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As dicussed in #1105 , with this piece of code, we can output roughness/metallic images with default values of roughness/metallic.
# some objects' normals are affected by textures mesh_objects = convert_to_meshes([obj for obj in scene_meshes()]) for obj in mesh_objects: print("removing invalid normals") for mat in obj.get_materials(): mat.set_principled_shader_value("Normal", [1,1,1]) principled_bsdf = mat.get_the_one_node_with_type("BsdfPrincipled") for key in ["Roughness", "Metallic", "Specular"]: obj.set_cp("cp_"+ key.lower(), principled_bsdf.inputs[key].default_value) ... bproc.renderer.enable_segmentation_output(map_by=["cp_roughness", "cp_metallic", "cp_specular", 'instance'],default_values={'cp_roughness': None, 'cp_metallic': None, 'cp_specular': None} )
However, if we have objects with roughness/metallic textures, the results are wrong: Any solutions? Thanks!
No response
The text was updated successfully, but these errors were encountered:
@bbbbubble
No one can answer this question? It seems like a very basic problem...
The feature you request is currently not part of blenderproc. Feel free to implement it and submit a PR. It should work similar to the old SegMapRenderer (https://github.com/DLR-RM/BlenderProc/blob/main/blenderproc/python/renderer/SegMapRendererUtility.py#L269), but instead of using a single color per object, you would need to connect the roughness texture with the emission shader.
PS: Please use this issue for further comments
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@bbbbubble No one can answer this question? It seems like a very basic problem... The feature you request is currently not part of blenderproc. Feel free to implement it and submit a PR. It should work similar to the old SegMapRenderer (https://github.com/DLR-RM/BlenderProc/blob/main/blenderproc/python/renderer/SegMapRendererUtility.py#L269), but instead of using a single color per object, you would need to connect the roughness texture with the emission shader. PS: Please use this issue for further comments
Thank you! I have made it work. ^^
Hi! Could you share the code of rendering roughness images here?
@bbbbubble Hi! Could you provide the code or share how you were able to create the renders?
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Describe your feature request
As dicussed in #1105 , with this piece of code, we can output roughness/metallic images with default values of roughness/metallic.
However, if we have objects with roughness/metallic textures, the results are wrong:
Any solutions? Thanks!
Describe a possible solution
No response
The text was updated successfully, but these errors were encountered: