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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()
@p2or
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p2or commented Jan 17, 2022

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

@MennoFK
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MennoFK commented Dec 16, 2022

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

@VKolbasa
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VKolbasa commented Jan 8, 2024

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

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