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

Doug Hammond doughammond at hamsterfight.co.uk
Fri Dec 17 17:26:49 CET 2010


Thanks Brecht, I have this mostly working now :)

Cheers,
Doug.


On 17 December 2010 15:55, Brecht Van Lommel <brechtvanlommel at pandora.be>wrote:

> It's [[R,G,B,A],[R,G,B,A],...] for RenderLayer.rect, which is the
> Combined pass. For other channels such as Z, write to the
> corresponding RenderPass.rect.
>
> Brecht.
>
> On Fri, Dec 17, 2010 at 3:57 PM, Doug Hammond
> <doughammond at hamsterfight.co.uk> wrote:
> >> For render layers and passes you can already write pixels, the "rect"
> >> property is an array of pixel values.
> >>
> >
> > Really!? Then this appears to be mostly a documentation issue.
> >
> > How should the data in this array be formatted? [RGBRGBRGB...] ?
> > What about adding A and Z channels ?
> >
> > Cheers,
> > Doug.
> >
> >
> >>
> >> 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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> >> >> >>
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> >> >> >
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