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Running
Jan-Hendrik Müller
commited on
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•
2ee0be8
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Parent(s):
5630bd7
remove all
Browse files
app.py
CHANGED
@@ -1,192 +1,26 @@
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import gradio as gr
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import base64
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from PIL import ImageColor
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from pathlib import Path
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import bpy
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from math import pi
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import tempfile
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def enable_GPUS():
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bpy.data.scenes[0].render.engine = "CYCLES" #"CYCLES"
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# Set the device_type
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bpy.context.preferences.addons[
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"cycles"
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].preferences.compute_device_type = "METAL" # or "OPENCL"
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# Set the device and feature set
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bpy.context.scene.cycles.device = "GPU"
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for scene in bpy.data.scenes:
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scene.cycles.device = "GPU"
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bpy.context.preferences.addons["cycles"].preferences.get_devices()
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print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
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for d in bpy.context.preferences.addons["cycles"].preferences.devices:
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d["use"] = True # Using all devices, include GPU and CPU
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print(d["name"])
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enable_GPUS()
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# bpy.ops.wm.read_factory_settings(use_empty=True)
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def generate(
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color1,
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color2,
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camera_X,
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camera_Y,
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camera_Z,
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fov,
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torus_X,
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torus_Y,
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torus_Z,
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progress=gr.Progress(track_tqdm=True),
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):
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rgb1 = ImageColor.getcolor(color1, "RGBA")
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rgb1 = tuple(v / 255.0 for v in rgb1)
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rgb2 = ImageColor.getcolor(color2, "RGBA")
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rgb2 = tuple(v / 255.0 for v in rgb2)
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# Delete all mesh objects from the scene
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for obj in bpy.context.scene.objects:
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# If the object is of MESH type
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if obj.type == 'MESH':
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# Delete the object
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bpy.data.objects.remove(obj, do_unlink=True)
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# Add a torus
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bpy.ops.mesh.primitive_torus_add(
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major_radius=1.5,
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minor_radius=0.75,
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major_segments=12*4,
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minor_segments=12*4,
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align="WORLD",
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location=(0, 1, 1),
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rotation=(torus_X,torus_Y,torus_Z)
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)
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# Assigning the torus to a variable
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torus = bpy.context.view_layer.objects.active
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# Create a new material and assign it to the torus
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material = bpy.data.materials.new(name="RainbowGradient")
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torus.data.materials.append(material)
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material.use_nodes = True
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nodes = material.node_tree.nodes
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# Clear default nodes
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for node in nodes:
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nodes.remove(node)
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# Add a Gradient Texture and set it to a color ramp of a rainbow
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gradient = nodes.new(type="ShaderNodeTexGradient")
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gradient.gradient_type = "LINEAR"
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gradient.location = (0, 0)
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ramp = nodes.new(type="ShaderNodeValToRGB")
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ramp.color_ramp.interpolation = "LINEAR"
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ramp.location = (200, 0)
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ramp.color_ramp.elements[0].color = rgb1
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ramp.color_ramp.elements[1].color = rgb2
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# Add Shader nodes
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bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
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bsdf.location = (400, 0)
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output = nodes.new(type="ShaderNodeOutputMaterial")
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output.location = (600, 0)
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# Connect the nodes
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material.node_tree.links.new
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material.node_tree.links.new(gradient.outputs["Color"], ramp.inputs[0])
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material.node_tree.links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
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material.node_tree.links.new(bsdf.outputs["BSDF"], output.inputs["Surface"])
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# Rotate the gradient to apply it from left to right
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torus = bpy.context.view_layer.objects.active
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# torus.rotation_euler =
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# Light
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light = bpy.data.objects["Light"]
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light.location = (0.1, 0, 2) # Position the light
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# Camera
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camera = bpy.data.objects["Camera"]
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camera.location = (camera_X, camera_Y, camera_Z)
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camera.data.dof.use_dof = True
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camera.data.dof.focus_distance = 5
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camera.data.dof.aperture_fstop = 4
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camera.data.angle = fov
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camera.data.type = 'PERSP'
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# Render
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with tempfile.NamedTemporaryFile(suffix=".JPEG", delete=False) as f:
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bpy.context.scene.render.resolution_y = 288
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bpy.context.scene.render.resolution_x = 512
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bpy.context.scene.render.image_settings.file_format = "JPEG"
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bpy.context.scene.render.filepath = f.name
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with tqdm() as pbar:
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def elapsed(dummy):
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pbar.update()
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bpy.app.handlers.render_stats.append(elapsed)
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bpy.context.scene.frame_set(1)
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bpy.context.scene.frame_current = 1
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# bpy.ops.render.render(animation=False, write_still=True)
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# bpy.ops.render.render(animation=False, write_still=True)
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bpy.ops.render.render(animation=False, write_still=True)
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bpy.data.images["Render Result"].save_render(
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filepath=bpy.context.scene.render.filepath
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)
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bpy.app.handlers.render_stats.clear()
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return f.name
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# generate("#ffffff", "#aaa", 1)
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with gr.Blocks() as demo:
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gr.Markdown("""# Gradio with Blender bpy
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based on [kolibril13](https://github.com/kolibril13/ipyblender-experimental)
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""")
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with gr.Row():
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with gr.Column():
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color1 = gr.ColorPicker(value="#59C173")
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color2 = gr.ColorPicker(value="#5D26C1")
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torus_X = gr.Slider(minimum=-pi, maximum=pi, value=0, label="Torus φ")
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torus_Y = gr.Slider(minimum=-pi, maximum=pi, value=-3, label="Torus θ")
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torus_Z = gr.Slider(minimum=-pi, maximum=pi, value=1.5, label="Torus ψ")
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fov = gr.Slider(minimum=0.0, maximum=pi, value=pi/3, label="FOV")
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camera_X = gr.Slider(minimum=-100, maximum=100, value=5, label="Camera X")
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camera_Y = gr.Slider(minimum=-100, maximum=100, value=-3, label="Camera Y")
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camera_Z = gr.Slider(minimum=-100, maximum=100, value=4, label="Camera Z")
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render_btn = gr.Button("Render")
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with gr.Column(scale=3):
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image = gr.Image(type="filepath")
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render_btn.click(
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generate,
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inputs=[
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color1,
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color2,
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camera_X,
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camera_Y,
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camera_Z,
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fov,
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torus_X,
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torus_Y,
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torus_Z,
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],
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outputs=[image],
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)
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import bpy
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import gradio as gr
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# Set up Blender rendering parameters
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bpy.context.scene.render.engine = 'BLENDER_WORKBENCH'
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bpy.context.scene.render.resolution_x = 500
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bpy.context.scene.render.resolution_y = 200
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# Render the image and save it to a file
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path = "test.png"
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bpy.ops.render.render()
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bpy.data.images["Render Result"].save_render(filepath=path)
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# Function to show the rendered image
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def show_image():
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return path
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# Create a Gradio interface to display the image
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demo = gr.Interface(
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fn=show_image,
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inputs=None,
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outputs=gr.Image()
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)
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# Launch the Gradio interface
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demo.launch()
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test.png
CHANGED