Hi James,

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. [...]
I will look at it when I find some spare time. Thanks for reporting bugs.
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?

Yes, all times you perform the chrono_import menu, it clears the previous data and loads the new data.

Few caveats, anyway: it is not 100% sure that there will be "leftovers" at each call to chrono_import... to be on the safe side, you might run the Blender menus under  File/Cleanup/... that remove orphan objects that are not referenced anymore.

Also, here when I want to be completely sure to start from scratch, I really close and restart Blender.


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?

Yes, this is the expected performance caused by Blender instantiating/uninstantiating objects, even if the adoption of non-mutable assets should make things speedier. I think that until it drops to 1 fps, it is still acceptable as Blender is used for hi quality renderings, rather then for interactive viewing. The problem is when it becomes even slower, so also the GUI of Blender starts to act as "freezing" and it becomes not so manageable.

best regards

Alessandro



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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