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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
from bpy.props import *
import os
import math
import mathutils
__bpydoc__ = """
Light Field Tools
This script helps setting up rendering of lightfields. It
also supports the projection of lightfields with textured
spotlights.
Usage:
A simple interface can be accessed in the tool shelf panel
in 3D View ([T] Key).
A base mesh has to be provided, which will normaly be a
subdivided plane. The script will then create a camera rig
and a light rig with adjustable properties. A sample camera
and a spotlight will be created on each vertex of the
basemesh object axis (maybe vertex normal in future
versions).
Vertex order:
The user has to provide the number of cameras or
lights in one row in an unevenly spaced grid, the
basemesh. Then the right vertex order can be
computed as shown here.
6-7-8
| | |
^ 3-4-5
| | | |
y 0-1-2
x->
There is also a tool to create a basemesh, which is an
evenly spaced grid. The row length parameter is taken to
construct such a NxN grid. Someone would start out by adding
a rectengular plane as the slice plane of the frustrum of
the most middle camera of the light field rig. The spacing
parameter then places the other cameras in a way, so they
have an offset of n pixels from the other camera on this
plane.
Version history:
v0.2.1 - Empty handler, multiple camera grid, r34843
v0.2.0 - To be included in contrib, r34456
v0.1.4 - To work with r34261
v0.1.3 - Fixed base mesh creation for r29998
v0.1.2 - Minor fixes, working with r29994
v0.1.1 - Basemesh from focal plane.
v0.1.0 - API updates, draft done.
v0.0.4 - Texturing.
v0.0.3 - Creates an array of non textured spotlights.
v0.0.2 - Renders lightfields.
v0.0.1 - Initial version.
TODO:
* Restore view after primary camera is changed.
* Apply object matrix to normals.
* Allign to normals, somehow,....
* StringPropertie with PATH tag, for proper ui.
"""
class OBJECT_OT_create_lightfield_rig(bpy.types.Operator):
"""Create a lightfield rig based on the active object/mesh"""
bl_idname="object.create_lightfield_rig"
bl_label="Create a light field rig based on the active object/mesh"
bl_options = {'REGISTER'}
layer0 = [True] + [False]*19
numSamples = 0
baseObject = None
handler = None
verts = []
imagePaths = []
def arrangeVerts(self):
"""Sorts the vertices as described in the usage part of the doc."""
# get mesh with applied modifer stack
scene = bpy.context.scene
mesh = self.baseObject.create_mesh(scene, True, "PREVIEW")
verts = []
row_length = scene.lightfield.row_length
for vert in mesh.vertices:
# world/parent origin
co = vert.co * self.baseObject.matrix_local
normal = vert.normal
verts.append([co, normal])
def key_x(v):
return v[0][0]
def key_y(v):
return v[0][1]
verts.sort(key=key_y)
sorted_verts = []
for i in range(0, len(verts), row_length):
row = verts[i:i+row_length]
row.sort(key=key_x)
sorted_verts.extend(row)
return sorted_verts
def createCameraAnimated(self):
scene = bpy.context.scene
bpy.ops.object.camera_add(view_align=False)
cam = bpy.context.active_object
cam.name = "light_field_camera"
# set props
cam.data.angle = scene.lightfield.angle
# display options of the camera
cam.data.lens_unit = 'DEGREES'
# handler parent
if scene.lightfield.create_handler:
cam.parent = self.handler
# set as primary camera
scene.camera = cam
### animate ###
scene.frame_current = 0
for frame, vert in enumerate(self.verts):
scene.frame_current = frame
# translate
cam.location = vert[0]
# rotation
cam.rotation_euler = self.baseObject.rotation_euler
# insert LocRot keyframes
cam.keyframe_insert('location')
# set anim render props
scene.frame_current = 0
scene.frame_start = 0
scene.frame_end = self.numSamples-1
def createCameraMultiple(self):
scene = bpy.context.scene
for cam_idx, vert in enumerate(self.verts):
# add and name camera
bpy.ops.object.camera_add(view_align=False)
cam = bpy.context.active_object
cam.name = "light_field_cam_" + str(cam_idx)
# translate
cam.location = vert[0]
# rotation
cam.rotation_euler = self.baseObject.rotation_euler
# set camera props
cam.data.angle = scene.lightfield.angle
# display options of the camera
cam.data.draw_size = 0.15
cam.data.lens_unit = 'DEGREES'
# handler parent
if scene.lightfield.create_handler:
cam.parent = self.handler
def createCamera(self):
if bpy.context.scene.lightfield.animate_camera:
self.createCameraAnimated()
else:
self.createCameraMultiple()
def getImagePaths(self):
path = bpy.context.scene.lightfield.texture_path
if not os.path.isdir(path):
return False
files = os.listdir(path)
if not len(files) == self.numSamples:
return False
files.sort()
self.imagePaths = list(map(lambda f : os.path.join(path, f), files))
return True
def createTexture(self, index):
name = "light_field_spot_tex_" + str(index)
tex = bpy.data.textures.new(name)
# change type
tex.type = 'IMAGE'
tex = tex.recast_type()
# load and set the image
img = bpy.data.images.new("lfe_str_" + str(index))
img.filepath = self.imagePaths[index]
img.source = 'FILE'
tex.image = img
return tex
def createSpot(self, index, textured=False):
scene = bpy.context.scene
bpy.ops.object.lamp_add(
type='SPOT',
layers=self.layer0)
spot = bpy.context.active_object
# set object props
spot.name = "light_field_spot_" + str(index)
# set constants
spot.data.use_square = True
spot.data.shadow_method = "RAY_SHADOW"
# FIXME
spot.data.distance = 10
# set spot props
spot.data.energy = scene.lightfield.light_intensity / self.numSamples
spot.data.spot_size = scene.lightfield.angle
spot.data.spot_blend = scene.lightfield.spot_blend
# add texture
if textured:
spot.data.active_texture = self.createTexture(index)
# texture mapping
spot.data.texture_slots[0].texture_coordinates = 'VIEW'
# handler parent
if scene.lightfield.create_handler:
spot.parent = self.handler
return spot
def createLightfieldEmitter(self, textured=False):
for i, vert in enumerate(self.verts):
spot = self.createSpot(i, textured)
spot.location = vert[0]
spot.rotation_euler = self.baseObject.rotation_euler
def execute(self, context):
scene = context.scene
obj = self.baseObject = context.active_object
if not obj or obj.type != 'MESH':
return 'CANCELLED'
self.verts = self.arrangeVerts()
self.numSamples = len(self.verts)
if scene.lightfield.create_handler:
#create an empty
bpy.ops.object.add(type='EMPTY')
empty = bpy.context.active_object
empty.location = self.baseObject.location
empty.rotation_euler = self.baseObject.rotation_euler
self.handler = empty
if scene.lightfield.do_camera:
self.createCamera()
if scene.lightfield.do_projection:
if self.getImagePaths():
self.createLightfieldEmitter(textured=True)
else:
self.createLightfieldEmitter(textured=False)
return 'FINISHED'
class OBJECT_OT_create_lightfield_basemesh(bpy.types.Operator):
"""Creates a basemsh from the selected focal plane"""
bl_idname="object.create_lightfield_basemesh"
bl_label="Create a basemesh from the selected focal plane"
bl_options = {'REGISTER'}
objName = "lf_basemesh"
def getWidth(self, obj):
mat = obj.matrix_local
mesh = obj.data
v0 = mesh.vertices[mesh.edges[0].vertices[0]].co * mat
v1 = mesh.vertices[mesh.edges[0].vertices[1]].co * mat
return (v0-v1).length
def getCamVec(self, obj, angle):
width = self.getWidth(obj)
itmat = obj.matrix_local.inverted().transposed()
normal = (obj.data.faces[0].normal * itmat).normalized()
vl = (width/2) * (1/math.tan(math.radians(angle/2)))
return normal*vl
def addMeshObj(self, mesh):
scene = bpy.context.scene
for o in scene.objects:
o.select = False
mesh.update()
nobj = bpy.data.objects.new(self.objName, mesh)
scene.objects.link(nobj)
nobj.select = True
if scene.objects.active == None or scene.objects.active.mode == 'OBJECT':
scene.objects.active = nobj
def execute(self, context):
scene = context.scene
obj = context.active_object
# check if active object is a mesh object
if not obj or obj.type != 'MESH':
return 'CANCELLED'
# check if it has at least one face
if len(obj.data.faces) < 1:
return 'CANCELLED'
rl = scene.lightfield.row_length
# use a degree angle here
angle = math.degrees(scene.lightfield.angle)
spacing = scene.lightfield.spacing
# resolution of final renderings
res = round(scene.render.resolution_x * (scene.render.resolution_percentage/100.))
width = self.getWidth(obj)
# the offset between n pixels on the focal plane
fplane_offset = (width/res) * spacing
# vertices for the basemesh
verts = []
# the offset vector
vec = self.getCamVec(obj, angle)
# lower left coordinates of the grid
sx = obj.location[0] - fplane_offset * int(rl/2)
sy = obj.location[1] - fplane_offset * int(rl/2)
z = obj.location[2]
# position on the focal plane
fplane_pos = mathutils.Vector()
for x in [sx + fplane_offset*i for i in range(rl)]:
for y in [sy + fplane_offset*i for i in range(rl)]:
fplane_pos.x = x
fplane_pos.y = y
fplane_pos.z = z
# position of a vertex in a basemesh
pos = fplane_pos + vec
# pack coordinates flat into the vert list
verts.append( (pos.x, pos.y, pos.z) )
# setup the basemesh and add verts
mesh = bpy.data.meshes.new(self.objName)
mesh.from_pydata(verts, [], [])
self.addMeshObj(mesh)
return 'FINISHED'
class VIEW3D_OT_lightfield_tools(bpy.types.Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_context = "objectmode"
bl_label = "Light Field Tools"
def draw(self, context):
scene = context.scene
layout = self.layout
row = layout.row()
col = layout.column()
col.prop(scene.lightfield, "row_length")
col.prop(scene.lightfield, "angle")
col.prop(scene.lightfield, "create_handler")
col.prop(scene.lightfield, "do_camera")
col.prop(scene.lightfield, "animate_camera")
col.prop(scene.lightfield, "do_projection")
if (scene.lightfield.do_projection):
sub = layout.row()
subcol = sub.column(align=True)
subcol.prop(scene.lightfield, "texture_path")
subcol.prop(scene.lightfield, "light_intensity")
subcol.prop(scene.lightfield, "light_spot_blend")
# create a basemesh
sub = layout.row()
subcol = sub.column(align=True)
subcol.operator("object.create_lightfield_basemesh", "Create Base Grid")
subcol.prop(scene.lightfield, "spacing")
layout.operator("object.create_lightfield_rig", "Create Rig")