materials_utils: move to contrib: T63750
This commit is contained in:
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 T6375001d80b8f60
Referenced by commit802904cf
, materials_utils: return to release: T67990 T6375001d80b8f60
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@ -1,793 +0,0 @@
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# -*- coding: utf-8 -*-
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import bpy
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import math
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from mathutils import Vector
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from bpy.types import Operator
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from .warning_messages_utils import (
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warning_messages,
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c_is_cycles_addon_enabled,
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c_data_has_materials,
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collect_report,
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)
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# -----------------------------------------------------------------------------
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# Globals
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nodesDictionary = None
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NODE_FRAME = 'NodeFrame'
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BI_MATERIAL_NODE = 'ShaderNodeMaterial'
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BI_OUTPUT_NODE = 'ShaderNodeOutput'
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TEXTURE_IMAGE_NODE = 'ShaderNodeTexImage'
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OUTPUT_NODE = 'ShaderNodeOutputMaterial'
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RGB_MIX_NODE = 'ShaderNodeMixRGB'
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MAPPING_NODE = 'ShaderNodeMapping'
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NORMAL_MAP_NODE = 'ShaderNodeNormalMap'
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SHADER_MIX_NODE = 'ShaderNodeMixShader'
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SHADER_ADD_NODE = 'ShaderNodeAddShader'
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COORD_NODE = 'ShaderNodeTexCoord'
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RGB_TO_BW_NODE = 'ShaderNodeRGBToBW'
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BSDF_DIFFUSE_NODE = 'ShaderNodeBsdfDiffuse'
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BSDF_EMISSION_NODE = 'ShaderNodeEmission'
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BSDF_TRANSPARENT_NODE = 'ShaderNodeBsdfTransparent'
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BSDF_GLOSSY_NODE = 'ShaderNodeBsdfGlossy'
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BSDF_GLASS_NODE = 'ShaderNodeBsdfGlass'
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textureNodeSizeX = 150
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textureNodeSizeY = 350
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# -----------------------------------------------------------------------------
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# Functions
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def makeTextureNodeDict(cmat):
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global nodesDictionary
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nodesDictionary = {}
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textures = {textureSlot.texture for textureSlot in cmat.texture_slots if textureSlot}
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for tex in textures:
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texNode = None
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if tex.type == 'IMAGE':
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texNode = makeNodeUsingImage1(cmat, tex)
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if texNode:
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nodesDictionary[tex] = texNode
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return nodesDictionary
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def getTexNodeDic(texture):
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return nodesDictionary.get(texture)
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def clearNodes(TreeNodes):
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TreeNodes.nodes.clear()
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def clearCycleMaterial(cmat):
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TreeNodes = cmat.node_tree
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clearNodes(TreeNodes)
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def copyMapping(textureSlot, textureMapping):
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textureMapping.scale.x = textureSlot.scale.x
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textureMapping.scale.y = textureSlot.scale.y
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textureMapping.scale.z = textureSlot.scale.z
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def addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, prevTexNode, newTexNode, nodeType, textureIdx):
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try:
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links = TreeNodes.links
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mixRgbNode.name = '{} Mix {:d}'.format(nodeType, textureIdx)
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mixRgbNode.blend_type = textureSlot.blend_type
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mixRgbNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
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links.new(prevTexNode.outputs['Color'], mixRgbNode.inputs['Color2'])
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links.new(newTexNode.outputs['Color'], mixRgbNode.inputs['Color1'])
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except:
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collect_report("ERROR: Failure to find link with a Mix node")
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def makeBiNodes(cmat):
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# Create Blender Internal Material Nodes
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TreeNodes = cmat.node_tree
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links = TreeNodes.links
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BIFrame = TreeNodes.nodes.new(NODE_FRAME)
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BIFrame.name = 'BI Frame'
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BIFrame.label = 'BI Material'
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biShaderNodeMaterial = TreeNodes.nodes.new(BI_MATERIAL_NODE)
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biShaderNodeMaterial.parent = BIFrame
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biShaderNodeMaterial.name = 'BI Material'
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biShaderNodeMaterial.material = cmat
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biShaderNodeMaterial.location = 0, 600
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biShaderNodeOutput = TreeNodes.nodes.new(BI_OUTPUT_NODE)
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biShaderNodeOutput.parent = BIFrame
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biShaderNodeOutput.name = 'BI Output'
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biShaderNodeOutput.location = 200, 600
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try:
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links.new(biShaderNodeMaterial.outputs['Color'], biShaderNodeOutput.inputs['Color'])
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links.new(biShaderNodeMaterial.outputs['Alpha'], biShaderNodeOutput.inputs['Alpha'])
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except:
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collect_report("ERROR: Failure to find links with the BI Shader Material")
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def placeNode(node, posX, posY, deltaX, deltaY, countX, countY):
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nodeX = posX - (deltaX * countX)
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nodeY = posY - (deltaY * countY)
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node.location = nodeX, nodeY
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def makeImageTextureNode(TreeNodes, img):
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texNode = TreeNodes.nodes.new(TEXTURE_IMAGE_NODE)
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texNode.image = img
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return texNode
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def makeNodeUsingImage1(cmat, texture):
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TreeNodes = cmat.node_tree
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img = texture.image
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texNode = makeImageTextureNode(TreeNodes, img)
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return texNode
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def makeMainShader(TreeNodes):
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mainShader = TreeNodes.nodes.new(BSDF_DIFFUSE_NODE)
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mainShader.name = 'Diffuse BSDF'
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mainShader.location = 0, 0
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return mainShader
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def makeEmissionShader(TreeNodes):
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mainShader = TreeNodes.nodes.new(BSDF_EMISSION_NODE)
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mainShader.name = 'Emmission'
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mainShader.location = 0, 0
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return mainShader
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def makeMaterialOutput(TreeNodes):
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shout = TreeNodes.nodes.new(OUTPUT_NODE)
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shout.location = 200, 0
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return shout
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def replaceNode(oldNode, newNode):
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newNode.location = oldNode.location
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try:
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for link in oldNode.outputs['BSDF'].links:
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link.new(newNode.outputs['BSDF'], link.to_socket)
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for link in oldNode.inputs['Color'].links:
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link.new(newNode.inputs['Color'], link.from_socket)
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for link in oldNode.inputs['Normal'].links:
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link.new(newNode.inputs['Normal'], link.from_socket)
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except:
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collect_report("ERROR: Failure to replace node")
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def BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMappingNode):
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# Texture Coordinates
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linkOutput = None
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if textureSlot.texture_coords in {'TANGENT', 'STRESS', 'STRAND'}:
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linkOutput = None
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elif textureSlot.texture_coords == 'REFLECTION':
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linkOutput = 'Reflection'
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elif textureSlot.texture_coords == 'NORMAL':
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linkOutput = 'Normal'
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elif textureSlot.texture_coords == 'WINDOW':
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linkOutput = 'Window'
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elif textureSlot.texture_coords == 'UV':
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linkOutput = 'UV'
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elif textureSlot.texture_coords == 'ORCO':
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linkOutput = 'Generated'
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elif textureSlot.texture_coords == 'OBJECT':
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linkOutput = 'Object'
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elif textureSlot.texture_coords == 'GLOBAL':
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linkOutput = 'Camera'
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if linkOutput:
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links.new(texCoordNode.outputs[linkOutput], textureMappingNode.inputs['Vector'])
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def createDiffuseNodes(cmat, texCoordNode, mainShader, materialOutput):
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TreeNodes = cmat.node_tree
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links = TreeNodes.links
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texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
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currPosY = -textureNodeSizeY * texCount
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textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
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(textureSlot and textureSlot.use_map_color_diffuse)]
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texCount = len(textureSlots)
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texNode = None
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latestNode = None
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groupName = 'Diffuse'
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if any(textureSlots):
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diffuseFrame = TreeNodes.nodes.new(NODE_FRAME)
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diffuseFrame.name = '{} Frame'.format(groupName)
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diffuseFrame.label = '{}'.format(groupName)
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for textureIdx, textureSlot in enumerate(textureSlots):
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texNode = getTexNodeDic(textureSlot.texture)
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if texNode:
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tex_node_name = getattr(texNode.image, "name", "")
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collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
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texNode.parent = diffuseFrame
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placeNode(texNode, -500 - ((texCount - 1) * 200),
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currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
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# Add mapping node
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textureMapping = TreeNodes.nodes.new(MAPPING_NODE)
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textureMapping.parent = diffuseFrame
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renameNode(textureMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
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textureMapping.location = texNode.location + Vector((-400, 0))
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copyMapping(textureSlot, textureMapping)
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# Texture Coordinates
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BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMapping)
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# Place the texture node
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renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
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links.new(textureMapping.outputs['Vector'], texNode.inputs['Vector'])
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# Add multiply node
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colorMult = TreeNodes.nodes.new(RGB_MIX_NODE)
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colorMult.parent = diffuseFrame
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renameNode(colorMult, 'Color Mult', texCount, textureIdx)
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colorMult.blend_type = 'MIX'
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colorMult.inputs['Fac'].default_value = 1
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colorMult.inputs['Color1'].default_value = (1, 1, 1, 1)
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colorMult.location = texNode.location + Vector((200, 0))
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links.new(texNode.outputs['Color'], colorMult.inputs['Color2'])
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texNode = colorMult
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if textureSlot.use and textureIdx == 0:
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latestNode = texNode
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if textureSlot.use and textureIdx > 0:
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try:
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# Create a node to mix multiple texture nodes
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mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
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mixRgbNode.parent = diffuseFrame
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addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
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'{}'.format(groupName), textureIdx)
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mixRgbNode.location = Vector(
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(max(texNode.location.x, latestNode.location.x),
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(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0)
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)
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latestNode = mixRgbNode
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except:
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continue
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if latestNode:
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links.new(latestNode.outputs['Color'], mainShader.inputs['Color'])
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# Y Position next texture node
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currPosY = currPosY - (textureNodeSizeY * (texCount))
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# BI Material to Cycles - Alpha Transparency
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textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
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(textureSlot and textureSlot.use_map_alpha)]
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texCount = len(textureSlots)
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texNode = None
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latestNode = None
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for textureIdx, textureSlot in enumerate(textureSlots):
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texNode = getTexNodeDic(textureSlot.texture)
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if texNode:
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tex_node_name = getattr(texNode.image, "name", "")
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collect_report("INFO: Generating Transparency Nodes for: " + tex_node_name)
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if textureSlot.use and textureIdx == 0:
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latestNode = texNode
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if textureSlot.use and textureIdx > 0:
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try:
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# Create a node to mix multiple texture nodes
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mixAlphaNode = TreeNodes.nodes.new(RGB_MIX_NODE)
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mixAlphaNode.name = 'Alpha Mix {:d}'.format(textureIdx)
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mixAlphaNode.blend_type = textureSlot.blend_type
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mixAlphaNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
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placeNode(mixAlphaNode, -200 - ((texCount - textureIdx - 1) * 200), 400 - 240,
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textureNodeSizeX, textureNodeSizeY, 0, 0)
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links.new(texNode.outputs['Alpha'], mixAlphaNode.inputs['Color2'])
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links.new(latestNode.outputs['Alpha'], mixAlphaNode.inputs['Color1'])
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latestNode = mixAlphaNode
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except:
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continue
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if latestNode:
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alphaMixShader = TreeNodes.nodes.get('Alpha Mix Shader')
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if alphaMixShader:
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if latestNode.type == 'TEX_IMAGE':
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outputLink = 'Alpha'
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else:
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outputLink = 'Color'
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links.new(latestNode.outputs[outputLink], alphaMixShader.inputs['Fac'])
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def createNormalNodes(cmat, texCoordNode, mainShader, materialOutput):
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TreeNodes = cmat.node_tree
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links = TreeNodes.links
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texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
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currPosY = -textureNodeSizeY * texCount
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textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
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(textureSlot and textureSlot.use_map_normal)]
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texCount = len(textureSlots)
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texNode = None
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latestNode = None
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groupName = 'Normal'
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if any(textureSlots):
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normalFrame = TreeNodes.nodes.new(NODE_FRAME)
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normalFrame.name = '{} Frame'.format(groupName)
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normalFrame.label = '{}'.format(groupName)
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for textureIdx, textureSlot in enumerate(textureSlots):
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texNode = getTexNodeDic(textureSlot.texture)
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if texNode:
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tex_node_name = getattr(texNode.image, "name", "")
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collect_report("INFO: Generating Normal Nodes for: " + tex_node_name)
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texNode.parent = normalFrame
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placeNode(texNode, -500 - ((texCount) * 200), currPosY,
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textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
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# Add mapping node
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normalMapping = TreeNodes.nodes.new(MAPPING_NODE)
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normalMapping.parent = normalFrame
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renameNode(normalMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
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normalMapping.location = texNode.location + Vector((-400, 0))
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copyMapping(textureSlot, normalMapping)
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# Texture Coordinates
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BIToCycleTexCoord(links, textureSlot, texCoordNode, normalMapping)
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# Place the texture node
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renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
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if texNode.image.image:
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texNode.image.colorspace_settings.is_data = True
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links.new(normalMapping.outputs['Vector'], texNode.inputs['Vector'])
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# Add multiply node
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normalMult = TreeNodes.nodes.new(RGB_MIX_NODE)
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normalMult.parent = normalFrame
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renameNode(normalMult, 'Normal Mult', texCount, textureIdx)
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normalMult.blend_type = 'MIX'
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normalMult.inputs['Fac'].default_value = 1
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normalMult.inputs['Color1'].default_value = (.5, .5, 1, 1)
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normalMult.location = texNode.location + Vector((200, 0))
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links.new(texNode.outputs['Color'], normalMult.inputs['Color2'])
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texNode = normalMult
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if textureSlot.use and textureIdx == 0:
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latestNode = texNode
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if textureSlot.use and textureIdx > 0:
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try:
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# Create a node to mix multiple texture nodes
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mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
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mixRgbNode.parent = normalFrame
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addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
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'{}'.format(groupName), textureIdx)
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mixRgbNode.location = Vector(
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(max(texNode.location.x, latestNode.location.x),
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(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0)
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)
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latestNode = mixRgbNode
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except:
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continue
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if latestNode:
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normalMapNode = TreeNodes.nodes.new(NORMAL_MAP_NODE)
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normalMapNode.parent = normalFrame
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normalMapNode.location = latestNode.location + Vector((200, 0))
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links.new(latestNode.outputs['Color'], normalMapNode.inputs['Color'])
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links.new(normalMapNode.outputs['Normal'], mainShader.inputs['Normal'])
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def createSpecularNodes(cmat, texCoordNode, mainShader, mainDiffuse, materialOutput):
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TreeNodes = cmat.node_tree
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links = TreeNodes.links
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texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
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currPosY = -textureNodeSizeY * texCount
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textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
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(textureSlot and textureSlot.use_map_color_spec)]
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texCount = len(textureSlots)
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texNode = None
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latestNode = None
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groupName = 'Specular'
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if any(textureSlots):
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specularFrame = TreeNodes.nodes.new(NODE_FRAME)
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specularFrame.name = '{} Frame'.format(groupName)
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specularFrame.label = '{}'.format(groupName)
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for textureIdx, textureSlot in enumerate(textureSlots):
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texNode = getTexNodeDic(textureSlot.texture)
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if texNode:
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tex_node_name = getattr(texNode.image, "name", "")
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collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
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texNode.parent = specularFrame
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placeNode(texNode, -500 - ((texCount) * 200),
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currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
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# Add mapping node
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specularMapping = TreeNodes.nodes.new(MAPPING_NODE)
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specularMapping.parent = specularFrame
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renameNode(specularMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
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specularMapping.location = texNode.location + Vector((-400, 0))
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copyMapping(textureSlot, specularMapping)
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# Texture Coordinates
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BIToCycleTexCoord(links, textureSlot, texCoordNode, specularMapping)
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# Place the texture node
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renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
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links.new(specularMapping.outputs['Vector'], texNode.inputs['Vector'])
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# Add multiply node
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specularMult = TreeNodes.nodes.new(RGB_MIX_NODE)
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specularMult.parent = specularFrame
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renameNode(specularMult, 'Specular Mult', texCount, textureIdx)
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specularMult.blend_type = 'MULTIPLY'
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specularMult.inputs['Fac'].default_value = 1
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specularMult.inputs['Color1'].default_value = (1, 1, 1, 1)
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specularMult.location = texNode.location + Vector((200, 0))
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links.new(texNode.outputs['Color'], specularMult.inputs['Color2'])
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texNode = specularMult
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if textureSlot.use and textureIdx == 0:
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latestNode = texNode
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if textureSlot.use and textureIdx > 0:
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try:
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# Create a node to mix multiple texture nodes
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mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
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||||
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()
|
|
@ -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()
|
|
@ -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()
|
|
@ -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)
|
Loading…
Reference in New Issue