"""Render the image material's object normals from persistent geometry attributes.""" import bpy import numpy as np import pytest from mathutils import Euler, Vector, Matrix from tests.support.materials import image_layer from anyimage.common.object import blender_frame_rotation from nodes.common.normal_map import ROTATION_ATTRIBUTE, FACE_ATTRIBUTE, AXIS_ATTRIBUTE SYMMETRY_Y_TO_X = Matrix.Rotation(1.5707963267948966, 4, "Z").to_3x3() @pytest.mark.parametrize('engine', ['CYCLES', 'BLENDER_EEVEE_NEXT']) def test_object_normals_follow_rotation_mirror_axis_and_wall_mask(image_layer, engine, tmp_path): scene = bpy.context.scene scene.render.engine = engine scene.cycles.device = 'CPU' scene.cycles.samples = 1 scene.cycles.use_denoising = False scene.render.resolution_x, scene.render.resolution_y = 224, 32 scene.render.resolution_percentage = 100 scene.render.image_settings.file_format = 'OPEN_EXR' scene.render.image_settings.color_depth = '32' scene.render.filepath = str(tmp_path / 'normals.exr') bpy.ops.object.camera_add(location=(0, 0, 10)) camera = bpy.context.object camera.data.type = 'ORTHO' camera.data.ortho_scale = 7 scene.camera = camera normal = Vector((.2, .3, .9)).normalized() rotation = Euler((.25, -.4, .15)) expected = [] # Missing attributes, front, back, wall, final axis, zero strength, tangent. cases = [(0, 0, 1, True), (1, 0, 1, True), (2, 0, 1, True), (3, 0, 1, True), (1, 1, 1, True), (1, 0, 0, True), (1, 0, 1, False)] for index, (face, axis, strength, object_space) in enumerate(cases): bpy.ops.mesh.primitive_plane_add(size=.9, location=(index - 3, 0, 0)) obj = bpy.context.object obj.data.uv_layers.active.name = 'UVMap' if face: attr = obj.data.attributes.new(ROTATION_ATTRIBUTE, 'FLOAT_VECTOR', 'FACE') for item in attr.data: item.vector = rotation for name, value in ((FACE_ATTRIBUTE, face), (AXIS_ATTRIBUTE, axis)): attr = obj.data.attributes.new(name, 'FLOAT', 'FACE') for item in attr.data: item.value = value material = bpy.data.materials.new(f'Normal {index}') material.use_nodes = True nodes, links = material.node_tree.nodes, material.node_tree.links nodes.clear() layer = nodes.new('ShaderNodeGroup') layer.node_tree = image_layer layer.inputs['Object Space'].default_value = object_space layer.inputs['Normal Scale'].default_value = strength layer.inputs['Normal'].default_value = (*((np.array(normal) + 1) / 2), 1) encode = nodes.new('ShaderNodeVectorMath') encode.operation = 'MULTIPLY_ADD' encode.inputs[1].default_value = (.5, .5, .5) encode.inputs[2].default_value = (.5, .5, .5) links.new(layer.outputs['Normal'], encode.inputs[0]) emission = nodes.new('ShaderNodeEmission') output = nodes.new('ShaderNodeOutputMaterial') links.new(encode.outputs[0], emission.inputs['Color']) links.new(emission.outputs[0], output.inputs['Surface']) obj.data.materials.append(material) value = normal.copy() if object_space: value = Matrix(blender_frame_rotation()).to_3x3() @ value if face and object_space: value = rotation.to_matrix().transposed() @ value if face == 2: value.y *= -1 if axis: value = SYMMETRY_Y_TO_X @ value if strength == 0 or face == 3: value = Vector((0, 0, 1)) expected.append((np.array(value) + 1) / 2) bpy.ops.render.render(write_still=True) rendered = bpy.data.images.load(scene.render.filepath, check_existing=False) try: pixels = np.array(rendered.pixels[:]).reshape(32, 224, 4) np.testing.assert_allclose( pixels[16, np.arange(7) * 32 + 16, :3], expected, atol=1e-3 if engine == 'BLENDER_EEVEE_NEXT' else 2e-4, ) finally: bpy.data.images.remove(rendered)