Another +1 request here too, especially if the pixel write extends to RenderLayer
Cheers, Doug. On 17 December 2010 10:51, Alberto Torres <kungfoo...@gmail.com> wrote: > A function for reading/writing pixels of image buffers from python > would be *VERY* useful. I already made 2 scripts which writes raw BMPs > and I can't read existing image buffers. > > > On Thu, Dec 16, 2010 at 8:06 AM, Hart's Antler <bhart...@yahoo.com> wrote: > > Daniel raises a good point here, and i'm sure there are others who need > the functionality. > > There is another problem, lets imagine that even if PIL was available for > Python3, then the user must install Python3, and PIL - what a pain and error > prone process. And not very portable either since Ubuntu is going to come > with its own version of Python3 that may not be compatible with whatever > version blender was compiled with. > > The solution seems to be ctypes, and for some basic commonly used libs > (like libpng for example) to be precompiled for all platforms, > and distributed right along with blender by default. The ctypes python > wrappers themselves do not need to be included with blender as those are > likely to rapidly evolve over time, but the precompiled libs should be > included - why not it will hardly inflate the download size? > > Scripters should not have to ship their scripts with libs compiled for > every platform. It should be pretty easy to add a few extra libs to the > cmake build process, i'm sure there is already so many libs that blender > already uses that could be exposed by ctypes. > > -brett > > > > --- On Tue, 12/14/10, Daniel Salazar - 3Developer.com <zan...@gmail.com> > wrote: > > > > From: Daniel Salazar - 3Developer.com <zan...@gmail.com> > > Subject: Re: [Bf-committers] Getting pixel color for a vertex (the stupid > way) > > To: "bf-blender developers" <bf-committers@blender.org> > > Date: Tuesday, 14 December, 2010, 11:30 PM > > > > Damn... this is bad, specially since Python 3 has no image module > > (PIL), there's just no way.. unless you pick a simple format like a > > BMP and read the data straight from file.. still procedurals would be > > left out. Also the Fracture Tools script need access to texture values > > for cracking objects based on textures and I have needed it > > personally. I hope this gets fixored > > > > Daniel Salazar > > www.3developer.com > > > > On Wed, Dec 15, 2010 at 1:19 AM, Hart's Antler <bhart...@yahoo.com> > wrote: > >> Getting a UV texture's pixel value per vertex, the stupid way. > >> (this should be rewritten as a C function exposed to Python) > >> This script does the following hack to get the pixel value: > >> 1. copy the object > >> 2. apply a displace modifier > >> 3. for each RGB set the ImageTexture.<color>_factor to 1.0 and others > to 0.0 > >> 4. for each RGB bake a mesh (apply the displace modifier) > >> 5. for each RGB find the difference of vertex locations > >> 6. apply the differences as vertex colors > >> > >> http://pastebin.com/FJWKSGBR > >> > >> for some reason the values are off and always tinted green. > >> > >> > >> > >> _______________________________________________ > >> Bf-committers mailing list > >> Bf-committers@blender.org > >> http://lists.blender.org/mailman/listinfo/bf-committers > >> > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > > > > _______________________________________________ > > Bf-committers mailing list > > Bf-committers@blender.org > > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > Bf-committers@blender.org > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers