glTF importer: manage KHR_texture_transform extension for all textures
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (0, 9, 55),
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"version": (0, 9, 56),
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'blender': (2, 81, 6),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -15,6 +15,7 @@
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import bpy
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from .gltf2_blender_texture import BlenderTextureInfo
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from ..com.gltf2_blender_material_helpers import get_preoutput_node_output
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from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
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class BlenderEmissiveMap():
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@ -82,6 +83,13 @@ class BlenderEmissiveMap():
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].blender_image_name]
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text.label = 'EMISSIVE'
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text.location = -1000, 1000
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if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
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tex_transform = text.image['tex_transform'][str(pymaterial.emissive_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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# create links
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node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
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@ -14,6 +14,7 @@
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import bpy
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from .gltf2_blender_texture import BlenderTextureInfo
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from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
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class BlenderNormalMap():
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@ -69,6 +70,13 @@ class BlenderNormalMap():
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if text.image:
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text.image.colorspace_settings.is_data = True
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text.location = -500, -500
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if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
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tex_transform = text.image['tex_transform'][str(pymaterial.normal_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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normalmap_node = node_tree.nodes.new('ShaderNodeNormalMap')
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normalmap_node.location = -250, -500
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@ -15,6 +15,7 @@
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import bpy
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from .gltf2_blender_texture import BlenderTextureInfo
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from ..com.gltf2_blender_material_helpers import get_gltf_node_name
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from ..com.gltf2_blender_conversion import texture_transform_gltf_to_blender
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class BlenderOcclusionMap():
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@ -99,6 +100,13 @@ class BlenderOcclusionMap():
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gltf.data.textures[pymaterial.occlusion_texture.index].source
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].blender_image_name]
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text.label = 'OCCLUSION'
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if text.image is not None: # Sometimes images can't be retrieved (bad gltf file ...)
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tex_transform = text.image['tex_transform'][str(pymaterial.occlusion_texture.index)]
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mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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# Links
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node_tree.links.new(mapping.inputs[0], uvmap.outputs[0])
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@ -249,6 +249,13 @@ class BlenderPbr():
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metallic_mapping = node_tree.nodes.new('ShaderNodeMapping')
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metallic_mapping.location = -1000, 0
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metallic_mapping.vector_type = 'POINT'
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tex_transform = metallic_text.image['tex_transform'][str(pypbr.metallic_roughness_texture.index)]
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metallic_mapping.translation[0] = texture_transform_gltf_to_blender(tex_transform)['offset'][0]
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metallic_mapping.translation[1] = texture_transform_gltf_to_blender(tex_transform)['offset'][1]
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metallic_mapping.rotation[2] = texture_transform_gltf_to_blender(tex_transform)['rotation']
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metallic_mapping.scale[0] = texture_transform_gltf_to_blender(tex_transform)['scale'][0]
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metallic_mapping.scale[1] = texture_transform_gltf_to_blender(tex_transform)['scale'][1]
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metallic_uvmap = node_tree.nodes.new('ShaderNodeUVMap')
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metallic_uvmap.location = -1500, 0
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