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Merge pull request #4575 from ynput/enhancement/unreal-rendering_settings
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commit
6f12bda46f
3 changed files with 78 additions and 20 deletions
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@ -2,6 +2,7 @@ import os
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import unreal
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from openpype.settings import get_project_settings
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from openpype.pipeline import Anatomy
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from openpype.hosts.unreal.api import pipeline
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from openpype.widgets.message_window import Window
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@ -33,7 +34,7 @@ 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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unreal.log("Starting rendering...")
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# Get selected sequences
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assets = unreal.EditorUtilityLibrary.get_selected_assets()
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@ -76,6 +77,13 @@ def start_rendering():
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ar = unreal.AssetRegistryHelpers.get_asset_registry()
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data = get_project_settings(project)
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config = None
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config_path = str(data.get("unreal").get("render_config_path"))
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if config_path and unreal.EditorAssetLibrary.does_asset_exist(config_path):
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unreal.log("Found saved render configuration")
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config = ar.get_asset_by_object_path(config_path).get_asset()
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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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@ -91,55 +99,80 @@ def start_rendering():
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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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for seq in sequences:
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subscenes = pipeline.get_subsequences(seq.get('sequence'))
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if subscenes:
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for ss in subscenes:
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for sub_seq 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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"sequence": sub_seq.get_sequence(),
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"output": (f"{seq.get('output')}/"
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f"{sub_seq.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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sub_seq.get_start_frame(), sub_seq.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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if "_camera" not in seq.get('sequence').get_name():
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render_list.append(seq)
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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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for render_setting 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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# If we have a saved configuration, copy it to the job.
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if config:
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job.get_configuration().copy_from(config)
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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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output_dir = render_setting.get('output')
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shot_name = render_setting.get('sequence').get_name()
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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.custom_start_frame = render_setting.get("frame_range")[0]
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settings.custom_end_frame = render_setting.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 = f"{render_dir}/{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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settings.file_name_format = f"{shot_name}" + ".{frame_number}"
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settings.output_directory.path = f"{render_dir}/{output_dir}"
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job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineImageSequenceOutput_PNG)
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unreal.MoviePipelineDeferredPassBase)
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render_format = data.get("unreal").get("render_format", "png")
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if render_format == "png":
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job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineImageSequenceOutput_PNG)
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elif render_format == "exr":
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job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineImageSequenceOutput_EXR)
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elif render_format == "jpg":
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job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineImageSequenceOutput_JPG)
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elif render_format == "bmp":
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job.get_configuration().find_or_add_setting_by_class(
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unreal.MoviePipelineImageSequenceOutput_BMP)
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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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preroll_frames = data.get("unreal").get("preroll_frames", 0)
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settings = unreal.MoviePipelinePIEExecutorSettings()
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settings.set_editor_property(
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"initial_delay_frame_count", preroll_frames)
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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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@ -11,6 +11,9 @@
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},
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"level_sequences_for_layouts": false,
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"delete_unmatched_assets": false,
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"render_config_path": "",
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"preroll_frames": 0,
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"render_format": "png",
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"project_setup": {
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"dev_mode": true
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}
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@ -32,6 +32,28 @@
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"key": "delete_unmatched_assets",
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"label": "Delete assets that are not matched"
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},
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{
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"type": "text",
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"key": "render_config_path",
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"label": "Render Config Path"
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},
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{
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"type": "number",
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"key": "preroll_frames",
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"label": "Pre-roll frames"
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},
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{
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"key": "render_format",
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"label": "Render format",
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"type": "enum",
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"multiselection": false,
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"enum_items": [
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{"png": "PNG"},
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{"exr": "EXR"},
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{"jpg": "JPG"},
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{"bmp": "BMP"}
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]
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},
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{
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"type": "dict",
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"collapsible": true,
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