carla/Docs/tuto_G_texture_streaming.md

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Docs preview (#4983) * add UE4 warning * fixed UE4 build warning * removed file * created inst seg tutorial * added instance segmentation image * added to index * fix * added menu entries * texture streaming tutorial * reorganised instance segmentation tutorial * texture tutorial revision * typos * typos * added PIL link * added tooltip * remove tooltip image * replace tooltip image * removed tooltip image * added tooltip image * replaced image * texture streaming tutorial update * started pedestrian bones tutorial * added image * updates * updates * added download link for skeleton.txt * fixed link * fixed link * completed pedestrian tutorial * small change * small fix * TM tutorial * added new gif * typo * finished TM tutorial * small edit * small edit * typo * pygame tutorial * added gif to pygame tutorial * corrected gif location * replaced manual_control.gif * typos * fixed pygame tutorial * import numpy * pedestrian tutorial corrections * corrected pedestrian bones tutorial * added actors and blueprints * indexed getting started tutorial * fixed links * index.md refactor * mkdocs.yml nav refactor * mkdocs.yml syntax error * main docs refactor * new documentation structure * content authoring tutorials * content authoring tutorial * content authoring * latest changes * vehicle authoring tutorial * finished vehicle content tutorial * finished vehicles tutorial * adjusted outline * finalise authoring tutorials * rearrange index.md * extended index.md * change mkdocs format * update jinja version * bounding box tutorial * fix stray files * remove changes in build.sh * proof read * guillermo's pr edits * bbox tutorial changes * guillermo's pr edits 1 * added modeling guidelines and blender add on * added COCO export format * added bounding boxes to tutorials * merged bounding box tutorial Co-authored-by: germanros1987 <38517452+germanros1987@users.noreply.github.com>
2022-04-14 18:38:49 +08:00
# Change textures through the API
The CARLA API can be used to modify asset textures during runtime. In this tutorial, we will learn how to select an asset then modify it's texture while the CARLA simulation is running.
## Select an asset in the Unreal Editor
Firstly, we need to load the Unreal Editor and load a CARLA map, follow the instructions for Linux or Windows to build CARLA from source and build and launch the Unreal Editor. Let's open the editor with Town 10 loaded (the default town) and select a building to work with:
![select_building](../img/tuto_G_texture_streaming/building_selected.png)
We have selected __BP_Apartment04_v05_Opt__ for texture manipulation, the name can be seen in the World Outliner panel. __Make sure to hover over the name in the World Outliner and use the name defined in the tooltip__. The the internal name may differ from the title displayed in the list. In this case, the internal name is actually __BP_Apartment04_v05_Opt_2__.
Docs preview (#4983) * add UE4 warning * fixed UE4 build warning * removed file * created inst seg tutorial * added instance segmentation image * added to index * fix * added menu entries * texture streaming tutorial * reorganised instance segmentation tutorial * texture tutorial revision * typos * typos * added PIL link * added tooltip * remove tooltip image * replace tooltip image * removed tooltip image * added tooltip image * replaced image * texture streaming tutorial update * started pedestrian bones tutorial * added image * updates * updates * added download link for skeleton.txt * fixed link * fixed link * completed pedestrian tutorial * small change * small fix * TM tutorial * added new gif * typo * finished TM tutorial * small edit * small edit * typo * pygame tutorial * added gif to pygame tutorial * corrected gif location * replaced manual_control.gif * typos * fixed pygame tutorial * import numpy * pedestrian tutorial corrections * corrected pedestrian bones tutorial * added actors and blueprints * indexed getting started tutorial * fixed links * index.md refactor * mkdocs.yml nav refactor * mkdocs.yml syntax error * main docs refactor * new documentation structure * content authoring tutorials * content authoring tutorial * content authoring * latest changes * vehicle authoring tutorial * finished vehicle content tutorial * finished vehicles tutorial * adjusted outline * finalise authoring tutorials * rearrange index.md * extended index.md * change mkdocs format * update jinja version * bounding box tutorial * fix stray files * remove changes in build.sh * proof read * guillermo's pr edits * bbox tutorial changes * guillermo's pr edits 1 * added modeling guidelines and blender add on * added COCO export format * added bounding boxes to tutorials * merged bounding box tutorial Co-authored-by: germanros1987 <38517452+germanros1987@users.noreply.github.com>
2022-04-14 18:38:49 +08:00
![tooltip](../img/tuto_G_texture_streaming/tooltip.png)
## Export a texture to work with
Now that we have selected a building, we can modify the texture used to control the building's appearance. With the building selected, in the details panel you will see some of the details of the asset, such as location, rotation and scale. Click on __Static Mesh (inherited)__ to open the mesh properties, then in the Static Mesh section of the panel click the magnifying glass icon. This brings up the materials and textures belonging to the asset into focus in the Content Browser. In this case, we want to inspect the __T_Apartment04_D_Opt__ texture. If you double click the texture, you can inspect it in the Unreal Editor, however, in this instance we want to export it so we can modify it. Right click and choose *Asset Actions > Export*. Save the file in an appropriate format (we choose the TGA format here).
![texture_export](../img/tuto_G_texture_streaming/texture_export.png)
Open the exported texture in your preferred image manipulation software and edit the texture as needed. In the image below, the original texture is visible in the top half, the lower half shows the modified texture.
![textures](../img/tuto_G_texture_streaming/textures.png)
Export your modified texture into an appropriate location and then open up a code editor to run some Python to update the texture in the running CARLA simulation.
## Update the texture through the API
If you havent already, launch the CARLA simulation, either from the command line, or launch the simulation within the Unreal Editor. We will use the [__Python Imaging Library (PIL)__](https://pillow.readthedocs.io/en/stable/) to read the texture from the image file we exported from our image manipulation software.
## Connect to the simulator
```py
import carla
from PIL import Image
# Connect to client
client = carla.Client('127.0.0.1', 2000)
client.set_timeout(2.0)
```
## Update the texture
After loading the modified image, instantiate a [carla.TextureColor](python_api.md#carla.TextureColor) object and populate the pixel data from the loaded image.
Use the `apply_color_texture_to_object(...)` method of the [carla.World](python_api.md#carla.World) object to update the texture. You should see the texture update in the UE4 spectator view.
```py
# Load the modified texture
image = Image.open('BP_Apartment04_v05_modified.tga')
height = image.size[1]
width = image.size[0]
# Instantiate a carla.TextureColor object and populate
# the pixels with data from the modified image
texture = carla.TextureColor(width ,height)
for x in range(0,width):
for y in range(0,height):
color = image.getpixel((x,y))
r = int(color[0])
g = int(color[1])
b = int(color[2])
a = 255
texture.set(x, y, carla.Color(r,g,b,a))
# Now apply the texture to the building asset
world.apply_color_texture_to_object('BP_Apartment04_v05_Opt_2', carla.MaterialParameter.Diffuse, texture)
```
![texture_change](../img/tuto_G_texture_streaming/texture_change.gif)
## Find object names through the API
To find objects without relying on the Unreal Editor, you can also use `world.get_names_of_all_objects()` to query object names. By using Python's inbuilt `filter(...)` method you can zero in on your target object.
```py
# Filter world objects for those with 'Apartment' in the name
list(filter(lambda k: 'Apartment' in k, world.get_names_of_all_objects()))
```