Hi Alessandro,

I tried with out with a vehicle simulation with good success. One more bug 
though and a question:

3. After clicking File -> New and using the chrono_import option I get this 
error. Closing and re-opening Blender resolves it.
[image: Screenshot 2023-05-03 090948.png]
However, to confirm, it appears that if I click chrono_import (after having 
already imported a simulation), it will clear the previous data as it loads 
the new? I do not need to fully close and re-launch the program to ensure 
it is using the new data?

Also, with my vehicle simulation (15 bodies in chrono_assets, none in 
chrono_frame_assets), I only get 5 FPS during playback. I expected it to be 
higher since I eliminated exporting bodies that change each frame (like 
springs) and used only bodies that need a new position / rotation. Is this 
expected behavior due to the CPU-bound task of instantiating / 
uninstantiating objects each frame?

Thanks,
James


On Tuesday, May 2, 2023 at 9:21:41 PM UTC-4 James Baxter wrote:

> Hi Alessandro,
>
> I have been trying this out today, and am very excited! It is going to be 
> really something to take vehicle simulations from Chrono and render them 
> with photo-realism.
>
> I did have a few comments about bugs I ran into:
> 1. When enabling the Chrono importer add-on in blender, I received this 
> error: 
> https://archive.blender.org/wiki/index.php/Extensions:2.6/Py/API_Changes/#Restricted_Context.
>  
> I was able to work past it by moving the following lines from register() to 
> execute():
>         # this is needed to avoid crashes when pressing F12 for rendering
>         bpy.context.scene.render.use_lock_interface = True
>
>         bpy.context.scene.ch_meshsetting_index = -1
>         bpy.context.scene.ch_meshsetting.clear()
>
>         bpy.context.scene.ch_glyph_setting_index = -1
>         bpy.context.scene.ch_glyph_setting.clear()
>
> I am very confident that was not the proper fix to the issue, but it 
> prevented me from receiving the error. I had gotten the error with both 
> Blender 3.5.1 and 3.4.1 on Windows. This allowed me to use it on 3.5.1. I 
> did not try hitting F12
>
> 2: When running demo_POST_blender1.cpp, it crashed due to line 301 in 
> ChBlender.cpp:
> std::string abspath_pic_output = filesystem::path(base_path + pic_path + 
> "/" + pic_filename + "_######").make_absolute().str();
>
> I am running Chrono on Ubuntu, and it seems the 
> filesystem::path::make_absolute() method requires the file to actually 
> exist; I'm not sure if it is different on Windows. I was able to resolve 
> the problem by creating the directory (anim/photo_######) manually.
>
> Thanks again for releasing these updates; I'll let you know if I run into 
> more issues when I try using them with my own vehicle simulations.
>
> James
>
>
>
> On Friday, April 28, 2023 at 7:17:38 PM UTC-4 [email protected] wrote:
>
>> Hi James,
>>
>> I just sent my latest commits to GIThub containing the documentation (a 
>> sketch of it, I mean) for the Blender add-on. 
>>
>> If things go as expected, the CI system will trigger a Doxygen rebuild 
>> that will turn into an updated documentation at 
>> https://api.projectchrono.org/development/ , where you should find a new 
>> link to Chrono::Blender, one row below the Chrono::Solidworks link.
>>
>> Now it is too late in the night for waiting the CI to finish, and I must 
>> sleep, tomorrow I will see if all was ok or the Doxygen pipeline had 
>> troubles.
>>
>> regards
>>
>> Alessandro
>> On 28/04/2023 19:47, James Baxter wrote:
>>
>> Hi Alessandro,
>>
>> I will plan to begin working on this on Monday, have you been able to 
>> write any documentation? The page I linked earlier still appears to be 
>> empty.
>>
>> Thanks,
>> James
>>
>> On Wednesday, April 19, 2023 at 8:18:40 AM UTC-4 James Baxter wrote:
>>
>>> Alessandro,
>>>
>>> Thank you; I will plan to try out your documentation and code late next 
>>> week and will be happy to provide feedback.
>>>
>>> James
>>>
>>> On Wednesday, April 19, 2023 at 2:40:08 AM UTC-4 [email protected] 
>>> wrote:
>>>
>>>> Hi James 
>>>>
>>>> You are right, there is a Blender pipeline under development that could 
>>>> do what you need, and I am in charge of it. 
>>>>
>>>> I was going to write the documentation about how to install and use the 
>>>> Blender add-in but I've been postponing it for two months.
>>>>
>>>> I hope to write at least some basic guidelines in the next days. 
>>>>
>>>> Best regards 
>>>>
>>>> Alessandro Tasora 
>>>>
>>>> Il mar 18 apr 2023, 15:31 James Baxter <[email protected]> ha scritto:
>>>>
>>>>> Hello, I am looking to render some vehicle simulations I have made, 
>>>>> and I am finding the built in Irrlicht renderer difficult to use and 
>>>>> lacking some features I need (textures don't apply properly to things 
>>>>> that 
>>>>> aren't geometry primitives, exported frames are all black), so I'm 
>>>>> thinking 
>>>>> setting up a pipeline to a different rendering tool makes more sense.
>>>>>
>>>>> I see that there is some work done on a pipeline for blender, but I'm 
>>>>> having trouble finding any documentation. This page appears to be empty: 
>>>>> https://api.projectchrono.org/development/blender_visualization.html
>>>>>
>>>>> *In general, is there a specific tool that you'd recommend as the 
>>>>> lowest resistance path to being able to render vehicle simulations with 
>>>>> full control over textures, lighting, etc; and is there any code / 
>>>>> documentation you can point me to?*
>>>>>
>>>>> I have found the following, but would like to make sure I'm starting 
>>>>> in the right place so I don't reinvent the wheel
>>>>>
>>>>> https://github.com/projectchrono/chrono/blob/main/src/demos/postprocess/demo_POST_blender1.cpp
>>>>>
>>>>> https://github.com/projectchrono/chrono/tree/main/src/demos/tools/blender_py
>>>>>
>>>>> Thanks,
>>>>> James
>>>>>
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