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. >> >> >> >> _______________________________________________ >> Bf-committers mailing list >> [email protected] >> http://lists.blender.org/mailman/listinfo/bf-committers >> > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > > > _______________________________________________ > Bf-committers mailing list > [email protected] > http://lists.blender.org/mailman/listinfo/bf-committers > _______________________________________________ Bf-committers mailing list [email protected] http://lists.blender.org/mailman/listinfo/bf-committers
