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 <[email protected]> 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 <[email protected]> 
> wrote:
>
> From: Daniel Salazar - 3Developer.com <[email protected]>
> Subject: Re: [Bf-committers] Getting pixel color for a vertex (the stupid way)
> To: "bf-blender developers" <[email protected]>
> 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 <[email protected]> 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.
>>
>>
>>
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