42b95be2f8
Scene defaults to eevee Versioning for eevee Restore eevee bloom NULL replace nullptr Eevee versioing for Goo Nodes Fix UI changes Update Splash image
181 lines
4.7 KiB
Python
181 lines
4.7 KiB
Python
#!/usr/bin/env python3
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# SPDX-FileCopyrightText: 2015-2022 Blender Authors
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#
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# SPDX-License-Identifier: Apache-2.0
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import argparse
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import os
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import pathlib
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import subprocess
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import sys
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from pathlib import Path
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def setup():
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import bpy
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for scene in bpy.data.scenes:
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scene.render.engine = 'BLENDER_EEVEE'
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# Enable Eevee features
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scene = bpy.context.scene
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eevee = scene.eevee
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eevee.use_soft_shadows = True
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eevee.use_ssr = True
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eevee.use_ssr_refraction = True
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eevee.use_gtao = True
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eevee.gtao_distance = 1
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eevee.use_volumetric_shadows = True
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eevee.volumetric_tile_size = '2'
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for mat in bpy.data.materials:
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# This needs to be enabled case by case,
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# otherwise we loose SSR and GTAO everywhere.
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# mat.use_screen_refraction = True
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mat.use_sss_translucency = True
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cubemap = None
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grid = None
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# Does not work in edit mode
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try:
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# Simple probe setup
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bpy.ops.object.lightprobe_add(type='SPHERE', location=(0.5, 0, 1.5))
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cubemap = bpy.context.selected_objects[0]
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cubemap.scale = (2.5, 2.5, 1.0)
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cubemap.data.falloff = 0
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cubemap.data.clip_start = 2.4
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bpy.ops.object.lightprobe_add(type='VOLUME', location=(0, 0, 0.25))
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grid = bpy.context.selected_objects[0]
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grid.scale = (1.735, 1.735, 1.735)
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grid.data.grid_resolution_x = 3
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grid.data.grid_resolution_y = 3
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grid.data.grid_resolution_z = 2
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except:
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pass
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try:
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# Try to only include the plane in reflections
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plane = bpy.data.objects['Plane']
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collection = bpy.data.collections.new("Reflection")
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collection.objects.link(plane)
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# Add all lights to light the plane
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if not invert:
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for light in bpy.data.objects:
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if light.type == 'LIGHT':
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collection.objects.link(light)
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# Add collection to the scene
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scene.collection.children.link(collection)
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cubemap.data.visibility_collection = collection
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except:
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pass
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eevee.gi_diffuse_bounces = 1
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eevee.gi_cubemap_resolution = '128'
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eevee.gi_visibility_resolution = '16'
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eevee.gi_irradiance_smoothing = 0
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bpy.ops.scene.light_cache_bake()
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# When run from inside Blender, render and exit.
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try:
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import bpy
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inside_blender = True
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except ImportError:
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inside_blender = False
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if inside_blender:
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try:
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setup()
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except Exception as e:
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print(e)
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sys.exit(1)
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def get_gpu_device_type(blender):
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command = [
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blender,
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"--background",
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"--factory-startup",
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"--python",
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str(pathlib.Path(__file__).parent / "gpu_info.py")
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]
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try:
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completed_process = subprocess.run(command, stdout=subprocess.PIPE)
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for line in completed_process.stdout.read_text():
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if line.startswith("GPU_DEVICE_TYPE:"):
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vendor = line.split(':')[1]
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return vendor
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except BaseException:
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return None
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return None
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def get_arguments(filepath, output_filepath):
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return [
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"--background",
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"--factory-startup",
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"--enable-autoexec",
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"--debug-memory",
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"--debug-exit-on-error",
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filepath,
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"-E", "BLENDER_EEVEE",
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"-P",
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os.path.realpath(__file__),
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"-o", output_filepath,
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"-F", "PNG",
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"-f", "1"]
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def create_argparse():
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parser = argparse.ArgumentParser()
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parser.add_argument("-blender", nargs="+")
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parser.add_argument("-testdir", nargs=1)
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parser.add_argument("-outdir", nargs=1)
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parser.add_argument("-oiiotool", nargs=1)
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parser.add_argument('--batch', default=False, action='store_true')
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parser.add_argument('--fail-silently', default=False, action='store_true')
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return parser
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def main():
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parser = create_argparse()
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args = parser.parse_args()
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blender = args.blender[0]
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test_dir = args.testdir[0]
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oiiotool = args.oiiotool[0]
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output_dir = args.outdir[0]
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gpu_device_type = get_gpu_device_type(blender)
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reference_override_dir = None
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if gpu_device_type == "AMD":
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reference_override_dir = "eevee_renders/amd"
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from modules import render_report
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report = render_report.Report("Eevee", output_dir, oiiotool)
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report.set_pixelated(True)
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report.set_reference_dir("eevee_renders")
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report.set_reference_override_dir(reference_override_dir)
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report.set_compare_engine('cycles', 'CPU')
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test_dir_name = Path(test_dir).name
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if test_dir_name.startswith('image'):
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report.set_fail_threshold(0.051)
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ok = report.run(test_dir, blender, get_arguments, batch=args.batch, fail_silently=args.fail_silently)
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sys.exit(not ok)
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if not inside_blender and __name__ == "__main__":
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main()
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