fudan-generative-vision / champ

Champ: Controllable and Consistent Human Image Animation with 3D Parametric Guidance
https://fudan-generative-vision.github.io/champ/
MIT License
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Questions about smpl_rendering.blend #102

Closed TianQi-777 closed 5 months ago

TianQi-777 commented 6 months ago

Thank you for your sharing.

I want to know how smpl_rendering.blend is obtained. I ran render_condition_maps.py and found that the depth map and mask map are blender's built-in codes (The implementation for extracting depth map and mask map is not clearly defined in the render_condition_maps.py, and only two output paths are provided. i.e., Depth Output and Mask Output). What should I do if I want to edit and customize the content in smpl_rendering.blend? Is there any corresponding instructions or tutorial links?

Looking forward to your reply :)

jiangzhengkai commented 6 months ago

Same problems.

Leoooo333 commented 5 months ago

Hi there. The smpl_rendering.blend is a blender file with necessary rendering settings inside. Actually I uses different blender nodes to build up Physically Based Rending with Cycle Engine inside the Blender file. You can open it in Blender GUI and modify them. I would suggest for basic knowledge in Blender Material Node and Blender Composite Node if you like.

  1. Actually the Normal and Semantic could be found as Materials in Blender shading. Normal here is physically corrected in Cycle Engine. The Semantic map is rendering with vertex color shader. image

  2. Open Blender compositing to find the depth and mask and visualized_imgs. Blender will render RGB and Alpha and Depth within one pass. So I move the depth and mask into Blender compositor. Mask is just a alpha channel stored in gray scale. Depth here is normalized to [0,1]. You can customize the composite node in Blender GUI. image

TianQi-777 commented 5 months ago

Thanks for your quick reply and sharing :)