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}")