Fixed memory leak that showed up after the original issue (crash) had been fixed in93ac4709eb. The fix ensures that light cache bakes free up GPU smoke textures and the smoke domain list correctly. This commit also removes the workaround (f3a33a9298) that disabled light cache bakes for fluid objects.
145 lines
3.5 KiB
Python
Executable File
145 lines
3.5 KiB
Python
Executable File
#!/usr/bin/env python3
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# Apache License, Version 2.0
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import argparse
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import os
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import shlex
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import shutil
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import subprocess
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import sys
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def setup():
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import bpy
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for scene in bpy.data.scenes:
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scene.render.engine = 'BLENDER_EEVEE'
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# Enable Eevee features
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scene = bpy.context.scene
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eevee = scene.eevee
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eevee.use_soft_shadows = True
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eevee.use_ssr = True
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eevee.use_ssr_refraction = True
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eevee.use_gtao = True
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eevee.gtao_distance = 1
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eevee.use_volumetric_shadows = True
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eevee.volumetric_tile_size = '2'
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for mat in bpy.data.materials:
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# This needs to be enabled case by case,
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# otherwise we loose SSR and GTAO everywhere.
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# mat.use_screen_refraction = True
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mat.use_sss_translucency = True
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cubemap = None
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grid = None
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# Does not work in edit mode
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try:
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# Simple probe setup
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bpy.ops.object.lightprobe_add(type='CUBEMAP', location=(0.5, 0, 1.5))
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cubemap = bpy.context.selected_objects[0]
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cubemap.scale = (2.5,2.5,1.0)
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cubemap.data.falloff = 0
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cubemap.data.clip_start = 2.4
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bpy.ops.object.lightprobe_add(type='GRID', location=(0, 0, 0.25))
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grid = bpy.context.selected_objects[0]
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grid.scale = (1.735,1.735,1.735)
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grid.data.grid_resolution_x = 3
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grid.data.grid_resolution_y = 3
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grid.data.grid_resolution_z = 2
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except:
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pass
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try:
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# Try to only include the plane in reflections
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plane = bpy.data.objects['Plane']
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collection = bpy.data.collections.new("Reflection")
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collection.objects.link(plane)
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# Add all lights to light the plane
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if invert == False:
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for light in bpy.data.objects:
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if light.type == 'LIGHT':
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collection.objects.link(light)
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# Add collection to the scene
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scene.collection.children.link(collection)
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cubemap.data.visibility_collection = collection
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except:
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pass
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eevee.gi_diffuse_bounces = 1
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eevee.gi_cubemap_resolution = '128'
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eevee.gi_visibility_resolution = '16'
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eevee.gi_irradiance_smoothing = 0
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bpy.ops.scene.light_cache_bake()
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# When run from inside Blender, render and exit.
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try:
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import bpy
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inside_blender = True
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except ImportError:
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inside_blender = False
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if inside_blender:
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try:
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setup()
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except Exception as e:
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print(e)
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sys.exit(1)
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def get_arguments(filepath, output_filepath):
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return [
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"--background",
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"-noaudio",
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"--factory-startup",
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"--enable-autoexec",
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filepath,
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"-E", "BLENDER_EEVEE",
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"-P",
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os.path.realpath(__file__),
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"-o", output_filepath,
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"-F", "PNG",
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"-f", "1"]
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def create_argparse():
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parser = argparse.ArgumentParser()
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parser.add_argument("-blender", nargs="+")
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parser.add_argument("-testdir", nargs=1)
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parser.add_argument("-outdir", nargs=1)
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parser.add_argument("-idiff", nargs=1)
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return parser
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def main():
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parser = create_argparse()
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args = parser.parse_args()
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blender = args.blender[0]
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test_dir = args.testdir[0]
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idiff = args.idiff[0]
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output_dir = args.outdir[0]
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from modules import render_report
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report = render_report.Report("Eevee", output_dir, idiff)
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report.set_pixelated(True)
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report.set_reference_dir("eevee_renders")
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report.set_compare_engines('eevee', 'cycles')
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ok = report.run(test_dir, blender, get_arguments, batch=True)
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sys.exit(not ok)
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if not inside_blender and __name__ == "__main__":
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main()
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