blender/tests/python/bl_usd_import_test.py

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# SPDX-FileCopyrightText: 2021-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import math
import os
import pathlib
import sys
import tempfile
import unittest
from pxr import Ar, Gf, Sdf, Usd, UsdGeom, UsdShade
import bpy
sys.path.append(str(pathlib.Path(__file__).parent.absolute()))
from modules.colored_print import (print_message, use_message_colors)
args = None
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class AbstractUSDTest(unittest.TestCase):
@classmethod
def setUpClass(cls):
cls.testdir = args.testdir
if os.environ.get("BLENDER_TEST_COLOR") is not None:
use_message_colors()
def setUp(self):
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
self._tempdir = tempfile.TemporaryDirectory()
self.tempdir = pathlib.Path(self._tempdir.name)
self.assertTrue(self.testdir.exists(),
'Test dir {0} should exist'.format(self.testdir))
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
self.assertTrue(self.tempdir.exists(),
'Temp dir {0} should exist'.format(self.tempdir))
print_message(self._testMethodName, 'SUCCESS', 'RUN')
# Make sure we always start with a known-empty file.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
def tearDown(self):
self._tempdir.cleanup()
result = self._outcome.result
ok = all(test != self for test, _ in result.errors + result.failures)
if not ok:
print_message(self._testMethodName, 'FAILURE', 'FAILED')
else:
print_message(self._testMethodName, 'SUCCESS', 'PASSED')
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class USDImportTest(AbstractUSDTest):
# Utility function to round each component of a vector to a few digits. The "+ 0" is to
# ensure that any negative zeros (-0.0) are converted to positive zeros (0.0).
@staticmethod
def round_vector(vector, digits=5):
return [round(c, digits) + 0 for c in vector]
def test_import_operator(self):
"""Test running the import operator on valid and invalid files."""
infile = str(self.testdir / "usd_mesh_polygon_types.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
infile = str(self.testdir / "this_file_doesn't_exist.usda")
# RPT_ERROR Reports from operators generate `RuntimeError` python exceptions.
try:
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'CANCELLED'}, res, "Was somehow able to import a non-existent USD file!")
except RuntimeError as e:
self.assertTrue(e.args[0].startswith("Error: USD Import: unable to open stage to read"))
def test_import_prim_hierarchy(self):
"""Test importing a simple object hierarchy from a USDA file."""
infile = str(self.testdir / "prim-hierarchy.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
objects = bpy.context.scene.collection.objects
self.assertEqual(5, len(objects), f"Test scene {infile} should have five objects; found {len(objects)}")
# Test the hierarchy.
self.assertIsNone(objects['World'].parent, "/World should not be parented.")
self.assertEqual(objects['World'], objects['Plane'].parent, "Plane should be child of /World")
self.assertEqual(objects['World'], objects['Plane_001'].parent, "Plane_001 should be a child of /World")
self.assertEqual(objects['World'], objects['Empty'].parent, "Empty should be a child of /World")
self.assertEqual(objects['Empty'], objects['Plane_002'].parent, "Plane_002 should be a child of /World")
def test_import_xform_and_mesh_merged_false(self):
"""Test importing a simple object hierarchy (xform and mesh) from a USDA file."""
infile = str(self.testdir / "usd_mesh_polygon_types.usda")
res = bpy.ops.wm.usd_import(filepath=infile, merge_parent_xform=False)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
objects = bpy.context.scene.collection.objects
self.assertEqual(10, len(objects), f"Test scene {infile} should have ten objects; found {len(objects)}")
# Test the hierarchy.
self.assertEqual(
objects['degenerate'],
objects['m_degenerate'].parent,
"m_degenerate should be child of /degenerate")
self.assertEqual(
objects['triangles'],
objects['m_triangles'].parent,
"m_triangles should be a child of /triangles")
self.assertEqual(objects['quad'], objects['m_quad'].parent, "m_quad should be a child of /quad")
self.assertEqual(objects['ngon_concave'], objects['m_ngon_concave'].parent,
"m_ngon_concave should be a child of /ngon_concave")
def test_import_mesh_topology(self):
"""Test importing meshes with different polygon types."""
infile = str(self.testdir / "usd_mesh_polygon_types.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
objects = bpy.context.scene.collection.objects
self.assertEqual(5, len(objects), f"Test scene {infile} should have five objects; found {len(objects)}")
# Test topology counts.
self.assertIn("m_degenerate", objects, "Scene does not contain object m_degenerate")
mesh = objects["m_degenerate"].data
Fix #137662: Auto-validate meshes during USD import if we detect bad faces A small number of USD files in the wild contain invalid face index data for some of their meshes. This leads to asserts in debug builds and crashes for users in retail builds(sometimes). There is already an import option to Validate Meshes but it turns out that we, and most other importers, perform validation too late. We crash before getting to that validate option (see notes). This PR implements a cheap detection mechanism and will auto-fix if we detect broken data. The detection may not find all types of bad data but it will detect what is known to fail today for duplicate vertex indices. We immediately validate/fix before loading in the rest of the data. The downside is that this will mean no additional data will be loaded. Normals, edge creases, velocities, UVs, and all other attributes will be lost because the incoming data arrays will no longer align. It should be noted also that Alembic has also chosen this approach. It's check is significantly weaker though and can be improved separately if needed. If auto-fix is triggered, it will typically appear as one trace on the terminal. ``` WARN (io.usd): <path...>\io\usd\intern\usd_reader_mesh.cc:684 read_mesh_sample: Invalid face data detected for mesh '/degenerate/m_degenerate'. Automatic correction will be used. ``` A more general downside of these fixes is that this applies to each frame of animated mesh data. The mesh will be fixed, and re-fixed, on every frame update when the frame in question contains bad data. For well-behaved USD scenes, the penalty for this check is between 2-4%. For broken USD scenes, it depends on how many meshes need the fixup. In the case of the Intel 4004 Moore Lane scene, the penalty is a 2.7x slowdown in import time (4.5 s to 12.5 s). Pull Request: https://projects.blender.org/blender/blender/pulls/138633
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self.assertEqual(len(mesh.polygons), 0)
self.assertEqual(len(mesh.edges), 0)
self.assertEqual(len(mesh.vertices), 6)
self.assertIn("m_triangles", objects, "Scene does not contain object m_triangles")
mesh = objects["m_triangles"].data
self.assertEqual(len(mesh.polygons), 2)
self.assertEqual(len(mesh.edges), 5)
self.assertEqual(len(mesh.vertices), 4)
self.assertEqual(len(mesh.polygons[0].vertices), 3)
self.assertIn("m_quad", objects, "Scene does not contain object m_quad")
mesh = objects["m_quad"].data
self.assertEqual(len(mesh.polygons), 1)
self.assertEqual(len(mesh.edges), 4)
self.assertEqual(len(mesh.vertices), 4)
self.assertEqual(len(mesh.polygons[0].vertices), 4)
self.assertIn("m_ngon_concave", objects, "Scene does not contain object m_ngon_concave")
mesh = objects["m_ngon_concave"].data
self.assertEqual(len(mesh.polygons), 1)
self.assertEqual(len(mesh.edges), 5)
self.assertEqual(len(mesh.vertices), 5)
self.assertEqual(len(mesh.polygons[0].vertices), 5)
self.assertIn("m_ngon_convex", objects, "Scene does not contain object m_ngon_convex")
mesh = objects["m_ngon_convex"].data
self.assertEqual(len(mesh.polygons), 1)
self.assertEqual(len(mesh.edges), 5)
self.assertEqual(len(mesh.vertices), 5)
self.assertEqual(len(mesh.polygons[0].vertices), 5)
def test_import_mesh_uv_maps(self):
"""Test importing meshes with udim UVs and multiple UV sets."""
infile = str(self.testdir / "usd_mesh_udim.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
objects = bpy.context.scene.collection.objects
if "preview" in bpy.data.objects:
bpy.data.objects.remove(bpy.data.objects["preview"])
self.assertEqual(1, len(objects), f"File {infile} should contain one object, found {len(objects)}")
mesh = bpy.data.objects["uvmap_plane"].data
self.assertEqual(len(mesh.uv_layers), 2,
f"Object uvmap_plane should have two uv layers, found {len(mesh.uv_layers)}")
expected_layer_names = {"udim_map", "uvmap"}
imported_layer_names = set(mesh.uv_layers.keys())
self.assertEqual(
expected_layer_names,
imported_layer_names,
f"Expected layer names ({expected_layer_names}) not found on uvmap_plane.")
def get_coords(data):
coords = [x.uv for x in uvmap]
return coords
def uv_min_max(data):
coords = get_coords(data)
uv_min_x = min([uv[0] for uv in coords])
uv_max_x = max([uv[0] for uv in coords])
uv_min_y = min([uv[1] for uv in coords])
uv_max_y = max([uv[1] for uv in coords])
return uv_min_x, uv_max_x, uv_min_y, uv_max_y
# Quick tests for point range.
uvmap = mesh.uv_layers["uvmap"].data
self.assertEqual(len(uvmap), 128)
min_x, max_x, min_y, max_y = uv_min_max(uvmap)
self.assertGreaterEqual(min_x, 0.0)
self.assertGreaterEqual(min_y, 0.0)
self.assertLessEqual(max_x, 1.0)
self.assertLessEqual(max_y, 1.0)
uvmap = mesh.uv_layers["udim_map"].data
self.assertEqual(len(uvmap), 128)
min_x, max_x, min_y, max_y = uv_min_max(uvmap)
self.assertGreaterEqual(min_x, 0.0)
self.assertGreaterEqual(min_y, 0.0)
self.assertLessEqual(max_x, 2.0)
self.assertLessEqual(max_y, 1.0)
# Make sure at least some points are in a udim tile.
coords = get_coords(uvmap)
coords = list(filter(lambda x: x[0] > 1.0, coords))
self.assertGreater(len(coords), 16)
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def test_import_mesh_subd(self):
"""Test importing meshes with subdivision attributes."""
# Use the existing mesh subd test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_mesh_subd.blend"))
testfile = str(self.tempdir / "usd_mesh_subd.usda")
bpy.ops.wm.usd_export(filepath=testfile, export_subdivision='BEST_MATCH', evaluation_mode="RENDER")
res = bpy.ops.wm.usd_export(filepath=testfile, export_materials=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile, import_subdiv=True)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Validate crease attributes
mesh = bpy.data.objects["crease_verts"].data
blender_crease_data = [round(d.value, 5) for d in mesh.attributes["crease_vert"].data]
self.assertEqual(blender_crease_data, [0.3, 0.0, 0.2, 0.1, 0.8, 0.7, 1.0, 0.9])
mesh = bpy.data.objects["crease_edge"].data
blender_crease_data = [round(d.value, 5) for d in mesh.attributes["crease_edge"].data]
self.assertEqual(
blender_crease_data,
[0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.9, 0.0, 0.0, 0.8, 0.0, 0.0, 0.7, 0.0,
0.0, 0.6, 0.0, 0.0, 0.5, 0.0, 0.0, 0.4, 0.0, 0.0, 0.3, 0.0, 0.0, 0.2, 0.0, 0.0, 0.1, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0])
# Validate SubdivisionSurface modifier settings
def check_mod(mesh_name, levels, render_levels, uv_smooth, boundary_smooth):
mod = bpy.data.objects[mesh_name].modifiers[0]
self.assertEqual(mod.levels, levels)
self.assertEqual(mod.render_levels, render_levels)
self.assertEqual(mod.uv_smooth, uv_smooth)
self.assertEqual(mod.boundary_smooth, boundary_smooth)
check_mod("mesh1", 1, 2, 'NONE', 'ALL')
check_mod("mesh2", 1, 2, 'PRESERVE_CORNERS', 'ALL')
check_mod("mesh3", 1, 2, 'PRESERVE_CORNERS_AND_JUNCTIONS', 'ALL')
check_mod("mesh4", 1, 2, 'PRESERVE_CORNERS_JUNCTIONS_AND_CONCAVE', 'ALL')
check_mod("mesh5", 1, 2, 'PRESERVE_BOUNDARIES', 'ALL')
check_mod("mesh6", 1, 2, 'SMOOTH_ALL', 'ALL')
check_mod("mesh7", 1, 2, 'PRESERVE_BOUNDARIES', 'PRESERVE_CORNERS')
def test_import_camera_properties(self):
"""Test importing camera to ensure properties set correctly."""
# This file has metersPerUnit = 1
infile = str(self.testdir / "usd_camera_test_1.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res)
camera_object = bpy.data.objects["Test_Camera"]
test_cam = camera_object.data
self.assertAlmostEqual(43.12, test_cam.lens, 2)
self.assertAlmostEqual(24.89, test_cam.sensor_width, 2)
self.assertAlmostEqual(14.00, test_cam.sensor_height, 2)
self.assertAlmostEqual(2.281, test_cam.shift_x, 2)
self.assertAlmostEqual(0.496, test_cam.shift_y, 2)
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# This file has metersPerUnit = 0.1
infile = str(self.testdir / "usd_camera_test_2.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res)
camera_object = bpy.data.objects["Test_Camera"]
test_cam = camera_object.data
self.assertAlmostEqual(4.312, test_cam.lens, 3)
self.assertAlmostEqual(2.489, test_cam.sensor_width, 3)
self.assertAlmostEqual(1.400, test_cam.sensor_height, 3)
self.assertAlmostEqual(2.281, test_cam.shift_x, 3)
self.assertAlmostEqual(0.496, test_cam.shift_y, 3)
def assert_all_nodes_present(self, mat, node_list):
nodes = mat.node_tree.nodes
self.assertEqual(len(nodes), len(node_list))
for node in node_list:
self.assertTrue(nodes.find(node) >= 0, f"Could not find node '{node}' in material '{mat.name}'")
def test_import_materials1(self):
"""Validate UsdPreviewSurface shader graphs."""
# Use the existing materials test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_export.blend"))
testfile = str(self.tempdir / "usd_materials_export.usda")
res = bpy.ops.wm.usd_export(filepath=str(testfile), export_materials=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Most shader graph validation should occur through the Hydra render test suite. Here we
# will only check some high-level criteria for each expected node graph.
mat = bpy.data.materials["Transforms"]
self.assert_all_nodes_present(mat, ["Principled BSDF", "Image Texture", "UV Map", "Mapping", "Material Output"])
node = mat.node_tree.nodes["Mapping"]
self.assertEqual(self.round_vector(node.inputs[1].default_value), [0.75, 0.75, 0])
self.assertEqual(self.round_vector(node.inputs[2].default_value), [0, 0, 3.14159])
self.assertEqual(self.round_vector(node.inputs[3].default_value), [0.5, 0.5, 1])
mat = bpy.data.materials["NormalMap"]
self.assert_all_nodes_present(
mat, ["Principled BSDF", "Image Texture", "UV Map", "Normal Map", "Material Output"])
mat = bpy.data.materials["NormalMap_Scale_Bias"]
self.assert_all_nodes_present(mat, ["Principled BSDF", "Image Texture", "UV Map",
"Normal Map", "Vector Math", "Vector Math.001", "Material Output"])
node = mat.node_tree.nodes["Vector Math"]
self.assertEqual(self.round_vector(node.inputs[1].default_value), [2, -2, 2])
self.assertEqual(self.round_vector(node.inputs[2].default_value), [-1, 1, -1])
def test_import_materials2(self):
"""Validate UsdPreviewSurface shader graphs."""
# Use the existing materials test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_channels.blend"))
testfile = str(self.tempdir / "usd_materials_channels.usda")
res = bpy.ops.wm.usd_export(filepath=str(testfile), export_materials=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Most shader graph validation should occur through the Hydra render test suite. Here we
# will only check some high-level criteria for each expected node graph.
mat = bpy.data.materials["Opaque"]
self.assert_all_nodes_present(mat, ["Principled BSDF", "Image Texture", "UV Map", "Material Output"])
mat = bpy.data.materials["Alpha"]
self.assert_all_nodes_present(mat, ["Principled BSDF", "Image Texture", "UV Map", "Material Output"])
mat = bpy.data.materials["AlphaClip_LessThan"]
self.assert_all_nodes_present(
mat, ["Principled BSDF", "Image Texture", "UV Map", "Math", "Math.001", "Material Output"])
node = [n for n in mat.node_tree.nodes if n.type == 'MATH' and n.operation == "LESS_THAN"][0]
self.assertAlmostEqual(node.inputs[1].default_value, 0.8, 3)
mat = bpy.data.materials["AlphaClip_Round"]
self.assert_all_nodes_present(
mat, ["Principled BSDF", "Image Texture", "UV Map", "Math", "Math.001", "Material Output"])
node = [n for n in mat.node_tree.nodes if n.type == 'MATH' and n.operation == "LESS_THAN"][0]
self.assertAlmostEqual(node.inputs[1].default_value, 0.5, 3)
mat = bpy.data.materials["Channel"]
self.assert_all_nodes_present(
mat, ["Principled BSDF", "Image Texture", "Separate Color", "UV Map", "Material Output"])
mat = bpy.data.materials["ChannelClip_LessThan"]
self.assert_all_nodes_present(
mat,
["Principled BSDF", "Image Texture", "Separate Color", "UV Map", "Math", "Math.001", "Material Output"])
node = [n for n in mat.node_tree.nodes if n.type == 'MATH' and n.operation == "LESS_THAN"][0]
self.assertAlmostEqual(node.inputs[1].default_value, 0.2, 3)
mat = bpy.data.materials["ChannelClip_Round"]
self.assert_all_nodes_present(
mat,
["Principled BSDF", "Image Texture", "Separate Color", "UV Map", "Math", "Math.001", "Material Output"])
node = [n for n in mat.node_tree.nodes if n.type == 'MATH' and n.operation == "LESS_THAN"][0]
self.assertAlmostEqual(node.inputs[1].default_value, 0.5, 3)
def test_import_material_subsets(self):
"""Validate multiple materials assigned to the same mesh work correctly."""
# Use the existing materials test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_multi.blend"))
# Ensure the simulation zone data is baked for all relevant frames...
for frame in range(1, 5):
bpy.context.scene.frame_set(frame)
bpy.context.scene.frame_set(1)
testfile = str(self.tempdir / "usd_materials_multi.usda")
res = bpy.ops.wm.usd_export(filepath=testfile, export_animation=True, evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# The static mesh should have 4 materials each assigned to 4 faces (16 faces total)
static_mesh = bpy.data.objects["static_mesh"].data
material_index_attr = static_mesh.attributes["material_index"]
self.assertEqual(len(static_mesh.materials), 4)
self.assertEqual(len(static_mesh.polygons), 16)
self.assertEqual(len(material_index_attr.data), 16)
for mat_index in range(0, 4):
face_indices = [i for i, d in enumerate(material_index_attr.data) if d.value == mat_index]
self.assertEqual(len(face_indices), 4, f"Incorrect number of faces with material index {mat_index}")
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def test_import_material_displacement(self):
"""Validate correct import of Displacement information for the UsdPreviewSurface"""
# Use the existing materials test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_displace.blend"))
testfile = str(self.tempdir / "temp_material_displace.usda")
res = bpy.ops.wm.usd_export(filepath=str(testfile), export_materials=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Most shader graph validation should occur through the Hydra render test suite. Here we
# will only check some high-level criteria for each expected node graph.
def assert_displacement(mat, height, midlevel, scale):
nodes = mat.node_tree.nodes
node_displace_index = nodes.find("Displacement")
self.assertTrue(node_displace_index >= 0)
node_displace = nodes[node_displace_index]
if height is not None:
self.assertAlmostEqual(node_displace.inputs[0].default_value, height)
else:
self.assertEqual(len(node_displace.inputs[0].links), 1)
self.assertAlmostEqual(node_displace.inputs[1].default_value, midlevel)
self.assertAlmostEqual(node_displace.inputs[2].default_value, scale)
mat = bpy.data.materials["constant"]
assert_displacement(mat, 0.95, 0.5, 1.0)
mat = bpy.data.materials["mid_1_0"]
assert_displacement(mat, None, 1.0, 1.0)
mat = bpy.data.materials["mid_0_5"]
assert_displacement(mat, None, 0.5, 1.0)
mat = bpy.data.materials["mid_0_0"]
assert_displacement(mat, None, 0.0, 1.0)
mat = bpy.data.materials["mid_1_0_scale_0_3"]
assert_displacement(mat, None, 1.0, 0.3)
mat = bpy.data.materials["mid_0_5_scale_0_3"]
assert_displacement(mat, None, 0.5, 0.3)
mat = bpy.data.materials["mid_0_0_scale_0_3"]
assert_displacement(mat, None, 0.0, 0.3)
def test_import_material_attributes(self):
"""Validate correct import of Attribute information from UsdPrimvarReaders"""
# Use the existing materials test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_attributes.blend"))
testfile = str(self.tempdir / "usd_materials_attributes.usda")
res = bpy.ops.wm.usd_export(filepath=str(testfile), export_materials=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Most shader graph validation should occur through the Hydra render test suite. Here we
# will only check some high-level criteria for each expected node graph.
def assert_attribute(mat, attribute_name, from_socket, to_socket):
nodes = [n for n in mat.node_tree.nodes if n.type == 'ATTRIBUTE' and n.attribute_name == attribute_name]
self.assertTrue(len(nodes) == 1)
outputs = [o for o in nodes[0].outputs if o.identifier == from_socket]
self.assertTrue(len(outputs) == 1)
self.assertTrue(len(outputs[0].links) == 1)
link = outputs[0].links[0]
self.assertEqual(link.from_socket.identifier, from_socket)
self.assertEqual(link.to_socket.identifier, to_socket)
mat = bpy.data.materials["Material"]
self.assert_all_nodes_present(
mat, ["Principled BSDF", "Attribute", "Attribute.001", "Attribute.002", "Material Output"])
assert_attribute(mat, "displayColor", "Color", "Base Color")
assert_attribute(mat, "f_vec", "Vector", "Normal")
assert_attribute(mat, "f_float", "Fac", "Roughness")
def test_import_shader_varname_with_connection(self):
"""Test importing USD shader where uv primvar is a connection"""
varname = "testmap"
texfile = str(self.testdir / "textures/test_grid_1001.png")
# Create the test USD file.
temp_usd_file = str(self.tempdir / "usd_varname_test.usda")
stage = Usd.Stage.CreateNew(temp_usd_file)
mesh1 = stage.DefinePrim("/mesh1", "Mesh")
mesh2 = stage.DefinePrim("/mesh2", "Mesh")
# Create two USD preview surface shaders in two materials.
m1 = UsdShade.Material.Define(stage, "/mat1")
s1 = UsdShade.Shader.Define(stage, "/mat1/previewshader")
s1.CreateIdAttr("UsdPreviewSurface")
m1.CreateSurfaceOutput().ConnectToSource(s1.ConnectableAPI(), "surface")
t1 = UsdShade.Shader.Define(stage, "/mat1/diffuseTexture")
t1.CreateIdAttr("UsdUVTexture")
t1.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t1.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s1.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(t1.ConnectableAPI(), "rgb")
t2 = UsdShade.Shader.Define(stage, "/mat1/roughnessTexture")
t2.CreateIdAttr("UsdUVTexture")
t2.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t2.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s1.CreateInput("roughness", Sdf.ValueTypeNames.Color3f).ConnectToSource(t2.ConnectableAPI(), "rgb")
m2 = UsdShade.Material.Define(stage, "/mat2")
s2 = UsdShade.Shader.Define(stage, "/mat2/previewshader")
s2.CreateIdAttr("UsdPreviewSurface")
m2.CreateSurfaceOutput().ConnectToSource(s2.ConnectableAPI(), "surface")
t3 = UsdShade.Shader.Define(stage, "/mat2/diffuseTexture")
t3.CreateIdAttr("UsdUVTexture")
t3.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t3.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s2.CreateInput("diffuseColor", Sdf.ValueTypeNames.Color3f).ConnectToSource(t3.ConnectableAPI(), "rgb")
t4 = UsdShade.Shader.Define(stage, "/mat2/roughnessTexture")
t4.CreateIdAttr("UsdUVTexture")
t4.CreateInput('file', Sdf.ValueTypeNames.Asset).Set(texfile)
t4.CreateOutput("rgb", Sdf.ValueTypeNames.Float3)
s2.CreateInput("roughness", Sdf.ValueTypeNames.Color3f).ConnectToSource(t4.ConnectableAPI(), "rgb")
# Bind mat1 to mesh1, mat2 to mesh2.
bindingAPI = UsdShade.MaterialBindingAPI.Apply(mesh1)
bindingAPI.Bind(m1)
bindingAPI = UsdShade.MaterialBindingAPI.Apply(mesh2)
bindingAPI.Bind(m2)
# Create varname defined as a token.
s3 = UsdShade.Shader.Define(stage, "/mat1/primvar_reader1")
s3.CreateIdAttr('UsdPrimvarReader_float2')
s3input = s3.CreateInput("varname", Sdf.ValueTypeNames.Token)
s3input.Set(varname)
t1.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s3.ConnectableAPI(), "result")
# Create varname defined as a connection to a token.
varname1 = m1.CreateInput("varname", Sdf.ValueTypeNames.Token)
varname1.Set(varname)
s4 = UsdShade.Shader.Define(stage, "/mat1/primvar_reader2")
s4.CreateIdAttr('UsdPrimvarReader_float2')
s4input = s4.CreateInput("varname", Sdf.ValueTypeNames.Token)
UsdShade.ConnectableAPI.ConnectToSource(s4input, varname1)
t2.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s4.ConnectableAPI(), "result")
# Create varname defined as a string.
s5 = UsdShade.Shader.Define(stage, "/mat2/primvar_reader1")
s5.CreateIdAttr('UsdPrimvarReader_float2')
s5input = s5.CreateInput("varname", Sdf.ValueTypeNames.String)
s5input.Set(varname)
t3.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s5.ConnectableAPI(), "result")
# Create varname defined as a connection to a string.
varname2 = m2.CreateInput("varname", Sdf.ValueTypeNames.String)
varname2.Set(varname)
s6 = UsdShade.Shader.Define(stage, "/mat2/primvar_reader2")
s6.CreateIdAttr('UsdPrimvarReader_float2')
s6input = s6.CreateInput("varname", Sdf.ValueTypeNames.String)
UsdShade.ConnectableAPI.ConnectToSource(s6input, varname2)
t4.CreateInput("st", Sdf.ValueTypeNames.TexCoord2f).ConnectToSource(s6.ConnectableAPI(), "result")
stage.Save()
# Now import the USD file.
res = bpy.ops.wm.usd_import(filepath=temp_usd_file, import_all_materials=True)
self.assertEqual({'FINISHED'}, res)
# Ensure that we find the correct varname for all four primvar readers.
num_uvmaps_found = 0
mats_to_test = []
mats_to_test.append(bpy.data.materials["mat1"])
mats_to_test.append(bpy.data.materials["mat2"])
for mat in mats_to_test:
self.assertIsNotNone(mat.node_tree, "Material node tree is empty")
for node in mat.node_tree.nodes:
if node.type == "UVMAP":
self.assertEqual(varname, node.uv_map, "Unexpected value for varname")
num_uvmaps_found += 1
self.assertEqual(4, num_uvmaps_found, "One or more test materials failed to import")
def test_import_animation(self):
"""Test importing objects with xform, armature, and USD blend shape animations."""
# Use the existing animation test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_anim_test.blend"))
testfile = str(self.tempdir / "usd_anim_test.usda")
res = bpy.ops.wm.usd_export(
filepath=testfile,
export_animation=True,
evaluation_mode="RENDER",
)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Validate some simple aspects of the animated objects which prove that they're animating.
ob_xform = bpy.data.objects["cube_anim_xform"]
ob_xform_child = bpy.data.objects["cube_anim_child_mesh"]
ob_shapekeys = bpy.data.objects["cube_anim_keys"]
ob_arm = bpy.data.objects["column_anim_armature"]
ob_arm2_side_a = bpy.data.objects["side_a"]
ob_arm2_side_b = bpy.data.objects["side_b"]
self.assertEqual(bpy.data.objects["Armature"].animation_data.action.name, "ArmatureAction_001")
bpy.context.scene.frame_set(1)
self.assertEqual(len(ob_xform.constraints), 1)
self.assertEqual(len(ob_xform_child.constraints), 1)
self.assertEqual(self.round_vector(ob_xform.matrix_world.translation), [0.0, -2.0, 0.0])
self.assertEqual(self.round_vector(ob_xform_child.matrix_world.translation), [0.0, -2.0, 1.0])
self.assertEqual(self.round_vector(ob_xform_child.matrix_world.to_euler('XYZ')), [0.0, 0.0, 0.0])
self.assertEqual(self.round_vector(ob_shapekeys.dimensions), [1.0, 1.0, 1.0])
self.assertEqual(self.round_vector(ob_arm.dimensions), [0.4, 0.4, 3.0])
self.assertEqual(self.round_vector(ob_arm2_side_a.dimensions), [0.5, 0.0, 0.5])
self.assertEqual(self.round_vector(ob_arm2_side_b.dimensions), [0.5, 0.0, 0.5])
self.assertAlmostEqual(ob_arm2_side_a.matrix_world.to_euler('XYZ').z, 0, 5)
self.assertAlmostEqual(ob_arm2_side_b.matrix_world.to_euler('XYZ').z, 0, 5)
bpy.context.scene.frame_set(5)
self.assertEqual(len(ob_xform.constraints), 1)
self.assertEqual(len(ob_xform_child.constraints), 1)
self.assertEqual(self.round_vector(ob_xform.matrix_world.translation), [3.0, -2.0, 0.0])
self.assertEqual(self.round_vector(ob_xform_child.matrix_world.translation), [3.0, -2.0, 1.0])
self.assertEqual(self.round_vector(ob_xform_child.matrix_world.to_euler('XYZ')), [0.0, 1.5708, 0.0])
self.assertEqual(self.round_vector(ob_shapekeys.dimensions), [0.1, 0.1, 0.1])
self.assertEqual(self.round_vector(ob_arm.dimensions), [1.65545, 0.4, 2.38953])
self.assertEqual(self.round_vector(ob_arm2_side_a.dimensions), [0.25, 0.0, 0.25])
self.assertEqual(self.round_vector(ob_arm2_side_b.dimensions), [1.0, 0.0, 1.0])
self.assertAlmostEqual(ob_arm2_side_a.matrix_world.to_euler('XYZ').z, 1.5708, 5)
self.assertAlmostEqual(ob_arm2_side_b.matrix_world.to_euler('XYZ').z, 1.5708, 5)
def test_import_volumes(self):
"""Validate volume import."""
# Use the existing volume test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_volumes.blend"))
# Ensure the simulation zone data is baked for all relevant frames...
for frame in range(4, 15):
bpy.context.scene.frame_set(frame)
bpy.context.scene.frame_set(4)
testfile = str(self.tempdir / "usd_volumes.usda")
res = bpy.ops.wm.usd_export(filepath=testfile, export_animation=True, evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Validate that all volumes are properly configured.
vol_displace = bpy.data.objects["vol_displace"]
vol_filesequence = bpy.data.objects["vol_filesequence"]
vol_mesh2vol = bpy.data.objects["vol_mesh2vol"]
vol_sim = bpy.data.objects["Volume"]
def check_sequence(ob, frames, start, offset):
self.assertTrue(ob.data.is_sequence)
self.assertEqual(ob.data.frame_duration, frames)
self.assertEqual(ob.data.frame_start, start)
self.assertEqual(ob.data.frame_offset, offset)
check_sequence(vol_displace, 11, 4, 3)
check_sequence(vol_filesequence, 6, 8, 13)
check_sequence(vol_mesh2vol, 11, 4, 3)
check_sequence(vol_sim, 11, 4, 3)
# Validate that their object dimensions are changing by spot checking 2 interesting frames
bpy.context.scene.frame_set(8)
dim_displace = vol_displace.dimensions.copy()
dim_filesequence = vol_filesequence.dimensions.copy()
dim_mesh2vol = vol_mesh2vol.dimensions.copy()
dim_sim = vol_sim.dimensions.copy()
bpy.context.scene.frame_set(12)
self.assertTrue(vol_displace.dimensions != dim_displace)
self.assertTrue(vol_filesequence.dimensions != dim_filesequence)
self.assertTrue(vol_mesh2vol.dimensions != dim_mesh2vol)
self.assertTrue(vol_sim.dimensions != dim_sim)
def test_import_usd_blend_shapes(self):
"""Test importing USD blend shapes with animated weights."""
infile = str(self.testdir / "usd_blend_shape_test.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res)
obj = bpy.data.objects["Plane"]
obj.active_shape_key_index = 1
key = obj.active_shape_key
self.assertEqual(key.name, "Key_1", "Unexpected shape key name")
# Verify the number of shape key points.
self.assertEqual(len(key.data), 4, "Unexpected number of shape key point")
# Verify shape key point coordinates
# Reference point values.
refs = ((-2.51, -1.92, 0.20), (0.86, -1.46, -0.1),
(-1.33, 1.29, .84), (1.32, 2.20, -0.42))
for i in range(4):
co = key.data[i].co
ref = refs[i]
# Compare coordinates.
for j in range(3):
self.assertAlmostEqual(co[j], ref[j], 2)
# Verify the shape key values.
bpy.context.scene.frame_set(1)
self.assertAlmostEqual(key.value, .002, 1)
bpy.context.scene.frame_set(30)
self.assertAlmostEqual(key.value, .900, 3)
bpy.context.scene.frame_set(60)
self.assertAlmostEqual(key.value, .100, 3)
def test_import_usd_skel_joints(self):
"""Test importing USD animated skeleton joints."""
infile = str(self.testdir / "arm.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res)
# Verify armature was imported.
arm_obj = bpy.data.objects["Skel"]
self.assertEqual(arm_obj.type, "ARMATURE", "'Skel' object is not an armature")
arm = arm_obj.data
bones = arm.bones
# Verify bone parenting.
self.assertIsNone(bones['Shoulder'].parent, "Shoulder bone should not be parented")
self.assertEqual(bones['Shoulder'], bones['Elbow'].parent, "Elbow bone should be child of Shoulder bone")
self.assertEqual(bones['Elbow'], bones['Hand'].parent, "Hand bone should be child of Elbow bone")
# Verify armature modifier was created on the mesh.
mesh_obj = bpy.data.objects['Arm']
# Get all the armature modifiers on the mesh.
arm_mods = [m for m in mesh_obj.modifiers if m.type == "ARMATURE"]
self.assertEqual(len(arm_mods), 1, "Didn't get expected armatrue modifier")
self.assertEqual(arm_mods[0].object, arm_obj, "Armature modifier does not reference the imported armature")
# Verify expected deform groups.
# There are 4 points in each group.
for i in range(4):
2023-08-18 08:38:02 +10:00
self.assertAlmostEqual(mesh_obj.vertex_groups['Hand'].weight(
i), 1.0, 2, "Unexpected weight for Hand deform vert")
self.assertAlmostEqual(mesh_obj.vertex_groups['Shoulder'].weight(
4 + i), 1.0, 2, "Unexpected weight for Shoulder deform vert")
self.assertAlmostEqual(mesh_obj.vertex_groups['Elbow'].weight(
8 + i), 1.0, 2, "Unexpected weight for Elbow deform vert")
action = bpy.data.actions['Anim1']
# Verify the Elbow joint rotation animation.
curve_path = 'pose.bones["Elbow"].rotation_quaternion'
# Quat W
f = action.fcurves.find(curve_path, index=0)
self.assertIsNotNone(f, "Couldn't find Elbow rotation quaternion W curve")
self.assertAlmostEqual(f.evaluate(0), 1.0, 2, "Unexpected value for rotation quaternion W curve at frame 0")
self.assertAlmostEqual(f.evaluate(10), 0.707, 2, "Unexpected value for rotation quaternion W curve at frame 10")
# Quat X
f = action.fcurves.find(curve_path, index=1)
self.assertIsNotNone(f, "Couldn't find Elbow rotation quaternion X curve")
self.assertAlmostEqual(f.evaluate(0), 0.0, 2, "Unexpected value for rotation quaternion X curve at frame 0")
self.assertAlmostEqual(f.evaluate(10), 0.707, 2, "Unexpected value for rotation quaternion X curve at frame 10")
# Quat Y
f = action.fcurves.find(curve_path, index=2)
self.assertIsNotNone(f, "Couldn't find Elbow rotation quaternion Y curve")
self.assertAlmostEqual(f.evaluate(0), 0.0, 2, "Unexpected value for rotation quaternion Y curve at frame 0")
self.assertAlmostEqual(f.evaluate(10), 0.0, 2, "Unexpected value for rotation quaternion Y curve at frame 10")
# Quat Z
f = action.fcurves.find(curve_path, index=3)
self.assertIsNotNone(f, "Couldn't find Elbow rotation quaternion Z curve")
self.assertAlmostEqual(f.evaluate(0), 0.0, 2, "Unexpected value for rotation quaternion Z curve at frame 0")
self.assertAlmostEqual(f.evaluate(10), 0.0, 2, "Unexpected value for rotation quaternion Z curve at frame 10")
def check_curve(self, blender_curve, usd_curve):
curve_type_map = {"linear": 1, "cubic-bezier": 2, "cubic-bspline": 3}
cyclic_map = {"nonperiodic": False, "periodic": True}
# Check correct spline count.
blender_spline_count = len(blender_curve.attributes["curve_type"].data)
usd_spline_count = len(usd_curve.GetCurveVertexCountsAttr().Get())
self.assertEqual(blender_spline_count, usd_spline_count)
# Check correct type of curve. All splines should have the same type and periodicity.
usd_curve_type = usd_curve.GetTypeAttr().Get()
usd_curve_type_basis = usd_curve_type
if usd_curve_type != "linear":
usd_curve_type_basis = usd_curve_type + "-" + usd_curve.GetBasisAttr().Get()
usd_cyclic = usd_curve.GetWrapAttr().Get()
expected_curve_type = curve_type_map[usd_curve_type_basis]
expected_cyclic = cyclic_map[usd_cyclic]
for i in range(0, blender_spline_count):
blender_curve_type = blender_curve.attributes["curve_type"].data[i].value
blender_cyclic = False
if "cyclic" in blender_curve.attributes:
blender_cyclic = blender_curve.attributes["cyclic"].data[i].value
self.assertEqual(blender_curve_type, expected_curve_type)
self.assertEqual(blender_cyclic, expected_cyclic)
# Check position data.
usd_positions = usd_curve.GetPointsAttr().Get()
blender_positions = blender_curve.attributes["position"].data
point_count = 0
if usd_curve_type_basis == "linear":
point_count = len(usd_positions)
self.assertEqual(len(blender_positions), point_count)
elif usd_curve_type_basis == "cubic-bezier":
control_point_count = 0
usd_vert_counts = usd_curve.GetCurveVertexCountsAttr().Get()
for i in range(0, usd_spline_count):
if usd_cyclic == "nonperiodic":
control_point_count += (int(usd_vert_counts[i] / 3) + 1)
else:
control_point_count += (int(usd_vert_counts[i] / 3))
point_count = control_point_count
self.assertEqual(len(blender_positions), point_count)
elif usd_curve_type_basis == "cubic-bspline":
point_count = len(usd_positions)
self.assertEqual(len(blender_positions), point_count)
# Check radius data. (note: the currently available bsplines have no radii)
if usd_curve_type_basis == "cubic-bspline":
return
usd_width_interpolation = usd_curve.GetWidthsInterpolation()
usd_radius = [w / 2 for w in usd_curve.GetWidthsAttr().Get()]
blender_radius = [r.value for r in blender_curve.attributes["radius"].data]
if usd_curve_type_basis == "linear":
if usd_width_interpolation == "constant":
usd_radius = usd_radius * point_count
for i in range(0, len(blender_radius)):
self.assertAlmostEqual(blender_radius[i], usd_radius[i], 2)
elif usd_curve_type_basis == "cubic-bezier":
if usd_width_interpolation == "constant":
usd_radius = usd_radius * point_count
for i in range(0, len(blender_radius)):
self.assertAlmostEqual(blender_radius[i], usd_radius[i], 2)
elif usd_width_interpolation == "varying":
# Do a quick min/max sanity check instead of reimplementing width interpolation
usd_min = min(usd_radius)
usd_max = max(usd_radius)
blender_min = min(blender_radius)
blender_max = max(blender_radius)
self.assertAlmostEqual(blender_min, usd_min, 2)
self.assertAlmostEqual(blender_max, usd_max, 2)
elif usd_width_interpolation == "vertex":
# Do a quick check to ensure radius has been set at all
self.assertEqual(True, all([r > 0 and r < 1 for r in blender_radius]))
def test_import_curves_linear(self):
"""Test importing linear curve variations."""
infile = str(self.testdir / "usd_curve_linear_all.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
curves = [o for o in bpy.data.objects if o.type == 'CURVES']
self.assertEqual(8, len(curves), f"Test scene {infile} should have 8 curves; found {len(curves)}")
stage = Usd.Stage.Open(infile)
blender_curve = bpy.data.objects["linear_nonperiodic_single_constant"].data
usd_prim = stage.GetPrimAtPath("/root/linear_nonperiodic/single/linear_nonperiodic_single_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_nonperiodic_single_varying"].data
usd_prim = stage.GetPrimAtPath("/root/linear_nonperiodic/single/linear_nonperiodic_single_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_nonperiodic_multiple_constant"].data
usd_prim = stage.GetPrimAtPath("/root/linear_nonperiodic/multiple/linear_nonperiodic_multiple_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_nonperiodic_multiple_varying"].data
usd_prim = stage.GetPrimAtPath("/root/linear_nonperiodic/multiple/linear_nonperiodic_multiple_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_periodic_single_constant"].data
usd_prim = stage.GetPrimAtPath("/root/linear_periodic/single/linear_periodic_single_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_periodic_single_varying"].data
usd_prim = stage.GetPrimAtPath("/root/linear_periodic/single/linear_periodic_single_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_periodic_multiple_constant"].data
usd_prim = stage.GetPrimAtPath("/root/linear_periodic/multiple/linear_periodic_multiple_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["linear_periodic_multiple_varying"].data
usd_prim = stage.GetPrimAtPath("/root/linear_periodic/multiple/linear_periodic_multiple_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
def test_import_curves_bezier(self):
"""Test importing bezier curve variations."""
infile = str(self.testdir / "usd_curve_bezier_all.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
curves = [o for o in bpy.data.objects if o.type == 'CURVES']
self.assertEqual(12, len(curves), f"Test scene {infile} should have 12 curves; found {len(curves)}")
stage = Usd.Stage.Open(infile)
blender_curve = bpy.data.objects["bezier_nonperiodic_single_constant"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_nonperiodic/single/bezier_nonperiodic_single_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_nonperiodic_single_varying"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_nonperiodic/single/bezier_nonperiodic_single_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_nonperiodic_single_vertex"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_nonperiodic/single/bezier_nonperiodic_single_vertex")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_nonperiodic_multiple_constant"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_nonperiodic/multiple/bezier_nonperiodic_multiple_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_nonperiodic_multiple_varying"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_nonperiodic/multiple/bezier_nonperiodic_multiple_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_nonperiodic_multiple_vertex"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_nonperiodic/multiple/bezier_nonperiodic_multiple_vertex")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_periodic_single_constant"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_periodic/single/bezier_periodic_single_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_periodic_single_varying"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_periodic/single/bezier_periodic_single_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_periodic_single_vertex"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_periodic/single/bezier_periodic_single_vertex")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_periodic_multiple_constant"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_periodic/multiple/bezier_periodic_multiple_constant")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_periodic_multiple_varying"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_periodic/multiple/bezier_periodic_multiple_varying")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
blender_curve = bpy.data.objects["bezier_periodic_multiple_vertex"].data
usd_prim = stage.GetPrimAtPath("/root/bezier_periodic/multiple/bezier_periodic_multiple_vertex")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
def test_import_curves_bspline(self):
"""Test importing bspline curve variations."""
# Use the existing hair test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_particle_hair.blend"))
testfile = str(self.tempdir / "usd_particle_hair.usda")
res = bpy.ops.wm.usd_export(filepath=testfile, export_hair=True, evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
stage = Usd.Stage.Open(testfile)
blender_curve = bpy.data.objects["ParticleSystem"].data
usd_prim = stage.GetPrimAtPath("/root/Sphere/ParticleSystem")
self.check_curve(blender_curve, UsdGeom.BasisCurves(usd_prim))
def test_import_point_instancer(self):
"""Test importing a typical point instancer setup."""
infile = str(self.testdir / "usd_nested_point_instancer.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
pointclouds = [o for o in bpy.data.objects if o.type == 'POINTCLOUD']
self.assertEqual(
2,
len(pointclouds),
f"Test scene {infile} should have 2 pointclouds; found {len(pointclouds)}")
vertical_points = len(bpy.data.pointclouds['verticalpoints'].attributes["position"].data)
horizontal_points = len(bpy.data.pointclouds['horizontalpoints'].attributes["position"].data)
self.assertEqual(3, vertical_points)
self.assertEqual(2, horizontal_points)
def test_import_point_instancer_animation(self):
"""Test importing an animated point instancer setup."""
infile = str(self.testdir / "usd_point_instancer_anim.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
prev_unique_positions = set()
prev_unique_scales = set()
prev_unique_quats = set()
# Check all frames to ensure instances are moving correctly
for frame in range(1, 5):
bpy.context.scene.frame_set(frame)
depsgraph = bpy.context.evaluated_depsgraph_get()
# Gather the instance data in a set so we can detect unique values
unique_positions = set()
unique_scales = set()
unique_quats = set()
mesh_count = 0
for inst in depsgraph.object_instances:
if inst.is_instance and inst.object.type == 'MESH':
mesh_count += 1
unique_positions.add(tuple(self.round_vector(inst.matrix_world.to_translation())))
unique_scales.add(tuple(self.round_vector(inst.matrix_world.to_scale(), 1)))
unique_quats.add(tuple(self.round_vector(inst.matrix_world.to_quaternion())))
# There should be 6 total mesh instances
self.assertEqual(mesh_count, 6)
# Positions: All positions should be unique during each frame.
# Scale and Orientation: One unique value on frame 1. Subsequent frames have different
# combinations of unique values.
self.assertEqual(len(unique_positions), 6, f"Frame {frame}: positions are unexpected")
if frame == 1:
self.assertEqual(len(unique_scales), 1, f"Frame {frame}: scales are unexpected")
self.assertEqual(len(unique_quats), 1, f"Frame {frame}: orientations are unexpected")
else:
self.assertEqual(len(unique_scales), 2, f"Frame {frame}: scales are unexpected")
self.assertEqual(len(unique_quats), 3, f"Frame {frame}: orientations are unexpected")
# Every frame is different. Ensure that the current frame's values do NOT match the
# previous frame's data.
self.assertNotEqual(unique_positions, prev_unique_positions)
self.assertNotEqual(unique_scales, prev_unique_scales)
self.assertNotEqual(unique_quats, prev_unique_quats)
prev_unique_positions = unique_positions
prev_unique_scales = unique_scales
prev_unique_quats = unique_quats
def test_import_light_types(self):
"""Test importing light types and attributes."""
def rename_active(new_name):
active_ob = bpy.context.view_layer.objects.active
active_ob.name = new_name
active_ob.data.name = new_name
# Use the current scene to first create and export the lights
bpy.ops.object.light_add(type='POINT', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.context.active_object.data.energy = 2
bpy.context.active_object.data.shadow_soft_size = 2.2
bpy.ops.object.light_add(type='SPOT', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
rename_active("Spot")
bpy.context.active_object.data.energy = 3
bpy.context.active_object.data.shadow_soft_size = 3.3
bpy.context.active_object.data.spot_blend = 0.25
bpy.context.active_object.data.spot_size = math.radians(60)
bpy.ops.object.light_add(type='SPOT', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
rename_active("Spot_point")
bpy.context.active_object.data.energy = 3.5
bpy.context.active_object.data.shadow_soft_size = 0
bpy.context.active_object.data.spot_blend = 0.25
bpy.context.active_object.data.spot_size = math.radians(60)
bpy.ops.object.light_add(type='SUN', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.context.active_object.data.energy = 4
bpy.context.active_object.data.angle = math.radians(1)
bpy.ops.object.light_add(type='AREA', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
rename_active("Area_rect")
bpy.context.active_object.data.energy = 5
bpy.context.active_object.data.shape = 'RECTANGLE'
bpy.context.active_object.data.size = 0.5
bpy.context.active_object.data.size_y = 1.5
bpy.ops.object.light_add(type='AREA', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
rename_active("Area_square")
bpy.context.active_object.data.energy = 5.5
bpy.context.active_object.data.shape = 'SQUARE'
bpy.context.active_object.data.size = 0.7
bpy.ops.object.light_add(type='AREA', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
rename_active("Area_disk")
bpy.context.active_object.data.energy = 6
bpy.context.active_object.data.shape = 'DISK'
bpy.context.active_object.data.size = 2
bpy.ops.object.light_add(type='AREA', align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
rename_active("Area_ellipse")
bpy.context.active_object.data.energy = 6.5
bpy.context.active_object.data.shape = 'ELLIPSE'
bpy.context.active_object.data.size = 3
bpy.context.active_object.data.size_y = 5
test_path = self.tempdir / "temp_lights.usda"
res = bpy.ops.wm.usd_export(filepath=str(test_path), evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {test_path}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
infile = str(test_path)
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
lights = [o for o in bpy.data.objects if o.type == 'LIGHT']
self.assertEqual(8, len(lights), f"Test scene {infile} should have 8 lights; found {len(lights)}")
blender_light = bpy.data.lights["Point"]
self.assertAlmostEqual(blender_light.energy, 2, 3)
self.assertAlmostEqual(blender_light.shadow_soft_size, 2.2, 3)
blender_light = bpy.data.lights["Spot"]
self.assertAlmostEqual(blender_light.energy, 3, 3)
self.assertAlmostEqual(blender_light.shadow_soft_size, 3.3, 3)
self.assertAlmostEqual(blender_light.spot_blend, 0.25, 3)
self.assertAlmostEqual(blender_light.spot_size, math.radians(60), 3)
blender_light = bpy.data.lights["Spot_point"]
self.assertAlmostEqual(blender_light.energy, 3.5, 3)
self.assertAlmostEqual(blender_light.shadow_soft_size, 0, 3)
self.assertAlmostEqual(blender_light.spot_blend, 0.25, 3)
self.assertAlmostEqual(blender_light.spot_size, math.radians(60), 3)
blender_light = bpy.data.lights["Sun"]
self.assertAlmostEqual(blender_light.energy, 4, 3)
self.assertAlmostEqual(blender_light.angle, math.radians(1), 3)
blender_light = bpy.data.lights["Area_rect"]
self.assertAlmostEqual(blender_light.energy, 5, 3)
self.assertEqual(blender_light.shape, 'RECTANGLE')
self.assertAlmostEqual(blender_light.size, 0.5, 3)
self.assertAlmostEqual(blender_light.size_y, 1.5, 3)
blender_light = bpy.data.lights["Area_square"]
self.assertAlmostEqual(blender_light.energy, 5.5, 3)
self.assertEqual(blender_light.shape, 'RECTANGLE') # We read as rectangle to mirror what USD supports
self.assertAlmostEqual(blender_light.size, 0.7, 3)
blender_light = bpy.data.lights["Area_disk"]
self.assertAlmostEqual(blender_light.energy, 6, 3)
self.assertEqual(blender_light.shape, 'DISK')
self.assertAlmostEqual(blender_light.size, 2, 3)
blender_light = bpy.data.lights["Area_ellipse"]
self.assertAlmostEqual(blender_light.energy, 6.5, 3)
self.assertEqual(blender_light.shape, 'DISK') # We read as disk to mirror what USD supports
self.assertAlmostEqual(blender_light.size, 4, 3)
def test_import_dome_lights(self):
"""Test importing dome lights and verify their rotations."""
# Test files and their expected EnvironmentTexture Mapping rotation values
tests = [
("usd_dome_light_1_stageZ_poleY.usda", [0.0, 0.0, 0.0]),
("usd_dome_light_1_stageZ_poleZ.usda", [0.0, -1.5708, 0.0]),
("usd_dome_light_1_stageY_poleDefault.usda", [-1.5708, 0.0, 0.0])
]
for test_name, expected_rot in tests:
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
infile = str(self.testdir / test_name)
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
# Validate that the Mapping node on the World Material is set to the correct rotation
world = bpy.data.worlds["World"]
node = world.node_tree.nodes["Mapping"]
self.assertEqual(
self.round_vector(node.inputs[2].default_value), expected_rot, f"Incorrect rotation for {test_name}")
def check_attribute(self, blender_data, attribute_name, domain, data_type, elements_len):
attr = blender_data.attributes[attribute_name]
self.assertEqual(attr.domain, domain)
self.assertEqual(attr.data_type, data_type)
self.assertEqual(len(attr.data), elements_len)
def check_attribute_missing(self, blender_data, attribute_name):
self.assertFalse(attribute_name in blender_data.attributes)
def test_import_attributes(self):
"""Test importing objects with all attribute data types."""
# Use the existing attributes test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_attribute_test.blend"))
testfile = str(self.tempdir / "usd_attribute_test.usda")
res = bpy.ops.wm.usd_export(filepath=testfile, evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# Verify all attributes on the Mesh
# Note: USD does not support signed 8-bit types so there is
# currently no equivalent to Blender's INT8 data type
# TODO: Blender is missing support for reading USD matrix data types
mesh = bpy.data.objects["Mesh"].data
self.check_attribute(mesh, "p_bool", 'POINT', 'BOOLEAN', 4)
self.check_attribute(mesh, "p_int8", 'POINT', 'INT8', 4)
self.check_attribute(mesh, "p_int32", 'POINT', 'INT', 4)
self.check_attribute(mesh, "p_float", 'POINT', 'FLOAT', 4)
self.check_attribute(mesh, "p_byte_color", 'POINT', 'FLOAT_COLOR', 4)
self.check_attribute(mesh, "p_color", 'POINT', 'FLOAT_COLOR', 4)
self.check_attribute(mesh, "p_vec2", 'CORNER', 'FLOAT2', 4) # TODO: Bug - wrong domain
self.check_attribute(mesh, "p_vec3", 'POINT', 'FLOAT_VECTOR', 4)
self.check_attribute(mesh, "p_quat", 'POINT', 'QUATERNION', 4)
self.check_attribute_missing(mesh, "p_mat4x4")
self.check_attribute(mesh, "f_bool", 'FACE', 'BOOLEAN', 1)
self.check_attribute(mesh, "f_int8", 'FACE', 'INT8', 1)
self.check_attribute(mesh, "f_int32", 'FACE', 'INT', 1)
self.check_attribute(mesh, "f_float", 'FACE', 'FLOAT', 1)
Fix: USD: Support color attributes on all relevant domains Color primvars/attributes were historically treated as a special case for both import and export. This was mostly done to align with how painting and viewport display works in Blender. Export would generally ignore color attributes except when they were found on a Mesh's Point or FaceCorner domains. And import went out of its way to map incoming color primvars to the FaceCorner domain in more situations than necessary. To facilitate better roundtripping in Blender<=>USD workflows, and to reduce code duplication, this PR teaches the common attribute utilities how to handle color types. The color attributes will now work on all relevant Mesh and Curve domains. There were tests in place for this already but they were set to verify the inverse state, i.e. the technically broken state, until this could be fixed. There remains one special case: "displayColor" primvars and attributes. The "displayColor" is a special primvar in USD and is the de-facto way to set a simple viewport color in that ecosystem. It must also be a color3f type. In order to not regress import, if a "displayColor" primvar is found on the Face domain we will map it to FaceCorner instead so it can be displayed in the viewport; which has been the case for the past several releases. We can drop this special-case if/when Blender can display Face colors through the Viewport Shading "Attribute" color type. Additionally, Blender will export this, and only this, color attribute as a color3f. Note: As was the case prior to this PR, the following 2 discrepancies still prevent "perfect" round-trips: - USD does not have an equivalent to Blender's byte colors; they are treated as float during IO - Blender does not have an equivalent to USD's color3 types; they are treated as color4 during IO Pull Request: https://projects.blender.org/blender/blender/pulls/127784
2024-09-24 19:05:55 +02:00
self.check_attribute(mesh, "f_byte_color", 'FACE', 'FLOAT_COLOR', 1)
self.check_attribute(mesh, "f_color", 'FACE', 'FLOAT_COLOR', 1)
self.check_attribute(mesh, "f_vec2", 'FACE', 'FLOAT2', 1)
self.check_attribute(mesh, "f_vec3", 'FACE', 'FLOAT_VECTOR', 1)
self.check_attribute(mesh, "f_quat", 'FACE', 'QUATERNION', 1)
self.check_attribute_missing(mesh, "f_mat4x4")
self.check_attribute(mesh, "fc_bool", 'CORNER', 'BOOLEAN', 4)
self.check_attribute(mesh, "fc_int8", 'CORNER', 'INT8', 4)
self.check_attribute(mesh, "fc_int32", 'CORNER', 'INT', 4)
self.check_attribute(mesh, "fc_float", 'CORNER', 'FLOAT', 4)
self.check_attribute(mesh, "fc_byte_color", 'CORNER', 'FLOAT_COLOR', 4)
self.check_attribute(mesh, "fc_color", 'CORNER', 'FLOAT_COLOR', 4)
self.check_attribute(mesh, "displayColor", 'CORNER', 'FLOAT_COLOR', 4)
self.check_attribute(mesh, "fc_vec2", 'CORNER', 'FLOAT2', 4)
self.check_attribute(mesh, "fc_vec3", 'CORNER', 'FLOAT_VECTOR', 4)
self.check_attribute(mesh, "fc_quat", 'CORNER', 'QUATERNION', 4)
self.check_attribute_missing(mesh, "fc_mat4x4")
# Find the non "bezier" Curves object -- Has 2 curves (12 vertices each)
all_curves = [o for o in bpy.data.objects if o.type == 'CURVES']
curves = [o for o in all_curves if not o.parent.name.startswith("Curve_bezier")]
curves = curves[0].data
self.check_attribute(curves, "p_bool", 'POINT', 'BOOLEAN', 24)
self.check_attribute(curves, "p_int8", 'POINT', 'INT8', 24)
self.check_attribute(curves, "p_int32", 'POINT', 'INT', 24)
self.check_attribute(curves, "p_float", 'POINT', 'FLOAT', 24)
Fix: USD: Support color attributes on all relevant domains Color primvars/attributes were historically treated as a special case for both import and export. This was mostly done to align with how painting and viewport display works in Blender. Export would generally ignore color attributes except when they were found on a Mesh's Point or FaceCorner domains. And import went out of its way to map incoming color primvars to the FaceCorner domain in more situations than necessary. To facilitate better roundtripping in Blender<=>USD workflows, and to reduce code duplication, this PR teaches the common attribute utilities how to handle color types. The color attributes will now work on all relevant Mesh and Curve domains. There were tests in place for this already but they were set to verify the inverse state, i.e. the technically broken state, until this could be fixed. There remains one special case: "displayColor" primvars and attributes. The "displayColor" is a special primvar in USD and is the de-facto way to set a simple viewport color in that ecosystem. It must also be a color3f type. In order to not regress import, if a "displayColor" primvar is found on the Face domain we will map it to FaceCorner instead so it can be displayed in the viewport; which has been the case for the past several releases. We can drop this special-case if/when Blender can display Face colors through the Viewport Shading "Attribute" color type. Additionally, Blender will export this, and only this, color attribute as a color3f. Note: As was the case prior to this PR, the following 2 discrepancies still prevent "perfect" round-trips: - USD does not have an equivalent to Blender's byte colors; they are treated as float during IO - Blender does not have an equivalent to USD's color3 types; they are treated as color4 during IO Pull Request: https://projects.blender.org/blender/blender/pulls/127784
2024-09-24 19:05:55 +02:00
self.check_attribute(curves, "p_byte_color", 'POINT', 'FLOAT_COLOR', 24)
self.check_attribute(curves, "p_color", 'POINT', 'FLOAT_COLOR', 24)
self.check_attribute(curves, "p_vec2", 'POINT', 'FLOAT2', 24)
self.check_attribute(curves, "p_vec3", 'POINT', 'FLOAT_VECTOR', 24)
self.check_attribute(curves, "p_quat", 'POINT', 'QUATERNION', 24)
self.check_attribute_missing(curves, "p_mat4x4")
self.check_attribute(curves, "sp_bool", 'CURVE', 'BOOLEAN', 2)
self.check_attribute(curves, "sp_int8", 'CURVE', 'INT8', 2)
self.check_attribute(curves, "sp_int32", 'CURVE', 'INT', 2)
self.check_attribute(curves, "sp_float", 'CURVE', 'FLOAT', 2)
Fix: USD: Support color attributes on all relevant domains Color primvars/attributes were historically treated as a special case for both import and export. This was mostly done to align with how painting and viewport display works in Blender. Export would generally ignore color attributes except when they were found on a Mesh's Point or FaceCorner domains. And import went out of its way to map incoming color primvars to the FaceCorner domain in more situations than necessary. To facilitate better roundtripping in Blender<=>USD workflows, and to reduce code duplication, this PR teaches the common attribute utilities how to handle color types. The color attributes will now work on all relevant Mesh and Curve domains. There were tests in place for this already but they were set to verify the inverse state, i.e. the technically broken state, until this could be fixed. There remains one special case: "displayColor" primvars and attributes. The "displayColor" is a special primvar in USD and is the de-facto way to set a simple viewport color in that ecosystem. It must also be a color3f type. In order to not regress import, if a "displayColor" primvar is found on the Face domain we will map it to FaceCorner instead so it can be displayed in the viewport; which has been the case for the past several releases. We can drop this special-case if/when Blender can display Face colors through the Viewport Shading "Attribute" color type. Additionally, Blender will export this, and only this, color attribute as a color3f. Note: As was the case prior to this PR, the following 2 discrepancies still prevent "perfect" round-trips: - USD does not have an equivalent to Blender's byte colors; they are treated as float during IO - Blender does not have an equivalent to USD's color3 types; they are treated as color4 during IO Pull Request: https://projects.blender.org/blender/blender/pulls/127784
2024-09-24 19:05:55 +02:00
self.check_attribute(curves, "sp_byte_color", 'CURVE', 'FLOAT_COLOR', 2)
self.check_attribute(curves, "sp_color", 'CURVE', 'FLOAT_COLOR', 2)
self.check_attribute(curves, "sp_vec2", 'CURVE', 'FLOAT2', 2)
self.check_attribute(curves, "sp_vec3", 'CURVE', 'FLOAT_VECTOR', 2)
self.check_attribute(curves, "sp_quat", 'CURVE', 'QUATERNION', 2)
self.check_attribute_missing(curves, "sp_mat4x4")
# Find the "bezier" Curves object -- Has 3 curves (2, 3, and 5 control points)
curves = [o for o in all_curves if o.parent.name.startswith("Curve_bezier")]
curves = curves[0].data
self.check_attribute(curves, "p_bool", 'POINT', 'BOOLEAN', 10)
self.check_attribute(curves, "p_int8", 'POINT', 'INT8', 10)
self.check_attribute(curves, "p_int32", 'POINT', 'INT', 10)
self.check_attribute(curves, "p_float", 'POINT', 'FLOAT', 10)
Fix: USD: Support color attributes on all relevant domains Color primvars/attributes were historically treated as a special case for both import and export. This was mostly done to align with how painting and viewport display works in Blender. Export would generally ignore color attributes except when they were found on a Mesh's Point or FaceCorner domains. And import went out of its way to map incoming color primvars to the FaceCorner domain in more situations than necessary. To facilitate better roundtripping in Blender<=>USD workflows, and to reduce code duplication, this PR teaches the common attribute utilities how to handle color types. The color attributes will now work on all relevant Mesh and Curve domains. There were tests in place for this already but they were set to verify the inverse state, i.e. the technically broken state, until this could be fixed. There remains one special case: "displayColor" primvars and attributes. The "displayColor" is a special primvar in USD and is the de-facto way to set a simple viewport color in that ecosystem. It must also be a color3f type. In order to not regress import, if a "displayColor" primvar is found on the Face domain we will map it to FaceCorner instead so it can be displayed in the viewport; which has been the case for the past several releases. We can drop this special-case if/when Blender can display Face colors through the Viewport Shading "Attribute" color type. Additionally, Blender will export this, and only this, color attribute as a color3f. Note: As was the case prior to this PR, the following 2 discrepancies still prevent "perfect" round-trips: - USD does not have an equivalent to Blender's byte colors; they are treated as float during IO - Blender does not have an equivalent to USD's color3 types; they are treated as color4 during IO Pull Request: https://projects.blender.org/blender/blender/pulls/127784
2024-09-24 19:05:55 +02:00
self.check_attribute(curves, "p_byte_color", 'POINT', 'FLOAT_COLOR', 10)
self.check_attribute(curves, "p_color", 'POINT', 'FLOAT_COLOR', 10)
self.check_attribute(curves, "p_vec2", 'POINT', 'FLOAT2', 10)
self.check_attribute(curves, "p_vec3", 'POINT', 'FLOAT_VECTOR', 10)
self.check_attribute(curves, "p_quat", 'POINT', 'QUATERNION', 10)
self.check_attribute_missing(curves, "p_mat4x4")
self.check_attribute(curves, "sp_bool", 'CURVE', 'BOOLEAN', 3)
self.check_attribute(curves, "sp_int8", 'CURVE', 'INT8', 3)
self.check_attribute(curves, "sp_int32", 'CURVE', 'INT', 3)
self.check_attribute(curves, "sp_float", 'CURVE', 'FLOAT', 3)
Fix: USD: Support color attributes on all relevant domains Color primvars/attributes were historically treated as a special case for both import and export. This was mostly done to align with how painting and viewport display works in Blender. Export would generally ignore color attributes except when they were found on a Mesh's Point or FaceCorner domains. And import went out of its way to map incoming color primvars to the FaceCorner domain in more situations than necessary. To facilitate better roundtripping in Blender<=>USD workflows, and to reduce code duplication, this PR teaches the common attribute utilities how to handle color types. The color attributes will now work on all relevant Mesh and Curve domains. There were tests in place for this already but they were set to verify the inverse state, i.e. the technically broken state, until this could be fixed. There remains one special case: "displayColor" primvars and attributes. The "displayColor" is a special primvar in USD and is the de-facto way to set a simple viewport color in that ecosystem. It must also be a color3f type. In order to not regress import, if a "displayColor" primvar is found on the Face domain we will map it to FaceCorner instead so it can be displayed in the viewport; which has been the case for the past several releases. We can drop this special-case if/when Blender can display Face colors through the Viewport Shading "Attribute" color type. Additionally, Blender will export this, and only this, color attribute as a color3f. Note: As was the case prior to this PR, the following 2 discrepancies still prevent "perfect" round-trips: - USD does not have an equivalent to Blender's byte colors; they are treated as float during IO - Blender does not have an equivalent to USD's color3 types; they are treated as color4 during IO Pull Request: https://projects.blender.org/blender/blender/pulls/127784
2024-09-24 19:05:55 +02:00
self.check_attribute(curves, "sp_byte_color", 'CURVE', 'FLOAT_COLOR', 3)
self.check_attribute(curves, "sp_color", 'CURVE', 'FLOAT_COLOR', 3)
self.check_attribute(curves, "sp_vec2", 'CURVE', 'FLOAT2', 3)
self.check_attribute(curves, "sp_vec3", 'CURVE', 'FLOAT_VECTOR', 3)
self.check_attribute(curves, "sp_quat", 'CURVE', 'QUATERNION', 3)
self.check_attribute_missing(curves, "sp_mat4x4")
def test_import_attributes_varying(self):
"""Test importing objects with time-varying positions, velocities, and attributes."""
# Use the existing attributes test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_attribute_varying_test.blend"))
for frame in range(1, 16):
bpy.context.scene.frame_set(frame)
bpy.context.scene.frame_set(1)
testfile = str(self.tempdir / "usd_attribute_varying_test.usda")
res = bpy.ops.wm.usd_export(filepath=testfile, export_animation=True, evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
stage = Usd.Stage.Open(testfile)
#
# Validate Mesh data
#
blender_mesh = [bpy.data.objects["mesh1"], bpy.data.objects["mesh2"], bpy.data.objects["mesh3"]]
usd_mesh = [UsdGeom.Mesh(stage.GetPrimAtPath("/root/mesh1/mesh1")),
UsdGeom.Mesh(stage.GetPrimAtPath("/root/mesh2/mesh2")),
UsdGeom.Mesh(stage.GetPrimAtPath("/root/mesh3/mesh3"))]
mesh_num = len(blender_mesh)
# A MeshSequenceCache modifier should be present on every imported object
for i in range(0, mesh_num):
self.assertTrue(len(blender_mesh[i].modifiers) == 1 and blender_mesh[i].modifiers[0].type ==
'MESH_SEQUENCE_CACHE', f"{blender_mesh[i].name} has incorrect modifiers")
# Compare Blender and USD data against each other for every frame
for frame in range(1, 16):
bpy.context.scene.frame_set(frame)
depsgraph = bpy.context.evaluated_depsgraph_get()
for i in range(0, mesh_num):
blender_mesh[i] = bpy.data.objects["mesh" + str(i + 1)].evaluated_get(depsgraph)
# Check positions, velocity, and test data
for i in range(0, mesh_num):
blender_pos_data = [self.round_vector(d.vector)
for d in blender_mesh[i].data.attributes["position"].data]
blender_vel_data = [self.round_vector(d.vector)
for d in blender_mesh[i].data.attributes["velocity"].data]
blender_test_data = [round(d.value, 5) for d in blender_mesh[i].data.attributes["test"].data]
usd_pos_data = [self.round_vector(d) for d in usd_mesh[i].GetPointsAttr().Get(frame)]
usd_vel_data = [self.round_vector(d) for d in usd_mesh[i].GetVelocitiesAttr().Get(frame)]
usd_test_data = [round(d, 5) for d in UsdGeom.PrimvarsAPI(usd_mesh[i]).GetPrimvar("test").Get(frame)]
self.assertEqual(
blender_pos_data,
usd_pos_data,
f"Frame {frame}: {blender_mesh[i].name} positions do not match")
self.assertEqual(
blender_vel_data,
usd_vel_data,
f"Frame {frame}: {blender_mesh[i].name} velocities do not match")
self.assertEqual(
blender_test_data,
usd_test_data,
f"Frame {frame}: {blender_mesh[i].name} test attributes do not match")
#
# Validate Point Cloud data
#
blender_pointclouds = [
bpy.data.objects["PointCloud"],
bpy.data.objects["PointCloud.001"],
bpy.data.objects["PointCloud.002"],
bpy.data.objects["PointCloud.003"]]
usd_points = [UsdGeom.Points(stage.GetPrimAtPath("/root/pointcloud1/PointCloud")),
UsdGeom.Points(stage.GetPrimAtPath("/root/pointcloud2/PointCloud")),
UsdGeom.Points(stage.GetPrimAtPath("/root/pointcloud3/PointCloud")),
UsdGeom.Points(stage.GetPrimAtPath("/root/pointcloud4/PointCloud"))]
pointclouds_num = len(blender_pointclouds)
# Workaround: GeometrySet processing loses the data-block name on export. This is why the
# .001 etc. names are being used above. Since we need the order of Blender objects to match
# the order of USD prims, sort by the Y location to make them match in our test setup.
blender_pointclouds.sort(key=lambda ob: ob.location.y)
# A MeshSequenceCache modifier should be present on every imported object
for i in range(0, pointclouds_num):
self.assertTrue(len(blender_pointclouds[i].modifiers) == 1 and blender_pointclouds[i].modifiers[0].type ==
'MESH_SEQUENCE_CACHE', f"{blender_pointclouds[i].name} has incorrect modifiers")
# Compare Blender and USD data against each other for every frame
for frame in range(1, 16):
bpy.context.scene.frame_set(frame)
depsgraph = bpy.context.evaluated_depsgraph_get()
for i in range(0, mesh_num):
blender_pointclouds[i] = blender_pointclouds[i].evaluated_get(depsgraph)
# Check positions, velocity, radius, and test data
for i in range(0, mesh_num):
blender_pos_data = [self.round_vector(d.vector)
for d in blender_pointclouds[i].data.attributes["position"].data]
blender_vel_data = [self.round_vector(d.vector)
for d in blender_pointclouds[i].data.attributes["velocity"].data]
blender_radius_data = [round(d.value, 5) for d in blender_pointclouds[i].data.attributes["radius"].data]
blender_test_data = [round(d.value, 5) for d in blender_pointclouds[i].data.attributes["test"].data]
usd_pos_data = [self.round_vector(d) for d in usd_points[i].GetPointsAttr().Get(frame)]
usd_vel_data = [self.round_vector(d) for d in usd_points[i].GetVelocitiesAttr().Get(frame)]
usd_radius_data = [round(d / 2, 5) for d in usd_points[i].GetWidthsAttr().Get(frame)]
usd_test_data = [round(d, 5) for d in UsdGeom.PrimvarsAPI(usd_points[i]).GetPrimvar("test").Get(frame)]
name = usd_points[i].GetPath().GetParentPath().name
self.assertEqual(
blender_pos_data,
usd_pos_data,
f"Frame {frame}: {name} positions do not match")
self.assertEqual(
blender_vel_data,
usd_vel_data,
f"Frame {frame}: {name} velocities do not match")
self.assertEqual(
blender_radius_data,
usd_radius_data,
f"Frame {frame}: {name} radii do not match")
self.assertEqual(
blender_test_data,
usd_test_data,
f"Frame {frame}: {name} test attributes do not match")
#
# Validate Curves data
#
blender_curves = [
bpy.data.objects["Curves"],
bpy.data.objects["Curves.001"],
bpy.data.objects["Curves.002"],
bpy.data.objects["Curves.003"]]
usd_curves = [UsdGeom.BasisCurves(stage.GetPrimAtPath("/root/curves_plane1/curves1/Curves")),
UsdGeom.BasisCurves(stage.GetPrimAtPath("/root/curves_plane2/curves2/Curves")),
UsdGeom.BasisCurves(stage.GetPrimAtPath("/root/curves_plane3/curves3/Curves")),
UsdGeom.BasisCurves(stage.GetPrimAtPath("/root/curves_plane4/curves4/Curves"))]
curves_num = len(blender_curves)
# Workaround: GeometrySet processing loses the data-block name on export. This is why the
# .001 etc. names are being used above. Since we need the order of Blender objects to match
# the order of USD prims, sort by the Y location to make them match in our test setup.
blender_curves.sort(key=lambda ob: ob.parent.location.y)
# A MeshSequenceCache modifier should be present on every imported object
for i in range(0, curves_num):
self.assertTrue(len(blender_curves[i].modifiers) == 1 and blender_curves[i].modifiers[0].type ==
'MESH_SEQUENCE_CACHE', f"{blender_curves[i].name} has incorrect modifiers")
# Compare Blender and USD data against each other for every frame
for frame in range(1, 16):
bpy.context.scene.frame_set(frame)
depsgraph = bpy.context.evaluated_depsgraph_get()
for i in range(0, mesh_num):
blender_curves[i] = blender_curves[i].evaluated_get(depsgraph)
# Check positions, velocity, radius, and test data
for i in range(0, mesh_num):
blender_pos_data = [self.round_vector(d.vector)
for d in blender_curves[i].data.attributes["position"].data]
blender_vel_data = [self.round_vector(d.vector)
for d in blender_curves[i].data.attributes["velocity"].data]
blender_radius_data = [round(d.value, 5) for d in blender_curves[i].data.attributes["radius"].data]
blender_test_data = [round(d.value, 5) for d in blender_curves[i].data.attributes["test"].data]
usd_pos_data = [self.round_vector(d) for d in usd_curves[i].GetPointsAttr().Get(frame)]
usd_vel_data = [self.round_vector(d) for d in usd_curves[i].GetVelocitiesAttr().Get(frame)]
usd_radius_data = [round(d / 2, 5) for d in usd_curves[i].GetWidthsAttr().Get(frame)]
usd_test_data = [round(d, 5) for d in UsdGeom.PrimvarsAPI(usd_curves[i]).GetPrimvar("test").Get(frame)]
name = usd_curves[i].GetPath().GetParentPath().name
self.assertEqual(
blender_pos_data,
usd_pos_data,
f"Frame {frame}: {name} positions do not match")
self.assertEqual(
blender_vel_data,
usd_vel_data,
f"Frame {frame}: {name} velocities do not match")
self.assertEqual(
blender_radius_data,
usd_radius_data,
f"Frame {frame}: {name} radii do not match")
self.assertEqual(
blender_test_data,
usd_test_data,
f"Frame {frame}: {name} test attributes do not match")
def test_import_shapes(self):
"""Test importing USD Shape prims with time-varying attributes."""
infile = str(self.testdir / "usd_shapes_test.usda")
res = bpy.ops.wm.usd_import(filepath=infile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
# Ensure we find the expected number of mesh objects
blender_objects = [ob for ob in bpy.data.objects if ob.type == 'MESH']
self.assertEqual(
9,
len(blender_objects),
f"Test scene {infile} should have 9 mesh objects; found {len(blender_objects)}")
# A MeshSequenceCache modifier should be present on every imported object
for ob in blender_objects:
self.assertTrue(len(ob.modifiers) == 1 and ob.modifiers[0].type ==
'MESH_SEQUENCE_CACHE', f"{ob.name} has incorrect modifiers")
def test_import_collection_creation(self):
"""Test that the 'create_collection' option functions correctly."""
# Any USD file will do
infile = str(self.testdir / "usd_shapes_test.usda")
# Import the file more than once to ensure the auto generated Collection name is unique
# and no naming conflicts occur
res = bpy.ops.wm.usd_import(filepath=infile, create_collection=True)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
res = bpy.ops.wm.usd_import(filepath=infile, create_collection=True)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
# Validate the correct user count for each Collection and ensure the objects were
# placed inside each one.
self.assertEqual(len(bpy.data.collections), 2)
self.assertEqual(bpy.data.collections["Usd Shapes Test"].users, 1)
self.assertEqual(bpy.data.collections["Usd Shapes Test.001"].users, 1)
self.assertEqual(len(bpy.data.collections["Usd Shapes Test"].all_objects), 10)
self.assertEqual(len(bpy.data.collections["Usd Shapes Test.001"].all_objects), 10)
def test_import_id_props(self):
"""Test importing object and data IDProperties."""
# Create our set of ID's with all relevant IDProperty types/values that we support
bpy.ops.object.empty_add()
bpy.ops.object.light_add()
bpy.ops.object.camera_add()
bpy.ops.mesh.primitive_plane_add()
ids = [ob if ob.type == 'EMPTY' else ob.data for ob in bpy.data.objects]
properties = [
True, "string", 1, 2.0, [1, 2], [1, 2, 3], [1, 2, 3, 4], [1.0, 2.0], [1.0, 2.0, 3.0], [1.0, 2.0, 3.0, 4.0]
]
for id in ids:
for i, p in enumerate(properties):
prop_name = "prop" + str(i)
id[prop_name] = p
# Export out this scene twice so we can test both the default "userProperties" namespace as
# well as a custom namespace
test_path1 = self.tempdir / "temp_idprops_userProperties_test.usda"
res = bpy.ops.wm.usd_export(filepath=str(test_path1), evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {test_path1}")
custom_namespace = "customns"
test_path2 = self.tempdir / "temp_idprops_customns_test.usda"
res = bpy.ops.wm.usd_export(
filepath=str(test_path2),
custom_properties_namespace=custom_namespace,
evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {test_path2}")
# Also write out another file using attribute types not natively writable by Blender
test_path3 = self.tempdir / "temp_idprops_extended_test.usda"
stage = Usd.Stage.CreateNew(str(test_path3))
xform = UsdGeom.Xform.Define(stage, '/empty')
xform.GetPrim().CreateAttribute("prop0", Sdf.ValueTypeNames.Half).Set(0.5)
xform.GetPrim().CreateAttribute("prop1", Sdf.ValueTypeNames.Float).Set(1.5)
xform.GetPrim().CreateAttribute("prop2", Sdf.ValueTypeNames.Token).Set("tokenstring")
xform.GetPrim().CreateAttribute("prop3", Sdf.ValueTypeNames.Asset).Set("assetstring")
xform.GetPrim().CreateAttribute("prop4", Sdf.ValueTypeNames.Half2).Set(Gf.Vec2h(0, 1))
xform.GetPrim().CreateAttribute("prop5", Sdf.ValueTypeNames.Half3).Set(Gf.Vec3h(0, 1, 2))
xform.GetPrim().CreateAttribute("prop6", Sdf.ValueTypeNames.Half4).Set(Gf.Vec4h(0, 1, 2, 3))
xform.GetPrim().CreateAttribute("prop7", Sdf.ValueTypeNames.Float2).Set(Gf.Vec2f(0, 1))
xform.GetPrim().CreateAttribute("prop8", Sdf.ValueTypeNames.Float3).Set(Gf.Vec3f(0, 1, 2))
xform.GetPrim().CreateAttribute("prop9", Sdf.ValueTypeNames.Float4).Set(Gf.Vec4f(0, 1, 2, 3))
stage.GetRootLayer().Save()
# Helper functions to check IDProperty validity
import idprop
def assert_all_props_present(properties, ns):
ids = [ob if ob.type == 'EMPTY' else ob.data for ob in bpy.data.objects]
for id in ids:
for i, p in enumerate(properties):
prop_name = (ns + ":" if ns != "" else "") + "prop" + str(i)
prop = id[prop_name]
value = prop.to_list() if type(prop) is idprop.types.IDPropertyArray else prop
self.assertEqual(p, value, f"Property {prop_name} is incorrect")
def assert_no_props_present(properties, ns):
ids = [ob if ob.type == 'EMPTY' else ob.data for ob in bpy.data.objects]
for id in ids:
for i, p in enumerate(properties):
prop_name = (ns + ":" if ns != "" else "") + "prop" + str(i)
self.assertTrue(id.get(prop_name) is None, f"Property {prop_name} should not be present")
# Reload the empty file and test the relevant combinations of namespaces and import modes
infile = str(test_path1)
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=infile, attr_import_mode='USER')
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
self.assertEqual(len(bpy.data.objects), 4)
assert_all_props_present(properties, "")
infile = str(test_path1)
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=infile, attr_import_mode='NONE')
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
self.assertEqual(len(bpy.data.objects), 4)
assert_no_props_present(properties, "")
infile = str(test_path2)
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=infile, attr_import_mode='ALL')
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
self.assertEqual(len(bpy.data.objects), 4)
assert_all_props_present(properties, custom_namespace)
infile = str(test_path2)
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=infile, attr_import_mode='USER')
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
self.assertEqual(len(bpy.data.objects), 4)
assert_no_props_present(properties, custom_namespace)
infile = str(test_path3)
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=infile, attr_import_mode='ALL')
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
self.assertEqual(len(bpy.data.objects), 1)
properties = [
0.5, 1.5, "tokenstring", "assetstring", [0, 1], [0, 1, 2], [0, 1, 2, 3], [0, 1], [0, 1, 2], [0, 1, 2, 3]
]
assert_all_props_present(properties, "")
def test_import_usdz_image_processing(self):
"""Test importing of images from USDZ files in various ways."""
# USDZ processing needs the destination directory to exist
self.tempdir.mkdir(parents=True, exist_ok=True)
# Use the existing materials test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_export.blend"))
usdz1 = str(self.tempdir / "usd_materials_export.usdz")
res = bpy.ops.wm.usd_export(filepath=usdz1, export_materials=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {usdz1}")
usdz2 = str(self.tempdir / "usd_materials_export_downscaled.usdz")
res = bpy.ops.wm.usd_export(
filepath=usdz2,
export_materials=True,
usdz_downscale_size='CUSTOM',
usdz_downscale_custom_size=128)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {usdz2}")
def check_image(name, tiles_num, size, is_packed):
self.assertTrue(name in bpy.data.images)
image = bpy.data.images[name]
self.assertEqual(len(image.tiles), tiles_num)
self.assertEqual(image.packed_file is not None, is_packed)
for tile in range(0, tiles_num):
self.assertEqual(image.tiles[tile].size[0], size)
self.assertEqual(image.tiles[tile].size[1], size)
def check_materials():
self.assertTrue("Clip_With_LessThanInvert" in bpy.data.materials)
self.assertTrue("Clip_With_Round" in bpy.data.materials)
self.assertTrue("Material" in bpy.data.materials)
self.assertTrue("NormalMap" in bpy.data.materials)
self.assertTrue("NormalMap_Scale_Bias" in bpy.data.materials)
self.assertTrue("Transforms" in bpy.data.materials)
self.assertEqual(len(bpy.data.materials), 6)
# Reload the empty file and import back in using IMPORT_PACK
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=usdz1, import_textures_mode='IMPORT_PACK')
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {usdz1}")
self.assertEqual(len(bpy.data.images), 4)
check_image("test_grid_<UDIM>.png", 2, 1024, True)
check_image("test_normal.exr", 1, 128, True)
check_image("test_normal_invertY.exr", 1, 128, True)
check_image("color_121212.hdr", 1, 4, True)
check_materials()
# Reload the empty file and import back in using IMPORT_COPY
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(
filepath=usdz2,
import_textures_mode='IMPORT_COPY',
import_textures_dir=str(
self.tempdir))
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {usdz2}")
self.assertEqual(len(bpy.data.images), 4)
check_image("test_grid_<UDIM>.png", 2, 128, False)
check_image("test_normal.exr", 1, 128, False)
check_image("test_normal_invertY.exr", 1, 128, False)
check_image("color_121212.hdr", 1, 4, False)
check_materials()
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
def test_get_prim_map_parent_xform_not_merged(self):
bpy.utils.register_class(GetPrimMapUsdImportHook)
bpy.ops.wm.usd_import(filepath=str(self.testdir / "usd_name_property_template.usda"), merge_parent_xform=False)
prim_map = GetPrimMapUsdImportHook.prim_map
bpy.utils.unregister_class(GetPrimMapUsdImportHook)
expected_prim_map = {
Sdf.Path('/Cube'): [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]],
Sdf.Path('/XformThenCube'): [bpy.data.objects["XformThenCube"]],
Sdf.Path('/XformThenCube/Cube'): [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]],
Sdf.Path('/XformThenXformCube'): [bpy.data.objects["XformThenXformCube"]],
Sdf.Path('/XformThenXformCube/XformIntermediate'): [bpy.data.objects["XformIntermediate"]],
Sdf.Path('/XformThenXformCube/XformIntermediate/Cube'): [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]],
Sdf.Path('/Material'): [bpy.data.materials["Material"]],
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
}
self.assertDictEqual(prim_map, expected_prim_map)
def test_get_prim_map_parent_xform_merged(self):
bpy.utils.register_class(GetPrimMapUsdImportHook)
bpy.ops.wm.usd_import(filepath=str(self.testdir / "usd_name_property_template.usda"), merge_parent_xform=True)
prim_map = GetPrimMapUsdImportHook.prim_map
bpy.utils.unregister_class(GetPrimMapUsdImportHook)
expected_prim_map = {
Sdf.Path('/Cube'): [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]],
Sdf.Path('/XformThenCube'): [bpy.data.objects["Cube"]],
Sdf.Path('/XformThenCube/Cube'): [bpy.data.meshes["Cube"]],
Sdf.Path('/XformThenXformCube'): [bpy.data.objects["XformThenXformCube"]],
Sdf.Path('/XformThenXformCube/XformIntermediate'): [bpy.data.objects["Cube.001"]],
Sdf.Path('/XformThenXformCube/XformIntermediate/Cube'): [bpy.data.meshes["Cube.001"]],
Sdf.Path('/Material'): [bpy.data.materials["Material"]],
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
}
self.assertDictEqual(prim_map, expected_prim_map)
def test_import_unit_scale(self):
"""Test importing a USD with 0.01 meters per unit."""
infile = str(self.testdir / "usd_curve_bezier_all.usda")
res = bpy.ops.wm.usd_import(filepath=infile, apply_unit_conversion_scale=True)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
# Ensure the root object was scaled by 0.01.
root = bpy.data.objects["root"]
self.assertEqual(self.round_vector(root.scale), [0.01, 0.01, 0.01])
# Reimport with unit conversion scale off.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
infile = str(self.testdir / "usd_curve_bezier_all.usda")
res = bpy.ops.wm.usd_import(filepath=infile, apply_unit_conversion_scale=False)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {infile}")
# Ensure the root object has default scale 1.0.
root = bpy.data.objects["root"]
self.assertEqual(self.round_vector(root.scale), [1.0, 1.0, 1.0])
def test_import_native_instancing(self):
"""Test importing USD files with scene instancing."""
# Use the existing instancing test file to create the USD file
# for import. It is validated as part of the bl_usd_export test.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "nested_instancing_test.blend"))
testfile = str(self.tempdir / "usd_export_nested_instancing_true.usda")
res = bpy.ops.wm.usd_export(filepath=testfile, use_instancing=True)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {testfile}")
# Reload the empty file and import back in
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
res = bpy.ops.wm.usd_import(filepath=testfile)
self.assertEqual({'FINISHED'}, res, f"Unable to import USD file {testfile}")
# If instancing is working there should only be 1 real mesh and 1 real point cloud
self.assertEqual(len(bpy.data.meshes), 1)
self.assertEqual(len(bpy.data.pointclouds), 1)
real_names = [bpy.data.meshes[0].name, bpy.data.pointclouds[0].name]
# There should be 6 instances found for the above real objects (not counting empties etc.)
instance_count = 0
depsgraph = bpy.context.evaluated_depsgraph_get()
for object_instance in depsgraph.object_instances:
if object_instance.is_instance and object_instance.object.name in real_names:
instance_count += 1
self.assertEqual(instance_count, 6, "Unexpected number of instances found")
def test_material_import_usd_hook(self):
"""Test importing color from an mtlx shader."""
bpy.utils.register_class(ImportMtlxColorUSDHook)
bpy.ops.wm.usd_import(filepath=str(self.testdir / "usd_simple_mtlx.usda"))
bpy.utils.unregister_class(ImportMtlxColorUSDHook)
# Check that the correct color was read.
imported_color = ImportMtlxColorUSDHook.imported_color
self.assertEqual(imported_color, [0, 1, 0, 1], "Wrong mtlx shader color imported")
# Check that a Principled BSDF shader with the expected Base Color input.
# was created.
mtl = bpy.data.materials["Material"]
self.assertTrue(mtl.use_nodes)
bsdf = mtl.node_tree.nodes.get("Principled BSDF")
self.assertIsNotNone(bsdf)
base_color_input = bsdf.inputs['Base Color']
self.assertEqual(self.round_vector(base_color_input.default_value), [0, 1, 0, 1])
def test_usd_hook_import_texture(self):
"""
Test importing a texture from a USDZ archive, using two different
texture import modes.
"""
bpy.utils.register_class(ImportMtlxTextureUSDHook)
bpy.ops.wm.usd_import(filepath=str(self.testdir / "usd_simple_mtlx_texture.usdz"),
import_textures_mode='IMPORT_COPY',
import_textures_dir=str(self.tempdir / "textures"))
# The resolved path should be a package-relative path for the USDZ, in this case
# self.testdir / "usd_simple_mtlx_texture.usdz[textures/test_single.png]"
resolved_path = ImportMtlxTextureUSDHook.resolved_path
self.assertTrue(Ar.IsPackageRelativePath(resolved_path),
"Resolved path is not relative to the USDZ")
path_inner = Ar.SplitPackageRelativePathInner(resolved_path)
self.assertEqual(path_inner[1], "textures/test_single.png",
"Resolved path does not have the expected format")
# Confirm that file was copied from the USDZ archive to the textures
# directory.
import_path = ImportMtlxTextureUSDHook.result[0]
self.assertTrue(pathlib.Path(import_path).exists(),
"Imported texture does not exist")
# Path should not be temporary
is_temporary = ImportMtlxTextureUSDHook.result[1]
self.assertFalse(is_temporary,
"Imported texture should not be temporary")
# Repeat the test with texture packing enabled.
bpy.ops.wm.usd_import(filepath=str(self.testdir / "usd_simple_mtlx_texture.usdz"),
import_textures_mode='IMPORT_PACK',
import_textures_dir="")
# Confirm that the copied file exists.
import_path = ImportMtlxTextureUSDHook.result[0]
self.assertTrue(pathlib.Path(import_path).exists(),
"Imported texture does not exist")
# Path should be temporary
is_temporary = ImportMtlxTextureUSDHook.result[1]
self.assertTrue(is_temporary,
"Imported texture should be temporary")
bpy.utils.unregister_class(ImportMtlxTextureUSDHook)
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
USD: Animated camera property import Imports in the following animated data from UsdGeomCameras: - Focal length - DOF distance - DOF fstop - Clip start, Clip end - Tilt shift x, Tilt shift y - Aperture sizes (with caveats) Implementation wise, it's more complicated than I'd like due to needing to read in both non-animated and animated data for each property. And because I've tried to reduce the duplication of various transforms we have to do on each value. E.g. scaling values by "tenth of scene units" or the extraction of the USD clipping range from a GfVec2f into 2 separate properties, and 2 separate fcurves, in Blender etc. The current approach was the best I could come up with so far. Aperture sizes remain problematic for import, with animation data and without, due to how Blender selects the largest sensor dimension to base downstream calculations on and for which there's no concept in USD to strictly dictate which dimension to use. Additionally, changing the sensor size will impact the Tilt values as well. This means that if the Aperture sizes are animated, we must also animate the tilt values; leads to more fcurves being created than perhaps expected. The `projection` attribute (perspective and orthographic) remains unchanged (non animated only) due to differences in how USD<>Blender interoperate with the Orthographic projection method. Note: Blender only exports perspective cameras due to the same reason. Pull Request: https://projects.blender.org/blender/blender/pulls/137487
2025-04-25 19:57:12 +02:00
class USDImportComparisonTest(unittest.TestCase):
@classmethod
def setUpClass(cls):
cls.testdir = args.testdir
cls.output_dir = args.outdir
def test_import_usd(self):
comparisondir = self.testdir.joinpath("compare")
input_files = sorted(pathlib.Path(comparisondir).glob("*.usd*"))
self.passed_tests = []
self.failed_tests = []
self.updated_tests = []
from modules import io_report
report = io_report.Report("USD Import", self.output_dir, comparisondir, comparisondir.joinpath("reference"))
for input_file in input_files:
with self.subTest(pathlib.Path(input_file).stem):
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "empty.blend"))
ok = report.import_and_check(
input_file, lambda filepath, params: bpy.ops.wm.usd_import(
filepath=str(input_file), import_subdiv=True, **params))
if not ok:
self.fail(f"{input_file.stem} import result does not match expectations")
report.finish("io_usd_import")
USD: Add new `get_prim_map` API callable from python `on_import` hooks When importing an USD, the Blender object names do not necessarily match Prim names: ``` #usda 1.0 def Xform "xform1" { def Mesh "MyObject" # Will be imported as "MyObject" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.001" } def Xform "xform2" { def Mesh "MyObject" # Will be imported as "MyObject.002" } ``` This makes it difficult in the [USD Import Hooks] (https://docs.blender.org/api/current/bpy.types.USDHook.html) to link a Blender object back to its source Prim for additional processing. A typical use cases for games is to generate UVs, create and apply a material on the fly when importing a collision shape that does not have a visual representation (hence no materials) based on some Prim attributes, but that the artist needs to differenciate in Blender's viewport. The Import context exposes a new method `get_prim_map()` that returns a `dict` of `prim path` / `list of Blender ID`. For example, given the following USD scene, ``` / |--XformThenCube [def Xform] | `--Cube [def Cube] |--XformThenXformCube [def Xform] | `--XformIntermediate [def Xform] | `--Cube [def Mesh] |--Cube [def Cube] `--Material [def Material] `--Principled_BSDF [def Shader] ``` the `get_prim_map()` method will return a map as: ```python @static_method def on_import(import_context): pprint(import_context.get_prim_map()) ``` ```json { "/Cube": [bpy.data.objects["Cube.002"], bpy.data.meshes["Cube.002"]], "/XformThenCube": [bpy.data.objects["XformThenCube"]], "/XformThenCube/Cube": [bpy.data.objects["Cube"], bpy.data.meshes["Cube"]], "/XformThenXformCube": [bpy.data.objects["XformThenXformCube"]], "/XformThenXformCube/XformIntermediate": [bpy.data.objects["XformIntermediate"]], "/XformThenXformCube/XformIntermediate/Cube": [bpy.data.objects["Cube.001"], bpy.data.meshes["Cube.001"]], "/Material": [bpy.data.materials["Material"]], } ``` Co-authored-by: Odréanne Breton <odreanne.breton@ubisoft.com> Co-authored-by: Sttevan Carnali Joga <sttevan.carnali-joga@ubisoft.com> Co-authored-by: Charles Flèche <charles.fleche@ubisoft.com>
2024-12-11 21:36:09 +01:00
class GetPrimMapUsdImportHook(bpy.types.USDHook):
bl_idname = "get_prim_map_usd_import_hook"
bl_label = "Get Prim Map Usd Import Hook"
prim_map = None
@staticmethod
def on_import(context):
GetPrimMapUsdImportHook.prim_map = context.get_prim_map()
2023-02-02 13:12:45 +01:00
class ImportMtlxColorUSDHook(bpy.types.USDHook):
"""
Simple test for importing an mtxl shader from the usd_simple_mtlx.usda
test file.
"""
bl_idname = "import_mtlx_color_usd_hook"
bl_label = "Import Mtlx Color USD Hook"
imported_color = None
@staticmethod
def material_import_poll(import_context, usd_material):
# We can import the material if it has an 'mtlx' context.
surf_output = usd_material.GetSurfaceOutput("mtlx")
return bool(surf_output)
@staticmethod
def on_material_import(import_context, bl_material, usd_material):
# Get base_color from connected surface shader.
surf_output = usd_material.GetSurfaceOutput("mtlx")
assert surf_output
source = surf_output.GetConnectedSource()
assert source
shader = UsdShade.Shader(source[0])
assert shader
color_attr = shader.GetInput("base_color")
assert color_attr
# Get the authored default color.
color = color_attr.Get()
# Add a Principled BSDF shader and set its 'Base Color' input to
# the color we read from mtlx.
bl_material.use_nodes = True
node_tree = bl_material.node_tree
nodes = node_tree.nodes
bsdf = nodes.get("Principled BSDF")
assert bsdf
color4 = [color[0], color[1], color[2], 1]
ImportMtlxColorUSDHook.imported_color = color4
bsdf.inputs['Base Color'].default_value = color4
return True
class ImportMtlxTextureUSDHook(bpy.types.USDHook):
"""
Simple test for importing a texture file from the
usd_simple_mtlx_texture.usdz archive test file.
"""
bl_idname = "import_mtlx_texture_usd_hook"
bl_label = "Import Mtlx Texture USD Hook"
resolved_path = None
result = None
@staticmethod
def material_import_poll(import_context, usd_material):
# We can import the material if it has an 'mtlx' context.
surf_output = usd_material.GetSurfaceOutput("mtlx")
return bool(surf_output)
@staticmethod
def on_material_import(import_context, bl_material, usd_material):
# For the test, we get the texture file input of a shader known
# to exist in the usd_simple_mtlx_texture.usdz archive.
surf_output = usd_material.GetSurfaceOutput("mtlx")
assert surf_output
stage = import_context.get_stage()
assert stage
prim = stage.GetPrimAtPath("/root/_materials/Material/NodeGraphs/Image_Texture_Color")
assert prim
tex_node = UsdShade.Shader(prim)
assert tex_node
file_attr = tex_node.GetInput("file")
assert file_attr
file = file_attr.Get()
# Record the file's resolved path, which should be a package-relative
# path, e.g.,
# c:/foo/bar/usd_simple_mtlx_texture.usdz[textures/test_single.png
resolved_path = file.resolvedPath
ImportMtlxTextureUSDHook.resolved_path = resolved_path
result = import_context.import_texture(resolved_path)
# Record the returned result tuple. The first element of the tuple
# is the texture path and the second is a flag indicating whether the
# returned path references a temporary file.
ImportMtlxTextureUSDHook.result = result
return True
def main():
global args
import argparse
if '--' in sys.argv:
argv = [sys.argv[0]] + sys.argv[sys.argv.index('--') + 1:]
else:
argv = sys.argv
parser = argparse.ArgumentParser()
parser.add_argument('--testdir', required=True, type=pathlib.Path)
USD: Animated camera property import Imports in the following animated data from UsdGeomCameras: - Focal length - DOF distance - DOF fstop - Clip start, Clip end - Tilt shift x, Tilt shift y - Aperture sizes (with caveats) Implementation wise, it's more complicated than I'd like due to needing to read in both non-animated and animated data for each property. And because I've tried to reduce the duplication of various transforms we have to do on each value. E.g. scaling values by "tenth of scene units" or the extraction of the USD clipping range from a GfVec2f into 2 separate properties, and 2 separate fcurves, in Blender etc. The current approach was the best I could come up with so far. Aperture sizes remain problematic for import, with animation data and without, due to how Blender selects the largest sensor dimension to base downstream calculations on and for which there's no concept in USD to strictly dictate which dimension to use. Additionally, changing the sensor size will impact the Tilt values as well. This means that if the Aperture sizes are animated, we must also animate the tilt values; leads to more fcurves being created than perhaps expected. The `projection` attribute (perspective and orthographic) remains unchanged (non animated only) due to differences in how USD<>Blender interoperate with the Orthographic projection method. Note: Blender only exports perspective cameras due to the same reason. Pull Request: https://projects.blender.org/blender/blender/pulls/137487
2025-04-25 19:57:12 +02:00
parser.add_argument('--outdir', required=True, type=pathlib.Path)
args, remaining = parser.parse_known_args(argv)
unittest.main(argv=remaining, verbosity=0)
if __name__ == "__main__":
main()