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Runtime error
Update app.py
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app.py
CHANGED
@@ -9,40 +9,41 @@ bpy.data.scenes[0].render.engine = "CYCLES"
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# Set the device_type
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bpy.context.preferences.addons[
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"cycles"
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].preferences.compute_device_type = "CUDA"
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# Set the device and feature set
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bpy.context.scene.cycles.device = "GPU"
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for scene in bpy.data.scenes:
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scene.cycles.device =
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bpy.context.preferences.addons["cycles"].preferences.get_devices()
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print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
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for d in bpy.context.preferences.addons["cycles"].preferences.devices:
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d["use"] = True
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print(d["name"])
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def generate(color1, color2, light_position, progress=gr.Progress(track_tqdm=True)):
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rgb1 = ImageColor.getcolor(color1, "RGBA")
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rgb1 = tuple(v
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rgb2 = ImageColor.getcolor(color2, "RGBA")
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rgb2 = tuple(v
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print(rgb1, rgb2, light_position)
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light_position_normed = light_position / 20
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# Delete all mesh objects from the scene
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bpy.ops.object.select_all(action=
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bpy.ops.object.select_by_type(type=
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bpy.ops.object.delete()
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# Add a torus
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bpy.ops.mesh.primitive_torus_add(
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major_radius=1.5,
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minor_radius=0.75,
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major_segments=48
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minor_segments=12
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align="WORLD",
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location=(0, 1, 1),
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)
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@@ -63,22 +64,22 @@ def generate(color1, color2, light_position, progress=gr.Progress(track_tqdm=Tru
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# Add a Gradient Texture and set it to a color ramp of a rainbow
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gradient = nodes.new(type="ShaderNodeTexGradient")
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gradient.gradient_type =
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gradient.location = (0,
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ramp = nodes.new(type="ShaderNodeValToRGB")
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ramp.color_ramp.interpolation =
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ramp.location = (200,
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ramp.color_ramp.elements[0].color = rgb1
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ramp.color_ramp.elements[1].color = rgb2
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# Add Shader nodes
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bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
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bsdf.location = (400,
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output = nodes.new(type="ShaderNodeOutputMaterial")
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output.location = (600,
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# Connect the nodes
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material.node_tree.links.new
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@@ -102,48 +103,36 @@ def generate(color1, color2, light_position, progress=gr.Progress(track_tqdm=Tru
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# Render
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path = "test.png"
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bpy.context.scene.render.resolution_y =
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bpy.context.scene.render.resolution_x =
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bpy.context.scene.render.image_settings.file_format = "PNG"
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bpy.context.scene.render.filepath = path
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bpy.data.images["Render Result"].save_render(
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filepath=bpy.context.scene.render.filepath
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)
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# # display(Image("test_sphere.png"))
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# # Read the saved image into memory and encode it to base64
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temp_filepath = Path(bpy.context.scene.render.filepath)
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# bpy.app.handlers.render_pre.clear()
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bpy.app.handlers.render_stats.clear()
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return path
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# generate("#ffffff", "#aaa", 1)
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with gr.Blocks() as demo:
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with gr.Row():
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with gr.Column():
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with gr.Column(scale=3):
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# bpy.utils.register_class(generate)
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demo.queue()
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demo.launch(debug=True, inline=True)
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# Set the device_type
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bpy.context.preferences.addons[
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"cycles"
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].preferences.compute_device_type = "CUDA" # or "OPENCL"
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# Set the device and feature set
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bpy.context.scene.cycles.device = "GPU"
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for scene in bpy.data.scenes:
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scene.cycles.device = 'GPU'
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bpy.context.preferences.addons["cycles"].preferences.get_devices()
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print(bpy.context.preferences.addons["cycles"].preferences.compute_device_type)
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for d in bpy.context.preferences.addons["cycles"].preferences.devices:
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d["use"] = True # Using all devices, include GPU and CPU
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print(d["name"])
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def generate(color1, color2, light_position, progress=gr.Progress(track_tqdm=True)):
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rgb1 = ImageColor.getcolor(color1, "RGBA")
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rgb1 = tuple(v/255.0 for v in rgb1)
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rgb2 = ImageColor.getcolor(color2, "RGBA")
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rgb2 = tuple(v/255.0 for v in rgb2)
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print(rgb1, rgb2 , light_position)
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light_position_normed = light_position / 20
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# Delete all mesh objects from the scene
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bpy.ops.object.select_all(action='DESELECT')
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bpy.ops.object.select_by_type(type='MESH')
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bpy.ops.object.delete()
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# Add a torus
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bpy.ops.mesh.primitive_torus_add(
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major_radius=1.5,
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minor_radius=0.75,
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major_segments=48*4,
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minor_segments=12*4,
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align="WORLD",
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location=(0, 1, 1),
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)
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# Add a Gradient Texture and set it to a color ramp of a rainbow
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gradient = nodes.new(type="ShaderNodeTexGradient")
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gradient.gradient_type = 'LINEAR'
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gradient.location = (0,0)
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ramp = nodes.new(type="ShaderNodeValToRGB")
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ramp.color_ramp.interpolation = 'LINEAR'
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ramp.location = (200,0)
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ramp.color_ramp.elements[0].color = rgb1
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ramp.color_ramp.elements[1].color = rgb2
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# Add Shader nodes
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bsdf = nodes.new(type="ShaderNodeBsdfPrincipled")
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bsdf.location = (400,0)
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output = nodes.new(type="ShaderNodeOutputMaterial")
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output.location = (600,0)
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# Connect the nodes
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material.node_tree.links.new
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# Render
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path = "test.png"
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bpy.context.scene.render.resolution_y = 128
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bpy.context.scene.render.resolution_x = 128
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bpy.context.scene.render.image_settings.file_format = "PNG"
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bpy.context.scene.render.filepath = path
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with tqdm(total=bpy.context.scene.frame_end) as pbar:
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def elapsed(dummy):
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pbar.update()
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bpy.app.handlers.render_stats.append(elapsed)
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bpy.ops.render.render(animation=False, write_still=True)
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bpy.data.images["Render Result"].save_render(filepath=bpy.context.scene.render.filepath)
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temp_filepath = Path(bpy.context.scene.render.filepath)
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bpy.app.handlers.render_stats.clear()
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return path
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# generate("#ffffff", "#aaa", 1)
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with gr.Blocks() as demo:
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with gr.Row():
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with gr.Column():
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color1 = gr.ColorPicker()
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color2 = gr.ColorPicker()
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slider = gr.Slider(minimum=0, maximum=100, value=1)
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render_btn = gr.Button("Render")
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with gr.Column(scale=3):
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image = gr.Image(type="filepath")
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render_btn.click(generate, inputs=[color1, color2, slider], outputs=[image])
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# bpy.utils.register_class(generate)
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demo.queue()
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demo.launch(debug=True, inline=True)
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