Files
AnyImage/tests/nodes/test_object_normal_rotation.py
nan 9debab5c0c Add comprehensive tests for image processing nodes and refactor node imports
- Introduced new test files for image layer, image plane, normal scale, object normal rotation, shadeless, and temporary attributes.
- Implemented tests to validate the behavior of alpha curves, depth layers, and normal scales in various rendering engines.
- Refactored import paths for node groups to align with the new directory structure.
- Added checks for temporary attribute lifetimes and ensured proper cleanup without warnings.
- Enhanced CLI commands to require the Blender group and validate the presence of generated node assets before packaging.
- Updated packaging scripts to enforce the existence of necessary assets, preventing build failures.
2026-09-19 21:23:19 +08:00

91 lines
4.0 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 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)