Nodes/ComfyUI_KubaNodes/kubakub scene render
ComfyUI Node

kubakub scene render

Renders a 3D model of the building from the projector's camera and splits it into regions you can paint. Takes a 3D scene file (.blend .fbx .obj .abc .glb .gltf .stl .ply .usd) and gives the projection view from the file's camera: clay render, metric depth, normals and ID passes (shelves = the facade's depth steps, layers, facing, planes, loose parts, objects / materials / collections). The ID passes are written as a From ID Maps folder: connect 'folder' to kubakub regions from id maps (regions_pass e.g. shelves or parts). Needs Blender 4.x (runs headless). .c4d: export FBX or Alembic from Cinema 4D.

By kubakubkub·Created 15 days ago·Updated 3 days ago· 9
kubakub scene render
  • projector
  • clay
  • ids_preview
  • depth
  • normal
  • coverage
  • folder
  • scene_json
  • report
  • scene
  • depth_gray
◄file►
◄width0►
◄height0►
◄frame-1►
◄passeselements sections floors shelves layers facing planes parts objects materials collections►
◄preview_passshelves►
◄shelf_min_step_m0.050►
◄plane_angle_deg3.0►
◄plane_offset_m0.020►
◄layer_bands_m-0.5 -0.05 0.05 0.5►
◄camera►
◄save_folder►
◄blender_path►
◄unit_scale1.000►
◄min_size_m0.50►
Categorykubakub/3d/scene

Inputs (16)

NameTypeDefaultDescription
fileSTRINGYour scene file: paste its path (Explorer: right click, Copy as path; the quotes are fine). Empty: the built-in sample building, so the node runs as it is.
widthINT00–16384Render width; 0 = the file's render resolution (the matrix size).
heightINT00–16384Render height; 0 = the file's render resolution.
frameINT-1-1–100000Scene frame (animated cameras, Alembic); -1 = the file's current frame.
passesSTRINGelements sections floors shelves layers facing planes parts objects materials collectionsID passes to write, separated by spaces: elements sections floors shelves layers facing planes parts objects materials collections (objects / materials / collections only when the file has more than one). elements = windows, columns, cornices; sections = left / centre / right; floors = the storeys.
preview_passCOMBOshelvesWhich ID pass to show on ids_preview (it is also written when 'passes' does not list it).
shelf_min_step_mFLOAT0.0500.005–2shelves: depth steps closer than this (m) are one shelf.
plane_angle_degFLOAT3.00.1–30planes: neighbour faces within this angle are one plane.
plane_offset_mFLOAT0.0200–1planes: and within this offset (m).
layer_bands_mSTRING-0.5 -0.05 0.05 0.5layers: 4 limits (m, + = towards the camera) relative to the main facade plane -> deep_recess, recess, facade, relief, projection.
cameraoptSTRINGCamera object name. Empty: the file's active camera, else the first camera, else a front camera framing the model (it finds the facade side by itself). A connected projector replaces the file's camera.
save_folderoptSTRINGAlso copy the ID maps, legends, clay and scene.json here (for Houdini / After Effects). Empty: only the temp cache.
blender_pathoptSTRINGblender.exe or its folder. Empty: the blender setting in kubakub.ini or the newest C:\Program Files\Blender Foundation install.
unit_scaleoptFLOAT1.0000.0001–10000Multiplies the model (and the camera position) into metres, e.g. 0.01 for a file in cm. The report warns when the model looks too small or big.
min_size_moptFLOAT0.500–50Pieces smaller than this across the wall (largest of width / height, m) merge into the neighbour they share the longest border with - the crowd cannot read them anyway. 0 = keep everything.
projectoroptKUBA_PROJECTORFrom kubakub projector: where the projector stands (metres from the wall, height, throw). Used instead of the file's camera; set width / height to the projector's resolution.

Outputs (10)

NameTypeDescription
clayIMAGEWorkbench clay render from the projection camera.
ids_previewIMAGEThe preview_pass ID map.
depthIMAGECamera depth, near = bright (turbo colours).
normalIMAGEWorld normals as colours.
coverageMASK1 where the model is (a scope for the region nodes).
folderSTRINGID-map folder -> kubakub regions from id maps.
scene_jsonSTRINGCamera, resolution, names, main plane, shelves.
reportSTRINGFaces, camera, depth range, shelves, ID passes, cache use and the ID-map folder; warns when the model scale looks wrong.
sceneKUBA_SCENE-> kubakub scene measure / kubakub scene preview.
depth_grayIMAGECamera depth as grey, near = white, linear over the model's depth range (for Relief Field and depth nodes).