restructure texture part. Added json file

This commit is contained in:
Kalle-Samuli Riihikoski 2019-01-24 15:36:51 +02:00
parent 4cc64c86b5
commit 0f1e494c5f
3 changed files with 245 additions and 234 deletions

View File

@ -991,8 +991,6 @@ class SCENE_PT_Settings_Update(ObjectButtonsPanel, bpy.types.Panel):
col = flow.column()
col.prop(coat3D, "importtextures", text="Update Textures")
col = flow.column()
col.prop(coat3D, "creategroup", text="Group Nodes")
col = flow.column()
col.prop(coat3D, "exportmod", text="Export with modifiers")
class SCENE_PT_Settings_Folders(ObjectButtonsPanel, bpy.types.Panel):
@ -1174,46 +1172,6 @@ class SceneCoat3D(PropertyGroup):
description="Alert if Exchange folder is not found",
default=True
)
export_box: BoolProperty(
name="Export window",
description="Allows to skip export dialog",
default=True
)
export_color: BoolProperty(
name="Export color",
description="Export color texture",
default=True
)
export_spec: BoolProperty(
name="Export specular",
description="Export specular texture",
default=True
)
export_normal: BoolProperty(
name="Export Normal",
description="Export normal texture",
default=True
)
export_disp: BoolProperty(
name="Export Displacement",
description="Export displacement texture",
default=True
)
export_position: BoolProperty(
name="Export Source Position",
description="Export source position",
default=True
)
export_zero_layer: BoolProperty(
name="Export from Layer 0",
description="Export mesh from Layer 0",
default=True
)
export_coarse: BoolProperty(
name="Export Coarse",
description="Export Coarse",
default=True
)
exportfile: BoolProperty(
name="No Import File",
description="Add Modifiers and export",
@ -1229,11 +1187,6 @@ class SceneCoat3D(PropertyGroup):
description="Export modifiers",
default=False
)
export_pos: BoolProperty(
name="Remember Position",
description="Remember position",
default=True
)
importtextures: BoolProperty(
name="Bring Textures",
description="Import Textures",
@ -1244,21 +1197,11 @@ class SceneCoat3D(PropertyGroup):
description="Import Textures",
default=True
)
creategroup: BoolProperty(
name="Bring Textures",
description="Import Textures",
default=True
)
importlevel: BoolProperty(
name="Multires. Level",
description="Bring Specific Multires Level",
default=False
)
exportover: BoolProperty(
name="Export Obj",
description="Import Textures",
default=False
)
importmesh: BoolProperty(
name="Mesh",
description="Import Mesh",

83
io_coat3D/data.json Normal file
View File

@ -0,0 +1,83 @@
{
"color": {
"name": "color",
"colorspace": "color",
"normal": "no",
"displacement": "no",
"find_input": [ "Color", "Base Color" ],
"input": 0,
"rampnode": "no",
"node_location": [ -400, 400 ]
},
"metalness": {
"name": "metalness",
"colorspace": "color",
"normal": "no",
"displacement": "no",
"find_input": [ "Metallic" ],
"input": 1,
"rampnode": "yes",
"node_location": [ -830, 160 ]
},
"rough": {
"name": "rough",
"colorspace": "color",
"normal": "no",
"displacement": "no",
"find_input": [ "Roughness" ],
"input": 2,
"rampnode": "yes",
"node_location": [ -550, 0 ]
},
"nmap": {
"name": "nmap",
"colorspace": "noncolor",
"normal": "yes",
"displacement": "no",
"find_input": [ "Normal" ],
"input": 3,
"rampnode": "no",
"node_location": [ -650, -500 ],
"normal_node_location": [ -350, -350 ]
},
"displacement": {
"name": "displacement",
"colorspace": "color",
"normal": "no",
"displacement": "yes",
"rampnode": "yes",
"input": 4
},
"emissive": {
"name": "emissive",
"colorspace": "color",
"normal": "no",
"displacement": "no",
"find_input": [ "Emissive" ],
"rampnode": "no",
"input": 5
},
"emissive_power": {
"name": "emissive_power",
"colorspace": "color",
"normal": "no",
"displacement": "no",
"rampnode": "no"
},
"ao": {
"name": "ao",
"colorspace": "color",
"normal": "no",
"displacement": "no",
"rampnode": "yes"
}
}

View File

@ -20,6 +20,8 @@
import bpy
import os
import re
import json
def find_index(objekti):
luku = 0
@ -29,6 +31,7 @@ def find_index(objekti):
luku = luku +1
return luku
def RemoveFbxNodes(objekti):
Node_Tree = objekti.active_material.node_tree
for node in Node_Tree.nodes:
@ -42,6 +45,7 @@ def RemoveFbxNodes(objekti):
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
def UVTiling(objekti, texturelist):
""" Checks what materials are linked into UV """
@ -70,6 +74,7 @@ def UVTiling(objekti, texturelist):
print('uvtiles_index', uvtiles_index)
return texturelist
def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
create_nodes = False
@ -87,7 +92,6 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
texcoat['rough'] = []
texcoat['metalness'] = []
texcoat['nmap'] = []
texcoat['disp'] = []
texcoat['emissive'] = []
texcoat['emissive_power'] = []
texcoat['displacement'] = []
@ -98,25 +102,25 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
texcoat['color'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
texcoat['metalness'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'rough' or texture_info[2] == 'roughness':
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
texcoat['nmap'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'emissive':
elif texture_info[2] == 'emissive':
texcoat['emissive'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'emissive_power':
elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'ao':
elif texture_info[2] == 'ao':
texcoat['ao'].append(texture_info[3])
create_nodes = True
if texture_info[2].startswith('displacement'):
elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
create_group_node = True
@ -133,6 +137,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node)
def checkmaterial(mat_list, objekti): #check how many materials object has
mat_list = []
@ -140,12 +145,14 @@ def checkmaterial(mat_list, objekti): #check how many materials object has
if(obj_mate.material.use_nodes == False):
obj_mate.material.use_nodes = True
def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and link textures into them
bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
bring_metalness = True
bring_roughness = True
bring_normal = True
bring_displacement = True
bring_emissive = True
bring_AO = True
coat3D = bpy.context.scene.coat3D
@ -180,22 +187,32 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
elif(node.name == '3DC_metalness'):
bring_metalness = False
node.image.reload()
elif(node.name == '3DC_roughness'):
elif(node.name == '3DC_rough'):
bring_roughness = False
node.image.reload()
elif(node.name == '3DC_normal'):
elif(node.name == '3DC_nmap'):
bring_normal = False
node.image.reload()
elif(node.name == '3DC_displacement'):
bring_displacement = False
node.image.reload()
elif (node.name == '3DC_emissive'):
bring_emissive = False
node.image.reload()
elif (node.name == '3DC_AO'):
bring_AO = False
node.image.reload()
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
if(create_group_node):
if(applink_group_node == False and coat3D.creategroup):
if(applink_group_node == False):
main_mat2 = out_mat.inputs['Surface'].links[0].from_node
for input_ind in main_mat2.inputs:
if(input_ind.is_linked):
main_mat3 = input_ind.links[0].from_node
if(main_mat3.type == 'BSDF_PRINCIPLED'):
main_mat = main_mat3
group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
group_tree.outputs.new("NodeSocketColor", "Color")
group_tree.outputs.new("NodeSocketColor", "Metallic")
@ -208,11 +225,32 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
applink_tree.node_tree = group_tree
applink_tree.location = -400, 300
applink_tree.location = -400, -100
act_material = group_tree
notegroup = act_material.nodes.new('NodeGroupOutput')
notegroup.location = 220, -260
if(texcoat['emissive'] != []):
from_output = out_mat.inputs['Surface'].links[0].from_node
if(from_output.type == 'BSDF_PRINCIPLED'):
add_shader = main_material.nodes.new('ShaderNodeAddShader')
emission_shader = main_material.nodes.new('ShaderNodeEmission')
emission_shader.name = '3DC_Emission'
add_shader.location = 420, 110
emission_shader.location = 40, -330
out_mat.location = 670, 130
main_material.links.new(from_output.outputs[0], add_shader.inputs[0])
main_material.links.new(add_shader.outputs[0], out_mat.inputs[0])
main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1])
main_mat = from_output
else:
main_mat = out_mat.inputs['Surface'].links[0].from_node
else:
main_mat = out_mat.inputs['Surface'].links[0].from_node
index = 0
for node in coatMat.node_tree.nodes:
if (node.type == 'GROUP' and node.name =='3DC_Applink'):
@ -224,170 +262,27 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
if(index == 1):
break
# READ DATA.JSON FILE
json_address = os.path.dirname(bpy.app.binary_path) + os.sep + '2.80' + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
with open(json_address, encoding='utf-8') as data_file:
data = json.loads(data_file.read())
if(out_mat.inputs['Surface'].is_linked == True):
main_mat = out_mat.inputs['Surface'].links[0].from_node
if(main_mat.inputs.find('Base Color') == -1):
input_color = main_mat.inputs.find('Color')
else:
input_color = main_mat.inputs.find('Base Color')
''' COLOR '''
if(bring_color == True and texcoat['color'] != []):
print('Color:', texcoat['color'][0])
node = act_material.nodes.new('ShaderNodeTexImage')
node.name = '3DC_color'
node.label = 'Color'
if (texcoat['color']):
node.image = bpy.data.images.load(texcoat['color'][0])
if(coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
if(coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[0])
if(main_mat.type != 'MIX_SHADER'):
main_material.links.new(applink_tree.outputs[0],main_mat.inputs[input_color])
else:
location = main_mat.location
applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
else:
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
node.location = -990, 530
curvenode.location = -660, 480
huenode.location = -337, 335
else:
if (coat3D.creategroup):
node.location = -400, 400
act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
node.location = -400,400
if (input_color != -1):
act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
''' METALNESS '''
CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
if(bring_metalness == True and texcoat['metalness'] != []):
node = act_material.nodes.new('ShaderNodeTexImage')
node.name='3DC_metalness'
node.label = 'Metalness'
input_color = main_mat.inputs.find('Metallic')
if(texcoat['metalness']):
node.image = bpy.data.images.load(texcoat['metalness'][0])
node.color_space = 'NONE'
if (coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
act_material.links.new(node.outputs[0], curvenode.inputs[1])
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[1])
if (main_mat.type == 'BSDF_PRINCIPLED'):
main_material.links.new(applink_tree.outputs[1], main_mat.inputs[input_color])
else:
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
node.location = -1300, 119
curvenode.location = -1000, 113
rampnode.location = -670, 115
huenode.location = -345, 118
else:
if (coat3D.creategroup):
node.location = -830, 160
act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
node.location = -830, 160
if (input_color != -1):
act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
''' ROUGHNESS '''
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
if(bring_roughness == True and texcoat['rough'] != []):
node = act_material.nodes.new('ShaderNodeTexImage')
node.name='3DC_roughness'
node.label = 'Roughness'
input_color = main_mat.inputs.find('Roughness')
if(texcoat['rough']):
node.image = bpy.data.images.load(texcoat['rough'][0])
node.color_space = 'NONE'
if (coat3D.createnodes):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
act_material.links.new(node.outputs[0], curvenode.inputs[1])
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
if (coat3D.creategroup):
act_material.links.new(huenode.outputs[0], notegroup.inputs[2])
if(main_mat.type == 'BSDF_PRINCIPLED'):
main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
else:
act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
node.location = -1300, -276
curvenode.location = -1000, -245
rampnode.location = -670, -200
huenode.location = -340, -100
else:
if (coat3D.creategroup):
node.location = -550, 0
act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
else:
node.location = -550, 0
if (input_color != -1):
act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
''' NORMAL MAP'''
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
if(bring_normal == True and texcoat['nmap'] != []):
node = act_material.nodes.new('ShaderNodeTexImage')
normal_node = act_material.nodes.new('ShaderNodeNormalMap')
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
node.location = -600,-670
normal_node.location = -250,-350
if (bring_normal == True and texcoat['emissive'] != []):
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
node.name='3DC_normal'
node.label = 'Normal Map'
normal_node.name='3DC_normalnode'
if(texcoat['nmap']):
node.image = bpy.data.images.load(texcoat['nmap'][0])
node.color_space = 'NONE'
input_color = main_mat.inputs.find('Normal')
act_material.links.new(node.outputs[0], normal_node.inputs[1])
act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
if (coat3D.creategroup):
act_material.links.new(normal_node.outputs[0], notegroup.inputs[3])
if(main_mat.inputs[input_color].name == 'Normal'):
main_material.links.new(applink_tree.outputs[3], main_mat.inputs[input_color])
''' DISPLACEMENT '''
@ -413,25 +308,115 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
'''
act_material.links.new(node.outputs[0], notegroup.inputs[4])
if (coat3D.creategroup):
act_material.links.new(node.outputs[0], notegroup.inputs[4])
#if (main_mat.type == 'BSDF_PRINCIPLED'):
#main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
#else:
#act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
#if (main_mat.type == 'BSDF_PRINCIPLED'):
#main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
node.location = -276, -579
else:
if (coat3D.creategroup):
node.location = -550, 0
act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs) - 1])
node.location = -550, 0
act_material.links.new(node.outputs[0], notegroup.inputs[4])
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree):
node = act_material.nodes.new('ShaderNodeTexImage')
if type['name'] == 'nmap':
normal_node = act_material.nodes.new('ShaderNodeNormalMap')
node.location = -650, -500
normal_node.location = -350, -350
normal_node.name = '3DC_normalnode'
node.name = '3DC_' + type['name']
node.label = type['name']
for input_index in type['find_input']:
input_color = main_mat.inputs.find(input_index)
if(input_color != -1):
break
node.image = bpy.data.images.load(texcoat[type['name']][0])
if(type['colorspace'] == 'noncolor'):
node.color_space = 'NONE'
if (coat3D.createnodes):
if(type['name'] == 'nmap'):
act_material.links.new(node.outputs[0], normal_node.inputs[1])
if(input_color != -1):
act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
else:
huenode = createExtraNodes(act_material, node, type)
act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']])
if (main_mat.type != 'MIX_SHADER' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
else:
location = main_mat.location
#applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
if(type['name'] == 'emissive'):
for material in main_material.nodes:
if(material.name == '3DC_Emission'):
main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
break
else:
node.location = type['node_location'][0], type['node_location'][1]
act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
def createExtraNodes(act_material, node, type):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
print('tieto:', type)
print('ttoto: ', type['rampnode'])
if(type['rampnode'] == 'yes'):
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
if (type['rampnode'] == 'yes'):
act_material.links.new(node.outputs[0], curvenode.inputs[1])
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
else:
act_material.links.new(node.outputs[0], curvenode.inputs[1])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
if type['name'] == 'metalness':
node.location = -1300, 119
curvenode.location = -1000, 113
rampnode.location = -670, 115
huenode.location = -345, 118
elif type['name'] == 'rough':
node.location = -1300, -276
curvenode.location = -1000, -245
rampnode.location = -670, -200
huenode.location = -340, -100
elif type['name'] == 'color':
node.location = -990, 530
curvenode.location = -660, 480
huenode.location = -337, 335
elif type['name'] == 'emissive':
node.location = -1200, -900
curvenode.location = -900, -900
huenode.location = -340, -700
return huenode
def matlab(objekti,mat_list,texturelist,is_new):