[Bf-python] Accessing objects for render operation

Khalifa Lame khalibloo at gmail.com
Wed Oct 22 20:49:06 CEST 2014


I was afraid you might suggest baking. It's slow and has a lot of land
mines.
I was initially hoping blender would have the computed textures
conveniently stored somewhere.
Thanks a lot for your time.

On Wed, Oct 22, 2014 at 7:29 PM, Tom Edwards <contact at steamreview.org>
wrote:

>  Look into baking. There are various options including "full bake", which
> should give you a texture with all lighting, shaders, etc. applied. I've
> not actually tried using that system myself though.
>
>
> On 21/10/2014 9:28 PM, Khalifa Lame wrote:
>
> Thanks.
>
>  One other thing, please. I need to access the final results of the
> texture stack. For example, a texture for the model's color (the result of
> blending all the textures that influence color), another for normals,
> another for specular, etc.
>
>  bpy.types.Texture.evaluate() sounds like it could be useful but it
> doesn't take any arguments that could specify which channel to return eg.
> color, normal, alpha or spec
>
> On Tue, Oct 21, 2014 at 8:25 PM, Tom Edwards <contact at steamreview.org>
> wrote:
>
>>  You want Object.to_mesh(). It returns a mesh datablock with all
>> modifiers etc. applied and works on all object types except empties.
>>
>>
>> On 21/10/2014 7:52 PM, Khalifa Lame wrote:
>>
>> Exporting the mesh might not be an option in my situation. I'd like my
>> renderer to be able to draw on the viewport in real time. Exporting and
>> then reading back the data would be too slow for this.
>> The renderer is being designed to make use of the bgl module, so all of
>> its work is done within the blender application.
>>
>>  I can't find any good example that seems to fit my approach. cycles
>> doesn't depend on the python API; luxrender and co use exporters, since
>> they don't have any real time features.
>>
>> On Tue, Oct 21, 2014 at 7:41 PM, Jeremy Bayley <jbayleyvisuals at gmail.com>
>> wrote:
>>
>>> If you are trying to get you assets without exporting it might not be
>>> possible to do in a simple way. For example if you have modifiers on an
>>> object and you try to link that object to another project the modifiers are
>>> ignored. So if you don't use export you will probably have the same issue
>>> trying to send data to an external render without doing system level coding.
>>>
>>> On Tue, Oct 21, 2014 at 10:38 AM, Khalifa Lame <khalibloo at gmail.com>
>>> wrote:
>>>
>>>>  How does one retrieve the final (with all modifiers applied)
>>>> vertex/face information from objects in a blender scene? I wish feed the
>>>> info into an external renderer.
>>>>
>>>>  It would also be nice if it worked with curves/nurbs/meta and so on.
>>>>
>>>>  --
>>>> khalibloo®
>>>>
>>>>
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>>
>>
>>  --
>> khalibloo®
>>
>>
>>
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-- 
khalibloo®
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