Files
AnyImage/tests/tools/nodes/test_object_normal_rotation.py
nan 4035f5c9e4 Refactor geometry generation to standardize Blender object coordinates
- Unified the canonical local frame for generated geometries (Plane, Depth Plane, Relief Plane, Cutout, Depth Cutout) to align with Blender's object coordinate system, setting X as horizontal, Z as up, and +Y as depth.
- Removed the `Depth Axis` parameter from `O Image Cutout` and `O Image Depth Cutout`, simplifying the geometry generation process.
- Updated the depth direction defaults to use +Y instead of -Z for `O Image Relief Plane` and Depth Symmetry.
- Adjusted the geometry nodes to ensure thickness, projection, and shell displacements operate along the Y-axis.
- Implemented new capabilities for handling object space normals to align with the new canonical frame.
- Enhanced the Depth Symmetry functionality to mirror across the canonical Y-axis and perform a final rotation to maintain the correct orientation.
- Added tests to validate the new coordinate system and ensure compatibility with existing assets.
2026-09-15 13:33:37 +08:00

92 lines
4.1 KiB
Python

"""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 tools.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('image_layer', ['definition', 'asset'], indirect=True)
@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)