From 35f5e4a8408fb52e1c0d1d318416e922a55f32f5 Mon Sep 17 00:00:00 2001 From: Simone Barbieri Date: Wed, 2 Mar 2022 11:17:58 +0000 Subject: [PATCH] Render from the master sequence and output keeps the hierarchy --- openpype/hosts/unreal/api/rendering.py | 99 +++++++++++++------ .../unreal/plugins/create/create_render.py | 62 +++++++++++- 2 files changed, 129 insertions(+), 32 deletions(-) diff --git a/openpype/hosts/unreal/api/rendering.py b/openpype/hosts/unreal/api/rendering.py index 7c58987c0d..8eb4e1e75a 100644 --- a/openpype/hosts/unreal/api/rendering.py +++ b/openpype/hosts/unreal/api/rendering.py @@ -1,11 +1,11 @@ import avalon.unreal.pipeline as pipeline -import avalon.unreal.lib as lib import unreal queue = None executor = None + def _queue_finish_callback(exec, success): unreal.log("Render completed. Success: " + str(success)) @@ -45,41 +45,84 @@ def start_rendering(): if data["family"] == "render": inst_data.append(data) - # subsystem = unreal.get_editor_subsystem(unreal.MoviePipelineQueueSubsystem) + # 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: - job = queue.allocate_new_job(unreal.MoviePipelineExecutorJob) - job.sequence = unreal.SoftObjectPath(i["sequence"]) - job.map = unreal.SoftObjectPath(i["map"]) - job.author = "OpenPype" + sequence = ar.get_asset_by_object_path(i["sequence"]).get_asset() - # 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 = "" + sequences = [{ + "sequence": sequence, + "output": f"{i['subset']}/{sequence.get_name()}", + "frame_range": ( + int(float(i["startFrame"])), + int(float(i["endFrame"])) + 1) + }] + render_list = [] - output_setting = job.get_configuration().find_or_add_setting_by_class( - unreal.MoviePipelineOutputSetting) - output_setting.output_resolution = unreal.IntPoint(1280, 720) - output_setting.file_name_format = "{sequence_name}.{frame_number}" - output_setting.output_directory.path += f"{i['subset']}/" + # 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: + tracks = s.get('sequence').get_master_tracks() + subscene_track = None + for t in tracks: + if t.get_class() == unreal.MovieSceneSubTrack.static_class(): + subscene_track = t + if subscene_track is not None and subscene_track.get_sections(): + subscenes = subscene_track.get_sections() - renderPass = job.get_configuration().find_or_add_setting_by_class( - unreal.MoviePipelineDeferredPassBase) - renderPass.disable_multisample_effects = True + for ss in subscenes: + sequences.append({ + "sequence": ss.get_sequence(), + "output": f"{s.get('output')}/{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) - job.get_configuration().find_or_add_setting_by_class( - unreal.MoviePipelineImageSequenceOutput_PNG) + # 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" - # TODO: check if queue is empty + # 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 = "" - 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) + 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) diff --git a/openpype/hosts/unreal/plugins/create/create_render.py b/openpype/hosts/unreal/plugins/create/create_render.py index 0128808a70..de092c4dd7 100644 --- a/openpype/hosts/unreal/plugins/create/create_render.py +++ b/openpype/hosts/unreal/plugins/create/create_render.py @@ -1,5 +1,8 @@ import unreal + from openpype.hosts.unreal.api.plugin import Creator + +from avalon import io from avalon.unreal import pipeline @@ -21,7 +24,22 @@ class CreateRender(Creator): def process(self): name = self.data["subset"] - print(self.data) + ar = unreal.AssetRegistryHelpers.get_asset_registry() + + # Get the master sequence and the master level. + # There should be only one sequence and one level in the directory. + filter = unreal.ARFilter( + class_names = ["LevelSequence"], + package_paths = [f"/Game/Avalon/{self.data['asset']}"], + recursive_paths = False) + sequences = ar.get_assets(filter) + ms = sequences[0].object_path + filter = unreal.ARFilter( + class_names = ["World"], + package_paths = [f"/Game/Avalon/{self.data['asset']}"], + recursive_paths = False) + levels = ar.get_assets(filter) + ml = levels[0].object_path selection = [] if (self.options or {}).get("useSelection"): @@ -46,8 +64,44 @@ class CreateRender(Creator): d = self.data.copy() d["members"] = [a] d["sequence"] = a - d["map"] = unreal.EditorLevelLibrary.get_editor_world().get_path_name() + d["master_sequence"] = ms + d["master_level"] = ml asset = ar.get_asset_by_object_path(a).get_asset() - container_name = f"{asset.get_name()}{self.suffix}" - pipeline.create_publish_instance(instance=container_name, path=path) + asset_name = asset.get_name() + + # Get frame range. We need to go through the hierarchy and check + # the frame range for the children. + asset_data = io.find_one({ + "type": "asset", + "name": asset_name + }) + id = asset_data.get('_id') + + elements = list( + io.find({"type": "asset", "data.visualParent": id})) + + if elements: + start_frames = [] + end_frames = [] + for e in elements: + start_frames.append(e.get('data').get('clipIn')) + end_frames.append(e.get('data').get('clipOut')) + + elements.extend(io.find({ + "type": "asset", + "data.visualParent": e.get('_id') + })) + + min_frame = min(start_frames) + max_frame = max(end_frames) + else: + min_frame = asset_data.get('data').get('clipIn') + max_frame = asset_data.get('data').get('clipOut') + + d["startFrame"] = min_frame + d["endFrame"] = max_frame + + container_name = f"{asset_name}{self.suffix}" + pipeline.create_publish_instance( + instance=container_name, path=path) pipeline.imprint("{}/{}".format(path, container_name), d)