Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BPyRender.py « bpymodules « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 951e1ae6300030e769ec3f22fc4c3c334a470753 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
import Blender
from Blender import Scene, sys, Camera, Object, Image
from Blender.Scene import Render
Vector= Blender.Mathutils.Vector


def extFromFormat(format):
	if format == Render.TARGA: return 'tga'
	if format == Render.RAWTGA: return 'tga'
	if format == Render.HDR: return 'hdr'
	if format == Render.PNG: return 'png'
	if format == Render.BMP: return 'bmp'
	if format == Render.JPEG: return 'jpg'
	if format == Render.HAMX: return 'ham'
	if format == Render.TIFF: return 'tif'
	if format == Render.CINEON: return 'cine'
	if format == Render.DPX: return 'tif'
	if format == Render.OPENEXR: return 'exr'
	if format == Render.IRIS: return 'rgb'
	return ''

	

def imageFromObjectsOrtho(objects, path, width, height, smooth, alpha= True, camera_matrix= None, format=Render.PNG):
	'''
	Takes any number of objects and renders them on the z axis, between x:y-0 and x:y-1
	Usefull for making images from a mesh without per pixel operations
	- objects must be alredy placed
	- smooth, anti alias True/False
	- path renders to a PNG image
	- alpha weather to render background as alpha
	
	returns the blender image
	'''
	ext = '.' + extFromFormat(format)
	print ext
	# remove an extension if its alredy there
	if path.lower().endswith(ext):
		path= path[:-4] 
	
	path_expand= sys.expandpath(path) + ext
	
	print path_expand, 'path'
	
	# Touch the path
	try:
		f= open(path_expand, 'w')
		f.close()
	except:
		raise 'Error, could not write to path:' + path_expand
	
	
	# RENDER THE FACES.
	scn= Scene.GetCurrent()
	render_scn= Scene.New()
	render_scn.makeCurrent()
	render_scn.Layers |= (1<<20)-1 # all layers enabled
	 
	# Add objects into the current scene
	for ob in objects:
		render_scn.link(ob)
	
	render_context= render_scn.getRenderingContext()
	render_context.setRenderPath('') # so we can ignore any existing path and save to the abs path.
	
	
	render_context.imageSizeX(width)
	render_context.imageSizeY(height)
	
	if smooth:
		render_context.enableOversampling(True) 
		render_context.setOversamplingLevel(16)
	else:
		render_context.enableOversampling(False) 
	
	render_context.setRenderWinSize(100)
	render_context.setImageType(format)
	render_context.enableExtensions(True) 
	#render_context.enableSky() # No alpha needed.
	if alpha:
		render_context.alphaMode= 1
		render_context.enableRGBAColor()
	else:
		render_context.alphaMode= 0
		render_context.enableRGBColor()
	
	render_context.displayMode= 0 # fullscreen
	
	# New camera and object
	render_cam_data= Camera.New('ortho')
	render_cam_ob= Object.New('Camera')
	render_cam_ob.link(render_cam_data)
	render_scn.link(render_cam_ob)
	render_scn.objects.camera = render_cam_ob
	
	render_cam_data.type= 'ortho'
	
	
	
	# Position the camera
	if camera_matrix:
		render_cam_ob.setMatrix(camera_matrix)
		# We need to take into account the matrix scaling when setting the size
		# so we get the image bounds defined by the matrix
		# first get the x and y factors from the matrix.
		# To render the correct dimensions we must use the aspy and aspy to force the matrix scale to
		# override the aspect enforced by the width and weight.
		cent= Vector() * camera_matrix
		xvec= Vector(1,0,0) * camera_matrix
		yvec= Vector(0,1,0) * camera_matrix
		# zvec= Vector(0,0,1) * camera_matrix
		xlen = (cent-xvec).length # half height of the image
		ylen = (cent-yvec).length # half width of the image
		# zlen = (cent-zvec).length # dist to place the camera? - just use the loc for now.
		
		
		# less then 1.0 portrate, 1.0 or more is portrate
		asp_cam_mat= xlen/ylen # divide by zero? - possible but scripters fault.
		asp_image_res= float(width)/height
		#print 'asp quad', asp_cam_mat, 'asp_image', asp_image_res
		#print 'xylen', xlen, ylen, 'w/h', width, height
		# Setup the aspect
		
		if asp_cam_mat > asp_image_res:
			# camera is wider then image res.
			# to make the image wider, reduce the aspy
			asp_diff= asp_image_res/asp_cam_mat
			min_asp= asp_diff * 200
			#print 'X', min_asp
			
		elif asp_cam_mat < asp_image_res: # asp_cam_mat < asp_image_res
			# camera is narrower then image res
			# to make the image narrower, reduce the aspx
			asp_diff= asp_cam_mat/asp_image_res
			min_asp= asp_diff * 200
			#print 'Y', min_asp
		else:
			min_asp= 200
		
		# set the camera size
		if xlen > ylen:
			if asp_cam_mat > asp_image_res:
				render_context.aspectX= 200 # get the greatest range possible
				render_context.aspectY= min_asp # get the greatest range possible
			else:
				render_context.aspectY= 200 # get the greatest range possible
				render_context.aspectX= min_asp # get the greatest range possible
			#print "xlen bigger"
			render_cam_data.scale= xlen * 2
		elif xlen < ylen:# ylen is bigger
			if asp_cam_mat > asp_image_res:
				render_context.aspectX= 200 # get the greatest range possible
				render_context.aspectY= min_asp # get the greatest range possible
			else:
				render_context.aspectY= 200 # get the greatest range possible
				render_context.aspectX= min_asp # get the greatest range possible
			#print "ylen bigger"
			render_cam_data.scale= ylen *2 
		else:
			# asppect 1:1
			#print 'NOLEN Bigger'
			render_cam_data.scale= xlen * 2

		#print xlen, ylen, 'xlen, ylen'
		
	else:
		if width > height:
			min_asp = int((float(height) / width) * 200)
			render_context.aspectX= min_asp
			render_context.aspectY= 200
		else:
			min_asp = int((float(width) / height) * 200)
			render_context.aspectX= 200
			render_context.aspectY= min_asp
		
		
		render_cam_data.scale= 1.0
		render_cam_ob.LocZ= 1.0
		render_cam_ob.LocX= 0.5
		render_cam_ob.LocY= 0.5
	
	Blender.Window.RedrawAll()
	
	render_context.render()
	render_context.saveRenderedImage(path)
	Render.CloseRenderWindow()
	#if not B.sys.exists(PREF_IMAGE_PATH_EXPAND):
	#	raise 'Error!!!'
	
	scn.makeCurrent()
	Scene.Unlink(render_scn)
	
	# NOW APPLY THE SAVED IMAGE TO THE FACES!
	#print PREF_IMAGE_PATH_EXPAND
	try:
		target_image= Image.Load(path_expand)
		return target_image
	except:
		raise 'Error: Could not render or load the image at path "%s"' % path_expand
		return



#-----------------------------------------------------------------------------#
# UV Baking functions, make a picture from mesh(es) uvs                       #
#-----------------------------------------------------------------------------#

def mesh2uv(me_s, PREF_SEL_FACES_ONLY=False):
	'''
	Converts a uv mapped mesh into a 2D Mesh from UV coords.
	returns a triple -
	(mesh2d, face_list, col_list)
	"mesh" is the new mesh and...
	"face_list" is the faces that were used to make the mesh,
	"material_list" is a list of materials used by each face
	These are in alligned with the meshes faces, so you can easerly copy data between them
	
	'''
	render_me= Blender.Mesh.New()
	render_me.verts.extend( [Vector(0,0,0),] ) # 0 vert uv bugm dummy vert
	face_list= []
	material_list= []
	for me in me_s:
		me_materials= me.materials
		if PREF_SEL_FACES_ONLY:
			me_faces= [f for f in me.faces if f.sel]
		else:
			me_faces= me.faces
		
		face_list.extend(me_faces)
		
		# Dittro
		if me_materials:
			material_list.extend([me_materials[f.mat] for f in me_faces])
		else:
			material_list.extend([None]*len(me_faces))
		
	# Now add the verts
	render_me.verts.extend( [ Vector(uv.x, uv.y, 0) for f in face_list for uv in f.uv ] )
	
	# Now add the faces
	tmp_faces= []
	vert_offset= 1
	for f in face_list:
		tmp_faces.append( [ii+vert_offset for ii in xrange(len(f))] )
		vert_offset+= len(f)
	
	render_me.faces.extend(tmp_faces)
	render_me.faceUV=1
	return render_me, face_list, material_list


def uvmesh_apply_normals(render_me, face_list):
	'''Worldspace normals to vertex colors'''
	for i, f in enumerate(render_me.faces):
		face_orig= face_list[i]
		f_col= f.col
		for j, v in enumerate(face_orig):
			c= f_col[j]
			nx, ny, nz= v.no
			c.r= int((nx+1)*128)-1
			c.g= int((ny+1)*128)-1
			c.b= int((nz+1)*128)-1

def uvmesh_apply_image(render_me, face_list):
	'''Copy the image and uvs from the original faces'''
	for i, f in enumerate(render_me.faces):
		f.uv= face_list[i].uv
		f.image= face_list[i].image


def uvmesh_apply_vcol(render_me, face_list):
	'''Copy the vertex colors from the original faces'''
	for i, f in enumerate(render_me.faces):
		face_orig= face_list[i]
		f_col= f.col
		for j, c_orig in enumerate(face_orig.col):
			c= f_col[j]
			c.r= c_orig.r
			c.g= c_orig.g
			c.b= c_orig.b

def uvmesh_apply_matcol(render_me, material_list):
	'''Get the vertex colors from the original materials'''
	for i, f in enumerate(render_me.faces):
		mat_orig= material_list[i]
		f_col= f.col
		if mat_orig:
			for c in f_col:
				c.r= int(mat_orig.R*255)
				c.g= int(mat_orig.G*255)
				c.b= int(mat_orig.B*255)
		else:
			for c in f_col:
				c.r= 255
				c.g= 255
				c.b= 255

def uvmesh_apply_col(render_me, color):
	'''Get the vertex colors from the original materials'''
	r,g,b= color
	for i, f in enumerate(render_me.faces):
		f_col= f.col
		for c in f_col:
			c.r= r
			c.g= g
			c.b= b


def vcol2image(me_s,\
	PREF_IMAGE_PATH,\
	PREF_IMAGE_SIZE,\
	PREF_IMAGE_BLEED,\
	PREF_IMAGE_SMOOTH,\
	PREF_IMAGE_WIRE,\
	PREF_IMAGE_WIRE_INVERT,\
	PREF_IMAGE_WIRE_UNDERLAY,\
	PREF_USE_IMAGE,\
	PREF_USE_VCOL,\
	PREF_USE_MATCOL,\
	PREF_USE_NORMAL,\
	PREF_USE_TEXTURE,\
	PREF_SEL_FACES_ONLY):
	
	
	def rnd_mat():
		render_mat= Blender.Material.New()
		mode= render_mat.mode
		
		# Dont use lights ever
		mode |= Blender.Material.Modes.SHADELESS
		
		if PREF_IMAGE_WIRE:
			# Set the wire color
			if PREF_IMAGE_WIRE_INVERT:
				render_mat.rgbCol= (1,1,1)
			else:
				render_mat.rgbCol= (0,0,0)
			
			mode |= Blender.Material.Modes.WIRE
		if PREF_USE_VCOL or PREF_USE_MATCOL or PREF_USE_NORMAL: # both vcol and material color use vertex cols to avoid the 16 max limit in materials
			mode |= Blender.Material.Modes.VCOL_PAINT
		if PREF_USE_IMAGE:
			mode |= Blender.Material.Modes.TEXFACE
		
		# Copy back the mode
		render_mat.mode |= mode
		return render_mat
	
	
	render_me, face_list, material_list= mesh2uv(me_s, PREF_SEL_FACES_ONLY)

	# Normals exclude all others
	if PREF_USE_NORMAL:
		uvmesh_apply_normals(render_me, face_list)
	else:
		if PREF_USE_IMAGE:
			uvmesh_apply_image(render_me, face_list)
			uvmesh_apply_vcol(render_me, face_list)
	
		elif PREF_USE_VCOL:
			uvmesh_apply_vcol(render_me, face_list)
		
		elif PREF_USE_MATCOL:
			uvmesh_apply_matcol(render_me, material_list)
		
		elif PREF_USE_TEXTURE:
			# if we have more then 16 materials across all the mesh objects were stuffed :/
			# get unique materials
			tex_unique_materials= dict([(mat.name, mat) for mat in material_list]).values()[:16] # just incase we have more then 16 
			tex_me= Blender.Mesh.New()
			
			# Backup the original shadless setting
			tex_unique_materials_shadeless= [ mat.mode & Blender.Material.Modes.SHADELESS for mat in tex_unique_materials ]
			
			# Turn shadeless on
			for mat in tex_unique_materials:
				mat.mode |= Blender.Material.Modes.SHADELESS
			
			# Assign materials
			render_me.materials= tex_unique_materials
			
			
			
			tex_material_indicies= dict([(mat.name, i) for i, mat in enumerate(tex_unique_materials)])
			
			tex_me.verts.extend([Vector(0,0,0),]) # dummy
			tex_me.verts.extend( [ Vector(v.co) for f in face_list for v in f ] )
			
			# Now add the faces
			tmp_faces= []
			vert_offset= 1
			for f in face_list:
				tmp_faces.append( [ii+vert_offset for ii in xrange(len(f))] )
				vert_offset+= len(f)
			
			tex_me.faces.extend(tmp_faces)
			
			# Now we have the faces, put materials and normal, uvs into the mesh
			if len(tex_me.faces) != len(face_list):
				# Should never happen
				raise "Error face length mismatch"
			
			# Copy data to the mesh that could be used as texture coords
			for i, tex_face in enumerate(tex_me.faces):
				orig_face= face_list[i]
				
				# Set the material index
				try:
					render_face.mat= tex_material_indicies[ material_list[i].name ]
				except:
					# more then 16 materials
					pass
				
				
				# set the uvs on the texmesh mesh
				tex_face.uv= orig_face.uv
				
				orig_face_v= orig_face.v
				# Set the normals
				for j, v in enumerate(tex_face):
					v.no= orig_face_v[j].no
			
			# Set the texmesh
			render_me.texMesh= tex_me
		# END TEXMESH
			
			
	# Handel adding objects
	render_ob= Blender.Object.New('Mesh')
	render_ob.link(render_me)
	
	if not PREF_USE_TEXTURE: # textures use the original materials
		render_me.materials= [rnd_mat()]
	
	
	obs= [render_ob]
	
	
	if PREF_IMAGE_WIRE_UNDERLAY:
		# Make another mesh with the material colors
		render_me_under, face_list, material_list= mesh2uv(me_s, PREF_SEL_FACES_ONLY)
		
		uvmesh_apply_matcol(render_me_under, material_list)
		
		# Handel adding objects
		render_ob= Blender.Object.New('Mesh')
		render_ob.link(render_me_under)
		render_ob.LocZ= -0.01
		
		# Add material and disable wire
		mat= rnd_mat()
		mat.rgbCol= 1,1,1
		mat.alpha= 0.5
		mat.mode &= ~Blender.Material.Modes.WIRE
		mat.mode |= Blender.Material.Modes.VCOL_PAINT
		
		render_me_under.materials= [mat]
		
		obs.append(render_ob)
		
	elif PREF_IMAGE_BLEED and not PREF_IMAGE_WIRE:
		# EVIL BLEEDING CODE!! - Just do copys of the mesh and place behind. Crufty but better then many other methods I have seen. - Cam
		BLEED_PIXEL= 1.0/PREF_IMAGE_SIZE
		z_offset= 0.0
		for i in xrange(PREF_IMAGE_BLEED):
			for diag1, diag2 in ((-1,-1),(-1,1),(1,-1),(1,1), (1,0), (0,1), (-1,0), (0, -1)): # This line extends the object in 8 different directions, top avoid bleeding.
				
				render_ob= Blender.Object.New('Mesh')
				render_ob.link(render_me)
				
				render_ob.LocX= (i+1)*diag1*BLEED_PIXEL
				render_ob.LocY= (i+1)*diag2*BLEED_PIXEL
				render_ob.LocZ= -z_offset
				
				obs.append(render_ob)
				z_offset += 0.01
	
	
	
	image= imageFromObjectsOrtho(obs, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_SIZE, PREF_IMAGE_SMOOTH)
	
	# Clear from memory as best as we can
	render_me.verts= None
	
	if PREF_IMAGE_WIRE_UNDERLAY:
		render_me_under.verts= None
	
	if PREF_USE_TEXTURE:
		tex_me.verts= None
		# Restire Shadeless setting
		for i, mat in enumerate(tex_unique_materials):
			# we know there all on so turn it off of its not set
			if not tex_unique_materials_shadeless[i]:
				mat.mode &= ~Blender.Material.Modes.SHADELESS
	
	return image

def bakeToPlane(sce, ob_from, width, height, bakemodes, axis='z', margin=0, depth=32):
	'''
	Bakes terrain onto a plane from one object
	sce - scene to bake with
	ob_from - mesh object
	width/height - image size
	bakemodes - list of baking modes to use, Blender.Scene.Render.BakeModes.NORMALS, Blender.Scene.Render.BakeModes.AO ... etc
	axis - axis to allign the plane to.
	margin - margin setting for baking.
	depth - bit depth for the images to bake into, (32 or 128 for floating point images)
	Example:
		import Blender
		from Blender import *
		import BPyRender
		sce = Scene.GetCurrent()
		ob = Object.Get('Plane')
		BPyRender.bakeToPlane(sce, ob, 512, 512, [Scene.Render.BakeModes.DISPLACEMENT, Scene.Render.BakeModes.NORMALS], 'z', 8 )
	'''
	
	# Backup bake settings
	rend = sce.render
	BACKUP_bakeDist = rend.bakeDist
	BACKUP_bakeBias = rend.bakeBias
	BACKUP_bakeMode = rend.bakeMode
	BACKUP_bakeClear = rend.bakeClear
	BACKUP_bakeMargin = rend.bakeMargin
	BACKUP_bakeToActive = rend.bakeToActive
	BACKUP_bakeNormalize = rend.bakeNormalize
	
	# Backup object selection
	BACKUP_obsel = list(sce.objects.selected)
	BACKUP_obact = sce.objects.active
	
	# New bake settings
	rend.bakeClear = True
	rend.bakeMargin = margin
	rend.bakeToActive  = True
	rend.bakeNormalize = True
	
	# Assume a mesh
	me_from = ob_from.getData(mesh=1)
	
	xmin = ymin = zmin = 10000000000
	xmax = ymax = zmax =-10000000000
	
	# Dont trust bounding boxes :/
	#bounds = ob_from.boundingBox
	#for v in bounds:
	#	x,y,z = tuple(v)
	mtx = ob_from.matrixWorld
	for v in me_from.verts:
		x,y,z = tuple(v.co*mtx)
		
		xmax = max(xmax, x)
		ymax = max(ymax, y)
		zmax = max(zmax, z)
		
		xmin = min(xmin, x)
		ymin = min(ymin, y)
		zmin = min(zmin, z)
	
	if axis=='x':
		xmed = (xmin+xmax)/2.0
		co1 = (xmed, ymin, zmin)
		co2 = (xmed, ymin, zmax)
		co3 = (xmed, ymax, zmax)
		co4 = (xmed, ymax, zmin)
		rend.bakeDist = ((xmax-xmin)/2.0) + 0.000001 # we need a euler value for this since it 
	elif axis=='y':
		ymed = (ymin+ymax)/2.0
		co1 = (xmin, ymed, zmin)
		co2 = (xmin, ymed, zmax)
		co3 = (xmax, ymed, zmax)
		co4 = (xmax, ymed, zmin)
		rend.bakeDist = ((ymax-ymin)/2.0) + 0.000001
	elif axis=='z':
		zmed = (zmin+zmax)/2.0
		co1 = (xmin, ymin, zmed)
		co2 = (xmin, ymax, zmed)
		co3 = (xmax, ymax, zmed)
		co4 = (xmax, ymin, zmed)
		rend.bakeDist = ((zmax-zmin)/2.0) + 0.000001
	else:
		raise "invalid axis"
	me_plane = Blender.Mesh.New()
	ob_plane = Blender.Object.New('Mesh')
	ob_plane.link(me_plane)
	sce.objects.link(ob_plane)
	ob_plane.Layers = ob_from.Layers
	
	ob_from.sel = 1 # make active
	sce.objects.active = ob_plane
	ob_plane.sel = 1
	
	me_plane.verts.extend([co4, co3, co2, co1])
	me_plane.faces.extend([(0,1,2,3)])
	me_plane.faceUV = True
	me_plane_face = me_plane.faces[0]
	uvs = me_plane_face.uv
	uvs[0].x = 0.0;	uvs[0].y = 0.0
	uvs[1].x = 0.0;	uvs[1].y = 1.0
	uvs[2].x = 1.0;	uvs[2].y = 1.0
	uvs[3].x = 1.0;	uvs[3].y = 0.0
	
	images_return = []
	
	for mode in bakemodes:
		img = Blender.Image.New('bake', width, height, depth)
		
		me_plane_face.image = img
		rend.bakeMode = mode
		rend.bake()
		images_return.append( img )
	
	# Restore bake settings
	#'''
	rend.bakeDist = BACKUP_bakeDist
	rend.bakeBias = BACKUP_bakeBias
	rend.bakeMode = BACKUP_bakeMode
	rend.bakeClear = BACKUP_bakeClear
	rend.bakeMargin = BACKUP_bakeMargin
	rend.bakeToActive = BACKUP_bakeToActive
	rend.bakeNormalize = BACKUP_bakeNormalize
	
	
	# Restore obsel
	sce.objects.selected = BACKUP_obsel
	sce.objects.active = BACKUP_obact
	
	me_plane.verts = None
	sce.objects.unlink(ob_plane)
	#'''
	
	return images_return