Signed-off-by: Mark Hale <mark.hale@physics.org>
Former-commit-id: bb35bc5d51
pull/1161/head
Mark Hale 2017-02-28 01:10:07 +00:00
rodzic 73865db0d8
commit 6de6649d60
5 zmienionych plików z 128 dodań i 42 usunięć

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# odm_photo
Renders photos from ODM generated texture models.
Currently can produce 360 panoramic photos and 360 3D panoramic (VR) photos.
NB: the default resolution for 360 photos is 6000x3000 (maximum supported by Facebook).
## Requirements
* Blender

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import bpy
import materials_utils
def loadMesh(file):
bpy.utils.register_module('materials_utils')
bpy.ops.import_scene.obj(filepath=file,
axis_forward='Y', axis_up='Z')
bpy.ops.xps_tools.convert_to_cycles_all()
model = bpy.data.objects[-1]
minX = float('inf')
maxX = float('-inf')
minY = float('inf')
maxY = float('-inf')
minZ = float('inf')
maxZ = float('-inf')
for coord in model.bound_box:
x = coord[0]
y = coord[1]
z = coord[2]
minX = min(x, minX)
maxX = max(x, maxX)
minY = min(y, minY)
maxY = max(y, maxY)
minZ = min(z, minZ)
maxZ = max(z, maxZ)
model.location[2] += (maxZ - minZ)/2
surfaceShaderType = 'ShaderNodeEmission'
surfaceShaderName = 'Emission'
for m in bpy.data.materials:
nt = m.node_tree
nt.nodes.remove(nt.nodes['Color Mult'])
nt.nodes.remove(nt.nodes['Diffuse BSDF'])
nt.nodes.new(surfaceShaderType)
nt.links.new(nt.nodes['Material Output'].inputs[0],
nt.nodes[surfaceShaderName].outputs[0])
nt.links.new(nt.nodes[surfaceShaderName].inputs[0],
nt.nodes['Diffuse Texture'].outputs[0])

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import sys
import bpy
import materials_utils
import subprocess
surfaceShaderType = 'ShaderNodeEmission'
surfaceShaderName = 'Emission'
from common import loadMesh
def main():
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projectHome = sys.argv[-1]
bpy.utils.register_module('materials_utils')
bpy.ops.import_scene.obj(filepath=projectHome +
'/odm_texturing/odm_textured_model_geo.obj',
axis_forward='Y', axis_up='Z')
bpy.ops.xps_tools.convert_to_cycles_all()
model = bpy.data.objects[-1]
minX = float('inf')
maxX = float('-inf')
minY = float('inf')
maxY = float('-inf')
minZ = float('inf')
maxZ = float('-inf')
for coord in model.bound_box:
x = coord[0]
y = coord[1]
z = coord[2]
minX = min(x, minX)
maxX = max(x, maxX)
minY = min(y, minY)
maxY = max(y, maxY)
minZ = min(z, minZ)
maxZ = max(z, maxZ)
model.location[2] += (maxZ - minZ)/2
for m in bpy.data.materials:
nt = m.node_tree
nt.nodes.remove(nt.nodes['Color Mult'])
nt.nodes.remove(nt.nodes['Diffuse BSDF'])
nt.nodes.new(surfaceShaderType)
nt.links.new(nt.nodes['Material Output'].inputs[0],
nt.nodes[surfaceShaderName].outputs[0])
nt.links.new(nt.nodes[surfaceShaderName].inputs[0],
nt.nodes['Diffuse Texture'].outputs[0])
loadMesh(projectHome +
'/odm_texturing/odm_textured_model_geo.obj')
blendName = bpy.path.display_name_from_filepath(bpy.data.filepath)
fileName = projectHome + '/odm_photo/odm_' + blendName
render = bpy.data.scenes[0].render
render = bpy.data.scenes['Scene'].render
render.filepath = fileName
bpy.ops.render.render(write_still=True)

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#!/usr/bin/env python
# Renders a video.
# To generate a 360 panoramic video:
# blender -b photo_360.blend --python odm_video.py -- <project-path> <camera-waypoints.xyz> <number-of-frames>
import sys
import bpy
import subprocess
from common import loadMesh
def main():
if len(sys.argv) < 7 or sys.argv[-4] != '--':
sys.exit('Please provide the ODM project path, camera waypoints (xyz format), and number of frames.')
projectHome = sys.argv[-3]
waypointFile = sys.argv[-2]
numFrames = int(sys.argv[-1])
loadMesh(projectHome +
'/odm_texturing/odm_textured_model_geo.obj')
waypoints = loadWaypoints(waypointFile)
numWaypoints = len(waypoints)
scene = bpy.data.scenes['Scene']
# create path thru waypoints
curve = bpy.data.curves.new(name='CameraPath', type='CURVE')
curve.dimensions = '3D'
nurbs = curve.splines.new('NURBS')
nurbs.points.add(numWaypoints-1)
weight = 1
for i in range(numWaypoints):
nurbs.points[i].co[0] = waypoints[i][0]
nurbs.points[i].co[1] = waypoints[i][1]
nurbs.points[i].co[2] = waypoints[i][2]
nurbs.points[i].co[3] = weight
nurbs.use_endpoint_u = True
path = bpy.data.objects.new(name='CameraPath', object_data=curve)
scene.objects.link(path)
camera = bpy.data.objects['Camera']
camera.location[0] = 0
camera.location[1] = 0
camera.location[2] = 0
followPath = camera.constraints.new(type='FOLLOW_PATH')
followPath.name = 'CameraFollowPath'
followPath.target = path
followPath.use_curve_follow = True
animateContext = bpy.context.copy()
animateContext['constraint'] = followPath
bpy.ops.constraint.followpath_path_animate(animateContext, constraint='CameraFollowPath')
blendName = bpy.path.display_name_from_filepath(bpy.data.filepath)
fileName = projectHome + '/odm_video/odm_' + blendName.replace('photo', 'video')
scene.frame_start = 0
scene.frame_end = numFrames - 1
render = scene.render
render.filepath = fileName
render.resolution_x = 4096
render.resolution_y = 2048
render.image_settings.file_format = 'FFMPEG'
#bpy.ops.render.render(animation=True)
def loadWaypoints(filename):
waypoints = []
with open(filename) as f:
for line in f:
xyz = line.split()
waypoints.append((float(xyz[0]), float(xyz[1]), float(xyz[2])))
return waypoints
if __name__ == '__main__':
main()

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