Files
test/tests/python/bl_usd_export_test.py
Charles Wardlaw e1a6749b3d USD: dome light IO
This commit adds logic to convert between USD dome lights and Blender
world materials.

The USD dome light rotation is represented in a mapping node input to the
environment texture.  If the dome light has a color specified in addition to
the texture map, the color will be converted to a vector multiply on the
the environment texture output.

I the imported USD has multiple dome lights, only the first dome light will
be converted to a world material.

Co-authored-by: kiki <charles@skeletalstudios.com>
Co-authored-by: Michael Kowalski <makowalski@nvidia.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/121800
2024-05-30 20:48:43 +02:00

304 lines
14 KiB
Python

# SPDX-FileCopyrightText: 2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import pathlib
import pprint
import sys
import tempfile
import unittest
from pxr import Usd
from pxr import UsdUtils
from pxr import UsdGeom
from pxr import UsdShade
from pxr import Gf
import bpy
args = None
class AbstractUSDTest(unittest.TestCase):
@classmethod
def setUpClass(cls):
cls._tempdir = tempfile.TemporaryDirectory()
cls.testdir = args.testdir
cls.tempdir = pathlib.Path(cls._tempdir.name)
return cls
def setUp(self):
self.assertTrue(
self.testdir.exists(), "Test dir {0} should exist".format(self.testdir)
)
def tearDown(self):
self._tempdir.cleanup()
class USDExportTest(AbstractUSDTest):
def test_export_usdchecker(self):
"""Test exporting a scene and verifying it passes the usdchecker test suite"""
bpy.ops.wm.open_mainfile(
filepath=str(self.testdir / "usd_materials_export.blend")
)
export_path = self.tempdir / "usdchecker.usda"
res = bpy.ops.wm.usd_export(
filepath=str(export_path),
export_materials=True,
evaluation_mode="RENDER",
)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
checker = UsdUtils.ComplianceChecker(
arkit=False,
skipARKitRootLayerCheck=False,
rootPackageOnly=False,
skipVariants=False,
verbose=False,
)
checker.CheckCompliance(str(export_path))
failed_checks = {}
# The ComplianceChecker does not know how to resolve <UDIM> tags, so
# it will flag "textures/test_grid_<UDIM>.png" as a missing reference.
# That reference is in fact OK, so we skip the rule for this test.
to_skip = ("MissingReferenceChecker",)
for rule in checker._rules:
name = rule.__class__.__name__
if name in to_skip:
continue
issues = rule.GetFailedChecks() + rule.GetWarnings() + rule.GetErrors()
if not issues:
continue
failed_checks[name] = issues
self.assertFalse(failed_checks, pprint.pformat(failed_checks))
def compareVec3d(self, first, second):
places = 5
self.assertAlmostEqual(first[0], second[0], places)
self.assertAlmostEqual(first[1], second[1], places)
self.assertAlmostEqual(first[2], second[2], places)
def test_export_extents(self):
"""Test that exported scenes contain have a properly authored extent attribute on each boundable prim"""
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_extent_test.blend"))
export_path = self.tempdir / "usd_extent_test.usda"
res = bpy.ops.wm.usd_export(
filepath=str(export_path),
export_materials=True,
evaluation_mode="RENDER",
convert_world_material=False,
)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
# if prims are missing, the exporter must have skipped some objects
stats = UsdUtils.ComputeUsdStageStats(str(export_path))
self.assertEqual(stats["totalPrimCount"], 16, "Unexpected number of prims")
# validate the overall world bounds of the scene
stage = Usd.Stage.Open(str(export_path))
scenePrim = stage.GetPrimAtPath("/root/scene")
bboxcache = UsdGeom.BBoxCache(Usd.TimeCode.Default(), [UsdGeom.Tokens.default_])
bounds = bboxcache.ComputeWorldBound(scenePrim)
bound_min = bounds.GetRange().GetMin()
bound_max = bounds.GetRange().GetMax()
self.compareVec3d(bound_min, Gf.Vec3d(-5.752975881, -1, -2.798513651))
self.compareVec3d(bound_max, Gf.Vec3d(1, 2.9515805244, 2.7985136508))
# validate the locally authored extents
prim = stage.GetPrimAtPath("/root/scene/BigCube/BigCubeMesh")
extent = UsdGeom.Boundable(prim).GetExtentAttr().Get()
self.compareVec3d(Gf.Vec3d(extent[0]), Gf.Vec3d(-1, -1, -2.7985137))
self.compareVec3d(Gf.Vec3d(extent[1]), Gf.Vec3d(1, 1, 2.7985137))
prim = stage.GetPrimAtPath("/root/scene/LittleCube/LittleCubeMesh")
extent = UsdGeom.Boundable(prim).GetExtentAttr().Get()
self.compareVec3d(Gf.Vec3d(extent[0]), Gf.Vec3d(-1, -1, -1))
self.compareVec3d(Gf.Vec3d(extent[1]), Gf.Vec3d(1, 1, 1))
prim = stage.GetPrimAtPath("/root/scene/Volume/Volume")
extent = UsdGeom.Boundable(prim).GetExtentAttr().Get()
self.compareVec3d(
Gf.Vec3d(extent[0]), Gf.Vec3d(-0.7313742, -0.68043584, -0.5801515)
)
self.compareVec3d(
Gf.Vec3d(extent[1]), Gf.Vec3d(0.7515701, 0.5500924, 0.9027928)
)
def test_opacity_threshold(self):
# Note that the scene file used here is shared with a different test.
# Here we assume that it has a Principled BSDF material with
# a texture connected to its Base Color input.
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_materials_export.blend"))
export_path = self.tempdir / "opaque_material.usda"
res = bpy.ops.wm.usd_export(
filepath=str(export_path),
export_materials=True,
evaluation_mode="RENDER",
)
self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
# Inspect and validate the exported USD for the opaque blend case.
stage = Usd.Stage.Open(str(export_path))
shader_prim = stage.GetPrimAtPath("/root/_materials/Material/Principled_BSDF")
shader = UsdShade.Shader(shader_prim)
opacity_input = shader.GetInput('opacity')
self.assertEqual(opacity_input.HasConnectedSource(), False,
"Opacity input should not be connected for opaque material")
self.assertAlmostEqual(opacity_input.Get(), 1.0, 2, "Opacity input should be set to 1")
# Inspect and validate the exported USD for the alpha clip w/Round node case.
shader_prim = stage.GetPrimAtPath("/root/_materials/Clip_With_Round/Principled_BSDF")
shader = UsdShade.Shader(shader_prim)
opacity_input = shader.GetInput('opacity')
opacity_thresh_input = shader.GetInput('opacityThreshold')
self.assertEqual(opacity_input.HasConnectedSource(), True, "Alpha input should be connected")
self.assertAlmostEqual(opacity_thresh_input.Get(), 0.5, 2, "Opacity threshold input should be 0.5")
# Inspect and validate the exported USD for the alpha clip w/LessThan+Invert node case.
shader_prim = stage.GetPrimAtPath("/root/_materials/Clip_With_LessThanInvert/Principled_BSDF")
shader = UsdShade.Shader(shader_prim)
opacity_input = shader.GetInput('opacity')
opacity_thresh_input = shader.GetInput('opacityThreshold')
self.assertEqual(opacity_input.HasConnectedSource(), True, "Alpha input should be connected")
self.assertAlmostEqual(opacity_thresh_input.Get(), 0.2, 2, "Opacity threshold input should be 0.2")
def check_primvar(self, prim, pv_name, pv_typeName, pv_interp, elements_len):
pv = UsdGeom.PrimvarsAPI(prim).GetPrimvar(pv_name)
self.assertTrue(pv.HasValue())
self.assertEqual(pv.GetTypeName().type.typeName, pv_typeName)
self.assertEqual(pv.GetInterpolation(), pv_interp)
self.assertEqual(len(pv.Get()), elements_len)
def check_primvar_missing(self, prim, pv_name):
pv = UsdGeom.PrimvarsAPI(prim).GetPrimvar(pv_name)
self.assertFalse(pv.HasValue())
def test_export_attributes(self):
bpy.ops.wm.open_mainfile(filepath=str(self.testdir / "usd_attribute_test.blend"))
export_path = self.tempdir / "usd_attribute_test.usda"
res = bpy.ops.wm.usd_export(filepath=str(export_path), evaluation_mode="RENDER")
self.assertEqual({'FINISHED'}, res, f"Unable to export to {export_path}")
stage = Usd.Stage.Open(str(export_path))
# Validate all expected Mesh attributes. Notice that nothing on
# the Edge domain is supported by USD.
prim = stage.GetPrimAtPath("/root/Mesh/Mesh")
self.check_primvar(prim, "p_bool", "VtArray<bool>", "vertex", 4)
self.check_primvar(prim, "p_int8", "VtArray<int>", "vertex", 4)
self.check_primvar(prim, "p_int32", "VtArray<int>", "vertex", 4)
self.check_primvar(prim, "p_float", "VtArray<float>", "vertex", 4)
self.check_primvar(prim, "p_color", "VtArray<GfVec3f>", "vertex", 4)
self.check_primvar(prim, "p_byte_color", "VtArray<GfVec3f>", "vertex", 4)
self.check_primvar(prim, "p_vec2", "VtArray<GfVec2f>", "vertex", 4)
self.check_primvar(prim, "p_vec3", "VtArray<GfVec3f>", "vertex", 4)
self.check_primvar(prim, "p_quat", "VtArray<GfQuatf>", "vertex", 4)
self.check_primvar_missing(prim, "p_mat4x4")
self.check_primvar_missing(prim, "e_bool")
self.check_primvar_missing(prim, "e_int8")
self.check_primvar_missing(prim, "e_int32")
self.check_primvar_missing(prim, "e_float")
self.check_primvar_missing(prim, "e_color")
self.check_primvar_missing(prim, "e_byte_color")
self.check_primvar_missing(prim, "e_vec2")
self.check_primvar_missing(prim, "e_vec3")
self.check_primvar_missing(prim, "e_quat")
self.check_primvar_missing(prim, "e_mat4x4")
self.check_primvar(prim, "f_bool", "VtArray<bool>", "uniform", 1)
self.check_primvar(prim, "f_int8", "VtArray<int>", "uniform", 1)
self.check_primvar(prim, "f_int32", "VtArray<int>", "uniform", 1)
self.check_primvar(prim, "f_float", "VtArray<float>", "uniform", 1)
self.check_primvar_missing(prim, "f_color")
self.check_primvar_missing(prim, "f_byte_color")
self.check_primvar(prim, "f_vec2", "VtArray<GfVec2f>", "uniform", 1)
self.check_primvar(prim, "f_vec3", "VtArray<GfVec3f>", "uniform", 1)
self.check_primvar(prim, "f_quat", "VtArray<GfQuatf>", "uniform", 1)
self.check_primvar_missing(prim, "f_mat4x4")
self.check_primvar(prim, "fc_bool", "VtArray<bool>", "faceVarying", 4)
self.check_primvar(prim, "fc_int8", "VtArray<int>", "faceVarying", 4)
self.check_primvar(prim, "fc_int32", "VtArray<int>", "faceVarying", 4)
self.check_primvar(prim, "fc_float", "VtArray<float>", "faceVarying", 4)
self.check_primvar(prim, "fc_color", "VtArray<GfVec3f>", "faceVarying", 4)
self.check_primvar(prim, "fc_byte_color", "VtArray<GfVec3f>", "faceVarying", 4)
self.check_primvar(prim, "fc_vec2", "VtArray<GfVec2f>", "faceVarying", 4)
self.check_primvar(prim, "fc_vec3", "VtArray<GfVec3f>", "faceVarying", 4)
self.check_primvar(prim, "fc_quat", "VtArray<GfQuatf>", "faceVarying", 4)
self.check_primvar_missing(prim, "fc_mat4x4")
prim = stage.GetPrimAtPath("/root/Curve_base/Curves/Curves")
self.check_primvar(prim, "p_bool", "VtArray<bool>", "vertex", 24)
self.check_primvar(prim, "p_int8", "VtArray<int>", "vertex", 24)
self.check_primvar(prim, "p_int32", "VtArray<int>", "vertex", 24)
self.check_primvar(prim, "p_float", "VtArray<float>", "vertex", 24)
self.check_primvar_missing(prim, "p_color")
self.check_primvar_missing(prim, "p_byte_color")
self.check_primvar(prim, "p_vec2", "VtArray<GfVec2f>", "vertex", 24)
self.check_primvar(prim, "p_vec3", "VtArray<GfVec3f>", "vertex", 24)
self.check_primvar(prim, "p_quat", "VtArray<GfQuatf>", "vertex", 24)
self.check_primvar_missing(prim, "p_mat4x4")
self.check_primvar(prim, "sp_bool", "VtArray<bool>", "uniform", 2)
self.check_primvar(prim, "sp_int8", "VtArray<int>", "uniform", 2)
self.check_primvar(prim, "sp_int32", "VtArray<int>", "uniform", 2)
self.check_primvar(prim, "sp_float", "VtArray<float>", "uniform", 2)
self.check_primvar_missing(prim, "sp_color")
self.check_primvar_missing(prim, "sp_byte_color")
self.check_primvar(prim, "sp_vec2", "VtArray<GfVec2f>", "uniform", 2)
self.check_primvar(prim, "sp_vec3", "VtArray<GfVec3f>", "uniform", 2)
self.check_primvar(prim, "sp_quat", "VtArray<GfQuatf>", "uniform", 2)
self.check_primvar_missing(prim, "sp_mat4x4")
prim = stage.GetPrimAtPath("/root/Curve_bezier_base/Curves_bezier/Curves")
self.check_primvar(prim, "p_bool", "VtArray<bool>", "varying", 10)
self.check_primvar(prim, "p_int8", "VtArray<int>", "varying", 10)
self.check_primvar(prim, "p_int32", "VtArray<int>", "varying", 10)
self.check_primvar(prim, "p_float", "VtArray<float>", "varying", 10)
self.check_primvar_missing(prim, "p_color")
self.check_primvar_missing(prim, "p_byte_color")
self.check_primvar(prim, "p_vec2", "VtArray<GfVec2f>", "varying", 10)
self.check_primvar(prim, "p_vec3", "VtArray<GfVec3f>", "varying", 10)
self.check_primvar(prim, "p_quat", "VtArray<GfQuatf>", "varying", 10)
self.check_primvar_missing(prim, "p_mat4x4")
self.check_primvar(prim, "sp_bool", "VtArray<bool>", "uniform", 3)
self.check_primvar(prim, "sp_int8", "VtArray<int>", "uniform", 3)
self.check_primvar(prim, "sp_int32", "VtArray<int>", "uniform", 3)
self.check_primvar(prim, "sp_float", "VtArray<float>", "uniform", 3)
self.check_primvar_missing(prim, "sp_color")
self.check_primvar_missing(prim, "sp_byte_color")
self.check_primvar(prim, "sp_vec2", "VtArray<GfVec2f>", "uniform", 3)
self.check_primvar(prim, "sp_vec3", "VtArray<GfVec3f>", "uniform", 3)
self.check_primvar(prim, "sp_quat", "VtArray<GfQuatf>", "uniform", 3)
self.check_primvar_missing(prim, "sp_mat4x4")
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)
args, remaining = parser.parse_known_args(argv)
unittest.main(argv=remaining)
if __name__ == "__main__":
main()