materials_utils: move to contrib: T63750

This commit is contained in:
Brendon Murphy 2019-05-24 15:58:45 +10:00
parent 4fbdba4b2d
commit 01d80b8f60
Notes: blender-bot 2023-02-14 18:07:13 +01:00
Referenced by commit 802904cf: materials_utils: return to release: T67990 T63750 01d80b8f60
Referenced by commit 802904cf, materials_utils: return to release: T67990 T63750 01d80b8f60
5 changed files with 0 additions and 4819 deletions

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# -*- coding: utf-8 -*-
import bpy
import math
from mathutils import Vector
from bpy.types import Operator
from .warning_messages_utils import (
warning_messages,
c_is_cycles_addon_enabled,
c_data_has_materials,
collect_report,
)
# -----------------------------------------------------------------------------
# Globals
nodesDictionary = None
NODE_FRAME = 'NodeFrame'
BI_MATERIAL_NODE = 'ShaderNodeMaterial'
BI_OUTPUT_NODE = 'ShaderNodeOutput'
TEXTURE_IMAGE_NODE = 'ShaderNodeTexImage'
OUTPUT_NODE = 'ShaderNodeOutputMaterial'
RGB_MIX_NODE = 'ShaderNodeMixRGB'
MAPPING_NODE = 'ShaderNodeMapping'
NORMAL_MAP_NODE = 'ShaderNodeNormalMap'
SHADER_MIX_NODE = 'ShaderNodeMixShader'
SHADER_ADD_NODE = 'ShaderNodeAddShader'
COORD_NODE = 'ShaderNodeTexCoord'
RGB_TO_BW_NODE = 'ShaderNodeRGBToBW'
BSDF_DIFFUSE_NODE = 'ShaderNodeBsdfDiffuse'
BSDF_EMISSION_NODE = 'ShaderNodeEmission'
BSDF_TRANSPARENT_NODE = 'ShaderNodeBsdfTransparent'
BSDF_GLOSSY_NODE = 'ShaderNodeBsdfGlossy'
BSDF_GLASS_NODE = 'ShaderNodeBsdfGlass'
textureNodeSizeX = 150
textureNodeSizeY = 350
# -----------------------------------------------------------------------------
# Functions
def makeTextureNodeDict(cmat):
global nodesDictionary
nodesDictionary = {}
textures = {textureSlot.texture for textureSlot in cmat.texture_slots if textureSlot}
for tex in textures:
texNode = None
if tex.type == 'IMAGE':
texNode = makeNodeUsingImage1(cmat, tex)
if texNode:
nodesDictionary[tex] = texNode
return nodesDictionary
def getTexNodeDic(texture):
return nodesDictionary.get(texture)
def clearNodes(TreeNodes):
TreeNodes.nodes.clear()
def clearCycleMaterial(cmat):
TreeNodes = cmat.node_tree
clearNodes(TreeNodes)
def copyMapping(textureSlot, textureMapping):
textureMapping.scale.x = textureSlot.scale.x
textureMapping.scale.y = textureSlot.scale.y
textureMapping.scale.z = textureSlot.scale.z
def addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, prevTexNode, newTexNode, nodeType, textureIdx):
try:
links = TreeNodes.links
mixRgbNode.name = '{} Mix {:d}'.format(nodeType, textureIdx)
mixRgbNode.blend_type = textureSlot.blend_type
mixRgbNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
links.new(prevTexNode.outputs['Color'], mixRgbNode.inputs['Color2'])
links.new(newTexNode.outputs['Color'], mixRgbNode.inputs['Color1'])
except:
collect_report("ERROR: Failure to find link with a Mix node")
def makeBiNodes(cmat):
# Create Blender Internal Material Nodes
TreeNodes = cmat.node_tree
links = TreeNodes.links
BIFrame = TreeNodes.nodes.new(NODE_FRAME)
BIFrame.name = 'BI Frame'
BIFrame.label = 'BI Material'
biShaderNodeMaterial = TreeNodes.nodes.new(BI_MATERIAL_NODE)
biShaderNodeMaterial.parent = BIFrame
biShaderNodeMaterial.name = 'BI Material'
biShaderNodeMaterial.material = cmat
biShaderNodeMaterial.location = 0, 600
biShaderNodeOutput = TreeNodes.nodes.new(BI_OUTPUT_NODE)
biShaderNodeOutput.parent = BIFrame
biShaderNodeOutput.name = 'BI Output'
biShaderNodeOutput.location = 200, 600
try:
links.new(biShaderNodeMaterial.outputs['Color'], biShaderNodeOutput.inputs['Color'])
links.new(biShaderNodeMaterial.outputs['Alpha'], biShaderNodeOutput.inputs['Alpha'])
except:
collect_report("ERROR: Failure to find links with the BI Shader Material")
def placeNode(node, posX, posY, deltaX, deltaY, countX, countY):
nodeX = posX - (deltaX * countX)
nodeY = posY - (deltaY * countY)
node.location = nodeX, nodeY
def makeImageTextureNode(TreeNodes, img):
texNode = TreeNodes.nodes.new(TEXTURE_IMAGE_NODE)
texNode.image = img
return texNode
def makeNodeUsingImage1(cmat, texture):
TreeNodes = cmat.node_tree
img = texture.image
texNode = makeImageTextureNode(TreeNodes, img)
return texNode
def makeMainShader(TreeNodes):
mainShader = TreeNodes.nodes.new(BSDF_DIFFUSE_NODE)
mainShader.name = 'Diffuse BSDF'
mainShader.location = 0, 0
return mainShader
def makeEmissionShader(TreeNodes):
mainShader = TreeNodes.nodes.new(BSDF_EMISSION_NODE)
mainShader.name = 'Emmission'
mainShader.location = 0, 0
return mainShader
def makeMaterialOutput(TreeNodes):
shout = TreeNodes.nodes.new(OUTPUT_NODE)
shout.location = 200, 0
return shout
def replaceNode(oldNode, newNode):
newNode.location = oldNode.location
try:
for link in oldNode.outputs['BSDF'].links:
link.new(newNode.outputs['BSDF'], link.to_socket)
for link in oldNode.inputs['Color'].links:
link.new(newNode.inputs['Color'], link.from_socket)
for link in oldNode.inputs['Normal'].links:
link.new(newNode.inputs['Normal'], link.from_socket)
except:
collect_report("ERROR: Failure to replace node")
def BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMappingNode):
# Texture Coordinates
linkOutput = None
if textureSlot.texture_coords in {'TANGENT', 'STRESS', 'STRAND'}:
linkOutput = None
elif textureSlot.texture_coords == 'REFLECTION':
linkOutput = 'Reflection'
elif textureSlot.texture_coords == 'NORMAL':
linkOutput = 'Normal'
elif textureSlot.texture_coords == 'WINDOW':
linkOutput = 'Window'
elif textureSlot.texture_coords == 'UV':
linkOutput = 'UV'
elif textureSlot.texture_coords == 'ORCO':
linkOutput = 'Generated'
elif textureSlot.texture_coords == 'OBJECT':
linkOutput = 'Object'
elif textureSlot.texture_coords == 'GLOBAL':
linkOutput = 'Camera'
if linkOutput:
links.new(texCoordNode.outputs[linkOutput], textureMappingNode.inputs['Vector'])
def createDiffuseNodes(cmat, texCoordNode, mainShader, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_color_diffuse)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Diffuse'
if any(textureSlots):
diffuseFrame = TreeNodes.nodes.new(NODE_FRAME)
diffuseFrame.name = '{} Frame'.format(groupName)
diffuseFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
texNode.parent = diffuseFrame
placeNode(texNode, -500 - ((texCount - 1) * 200),
currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
textureMapping = TreeNodes.nodes.new(MAPPING_NODE)
textureMapping.parent = diffuseFrame
renameNode(textureMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
textureMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, textureMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
links.new(textureMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
colorMult = TreeNodes.nodes.new(RGB_MIX_NODE)
colorMult.parent = diffuseFrame
renameNode(colorMult, 'Color Mult', texCount, textureIdx)
colorMult.blend_type = 'MIX'
colorMult.inputs['Fac'].default_value = 1
colorMult.inputs['Color1'].default_value = (1, 1, 1, 1)
colorMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], colorMult.inputs['Color2'])
texNode = colorMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = diffuseFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector(
(max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0)
)
latestNode = mixRgbNode
except:
continue
if latestNode:
links.new(latestNode.outputs['Color'], mainShader.inputs['Color'])
# Y Position next texture node
currPosY = currPosY - (textureNodeSizeY * (texCount))
# BI Material to Cycles - Alpha Transparency
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_alpha)]
texCount = len(textureSlots)
texNode = None
latestNode = None
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating Transparency Nodes for: " + tex_node_name)
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixAlphaNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixAlphaNode.name = 'Alpha Mix {:d}'.format(textureIdx)
mixAlphaNode.blend_type = textureSlot.blend_type
mixAlphaNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
placeNode(mixAlphaNode, -200 - ((texCount - textureIdx - 1) * 200), 400 - 240,
textureNodeSizeX, textureNodeSizeY, 0, 0)
links.new(texNode.outputs['Alpha'], mixAlphaNode.inputs['Color2'])
links.new(latestNode.outputs['Alpha'], mixAlphaNode.inputs['Color1'])
latestNode = mixAlphaNode
except:
continue
if latestNode:
alphaMixShader = TreeNodes.nodes.get('Alpha Mix Shader')
if alphaMixShader:
if latestNode.type == 'TEX_IMAGE':
outputLink = 'Alpha'
else:
outputLink = 'Color'
links.new(latestNode.outputs[outputLink], alphaMixShader.inputs['Fac'])
def createNormalNodes(cmat, texCoordNode, mainShader, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_normal)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Normal'
if any(textureSlots):
normalFrame = TreeNodes.nodes.new(NODE_FRAME)
normalFrame.name = '{} Frame'.format(groupName)
normalFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating Normal Nodes for: " + tex_node_name)
texNode.parent = normalFrame
placeNode(texNode, -500 - ((texCount) * 200), currPosY,
textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
normalMapping = TreeNodes.nodes.new(MAPPING_NODE)
normalMapping.parent = normalFrame
renameNode(normalMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
normalMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, normalMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, normalMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
if texNode.image.image:
texNode.image.colorspace_settings.is_data = True
links.new(normalMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
normalMult = TreeNodes.nodes.new(RGB_MIX_NODE)
normalMult.parent = normalFrame
renameNode(normalMult, 'Normal Mult', texCount, textureIdx)
normalMult.blend_type = 'MIX'
normalMult.inputs['Fac'].default_value = 1
normalMult.inputs['Color1'].default_value = (.5, .5, 1, 1)
normalMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], normalMult.inputs['Color2'])
texNode = normalMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = normalFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector(
(max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0)
)
latestNode = mixRgbNode
except:
continue
if latestNode:
normalMapNode = TreeNodes.nodes.new(NORMAL_MAP_NODE)
normalMapNode.parent = normalFrame
normalMapNode.location = latestNode.location + Vector((200, 0))
links.new(latestNode.outputs['Color'], normalMapNode.inputs['Color'])
links.new(normalMapNode.outputs['Normal'], mainShader.inputs['Normal'])
def createSpecularNodes(cmat, texCoordNode, mainShader, mainDiffuse, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_color_spec)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Specular'
if any(textureSlots):
specularFrame = TreeNodes.nodes.new(NODE_FRAME)
specularFrame.name = '{} Frame'.format(groupName)
specularFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
texNode.parent = specularFrame
placeNode(texNode, -500 - ((texCount) * 200),
currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
specularMapping = TreeNodes.nodes.new(MAPPING_NODE)
specularMapping.parent = specularFrame
renameNode(specularMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
specularMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, specularMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, specularMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
links.new(specularMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
specularMult = TreeNodes.nodes.new(RGB_MIX_NODE)
specularMult.parent = specularFrame
renameNode(specularMult, 'Specular Mult', texCount, textureIdx)
specularMult.blend_type = 'MULTIPLY'
specularMult.inputs['Fac'].default_value = 1
specularMult.inputs['Color1'].default_value = (1, 1, 1, 1)
specularMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], specularMult.inputs['Color2'])
texNode = specularMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = specularFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector(
(max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0)
)
latestNode = mixRgbNode
except:
continue
if latestNode:
try:
glossShader = TreeNodes.nodes.new(BSDF_GLOSSY_NODE)
RGBToBW = TreeNodes.nodes.new(RGB_TO_BW_NODE)
RGBToBW.location = Vector((0, latestNode.location.y)) + Vector((0, 0))
glossShader.location = Vector((0, latestNode.location.y)) + Vector((0, -80))
links.new(latestNode.outputs['Color'], glossShader.inputs['Color'])
links.new(latestNode.outputs['Color'], RGBToBW.inputs['Color'])
outputNode = TreeNodes.nodes.get('Material Output')
spec_mixer_1 = TreeNodes.nodes.new(SHADER_MIX_NODE)
spec_mixer_1.location = outputNode.location
spec_mixer_2 = TreeNodes.nodes.new(SHADER_MIX_NODE)
spec_mixer_2.inputs['Fac'].default_value = .4
spec_mixer_2.location = outputNode.location + Vector((180, 0))
links.new(spec_mixer_1.outputs['Shader'], spec_mixer_2.inputs[2])
links.new(spec_mixer_2.outputs['Shader'], outputNode.inputs['Surface'])
links.new(RGBToBW.outputs['Val'], spec_mixer_1.inputs['Fac'])
links.new(glossShader.outputs['BSDF'], spec_mixer_1.inputs[2])
outputNode.location += Vector((360, 0))
normalMapNode = TreeNodes.nodes.get('Normal Map')
links.new(normalMapNode.outputs['Normal'], glossShader.inputs['Normal'])
if mainDiffuse.type == 'BSDF_DIFFUSE':
outputLink = 'BSDF'
else:
outputLink = 'Shader'
links.new(mainDiffuse.outputs[outputLink], spec_mixer_1.inputs[1])
links.new(mainDiffuse.outputs[outputLink], spec_mixer_2.inputs[1])
except:
return
def createEmissionNodes(cmat, texCoordNode, mainShader, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_emit)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Emission'
if any(textureSlots):
emissionFrame = TreeNodes.nodes.new(NODE_FRAME)
emissionFrame.name = '{} Frame'.format(groupName)
emissionFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
texNode.parent = emissionFrame
placeNode(texNode, -500 - ((texCount) * 200), currPosY,
textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
emissionMapping = TreeNodes.nodes.new(MAPPING_NODE)
emissionMapping.parent = emissionFrame
renameNode(emissionMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
emissionMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, emissionMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, emissionMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
if texNode.image.image:
texNode.image.colorspace_settings.is_data = True
links.new(emissionMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
emissionMult = TreeNodes.nodes.new(RGB_MIX_NODE)
emissionMult.parent = emissionFrame
renameNode(emissionMult, 'Emission Mult', texCount, textureIdx)
emissionMult.blend_type = 'MIX'
emissionMult.inputs['Fac'].default_value = 1
emissionMult.inputs['Color1'].default_value = (0, 0, 0, 1)
emissionMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], emissionMult.inputs['Color2'])
texNode = emissionMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = emissionFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector(
(max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0)
)
latestNode = mixRgbNode
except:
continue
if latestNode:
try:
emissionNode = TreeNodes.nodes.new(BSDF_EMISSION_NODE)
emissionNode.inputs['Strength'].default_value = 1
addShaderNode = TreeNodes.nodes.new(SHADER_ADD_NODE)
addShaderNode.location = materialOutput.location + Vector((0, -100))
xPos = mainShader.location.x
yPos = latestNode.location.y
emissionNode.location = Vector((xPos, yPos))
materialOutput.location += Vector((400, 0))
node = materialOutput.inputs[0].links[0].from_node
node.location += Vector((400, 0))
links.new(latestNode.outputs['Color'], emissionNode.inputs['Color'])
links.new(emissionNode.outputs['Emission'], addShaderNode.inputs[1])
links.new(mainShader.outputs['BSDF'], addShaderNode.inputs[0])
links.new(addShaderNode.outputs['Shader'], node.inputs[2])
except:
return
def renameNode(node, baseName, nodesCount, nodeIndex):
if nodesCount == 1:
node.name = baseName
else:
node.name = '{} {:d}'.format(baseName, nodeIndex + 1)
def hasAlphaTex(cmat):
tex_is_transp = False
for textureSlot in cmat.texture_slots:
if textureSlot:
if textureSlot.use:
if textureSlot.use_map_alpha:
tex_is_transp = tex_is_transp or True
return tex_is_transp
def AutoNode(active=False, operator=None):
collect_report("________________________________________", True, False)
collect_report("START CYCLES CONVERSION")
if active:
materials = [mat for obj in bpy.context.selected_objects if
obj.type == 'MESH' for mat in obj.data.materials]
else:
materials = bpy.data.materials
# No Materials for the chosen action - abort
if not materials:
if operator:
if active:
warning_messages(operator, 'CONV_NO_SEL_MAT', override=True)
else:
warning_messages(operator, 'CONV_NO_SC_MAT', override=True)
return
for cmat in materials:
# check for empty material (it will fall through the first check)
test_empty = getattr(cmat, "name", None)
if test_empty is None:
collect_report("INFO: An empty material was hit, skipping")
continue
else:
cmat.use_nodes = True
clearCycleMaterial(cmat)
makeBiNodes(cmat)
makeCyclesFromBI(cmat)
collect_report("Conversion finished !", False, True)
bpy.context.scene.render.engine = 'CYCLES'
def makeCyclesFromBI(cmat):
mat_name = getattr(cmat, "name", "NO NAME")
collect_report("Converting Material: " + mat_name)
global nodesDictionary
TreeNodes = cmat.node_tree
links = TreeNodes.links
# Convert this material from non-nodes to Cycles nodes
mainShader = None
mainDiffuse = None
Mix_Alpha = None
tex_is_transp = hasAlphaTex(cmat)
cmat_use_transp = cmat.use_transparency and cmat.alpha < 1
cmat_trans_method = cmat.transparency_method
cmat_ior = cmat.raytrace_transparency.ior
cmat_transp_z = cmat_use_transp and cmat_trans_method == 'Z_TRANSPARENCY'
cmat_transp_ray = cmat_use_transp and cmat_trans_method == 'RAYTRACE' and cmat_ior == 1
cmat_mirror = cmat.raytrace_mirror.use
cmat_mirror_fac = cmat.raytrace_mirror.reflect_factor
# Material Shaders
# Diffuse nodes
# --------------------------------------
# Make Diffuse and Output nodes
mainShader = makeMainShader(TreeNodes)
mainShader.inputs['Roughness'].default_value = math.sqrt(max(cmat.specular_intensity, 0.0))
mainDiffuse = mainShader
materialOutput = makeMaterialOutput(TreeNodes)
links.new(mainShader.outputs['BSDF'], materialOutput.inputs['Surface'])
texCoordNode = TreeNodes.nodes.new(COORD_NODE)
texCoordNode.name = 'Texture Coordinate'
# Material Transparent
if not cmat_mirror and cmat_use_transp and tex_is_transp and (cmat_transp_z or cmat_transp_ray):
collect_report("INFO: Make TRANSPARENT material nodes: " + cmat.name)
Mix_Alpha = TreeNodes.nodes.new(SHADER_MIX_NODE)
Mix_Alpha.name = 'Alpha Mix Shader'
Mix_Alpha.location = materialOutput.location
materialOutput.location += Vector((180, 0))
Mix_Alpha.inputs['Fac'].default_value = cmat.alpha
transparentShader = TreeNodes.nodes.new(BSDF_TRANSPARENT_NODE)
transparentShader.location = mainShader.location
mainShader.location += Vector((0, -100))
links.new(transparentShader.outputs['BSDF'], Mix_Alpha.inputs[1])
links.new(mainShader.outputs['BSDF'], Mix_Alpha.inputs[2])
links.new(Mix_Alpha.outputs['Shader'], materialOutput.inputs['Surface'])
mainDiffuse = Mix_Alpha
if cmat_mirror and cmat_mirror_fac > 0.001:
if cmat_use_transp:
# Material Glass
collect_report("INFO: Make GLASS shader node: " + cmat.name)
newShader = TreeNodes.nodes.new(BSDF_GLASS_NODE)
shader = newShader
replaceNode(shader, newShader)
TreeNodes.nodes.remove(shader)
else:
# Material Mirror
collect_report("INFO: Make MIRROR shader node: " + cmat.name)
newShader = TreeNodes.nodes.new(BSDF_GLOSSY_NODE)
shader = newShader
replaceNode(shader, newShader)
TreeNodes.nodes.remove(shader)
nodesDictionary = makeTextureNodeDict(cmat)
# --------------------------------------
# Texture nodes
# BI Material to Cycles - Diffuse Textures
createDiffuseNodes(cmat, texCoordNode, mainShader, materialOutput)
# BI Material to Cycles - Normal map
createNormalNodes(cmat, texCoordNode, mainShader, materialOutput)
# BI Material to Cycles - Specular map
createSpecularNodes(cmat, texCoordNode, mainShader, mainDiffuse, materialOutput)
# BI Material to Cycles - Emission map
createEmissionNodes(cmat, texCoordNode, mainShader, materialOutput)
# Texture coordinates
# list all nodes connected to outputs
mappingNodes = [link.to_node for output in texCoordNode.outputs for link in output.links]
mappingNodesCount = len(mappingNodes)
if mappingNodes:
xList = [node.location.x for node in mappingNodes]
yList = [node.location.y for node in mappingNodes]
minPosX = min(xList) - 400
avgPosY = sum(yList) / mappingNodesCount
texCoordNode.location = Vector((minPosX, avgPosY))
# -----------------------------------------------------------------------------
# Operator Classes
class material_convert_all(Operator):
bl_idname = "xps_tools.convert_to_cycles_all"
bl_label = "Convert All Materials"
bl_description = ("Convert All Materials to BI and Cycles Nodes\n"
"Needs saving the .blend file first")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (bpy.data.filepath != "" and c_is_cycles_addon_enabled() and
c_data_has_materials())
def execute(self, context):
AutoNode(False, self)
return {'FINISHED'}
class material_convert_selected(Operator):
bl_idname = "xps_tools.convert_to_cycles_selected"
bl_label = "Convert All Materials From Selected Objects"
bl_description = ("Convert All Materials on Selected Objects to BI and Cycles Nodes\n"
"Needs saving the .blend file first")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (bpy.data.filepath != "" and c_data_has_materials() and
c_is_cycles_addon_enabled() and
bool(next((obj for obj in context.selected_objects if obj.type == 'MESH'), None))
)
def execute(self, context):
AutoNode(True, self)
return {'FINISHED'}
def register():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()

View File

@ -1,977 +0,0 @@
# gpl: author Silvio Falcinelli. Fixes by angavrilov and others.
# special thanks to user blenderartists.org cmomoney
# -*- coding: utf-8 -*-
import bpy
from os import path as os_path
from bpy.types import Operator
from math import (
log2, ceil, sqrt,
)
from bpy.props import (
BoolProperty,
EnumProperty,
)
from .warning_messages_utils import (
warning_messages,
c_is_cycles_addon_enabled,
c_data_has_materials,
collect_report,
)
# -----------------------------------------------------------------------------
# Globals
# switch for operator's function called after AutoNodeInitiate
CHECK_AUTONODE = False
# set the node color for baked images (default greenish)
NODE_COLOR = (0.32, 0.75, 0.32)
# set the node color for the paint base images (default reddish)
NODE_COLOR_PAINT = (0.6, 0.0, 0.0)
# set the mix node color (default blueish)
NODE_COLOR_MIX = (0.1, 0.7, 0.8)
# color for sculpt/texture painting setting (default clay the last entry is Roughness)
PAINT_SC_COLOR = (0.80, 0.75, 0.54, 0.9)
CLAY_GLOSSY = (0.38, 0.032, 0.023, 1)
# -----------------------------------------------------------------------------
# Functions
def AutoNodeSwitch(renderer="CYCLES", switch="OFF", operator=None):
mats = bpy.data.materials
use_nodes = (True if switch in ("ON") else False)
warn_message = ('BI_SW_NODES_ON' if switch in ("ON") else
'BI_SW_NODES_OFF')
warn_message_2 = ('CYC_SW_NODES_ON' if switch in ("ON") else
'CYC_SW_NODES_OFF')
for cmat in mats:
cmat.use_nodes = use_nodes
renders = ('CYCLES' if renderer and renderer == "CYCLES" else
'BLENDER_RENDER')
bpy.context.scene.render.engine = renders
if operator:
warning_messages(operator, (warn_message_2 if renders in ('CYCLES') else
warn_message))
def SetFakeUserTex():
images = bpy.data.images
for image in images:
has_user = getattr(image, "users", -1)
image_name = getattr(image, "name", "NONAME")
if has_user == 0:
image.use_fake_user = True
collect_report("INFO: Set fake user for unused image: " + image_name)
def BakingText(tex, mode, tex_type=None):
collect_report("INFO: start bake texture named: " + tex.name)
saved_img_path = None
bpy.ops.object.mode_set(mode='OBJECT')
sc = bpy.context.scene
tmat = ''
img = ''
Robj = bpy.context.active_object
for n in bpy.data.materials:
if n.name == 'TMP_BAKING':
tmat = n
if not tmat:
tmat = bpy.data.materials.new('TMP_BAKING')
tmat.name = "TMP_BAKING"
bpy.ops.mesh.primitive_plane_add()
tm = bpy.context.active_object
tm.name = "TMP_BAKING"
tm.data.name = "TMP_BAKING"
bpy.ops.object.select_pattern(extend=False, pattern="TMP_BAKING",
case_sensitive=False)
sc.objects.active = tm
bpy.context.scene.render.engine = 'BLENDER_RENDER'
tm.data.materials.append(tmat)
if len(tmat.texture_slots.items()) == 0:
tmat.texture_slots.add()
tmat.texture_slots[0].texture_coords = 'UV'
tmat.texture_slots[0].use_map_alpha = True
tmat.texture_slots[0].texture = tex.texture
tmat.texture_slots[0].use_map_alpha = True
tmat.texture_slots[0].use_map_color_diffuse = False
tmat.use_transparency = True
tmat.alpha = 0
tmat.use_nodes = False
tmat.diffuse_color = 1, 1, 1
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.unwrap()
# clean up temporary baking images if any
for n in bpy.data.images:
if n.name == 'TMP_BAKING':
n.user_clear()
bpy.data.images.remove(n)
if mode == "ALPHA" and tex.texture.type == 'IMAGE':
sizeX = tex.texture.image.size[0]
sizeY = tex.texture.image.size[1]
else:
bake_size = (int(sc.mat_context_menu.img_bake_size) if
sc.mat_context_menu.img_bake_size else 1024)
sizeX = bake_size
sizeY = bake_size
bpy.ops.image.new(name="TMP_BAKING", width=sizeX, height=sizeY,
color=(0.0, 0.0, 0.0, 1.0), alpha=True, float=False)
sc.render.engine = 'BLENDER_RENDER'
img = bpy.data.images["TMP_BAKING"]
img = bpy.data.images.get("TMP_BAKING")
img.file_format = ("JPEG" if not mode == "ALPHA" else "PNG")
# switch temporarily to 'IMAGE EDITOR', other approaches are not reliable
check_area = False
store_area = bpy.context.area.type
collect_report("INFO: Temporarily switching context to Image Editor")
try:
bpy.context.area.type = 'IMAGE_EDITOR'
bpy.context.area.spaces[0].image = bpy.data.images["TMP_BAKING"]
check_area = True
except:
collect_report("ERROR: Setting to Image Editor failed, Baking aborted")
check_area = False
if check_area:
paths = bpy.path.abspath(sc.mat_context_menu.conv_path)
tex_name = getattr(getattr(tex.texture, "image", None), "name", None)
texture_name = (tex_name.rpartition(".")[0] if tex_name else tex.texture.name)
new_tex_name = "baked"
name_append = ("_BAKING" if mode == "ALPHA" and
tex.texture.type == 'IMAGE' else "_PTEXT")
new_appendix = (".jpg" if not mode == "ALPHA" else ".png")
if name_append in texture_name:
new_tex_name = texture_name
elif tex_type:
new_tex_name = tex_type + name_append
else:
new_tex_name = texture_name + name_append
img.filepath_raw = paths + new_tex_name + new_appendix
saved_img_path = img.filepath_raw
sc.render.bake_type = 'ALPHA'
sc.render.use_bake_selected_to_active = True
sc.render.use_bake_clear = True
# try to bake if it fails give report
try:
bpy.ops.object.bake_image()
img.save()
except:
# no return value, so the image loading is skipped
saved_img_path = None
collect_report("ERROR: Baking could not be completed. "
"Check System Console for info")
if store_area:
bpy.context.area.type = store_area
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.delete()
bpy.ops.object.select_pattern(extend=False, pattern=Robj.name, case_sensitive=False)
sc.objects.active = Robj
img.user_clear()
bpy.data.images.remove(img)
if tmat.users == 0:
bpy.data.materials.remove(tmat)
if saved_img_path:
collect_report("------- Baking finished -------")
return saved_img_path
def AutoNodeInitiate(active=False, operator=None):
# Checks with bpy.ops.material.check_converter_path
# if it's possible to write in the output path
# if it passes proceeds with calling AutoNode
# if CheckImagePath(operator):
check_path = bpy.ops.material.check_converter_path()
global CHECK_AUTONODE
if 'FINISHED' in check_path:
sc = bpy.context.scene
CHECK_AUTONODE = True
collect_report("_______________________", True, False)
AutoNode(active, operator)
if sc.mat_context_menu.SET_FAKE_USER:
SetFakeUserTex()
else:
warning_messages(operator, 'DIR_PATH_CONVERT', override=True)
def AutoNode(active=False, operator=None):
global CHECK_AUTONODE
sc = bpy.context.scene
if active:
# fix for empty slots by angavrilov
mats = [slot.material for slot in bpy.context.active_object.material_slots if
slot.material]
else:
mats = bpy.data.materials
# No Materials for the chosen action - abort
if not mats:
CHECK_AUTONODE = False
if operator:
if active:
act_obj = bpy.context.active_object
warning_messages(operator, 'CONV_NO_OBJ_MAT', act_obj.name)
else:
warning_messages(operator, 'CONV_NO_SC_MAT')
return
for cmat in mats:
# check for empty material (it will fall through the first check)
test_empty = getattr(cmat, "name", None)
if test_empty is None:
collect_report("An empty material was hit, skipping")
continue
cmat.use_nodes = True
TreeNodes = cmat.node_tree
links = TreeNodes.links
# Don't alter nodes of locked materials
locked = False
for n in TreeNodes.nodes:
if n.type == 'ShaderNodeOutputMaterial':
if n.label == 'Locked':
locked = True
break
if not locked:
# Convert this material from non-nodes to Cycles nodes
shader = ''
shtsl = ''
Add_Emission = ''
Add_Translucent = ''
Mix_Alpha = ''
sT = False
# check if some link creation failed
link_fail = False
for n in TreeNodes.nodes:
TreeNodes.nodes.remove(n)
# Starting point is diffuse BSDF and output material and a Color Ramp node
shader = TreeNodes.nodes.new('ShaderNodeBsdfDiffuse')
shader.location = 10, 10
shader_val = TreeNodes.nodes.new('ShaderNodeValToRGB')
shader_val.location = 0, -200
shout = TreeNodes.nodes.new('ShaderNodeOutputMaterial')
shout.location = 200, 10
try:
links.new(shader.outputs[0], shout.inputs[0])
links.new(shader.inputs[0], shader_val.outputs[0])
except:
link_fail = True
# Create other shader types only sculpt/texture paint mode is False
sculpt_paint = sc.mat_context_menu.SCULPT_PAINT
if sculpt_paint is False:
cmat_is_transp = cmat.use_transparency and cmat.alpha < 1
if not cmat.raytrace_mirror.use and not cmat_is_transp:
if not shader.type == 'ShaderNodeBsdfDiffuse':
collect_report("INFO: Make DIFFUSE shader node for: " + cmat.name)
TreeNodes.nodes.remove(shader)
shader = TreeNodes.nodes.new('ShaderNodeBsdfDiffuse')
shader.location = 10, 10
try:
links.new(shader.outputs[0], shout.inputs[0])
except:
link_fail = True
if cmat.raytrace_mirror.use and cmat.raytrace_mirror.reflect_factor > 0.001 and cmat_is_transp:
if not shader.type == 'ShaderNodeBsdfGlass':
collect_report("INFO: Make GLASS shader node for: " + cmat.name)
TreeNodes.nodes.remove(shader)
shader = TreeNodes.nodes.new('ShaderNodeBsdfGlass')
shader.location = 0, 100
try:
links.new(shader.outputs[0], shout.inputs[0])
except:
link_fail = True
if cmat.raytrace_mirror.use and not cmat_is_transp and cmat.raytrace_mirror.reflect_factor > 0.001:
if not shader.type == 'ShaderNodeBsdfGlossy':
collect_report("INFO: Make MIRROR shader node for: " + cmat.name)
TreeNodes.nodes.remove(shader)
shader = TreeNodes.nodes.new('ShaderNodeBsdfGlossy')
shader.location = 0, 10
try:
links.new(shader.outputs[0], shout.inputs[0])
except:
link_fail = True
if cmat.emit > 0.001:
if (not shader.type == 'ShaderNodeEmission' and not
cmat.raytrace_mirror.reflect_factor > 0.001 and not cmat_is_transp):
collect_report("INFO: Mix EMISSION shader node for: " + cmat.name)
TreeNodes.nodes.remove(shader)
shader = TreeNodes.nodes.new('ShaderNodeEmission')
shader.location = 0, 200
try:
links.new(shader.outputs[0], shout.inputs[0])
except:
link_fail = True
else:
if not Add_Emission:
collect_report("INFO: Add EMISSION shader node for: " + cmat.name)
shout.location = 600, 100
Add_Emission = TreeNodes.nodes.new('ShaderNodeAddShader')
Add_Emission.location = 370, 100
shem = TreeNodes.nodes.new('ShaderNodeEmission')
shem.location = 0, 200
try:
links.new(Add_Emission.outputs[0], shout.inputs[0])
links.new(shem.outputs[0], Add_Emission.inputs[1])
links.new(shader.outputs[0], Add_Emission.inputs[0])
except:
link_fail = True
shem.inputs['Color'].default_value = (cmat.diffuse_color.r,
cmat.diffuse_color.g,
cmat.diffuse_color.b, 1)
shem.inputs['Strength'].default_value = cmat.emit
if cmat.translucency > 0.001:
collect_report("INFO: Add BSDF_TRANSLUCENT shader node for: " + cmat.name)
shout.location = 770, 330
Add_Translucent = TreeNodes.nodes.new('ShaderNodeAddShader')
Add_Translucent.location = 580, 490
shtsl = TreeNodes.nodes.new('ShaderNodeBsdfTranslucent')
shtsl.location = 400, 350
try:
links.new(Add_Translucent.outputs[0], shout.inputs[0])
links.new(shtsl.outputs[0], Add_Translucent.inputs[1])
if Add_Emission:
links.new(Add_Emission.outputs[0], Add_Translucent.inputs[0])
else:
links.new(shader.outputs[0], Add_Translucent.inputs[0])
except:
link_fail = True
shtsl.inputs['Color'].default_value = (cmat.translucency,
cmat.translucency,
cmat.translucency, 1)
if sculpt_paint is False:
shader.inputs['Color'].default_value = (cmat.diffuse_color.r,
cmat.diffuse_color.g,
cmat.diffuse_color.b, 1)
else:
# Create Clay Material (Diffuse, Glossy, Layer Weight)
shader.inputs['Color'].default_value = PAINT_SC_COLOR
shader.inputs['Roughness'].default_value = 0.9486
# remove Color Ramp and links from the default shader and reroute
try:
shout.location = 400, 0
for link in links:
links.remove(link)
clay_frame = TreeNodes.nodes.new('NodeFrame')
clay_frame.name = 'Clay Material'
clay_frame.label = 'Clay Material'
sh_glossy = TreeNodes.nodes.new('ShaderNodeBsdfGlossy')
sh_glossy.location = 0, 200
sh_glossy.inputs['Color'].default_value = CLAY_GLOSSY
sh_mix = TreeNodes.nodes.new('ShaderNodeMixShader')
sh_mix.location = 200, 0
sh_weight = TreeNodes.nodes.new('ShaderNodeLayerWeight')
sh_weight.location = 0, 350
links.new(sh_mix.outputs[0], shout.inputs[0])
links.new(sh_weight.outputs[1], sh_mix.inputs[0])
links.new(shader.outputs[0], sh_mix.inputs[1])
links.new(sh_glossy.outputs[0], sh_mix.inputs[2])
# set frame as parent to everything
for clay_node in (shader, sh_glossy, sh_mix, sh_weight):
clay_node.parent = clay_frame
except:
collect_report("ERROR: Failure to create Clay Material")
if not sculpt_paint:
if shader.type == 'ShaderNodeBsdfDiffuse':
shader.inputs['Roughness'].default_value = cmat.specular_intensity
if shader.type == 'ShaderNodeBsdfGlossy':
shader.inputs['Roughness'].default_value = sqrt(max(1 - cmat.raytrace_mirror.gloss_factor, 0.0))
if shader.type == 'ShaderNodeBsdfGlass':
shader.inputs['Roughness'].default_value = sqrt(max(1 - cmat.raytrace_mirror.gloss_factor, 0.0))
shader.inputs['IOR'].default_value = cmat.raytrace_transparency.ior
if shader.type == 'ShaderNodeEmission':
shader.inputs['Strength'].default_value = cmat.emit
# texture presence check
is_textures = False
for tex in cmat.texture_slots:
if tex:
if not is_textures:
is_textures = True
break
if is_textures:
# collect the texture nodes created
# for spreading a bit the texture nodes
tex_node_collect = []
sM = True
for tex in cmat.texture_slots:
sT = False
tex_use = getattr(tex, "use", None)
baked_path = None
if tex_use:
tex_node_loc = -200, 450
ma_alpha = getattr(tex, "use_map_alpha", None)
sM = (False if ma_alpha else True)
img = None
if tex.texture.type == 'IMAGE':
if sc.mat_context_menu.EXTRACT_ALPHA and tex.texture.use_alpha:
if (not
os_path.exists(bpy.path.abspath(tex.texture.image.filepath + "_BAKING.png")) or
sc.mat_context_menu.EXTRACT_OW):
baked_path = BakingText(tex, 'ALPHA')
if baked_path:
try:
img = bpy.data.images.load(baked_path)
collect_report("INFO: Loading Baked texture path:")
collect_report(baked_path)
except:
collect_report("ERROR: Baked image could not be loaded")
else:
has_image = getattr(tex.texture, "image", None)
if has_image:
img = has_image
if img:
img_name = (img.name if hasattr(img, "name") else "NO NAME")
shtext = TreeNodes.nodes.new('ShaderNodeTexImage')
shtext.location = tex_node_loc
shtext.hide = True
shtext.width_hidden = 150
shtext.image = img
shtext.name = img_name
shtext.label = "Image " + img_name
if baked_path:
shtext.use_custom_color = True
shtext.color = NODE_COLOR
collect_report("INFO: Creating Image Node for image: " + img_name)
tex_node_collect.append(shtext)
sT = True
else:
collect_report("ERROR: A problem occurred with loading an image for {} "
"(possibly missing)".format(tex.texture.name))
else:
if sc.mat_context_menu.EXTRACT_PTEX or (sc.mat_context_menu.EXTRACT_ALPHA and ma_alpha):
if (not os_path.exists(bpy.path.abspath(tex.texture.name + "_PTEXT.jpg")) or
sc.mat_context_menu.EXTRACT_OW):
tex_type = tex.texture.type.lower()
collect_report("Attempting to Extract Procedural Texture type: " + tex_type)
baked_path = BakingText(tex, 'PTEX', tex_type)
if baked_path:
try:
img = bpy.data.images.load(baked_path)
collect_report("Loading Baked texture path:")
collect_report(baked_path)
img_name = (img.name if hasattr(img, "name") else "NO NAME")
shtext = TreeNodes.nodes.new('ShaderNodeTexImage')
shtext.location = tex_node_loc
shtext.hide = True
shtext.width_hidden = 150
shtext.image = img
shtext.name = img_name
shtext.label = "Baked Image " + img_name
shtext.use_custom_color = True
shtext.color = NODE_COLOR
collect_report("Creating Image Node for baked image: " + img_name)
tex_node_collect.append(shtext)
sT = True
except:
collect_report("ERROR: Failure to load baked image: " + img_name)
else:
collect_report("ERROR: Failure during baking, no images loaded")
if sculpt_paint is False:
if (cmat_is_transp and cmat.raytrace_transparency.ior == 1 and
not cmat.raytrace_mirror.use and sM):
if not shader.type == 'ShaderNodeBsdfTransparent':
collect_report("INFO: Make TRANSPARENT shader node for: " + cmat.name)
TreeNodes.nodes.remove(shader)
shader = TreeNodes.nodes.new('ShaderNodeBsdfTransparent')
shader.location = 0, 470
try:
links.new(shader.outputs[0], shout.inputs[0])
except:
link_fail = True
shader.inputs['Color'].default_value = (cmat.diffuse_color.r,
cmat.diffuse_color.g,
cmat.diffuse_color.b, 1)
if sT and sculpt_paint is False:
if tex.use_map_color_diffuse:
try:
links.new(shtext.outputs[0], shader.inputs[0])
except:
pass
if tex.use_map_emit:
if not Add_Emission:
collect_report("INFO: Mix EMISSION + Texture shader node for: " + cmat.name)
intensity = 0.5 + (tex.emit_factor / 2)
shout.location = 550, 330
Add_Emission = TreeNodes.nodes.new('ShaderNodeAddShader')
Add_Emission.name = "Add_Emission"
Add_Emission.location = 370, 490
shem = TreeNodes.nodes.new('ShaderNodeEmission')
shem.location = 180, 380
try:
links.new(Add_Emission.outputs[0], shout.inputs[0])
links.new(shem.outputs[0], Add_Emission.inputs[1])
links.new(shader.outputs[0], Add_Emission.inputs[0])
links.new(shtext.outputs[0], shem.inputs[0])
except:
link_fail = True
shem.inputs['Color'].default_value = (cmat.diffuse_color.r,
cmat.diffuse_color.g,
cmat.diffuse_color.b, 1)
shem.inputs['Strength'].default_value = intensity * 2
if tex.use_map_mirror:
try:
links.new(shtext.outputs[0], shader.inputs[0])
except:
link_fail = True
if tex.use_map_translucency:
if not Add_Translucent:
collect_report("INFO: Add Translucency + Texture shader node for: " + cmat.name)
intensity = 0.5 + (tex.emit_factor / 2)
shout.location = 550, 330
Add_Translucent = TreeNodes.nodes.new('ShaderNodeAddShader')
Add_Translucent.name = "Add_Translucent"
Add_Translucent.location = 370, 290
shtsl = TreeNodes.nodes.new('ShaderNodeBsdfTranslucent')
shtsl.location = 180, 240
try:
links.new(shtsl.outputs[0], Add_Translucent.inputs[1])
if Add_Emission:
links.new(Add_Translucent.outputs[0], shout.inputs[0])
links.new(Add_Emission.outputs[0], Add_Translucent.inputs[0])
pass
else:
links.new(Add_Translucent.outputs[0], shout.inputs[0])
links.new(shader.outputs[0], Add_Translucent.inputs[0])
links.new(shtext.outputs[0], shtsl.inputs[0])
except:
link_fail = True
if tex.use_map_alpha:
if not Mix_Alpha:
collect_report("INFO: Mix Alpha + Texture shader node for: " + cmat.name)
shout.location = 750, 330
Mix_Alpha = TreeNodes.nodes.new('ShaderNodeMixShader')
Mix_Alpha.name = "Add_Alpha"
Mix_Alpha.location = 570, 290
sMask = TreeNodes.nodes.new('ShaderNodeBsdfTransparent')
sMask.location = 250, 180
tMask, imask = None, None
# search if the texture node already exists, if not create
nodes = getattr(cmat.node_tree, "nodes", None)
img_name = getattr(img, "name", "NO NAME")
for node in nodes:
if type(node) == bpy.types.ShaderNodeTexImage:
node_name = getattr(node, "name")
if img_name in node_name:
tMask = node
collect_report("INFO: Using existing Texture Node for Mask: " + node_name)
break
if tMask is None:
tMask = TreeNodes.nodes.new('ShaderNodeTexImage')
tMask.location = tex_node_loc
tex_node_collect.append(tMask)
try:
file_path = getattr(img, "filepath", None)
if file_path:
imask = bpy.data.images.load(file_path)
else:
imask = bpy.data.images.get(img_name)
collect_report("INFO: Attempting to load image for Mask: " + img_name)
except:
collect_report("ERROR: Failure to load image for Mask: " + img_name)
if imask:
tMask.image = imask
if tMask:
try:
links.new(Mix_Alpha.inputs[0], tMask.outputs[1])
links.new(shout.inputs[0], Mix_Alpha.outputs[0])
links.new(sMask.outputs[0], Mix_Alpha.inputs[1])
if not Add_Translucent:
if Add_Emission:
links.new(Mix_Alpha.inputs[2], Add_Emission.outputs[0])
else:
links.new(Mix_Alpha.inputs[2], shader.outputs[0])
else:
links.new(Mix_Alpha.inputs[2], Add_Translucent.outputs[0])
except:
link_fail = True
else:
collect_report("ERROR: Mix Alpha could not be created "
"(mask image could not be loaded)")
if tex.use_map_normal:
t = TreeNodes.nodes.new('ShaderNodeRGBToBW')
t.location = -0, 300
try:
links.new(t.outputs[0], shout.inputs[2])
links.new(shtext.outputs[1], t.inputs[0])
except:
link_fail = True
if sculpt_paint:
try:
# create a new image for texture painting and make it active
img_size = (int(sc.mat_context_menu.img_bake_size) if
sc.mat_context_menu.img_bake_size else 1024)
paint_mat_name = getattr(cmat, "name", "NO NAME")
paint_img_name = "Paint Base Image {}".format(paint_mat_name)
bpy.ops.image.new(name=paint_img_name, width=img_size, height=img_size,
color=(1.0, 1.0, 1.0, 1.0), alpha=True, float=False)
img = bpy.data.images.get(paint_img_name)
img_name = (img.name if hasattr(img, "name") else "NO NAME")
shtext = TreeNodes.nodes.new('ShaderNodeTexImage')
shtext.hide = True
shtext.width_hidden = 150
shtext.location = tex_node_loc
shtext.image = img
shtext.name = img_name
shtext.label = "Paint: " + img_name
shtext.use_custom_color = True
shtext.color = NODE_COLOR_PAINT
shtext.select = True
collect_report("INFO: Creating Image Node for Painting: " + img_name)
collect_report("WARNING: Don't forget to save it on Disk")
tex_node_collect.append(shtext)
except:
collect_report("ERROR: Failed to create image and node for Texture Painting")
# spread the texture nodes, create node frames if necessary
# create texture coordinate and mapping too
row_node = -1
tex_node_collect_size = len(tex_node_collect)
median_point = ((tex_node_collect_size / 2) * 100)
check_frame = bool(tex_node_collect_size > 1)
node_frame, tex_map = None, None
node_f_coord, node_f_mix = None, None
tex_map_collection, tex_map_coord = [], None
tree_size, tree_tex_start = 0, 0
if check_frame:
node_frame = TreeNodes.nodes.new('NodeFrame')
node_frame.name = 'Converter Textures'
node_frame.label = 'Converter Textures'
node_f_coord = TreeNodes.nodes.new('NodeFrame')
node_f_coord.name = "Coordinates"
node_f_coord.label = "Coordinates"
node_f_mix = TreeNodes.nodes.new('NodeFrame')
node_f_mix.name = "Mix"
node_f_mix.label = "Mix"
if tex_node_collect:
tex_map_coord = TreeNodes.nodes.new('ShaderNodeTexCoord')
tex_map_coord.location = -900, 575
# precalculate the depth of the inverted tree
tree_size = int(ceil(log2(tex_node_collect_size)))
# offset the start of the mix nodes by the depth of the tree
tree_tex_start = ((tree_size + 1) * 150)
for node_tex in tex_node_collect:
row_node += 1
col_node_start = (median_point - (-(row_node * 50) + median_point))
tex_node_row = tree_tex_start + 300
mix_node_row = tree_tex_start + 620
tex_node_loc = (-(tex_node_row), col_node_start)
try:
node_tex.location = tex_node_loc
if check_frame:
node_tex.parent = node_frame
else:
node_tex.hide = False
tex_node_name = getattr(node_tex, "name", "NO NAME")
tex_map_name = "Mapping: {}".format(tex_node_name)
tex_map = TreeNodes.nodes.new('ShaderNodeMapping')
tex_map.location = (-(mix_node_row), col_node_start)
tex_map.width = 240
tex_map.hide = True
tex_map.width_hidden = 150
tex_map.name = tex_map_name
tex_map.label = tex_map_name
tex_map_collection.append(tex_map)
links.new(tex_map.outputs[0], node_tex.inputs[0])
except:
link_fail = True
continue
if tex_map_collection:
tex_mix_start = len(tex_map_collection) / 2
row_map_start = -(tree_tex_start + 850)
if tex_map_coord:
tex_map_coord.location = (row_map_start,
(median_point - (tex_mix_start * 50)))
for maps in tex_map_collection:
try:
if node_f_coord:
maps.parent = node_f_coord
else:
maps.hide = False
links.new(maps.inputs[0], tex_map_coord.outputs['UV'])
except:
link_fail = True
continue
# create mix nodes to connect texture nodes to the shader input
# sculpt mode doesn't need them
if check_frame and not sculpt_paint:
mix_node_pairs = loop_node_from_list(TreeNodes, links, tex_node_collect,
0, tree_tex_start, median_point, node_f_mix)
for n in range(1, tree_size):
mix_node_pairs = loop_node_from_list(TreeNodes, links, mix_node_pairs,
n, tree_tex_start, median_point, node_f_mix)
try:
for node in mix_node_pairs:
links.new(node.outputs[0], shader.inputs[0])
except:
link_fail = True
mix_node_pairs = []
tex_node_collect, tex_map_collection = [], []
if link_fail:
collect_report("ERROR: Some of the node links failed to connect")
else:
collect_report("No textures in the Scene, no Image Nodes to add")
bpy.context.scene.render.engine = 'CYCLES'
def loop_node_from_list(TreeNodes, links, node_list, loc, start, median_point, frame):
row = 1
mix_nodes = []
node_list_size = len(node_list)
tuplify = [tuple(node_list[s:s + 2]) for s in range(0, node_list_size, 2)]
for nodes in tuplify:
row += 1
create_mix = create_mix_node(TreeNodes, links, nodes, loc, start,
median_point, row, frame)
if create_mix:
mix_nodes.append(create_mix)
return mix_nodes
def create_mix_node(TreeNodes, links, nodes, loc, start, median_point, row, frame):
mix_node = TreeNodes.nodes.new('ShaderNodeMixRGB')
mix_node.name = "MIX level: " + str(loc)
mix_node.label = "MIX level: " + str(loc)
mix_node.use_custom_color = True
mix_node.color = NODE_COLOR_MIX
mix_node.hide = True
mix_node.width_hidden = 75
if frame:
mix_node.parent = frame
mix_node.location = -(start - loc * 175), ((median_point / 4) + (row * 50))
try:
if len(nodes) > 1:
links.new(nodes[0].outputs[0], mix_node.inputs["Color2"])
links.new(nodes[1].outputs[0], mix_node.inputs["Color1"])
elif len(nodes) == 1:
links.new(nodes[0].outputs[0], mix_node.inputs["Color1"])
except:
collect_report("ERROR: Link failed for mix node {}".format(mix_node.label))
return mix_node
def unwrap_active_object(context):
enable_unwrap = context.scene.mat_context_menu.UV_UNWRAP
if enable_unwrap:
obj_name = getattr(context.active_object, "name", "UNNAMED OBJECT")
try:
# it's possible that the active object would fail UV Unwrap
bpy.ops.object.editmode_toggle()
bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
bpy.ops.object.editmode_toggle()
collect_report("INFO: UV Unwrapping active object {}".format(obj_name))
except:
collect_report("ERROR: UV Unwrapping failed for "
"active object {}".format(obj_name))
# -----------------------------------------------------------------------------
# Operator Classes
class mllock(Operator):
bl_idname = "ml.lock"
bl_label = "Lock"
bl_description = "Lock/unlock this material against modification by conversions"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (c_is_cycles_addon_enabled() and c_data_has_materials())
def execute(self, context):
cmat = bpy.context.selected_objects[0].active_material
TreeNodes = cmat.node_tree
for n in TreeNodes.nodes:
if n.type == 'ShaderNodeOutputMaterial':
n.label = "" if n.label == "Locked" else "Locked"
return {'FINISHED'}
class mlrefresh(Operator):
bl_idname = "ml.refresh"
bl_label = "Convert All Materials"
bl_description = ("Convert All Materials in the scene from non-nodes to Cycles\n"
"Needs saving the .blend file first")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (bpy.data.filepath != "" and c_is_cycles_addon_enabled() and
c_data_has_materials())
def execute(self, context):
AutoNodeInitiate(False, self)
if CHECK_AUTONODE is True:
unwrap_active_object(context)
collect_report("Conversion finished !", False, True)
return {'FINISHED'}
class mlrefresh_active(Operator):
bl_idname = "ml.refresh_active"
bl_label = "Convert All Materials From Active Object"
bl_description = ("Convert all Active Object's Materials from non-nodes to Cycles\n"
"Needs saving the .blend file first")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (bpy.data.filepath != "" and c_is_cycles_addon_enabled() and
c_data_has_materials() and context.active_object is not None)
def execute(self, context):
AutoNodeInitiate(True, self)
if CHECK_AUTONODE is True:
unwrap_active_object(context)
collect_report("Conversion finished !", False, True)
return {'FINISHED'}
class mlrestore(Operator):
bl_idname = "ml.restore"
bl_label = "Switch Between Renderers"
bl_description = ("Switch between Renderers \n"
"(Doesn't create new nor converts existing materials)")
bl_options = {'REGISTER', 'UNDO'}
switcher: BoolProperty(
name="Use Nodes",
description="When restoring, switch Use Nodes On/Off",
default=True
)
renderer: EnumProperty(
name="Renderer",
description="Choose Cycles or Blender Internal",
items=(
('CYCLES', "Cycles", "Switch to Cycles"),
('BI', "Blender Internal", "Switch to Blender Internal")
),
default='CYCLES',
)
@classmethod
def poll(cls, context):
return c_is_cycles_addon_enabled()
def execute(self, context):
switch = "ON" if self.switcher else "OFF"
AutoNodeSwitch(self.renderer, switch, self)
return {'FINISHED'}
def register():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()

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@ -1,127 +0,0 @@
# gpl: author Yadoob
# -*- coding: utf-8 -*-
import bpy
from bpy.types import (
Operator,
Panel,
)
from bpy.props import (
BoolProperty,
StringProperty,
)
from .warning_messages_utils import (
warning_messages,
c_data_has_images,
)
class TEXTURE_OT_patern_rename(Operator):
bl_idname = "texture.patern_rename"
bl_label = "Texture Renamer"
bl_description = ("Replace the Texture names pattern with the attached Image ones\n"
"Works on all Textures (Including Brushes)\n"
"The First field - the name pattern to replace\n"
"The Second - search for existing names")
bl_options = {'REGISTER', 'UNDO'}
def_name = "Texture" # default name
is_not_undo = False # prevent drawing props on undo
named: StringProperty(
name="Search for name",
description="Enter the name pattern or choose the one from the dropdown list below",
default=def_name
)
replace_all: BoolProperty(
name="Replace all",
description="Replace all the Textures in the data with the names of the images attached",
default=False
)
@classmethod
def poll(cls, context):
return c_data_has_images()
def draw(self, context):
layout = self.layout
if not self.is_not_undo:
layout.label(text="*Only Undo is available*", icon="INFO")
return
layout.prop(self, "replace_all")
box = layout.box()
box.enabled = not self.replace_all
box.prop(self, "named", text="Name pattern", icon="SYNTAX_ON")
box = layout.box()
box.enabled = not self.replace_all
box.prop_search(self, "named", bpy.data, "textures")
def invoke(self, context, event):
self.is_not_undo = True
return context.window_manager.invoke_props_dialog(self)
def check(self, context):
return self.is_not_undo
def execute(self, context):
errors = [] # collect texture names without images attached
tex_count = len(bpy.data.textures)
for texture in bpy.data.textures:
try:
is_allowed = self.named in texture.name if not self.replace_all else True
if texture and is_allowed and texture.type in {"IMAGE"}:
textname = ""
img = (bpy.data.textures[texture.name].image if bpy.data.textures[texture.name] else None)
if not img:
errors.append(str(texture.name))
for word in img.name:
if word != ".":
textname = textname + word
else:
break
texture.name = textname
if texture.type != "IMAGE": # rename specific textures as clouds, environment map...
texture.name = texture.type.lower()
except:
continue
if tex_count == 0:
warning_messages(self, 'NO_TEX_RENAME')
elif errors:
warning_messages(self, 'TEX_RENAME_F', errors, 'TEX')
# reset name to default
self.named = self.def_name
self.is_not_undo = False
return {'FINISHED'}
class TEXTURE_PT_rename_panel(Panel):
bl_label = "Texture Rename"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
def draw(self, context):
layout = self.layout
layout.operator("texture.patern_rename")
def register():
bpy.utils.register_class(TEXTURE_OT_patern_rename)
bpy.utils.register_class(TEXTURE_PT_rename_panel)
def unregister():
bpy.utils.unregister_class(TEXTURE_PT_rename_panel)
bpy.utils.unregister_class(TEXTURE_OT_patern_rename)
if __name__ == "__main__":
register()

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@ -1,181 +0,0 @@
# gpl: author lijenstina
# -*- coding: utf-8 -*-
import bpy
# Globals #
# change the name for the properties settings
MAT_SPEC_NAME = "materials_context_menu"
# collect messages for the report operator
COLLECT_REPORT = []
# Functions
def warning_messages(operator=None, warn='DEFAULT', object_name="", is_mat=None,
fake="", override=False):
# Enter warning messages to the message dictionary
# warn - if nothing passed falls back to DEFAULT
# a list of strings can be passed and concatenated in obj_name too
# is_mat a switch to change to materials or textures for obj_name('MAT','TEX', 'FILE', None)
# fake - optional string that can be passed
# MAX_COUNT - max members of an list to be displayed in UI report
# override - important messages that should be enabled, no matter the setting
# pass the show_warnings bool to enable/disable them
addon = bpy.context.preferences.addons[MAT_SPEC_NAME]
get_warn = addon.preferences.show_warnings if addon else False
show_warn = get_warn if override is False else override
if show_warn and operator:
obj_name = ""
MAX_COUNT = 6
gramma_s, gramma_p = " - has ", " - have "
if is_mat:
if is_mat in ('MAT'):
gramma_s, gramma_p = " - Material has ", " - Materials have "
elif is_mat in ('TEX'):
gramma_s, gramma_p = " - Texture has ", " - Textures have "
elif is_mat in ('FILE'):
gramma_s, gramma_p = " - File ", " - Files "
# print the whole list in the console if abbreviated
obj_size_big = False
if object_name:
if type(object_name) is list:
obj_name = ", ".join(object_name)
obj_size = len(object_name)
# compare string list size
if (1 < obj_size <= MAX_COUNT):
obj_name = "{}{}".format(obj_name, gramma_p)
elif (obj_size > MAX_COUNT):
abbrevation = ("(Multiple)" if is_mat else "(Multiple Objects)")
obj_size_big = True
obj_name = "{}{}".format(abbrevation, gramma_p)
elif (obj_size == 1):
obj_name = "{}{}".format(obj_name, gramma_s)
else:
obj_name = "{}{}".format(object_name, gramma_s)
message = {
'DEFAULT': "No editable selected objects, could not finish",
'PLACEHOLDER': "{}{}".format(warn, " - Message key is not present in the warning_message_utils"),
'RMV_EDIT': "{}{}".format(obj_name, "Unable to remove material slot in edit mode)"),
'A_OB_MIX_NO_MAT': "{}{}".format(obj_name, "No Material applied. Object type can't have materials"),
'A_MAT_NAME_EDIT': "{}{}".format(obj_name, " been applied to selection"),
'C_OB_NO_MAT': "{}{}".format(obj_name, "No Materials. Unused material slots are "
"not cleaned"),
'C_OB_MIX_NO_MAT': "{}{}".format(obj_name, "No Materials or an Object type that "
"can't have Materials (Clean Material Slots)"),
'C_OB_MIX_SLOT_MAT': "{}{}".format(obj_name, "No Materials or only empty Slots are removed "
"(Clean Material Slots)"),
'R_OB_NO_MAT': "{}{}".format(obj_name, "No Materials. Nothing to remove"),
'R_OB_FAIL_MAT': "{}{}".format(obj_name, "Failed to remove materials - (Operator Error)"),
'R_NO_SL_MAT': "No Selection. Material slots are not removed",
'R_ALL_SL_MAT': "All materials removed from selected objects",
'R_ALL_NO_MAT': "Object(s) have no materials to remove",
'R_ACT_MAT': "{}{}".format(obj_name, "Removed active Material"),
'R_ACT_MAT_ALL': "{}{}".format(obj_name, "Removed all Material from the Object"),
'SL_MAT_EDIT_BY_NAME': "{}{}{}".format("Geometry with the Material ", obj_name, "been selected"),
'SL_MAT_BY_NAME': "{}{}{}".format("Objects with the Material ", obj_name, "been selected"),
'OB_CANT_MAT': "{}{}".format(obj_name, "Object type that can't have Materials"),
'REP_MAT_NONE': "Replace Material: No materials replaced",
'FAKE_SET_ON': "{}{}{}".format(obj_name, "set Fake user ", fake),
'FAKE_SET_OFF': "{}{}{}".format(obj_name, "disabled Fake user ", fake),
'FAKE_NO_MAT': "Fake User Settings: Object(s) with no Materials or no changes needed",
'CPY_MAT_MIX_OB': "Copy Materials to others: Some of the Object types can't have Materials",
'CPY_MAT_ONE_OB': "Copy Materials to others: Only one object selected",
'CPY_MAT_FAIL': "Copy Materials to others: (Operator Error)",
'CPY_MAT_DONE': "Materials are copied from active to selected objects",
'TEX_MAT_NO_SL': "Texface to Material: No Selected Objects",
'TEX_MAT_NO_CRT': "{}{}".format(obj_name, "not met the conditions for the tool (UVs, Active Images)"),
'MAT_TEX_NO_SL': "Material to Texface: No Selected Objects",
'MAT_TEX_NO_MESH': "{}{}".format(obj_name, "not met the conditions for the tool (Mesh)"),
'MAT_TEX_NO_MAT': "{}{}".format(obj_name, "not met the conditions for the tool (Material)"),
'BI_SW_NODES_OFF': "Switching to Blender Render, Use Nodes disabled",
'BI_SW_NODES_ON': "Switching to Blender Render, Use Nodes enabled",
'CYC_SW_NODES_ON': "Switching back to Cycles, Use Nodes enabled",
'CYC_SW_NODES_OFF': "Switching back to Cycles, Use Nodes disabled",
'TEX_RENAME_F': "{}{}".format(obj_name, "no Images assigned, skipping"),
'NO_TEX_RENAME': "No Textures in Data, nothing to rename",
'DIR_PATH_W_ERROR': "ERROR: Directory without writing privileges",
'DIR_PATH_N_ERROR': "ERROR: Directory not existing",
'DIR_PATH_A_ERROR': "ERROR: Directory not accessible",
'DIR_PATH_W_OK': "Directory has writing privileges",
'DIR_PATH_CONVERT': "Conversion Cancelled. Problem with chosen Directory, check System Console",
'DIR_PATH_EMPTY': "File Path is empty. Please save the .blend file first",
'MAT_LINK_ERROR': "{}{}".format(obj_name, "not be renamed or set as Base(s)"),
'MAT_LINK_NO_NAME': "No Base name given, No changes applied",
'MOVE_SLOT_UP': "{}{}".format(obj_name, "been moved on top of the stack"),
'MOVE_SLOT_DOWN': "{}{}".format(obj_name, "been moved to the bottom of the stack"),
'MAT_TRNSP_BACK': "{}{}".format(obj_name, "been set with Alpha connected to Front/Back Geometry node"),
'E_MAT_TRNSP_BACK': "Transparent back (BI): Failure to set the action",
'CONV_NO_OBJ_MAT': "{}{}".format(obj_name, "has no Materials. Nothing to convert"),
'CONV_NO_SC_MAT': "No Materials in the Scene. Nothing to convert",
'CONV_NO_SEL_MAT': "No Materials on Selected Objects. Nothing to convert",
}
# doh! did we passed an non existing dict key
warn = (warn if warn in message else 'PLACEHOLDER')
operator.report({'INFO'}, message[warn])
if obj_size_big is True:
print("\n[Materials Utils Specials]:\nFull list for the Info message is:\n\n",
" ".join(names + "," + "\n" * ((i + 1) % 10 == 0) for i, names in enumerate(object_name)),
"\n")
# restore settings if overridden
if override:
addon.preferences.show_warnings = get_warn
def collect_report(collection="", is_start=False, is_final=False):
# collection passes a string for appending to COLLECT_REPORT global
# is_final switches to the final report with the operator in __init__
global COLLECT_REPORT
scene = bpy.context.scene.mat_context_menu
use_report = scene.enable_report
if is_start:
# there was a crash somewhere before the is_final call
COLLECT_REPORT = []
if collection and type(collection) is str:
if use_report:
COLLECT_REPORT.append(collection)
print(collection)
if is_final and use_report:
# final operator pass uses * as delimiter for splitting into new lines
messages = "*".join(COLLECT_REPORT)
bpy.ops.mat_converter.reports('INVOKE_DEFAULT', message=messages)
COLLECT_REPORT = []
def c_is_cycles_addon_enabled():
# checks if Cycles is enabled thanks to ideasman42
return ('cycles' in bpy.context.preferences.addons.keys())
def c_data_has_materials():
# check for material presence in data
return (len(bpy.data.materials) > 0)
def c_obj_data_has_materials(obj):
# check for material presence in object's data
matlen = 0
if obj:
matlen = len(obj.data.materials)
return (matlen > 0)
def c_data_has_images():
# check for image presence in data
return (len(bpy.data.images) > 0)