render iteration
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268
blender/scripts/generate_snow_depth.py
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268
blender/scripts/generate_snow_depth.py
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import bpy
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from pathlib import Path
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def find_snow_modifier(terrain_obj):
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"""
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Find the Geometry Nodes modifier that contains snow_depth attribute.
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Returns the modifier or None if not found.
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"""
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for mod in terrain_obj.modifiers:
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if mod.type == 'NODES' and mod.node_group:
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# Check if this modifier's node tree has Store Named Attribute with "snow_depth"
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for node in mod.node_group.nodes:
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if node.type == 'STORE_NAMED_ATTRIBUTE':
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if hasattr(node, 'data_type') and node.name and 'snow' in node.name.lower():
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return mod
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# Check inputs for the name
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for input in node.inputs:
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if input.name == 'Name' and hasattr(input, 'default_value'):
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if input.default_value == 'snow_depth':
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return mod
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# Fallback: check modifier name
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if 'snow' in mod.name.lower():
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return mod
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return None
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def bake_snow_depth(terrain_obj, resolution=512, output_path=None, modifier_name=None):
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"""
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Bake snow depth attribute to texture using shader-based Cycles baking.
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Uses the same approach as generate_heightmap.py.
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Requires:
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- Terrain object with Geometry Nodes modifier that stores 'snow_depth' attribute
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- UV map on terrain mesh
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Args:
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terrain_obj: Terrain mesh object with snow_depth attribute
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resolution: Texture resolution (square)
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output_path: Path to save EXR file
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modifier_name: Optional specific modifier name to use (e.g., "Snow")
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"""
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print(f"Baking snow depth for: {terrain_obj.name}")
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print(f"Resolution: {resolution}×{resolution}")
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# Find the snow geometry nodes modifier
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if modifier_name:
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geo_nodes_modifier = terrain_obj.modifiers.get(modifier_name)
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if not geo_nodes_modifier:
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raise ValueError(f"Modifier '{modifier_name}' not found on {terrain_obj.name}")
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print(f"Using specified modifier: {modifier_name}")
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else:
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geo_nodes_modifier = find_snow_modifier(terrain_obj)
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if not geo_nodes_modifier:
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print("\nAvailable Geometry Nodes modifiers:")
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for mod in terrain_obj.modifiers:
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if mod.type == 'NODES':
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print(f" - {mod.name}")
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raise ValueError(
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f"No Geometry Nodes modifier with 'snow_depth' attribute found on {terrain_obj.name}!\n"
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f"Either add snow accumulation modifier, or specify modifier_name parameter."
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)
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print(f"Found snow modifier: {geo_nodes_modifier.name}")
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modifier_states = {}
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print(f"\nDisabling modifiers after '{geo_nodes_modifier.name}' for baking...")
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target_mod_index = list(terrain_obj.modifiers).index(geo_nodes_modifier)
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for i, mod in enumerate(terrain_obj.modifiers):
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modifier_states[mod.name] = {
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'show_viewport': mod.show_viewport,
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'show_render': mod.show_render
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}
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if i > target_mod_index:
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print(f" Temporarily disabling: {mod.name}")
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mod.show_viewport = False
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mod.show_render = False
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bpy.context.view_layer.update()
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depsgraph = bpy.context.evaluated_depsgraph_get()
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evaluated_obj = terrain_obj.evaluated_get(depsgraph)
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eval_mesh = evaluated_obj.to_mesh()
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if 'snow_depth' not in eval_mesh.attributes:
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evaluated_obj.to_mesh_clear()
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for mod_name, state in modifier_states.items():
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mod = terrain_obj.modifiers.get(mod_name)
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if mod:
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mod.show_viewport = state['show_viewport']
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mod.show_render = state['show_render']
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raise ValueError("snow_depth attribute missing from evaluated geometry")
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print(f"✓ Verified 'snow_depth' attribute exists")
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evaluated_obj.to_mesh_clear()
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# Ensure object has UV map
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if not terrain_obj.data.uv_layers:
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print("Adding UV map...")
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terrain_obj.data.uv_layers.new(name="UVMap")
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# Create new image for baking
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bake_image = bpy.data.images.new(
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name="SnowDepth_Bake",
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width=resolution,
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height=resolution,
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alpha=False,
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float_buffer=True,
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is_data=True
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)
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print(f"Created bake image: {bake_image.name}")
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original_materials = list(terrain_obj.data.materials)
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print(f"Object has {len(original_materials)} material slot(s): {[mat.name if mat else 'None' for mat in original_materials]}")
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mat = bpy.data.materials.new(name="SnowDepth_BakeMaterial")
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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nodes.clear()
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attr_node = nodes.new(type='ShaderNodeAttribute')
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attr_node.attribute_name = 'snow_depth'
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emission_node = nodes.new(type='ShaderNodeEmission')
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mat.node_tree.links.new(attr_node.outputs['Fac'], emission_node.inputs['Color'])
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output_node = nodes.new(type='ShaderNodeOutputMaterial')
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mat.node_tree.links.new(emission_node.outputs['Emission'], output_node.inputs['Surface'])
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image_node = nodes.new(type='ShaderNodeTexImage')
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image_node.image = bake_image
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image_node.select = True
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nodes.active = image_node
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terrain_obj.data.materials.clear()
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terrain_obj.data.materials.append(mat)
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print(f"Temporarily replaced all materials with bake material")
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# Select object and set mode
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bpy.context.view_layer.objects.active = terrain_obj
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terrain_obj.select_set(True)
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# Ensure we're in object mode
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if bpy.context.object and bpy.context.object.mode != 'OBJECT':
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bpy.ops.object.mode_set(mode='OBJECT')
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# Setup render settings for baking
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bpy.context.scene.render.engine = 'CYCLES'
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bpy.context.scene.cycles.samples = 1
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bpy.context.scene.cycles.bake_type = 'EMIT'
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print("Baking with Cycles (EMIT)...")
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bpy.ops.object.bake(type='EMIT', use_clear=True)
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print("Bake complete!")
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# Verify bake has data (not all black/zero)
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pixels = list(bake_image.pixels)
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max_value = max(pixels) if pixels else 0.0
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avg_value = sum(pixels) / len(pixels) if pixels else 0.0
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non_zero_count = sum(1 for p in pixels if p > 0.0001)
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print(f"Baked image stats: max={max_value:.4f}, avg={avg_value:.4f}")
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print(f"Non-zero pixels: {non_zero_count} ({non_zero_count / len(pixels) * 100:.1f}%)")
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if max_value < 0.0001:
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print("\n⚠️ WARNING: Baked image appears to be all black!")
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print(" Possible causes:")
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print(" - 'snow_depth' attribute doesn't exist in the geometry")
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print(" - Geometry Nodes modifier is disabled")
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print(" - Store Named Attribute node is not connected")
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print(" - Wrong modifier selected (try specifying modifier_name)")
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print("\n Continuing anyway, but check your setup...")
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else:
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print(f"✓ Bake contains data (values up to {max_value:.4f}m)")
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# Save as EXR
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if output_path:
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bake_image.filepath_raw = str(output_path)
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bake_image.file_format = 'OPEN_EXR'
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bake_image.use_half_precision = False
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scene = bpy.context.scene
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original_color_mode = scene.render.image_settings.color_mode
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original_color_depth = scene.render.image_settings.color_depth
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original_exr_codec = scene.render.image_settings.exr_codec
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# Use BW mode for single channel (same as heightmap)
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scene.render.image_settings.color_mode = 'BW'
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scene.render.image_settings.color_depth = '32'
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scene.render.image_settings.exr_codec = 'ZIP'
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print(f"Saving EXR with settings: color_mode=BW, depth=32, codec=ZIP")
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bake_image.save_render(str(output_path), scene=scene)
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scene.render.image_settings.color_mode = original_color_mode
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scene.render.image_settings.color_depth = original_color_depth
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scene.render.image_settings.exr_codec = original_exr_codec
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print(f"Saved to: {output_path}")
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print(f"Format: OpenEXR, 32-bit float, ZIP compression")
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print(f"File size: {output_path.stat().st_size / 1024:.1f} KB")
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bpy.data.images.remove(bake_image)
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bpy.data.materials.remove(mat)
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terrain_obj.data.materials.clear()
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for original_mat in original_materials:
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terrain_obj.data.materials.append(original_mat)
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print(f"Restored {len(original_materials)} original material(s)")
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print("\nRestoring modifier states...")
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for mod_name, state in modifier_states.items():
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mod = terrain_obj.modifiers.get(mod_name)
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if mod:
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mod.show_viewport = state['show_viewport']
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mod.show_render = state['show_render']
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print("✓ Modifiers restored")
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return True
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if __name__ == "__main__":
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project_root = Path(bpy.data.filepath).parent.parent
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output_path = project_root / "textures" / "snow_depth.exr"
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output_path.parent.mkdir(parents=True, exist_ok=True)
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# Find terrain object
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terrain_obj = bpy.data.objects.get("TerrainPlane")
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if not terrain_obj:
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print("'TerrainPlane' not found. Searching for terrain mesh...")
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for obj in bpy.data.objects:
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if obj.type == 'MESH' and ('terrain' in obj.name.lower() or 'plane' in obj.name.lower()):
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terrain_obj = obj
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print(f"Using: {obj.name}")
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break
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if not terrain_obj:
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raise ValueError("No terrain object found!")
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# CONFIGURATION: Specify modifier name if you have multiple Geometry Nodes modifiers
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# Leave as None to auto-detect the snow modifier
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# Example: modifier_name = "Snow" or "Snow Accumulation"
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modifier_name = "Snow Accumulation" # Auto-detect by looking for 'snow_depth' attribute
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bake_snow_depth(
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terrain_obj=terrain_obj,
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resolution=1000,
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output_path=output_path,
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modifier_name=modifier_name # Specify "Snow" if auto-detect fails
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)
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print("\n" + "="*60)
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print("Snow depth baking complete!")
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print(f"Output: {output_path}")
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print("="*60)
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print("\nNext steps:")
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print("1. Verify snow_depth.exr in textures/ directory")
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print("2. Open in image viewer to check it's not black")
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print("3. Load in game with SnowLayer::load()")
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print("4. Test deformation with player movement")
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print("\nIf bake is black:")
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print("- Check that 'snow_depth' attribute exists in Spreadsheet Editor")
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print("- Verify Geometry Nodes modifier has Store Named Attribute node")
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print("- Try specifying modifier_name='Snow' explicitly in script")
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