ayon-core/openpype/hosts/blender/api/render_lib.py
2024-02-14 10:18:52 +00:00

366 lines
12 KiB
Python

from pathlib import Path
import bpy
from openpype import AYON_SERVER_ENABLED
from openpype.settings import get_project_settings
from openpype.pipeline import get_current_project_name
def get_default_render_folder(settings):
"""Get default render folder from blender settings."""
return (settings["blender"]
["RenderSettings"]
["default_render_image_folder"])
def get_aov_separator(settings):
"""Get aov separator from blender settings."""
aov_sep = (settings["blender"]
["RenderSettings"]
["aov_separator"])
if aov_sep == "dash":
return "-"
elif aov_sep == "underscore":
return "_"
elif aov_sep == "dot":
return "."
else:
raise ValueError(f"Invalid aov separator: {aov_sep}")
def get_image_format(settings):
"""Get image format from blender settings."""
return (settings["blender"]
["RenderSettings"]
["image_format"])
def get_multilayer(settings):
"""Get multilayer from blender settings."""
return (settings["blender"]
["RenderSettings"]
["multilayer_exr"])
def get_renderer(settings):
"""Get renderer from blender settings."""
return (settings["blender"]
["RenderSettings"]
["renderer"])
def get_compositing(settings):
"""Get compositing from blender settings."""
return (settings["blender"]
["RenderSettings"]
["compositing"])
def get_render_product(output_path, name, aov_sep):
"""
Generate the path to the render product. Blender interprets the `#`
as the frame number, when it renders.
Args:
file_path (str): The path to the blender scene.
render_folder (str): The render folder set in settings.
file_name (str): The name of the blender scene.
instance (pyblish.api.Instance): The instance to publish.
ext (str): The image format to render.
"""
filepath = output_path / name.lstrip("/")
render_product = f"{filepath}{aov_sep}beauty.####"
render_product = render_product.replace("\\", "/")
return render_product
def set_render_format(ext, multilayer):
# Set Blender to save the file with the right extension
bpy.context.scene.render.use_file_extension = True
image_settings = bpy.context.scene.render.image_settings
if ext == "exr":
image_settings.file_format = (
"OPEN_EXR_MULTILAYER" if multilayer else "OPEN_EXR")
elif ext == "bmp":
image_settings.file_format = "BMP"
elif ext == "rgb":
image_settings.file_format = "IRIS"
elif ext == "png":
image_settings.file_format = "PNG"
elif ext == "jpeg":
image_settings.file_format = "JPEG"
elif ext == "jp2":
image_settings.file_format = "JPEG2000"
elif ext == "tga":
image_settings.file_format = "TARGA"
elif ext == "tif":
image_settings.file_format = "TIFF"
def set_render_passes(settings, renderer):
aov_list = set(settings["blender"]["RenderSettings"]["aov_list"])
custom_passes = settings["blender"]["RenderSettings"]["custom_passes"]
# Common passes for both renderers
vl = bpy.context.view_layer
# Data Passes
vl.use_pass_combined = "combined" in aov_list
vl.use_pass_z = "z" in aov_list
vl.use_pass_mist = "mist" in aov_list
vl.use_pass_normal = "normal" in aov_list
# Light Passes
vl.use_pass_diffuse_direct = "diffuse_light" in aov_list
vl.use_pass_diffuse_color = "diffuse_color" in aov_list
vl.use_pass_glossy_direct = "specular_light" in aov_list
vl.use_pass_glossy_color = "specular_color" in aov_list
vl.use_pass_emit = "emission" in aov_list
vl.use_pass_environment = "environment" in aov_list
vl.use_pass_ambient_occlusion = "ao" in aov_list
# Cryptomatte Passes
vl.use_pass_cryptomatte_object = "cryptomatte_object" in aov_list
vl.use_pass_cryptomatte_material = "cryptomatte_material" in aov_list
vl.use_pass_cryptomatte_asset = "cryptomatte_asset" in aov_list
if renderer == "BLENDER_EEVEE":
# Eevee exclusive passes
eevee = vl.eevee
# Light Passes
vl.use_pass_shadow = "shadow" in aov_list
eevee.use_pass_volume_direct = "volume_light" in aov_list
# Effects Passes
eevee.use_pass_bloom = "bloom" in aov_list
eevee.use_pass_transparent = "transparent" in aov_list
# Cryptomatte Passes
vl.use_pass_cryptomatte_accurate = "cryptomatte_accurate" in aov_list
elif renderer == "CYCLES":
# Cycles exclusive passes
cycles = vl.cycles
# Data Passes
vl.use_pass_position = "position" in aov_list
vl.use_pass_vector = "vector" in aov_list
vl.use_pass_uv = "uv" in aov_list
cycles.denoising_store_passes = "denoising" in aov_list
vl.use_pass_object_index = "object_index" in aov_list
vl.use_pass_material_index = "material_index" in aov_list
cycles.pass_debug_sample_count = "sample_count" in aov_list
# Light Passes
vl.use_pass_diffuse_indirect = "diffuse_indirect" in aov_list
vl.use_pass_glossy_indirect = "specular_indirect" in aov_list
vl.use_pass_transmission_direct = "transmission_direct" in aov_list
vl.use_pass_transmission_indirect = "transmission_indirect" in aov_list
vl.use_pass_transmission_color = "transmission_color" in aov_list
cycles.use_pass_volume_direct = "volume_light" in aov_list
cycles.use_pass_volume_indirect = "volume_indirect" in aov_list
cycles.use_pass_shadow_catcher = "shadow" in aov_list
aovs_names = [aov.name for aov in vl.aovs]
for cp in custom_passes:
cp_name = cp["attribute"] if AYON_SERVER_ENABLED else cp[0]
if cp_name not in aovs_names:
aov = vl.aovs.add()
aov.name = cp_name
else:
aov = vl.aovs[cp_name]
aov.type = (cp["value"]
if AYON_SERVER_ENABLED else cp[1].get("type", "VALUE"))
return list(aov_list), custom_passes
def _create_aov_slot(name, aov_sep, slots, rpass_name, multi_exr, output_path):
filename = f"{name}{aov_sep}{rpass_name}.####"
slot = slots.new(rpass_name if multi_exr else filename)
filepath = str(output_path / filename.lstrip("/"))
return slot, filepath
def set_node_tree(
output_path, render_product, name, aov_sep, ext, multilayer, compositing
):
# Set the scene to use the compositor node tree to render
bpy.context.scene.use_nodes = True
tree = bpy.context.scene.node_tree
comp_layer_type = "CompositorNodeRLayers"
output_type = "CompositorNodeOutputFile"
compositor_type = "CompositorNodeComposite"
# Get the Render Layer, Composite and the previous output nodes
render_layer_node = None
composite_node = None
old_output_node = None
for node in tree.nodes:
if node.bl_idname == comp_layer_type:
render_layer_node = node
elif node.bl_idname == compositor_type:
composite_node = node
elif node.bl_idname == output_type and "AYON" in node.name:
old_output_node = node
if render_layer_node and composite_node and old_output_node:
break
# If there's not a Render Layers node, we create it
if not render_layer_node:
render_layer_node = tree.nodes.new(comp_layer_type)
# Get the enabled output sockets, that are the active passes for the
# render.
# We also exclude some layers.
exclude_sockets = ["Image", "Alpha", "Noisy Image"]
passes = [
socket
for socket in render_layer_node.outputs
if socket.enabled and socket.name not in exclude_sockets
]
# Create a new output node
output = tree.nodes.new(output_type)
image_settings = bpy.context.scene.render.image_settings
output.format.file_format = image_settings.file_format
slots = None
# In case of a multilayer exr, we don't need to use the output node,
# because the blender render already outputs a multilayer exr.
multi_exr = ext == "exr" and multilayer
slots = output.layer_slots if multi_exr else output.file_slots
output.base_path = render_product if multi_exr else str(output_path)
slots.clear()
aov_file_products = []
old_links = {
link.from_socket.name: link for link in tree.links
if link.to_node == old_output_node}
# Create a new socket for the beauty output
pass_name = "rgba" if multi_exr else "beauty"
slot, _ = _create_aov_slot(
name, aov_sep, slots, pass_name, multi_exr, output_path)
tree.links.new(render_layer_node.outputs["Image"], slot)
if compositing:
# Create a new socket for the composite output
pass_name = "composite"
comp_socket, filepath = _create_aov_slot(
name, aov_sep, slots, pass_name, multi_exr, output_path)
aov_file_products.append(("Composite", filepath))
# For each active render pass, we add a new socket to the output node
# and link it
for rpass in passes:
slot, filepath = _create_aov_slot(
name, aov_sep, slots, rpass.name, multi_exr, output_path)
aov_file_products.append((rpass.name, filepath))
# If the rpass was not connected with the old output node, we connect
# it with the new one.
if not old_links.get(rpass.name):
tree.links.new(rpass, slot)
for link in list(old_links.values()):
# Check if the socket is still available in the new output node.
socket = output.inputs.get(link.to_socket.name)
# If it is, we connect it with the new output node.
if socket:
tree.links.new(link.from_socket, socket)
# Then, we remove the old link.
tree.links.remove(link)
# If there's a composite node, we connect its input with the new output
if compositing and composite_node:
for link in tree.links:
if link.to_node == composite_node:
tree.links.new(link.from_socket, comp_socket)
break
if old_output_node:
output.location = old_output_node.location
tree.nodes.remove(old_output_node)
output.name = "AYON File Output"
output.label = "AYON File Output"
return [] if multi_exr else aov_file_products
def imprint_render_settings(node, data):
RENDER_DATA = "render_data"
if not node.get(RENDER_DATA):
node[RENDER_DATA] = {}
for key, value in data.items():
if value is None:
continue
node[RENDER_DATA][key] = value
def prepare_rendering(asset_group):
name = asset_group.name
filepath = Path(bpy.data.filepath)
assert filepath, "Workfile not saved. Please save the file first."
dirpath = filepath.parent
file_name = Path(filepath.name).stem
project = get_current_project_name()
settings = get_project_settings(project)
render_folder = get_default_render_folder(settings)
aov_sep = get_aov_separator(settings)
ext = get_image_format(settings)
multilayer = get_multilayer(settings)
renderer = get_renderer(settings)
compositing = get_compositing(settings)
set_render_format(ext, multilayer)
bpy.context.scene.render.engine = renderer
aov_list, custom_passes = set_render_passes(settings, renderer)
output_path = Path.joinpath(dirpath, render_folder, file_name)
render_product = get_render_product(output_path, name, aov_sep)
aov_file_product = set_node_tree(
output_path, render_product, name, aov_sep,
ext, multilayer, compositing)
# Clear the render filepath, so that the output is handled only by the
# output node in the compositor.
bpy.context.scene.render.filepath = ""
render_settings = {
"render_folder": render_folder,
"aov_separator": aov_sep,
"image_format": ext,
"multilayer_exr": multilayer,
"aov_list": aov_list,
"custom_passes": custom_passes,
"render_product": render_product,
"aov_file_product": aov_file_product,
"review": True,
}
imprint_render_settings(asset_group, render_settings)