Files
ComfyProjector/utils.py
小煜 3f0baae7d3 feat: 添加深度图和法线图渲染功能
- 新增场景属性 `sna_render_resolution` 用于选择渲染分辨率(1024x1024 或 2048x2048)
- 修改 `Comfy_OT_Mvgen_B6229` 操作符,在执行后自动渲染深度图和法线图
- 新增 `_render_depth` 和 `_render_normal` 函数,从 `Materials.blend` 资产文件加载专用材质和节点组进行渲染
- 在 UI 面板中添加分辨率选择下拉菜单并更新按钮文本
- 在 `unregister` 函数中安全清理新增的场景属性
2026-02-13 11:11:22 +08:00

293 lines
11 KiB
Python

import bpy
import bpy.utils.previews
from mathutils import Vector
import os
def property_exists(prop_path, glob, loc):
try:
eval(prop_path, glob, loc)
return True
except: # noqa: E722
return False
class Comfy_OT_Aovbake_Ad980(bpy.types.Operator):
bl_idname = "comfyui.aovbake_ad980"
bl_label = "aovbake"
bl_description = ""
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, _context):
if bpy.app.version >= (3, 0, 0) and True:
cls.poll_message_set(
"Please save your Blender file before running the script."
)
return not ("" == bpy.data.filepath)
def execute(self, _context):
if "" == bpy.data.filepath:
self.report(
{"ERROR"},
message="Please save your Blender file before running the script.",
)
else:
if bpy.context.view_layer.objects.active.type == "MESH":
bpy.data.scenes["Scene"].render.film_transparent = True
bpy.data.scenes["Scene"].render.engine = "CYCLES"
bpy.data.scenes["Scene"].view_layers["ViewLayer"].use_pass_z = True
bpy.data.scenes["Scene"].cycles.samples = 16
res = int(bpy.context.scene.sna_render_resolution)
bpy.data.scenes["Scene"].render.resolution_x = res
bpy.data.scenes["Scene"].render.resolution_y = res
bpy.data.scenes["Scene"].view_layers["ViewLayer"].use_pass_normal = True
bpy.context.scene.sna_activeobject = (
bpy.context.view_layer.objects.active
)
bpy.data.scenes["Scene"].use_nodes = True
import math
def show_message_box(message="", title="Message", icon="INFO"):
"""Shows a pop-up message in Blender."""
def draw(self, context):
self.layout.label(text=message)
bpy.context.window_manager.popup_menu(draw, title=title, icon=icon)
def create_camera_for_object(obj):
if obj.type != "MESH":
show_message_box("Selected object must be a mesh.", "Error")
return None
bpy.ops.object.camera_add()
cam = bpy.context.object
cam.name = "ObjectCamera"
bpy.context.scene.camera = cam
bpy.context.scene.sna_bakecam = bpy.context.scene.camera
bbox_corners = [
obj.matrix_world @ Vector(corner) for corner in obj.bound_box
]
min_x = min(corner.x for corner in bbox_corners)
max_x = max(corner.x for corner in bbox_corners)
min_y = min(corner.y for corner in bbox_corners)
max_y = max(corner.y for corner in bbox_corners)
min_z = min(corner.z for corner in bbox_corners)
max_z = max(corner.z for corner in bbox_corners)
center = (
Vector((min_x + max_x, min_y + max_y, min_z + max_z)) / 2
).to_3d()
size = max(max_x - min_x, max_y - min_y, max_z - min_z) * 1.5
cam.location = center + Vector((0, -size, 0))
cam.data.type = "ORTHO"
cam.data.ortho_scale = size
cam.rotation_euler = (math.radians(90), 0, 0)
bpy.context.scene.sna_activeobject.select_set(state=True)
bpy.ops.view3d.camera_to_view_selected()
return cam
def main():
obj = bpy.context.active_object
if obj is None:
show_message_box("No active object selected.", "Error")
return
create_camera_for_object(obj)
main()
bpy.context.scene.sna_activeobject.select_set(
state=True,
)
bpy.context.view_layer.objects.active = (
bpy.context.scene.sna_activeobject
)
bpy.data.scenes["Scene"].use_nodes = False
return {"FINISHED"}
def invoke(self, context, _event):
return self.execute(context)
def _ensure_output_dir():
"""Ensure output directory exists next to the blend file and return its path."""
blend_dir = os.path.dirname(bpy.data.filepath)
output_dir = os.path.join(blend_dir, 'output')
os.makedirs(output_dir, exist_ok=True)
return output_dir
def _append_from_materials_blend(data_type, name):
"""Append a data-block from Materials.blend if it doesn't already exist.
data_type: 'NodeTree' or 'Material'
"""
collection_map = {
'NodeTree': bpy.data.node_groups,
'Material': bpy.data.materials,
}
collection = collection_map[data_type]
if name in collection:
return collection[name]
blend_path = os.path.join(os.path.dirname(__file__), 'assets', 'Materials.blend')
bpy.ops.wm.append(
directory=blend_path + '\\' + data_type + '\\',
filename=name,
link=False,
)
return collection.get(name)
def _render_depth(operator):
"""Render depth map using Depth_Mat compositor NodeTree."""
scene = bpy.context.scene
output_dir = _ensure_output_dir()
# Append the Depth_Mat compositor node tree
depth_tree = _append_from_materials_blend('NodeTree', 'Depth_Mat')
if depth_tree is None:
operator.report({'ERROR'}, message='Failed to load Depth_Mat from Materials.blend')
return False
# Save original compositor state
orig_use_nodes = scene.use_nodes
orig_comp_group = scene.compositing_node_group
# Enable compositor and assign Depth_Mat as the compositing node group
scene.use_nodes = True
scene.compositing_node_group = depth_tree
# Setup output
scene.render.filepath = os.path.join(output_dir, 'depth.png')
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGB'
scene.view_layers["ViewLayer"].use_pass_z = True
# Render
bpy.ops.render.render(write_still=True)
# Restore original compositor state
scene.compositing_node_group = orig_comp_group
scene.use_nodes = orig_use_nodes
return True
def _render_normal(operator):
"""Render normal map by applying Normal_Mat material to active object."""
scene = bpy.context.scene
obj = scene.sna_activeobject
output_dir = _ensure_output_dir()
# Append the Normal_Mat material
normal_mat = _append_from_materials_blend('Material', 'Normal_Mat')
if normal_mat is None:
operator.report({'ERROR'}, message='Failed to load Normal_Mat from Materials.blend')
return False
# Find the converted object (the active object after convert)
converted_obj = bpy.context.view_layer.objects.active
if converted_obj is None or converted_obj.type != 'MESH':
converted_obj = obj
# Save original materials
orig_materials = [slot.material for slot in converted_obj.material_slots]
# Clear and assign Normal_Mat
converted_obj.data.materials.clear()
converted_obj.data.materials.append(normal_mat)
# Disable compositor for normal pass (direct render)
orig_use_nodes = scene.use_nodes
scene.use_nodes = False
# Setup output
scene.render.filepath = os.path.join(output_dir, 'normal.png')
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGB'
# Render
bpy.ops.render.render(write_still=True)
# Restore original materials
converted_obj.data.materials.clear()
for mat in orig_materials:
converted_obj.data.materials.append(mat)
scene.use_nodes = orig_use_nodes
return True
class Comfy_OT_Mvgen_B6229(bpy.types.Operator):
bl_idname = "comfyui.mvgen_b6229"
bl_label = "生成多视角视图"
bl_description = "Generate multi-view maps including depth and normal"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, _context):
if bpy.app.version >= (3, 0, 0) and True:
cls.poll_message_set(
"Please save your Blender file before running the script."
)
return not ("" == bpy.data.filepath)
def execute(self, _context):
if "" == bpy.data.filepath:
self.report(
{"ERROR"},
message="Please save your Blender file before running the script.",
)
else:
if (None is not bpy.context.view_layer.objects.active):
if bpy.context.view_layer.objects.active.type == 'MESH':
bpy.context.scene.sna_activeobject = bpy.context.view_layer.objects.active
bpy.context.scene.sna_activeobject_name = bpy.context.scene.sna_activeobject.name
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
if property_exists("bpy.data.node_groups['UV_New']", globals(), locals()):
pass
else:
before_data = list(bpy.data.node_groups)
bpy.ops.wm.append(directory=os.path.join(os.path.dirname(__file__), 'assets', 'geonodesuvpack.blend') + r'\NodeTree', filename='UV_New', link=False)
new_data = list(filter(lambda d: d not in before_data, list(bpy.data.node_groups)))
appended_4ED0B = None if not new_data else new_data[0]
bpy.context.view_layer.objects.active = bpy.context.scene.sna_activeobject
bpy.context.scene.sna_activeobject.select_set(state=True, )
modifier_5D814 = bpy.context.scene.sna_activeobject.modifiers.new(name='MV_Nodes', type='NODES', )
node_group = bpy.data.node_groups.get('UV_New')
if node_group is None:
self.report({'ERROR'}, message='Missing node group: UV_New')
return {"CANCELLED"}
bpy.context.scene.sna_activeobject.modifiers['MV_Nodes'].node_group = node_group
bpy.ops.object.convert(target='MESH', keep_original=True)
bpy.data.objects[bpy.context.scene.sna_activeobject_name].hide_render = True
bpy.ops.comfyui.aovbake_ad980('INVOKE_DEFAULT', )
bpy.data.objects[bpy.context.scene.sna_activeobject_name].modifiers.clear()
bpy.context.view_layer.objects[bpy.context.scene.sna_activeobject_name].hide_set(state=True, )
# --- Render Depth Map ---
_render_depth(self)
# --- Render Normal Map ---
_render_normal(self)
return {"FINISHED"}
def invoke(self, context, _event):
return self.execute(context)
class Comfy_PT_ComfyProjectorPanel(bpy.types.Panel):
bl_label = "ComfyProjector"
bl_idname = "Comfy_PT_comfyprojector"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "ComfyProjector"
def draw(self, context):
layout = self.layout
layout.prop(context.scene, "sna_render_resolution", text="Resolution")
layout.operator("comfyui.mvgen_b6229", text="生成多视角视图")
classes = (
Comfy_OT_Aovbake_Ad980,
Comfy_OT_Mvgen_B6229,
Comfy_PT_ComfyProjectorPanel,
)