为了让数值计算的结果能够有更好的渲染效果,这段时间一直在用Blender这个开源软件来处理计算结果。

因为是处理大量数据的计算结果,所以不得不考虑用Python编写脚本来实现批量处理,编写过程中,Google帮我解决了大部分实现过程中的障碍,下面是完整的实现过程:

  1. 将计算结果的mesh文件导入到Blender中;

    import bpy 
    import os 
    
    # folder path to save rendered image
    in_dir = \"E:\\\\SPH\\\\Paper 01\\\\D18\\\\\"
    lst = os.listdir(in_dir)
    
    # folder path for importing data files
    in_dir_ply = \"E:\\\\SPH\\\\Paper 01\\\\D18\\\\Ply_batch\\\\\"
    lst_ply = os.listdir(in_dir_ply)
    
    # folder path to save rendered animation
    out_dir = \"E:\\\\SPH\\\\Paper 01\\\\D18\\\\test.avi\"
    
    # Filter file list by valid file types.
    candidates = []
    candidates_name = []
    c = 0
    for item in lst_ply:
        fileName, fileExtension = os.path.splitext(lst_ply[c])
        if fileExtension == \".ply\":
            candidates.append(item)
            candidates_name.append(fileName)
        c = c + 1
    
    file = [{\"name\":i} for i in candidates]   
    n = len(file)
    print(n) 
    
    # To import mesh.ply in batches
    for i in range (0,n):
        bpy.ops.import_mesh.ply(filepath=candidates[n], files=[file[n]], directory=in_dir_ply, filter_glob=\"*.ply\")
        bpy.data.objects[candidates_name[i]].hide = True
        bpy.data.objects[candidates_name[i]].hide_render = True
  2. 在Blender中进行批量渲染并保存成图片文件;(这里用到了提前制作好的材质文件“Material.001”)

    # Set file_format for render images
    bpy.data.scenes[\"Scene\"].render.image_settings.file_format = \'PNG\'
    
    # To render and save rendered images
    for i in range (0,n):
        bpy.data.objects[candidates_name[i]].hide = False    #objects must be visible to use modifier
        bpy.data.objects[candidates_name[i]].hide_render = False    #objects must be renderable to export render image
        bpy.context.scene.objects.active = bpy.data.objects[candidates_name[i]] #get object
        bpy.ops.object.modifier_add(type=\'PARTICLE_SYSTEM\')    #add modifier as particle_system
        bpy.data.objects[candidates_name[i]].particle_systems[\'ParticleSystem\'].settings = bpy.data.particles[\'ParticleSettings\'] #assign particle settings to object\'s particle system
        bpy.data.objects[candidates_name[i]].data.materials.append(bpy.data.materials[\"Material.001\"])    #assign existed material to active object.
        bpy.data.scenes[\"Scene\"].render.filepath = \'//%02d\'%(i)    #set save filepath
        bpy.ops.render.render( write_still=True )    #render and save
        bpy.data.objects[candidates_name[i]].hide = True    #hide again for next image rendering
        bpy.data.objects[candidates_name[i]].hide_render = True    #hide again for next image rendering
  3. 在Blender的Video Sequence Editor (VSE)中插入上一步生成的渲染后的图片文件;

    # Active VSE to generate rendering animation
    bpy.data.scenes[\"Scene\"].render.use_sequencer = True
    
    # Filter file list by valid file types.
    re_image = []
    re_image_name = []
    c = 0
    for item in lst:
        fileName, fileExtension = os.path.splitext(lst[c])
        if fileExtension == \".png\":
            re_image.append(item)
            re_image_name.append(fileName)
        c = c + 1
    
    # Create the sequencer data
    bpy.context.scene.sequence_editor_create()
    
    # Add strip into VSE by importing new image
    for i in range (0,n):
        bpy.context.scene.sequence_editor.sequences.new_image(
            name=re_image[i],
            filepath=os.path.join(in_dir, re_image[i]),
            channel=1, frame_start=i)
  4. 在Blender中生成并保存动画文件。

    # Resolution settings for animation
    resx = 720; #1920 
    resy = 480; #1080 
    bpy.data.scenes[\"Scene\"].render.resolution_x = resx 
    bpy.data.scenes[\"Scene\"].render.resolution_y = resy 
    bpy.data.scenes[\"Scene\"].render.resolution_percentage = 100 
    
    bpy.data.scenes[\"Scene\"].frame_end = n 
    bpy.data.scenes[\"Scene\"].render.image_settings.file_format = \'AVI_JPEG\' 
    bpy.data.scenes[\"Scene\"].render.filepath = out_dir
    bpy.ops.render.render( animation=True )