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arnold_python.py
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arnold_python.py
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import os
from arnold import *
from ctypes import *
from threading import Lock
mutex = Lock()
# Bind a texture image to a channel name of a shader
def _bind_texture(shader, filename, channel_name, tiling, color_space=None):
image = AiNode("image")
AiNodeSetStr(image, "name", channel_name)
AiNodeSetStr(image, "filename", filename)
AiNodeSetFlt(image, "sscale", tiling)
AiNodeSetFlt(image, "tscale", tiling)
if color_space:
AiNodeSetStr(image, "color_space", color_space)
AiNodeLink(image, channel_name, shader)
# Bind a normal texture to a channel of a shader
def _bind_texture_normal(shader, filename, channel_name, tiling, color_space=None):
image = AiNode("image")
AiNodeSetStr(image, "name", channel_name)
AiNodeSetStr(image, "filename", filename)
AiNodeSetFlt(image, "sscale", tiling);
AiNodeSetFlt(image, "tscale", tiling)
if color_space:
AiNodeSetStr(image, "color_space", color_space)
normal_node = AiNode('MayaBump2D')
AiNodeSetStr(normal_node, 'name', 'bump')
AiNodeLink(image, 'bump_map', normal_node)
AiNodeLink(image, 'normal_map', normal_node)
AiNodeSetBool(normal_node, 'flip_r', True)
AiNodeSetBool(normal_node, 'flip_g', True)
AiNodeSetBool(normal_node, 'swap_tangents', False)
AiNodeSetBool(normal_node, 'use_derivatives', True)
AiNodeSetStr(normal_node, 'use_as', 'tangent_normal')
AiNodeLink(normal_node, channel_name, shader);
def render_arnold(target_file, base_color_tex, normal_tex, roughness_tex, metallic_tex, resolution, shader_path):
mutex.acquire()
try:
AiBegin()
AiLoadPlugins(shader_path)
# Geometry
# Sphere
sph = AiNode("sphere")
AiNodeSetStr(sph, "name", "mysphere")
AiNodeSetVec(sph, "center", 0.0, 4.0, 0.0)
AiNodeSetFlt(sph, "radius", 4.0)
# Plane
mesh = AiNode("polymesh")
AiNodeSetStr(mesh, "name", "mymesh")
nsides_array = AiArray(1, 1, AI_TYPE_UINT, 4)
AiNodeSetArray(mesh, "nsides", nsides_array)
vla = [-100.0,
0.0,
100.0,
100.0,
0.0,
100.0,
-100.0,
0.0,
-100.0,
100.0,
0.0,
-100.0]
vlist_array = AiArrayConvert(len(vla),
1,
AI_TYPE_FLOAT,
(c_float * len(vla))(*vla))
AiNodeSetArray(mesh, "vlist", vlist_array)
idxa = [0, 1, 3, 2]
vidxs_array = AiArrayConvert(len(idxa), 1, AI_TYPE_UINT, (c_uint * len(idxa))(*idxa))
AiNodeSetArray(mesh, "vidxs", vidxs_array)
uva = [0.0, 0.0, 1.0, 0.0, 1.0, 1.0, 0.0, 1.0]
uvlist_array = AiArrayConvert(len(uva), 1, AI_TYPE_FLOAT, (c_float * len(uva))(*uva))
AiNodeSetArray(mesh, "uvlist", uvlist_array)
idxuv = [0, 1, 2, 3]
uvidxs_array = AiArrayConvert(len(idxuv), 1, AI_TYPE_UINT, (c_uint * len(idxuv))(*idxuv))
AiNodeSetArray(mesh, "uvidxs", uvidxs_array)
# Sphere shader
shader1 = AiNode("standard_surface")
AiNodeSetStr(shader1, "name", "material_sample")
_bind_texture(shader1, base_color_tex, 'base_color', 4.0)
_bind_texture(shader1, roughness_tex, 'specular_roughness', 4.0, 'linear')
_bind_texture(shader1, metallic_tex, 'metalness', 4.0, 'linear')
_bind_texture_normal(shader1, normal_tex, 'normal', 4.0, 'linear')
AiNodeSetPtr(sph, "shader", shader1)
# Ground shader
shader2 = AiNode("standard_surface")
AiNodeSetStr(shader2, "name", "ground")
AiNodeSetRGB(shader2, "base_color", 0.3, 0.3, 0.3)
AiNodeSetFlt(shader2, "specular", 0.0)
AiNodeSetPtr(mesh, "shader", shader2)
# Camera
camera = AiNode("persp_camera")
AiNodeSetStr(camera, "name", "mycamera")
AiNodeSetVec(camera, "position", 0.0, 4.0, 12)
AiNodeSetVec(camera, "look_at", 0.0, 4.0, 0.0)
AiNodeSetFlt(camera, "fov", 45.0)
# Physical Sky
sky_tex = AiNode("physical_sky")
AiNodeSetStr(sky_tex, "name", "mylight")
AiNodeSetBool(sky_tex, 'use_degrees', True)
AiNodeSetFlt(sky_tex, 'elevation', 45.0)
AiNodeSetFlt(sky_tex, 'azimuth', 45.0)
sky_light = AiNode('skydome_light')
AiNodeSetFlt(sky_light, 'intensity', 3.0)
AiNodeLink(sky_tex, 'color', sky_light)
# Options
options = AiUniverseGetOptions()
AiNodeSetInt(options, "AA_samples", 8)
AiNodeSetInt(options, "xres", resolution[0])
AiNodeSetInt(options, "yres", resolution[1])
AiNodeSetInt(options, "GI_diffuse_depth", 4)
AiNodeSetPtr(options, "camera", camera)
# Driver
driver = AiNode("driver_png")
AiNodeSetStr(driver, "name", "mydriver")
AiNodeSetStr(driver, "filename", target_file)
# Filter
filter = AiNode("gaussian_filter")
AiNodeSetStr(filter, "name", "myfilter")
# Assign the driver and filter to the main(beauty) AOV,
# which is called "RGBA" and is of type RGBA
outputs_array = AiArrayAllocate(1, 1, AI_TYPE_STRING)
AiArraySetStr(outputs_array, 0, "RGBA RGBA myfilter mydriver")
AiNodeSetArray(options, "outputs", outputs_array)
AiRender()
finally:
AiEnd()
mutex.release()