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