls_inst() + instances = [ + a for a in assets + if a.get_class().get_name() == "OpenPypePublishInstance"] + + inst_data = [] + + for i in instances: + data = pipeline.parse_container(i.get_path_name()) + if data["family"] == "render": + inst_data.append(data) + + # subsystem = unreal.get_editor_subsystem( + # unreal.MoviePipelineQueueSubsystem) + # queue = subsystem.get_queue() + global queue + queue = unreal.MoviePipelineQueue() + + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + for i in inst_data: + sequence = ar.get_asset_by_object_path(i["sequence"]).get_asset() + + sequences = [{ + "sequence": sequence, + "output": f"{i['output']}", + "frame_range": ( + int(float(i["frameStart"])), + int(float(i["frameEnd"])) + 1) + }] + render_list = [] + + # Get all the sequences to render. If there are subsequences, + # add them and their frame ranges to the render list. We also + # use the names for the output paths. + for s in sequences: + subscenes = pipeline.get_subsequences(s.get('sequence')) + + if subscenes: + for ss in subscenes: + sequences.append({ + "sequence": ss.get_sequence(), + "output": (f"{s.get('output')}/" + f"{ss.get_sequence().get_name()}"), + "frame_range": ( + ss.get_start_frame(), ss.get_end_frame()) + }) + else: + # Avoid rendering camera sequences + if "_camera" not in s.get('sequence').get_name(): + render_list.append(s) + + # Create the rendering jobs and add them to the queue. + for r in render_list: + job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) + job.sequence = unreal.SoftObjectPath(i["master_sequence"]) + job.map = unreal.SoftObjectPath(i["master_level"]) + job.author = "OpenPype" + + # User data could be used to pass data to the job, that can be + # read in the job's OnJobFinished callback. We could, + # for instance, pass the AvalonPublishInstance's path to the job. + # job.user_data = "" + + settings = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineOutputSetting) + settings.output_resolution = unreal.IntPoint(1920, 1080) + settings.custom_start_frame = r.get("frame_range")[0] + settings.custom_end_frame = r.get("frame_range")[1] + settings.use_custom_playback_range = True + settings.file_name_format = "{sequence_name}.{frame_number}" + settings.output_directory.path += r.get('output') + + renderPass = job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineDeferredPassBase) + renderPass.disable_multisample_effects = True + + job.get_configuration().find_or_add_setting_by_class( + unreal.MoviePipelineImageSequenceOutput_PNG) + + # If there are jobs in the queue, start the rendering process. + if queue.get_jobs(): + global executor + executor = unreal.MoviePipelinePIEExecutor() + executor.on_executor_finished_delegate.add_callable_unique( + _queue_finish_callback) + executor.on_individual_job_finished_delegate.add_callable_unique( + _job_finish_callback) # Only available on PIE Executor + executor.execute(queue)