update materias utils & conversion re: T48642

This commit is contained in:
Brendon Murphy 2016-08-05 09:27:33 +10:00
parent 6ee6d9e44a
commit 3854131d08
8 changed files with 4668 additions and 855 deletions

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# Materials_Utils

2244
materials_utils/__init__.py Normal file

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# -*- coding: utf-8 -*-
import bpy
import mathutils
from mathutils import Vector
from bpy.types import Operator
from .warning_messages_utils import (
warning_messages,
c_is_cycles_addon_enabled,
c_data_has_materials,
collect_report,
)
# -----------------------------------------------------------------------------
# Globals #
nodesDictionary = None
NODE_FRAME = 'NodeFrame'
BI_MATERIAL_NODE = 'ShaderNodeMaterial'
BI_OUTPUT_NODE = 'ShaderNodeOutput'
TEXTURE_IMAGE_NODE = 'ShaderNodeTexImage'
OUTPUT_NODE = 'ShaderNodeOutputMaterial'
RGB_MIX_NODE = 'ShaderNodeMixRGB'
MAPPING_NODE = 'ShaderNodeMapping'
NORMAL_MAP_NODE = 'ShaderNodeNormalMap'
SHADER_MIX_NODE = 'ShaderNodeMixShader'
SHADER_ADD_NODE = 'ShaderNodeAddShader'
COORD_NODE = 'ShaderNodeTexCoord'
RGB_TO_BW_NODE = 'ShaderNodeRGBToBW'
BSDF_DIFFUSE_NODE = 'ShaderNodeBsdfDiffuse'
BSDF_EMISSION_NODE = 'ShaderNodeEmission'
BSDF_TRANSPARENT_NODE = 'ShaderNodeBsdfTransparent'
BSDF_GLOSSY_NODE = 'ShaderNodeBsdfGlossy'
BSDF_GLASS_NODE = 'ShaderNodeBsdfGlass'
textureNodeSizeX = 150
textureNodeSizeY = 350
# -----------------------------------------------------------------------------
# Functions #
def makeTextureNodeDict(cmat):
global nodesDictionary
nodesDictionary = {}
textures = {textureSlot.texture for textureSlot in cmat.texture_slots if textureSlot}
for tex in textures:
texNode = None
if tex.type == 'IMAGE':
texNode = makeNodeUsingImage1(cmat, tex)
if texNode:
nodesDictionary[tex] = texNode
return nodesDictionary
def getTexNodeDic(texture):
return nodesDictionary.get(texture)
def clearNodes(TreeNodes):
TreeNodes.nodes.clear()
def clearCycleMaterial(cmat):
TreeNodes = cmat.node_tree
clearNodes(TreeNodes)
def copyMapping(textureSlot, textureMapping):
textureMapping.scale.x = textureSlot.scale.x
textureMapping.scale.y = textureSlot.scale.y
textureMapping.scale.z = textureSlot.scale.z
def addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, prevTexNode, newTexNode, nodeType, textureIdx):
try:
links = TreeNodes.links
mixRgbNode.name = '{} Mix {:d}'.format(nodeType, textureIdx)
mixRgbNode.blend_type = textureSlot.blend_type
mixRgbNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
links.new(prevTexNode.outputs['Color'], mixRgbNode.inputs['Color2'])
links.new(newTexNode.outputs['Color'], mixRgbNode.inputs['Color1'])
except:
collect_report("ERROR: Failure to find link with a Mix node")
def makeBiNodes(cmat):
# Create Blender Internal Material Nodes
TreeNodes = cmat.node_tree
links = TreeNodes.links
BIFrame = TreeNodes.nodes.new(NODE_FRAME)
BIFrame.name = 'BI Frame'
BIFrame.label = 'BI Material'
biShaderNodeMaterial = TreeNodes.nodes.new(BI_MATERIAL_NODE)
biShaderNodeMaterial.parent = BIFrame
biShaderNodeMaterial.name = 'BI Material'
biShaderNodeMaterial.material = cmat
biShaderNodeMaterial.location = 0, 600
biShaderNodeOutput = TreeNodes.nodes.new(BI_OUTPUT_NODE)
biShaderNodeOutput.parent = BIFrame
biShaderNodeOutput.name = 'BI Output'
biShaderNodeOutput.location = 200, 600
try:
links.new(biShaderNodeMaterial.outputs['Color'], biShaderNodeOutput.inputs['Color'])
links.new(biShaderNodeMaterial.outputs['Alpha'], biShaderNodeOutput.inputs['Alpha'])
except:
collect_report("ERROR: Failure to find links with the BI Shader Material")
def placeNode(node, posX, posY, deltaX, deltaY, countX, countY):
nodeX = posX - (deltaX * countX)
nodeY = posY - (deltaY * countY)
node.location = nodeX, nodeY
def makeImageTextureNode(TreeNodes, img):
texNode = TreeNodes.nodes.new(TEXTURE_IMAGE_NODE)
texNode.image = img
return texNode
def makeNodeUsingImage1(cmat, texture):
TreeNodes = cmat.node_tree
img = texture.image
texNode = makeImageTextureNode(TreeNodes, img)
return texNode
def makeMainShader(TreeNodes):
mainShader = TreeNodes.nodes.new(BSDF_DIFFUSE_NODE)
mainShader.name = 'Diffuse BSDF'
mainShader.location = 0, 0
return mainShader
def makeEmissionShader(TreeNodes):
mainShader = TreeNodes.nodes.new(BSDF_EMISSION_NODE)
mainShader.name = 'Emmission'
mainShader.location = 0, 0
return mainShader
def makeMaterialOutput(TreeNodes):
shout = TreeNodes.nodes.new(OUTPUT_NODE)
shout.location = 200, 0
return shout
def replaceNode(oldNode, newNode):
newNode.location = oldNode.location
try:
for link in oldNode.outputs['BSDF'].links:
links.new(newNode.outputs['BSDF'], link.to_socket)
for link in oldNode.inputs['Color'].links:
links.new(newNode.inputs['Color'], link.from_socket)
for link in oldNode.inputs['Normal'].links:
links.new(newNode.inputs['Normal'], link.from_socket)
except:
collect_report("ERROR: Failure to replace node")
def BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMappingNode):
# Texture Coordinates
linkOutput = None
if textureSlot.texture_coords in {'TANGENT', 'STRESS', 'STRAND'}:
linkOutput = None
elif textureSlot.texture_coords == 'REFLECTION':
linkOutput = 'Reflection'
elif textureSlot.texture_coords == 'NORMAL':
linkOutput = 'Normal'
elif textureSlot.texture_coords == 'WINDOW':
linkOutput = 'Window'
elif textureSlot.texture_coords == 'UV':
linkOutput = 'UV'
elif textureSlot.texture_coords == 'ORCO':
linkOutput = 'Generated'
elif textureSlot.texture_coords == 'OBJECT':
linkOutput = 'Object'
elif textureSlot.texture_coords == 'GLOBAL':
linkOutput = 'Camera'
if linkOutput:
links.new(texCoordNode.outputs[linkOutput], textureMappingNode.inputs['Vector'])
def createDiffuseNodes(cmat, texCoordNode, mainShader, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_color_diffuse)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Diffuse'
if any(textureSlots):
diffuseFrame = TreeNodes.nodes.new(NODE_FRAME)
diffuseFrame.name = '{} Frame'.format(groupName)
diffuseFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
texNode.parent = diffuseFrame
placeNode(texNode, -500 - ((texCount - 1) * 200),
currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
textureMapping = TreeNodes.nodes.new(MAPPING_NODE)
textureMapping.parent = diffuseFrame
renameNode(textureMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
textureMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, textureMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
links.new(textureMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
colorMult = TreeNodes.nodes.new(RGB_MIX_NODE)
colorMult.parent = diffuseFrame
renameNode(colorMult, 'Color Mult', texCount, textureIdx)
colorMult.blend_type = 'MIX'
colorMult.inputs['Fac'].default_value = 1
colorMult.inputs['Color1'].default_value = (1, 1, 1, 1)
colorMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], colorMult.inputs['Color2'])
texNode = colorMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = diffuseFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
latestNode = mixRgbNode
except:
continue
if latestNode:
links.new(latestNode.outputs['Color'], mainShader.inputs['Color'])
# Y Position next texture node
currPosY = currPosY - (textureNodeSizeY * (texCount))
# BI Material to Cycles - Alpha Transparency
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_alpha)]
texCount = len(textureSlots)
texNode = None
latestNode = None
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating Transparency Nodes for: " + tex_node_name)
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixAlphaNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixAlphaNode.name = 'Alpha Mix {:d}'.format(textureIdx)
mixAlphaNode.blend_type = textureSlot.blend_type
mixAlphaNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
placeNode(mixAlphaNode, -200 - ((texCount - textureIdx - 1) * 200), 400 - 240,
textureNodeSizeX, textureNodeSizeY, 0, 0)
links.new(texNode.outputs['Alpha'], mixAlphaNode.inputs['Color2'])
links.new(latestNode.outputs['Alpha'], mixAlphaNode.inputs['Color1'])
latestNode = mixAlphaNode
except:
continue
if latestNode:
alphaMixShader = TreeNodes.nodes.get('Alpha Mix Shader')
if alphaMixShader:
if latestNode.type == 'TEX_IMAGE':
outputLink = 'Alpha'
else:
outputLink = 'Color'
links.new(latestNode.outputs[outputLink], alphaMixShader.inputs['Fac'])
def createNormalNodes(cmat, texCoordNode, mainShader, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_normal)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Normal'
if any(textureSlots):
normalFrame = TreeNodes.nodes.new(NODE_FRAME)
normalFrame.name = '{} Frame'.format(groupName)
normalFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating Normal Nodes for: " + tex_node_name)
texNode.parent = normalFrame
placeNode(texNode, -500 - ((texCount) * 200), currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
normalMapping = TreeNodes.nodes.new(MAPPING_NODE)
normalMapping.parent = normalFrame
renameNode(normalMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
normalMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, normalMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, normalMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
texNode.color_space = 'NONE'
links.new(normalMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
normalMult = TreeNodes.nodes.new(RGB_MIX_NODE)
normalMult.parent = normalFrame
renameNode(normalMult, 'Normal Mult', texCount, textureIdx)
normalMult.blend_type = 'MIX'
normalMult.inputs['Fac'].default_value = 1
normalMult.inputs['Color1'].default_value = (.5, .5, 1, 1)
normalMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], normalMult.inputs['Color2'])
texNode = normalMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = normalFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
latestNode = mixRgbNode
except:
continue
if latestNode:
normalMapNode = TreeNodes.nodes.new(NORMAL_MAP_NODE)
normalMapNode.parent = normalFrame
normalMapNode.location = latestNode.location + Vector((200, 0))
links.new(latestNode.outputs['Color'], normalMapNode.inputs['Color'])
links.new(normalMapNode.outputs['Normal'], mainShader.inputs['Normal'])
def createSpecularNodes(cmat, texCoordNode, mainShader, mainDiffuse, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_color_spec)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Specular'
if any(textureSlots):
specularFrame = TreeNodes.nodes.new(NODE_FRAME)
specularFrame.name = '{} Frame'.format(groupName)
specularFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
texNode.parent = specularFrame
placeNode(texNode, -500 - ((texCount) * 200), currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
specularMapping = TreeNodes.nodes.new(MAPPING_NODE)
specularMapping.parent = specularFrame
renameNode(specularMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
specularMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, specularMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, specularMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
links.new(specularMapping.outputs['Vector'], texNode.inputs['Vector'])
# Add multiply node
specularMult = TreeNodes.nodes.new(RGB_MIX_NODE)
specularMult.parent = specularFrame
renameNode(specularMult, 'Specular Mult', texCount, textureIdx)
specularMult.blend_type = 'MULTIPLY'
specularMult.inputs['Fac'].default_value = 1
specularMult.inputs['Color1'].default_value = (1, 1, 1, 1)
specularMult.location = texNode.location + Vector((200, 0))
links.new(texNode.outputs['Color'], specularMult.inputs['Color2'])
texNode = specularMult
if textureSlot.use and textureIdx == 0:
latestNode = texNode
if textureSlot.use and textureIdx > 0:
try:
# Create a node to mix multiple texture nodes
mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
mixRgbNode.parent = specularFrame
addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
'{}'.format(groupName), textureIdx)
mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
(texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
latestNode = mixRgbNode
except:
continue
if latestNode:
try:
glossShader = TreeNodes.nodes.new(BSDF_GLOSSY_NODE)
RGBToBW = TreeNodes.nodes.new(RGB_TO_BW_NODE)
RGBToBW.location = Vector((0, latestNode.location.y)) + Vector((0, 0))
glossShader.location = Vector((0, latestNode.location.y)) + Vector((0, -80))
links.new(latestNode.outputs['Color'], glossShader.inputs['Color'])
links.new(latestNode.outputs['Color'], RGBToBW.inputs['Color'])
outputNode = TreeNodes.nodes.get('Material Output')
spec_mixer_1 = TreeNodes.nodes.new(SHADER_MIX_NODE)
spec_mixer_1.location = outputNode.location
spec_mixer_2 = TreeNodes.nodes.new(SHADER_MIX_NODE)
spec_mixer_2.inputs['Fac'].default_value = .4
spec_mixer_2.location = outputNode.location + Vector((180, 0))
links.new(spec_mixer_1.outputs['Shader'], spec_mixer_2.inputs[2])
links.new(spec_mixer_2.outputs['Shader'], outputNode.inputs['Surface'])
links.new(RGBToBW.outputs['Val'], spec_mixer_1.inputs['Fac'])
links.new(glossShader.outputs['BSDF'], spec_mixer_1.inputs[2])
outputNode.location += Vector((360, 0))
normalMapNode = TreeNodes.nodes.get('Normal Map')
links.new(normalMapNode.outputs['Normal'], glossShader.inputs['Normal'])
if mainDiffuse.type == 'BSDF_DIFFUSE':
outputLink = 'BSDF'
else:
outputLink = 'Shader'
links.new(mainDiffuse.outputs[outputLink], spec_mixer_1.inputs[1])
links.new(mainDiffuse.outputs[outputLink], spec_mixer_2.inputs[1])
except:
return
def createEmissionNodes(cmat, texCoordNode, mainShader, materialOutput):
TreeNodes = cmat.node_tree
links = TreeNodes.links
texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
currPosY = -textureNodeSizeY * texCount
textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
(textureSlot and textureSlot.use_map_emit)]
texCount = len(textureSlots)
texNode = None
latestNode = None
groupName = 'Emission'
if any(textureSlots):
emissionFrame = TreeNodes.nodes.new(NODE_FRAME)
emissionFrame.name = '{} Frame'.format(groupName)
emissionFrame.label = '{}'.format(groupName)
for textureIdx, textureSlot in enumerate(textureSlots):
texNode = getTexNodeDic(textureSlot.texture)
if texNode:
tex_node_name = getattr(texNode.image, "name", "")
collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
texNode.parent = emissionFrame
placeNode(texNode, -500 - ((texCount) * 200), currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
# Add mapping node
emissionMapping = TreeNodes.nodes.new(MAPPING_NODE)
emissionMapping.parent = emissionFrame
renameNode(emissionMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
emissionMapping.location = texNode.location + Vector((-400, 0))
copyMapping(textureSlot, emissionMapping)
# Texture Coordinates
BIToCycleTexCoord(links, textureSlot, texCoordNode, emissionMapping)
# Place the texture node
renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
texNode.color_space = 'NONE'
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')
else:
warning_messages(operator, 'CONV_NO_SC_MAT')
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 = cmat.specular_intensity
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 conected 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"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (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"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (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()

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@ -0,0 +1,683 @@
# gpl: author Silvio Falcinelli. Fixes by angavrilov and others.
# special thanks to user blenderartists.org cmomoney
# -*- coding: utf-8 -*-
import bpy
import os
from os import path as os_path
from bpy.types import Operator
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 textures (default greenish)
NODE_COLOR = (0.32, 0.75, 0.32)
# -----------------------------------------------------------------------------
# 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_specials.img_bake_size) if
sc.mat_specials.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)
bpy.data.screens['UV Editing'].areas[1].spaces[0].image = bpy.data.images["TMP_BAKING"]
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")
paths = bpy.path.abspath(sc.mat_specials.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")
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("________________________________________")
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 procedes 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_specials.SET_FAKE_USER:
SetFakeUserTex()
collect_report("Conversion finished !", False, True)
else:
warning_messages(operator, 'DIR_PATH_CONVERT')
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
for n in TreeNodes.nodes:
TreeNodes.nodes.remove(n)
# Starting point is diffuse BSDF and output material
shader = TreeNodes.nodes.new('ShaderNodeBsdfDiffuse')
shader.location = 0, 470
shout = TreeNodes.nodes.new('ShaderNodeOutputMaterial')
shout.location = 200, 400
links.new(shader.outputs[0], shout.inputs[0])
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 = 0, 470
links.new(shader.outputs[0], shout.inputs[0])
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, 470
links.new(shader.outputs[0], shout.inputs[0])
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, 520
links.new(shader.outputs[0], shout.inputs[0])
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, 450
links.new(shader.outputs[0], shout.inputs[0])
else:
if not Add_Emission:
collect_report("INFO: Add EMISSION shader node for: " + cmat.name)
shout.location = 550, 330
Add_Emission = TreeNodes.nodes.new('ShaderNodeAddShader')
Add_Emission.location = 370, 490
shem = TreeNodes.nodes.new('ShaderNodeEmission')
shem.location = 180, 380
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])
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
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])
pass
else:
links.new(shader.outputs[0], Add_Translucent.inputs[0])
pass
shtsl.inputs['Color'].default_value = (cmat.translucency,
cmat.translucency,
cmat.translucency, 1)
shader.inputs['Color'].default_value = (cmat.diffuse_color.r,
cmat.diffuse_color.g,
cmat.diffuse_color.b, 1)
if shader.type == 'ShaderNodeBsdfDiffuse':
shader.inputs['Roughness'].default_value = cmat.specular_intensity
if shader.type == 'ShaderNodeBsdfGlossy':
shader.inputs['Roughness'].default_value = 1 - cmat.raytrace_mirror.gloss_factor
if shader.type == 'ShaderNodeBsdfGlass':
shader.inputs['Roughness'].default_value = 1 - cmat.raytrace_mirror.gloss_factor
shader.inputs['IOR'].default_value = cmat.raytrace_transparency.ior
if shader.type == 'ShaderNodeEmission':
shader.inputs['Strength'].default_value = cmat.emit
# texture frame check and tex count (if bigger than 1 add frame)
frame_check, tex_count, node_frame = False, 0, None
for tex in cmat.texture_slots:
if tex:
tex_count += 1
if not frame_check:
frame_check = True
if tex_count > 1:
break
if frame_check:
if tex_count > 1:
node_frame = TreeNodes.nodes.new('NodeFrame')
node_frame.name = 'Converter Textures'
node_frame.label = 'Converter Textures'
# count the number of texture nodes created
# for spreading a bit the texture nodes
row_node, col_node = -1, False
sM = True
baked_path = None
for tex in cmat.texture_slots:
sT = False
tex_use = getattr(tex, "use", None)
if tex_use:
row_node = (row_node + 1 if not col_node else row_node)
col_node = not col_node
tex_node_loc = -(200 + (row_node * 150)), (400 if col_node else 650)
ma_alpha = getattr(tex, "use_map_alpha", None)
sM = (False if ma_alpha else True)
if tex.texture.type == 'IMAGE':
if sc.mat_specials.EXTRACT_ALPHA and tex.texture.use_alpha:
if (not
os_path.exists(bpy.path.abspath(tex.texture.image.filepath + "_BAKING.png")) or
sc.mat_specials.EXTRACT_OW):
baked_path = BakingText(tex, 'ALPHA')
try:
if baked_path:
img = bpy.data.images.load(baked_path)
collect_report("INFO: Loading Baked texture path:")
collect_report(baked_path)
else:
img = tex.texture.image
img_name = (img.name if hasattr(img, "name") else "NO NAME")
shtext = TreeNodes.nodes.new('ShaderNodeTexImage')
shtext.location = tex_node_loc
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)
if node_frame:
shtext.parent = node_frame
sT = True
except:
collect_report("ERROR: A problem occured with loading an image for {} "
"(possibly missing)".format(tex.texture.name))
else:
if sc.mat_specials.EXTRACT_PTEX or (sc.mat_specials.EXTRACT_ALPHA and ma_alpha):
if (not os_path.exists(bpy.path.abspath(tex.texture.name + "_PTEXT.jpg")) or
sc.mat_specials.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.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)
if node_frame:
shtext.parent = node_frame
sT = True
except:
collect_report("ERROR: Failure to load baked image: " + img_name)
else:
collect_report("ERROR: Failure during baking, no images loaded")
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
links.new(shader.outputs[0], shout.inputs[0])
shader.inputs['Color'].default_value = (cmat.diffuse_color.r,
cmat.diffuse_color.g,
cmat.diffuse_color.b, 1)
if sT:
if tex.use_map_color_diffuse:
links.new(shtext.outputs[0], shader.inputs[0])
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
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])
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
links.new(shtext.outputs[0], shem.inputs[0])
if tex.use_map_mirror:
links.new(shader.inputs[0], shtext.outputs[0])
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
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])
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')
if node_frame:
tMask.parent = node_frame
tex_node_loc = -(200 + ((row_node + 1) * 150)), (650 if col_node else 400)
tMask.location = tex_node_loc
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:
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])
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
links.new(t.outputs[0], shout.inputs[2])
links.new(shtext.outputs[0], t.inputs[0])
else:
collect_report("No textures in the Scene, no Image Nodes to add")
bpy.context.scene.render.engine = 'CYCLES'
# -----------------------------------------------------------------------------
# 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':
if n.label == 'Locked':
n.label = ''
else:
n.label = '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"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (c_is_cycles_addon_enabled() and c_data_has_materials())
def execute(self, context):
AutoNodeInitiate(False, self)
if CHECK_AUTONODE is True:
bpy.ops.object.editmode_toggle()
bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
bpy.ops.object.editmode_toggle()
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"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (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:
bpy.ops.object.editmode_toggle()
bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
bpy.ops.object.editmode_toggle()
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):
if self.switcher:
AutoNodeSwitch(self.renderer, "ON", self)
else:
AutoNodeSwitch(self.renderer, "OFF", self)
return {'FINISHED'}
def register():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()

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# gpl: author Yadoob
# -*- coding: utf-8 -*-
import bpy
from bpy.types import (
Operator,
Panel,
)
from bpy.props import 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 \n"
"the attached Image ones. \n"
"Works on all Textures (Including Brushes) \n \n"
"The First field - the name pattern to replace \n"
"The Second - searches for existing names \n")
bl_options = {'REGISTER', 'UNDO'}
def_name = "Texture" # default name
is_not_undo = False # prevent drawing props on undo
named = StringProperty(
name="Search for name",
default=def_name
)
@classmethod
def poll(cls, context):
return c_data_has_images()
def draw(self, context):
layout = self.layout
if self.is_not_undo is True:
box = layout.box()
box.prop(self, "named", text="Name pattern", icon="SYNTAX_ON")
layout.separator()
boxs = layout.box()
boxs.prop_search(self, "named", bpy.data, "textures")
else:
layout.label(text="**Only Undo is available**", icon="INFO")
def invoke(self, context, event):
self.is_not_undo = True
return context.window_manager.invoke_props_dialog(self)
def execute(self, context):
errors = [] # collect texture names without images attached
tex_count = 0 # check if there is textures at all
for texture in bpy.data.textures:
try:
if texture and self.named in texture.name and texture.type in {"IMAGE"}:
tex_count += 1
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, environnement 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):
# Creates a Panel in the scene context of the properties editor
bl_label = "Texture Rename"
bl_idname = "SCENE_PT_layout"
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_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()

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# gpl: author lijenstina
# -*- coding: utf-8 -*-
import bpy
# -----------------------------------------------------------------------------
# Globals #
# change the name for the properties settings
MAT_SPEC_NAME = "materials_specials"
# collect messages for the report operator
COLLECT_REPORT = []
# -----------------------------------------------------------------------------
# Functions #
def warning_messages(operator=None, warn='DEFAULT', object_name="", is_mat=None, fake=""):
# 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
# pass the show_warnings bool to enable/disable them
addon = bpy.context.user_preferences.addons[MAT_SPEC_NAME]
show_warn = (addon.preferences.show_warnings if addon else False)
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)"),
'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_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",
'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** MATERIAL SPECIALS **: \n Full list for the Info message is: \n",
", ".join(object_name), "\n")
def collect_report(collection="", is_start=False, is_final=False):
# collection passes a string for appending to COLLECT_REPORT global
# is_final swithes to the final report with the operator in __init__
global COLLECT_REPORT
if is_start:
# there was a crash somewhere before the is_final call
COLLECT_REPORT = []
if collection and type(collection) is str:
COLLECT_REPORT.append(collection)
print(collection)
if is_final:
# 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 = []
# -----------------------------------------------------------------------------
# utility functions:
def c_is_cycles_addon_enabled():
# checks if Cycles is enabled
# thanks to ideasman42
return ('cycles' in bpy.context.user_preferences.addons.keys())
def c_data_has_materials():
# check for material presence in data
return (len(bpy.data.materials) > 0)
def c_data_has_images():
# check for image presence in data
return (len(bpy.data.images) > 0)
def register():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()

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# (c) 2010 Michael Williamson (michaelw)
# ported from original by Michael Williamson
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Material Utils",
"author": "michaelw",
"version": (1, 6),
"blender": (2, 74, 0),
"location": "View3D > shift-Q key",
"description": "Menu of material tools (assign, select..) in the 3D View",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/3D interaction/Materials Utils",
"category": "Material",
}
"""
This script has several functions and operators, grouped for convenience:
* assign material:
offers the user a list of ALL the materials in the blend file and an
additional "new" entry the chosen material will be assigned to all the
selected objects in object mode.
in edit mode the selected polygons get the selected material applied.
if the user chose "new" the new material can be renamed using the
"last operator" section of the toolbox.
After assigning the material "clean material slots" and
"material to texface" are auto run to keep things tidy
(see description bellow)
* select by material
in object mode this offers the user a menu of all materials in the blend
file any objects using the selected material will become selected, any
objects without the material will be removed from selection.
in edit mode: the menu offers only the materials attached to the current
object. It will select the polygons that use the material and deselect those
that do not.
* clean material slots
for all selected objects any empty material slots or material slots with
materials that are not used by the mesh polygons will be removed.
* remove material slots
removes all material slots of the active object.
* material to texface
transfers material assignments to the UV editor. This is useful if you
assigned materials in the properties editor, as it will use the already
set up materials to assign the UV images per-face. It will use the first
enabled image texture it finds.
* texface to materials
creates texture materials from images assigned in UV editor.
* replace materials
lets your replace one material by another. Optionally for all objects in
the blend, otherwise for selected editable objects only. An additional
option allows you to update object selection, to indicate which objects
were affected and which not.
* set fake user
enable/disable fake user for materials. You can chose for which materials
it shall be set, materials of active / selected / objects in current scene
or used / unused / all materials.
"""
import bpy
from bpy.props import StringProperty, BoolProperty, EnumProperty
def fake_user_set(fake_user='ON', materials='UNUSED'):
if materials == 'ALL':
mats = (mat for mat in bpy.data.materials if mat.library is None)
elif materials == 'UNUSED':
mats = (mat for mat in bpy.data.materials if mat.library is None and mat.users == 0)
else:
mats = []
if materials == 'ACTIVE':
objs = [bpy.context.active_object]
elif materials == 'SELECTED':
objs = bpy.context.selected_objects
elif materials == 'SCENE':
objs = bpy.context.scene.objects
else: # materials == 'USED'
objs = bpy.data.objects
# Maybe check for users > 0 instead?
""" more reable than the following generator:
for ob in objs:
if hasattr(ob.data, "materials"):
for mat in ob.data.materials:
if mat.library is None: #and not in mats:
mats.append(mat)
"""
mats = (mat for ob in objs if hasattr(ob.data, "materials") for mat in ob.data.materials if mat.library is None)
for mat in mats:
mat.use_fake_user = fake_user == 'ON'
for area in bpy.context.screen.areas:
if area.type in ('PROPERTIES', 'NODE_EDITOR'):
area.tag_redraw()
def replace_material(m1, m2, all_objects=False, update_selection=False):
# replace material named m1 with material named m2
# m1 is the name of original material
# m2 is the name of the material to replace it with
# 'all' will replace throughout the blend file
matorg = bpy.data.materials.get(m1)
matrep = bpy.data.materials.get(m2)
if matorg != matrep and None not in (matorg, matrep):
#store active object
scn = bpy.context.scene
if all_objects:
objs = bpy.data.objects
else:
objs = bpy.context.selected_editable_objects
for ob in objs:
if ob.type == 'MESH':
match = False
for m in ob.material_slots:
if m.material == matorg:
m.material = matrep
# don't break the loop as the material can be
# ref'd more than once
# Indicate which objects were affected
if update_selection:
ob.select = True
match = True
if update_selection and not match:
ob.select = False
#else:
# print('Replace material: nothing to replace')
def select_material_by_name(find_mat_name):
#in object mode selects all objects with material find_mat_name
#in edit mode selects all polygons with material find_mat_name
find_mat = bpy.data.materials.get(find_mat_name)
if find_mat is None:
return
#check for editmode
editmode = False
scn = bpy.context.scene
#set selection mode to polygons
scn.tool_settings.mesh_select_mode = False, False, True
actob = bpy.context.active_object
if actob.mode == 'EDIT':
editmode = True
bpy.ops.object.mode_set()
if not editmode:
objs = bpy.data.objects
for ob in objs:
if ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
ms = ob.material_slots
for m in ms:
if m.material == find_mat:
ob.select = True
# the active object may not have the mat!
# set it to one that does!
scn.objects.active = ob
break
else:
ob.select = False
#deselect non-meshes
else:
ob.select = False
else:
#it's editmode, so select the polygons
ob = actob
ms = ob.material_slots
#same material can be on multiple slots
slot_indeces = []
i = 0
# found = False # UNUSED
for m in ms:
if m.material == find_mat:
slot_indeces.append(i)
# found = True # UNUSED
i += 1
me = ob.data
for f in me.polygons:
if f.material_index in slot_indeces:
f.select = True
else:
f.select = False
me.update()
if editmode:
bpy.ops.object.mode_set(mode='EDIT')
def mat_to_texface():
# assigns the first image in each material to the polygons in the active
# uvlayer for all selected objects
#check for editmode
editmode = False
actob = bpy.context.active_object
if actob.mode == 'EDIT':
editmode = True
bpy.ops.object.mode_set()
for ob in bpy.context.selected_editable_objects:
if ob.type == 'MESH':
#get the materials from slots
ms = ob.material_slots
#build a list of images, one per material
images = []
#get the textures from the mats
for m in ms:
if m.material is None:
continue
gotimage = False
textures = zip(m.material.texture_slots, m.material.use_textures)
for t, enabled in textures:
if enabled and t is not None:
tex = t.texture
if tex.type == 'IMAGE':
img = tex.image
images.append(img)
gotimage = True
break
if not gotimage:
print('noimage on', m.name)
images.append(None)
# now we have the images
# applythem to the uvlayer
me = ob.data
#got uvs?
if not me.uv_textures:
scn = bpy.context.scene
scn.objects.active = ob
bpy.ops.mesh.uv_texture_add()
scn.objects.active = actob
#get active uvlayer
for t in me.uv_textures:
if t.active:
uvtex = t.data
for f in me.polygons:
#check that material had an image!
if images[f.material_index] is not None:
uvtex[f.index].image = images[f.material_index]
else:
uvtex[f.index].image = None
me.update()
if editmode:
bpy.ops.object.mode_set(mode='EDIT')
def assignmatslots(ob, matlist):
#given an object and a list of material names
#removes all material slots form the object
#adds new ones for each material in matlist
#adds the materials to the slots as well.
scn = bpy.context.scene
ob_active = bpy.context.active_object
scn.objects.active = ob
for s in ob.material_slots:
bpy.ops.object.material_slot_remove()
# re-add them and assign material
i = 0
for m in matlist:
mat = bpy.data.materials[m]
ob.data.materials.append(mat)
i += 1
# restore active object:
scn.objects.active = ob_active
def cleanmatslots():
#check for edit mode
editmode = False
actob = bpy.context.active_object
if actob.mode == 'EDIT':
editmode = True
bpy.ops.object.mode_set()
objs = bpy.context.selected_editable_objects
for ob in objs:
if ob.type == 'MESH':
mats = ob.material_slots.keys()
#check the polygons on the mesh to build a list of used materials
usedMatIndex = [] # we'll store used materials indices here
faceMats = []
me = ob.data
for f in me.polygons:
#get the material index for this face...
faceindex = f.material_index
#indices will be lost: Store face mat use by name
currentfacemat = mats[faceindex]
faceMats.append(currentfacemat)
# check if index is already listed as used or not
found = 0
for m in usedMatIndex:
if m == faceindex:
found = 1
#break
if found == 0:
#add this index to the list
usedMatIndex.append(faceindex)
#re-assign the used mats to the mesh and leave out the unused
ml = []
mnames = []
for u in usedMatIndex:
ml.append(mats[u])
#we'll need a list of names to get the face indices...
mnames.append(mats[u])
assignmatslots(ob, ml)
# restore face indices:
i = 0
for f in me.polygons:
matindex = mnames.index(faceMats[i])
f.material_index = matindex
i += 1
if editmode:
bpy.ops.object.mode_set(mode='EDIT')
def assign_mat(matname="Default"):
# get active object so we can restore it later
actob = bpy.context.active_object
# check if material exists, if it doesn't then create it
found = False
for m in bpy.data.materials:
if m.name == matname:
target = m
found = True
break
if not found:
target = bpy.data.materials.new(matname)
# if objectmode then set all polygons
editmode = False
allpolygons = True
if actob.mode == 'EDIT':
editmode = True
allpolygons = False
bpy.ops.object.mode_set()
objs = bpy.context.selected_editable_objects
for ob in objs:
# set the active object to our object
scn = bpy.context.scene
scn.objects.active = ob
if ob.type in {'CURVE', 'SURFACE', 'FONT', 'META'}:
found = False
i = 0
for m in bpy.data.materials:
if m.name == matname:
found = True
index = i
break
i += 1
if not found:
index = i - 1
targetlist = [index]
assignmatslots(ob, targetlist)
elif ob.type == 'MESH':
# check material slots for matname material
found = False
i = 0
mats = ob.material_slots
for m in mats:
if m.name == matname:
found = True
index = i
#make slot active
ob.active_material_index = i
break
i += 1
if not found:
index = i
#the material is not attached to the object
ob.data.materials.append(target)
#now assign the material:
me = ob.data
if allpolygons:
for f in me.polygons:
f.material_index = index
elif allpolygons == False:
for f in me.polygons:
if f.select:
f.material_index = index
me.update()
#restore the active object
bpy.context.scene.objects.active = actob
if editmode:
bpy.ops.object.mode_set(mode='EDIT')
def check_texture(img, mat):
#finds a texture from an image
#makes a texture if needed
#adds it to the material if it isn't there already
tex = bpy.data.textures.get(img.name)
if tex is None:
tex = bpy.data.textures.new(name=img.name, type='IMAGE')
tex.image = img
#see if the material already uses this tex
#add it if needed
found = False
for m in mat.texture_slots:
if m and m.texture == tex:
found = True
break
if not found and mat:
mtex = mat.texture_slots.add()
mtex.texture = tex
mtex.texture_coords = 'UV'
mtex.use_map_color_diffuse = True
def texface_to_mat():
# editmode check here!
editmode = False
ob = bpy.context.object
if ob.mode == 'EDIT':
editmode = True
bpy.ops.object.mode_set()
for ob in bpy.context.selected_editable_objects:
faceindex = []
unique_images = []
# get the texface images and store indices
if (ob.data.uv_textures):
for f in ob.data.uv_textures.active.data:
if f.image:
img = f.image
#build list of unique images
if img not in unique_images:
unique_images.append(img)
faceindex.append(unique_images.index(img))
else:
img = None
faceindex.append(None)
# check materials for images exist; create if needed
matlist = []
for i in unique_images:
if i:
try:
m = bpy.data.materials[i.name]
except:
m = bpy.data.materials.new(name=i.name)
continue
finally:
matlist.append(m.name)
# add textures if needed
check_texture(i, m)
# set up the object material slots
assignmatslots(ob, matlist)
#set texface indices to material slot indices..
me = ob.data
i = 0
for f in faceindex:
if f is not None:
me.polygons[i].material_index = f
i += 1
if editmode:
bpy.ops.object.mode_set(mode='EDIT')
def remove_materials():
for ob in bpy.data.objects:
try:
bpy.ops.object.material_slot_remove()
print ("removed material from " + ob.name)
except:
print (ob.name + " does not have materials.")
# -----------------------------------------------------------------------------
# operator classes:
class VIEW3D_OT_texface_to_material(bpy.types.Operator):
"""Create texture materials for images assigned in UV editor"""
bl_idname = "view3d.texface_to_material"
bl_label = "Texface Images to Material/Texture (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
if context.selected_editable_objects:
texface_to_mat()
return {'FINISHED'}
else:
self.report({'WARNING'},
"No editable selected objects, could not finish")
return {'CANCELLED'}
class VIEW3D_OT_assign_material(bpy.types.Operator):
"""Assign a material to the selection"""
bl_idname = "view3d.assign_material"
bl_label = "Assign Material (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
matname = StringProperty(
name='Material Name',
description='Name of Material to Assign',
default="",
maxlen=63,
)
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
mn = self.matname
print(mn)
assign_mat(mn)
cleanmatslots()
mat_to_texface()
return {'FINISHED'}
class VIEW3D_OT_clean_material_slots(bpy.types.Operator):
"""Removes any material slots from selected objects """ \
"""that are not used by the mesh"""
bl_idname = "view3d.clean_material_slots"
bl_label = "Clean Material Slots (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
cleanmatslots()
return {'FINISHED'}
class VIEW3D_OT_material_to_texface(bpy.types.Operator):
"""Transfer material assignments to UV editor"""
bl_idname = "view3d.material_to_texface"
bl_label = "Material Images to Texface (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
mat_to_texface()
return {'FINISHED'}
class VIEW3D_OT_material_remove(bpy.types.Operator):
"""Remove all material slots from active objects"""
bl_idname = "view3d.material_remove"
bl_label = "Remove All Material Slots (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
remove_materials()
return {'FINISHED'}
class VIEW3D_OT_select_material_by_name(bpy.types.Operator):
"""Select geometry with this material assigned to it"""
bl_idname = "view3d.select_material_by_name"
bl_label = "Select Material By Name (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
matname = StringProperty(
name='Material Name',
description='Name of Material to Select',
maxlen=63,
)
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
mn = self.matname
select_material_by_name(mn)
return {'FINISHED'}
class VIEW3D_OT_replace_material(bpy.types.Operator):
"""Replace a material by name"""
bl_idname = "view3d.replace_material"
bl_label = "Replace Material (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
matorg = StringProperty(
name="Original",
description="Material to replace",
maxlen=63,
)
matrep = StringProperty(name="Replacement",
description="Replacement material",
maxlen=63,
)
all_objects = BoolProperty(
name="All objects",
description="Replace for all objects in this blend file",
default=True,
)
update_selection = BoolProperty(
name="Update Selection",
description="Select affected objects and deselect unaffected",
default=True,
)
# Allow to replace all objects even without a selection / active object
#@classmethod
#def poll(cls, context):
# return context.active_object is not None
def draw(self, context):
layout = self.layout
layout.prop_search(self, "matorg", bpy.data, "materials")
layout.prop_search(self, "matrep", bpy.data, "materials")
layout.prop(self, "all_objects")
layout.prop(self, "update_selection")
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context):
replace_material(self.matorg, self.matrep, self.all_objects, self.update_selection)
return {'FINISHED'}
class VIEW3D_OT_fake_user_set(bpy.types.Operator):
"""Enable/disable fake user for materials"""
bl_idname = "view3d.fake_user_set"
bl_label = "Set Fake User (Material Utils)"
bl_options = {'REGISTER', 'UNDO'}
fake_user = EnumProperty(
name="Fake User",
description="Turn fake user on or off",
items=(('ON', "On", "Enable fake user"),('OFF', "Off", "Disable fake user")),
default='ON'
)
materials = EnumProperty(
name="Materials",
description="Which materials of objects to affect",
items=(('ACTIVE', "Active object", "Materials of active object only"),
('SELECTED', "Selected objects", "Materials of selected objects"),
('SCENE', "Scene objects", "Materials of objects in current scene"),
('USED', "Used", "All materials used by objects"),
('UNUSED', "Unused", "Currently unused materials"),
('ALL', "All", "All materials in this blend file")),
default='UNUSED'
)
def draw(self, context):
layout = self.layout
layout.prop(self, "fake_user", expand=True)
layout.prop(self, "materials")
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def execute(self, context):
fake_user_set(self.fake_user, self.materials)
return {'FINISHED'}
# -----------------------------------------------------------------------------
# menu classes
class VIEW3D_MT_master_material(bpy.types.Menu):
bl_label = "Material Utils Menu"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.menu("VIEW3D_MT_assign_material", icon='ZOOMIN')
layout.menu("VIEW3D_MT_select_material", icon='HAND')
layout.separator()
layout.operator("view3d.clean_material_slots",
text="Clean Material Slots",
icon='CANCEL')
layout.operator("view3d.material_remove",
text="Remove Material Slots",
icon='CANCEL')
layout.operator("view3d.material_to_texface",
text="Material to Texface",
icon='MATERIAL_DATA')
layout.operator("view3d.texface_to_material",
text="Texface to Material",
icon='MATERIAL_DATA')
layout.separator()
layout.operator("view3d.replace_material",
text='Replace Material',
icon='ARROW_LEFTRIGHT')
layout.operator("view3d.fake_user_set",
text='Set Fake User',
icon='UNPINNED')
class VIEW3D_MT_assign_material(bpy.types.Menu):
bl_label = "Assign Material"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
for material_name in bpy.data.materials.keys():
layout.operator("view3d.assign_material",
text=material_name,
icon='MATERIAL_DATA').matname = material_name
layout.operator("view3d.assign_material",
text="Add New",
icon='ZOOMIN')
class VIEW3D_MT_select_material(bpy.types.Menu):
bl_label = "Select by Material"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
ob = context.object
layout.label
if ob.mode == 'OBJECT':
#show all used materials in entire blend file
for material_name, material in bpy.data.materials.items():
if material.users > 0:
layout.operator("view3d.select_material_by_name",
text=material_name,
icon='MATERIAL_DATA',
).matname = material_name
elif ob.mode == 'EDIT':
#show only the materials on this object
mats = ob.material_slots.keys()
for m in mats:
layout.operator("view3d.select_material_by_name",
text=m,
icon='MATERIAL_DATA').matname = m
def register():
bpy.utils.register_module(__name__)
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymaps.new(name="3D View", space_type="VIEW_3D")
kmi = km.keymap_items.new('wm.call_menu', 'Q', 'PRESS', shift=True)
kmi.properties.name = "VIEW3D_MT_master_material"
def unregister():
bpy.utils.unregister_module(__name__)
kc = bpy.context.window_manager.keyconfigs.addon
if kc:
km = kc.keymaps["3D View"]
for kmi in km.keymap_items:
if kmi.idname == 'wm.call_menu':
if kmi.properties.name == "VIEW3D_MT_master_material":
km.keymap_items.remove(kmi)
break
if __name__ == "__main__":
register()