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DataGenerationPalette.py
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import bpy, os
from math import sin, cos, pi
import numpy as np
import sys
import random
from datetime import datetime
import toml
base_dir = os.path.dirname(bpy.data.filepath)
dir = base_dir
if not dir in sys.path:
sys.path.append(dir)
import boundingBox
import checkVisibility
from Modifications.ShufflePos import ShuffleXPos, ShuffleYPos, ShuffleZPos
from Modifications.ShuffleRot import ShuffleXRot, ShuffleYRot, ShuffleZRot
from Modifications.ShuffleColor import ShuffleRGBColor, ShuffleBackground, ShuffleImageTexture, ShuffleColorSpace
from Modifications.Mask import Mask, MaskComposition
from Modifications.RandomMods import RandomDisappear
from Modifications.CameraMods import ShuffleFocalLength
from Modifications.ShuffleMaterial import ShuffleMaterials, ShuffleMaterialProperties
from Modifications.ShuffleVector import ShuffleVector
from Modifications.MeshMods import CreateHull
## Global variables cause things are getting messy
base_config = "/mnt/Storage/work/DataGen/DataGenPalettes/configPalette.toml"
config = toml.load(base_config)
def calcVisibilityThresh(obj, config):
visibility_thresh = config[obj.name]["visibility_thresh_factor"]
factor = obj.location.z / 2 + visibility_thresh
return min(factor, 0.8)
# ____________________________________________ Create image
def render(scene, camera_object, mesh_objects, file_prefix="render", folder=None):
# Rendering
# https://blender.stackexchange.com/questions/1101/blender-rendering-automation-build-script
if folder:
folder = "renders/" + str(folder)
else:
folder = "renders"
filename = str(file_prefix)
bpy.context.scene.render.filepath = os.path.join(base_dir+ "/" + folder + "/", filename + '.png')
bpy.ops.render.render(write_still=True)
# ____________________________________________ Create labels
def createYoloTxtFile(scene, camera_object, visibility_camera, mesh_objects, config, file_prefix="label", folder=None, bounds=None):
random.shuffle(mesh_objects)
filename = str(file_prefix)
if folder:
folder = "labels/" + str(folder)
else:
folder = "labels"
path = os.path.join(base_dir+ "/" + folder + "/", filename + '.txt')
with open(path, 'w+') as file:
""" Get the bounding box coordinates for each mesh """
for object in mesh_objects:
if not object.name in config['Labels']:
print(object.name + " has no label - not labeling this!")
continue
if object.hide_render == True:
print(object.name + " is hidden - not labeling this!")
continue
name = config['Labels'][object.name]
checkVisibility.select_camera_view(scene, visibility_camera, object)
visibility = checkVisibility.check_visibility(scene, visibility_camera, object)
checkVisibility.restore_camera(scene, camera_object)
if visibility < calcVisibilityThresh(object, config):
print(object.name, "visibilitiy is ", visibility, " -> not visible in render - HIDING this!")
object.hide_render = True
continue
bounding_box = boundingBox.camera_view_bounds_2d(scene, camera_object, object, bounds)
if bounding_box:
new_line = str(name) + " " + str(bounding_box[0])+ " " + str(bounding_box[1]) + " " + str(bounding_box[2]) + " " + str(bounding_box[3]) + '\n'
file.write(new_line)
else:
object.hide_render = True
print("Hiding ", object.name)
# ____________________________________________ Create Modification
def createCameraMods(camera):
mods = list()
cameras = list()
cameras.append(camera)
#modFocalLength = ShuffleFocalLength([11, 38], cameras)
#mods.append(modFocalLength)
modZRot = ShuffleZRot([0, 360], cameras, False)
mods.append(modZRot)
modXRot = ShuffleXRot([60, 110], cameras, False)
mods.append(modXRot)
modYRot = ShuffleYRot([-20, 20], cameras, False)
mods.append(modYRot)
return mods
def createLightMods(lights):
mods = list()
modXPos = ShuffleXPos([-200, 200], lights, False)
mods.append(modXPos)
modYPos = ShuffleYPos([-200, 200], lights, False)
mods.append(modYPos)
return mods
def createDecoyMods(decoy, config):
mods = list()
for obj in decoy:
obj_list = list()
obj_list.append(obj)
if "Rotation" in config[obj.name]:
modZRot = ShuffleZRot(config[obj.name]["Rotation"]["Z"], obj_list, False)
mods.append(modZRot)
modYRot = ShuffleYRot(config[obj.name]["Rotation"]["Y"], obj_list, False)
mods.append(modYRot)
modXRot = ShuffleXRot(config[obj.name]["Rotation"]["X"], obj_list, False)
mods.append(modXRot)
if "Position" in config[obj.name]:
modZPos = ShuffleZPos(config[obj.name]["Position"]["Z"], obj_list, config[obj.name]["Position"]["Z_hide_on_intersection"])
mods.append(modZPos)
modXPos = ShuffleXPos(config[obj.name]["Position"]["X"], obj_list, config[obj.name]["Position"]["X_hide_on_intersection"], False, config[obj.name]["Position"]["X_normed_to_1m"])
mods.append(modXPos)
modYPos = ShuffleYPos(config[obj.name]["Position"]["Y"], obj_list, config[obj.name]["Position"]["Y_hide_on_intersection"], False, config[obj.name]["Position"]["Y_normed_to_1m"])
mods.append(modYPos)
modMetallic = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Metallic", config[obj.name]["PrincipledBSDF"]["Metallic"])
mods.append(modMetallic)
modSpecular = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Specular", config[obj.name]["PrincipledBSDF"]["Specular"])
mods.append(modSpecular)
modSpecularTint = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Specular Tint", config[obj.name]["PrincipledBSDF"]["SpecularTint"])
mods.append(modSpecularTint)
modRoughness = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Roughness", config[obj.name]["PrincipledBSDF"]["Roughness"])
mods.append(modRoughness)
modAnisotropic = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Anisotropic", config[obj.name]["PrincipledBSDF"]["Anisotropic"])
mods.append(modAnisotropic)
modAnisotropicRotation = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Anisotropic Rotation", config[obj.name]["PrincipledBSDF"]["AnisotropicRotation"])
mods.append(modAnisotropicRotation)
modClearcoat = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Clearcoat", config[obj.name]["PrincipledBSDF"]["Clearcoat"])
mods.append(modClearcoat)
modClearcoatRoughness = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Clearcoat Roughness", config[obj.name]["PrincipledBSDF"]["ClearcoatRoughness"])
mods.append(modClearcoatRoughness)
if "Color" in config[obj.name]:
color_config = config[obj.name]["Color"]
modShuffleColor = ShuffleRGBColor(obj_list, color_config["NodeName"], color_config["PropertyName"], color_config["value1"],color_config["value2"],color_config["value3"], color_config["mode"])
mods.append(modShuffleColor)
else:
print("no color config for ", obj.name)
modDisappear = RandomDisappear(decoy, 0.3)
mods.append(modDisappear)
return mods
def createSpecialObjectMods(special, config):
mods = list()
#modZRot = ShuffleZRot([0, 360], special, False)
#mods.append(modZRot)
modZRot = ShuffleZRot([-25, 25], special, False)
mods.append(modZRot)
modYRot = ShuffleYRot([-30, 30], special, False)
mods.append(modYRot)
modXRot = ShuffleXRot([-90, -30], special, False)
mods.append(modXRot)
modZPos = ShuffleZPos([-0.3, -0.2], special, True, False)
mods.append(modZPos)
modXPos = ShuffleXPos([-0.15, 0.15], special, True, False, False)
mods.append(modXPos)
modYPos = ShuffleYPos([-0.3, -0.2], special, True, False, False)
mods.append(modYPos)
#modDisappear = RandomDisappear(special, config[obj.name]["Disappear"]["value"])
modDisappear = RandomDisappear(special, 0.3)
#mods.append(modDisappear)
#mods.append(modZPos)
for obj in special:
print("adding mods for special obj ", obj.name)
obj_list = list()
obj_list.append(obj)
modMetallic = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Metallic", config[obj.name]["PrincipledBSDF"]["Metallic"])
mods.append(modMetallic)
modSpecular = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Specular", config[obj.name]["PrincipledBSDF"]["Specular"])
mods.append(modSpecular)
modSpecularTint = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Specular Tint", config[obj.name]["PrincipledBSDF"]["SpecularTint"])
mods.append(modSpecularTint)
modRoughness = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Roughness", config[obj.name]["PrincipledBSDF"]["Roughness"])
mods.append(modRoughness)
modAnisotropic = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Anisotropic", config[obj.name]["PrincipledBSDF"]["Anisotropic"])
mods.append(modAnisotropic)
modAnisotropicRotation = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Anisotropic Rotation", config[obj.name]["PrincipledBSDF"]["AnisotropicRotation"])
mods.append(modAnisotropicRotation)
modClearcoat = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Clearcoat", config[obj.name]["PrincipledBSDF"]["Clearcoat"])
mods.append(modClearcoat)
modClearcoatRoughness = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Clearcoat Roughness", config[obj.name]["PrincipledBSDF"]["ClearcoatRoughness"])
mods.append(modClearcoatRoughness)
if "Color" in config[obj.name]:
color_config = config[obj.name]["Color"]
modShuffleColor = ShuffleRGBColor(obj_list, color_config["NodeName"], color_config["PropertyName"], color_config["value1"],color_config["value2"],color_config["value3"], color_config["mode"])
mods.append(modShuffleColor)
else:
print("no color config for ", obj.name)
return mods
def createObjectMods(objects, config):
mods = list()
#modZPos = ShuffleZPos([-0.8, -0.4], objects, True, False)
for obj in objects:
obj_list = list()
obj_list.append(obj)
if "Rotation" in config[obj.name]:
modZRot = ShuffleZRot(config[obj.name]["Rotation"]["Z"], objects, False)
mods.append(modZRot)
modYRot = ShuffleYRot(config[obj.name]["Rotation"]["Y"], objects, False)
mods.append(modYRot)
modXRot = ShuffleXRot(config[obj.name]["Rotation"]["X"], objects, False)
mods.append(modXRot)
if "Position" in config[obj.name]:
modZPos = ShuffleZPos(config[obj.name]["Position"]["Z"], objects, config[obj.name]["Position"]["Z_hide_on_intersection"])
mods.append(modZPos)
modXPos = ShuffleXPos(config[obj.name]["Position"]["X"], objects, config[obj.name]["Position"]["X_hide_on_intersection"], False, config[obj.name]["Position"]["X_normed_to_1m"])
mods.append(modXPos)
modYPos = ShuffleYPos(config[obj.name]["Position"]["Y"], objects, config[obj.name]["Position"]["Y_hide_on_intersection"], False, config[obj.name]["Position"]["Y_normed_to_1m"])
mods.append(modYPos)
if "PrincipledBSDF" in config[obj.name]:
modMetallic = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Metallic", config[obj.name]["PrincipledBSDF"]["Metallic"])
mods.append(modMetallic)
modSpecular = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Specular", config[obj.name]["PrincipledBSDF"]["Specular"])
mods.append(modSpecular)
modSpecularTint = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Specular Tint", config[obj.name]["PrincipledBSDF"]["SpecularTint"])
mods.append(modSpecularTint)
modRoughness = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Roughness", config[obj.name]["PrincipledBSDF"]["Roughness"])
mods.append(modRoughness)
modAnisotropic = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Anisotropic", config[obj.name]["PrincipledBSDF"]["Anisotropic"])
mods.append(modAnisotropic)
modAnisotropicRotation = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Anisotropic Rotation", config[obj.name]["PrincipledBSDF"]["AnisotropicRotation"])
mods.append(modAnisotropicRotation)
modClearcoat = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Clearcoat", config[obj.name]["PrincipledBSDF"]["Clearcoat"])
mods.append(modClearcoat)
modClearcoatRoughness = ShuffleMaterialProperties(obj_list, "Principled BSDF", "Clearcoat Roughness", config[obj.name]["PrincipledBSDF"]["ClearcoatRoughness"])
mods.append(modClearcoatRoughness)
if "BrickTexture" in config[obj.name]:
print("BrickTexture for ", obj.name)
for key in config[obj.name]["BrickTexture"]:
modBrickTexture = ShuffleMaterialProperties(obj_list, "Brick Texture", config[obj.name]["BrickTexture"][key]["PropertyName"], config[obj.name]["BrickTexture"][key]["value"])
mods.append(modBrickTexture)
if "Mapping" in config[obj.name]:
print("Mapping for ", obj.name)
for key in config[obj.name]["Mapping"]:
modMapping = ShuffleVector(obj_list, "Mapping", key, config[obj.name]["Mapping"][key])
mods.append(modMapping)
if "Color" in config[obj.name]:
color_config = config[obj.name]["Color"]
modShuffleColor = ShuffleRGBColor(obj_list, color_config["NodeName"], color_config["PropertyName"], color_config["value1"],color_config["value2"],color_config["value3"], color_config["mode"])
mods.append(modShuffleColor)
if "Disappear" in config[obj.name]:
modDisappear = RandomDisappear(obj_list, config[obj.name]["Disappear"]["value"])
mods.append(modDisappear)
else:
print("no color config for ", obj.name)
return mods
def createMaskMods(objects, folder, config):
mods = list()
index_dict = {}
for obj in objects:
print(obj.name, " ID ", config[obj.name]["id"])
index_dict[obj.name] = config[obj.name]["id"]
if folder:
folder = "labels/" + str(folder)
else:
folder = "labels"
modMask = MaskComposition(objects, index_dict, base_path = "/mnt/Storage/work/DataGen/DataGenAtWork/", folder = folder)
mods.append(modMask)
return mods
def createWorldMods(config):
world_obj= list()
world_mods= list()
if config['General']['ShuffleWorld']:
world_obj.append(bpy.context.scene.world)
world_mods.append(ShuffleBackground(world_obj, config['World']['Backgrounds'], True, shuffle_strength=[0.7, 1.0]))
return world_mods
def createMods(camera, lamp, objects, decoys, special, config):
mods = list()
mods.extend(createWorldMods(config))
mods.extend(createCameraMods(camera))
mods.extend(createLightMods(lamp))
mods.extend(createObjectMods(objects, config))
mods.extend(createDecoyMods(decoys, config))
mods.extend(createSpecialObjectMods(special, config))
return mods
# ____________________________________________ Apply every modification and create image + labels
def batch_render(scene, camera, visibility_camera_object, lamp, objects, decoys, special, steps, config, bounds, folder=None, label = False, mask = False, path = False):
mods = createMods(camera, lamp, objects, decoys, special, config)
maskMods = list()
if mask:
maskMods = createMaskMods(objects, folder)
for maskMod in maskMods:
maskMod.performPreProcessing()
available_steps = range(1, steps+1)
if path:
available_steps = range(scene.frame_start,scene.frame_end)
for k in available_steps:
print("Starting image no.", k)
if path:
scene.frame_current = k
for mod in mods:
mod.performAction()
file_prefix=datetime.now().strftime('%Y-%m-%d-%H-%M-%S-%f')[:-3]
if label:
createYoloTxtFile(scene, camera, visibility_camera_object, objects, config, file_prefix, folder, bounds)
# dont render the image again if it was already created with the segmentation mask composition
render(scene, camera, objects, file_prefix, folder)
if mask:
for maskMod in maskMods:
maskMod.performAction(file_prefix)
render(scene, camera, objects, file_prefix, folder)
for maskMod in maskMods:
maskMod.performPostProcessing()
print(k, " of ", steps, " done.")
print("DONE! =)")
def load_objects(names, ignore_names=None, category=""):
mesh_obj=list()
if ignore_names != "" and ignore_names is not None:
available = [obj.name for obj in bpy.data.objects]
mesh_names = [x for x in available if x not in ignore_names]
elif names is not None:
mesh_names = names
else:
print("Unable to load ", category)
return mesh_obj
try:
mesh_objects = [bpy.data.objects[name] for name in mesh_names]
for mesh in mesh_objects:
mesh_obj.append(mesh)
except:
print("Error loading objects of ", category)
return mesh_obj
# ____________________________________________ Helper methods
def hideAllObjects(Objs):
for obj in Objs:
obj.hide_render = True
# ____________________________________________ Read config values & Load objects
def main():
bpy.context.view_layer.update()
config = toml.load(base_config)
if config['Config']['MultiConfig']:
for file in os.listdir(os.path.join(base_dir+ "/" + config['Config']['Folder'])):
if file.endswith(".toml"):
print("found additional config ", file)
addition = toml.load(os.path.join(base_dir, config['Config']['Folder'] ,file))
print(addition)
print("________________________ \n")
new_config = toml.load([base_config, os.path.join(base_dir, config['Config']['Folder'], file)])
print(new_config)
config = new_config
folder = config['Files']['Folder']
if not os.path.exists(os.path.join(base_dir, "renders", config['Files']['Folder'])):
os.makedirs(os.path.join(base_dir, "renders", config['Files']['Folder']))
if not os.path.exists(os.path.join(base_dir, "labels" , config['Files']['Folder'])):
os.makedirs(os.path.join(base_dir, "labels" , config['Files']['Folder']))
scene = bpy.data.scenes[config['General']['Scene']]
camera_object = bpy.data.objects[config['General']['Camera']]
visibility_camera_object = bpy.data.objects[config['General']['Visibility_Check']]
steps = config['General']['Steps']
if 'Boundaries' in config['General']:
bounds = config['General']['Boundaries']
else:
bounds = None
print("BOUNDARIES ARE ",bounds)
lamp_obj = list()
mesh_obj = list()
decoy_obj = list()
special_obj = list()
lamp_obj = load_objects(config['Objects']['Lamps'], category="Lamps")
mesh_obj = load_objects(config['Objects']['Names'], config['Objects']['Ignore'], "Objects")
decoy_obj = load_objects(config['Objects']['Decoy'], category="Decoy")
special_obj = load_objects(config['Objects']['Special'], category="Special")
#scene, camera, lamp, objects, steps, config, bounds, folder = None, label = False, mask = False, path = False
if config['General']['SingleObjects']:
for obj in mesh_obj:
hideAllObjects(mesh_obj)
current_obj = list()
current_obj.append(obj)
batch_render(scene, camera_object, visibility_camera_object,lamp_obj, current_obj,decoy_obj, special_obj, int(steps), config, bounds, folder = folder + "_" + config['Labels'][obj.name], label = config['General']['CreateYoloLabels'], mask = config['General']['CreateSegmentationMask'], path = config['General']['AnimateAlongPath'])
else:
batch_render(scene, camera_object, visibility_camera_object, lamp_obj, mesh_obj,decoy_obj, special_obj, int(steps), config, bounds, folder = folder, label = config['General']['CreateYoloLabels'], mask = config['General']['CreateSegmentationMask'], path = config['General']['AnimateAlongPath'])
#return
if __name__ == '__main__':
main()