render iteration

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Jonas H
2026-02-08 14:06:35 +01:00
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# Blender Export Scripts
Python scripts for generating textures and heightmaps from Blender terrain meshes.
## Prerequisites
- Blender 5.0+
- Terrain mesh object (default name: "TerrainPlane")
## Scripts
### generate_heightmap.py
Bakes EXR heightmap from terrain mesh using Blender's render system.
**Output:** `textures/terrain_heightmap.exr` (R32Float single-channel)
**Usage:**
```python
# In Blender's Scripting workspace - just run the script!
# It will automatically find TerrainPlane and bake to textures/terrain_heightmap.exr
```
**Or run from command line:**
```bash
blender terrain.blend --background --python scripts/generate_heightmap.py
```
**Custom parameters:**
```python
from generate_heightmap import bake_heightmap
bake_heightmap(
terrain_obj=bpy.data.objects["TerrainPlane"],
resolution=1000,
output_path="path/to/output.exr"
)
```
### generate_normal_map.py
Generates normal map from terrain mesh for neighbor sampling in shaders.
**Output:** `textures/terrain_normals.png` (RGB encoded normals)
**Usage:**
```python
from generate_normal_map import save_normal_map
save_normal_map(
output_path=project_root / "textures" / "terrain_normals.png",
resolution=1024,
blur_iterations=2,
terrain_name="TerrainPlane"
)
```
### generate_flowmap.py
Generates flowmap for water/snow flow effects.
**Output:** `textures/terrain_flowmap.png`
## Terrain Export Workflow
1. **Model terrain in Blender 5.0**
- Create/sculpt terrain mesh
- Add modifiers (Subdivision, Displacement, etc.)
- Ensure terrain has UV mapping
2. **Bake heightmap**
- Run `generate_heightmap.py` script
- Uses Blender's baking system (like baking a texture)
- Creates `textures/terrain_heightmap.exr`
- Automatically applies all modifiers
3. **Export glTF with baked heights**
- Select terrain mesh
- File → Export → glTF 2.0
- Save as `meshes/terrain.gltf`
- Heights are baked in vertex positions
4. **Both files in sync**
- glTF: rendering (vertices with baked heights)
- EXR: physics (rapier3d heightfield collider)
- Both from same source = guaranteed match
## Resolution Guidelines
- **Heightmap (EXR):** 512×512, 1000×1000, or 1024×1024
- Higher = more accurate collision
- Lower = faster loading
- Default: 1000×1000
- Uses Blender's render sampling (no gaps!)
- **Normal Map:** 1024×1024 or 2048×2048
- For shader neighbor sampling
- Higher quality for detailed terrain
## Customization
Change parameters by editing the script or calling directly:
```python
from generate_heightmap import bake_heightmap
bake_heightmap(
terrain_obj=bpy.data.objects["MyTerrain"],
resolution=1024,
output_path="custom/path.exr"
)
```
## Output Files
```
project_root/
├── meshes/
│ └── terrain.gltf # Mesh with baked heights (manual export)
└── textures/
├── terrain.exr # Heightmap for physics (generated)
├── terrain_normals.png # Normal map (generated)
└── terrain_flowmap.png # Flow map (generated)
```
## Troubleshooting
**"Object not found":**
- Ensure terrain object exists
- Check object name matches parameter
- Script will auto-detect objects with "terrain" or "plane" in name
**"Mesh has no vertices":**
- Apply all modifiers before running script
- Check mesh is not empty
**EXR export fails:**
- Ensure Blender has EXR support enabled
- Check output directory exists and is writable

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import bpy
from pathlib import Path
def bake_heightmap(terrain_obj, resolution=1024, output_path=None):
"""
Bake terrain heightmap using Blender's render/bake system.
Args:
terrain_obj: Terrain mesh object
resolution: Texture resolution (square)
output_path: Path to save EXR file
"""
print(f"Baking heightmap for: {terrain_obj.name}")
print(f"Resolution: {resolution}×{resolution}")
# Ensure object has UV map
if not terrain_obj.data.uv_layers:
print("Adding UV map...")
terrain_obj.data.uv_layers.new(name="UVMap")
# Create new image for baking
bake_image = bpy.data.images.new(
name="Heightmap_Bake",
width=resolution,
height=resolution,
alpha=False,
float_buffer=True,
is_data=True
)
# Setup material for baking
if not terrain_obj.data.materials:
mat = bpy.data.materials.new(name="Heightmap_Material")
terrain_obj.data.materials.append(mat)
else:
mat = terrain_obj.data.materials[0]
mat.use_nodes = True
nodes = mat.node_tree.nodes
nodes.clear()
# Create nodes for height baking
# Geometry node to get position
geo_node = nodes.new(type='ShaderNodeNewGeometry')
# Separate XYZ to get Z (height)
separate_node = nodes.new(type='ShaderNodeSeparateXYZ')
mat.node_tree.links.new(geo_node.outputs['Position'], separate_node.inputs['Vector'])
# Emission shader to output height value
emission_node = nodes.new(type='ShaderNodeEmission')
mat.node_tree.links.new(separate_node.outputs['Z'], emission_node.inputs['Color'])
# Material output
output_node = nodes.new(type='ShaderNodeOutputMaterial')
mat.node_tree.links.new(emission_node.outputs['Emission'], output_node.inputs['Surface'])
# Add image texture node (required for baking target)
image_node = nodes.new(type='ShaderNodeTexImage')
image_node.image = bake_image
image_node.select = True
nodes.active = image_node
# Select object and set mode
bpy.context.view_layer.objects.active = terrain_obj
terrain_obj.select_set(True)
# Setup render settings for baking
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 1
bpy.context.scene.cycles.bake_type = 'EMIT'
print("Baking...")
bpy.ops.object.bake(type='EMIT', use_clear=True)
print("Bake complete!")
# Save as EXR
if output_path:
bake_image.filepath_raw = str(output_path)
bake_image.file_format = 'OPEN_EXR'
bake_image.use_half_precision = False
scene = bpy.context.scene
original_color_mode = scene.render.image_settings.color_mode
original_color_depth = scene.render.image_settings.color_depth
scene.render.image_settings.color_mode = 'BW'
scene.render.image_settings.color_depth = '32'
bake_image.save_render(str(output_path), scene=scene)
scene.render.image_settings.color_mode = original_color_mode
scene.render.image_settings.color_depth = original_color_depth
print(f"Saved to: {output_path}")
# Cleanup
bpy.data.images.remove(bake_image)
return True
if __name__ == "__main__":
project_root = Path(bpy.data.filepath).parent.parent
output_path = project_root / "textures" / "terrain_heightmap.exr"
output_path.parent.mkdir(parents=True, exist_ok=True)
# Find terrain object
terrain_obj = bpy.data.objects.get("TerrainPlane")
if not terrain_obj:
print("'TerrainPlane' not found. Searching for terrain mesh...")
for obj in bpy.data.objects:
if obj.type == 'MESH' and ('terrain' in obj.name.lower() or 'plane' in obj.name.lower()):
terrain_obj = obj
print(f"Using: {obj.name}")
break
if not terrain_obj:
raise ValueError("No terrain object found!")
bake_heightmap(
terrain_obj=terrain_obj,
resolution=1000,
output_path=output_path
)
print("\n" + "="*60)
print("Heightmap baking complete!")
print(f"Output: {output_path}")
print("="*60)

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import bpy
from pathlib import Path
def find_snow_modifier(terrain_obj):
"""
Find the Geometry Nodes modifier that contains snow_depth attribute.
Returns the modifier or None if not found.
"""
for mod in terrain_obj.modifiers:
if mod.type == 'NODES' and mod.node_group:
# Check if this modifier's node tree has Store Named Attribute with "snow_depth"
for node in mod.node_group.nodes:
if node.type == 'STORE_NAMED_ATTRIBUTE':
if hasattr(node, 'data_type') and node.name and 'snow' in node.name.lower():
return mod
# Check inputs for the name
for input in node.inputs:
if input.name == 'Name' and hasattr(input, 'default_value'):
if input.default_value == 'snow_depth':
return mod
# Fallback: check modifier name
if 'snow' in mod.name.lower():
return mod
return None
def bake_snow_depth(terrain_obj, resolution=512, output_path=None, modifier_name=None):
"""
Bake snow depth attribute to texture using shader-based Cycles baking.
Uses the same approach as generate_heightmap.py.
Requires:
- Terrain object with Geometry Nodes modifier that stores 'snow_depth' attribute
- UV map on terrain mesh
Args:
terrain_obj: Terrain mesh object with snow_depth attribute
resolution: Texture resolution (square)
output_path: Path to save EXR file
modifier_name: Optional specific modifier name to use (e.g., "Snow")
"""
print(f"Baking snow depth for: {terrain_obj.name}")
print(f"Resolution: {resolution}×{resolution}")
# Find the snow geometry nodes modifier
if modifier_name:
geo_nodes_modifier = terrain_obj.modifiers.get(modifier_name)
if not geo_nodes_modifier:
raise ValueError(f"Modifier '{modifier_name}' not found on {terrain_obj.name}")
print(f"Using specified modifier: {modifier_name}")
else:
geo_nodes_modifier = find_snow_modifier(terrain_obj)
if not geo_nodes_modifier:
print("\nAvailable Geometry Nodes modifiers:")
for mod in terrain_obj.modifiers:
if mod.type == 'NODES':
print(f" - {mod.name}")
raise ValueError(
f"No Geometry Nodes modifier with 'snow_depth' attribute found on {terrain_obj.name}!\n"
f"Either add snow accumulation modifier, or specify modifier_name parameter."
)
print(f"Found snow modifier: {geo_nodes_modifier.name}")
modifier_states = {}
print(f"\nDisabling modifiers after '{geo_nodes_modifier.name}' for baking...")
target_mod_index = list(terrain_obj.modifiers).index(geo_nodes_modifier)
for i, mod in enumerate(terrain_obj.modifiers):
modifier_states[mod.name] = {
'show_viewport': mod.show_viewport,
'show_render': mod.show_render
}
if i > target_mod_index:
print(f" Temporarily disabling: {mod.name}")
mod.show_viewport = False
mod.show_render = False
bpy.context.view_layer.update()
depsgraph = bpy.context.evaluated_depsgraph_get()
evaluated_obj = terrain_obj.evaluated_get(depsgraph)
eval_mesh = evaluated_obj.to_mesh()
if 'snow_depth' not in eval_mesh.attributes:
evaluated_obj.to_mesh_clear()
for mod_name, state in modifier_states.items():
mod = terrain_obj.modifiers.get(mod_name)
if mod:
mod.show_viewport = state['show_viewport']
mod.show_render = state['show_render']
raise ValueError("snow_depth attribute missing from evaluated geometry")
print(f"✓ Verified 'snow_depth' attribute exists")
evaluated_obj.to_mesh_clear()
# Ensure object has UV map
if not terrain_obj.data.uv_layers:
print("Adding UV map...")
terrain_obj.data.uv_layers.new(name="UVMap")
# Create new image for baking
bake_image = bpy.data.images.new(
name="SnowDepth_Bake",
width=resolution,
height=resolution,
alpha=False,
float_buffer=True,
is_data=True
)
print(f"Created bake image: {bake_image.name}")
original_materials = list(terrain_obj.data.materials)
print(f"Object has {len(original_materials)} material slot(s): {[mat.name if mat else 'None' for mat in original_materials]}")
mat = bpy.data.materials.new(name="SnowDepth_BakeMaterial")
mat.use_nodes = True
nodes = mat.node_tree.nodes
nodes.clear()
attr_node = nodes.new(type='ShaderNodeAttribute')
attr_node.attribute_name = 'snow_depth'
emission_node = nodes.new(type='ShaderNodeEmission')
mat.node_tree.links.new(attr_node.outputs['Fac'], emission_node.inputs['Color'])
output_node = nodes.new(type='ShaderNodeOutputMaterial')
mat.node_tree.links.new(emission_node.outputs['Emission'], output_node.inputs['Surface'])
image_node = nodes.new(type='ShaderNodeTexImage')
image_node.image = bake_image
image_node.select = True
nodes.active = image_node
terrain_obj.data.materials.clear()
terrain_obj.data.materials.append(mat)
print(f"Temporarily replaced all materials with bake material")
# Select object and set mode
bpy.context.view_layer.objects.active = terrain_obj
terrain_obj.select_set(True)
# Ensure we're in object mode
if bpy.context.object and bpy.context.object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
# Setup render settings for baking
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.samples = 1
bpy.context.scene.cycles.bake_type = 'EMIT'
print("Baking with Cycles (EMIT)...")
bpy.ops.object.bake(type='EMIT', use_clear=True)
print("Bake complete!")
# Verify bake has data (not all black/zero)
pixels = list(bake_image.pixels)
max_value = max(pixels) if pixels else 0.0
avg_value = sum(pixels) / len(pixels) if pixels else 0.0
non_zero_count = sum(1 for p in pixels if p > 0.0001)
print(f"Baked image stats: max={max_value:.4f}, avg={avg_value:.4f}")
print(f"Non-zero pixels: {non_zero_count} ({non_zero_count / len(pixels) * 100:.1f}%)")
if max_value < 0.0001:
print("\n⚠️ WARNING: Baked image appears to be all black!")
print(" Possible causes:")
print(" - 'snow_depth' attribute doesn't exist in the geometry")
print(" - Geometry Nodes modifier is disabled")
print(" - Store Named Attribute node is not connected")
print(" - Wrong modifier selected (try specifying modifier_name)")
print("\n Continuing anyway, but check your setup...")
else:
print(f"✓ Bake contains data (values up to {max_value:.4f}m)")
# Save as EXR
if output_path:
bake_image.filepath_raw = str(output_path)
bake_image.file_format = 'OPEN_EXR'
bake_image.use_half_precision = False
scene = bpy.context.scene
original_color_mode = scene.render.image_settings.color_mode
original_color_depth = scene.render.image_settings.color_depth
original_exr_codec = scene.render.image_settings.exr_codec
# Use BW mode for single channel (same as heightmap)
scene.render.image_settings.color_mode = 'BW'
scene.render.image_settings.color_depth = '32'
scene.render.image_settings.exr_codec = 'ZIP'
print(f"Saving EXR with settings: color_mode=BW, depth=32, codec=ZIP")
bake_image.save_render(str(output_path), scene=scene)
scene.render.image_settings.color_mode = original_color_mode
scene.render.image_settings.color_depth = original_color_depth
scene.render.image_settings.exr_codec = original_exr_codec
print(f"Saved to: {output_path}")
print(f"Format: OpenEXR, 32-bit float, ZIP compression")
print(f"File size: {output_path.stat().st_size / 1024:.1f} KB")
bpy.data.images.remove(bake_image)
bpy.data.materials.remove(mat)
terrain_obj.data.materials.clear()
for original_mat in original_materials:
terrain_obj.data.materials.append(original_mat)
print(f"Restored {len(original_materials)} original material(s)")
print("\nRestoring modifier states...")
for mod_name, state in modifier_states.items():
mod = terrain_obj.modifiers.get(mod_name)
if mod:
mod.show_viewport = state['show_viewport']
mod.show_render = state['show_render']
print("✓ Modifiers restored")
return True
if __name__ == "__main__":
project_root = Path(bpy.data.filepath).parent.parent
output_path = project_root / "textures" / "snow_depth.exr"
output_path.parent.mkdir(parents=True, exist_ok=True)
# Find terrain object
terrain_obj = bpy.data.objects.get("TerrainPlane")
if not terrain_obj:
print("'TerrainPlane' not found. Searching for terrain mesh...")
for obj in bpy.data.objects:
if obj.type == 'MESH' and ('terrain' in obj.name.lower() or 'plane' in obj.name.lower()):
terrain_obj = obj
print(f"Using: {obj.name}")
break
if not terrain_obj:
raise ValueError("No terrain object found!")
# CONFIGURATION: Specify modifier name if you have multiple Geometry Nodes modifiers
# Leave as None to auto-detect the snow modifier
# Example: modifier_name = "Snow" or "Snow Accumulation"
modifier_name = "Snow Accumulation" # Auto-detect by looking for 'snow_depth' attribute
bake_snow_depth(
terrain_obj=terrain_obj,
resolution=1000,
output_path=output_path,
modifier_name=modifier_name # Specify "Snow" if auto-detect fails
)
print("\n" + "="*60)
print("Snow depth baking complete!")
print(f"Output: {output_path}")
print("="*60)
print("\nNext steps:")
print("1. Verify snow_depth.exr in textures/ directory")
print("2. Open in image viewer to check it's not black")
print("3. Load in game with SnowLayer::load()")
print("4. Test deformation with player movement")
print("\nIf bake is black:")
print("- Check that 'snow_depth' attribute exists in Spreadsheet Editor")
print("- Verify Geometry Nodes modifier has Store Named Attribute node")
print("- Try specifying modifier_name='Snow' explicitly in script")

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