2021-05-17 19:24:14 +00:00
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# render_profile.py
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"""
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Blender Python code to set parameters based on render profiles.
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2021-05-30 06:48:38 +00:00
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The purpose of the "Render Profiles" feature is to simplify setting up
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Blender to render animation according to a small number of standardized,
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named profiles, instead of having to control each setting separately.
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They're sort of like predefined radio buttons for your render settings.
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I wrote this because I kept having to repeat the same steps to go from
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quick "GL" or "Paint" renders at low frame rates to fully-configured
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final renders, and I found the process was error-prone.
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In particular, it was very easy to accidentally forget to change the render
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filepath and have a previous render get overwritten! Or, alternatively, I
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might forget to set things back up for a final render after I did a previz
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animation.
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2021-05-17 19:24:14 +00:00
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"""
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2021-06-29 18:53:48 +00:00
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import os
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2021-05-28 16:54:09 +00:00
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import bpy
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2021-05-17 19:24:14 +00:00
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import bpy, bpy.types, bpy.utils, bpy.props
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2021-05-28 16:54:09 +00:00
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from abx import ink_paint
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2021-05-17 19:24:14 +00:00
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2021-07-08 21:05:20 +00:00
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from . import abx_context
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2021-06-29 18:53:48 +00:00
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class RenderProfileMap(dict):
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"""
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Specialized dictionary for mapping Render profile names to profiles.
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"""
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def __init__(self, profile_map=None):
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self._blender_enum = []
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if not profile_map:
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profile_map = {}
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for key in profile_map:
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self[key] = RenderProfile(key, profile_map[key])
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for key in self.keys():
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self._blender_enum.append((key, self[key].name, self[key].desc))
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def keys(self):
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return sorted(super().keys())
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def blender_enum(self):
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return self._blender_enum
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def apply(self, scene, key):
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self[key].apply(scene)
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def blender_enum_lookup(self, context):
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from abx import BlendFile
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return BlendFile.render_profiles.blender_enum()
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class RenderProfile(object):
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"""
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A named set of render settings for Blender.
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The profile is designed to be defined by a dictionary of fields, typically
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loaded from a project YAML file (under the key 'render_profiles').
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Attributes:
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name (str):
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Drop-down name for profile.
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desc (str):
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Longer descriptive name used for tooltips in the UI.
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engine (str):
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Mandatory choice of engine. Some aliases are supported, but the
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standard values are: 'gl', meaning a setup for GL viewport
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rendering, or one 'bi'/'BLENDER_INTERNAL', 'cycles'/'CYCLES',
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or 'bge' / 'BLENDER_GAME' for rendering with the respective
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engines. There is no support for Eevee, because this is a 2.7-only
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Add-on. It should be included in the port. No third-party engines
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are currently supported.
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fps (float):
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Frames-per-second.
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fps_skip (int):
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Frames to skip between rendered frames (effectively divides the
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frame rate).
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fps_divisor (float):
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This is the weird hack for specifying NTSC-compliant fps of 29.97
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by using 1.001 as a divisor, instead of 1.0. Avoid if you can!
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rendersize (int):
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Percentage size of defined pixel dimensions to render. Note that
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we don't support setting the pixel size directly. You should
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configure that in Blender, but you can use this feature to make
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a lower-resolution render.
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compress (int):
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Compression ratio for image formats that support it.
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format (str):
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Image or video output format.
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One of: 'PNG', 'JPG', 'EXR', 'AVI' or 'MKV'.
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Note that we don't support the full range of options, just some
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common ones for previz and final rendering.
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freestyle (bool):
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Whether to turn on Freestyle ink rendering.
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antialiasing_samples (str):
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Controlled by 'antialias' key, which can be a number: 5,8,11, or 16.
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Note that this attribute, which is used to directly set the value
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in Blender is a string, not an integer.
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use_antialiasing (bool):
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Controlled by 'antialias' key. Whether to turn on antialiasing.
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Any value other than 'False' or 'None' will turn it on.
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False turns it off. None leaves it as-is.
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motion_blur_samples (int):
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Controlled by 'motionblur' key, which can be a number determining
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the number of samples.
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use_motion_blur (bool):
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Controlled by 'motionblur' key. Any value other than False or None
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will turn on motion blur. A value of True turns it on without
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changing the samples. A value of False turns it off. None causes
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is to be left as-is.
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framedigits (int):
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The number of '#' characters to use in the render filename to
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indicate frame number. Only used if the format is an image stream.
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suffix (str):
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A string suffix placed after the base name, but before the frame
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number to indicate what profile was used for the render. This
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avoids accidentally overwriting renders made with other profiles.
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Note that these attributes are not intended to be manipulated directly
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by the user. The production designer is expected to define these
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profiles in the <project>.yaml file under the 'render_profiles' key,
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like this:
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render_profiles:
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previz:
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engine: gl
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suffix: MP
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fps: 30
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fps_skip: 6
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motionblur: False
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antialias: False
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freestyle: False
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rendersize: 50
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and so on. This is then loaded by ABX into a list of RenderProfile
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objects. Calling the RenderProfile.apply() method actually causes the
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settings to be made.
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"""
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render_formats = {
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# VERY simplified and limited list of formats from Blender that we need:
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# <API 'format'>: (<bpy file format>, <filename extension>),
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'PNG': ('PNG', 'png'),
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'JPG': ('JPEG', 'jpg'),
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'EXR': ('OPEN_EXR_MULTILAYER', 'exr'),
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'AVI': ('AVI_JPEG', 'avi'),
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'MKV': ('FFMPEG', 'mkv')
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}
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engines = {
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'bi': 'BLENDER_RENDER',
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'BLENDER_RENDER': 'BLENDER_RENDER',
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'BI': 'BLENDER_RENDER',
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'cycles': 'CYCLES',
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'CYCLES': 'CYCLES',
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'bge': 'BLENDER_GAME',
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'BLENDER_GAME': 'BLENDER_GAME',
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'BGE': 'BLENDER_GAME',
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'gl': None,
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'GL': None
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}
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def __init__(self, code, fields):
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# Note: Settings w/ value *None* are left unaltered
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# That is, they remain whatever they were before
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# If a setting isn't included in the fields, then
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# the attribute will be *None*.
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if 'name' in fields:
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self.name = fields['name']
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else:
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self.name = code
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if 'desc' in fields:
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self.desc = fields['desc']
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else:
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self.desc = code
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if 'engine' not in fields:
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fields['engine'] = None
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if fields['engine']=='gl':
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self.viewport_render = True
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self.engine = None
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else:
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self.viewport_render = False
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if fields['engine'] in self.engines:
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self.engine = self.engines[fields['engine']]
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else:
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self.engine = None
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# Parameters which are stored as-is, without modification:
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self.fps = 'fps' in fields and int(fields['fps']) or None
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self.fps_skip = 'fps_skip' in fields and int(fields['fps_skip']) or None
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self.fps_divisor = 'fps_divisor' in fields and float(fields['fps_divisor']) or None
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self.rendersize = 'rendersize' in fields and int(fields['rendersize']) or None
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self.compress = 'compress' in fields and int(fields['compress']) or None
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self.format = 'format' in fields and str(fields['format']) or None
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self.freestyle = 'freestyle' in fields and bool(fields['freestyle']) or None
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self.antialiasing_samples = None
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self.use_antialiasing = None
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if 'antialias' in fields:
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if fields['antialias']:
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self.use_antialiasing = True
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if fields['antialias'] in (5,8,11,16):
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self.antialiasing_samples = str(fields['antialias'])
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else:
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self.use_antialiasing = False
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self.use_motion_blur = None
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self.motion_blur_samples = None
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if 'motionblur' in fields:
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if fields['motionblur']:
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self.use_motion_blur = True
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if type(fields['motionblur'])==int:
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self.motion_blur_samples = int(fields['motionblur'])
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else:
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self.use_motion_blur = False
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if 'framedigits' in fields:
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self.framedigits = fields['framedigits']
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else:
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self.framedigits = 5
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if 'suffix' in fields:
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self.suffix = fields['suffix']
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else:
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self.suffix = ''
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def apply(self, scene):
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"""
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Apply the profile settings to the given scene.
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2021-05-30 06:48:38 +00:00
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NOTE: in 0.2.6 this function isn't fully implemented, and the
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render filepath will not include the proper unit name.
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"""
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if self.engine: scene.render.engine = self.engine
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if self.fps: scene.render.fps = self.fps
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if self.fps_skip: scene.frame_step = self.fps_skip
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if self.fps_divisor: scene.render.fps_base = self.fps_divisor
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if self.rendersize: scene.render.resolution_percentage = self.rendersize
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if self.compress: scene.render.image_settings.compression = self.compress
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if self.format:
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scene.render.image_settings.file_format = self.render_formats[self.format][0]
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if self.freestyle: scene.render.use_freestyle = self.freestyle
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if self.use_antialiasing:
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scene.render.use_antialiasing = self.use_antialiasing
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if self.antialiasing_samples:
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scene.render.antialiasing_samples = self.antialiasing_samples
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if self.use_motion_blur:
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scene.render.use_motion_blur = self.use_motion_blur
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if self.motion_blur_samples:
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scene.render.motion_blur_samples = self.motion_blur_samples
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if self.format:
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scene.render.filepath = scene.project_properties.render_path(
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suffix = self.suffix,
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framedigits = self.framedigits,
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ext = self.render_formats[self.format][1],
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rdr_fmt = self.render_formats[self.format][0]
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)
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# prefix = scene.name_context.render_path
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# prefix = BlendfileContext.name_contexts[scene.name_context].render_path
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#
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# prefix = os.path.join(
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# scene.project_properties.render_folder,
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# scene.project_properties.render_prefix)
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# if self.suffix:
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# scene.render.filepath = (prefix + '-' + self.suffix + '-' +
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# 'f'+('#'*self.framedigits) + '.' +
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# self.render_formats[self.format][1])
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# else:
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# scene.render.filepath = (prefix + '-f'+('#'*self.framedigits) + '.' +
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# self.render_formats[self.format][1])
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