Thanks Brecht, I have this mostly working now :) Cheers, Doug.
On 17 December 2010 15:55, Brecht Van Lommel <brechtvanlom...@pandora.be>wrote: > It's [[R,G,B,A],[R,G,B,A],...] for RenderLayer.rect, which is the > Combined pass. For other channels such as Z, write to the > corresponding RenderPass.rect. > > Brecht. > > On Fri, Dec 17, 2010 at 3:57 PM, Doug Hammond > <doughamm...@hamsterfight.co.uk> wrote: > >> For render layers and passes you can already write pixels, the "rect" > >> property is an array of pixel values. > >> > > > > Really!? Then this appears to be mostly a documentation issue. > > > > How should the data in this array be formatted? [RGBRGBRGB...] ? > > What about adding A and Z channels ? > > > > Cheers, > > Doug. > > > > > >> > >> Brecht. > >> > >> On Fri, Dec 17, 2010 at 2:20 PM, Doug Hammond > >> <doughamm...@hamsterfight.co.uk> wrote: > >> > 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 > >> > > >> _______________________________________________ > >> 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