object-assembler / code /cube3d /render /render_fbx_cycle.py
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Add code/cube3d/render/render_fbx_cycle.py
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import bpy
import os
import math
from mathutils import Vector
# 输入 .fbx 文件夹路径和输出图片路径
fbx_folder = "/public/home/wangshuo/gap/assembly/data/ldr2fbx/"
output_folder = "/public/home/wangshuo/gap/assembly/data/ldr2fbx/output_images/"
angle_step = 30 # 每隔多少角度渲染一张
if not os.path.exists(output_folder):
os.makedirs(output_folder)
fbx_files = [f for f in os.listdir(fbx_folder) if f.endswith('.fbx')]
for fbx_file in fbx_files:
fbx_path = os.path.join(fbx_folder, fbx_file)
model_name = os.path.splitext(fbx_file)[0]
model_output_folder = os.path.join(output_folder, model_name)
os.makedirs(model_output_folder, exist_ok=True)
if not os.path.exists(fbx_path):
print(f"FBX file not found at {fbx_path}")
continue
# 清空场景
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# 导入 .fbx 文件
bpy.ops.import_scene.fbx(filepath=fbx_path)
target_object = bpy.context.scene.objects[0]
bbox = [target_object.matrix_world @ Vector(corner) for corner in target_object.bound_box]
min_x = min(v.x for v in bbox)
max_x = max(v.x for v in bbox)
min_y = min(v.y for v in bbox)
max_y = max(v.y for v in bbox)
min_z = min(v.z for v in bbox)
max_z = max(v.z for v in bbox)
center = ((min_x + max_x) / 2, (min_y + max_y) / 2, (min_z + max_z) / 2)
size = max(max_x - min_x, max_y - min_y, max_z - min_z)
# 添加太阳光源
bpy.ops.object.light_add(type='SUN', location=(5, -5, 10))
light = bpy.context.object
light.data.energy = 10
# 设置背景
scene = bpy.context.scene
scene.render.engine = "CYCLES"
scene.cycles.samples = 128
scene.render.resolution_x = 1024
scene.render.resolution_y = 1024
scene.world.use_nodes = True
bg_node = scene.world.node_tree.nodes.get("Background")
if bg_node:
bg_node.inputs["Color"].default_value = (1, 1, 1, 1)
# 添加相机并设置为场景主相机
bpy.ops.object.camera_add()
camera = bpy.context.object
scene.camera = camera
# 开启 GPU 渲染
scene.cycles.device = 'GPU'
# 环绕渲染
for angle_deg in range(0, 360, angle_step):
angle_rad = math.radians(angle_deg)
radius = size * 3
cam_x = center[0] + radius * math.cos(angle_rad)
cam_y = center[1] + radius * math.sin(angle_rad)
cam_z = center[2] + size * 0.5 # 稍高一点
camera.location = (cam_x, cam_y, cam_z)
# 删除已有约束
for c in camera.constraints:
camera.constraints.remove(c)
# 使用约束朝向目标
constraint = camera.constraints.new(type='TRACK_TO')
constraint.target = target_object
constraint.track_axis = 'TRACK_NEGATIVE_Z'
constraint.up_axis = 'UP_Y'
# 设置输出文件名
frame_output = os.path.join(model_output_folder, f"{model_name}_{angle_deg:03d}.png")
scene.render.filepath = frame_output
# 渲染当前角度
bpy.ops.render.render(write_still=True)
print(f"Rendered {frame_output}")