diff --git a/docs/splash.png b/docs/splash.png index 3e36c18..75886ba 100644 Binary files a/docs/splash.png and b/docs/splash.png differ diff --git a/examples/output_data.py b/examples/output_data.py index cd49e46..8d1e361 100644 --- a/examples/output_data.py +++ b/examples/output_data.py @@ -37,12 +37,14 @@ rgb_mask = comp.get_mask(obj_pass_idx, 'Image') # create an RGB mask (i.e. only render monkey) bounding_box_visual = comp.get_bounding_box_visual() keypoints_visual = comp.get_keypoints_visual() # Create a visual of keypoints +axes_visual = comp.get_axes_visual() # Create a visual of axes # AOV support - custom pass through a material shader # For simplicity, we will assign all AOVs to all objects - but that doesn't have to be done. all_objects = objects + [floor] cam_normals_aov = bsyn.aov.NormalsAOV(ref_frame='CAMERA', polarity=[-1, 1, -1]) +binary_mask_aov = bsyn.aov.ValueAOV(value=1) instancing_aov = bsyn.aov.InstanceRGBAOV() class_aov = bsyn.aov.ClassRGBAOV() UVAOV = bsyn.aov.UVAOV() # UV Coordinates @@ -52,6 +54,10 @@ for obj in all_objects: obj.assign_aov(aov) +for obj in all_objects: + if 'Cube' in obj.name: + obj.assign_aov(binary_mask_aov) + # Now we assign our render passes to the compositor, telling it what files to output output_folder = 'data_formats' @@ -60,9 +66,11 @@ comp.define_output(rgb_mask, output_folder, name='rgb_masked') # render RGB layer masked by monkey comp.define_output(bounding_box_visual, output_folder, name='bounding_box_visual') comp.define_output(keypoints_visual, output_folder, name='keypoints') +comp.define_output(axes_visual, output_folder, name='axes') # All of the following will not have any colour correction comp.define_output(depth_vis, output_folder) # render visual of depth layer +comp.define_output(binary_mask_aov, output_folder, name='binary_mask') comp.define_output(instancing_aov, output_folder, name='instancing') comp.define_output(class_aov, output_folder, name='semantic') comp.define_output(cam_normals_aov, output_folder, name='normals') @@ -77,4 +85,7 @@ # and all bounding boxes bounding_boxes = bsyn.annotations.bounding_boxes(objects, camera) -comp.render(camera=camera, annotations=keypoints + bounding_boxes) # render all the different passes - see output folder for results \ No newline at end of file +# and all axes +axes = bsyn.annotations.get_axes(objects) + +comp.render(camera=camera, annotations=keypoints + bounding_boxes + axes) # render all the different passes - see output folder for results \ No newline at end of file diff --git a/examples/resources/data_formats_output.png b/examples/resources/data_formats_output.png index 823d8f0..8a5e89b 100644 Binary files a/examples/resources/data_formats_output.png and b/examples/resources/data_formats_output.png differ