support for udim textures and buttons for easily remove applink nodes

This commit is contained in:
Kalle-Samuli Riihikoski 2019-03-06 15:54:46 +02:00
parent 7137867f34
commit 68867dbb2b
3 changed files with 504 additions and 109 deletions

View File

@ -210,7 +210,7 @@ def make_texture_list(texturefolder):
#Updating objects MESH part ( Mesh, Vertex Groups, Vertex Colors )
'''
def updatemesh(objekti, proxy):
def updatemesh(objekti, proxy, texturelist):
# Vertex colors
if(len(proxy.data.vertex_colors) > 0):
@ -243,42 +243,35 @@ def updatemesh(objekti, proxy):
# UV -Sets
udim_textures = False
if(texturelist[0][0].startswith('100')):
udim_textures =True
proxy.select_set(True)
objekti.select_set(True)
Create_uv = True
if(len(proxy.data.uv_layers) > 0):
for proxy_layer in proxy.data.uv_layers:
for objekti_layer in objekti.data.uv_layers:
uv_new_name = '3DC_' + proxy_layer.name
if(objekti_layer.name == uv_new_name):
for poly in objekti.data.polygons:
for indi in poly.loop_indices:
objekti_layer.data[indi].uv[0] = proxy_layer.data[indi].uv[0]
objekti_layer.data[indi].uv[1] = proxy_layer.data[indi].uv[1]
Create_uv = False
break
if(Create_uv):
name = '3DC_' + proxy_layer.name
objekti.data.uv_layers.new(name=name)
for poly in objekti.data.polygons:
for indi in poly.loop_indices:
objekti.data.uv_layers[-1].data[indi].uv[0] = proxy_layer.data[indi].uv[0]
objekti.data.uv_layers[-1].data[indi].uv[1] = proxy_layer.data[indi].uv[1]
uv_count = len(proxy.data.uv_layers)
index = 0
while(index < uv_count):
for poly in proxy.data.polygons:
for indi in poly.loop_indices:
if(proxy.data.uv_layers[index].data[indi].uv[0] != -1):
if(udim_textures):
udim = proxy.data.uv_layers[index].name
udim_index = int(udim[2:]) - 1
objekti.data.uv_layers[0].data[indi].uv[0] = proxy.data.uv_layers[index].data[indi].uv[0]
objekti.data.uv_layers[0].data[indi].uv[1] = proxy.data.uv_layers[index].data[indi].uv[1]
if(udim_textures):
objekti.data.uv_layers[0].data[indi].uv[0] += udim_index
index = index + 1
# Mesh Copy
for ind, v in enumerate(objekti.data.vertices):
v.co = proxy.data.vertices[ind].co
'''
proxy.select_set(True)
obj_data = objekti.data.id_data
objekti.data = proxy.data.id_data
objekti.data.id_data.name = obj_data.name
if (bpy.data.meshes[obj_data.name].users == 0):
bpy.data.meshes.remove(obj_data)
'''
def running():
n=0# number of instances of the program running
prog=[line.split() for line in subprocess.check_output("tasklist").splitlines()]
@ -363,6 +356,170 @@ class SCENE_OT_opencoat(bpy.types.Operator):
return {'FINISHED'}
def deleteNodes(type):
deletelist = []
deleteimages = []
deletegroup =[]
delete_images = bpy.context.scene.coat3D.delete_images
if type == 'Material':
if(len(bpy.context.selected_objects) == 1):
material = bpy.context.selected_objects[0].active_material
if(material.use_nodes):
for node in material.node_tree.nodes:
if(node.name.startswith('3DC')):
if (node.type == 'GROUP'):
deletegroup.append(node.node_tree.name)
deletelist.append(node.name)
if node.type == 'TEX_IMAGE' and delete_images == True:
deleteimages.append(node.image.name)
if deletelist:
for node in deletelist:
material.node_tree.nodes.remove(material.node_tree.nodes[node])
if deleteimages:
for image in deleteimages:
bpy.data.images.remove(bpy.data.images[image])
elif type == 'Object':
if (len(bpy.context.selected_objects) > 0):
for objekti in bpy.context.selected_objects:
for material in objekti.material_slots:
if (material.material.use_nodes):
for node in material.material.node_tree.nodes:
if (node.name.startswith('3DC')):
if(node.type == 'GROUP'):
deletegroup.append(node.node_tree.name)
deletelist.append(node.name)
if node.type == 'TEX_IMAGE' and delete_images == True:
deleteimages.append(node.image.name)
if deletelist:
for node in deletelist:
material.material.node_tree.nodes.remove(material.material.node_tree.nodes[node])
deletelist = []
if deleteimages:
for image in deleteimages:
bpy.data.images.remove(bpy.data.images[image])
deleteimages = []
elif type == 'Collection':
for collection_object in bpy.context.view_layer.active_layer_collection.collection.all_objects:
if(collection_object.type == 'MESH'):
for material in collection_object.material_slots:
if (material.material.use_nodes):
for node in material.material.node_tree.nodes:
if (node.name.startswith('3DC')):
if (node.type == 'GROUP'):
deletegroup.append(node.node_tree.name)
deletelist.append(node.name)
if node.type == 'TEX_IMAGE' and delete_images == True:
deleteimages.append(node.image.name)
if deletelist:
for node in deletelist:
material.material.node_tree.nodes.remove(material.material.node_tree.nodes[node])
deletelist = []
if deleteimages:
for image in deleteimages:
bpy.data.images.remove(bpy.data.images[image])
deleteimages = []
elif type == 'Scene':
for collection in bpy.data.collections:
for collection_object in collection.all_objects:
if (collection_object.type == 'MESH'):
for material in collection_object.material_slots:
if (material.material.use_nodes):
for node in material.material.node_tree.nodes:
if (node.name.startswith('3DC')):
if (node.type == 'GROUP'):
deletegroup.append(node.node_tree.name)
deletelist.append(node.name)
if node.type == 'TEX_IMAGE' and delete_images == True:
deleteimages.append(node.image.name)
if deletelist:
for node in deletelist:
material.material.node_tree.nodes.remove(material.material.node_tree.nodes[node])
deletelist = []
if deleteimages:
for image in deleteimages:
bpy.data.images.remove(bpy.data.images[image])
deleteimages = []
if(deletelist):
for node in deletelist:
bpy.data.node_groups.remove(bpy.data.node_groups[node])
for image in bpy.data.images:
if (image.name.startswith('3DC') and image.name[6] == '_'):
deleteimages.append(image.name)
if(deletegroup):
for node in deletegroup:
bpy.data.node_groups.remove(bpy.data.node_groups[node])
if deleteimages:
for image in deleteimages:
bpy.data.images.remove(bpy.data.images[image])
''' DELETE NODES BUTTONS'''
class SCENE_OT_delete_material_nodes(bpy.types.Operator):
bl_idname = "delete_material_nodes.pilgway_3d_coat"
bl_label = "Delete material nodes"
bl_description = "Delete material nodes"
bl_options = {'UNDO'}
def invoke(self, context, event):
type = bpy.context.scene.coat3D.deleteMode = 'Material'
deleteNodes(type)
return {'FINISHED'}
class SCENE_OT_delete_object_nodes(bpy.types.Operator):
bl_idname = "delete_object_nodes.pilgway_3d_coat"
bl_label = "Delete material nodes"
bl_description = "Delete material nodes"
bl_options = {'UNDO'}
def invoke(self, context, event):
type = bpy.context.scene.coat3D.deleteMode = 'Object'
deleteNodes(type)
return {'FINISHED'}
class SCENE_OT_delete_collection_nodes(bpy.types.Operator):
bl_idname = "delete_collection_nodes.pilgway_3d_coat"
bl_label = "Delete material nodes"
bl_description = "Delete material nodes"
bl_options = {'UNDO'}
def invoke(self, context, event):
type = bpy.context.scene.coat3D.deleteMode = 'Collection'
deleteNodes(type)
return {'FINISHED'}
class SCENE_OT_delete_scene_nodes(bpy.types.Operator):
bl_idname = "delete_scene_nodes.pilgway_3d_coat"
bl_label = "Delete material nodes"
bl_description = "Delete material nodes"
bl_options = {'UNDO'}
def invoke(self, context, event):
type = bpy.context.scene.coat3D.deleteMode = 'Scene'
deleteNodes(type)
return {'FINISHED'}
''' TRANSFER AND UPDATE BUTTONS'''
class SCENE_OT_export(bpy.types.Operator):
bl_idname = "export_applink.pilgway_3d_coat"
bl_label = "Export your custom property"
@ -614,6 +771,8 @@ class SCENE_OT_export(bpy.types.Operator):
objekti.coat3D.type = coat3D.type
objekti.coat3D.applink_mesh = True
objekti.coat3D.obj_mat = ''
objekti.coat3D.applink_index = ("3DC%.3d" % (object_index))
objekti.coat3D.applink_firsttime = True
if(coat3D.type != 'autopo'):
objekti.coat3D.applink_address = coa.applink_address
@ -667,6 +826,16 @@ class SCENE_OT_import(bpy.types.Operator):
bpy.data.materials.remove(material)
image_del_list = []
for image in bpy.data.images:
if (image.name.startswith('3DC')):
if image.users == 0:
image_del_list.append(image.name)
if (image_del_list != []):
for image in image_del_list:
bpy.data.images.remove(bpy.data.images[image])
coat3D = bpy.context.scene.coat3D
coat = bpy.coat3D
coat3D.exchangedir = set_exchange_folder()
@ -850,7 +1019,7 @@ class SCENE_OT_import(bpy.types.Operator):
for index, material in enumerate(objekti.material_slots):
obj_proxy.material_slots[index-1].material = material.material
updatemesh(objekti,obj_proxy)
updatemesh(objekti,obj_proxy, texturelist)
bpy.context.view_layer.objects.active = objekti
@ -1150,6 +1319,32 @@ class SCENE_PT_Settings_Folders(ObjectButtonsPanel, bpy.types.Panel):
col = flow.column()
col.prop(coat3D, "coat3D_exe", text="3D-Coat.exe")
class SCENE_PT_Settings_DeleteNodes(ObjectButtonsPanel, bpy.types.Panel):
bl_label = "Delete 3DC nodes from selected..."
bl_parent_id = "SCENE_PT_Settings"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = False
coat3D = bpy.context.scene.coat3D
layout.active = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.operator("delete_material_nodes.pilgway_3d_coat", text="Material")
col.operator("delete_object_nodes.pilgway_3d_coat", text="Object(s)")
col = flow.column()
col.operator("delete_collection_nodes.pilgway_3d_coat", text="Collection")
col.operator("delete_scene_nodes.pilgway_3d_coat", text="Scene")
col = flow.column()
col.prop(coat3D, "delete_images", text="Delete nodes images")
# 3D-Coat Dynamic Menu
@ -1164,19 +1359,38 @@ class VIEW3D_MT_Coat_Dynamic_Menu(bpy.types.Menu):
ob = context
if ob.mode == 'OBJECT':
if(len(context.selected_objects) > 0):
layout.operator("import_applink.pilgway_3d_coat", text="Update Scene")
layout.operator("import_applink.pilgway_3d_coat",
text="Update Scene")
layout.separator()
layout.operator("export_applink.pilgway_3d_coat", text="Copy selected object(s) into 3D-Coat")
layout.operator("export_applink.pilgway_3d_coat",
text="Copy selected object(s) into 3D-Coat")
layout.separator()
if(context.selected_objects[0].coat3D.applink_3b_path != ''):
layout.operator("open_3dcoat.pilgway_3d_coat", text="Open .3b file" +context.selected_objects[0].coat3D.applink_3b_just_name)
layout.operator("open_3dcoat.pilgway_3d_coat",
text="Open .3b file" +context.selected_objects[0].coat3D.applink_3b_just_name)
layout.separator()
else:
layout.operator("import_applink.pilgway_3d_coat", text="Update Scene")
layout.operator("import_applink.pilgway_3d_coat",
text="Update Scene")
layout.separator()
if (len(context.selected_objects) > 0):
layout.operator("delete_material_nodes.pilgway_3d_coat",
text="Delete 3D-Coat nodes from active material")
layout.operator("delete_object_nodes.pilgway_3d_coat",
text="Delete 3D-Coat nodes from selected obejcts")
layout.operator("delete_object_nodes.pilgway_3d_coat",
text="Delete 3D-Coat nodes from active collection")
layout.operator("delete_object_nodes.pilgway_3d_coat",
text="Delete all 3D-Coat nodes")
layout.separator()
class ObjectCoat3D(PropertyGroup):
@ -1188,6 +1402,9 @@ class ObjectCoat3D(PropertyGroup):
applink_address: StringProperty(
name="Object_Applink_address"
)
applink_index: StringProperty(
name="Object_Applink_address"
)
applink_3b_path: StringProperty(
name="Object_3B_Path"
)
@ -1263,6 +1480,11 @@ class SceneCoat3D(PropertyGroup):
name="FilePath",
subtype="DIR_PATH",
)
deleteMode: StringProperty(
name="FilePath",
subtype="DIR_PATH",
default=''
)
coat3D_exe: StringProperty(
name="FilePath",
subtype="FILE_PATH",
@ -1280,6 +1502,11 @@ class SceneCoat3D(PropertyGroup):
description="Allows to skip import dialog",
default=False
)
delete_images: BoolProperty(
name="Import window",
description="Allows to skip import dialog",
default=True
)
bring_retopo_path: StringProperty(
name="FilePath",
subtype="DIR_PATH",
@ -1447,10 +1674,15 @@ classes = (
SCENE_PT_Settings_Update,
SCENE_PT_Bake_Settings,
SCENE_PT_Settings_Folders,
SCENE_PT_Settings_DeleteNodes,
SCENE_OT_folder,
SCENE_OT_opencoat,
SCENE_OT_export,
SCENE_OT_import,
SCENE_OT_delete_material_nodes,
SCENE_OT_delete_object_nodes,
SCENE_OT_delete_collection_nodes,
SCENE_OT_delete_scene_nodes,
VIEW3D_MT_Coat_Dynamic_Menu,
ObjectCoat3D,
SceneCoat3D,

View File

@ -15,7 +15,7 @@
"metalness": {
"name": "metalness",
"colorspace": "color",
"colorspace": "noncolor",
"normal": "no",
"displacement": "no",
"find_input": [ "Metallic" ],
@ -28,7 +28,7 @@
"rough": {
"name": "rough",
"colorspace": "color",
"colorspace": "noncolor",
"normal": "no",
"displacement": "no",
"find_input": [ "Roughness" ],
@ -55,11 +55,12 @@
"displacement": {
"name": "displacement",
"colorspace": "color",
"colorspace": "noncolor",
"normal": "no",
"displacement": "yes",
"rampnode": "yes",
"huenode": "no",
"node_location": [ 100, 100 ],
"input": 5,
"node_color": [ 0.608, 0.591, 0.498 ]
},
@ -72,6 +73,7 @@
"find_input": [ "Emissive" ],
"rampnode": "no",
"huenode": "yes",
"node_location": [ 100, 100 ],
"input": 4,
"node_color": [ 0.0, 0.0, 0.0 ]
},
@ -83,16 +85,18 @@
"displacement": "no",
"rampnode": "no",
"huenode": "no",
"node_location": [ 100, 100 ],
"node_color": [ 0.0, 0.0, 0.0 ]
},
"ao": {
"name": "ao",
"colorspace": "color",
"colorspace": "noncolor",
"normal": "no",
"displacement": "no",
"rampnode": "yes",
"huenode": "no",
"node_location": [ 100, 100 ],
"node_color": [ 0.1, 0.5, 0.1 ]
}

View File

@ -46,32 +46,41 @@ 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 """
def UVTiling(objekti, index, texturelist):
""" Checks what Tiles are linked with Material """
objekti.coat3D.applink_scale = objekti.scale
final_material_indexs = []
uvtiles_index = []
tiles_index = []
tile_number =''
for poly in objekti.data.polygons:
if (poly.material_index not in final_material_indexs):
final_material_indexs.append(poly.material_index)
if (poly.material_index == (index)):
loop_index = poly.loop_indices[0]
uvtiles_index.append([poly.material_index, objekti.data.uv_layers.active.data[loop_index].uv[0]])
if (len(final_material_indexs) == len(objekti.material_slots)):
break
uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0]
if(uv_x >= 0 and uv_x <=1):
tile_number = '1001'
elif (uv_x >= 1 and uv_x <= 2):
tile_number = '1002'
elif (uv_x >= 2 and uv_x <= 3):
tile_number = '1003'
elif (uv_x >= 3 and uv_x <= 4):
tile_number = '1004'
elif (uv_x >= 4 and uv_x <= 5):
tile_number = '1005'
elif (uv_x >= 5 and uv_x <= 6):
tile_number = '1006'
elif (uv_x >= 6 and uv_x <= 7):
tile_number = '1007'
elif (uv_x >= 7 and uv_x <= 8):
tile_number = '1008'
elif (uv_x >= 8 and uv_x <= 9):
tile_number = '1009'
elif (uv_x >= 9 and uv_x <= 10):
tile_number = '1010'
for texture_info in texturelist:
name = texture_info[0]
final_name = name[1:]
tiling_number = int(final_name)
if tile_number not in tiles_index:
tiles_index.append(tile_number)
for list_tiles in uvtiles_index:
if(list_tiles[1] >= (tiling_number - 1) and list_tiles[1] <= tiling_number ):
texture_info[0] = objekti.material_slots[list_tiles[0]].material.name
break
return texturelist
return tiles_index
def updatetextures(objekti): # Update 3DC textures
@ -113,25 +122,28 @@ def updatetextures(objekti): # Update 3DC textures
elif (node.name == '3DC_AO'):
node.image.reload()
def link_material_into_uvset(objekti, material, material_index):
def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
for layer in objekti.data.uv_layers:
for face in objekti.data.polygons:
for vert_idx, loop_idx in zip(face.vertices, face.loop_indices):
uv_coords = layer.data[loop_idx].uv
def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
# Let's check are we UVSet or MATERIAL mode
uv_name = texturelist[0][0]
Main_mode = ''
for uv_set in objekti.data.uv_layers:
if(uv_name == uv_set.name):
Main_mode = uv_set.name
break
create_nodes = False
if texturelist[0][0].startswith('100'):
print('This is UVTiling')
texturelist = UVTiling(objekti, texturelist)
for index_mat in objekti.material_slots:
for ind, index_mat in enumerate(objekti.material_slots):
active_uvset = link_material_into_uvset(objekti, index_mat, ind)
if(udim_textures):
tile_list = UVTiling(objekti,ind, texturelist)
else:
tile_list = []
texcoat = {}
texcoat['color'] = []
@ -144,33 +156,66 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
texcoat['displacement'] = []
create_group_node = False
for texture_info in texturelist:
if texture_info[0] == index_mat.name:
if(udim_textures == False):
for texture_info in texturelist:
if texture_info[0] == index_mat.name:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
texcoat['color'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
texcoat['metalness'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append(texture_info[3])
create_nodes = True
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
elif texture_info[2] == 'emissive':
texcoat['emissive'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'ao':
texcoat['ao'].append(texture_info[3])
create_nodes = True
elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
create_group_node = True
else:
for texture_info in texturelist:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
texcoat['color'].append(texture_info[3])
texcoat['color'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
texcoat['metalness'].append(texture_info[3])
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
2] == 'reflection':
texcoat['metalness'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append(texture_info[3])
texcoat['rough'].append([texture_info[0],texture_info[3]])
create_nodes = True
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])
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[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'emissive':
texcoat['emissive'].append(texture_info[3])
texcoat['emissive'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append(texture_info[3])
texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'ao':
texcoat['ao'].append(texture_info[3])
texcoat['ao'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append(texture_info[3])
texcoat['displacement'].append([texture_info[0],texture_info[3]])
create_nodes = True
create_group_node = True
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangedir
@ -182,10 +227,11 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
objekti.coat3D.applink_3b_path = line
export_file.close()
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node)
createnodes(index_mat, texcoat, create_group_node, tile_list, objekti)
def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and link textures into them
def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti): # 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
@ -303,37 +349,135 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
if(out_mat.inputs['Surface'].is_linked == True):
if(bring_color == True and texcoat['color'] != []):
CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
if(bring_metalness == True and texcoat['metalness'] != []):
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
if(bring_roughness == True and texcoat['rough'] != []):
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat,tile_list, objekti)
if(bring_normal == True and texcoat['nmap'] != []):
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
if (bring_emissive == True and texcoat['emissive'] != []):
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat)
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti)
if (bring_displacement == True and texcoat['displacement'] != []):
CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup, main_material,
applink_tree, out_mat, coatMat)
applink_tree, out_mat, coatMat, tile_list, objekti)
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat):
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti):
node = act_material.nodes.new('ShaderNodeTexImage')
uv_node = act_material.nodes.new('ShaderNodeUVMap')
uv_node.uv_map = '3DC_' + coatMat.name
act_material.links.new(uv_node.outputs[0], node.inputs[0])
if(tile_list):
texture_name = coatMat.name + '_' + type['name']
texture_tree = bpy.data.node_groups.new(type="ShaderNodeTree", name=texture_name)
texture_tree.outputs.new("NodeSocketColor", "Color")
texture_node_tree = act_material.nodes.new('ShaderNodeGroup')
texture_node_tree.name = '3DC_' + type['name']
texture_node_tree.node_tree = texture_tree
texture_node_tree.location[0] = type['node_location'][0]
texture_node_tree.location[0] -= 400
texture_node_tree.location[1] = type['node_location'][1]
notegroupend = texture_tree.nodes.new('NodeGroupOutput')
count = len(tile_list)
uv_loc = [-1400, 200]
map_loc = [-1100, 200]
tex_loc = [-700, 200]
mix_loc = [-400, 100]
nodes = []
for index, tile in enumerate(tile_list):
tex_img_node = texture_tree.nodes.new('ShaderNodeTexImage')
if(type['colorspace'] == 'color' ):
tex_img_node.color_space = 'COLOR'
else:
tex_img_node.color_space = 'NONE'
for ind, tex_index in enumerate(texcoat[type['name']]):
if(tex_index[0] == tile):
tex_img_node.image = bpy.data.images.load(texcoat[type['name']][ind][1])
break
tex_img_node.location = tex_loc
tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
tex_uv_node.location = uv_loc
tex_uv_node.uv_map = objekti.data.uv_layers[0].name
map_node = texture_tree.nodes.new('ShaderNodeMapping')
map_node.location = map_loc
map_node.name = '3DC_' + tile
map_node.vector_type = 'TEXTURE'
map_node.use_min = True
map_node.use_max = True
tile_int = int(tile[2:])
map_node.min[0] = tile_int - 1
map_node.max[0] = tile_int
if(index == 0):
nodes.append(tex_img_node.name)
if(count == 1):
texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
if(index > 0):
mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
mix_node.blend_type = 'ADD'
mix_node.inputs[0].default_value = 1
mix_node.location = mix_loc
mix_loc[1] -= 300
texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
nodes.clear()
nodes.append(mix_node.name)
elif(index > 1):
mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
mix_node.blend_type = 'ADD'
mix_node.inputs[0].default_value = 1
mix_node.location = mix_loc
mix_loc[1] -= 300
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
tex_loc[1] -= 300
uv_loc[1] -= 300
map_loc[1] -= 300
texture_tree.links.new(tex_uv_node.outputs[0], map_node.inputs[0])
texture_tree.links.new(map_node.outputs[0], tex_img_node.inputs[0])
if(count > 1):
texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
if(tile_list):
node = texture_node_tree
else:
node = act_material.nodes.new('ShaderNodeTexImage')
uv_node = act_material.nodes.new('ShaderNodeUVMap')
uv_node.uv_map = objekti.data.uv_layers[0].name
act_material.links.new(uv_node.outputs[0], node.inputs[0])
uv_node.use_custom_color = True
uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
node.use_custom_color = True
uv_node.use_custom_color = True
node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if type['name'] == 'nmap':
normal_node = act_material.nodes.new('ShaderNodeNormalMap')
@ -341,7 +485,8 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
node.location = -671, -510
uv_node.location = -750, -600
if(tile_list == []):
uv_node.location = -750, -600
normal_node.location = -350, -350
normal_node.name = '3DC_normalnode'
@ -362,9 +507,10 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
if(input_color != -1):
break
node.image = bpy.data.images.load(texcoat[type['name']][0])
if(type['colorspace'] == 'noncolor'):
node.color_space = 'NONE'
if(tile_list == []):
node.image = bpy.data.images.load(texcoat[type['name']][0])
if(type['colorspace'] == 'noncolor'):
node.color_space = 'NONE'
if (coat3D.createnodes):
@ -408,15 +554,16 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
if(material.name == '3DC_Emission'):
main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
break
uv_node.location = node.location
uv_node.location[0] -= 300
uv_node.location[1] -= 200
if(tile_list == []):
uv_node.location = node.location
uv_node.location[0] -= 300
uv_node.location[1] -= 200
else:
node.location = type['node_location'][0], type['node_location'][1]
uv_node.location = node.location
uv_node.location[0] -= 300
if (tile_list == []):
uv_node.location = node.location
uv_node.location[0] -= 300
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])
@ -496,6 +643,18 @@ def matlab(objekti,mat_list,texturelist,is_new):
updatetextures(objekti)
if(texturelist != []):
readtexturefolder(objekti,mat_list,texturelist,is_new)
udim_textures = False
if texturelist[0][0].startswith('100'):
udim_textures = True
if(udim_textures == False):
readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures)
else:
path = texturelist[0][3]
only_name = os.path.basename(path)
if(only_name.startswith(objekti.coat3D.applink_index)):
readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures)
return('FINISHED')