Skip to content

Instantly share code, notes, and snippets.

@p2or
Last active February 3, 2024 12:20
Show Gist options
  • Star 10 You must be signed in to star a gist
  • Fork 5 You must be signed in to fork a gist
  • Save p2or/43194fcab3f42bab9b70ff1cc2b7637a to your computer and use it in GitHub Desktop.
Save p2or/43194fcab3f42bab9b70ff1cc2b7637a to your computer and use it in GitHub Desktop.
Extended version of Animated Render Baker #Blender
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Sequence Bakery",
"description": "Extended version of Animated Render Baker",
"author": "Christian Brinkmann (p2or), Janne Karhu (jahka)",
"version": (0, 2),
"blender": (2, 80, 0),
"location": "",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Render"
}
'''
This Addon is basically an extended Version of -Animated Render Baker-
by Janne Karhu (jahka). The Addon allows to bake a series of frames as
well as overriding the filepath of a certain Image Texture Node on the
fly, which can be used to import and bake multiple images of a folder.
Workflow instructions (Cycles):
1. Prepare the object so that it's ready for a normal single frame baking:
-> https://docs.blender.org/manual/en/dev/render/cycles/baking.html or
-> https://blender.stackexchange.com/a/13509/3710
2. [Optional] Select the object, open up a Node Editor window, select the
the Image Texture node of the corresponding material, open up the tool
shelf (N), go to the misc area, enable "Override Image Path", select any
Texture node to override, select a folder of images, press "Find Images"
-> This will override the path of the selected image texture with all
images of the selected folder per frame)
3. Create a new image in the UV/image editor (acts like a placeholder)
4. Save the image you just created with a "template name", i.e. "bake.jpg"
-> This filename and path will be used as a template for the animated
bake results, i.e. "bake0001.jpg", "bake0002.jpg" etc.
-> If "Override Image Path" is enabled, the filename will be assembled
by the orginal filename and the frame number, i.e: "image_frame-0001.jpg"
5. Create a new Image Texture node and assign the newly created image,
Make sure that the node is selected, go to Properties > Render settings >
Bake, set the desired frame range and press Animated Bake
Note: You can follow the progress in the console (Window > System Console)
'''
import bpy
import os
import shutil
from bpy.app.handlers import persistent
# ------------------------------------------------------
# Settings
# ------------------------------------------------------
image_list = []
class SequenceBakerySettings(bpy.types.PropertyGroup):
image_folder: bpy.props.StringProperty(
name="",
description="Path to Directory",
default="",
maxlen=1024,
subtype='DIR_PATH')
texture_node: bpy.props.StringProperty(
name = "Image Texture Node",
description = "Select any Texture Node",
options={'SKIP_SAVE'})
current_image_path: bpy.props.StringProperty(
name = "Current Image Path",
description = "Current Image Path")
override: bpy.props.BoolProperty(
name="Override",
description="Enable or Disable Overriding the Image Path",
default = False,
options={'SKIP_SAVE'})
bake_start: bpy.props.IntProperty(
name="Start",
description="Start frame of the animated bake",
default=1)
bake_end: bpy.props.IntProperty(
name="End",
description="End frame of the animated bake",
default=250)
# ------------------------------------------------------
# Operators
# ------------------------------------------------------
class SB_OT_printFoundImagesToConsole(bpy.types.Operator):
"""Print valid images to the console"""
bl_idname = "node.sb_print_images_to_console"
bl_label = "Print Images to Console"
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR'
def execute(self, context):
if image_list:
image_names = [os.path.basename(i) for i in image_list]
for i in image_names: print (i)
self.report({'INFO'}, 'Names of Images printed to Console')
else:
self.report({'INFO'}, 'No images')
return {'FINISHED'}
class SB_OT_refreshImageList(bpy.types.Operator):
"""Refresh Images"""
bl_idname = "node.sb_refresh_image_list"
bl_label = "Reload Images"
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
space = context.space_data
#context.active_node.type == "TEX_IMAGE"
return space.type == 'NODE_EDITOR'
def execute(self, context):
del image_list[:]
bpy.ops.node.sb_find_images()
context.scene.frame_set(context.scene.frame_start)
self.report({'INFO'}, 'List of Images refreshed')
return {'FINISHED'}
class SB_OT_findImagesInFolder(bpy.types.Operator):
"""Find Images in specified Folder"""
bl_idname = "node.sb_find_images"
bl_label = "Find Images"
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR'
def execute(self, context):
extensions = ('exr', 'tiff', 'jpeg', 'jpg', 'pic', 'png')
if not image_list:
path = context.scene.seq_bakery.image_folder
img_folder = os.path.realpath(bpy.path.abspath(path))
if os.path.isdir(img_folder):
for f in os.listdir(img_folder):
if f.endswith(tuple(extensions)):
image_list.append(os.path.join(img_folder,f))
if image_list:
context.scene.frame_set(context.scene.frame_start)
message = 'Found ' + str(len(image_list)) + " images"
#bpy.ops.node.sb_print_images_to_console()
else:
message = 'No valid images found in Folder'
self.report({'INFO'}, message)
return {'FINISHED'}
# Modification of 'Animated Render Baker' operator by Janne Karhu (jahka)
# https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Animated_Render_Baker
class SB_OT_animatedRenderBake(bpy.types.Operator):
bl_label = "Animated Render Bake"
bl_description= "Bake animated image textures of selected objects"
bl_idname = "object.sb_anim_bake_image"
bl_register = True
def framefile(self, context, filepath, frame):
"""
Set frame number to file name image.png -> image0013.png
"""
if context.scene.seq_bakery.override:
bake_folder = os.path.dirname(filepath)
filename = os.path.basename(context.scene.seq_bakery.current_image_path)
fn, ext = os.path.splitext(filename)
new_filename = "%s_frame-%04d-bake%s" % (fn, frame, ext)
return os.path.join(bake_folder, new_filename)
else:
fn, ext = os.path.splitext(filepath)
return "%s%04d%s" % (fn, frame, ext)
def invoke(self, context, event):
is_cycles = (context.scene.render.engine == 'CYCLES')
scene = context.scene
start = scene.seq_bakery.bake_start
end = scene.seq_bakery.bake_end
# Check for errors before starting
if start >= end:
self.report({'ERROR'}, "Start frame must be smaller than end frame")
return {'CANCELLED'}
selected = context.selected_objects
# Only single object baking for now
if scene.render.use_bake_selected_to_active:
if len(selected) > 2:
self.report({'ERROR'}, "Select only two objects for animated baking")
return {'CANCELLED'}
elif len(selected) > 1:
self.report({'ERROR'}, "Select only one object for animated baking")
return {'CANCELLED'}
if context.active_object.type != 'MESH':
self.report({'ERROR'}, "The baked object must be a mesh object")
return {'CANCELLED'}
if context.active_object.mode == 'EDIT':
self.report({'ERROR'}, "Can't bake in edit-mode")
return {'CANCELLED'}
img = None
# find the image that's used for rendering
# TODO: support multiple images per bake
if is_cycles:
# XXX This tries to mimic nodeGetActiveTexture(), but we have no access to 'texture_active' state from RNA...
# IMHO, this should be a func in RNA nodetree struct anyway?
inactive = None
selected = None
for mat_slot in context.active_object.material_slots:
mat = mat_slot.material
if not mat or not mat.node_tree:
continue
trees = [mat.node_tree]
while trees and not img:
tree = trees.pop()
node = tree.nodes.active
if node.type in {'TEX_IMAGE', 'TEX_ENVIRONMENT'}:
img = node.image
break
for node in tree.nodes:
if node.type in {'TEX_IMAGE', 'TEX_ENVIRONMENT'} and node.image:
if node.select:
if not selected:
selected = node
else:
if not inactive:
inactive = node
elif node.type == 'GROUP':
trees.add(node.node_tree)
if img:
break
if not img:
if selected:
img = selected.image
elif inactive:
img = inactive.image
else:
for uvtex in context.active_object.data.uv_textures:
if uvtex.active_render == True:
for uvdata in uvtex.data:
if uvdata.image is not None:
img = uvdata.image
break
if img is None:
self.report({'ERROR'}, "No valid image found to bake to")
return {'CANCELLED'}
if img.is_dirty:
self.report({'ERROR'}, "Save the image that's used for baking before use")
return {'CANCELLED'}
if img.packed_file is not None:
self.report({'ERROR'}, "Can't animation-bake packed file")
return {'CANCELLED'}
# make sure we have an absolute path so that copying works for sure
img_filepath_abs = bpy.path.abspath(img.filepath, library=img.library)
print("Animated baking for frames (%d - %d)" % (start, end))
for cfra in range(start, end + 1):
print("Baking frame %d" % cfra)
# update scene to new frame and bake to template image
scene.frame_set(cfra)
if is_cycles:
ret = bpy.ops.object.bake(type=scene.cycles.bake_type)
else:
ret = bpy.ops.object.bake_image()
if 'CANCELLED' in ret:
return {'CANCELLED'}
# Currently the api doesn't allow img.save_as()
# so just save the template image as usual for
# every frame and copy to a file with frame specific filename
img.save()
img_filepath_new = self.framefile(context, img_filepath_abs, cfra)
shutil.copyfile(img_filepath_abs, img_filepath_new)
print("Saved %r" % img_filepath_new)
print("Baking done!")
return{'FINISHED'}
# ------------------------------------------------------
# UI
# ------------------------------------------------------
class SB_PT_sequenceBakeryPanel(bpy.types.Panel):
bl_space_type = 'NODE_EDITOR'
bl_label = "Override Image Path"
bl_region_type = "UI"
bl_category = "Extras"
@classmethod
def poll(cls, context):
space = context.space_data
node_active = context.active_node
#hasattr(node_active, 'image')
image = getattr(node_active, 'image', None)
return image and space.type == 'NODE_EDITOR'
def draw_header(self, context):
scn = context.scene
node_active = context.active_node
if node_active.image and node_active.type == "TEX_IMAGE":
self.layout.prop(scn.seq_bakery, "override", text="")
def draw(self, context):
scn = context.scene
space = context.space_data
node_active = context.active_node
if node_active.image and node_active.type == "TEX_IMAGE":
data = bpy.data.materials[space.id.name].node_tree
img = os.path.basename(context.active_node.image.filepath)
layout = self.layout
row = layout.row()
row.label(text="Image Texture Node: ")
row = layout.row()
row.prop_search(scn.seq_bakery, "texture_node", data, "nodes", text="")
#layout.separator()
row = layout.row()
row.label(text="Image Folder: ")
row = layout.row()
col = row.column(align=True) #col.operator()
rowsub = col.row(align=True)
rowsub.prop(scn.seq_bakery, "image_folder")
rowsub = col.row(align=True)
rowsub.operator("node.sb_find_images", icon="VIEWZOOM")#rowsub = col.row(align=True)
rowsub.operator("node.sb_refresh_image_list", icon="FILE_REFRESH", text="")
rowsub.operator("node.sb_print_images_to_console", icon="CONSOLE", text="")
layout.separator()
row = layout.row()
row.label(text='Image [Frame {num:03d}]:'.format(num=scn.frame_current))
row = layout.row()
row.label(text=img)
row.separator()
# ------------------------------------------------------
# Helper
# ------------------------------------------------------
def draw_animation_baker(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
layout.separator()
layout.operator("object.sb_anim_bake_image", text="Animated Bake", icon='RENDER_ANIMATION')
layout.row()
col = layout.column(align=True)
#row.operator("object.sb_anim_bake_image", text="Animated Bake", icon="RENDER_ANIMATION")
col.prop(scene.seq_bakery, "bake_start", text="Bake Start")
col.prop(scene.seq_bakery, "bake_end", text="Bake End")
@persistent
def texture_node_handler(scene):
if scene.seq_bakery.override:
obj = bpy.context.active_object
mat_name = bpy.context.active_object.active_material.name
mat = bpy.data.materials[mat_name]
nodes = mat.node_tree.nodes
image_texture_node = nodes.get(scene.seq_bakery.texture_node)
frame_offset = abs(0-scene.frame_start)
image_list_index = scene.frame_current - frame_offset
try:
current_image = image_list[image_list_index]
image_texture_node.image.filepath = current_image
scene.seq_bakery.current_image_path = current_image
except:
pass
'''
def draw_func(self, context):
row = self.layout.row()
row.operator("node.sb_refresh_image_list", icon="FILE_REFRESH")
'''
# ------------------------------------------------------
# Register
# ------------------------------------------------------
classes = (
SequenceBakerySettings,
SB_OT_printFoundImagesToConsole,
SB_OT_refreshImageList,
SB_OT_findImagesInFolder,
SB_OT_animatedRenderBake,
SB_PT_sequenceBakeryPanel
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.Scene.seq_bakery = bpy.props.PointerProperty(type=SequenceBakerySettings)
bpy.types.CYCLES_RENDER_PT_bake.append(draw_animation_baker)
bpy.app.handlers.frame_change_pre.append(texture_node_handler)
def unregister():
bpy.app.handlers.frame_change_pre.remove(texture_node_handler)
bpy.types.CYCLES_RENDER_PT_bake.remove(draw_animation_baker)
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
del bpy.types.Scene.seq_bakery
if __name__ == "__main__":
register()
@Holoptics
Copy link

@p2or Any chance we can get an update of this for 2.8? I was trying to myself, but I do not have a lot of practice with python and wasn't able to get the UI to working so I couldn't even begin to test and see if the rest of the classes worked or not.

@p2or
Copy link
Author

p2or commented Sep 4, 2020

Hi @Holoptics, Updated the add-on for 2.8+. Could you please test it and report back whether it is working? Cheers!

@Holoptics
Copy link

Holoptics commented Sep 4, 2020

@p2or Thank you for the quick update! There are a couple of problems.

  • First one is that the blender version needs to be "blender": (2, 80, 0) then it fully loads in.

  • Second is that multiple 'Animated Bake' Buttons appear, they seem to be functionally the same, but kinda crowds the screen if you mess up.

  • Third is with the baking, whenever I bake the renderer goes back to 'Single Image' instead of 'Generated' which results in every frame being black. When I manually switched it to 'Generated' before attempting to render, I got an error on line 314. So this might have to do with the fact that the image saved in the UV editor is saved as a Single Image.
    I was able to get it to render with color once, but it involved pre-rendering the base directory image then going through and doing an animated bake with the 'Override Image Path' which has it's own bug.

  • Fourth, the 'Override Image Path' doesn't seem to pick the right image to override. This may be because I was saving all the test bakes to a single folder, but after I de-selected it the override still happened.

Link to Pictures for reference. I wish there was more I could do to help, I'm slowly learning python and I really appreciate the help. Let me know if you need more info or my Blender file to use as a test.

@p2or
Copy link
Author

p2or commented Sep 5, 2020

Hi @Holoptics, fixed 1 and 2, yeah a file to play with would be nice. Thanks

@Holoptics
Copy link

@p2or Awesome! Here is the link to a download for the blend file I've been using. It should be set-up so that in 10 frames the texture should be updated drastically enough to be able to tell the difference between them. I also have it set-up to not include the lighting in the baking, so there aren't any light sources present.

@p2or
Copy link
Author

p2or commented Sep 5, 2020

Hi @Holoptics. I think I fixed 3 by passing the bake type (I guess the type selection wasn't available in earlier versions). Does that work? Re 4: Not sure what's causing issues here, looks good code-wise, need to investigate... Cheers.

@Holoptics
Copy link

Holoptics commented Sep 5, 2020

@p2or That did the trick! This means a lot, Thank you! So with #4 it seems like it pulls the first image in the set and uses that as the reference name then goes from there, so that's probably just a file management thing. Otherwise, It won't be a problem for now since It's a consistent bug and can easily be worked around as long as I keep it unchecked. I'll spend some time investigating as well as soon as I get done with this project.

@gandarufu
Copy link

Thanks for the effort and writing this script! Do you have any advice on installing it for 2.9x? I tried it and it didn't even show up in the UI.

@p2or
Copy link
Author

p2or commented Sep 20, 2021

Hi @gandarufu, make sure the engine is set to Cycles. Just tested on 2.93, works fine.

@mond-cz
Copy link

mond-cz commented Jan 16, 2022

Great one ... thanks a lot :) Would you mind to update your answer here ? Since your version is only one working would be helpfull to clean it up, so followers doesn't have to hunt actual link in a long comments. I can do it for you, but probbaly not in a right way you appreciate :) Thank you ... mentioned here

@p2or
Copy link
Author

p2or commented Jan 17, 2022

Thanks for the heads up @mond-cz, I'm going to update the answer.

@MennoFK
Copy link

MennoFK commented Dec 16, 2022

Awesome plugin, thank you so much for creating this, still works!

@VKolbasa
Copy link

VKolbasa commented Jan 8, 2024

Hi! It seems exactly what I need! Was it tested with Blender 4.0? Thank you!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment