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Utilities for refactored Blender add-on #1476
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Hi Sébastien, this looks fantastic. Two quick comments:
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A high level question: what do you think about making a separate repo that only contains the blender conversion code? (For images, Sometimes blender changes the internal layout of data structures (has already happened several times). It's weird that this then creates a constraint on compatible Mitsuba versions. It would be better if we could tell users to install |
@wjakob those changes are actually minimal, and not really touching the central parsing infrastructure. Also they are not necessarily related to Blender, but also general improvements on current codebase:
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Although I understand the constraints of Blender being a moving target, I am not a fan of the idea of putting this code in a seperate repo. I doubt we will be able to maintain an interface for all Blender versions in any case, and it adds another layer of compilation / installation that will confuse the users. IMO it makes more sense to either contraint the users to use a specific range of Blender versions, are let the code handle the different versions (as done currently in the |
Hi Sébastien -- can you explain what the issue would be? To me, this sounds much simpler: we to wrap a function which extracts the mesh and gives back an nd-array with vertex positions, normals, etc. We could compile provide this as a binary wheel (e.g. |
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This PR contributes necessary updates and utilities for the major refactoring of the Mitsuba-Blender add-on.
Proposed changes:
MeshHolder
shape plugin, a wrapper aroundMesh
to hold a mesh instance in a Python dictionary using tensors.blender
shape plugin.mi.xml_to_props
routine for importing Mitsuba scenes in Blender.mitsuba.blender
submodule, that implements performance critial routines in C++, exposed in Python to be used by the add-on.Mesh
constructor now takes an optionaldisplacement_map
texture nested object that's used during construction to displace the vertex positions.