[Bf-committers] Getting pixel color for a vertex (the stupid way)

Brecht Van Lommel brechtvanlommel at pandora.be
Fri Dec 17 15:48:05 CET 2010


For render layers and passes you can already write pixels, the "rect"
property is an array of pixel values.

Brecht.

On Fri, Dec 17, 2010 at 2:20 PM, Doug Hammond
<doughammond at hamsterfight.co.uk> wrote:
> Another +1 request here too, especially if the pixel write extends to
> RenderLayer
>
> Cheers,
> Doug.
>
>
> On 17 December 2010 10:51, Alberto Torres <kungfoobar at gmail.com> wrote:
>
>> A function for reading/writing pixels of image buffers from python
>> would be *VERY* useful. I already made 2 scripts which writes raw BMPs
>> and I can't read existing image buffers.
>>
>>
>> On Thu, Dec 16, 2010 at 8:06 AM, Hart's Antler <bhartsho at yahoo.com> wrote:
>> > Daniel raises a good point here, and i'm sure there are others who need
>> the functionality.
>> > There is another problem, lets imagine that even if PIL was available for
>> Python3, then the user must install Python3, and PIL - what a pain and error
>> prone process.  And not very portable either since Ubuntu is going to come
>> with its own version of Python3 that may not be compatible with whatever
>> version blender was compiled with.
>> > The solution seems to be ctypes, and for some basic commonly used libs
>> (like libpng for example) to be precompiled for all platforms,
>> and distributed right along with blender by default.  The ctypes python
>> wrappers themselves do not need to be included with blender as those are
>> likely to rapidly evolve over time, but the precompiled libs should be
>> included - why not it will hardly inflate the download size?
>> > Scripters should not have to ship their scripts with libs compiled for
>> every platform.  It should be pretty easy to add a few extra libs to the
>> cmake build process, i'm sure there is already so many libs that blender
>> already uses that could be exposed by ctypes.
>> > -brett
>> >
>> > --- On Tue, 12/14/10, Daniel Salazar - 3Developer.com <zanqdo at gmail.com>
>> wrote:
>> >
>> > From: Daniel Salazar - 3Developer.com <zanqdo at gmail.com>
>> > Subject: Re: [Bf-committers] Getting pixel color for a vertex (the stupid
>> way)
>> > To: "bf-blender developers" <bf-committers at blender.org>
>> > Date: Tuesday, 14 December, 2010, 11:30 PM
>> >
>> > Damn... this is bad, specially since Python 3 has no image module
>> > (PIL), there's just no way.. unless you pick a simple format like a
>> > BMP and read the data straight from file.. still procedurals would be
>> > left out. Also the Fracture Tools script need access to texture values
>> > for cracking objects based on textures and I have needed it
>> > personally. I hope this gets fixored
>> >
>> > Daniel Salazar
>> > www.3developer.com
>> >
>> > On Wed, Dec 15, 2010 at 1:19 AM, Hart's Antler <bhartsho at yahoo.com>
>> wrote:
>> >> Getting a UV texture's pixel value per vertex, the stupid way.
>> >> (this should be rewritten as a C function exposed to Python)
>> >> This script does the following hack to get the pixel value:
>> >>   1. copy the object
>> >>   2. apply a displace modifier
>> >>   3. for each RGB set the ImageTexture.<color>_factor to 1.0 and others
>> to 0.0
>> >>   4. for each RGB bake a mesh (apply the displace modifier)
>> >>   5. for each RGB find the difference of vertex locations
>> >>   6. apply the differences as vertex colors
>> >>
>> >> http://pastebin.com/FJWKSGBR
>> >>
>> >> for some reason the values are off and always tinted green.
>> >>
>> >>
>> >>
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