uv_bake_texture_to_vcols: move to contrib: T63750
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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"""
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Bake UV-Texture to Vertex Colors Addon
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Contact: p_boelens@msn.com
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Information: https://developer.blender.org/T28211
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Contributor(s): Patrick Boelens, CoDEmanX.
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All rights reserved.
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"""
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bl_info = {
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"name": "Bake UV-Texture to Vertex Colors",
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"description": "Bakes the colors of the active UV Texture "
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"to a Vertex Color layer.",
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"author": "Patrick Boelens, CoDEmanX",
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"version": (0, 6),
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"blender": (2, 63, 0),
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"location": "3D View > Vertex Paint > Toolshelf > Bake",
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"warning": "Requires image texture, generated textures aren't supported.",
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"wiki_url": "http://wiki.blender.org/index.php?title=Extensions:2.6/Py/"
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"Scripts/UV/Bake_Texture_to_Vertex_Colors",
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"category": "UV",
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}
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import bpy
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from bpy.props import BoolProperty, EnumProperty, FloatVectorProperty
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from math import fabs
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from colorsys import rgb_to_hsv, hsv_to_rgb
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class UV_OT_bake_texture_to_vcols(bpy.types.Operator):
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bl_idname = "uv.bake_texture_to_vcols"
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bl_label = "Bake UV-Texture to Vertex Colors"
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bl_description = "Bake active UV-Texture to new Vertex Color layer "\
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"(requires image texture)"
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bl_options = {'REGISTER', 'UNDO'}
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replace_active_layer: BoolProperty(
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name="Replace layer",
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description="Overwrite active Vertex Color layer",
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default=True)
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mappingModes = [
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("CLIP", "Clip", "Don't affect vertices who's UV-coordinates are out of bounds."),
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("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
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("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")]
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mappingMode: EnumProperty(
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items=mappingModes,
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default="CLIP",
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name="Mapping",
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description="The mode to use for baking vertices who's UV-coordinates are out of bounds")
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blendingModes = [("MIX", "Mix", ""),
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("ADD", "Add", ""),
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("SUBTRACT", "Subtract", ""),
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("MULTIPLY", "Multiply", ""),
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("SCREEN", "Screen", ""),
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("OVERLAY", "Overlay", ""),
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("DIFFERENCE", "Difference", ""),
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("DIVIDE", "Divide", ""),
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("DARKEN", "Darken", ""),
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("LIGHTEN", "Lighten", ""),
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("HUE", "Hue", ""),
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("SATURATION", "Saturation", ""),
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("VALUE", "Value", ""),
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("COLOR", "Color", ""),
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("SOFT_LIGHT", "Soft Light", ""),
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("LINEAR_LIGHT", "Linear Light", "")
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]
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blendingMode: EnumProperty(
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items=blendingModes,
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default="MULTIPLY",
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name="Blend Type",
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description="The blending mode to use when baking")
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mirror_x: BoolProperty(name="Mirror X", description="Mirror the image on the X-axis")
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mirror_y: BoolProperty(name="Mirror Y", description="Mirror the image on the Y-axis")
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@classmethod
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def poll(self, context):
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return (context.object and
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context.object.type == 'MESH' and
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context.mode != 'EDIT_MESH' and
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context.object.data.uv_layers.active and
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context.object.data.uv_textures.active)
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def execute(self, context):
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obdata = context.object.data
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if self.replace_active_layer and obdata.vertex_colors.active:
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vertex_colors = obdata.vertex_colors.active
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else:
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vertex_colors = obdata.vertex_colors.new(name="Baked UV texture")
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if not vertex_colors:
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# Can't add more than 17 VCol layers
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self.report({'ERROR'},
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"Couldn't add another Vertex Color layer,\n"
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"Please remove an existing layer or replace active.")
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return {'CANCELLED'}
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obdata.vertex_colors.active = vertex_colors
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uv_images = {}
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for uv_tex in obdata.uv_textures.active.data:
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if (uv_tex.image and
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uv_tex.image.name not in uv_images and
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uv_tex.image.pixels):
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uv_images[uv_tex.image.name] = (
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uv_tex.image.size[0],
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uv_tex.image.size[1],
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uv_tex.image.pixels[:]
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# Accessing pixels directly is far too slow.
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# Copied to new array for massive performance-gain.
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)
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for p in obdata.polygons:
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img = obdata.uv_textures.active.data[p.index].image
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if not img:
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continue
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image_size_x, image_size_y, uv_pixels = uv_images[img.name]
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for loop in p.loop_indices:
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co = obdata.uv_layers.active.data[loop].uv
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x_co = round(co[0] * (image_size_x - 1))
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y_co = round(co[1] * (image_size_y - 1))
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if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
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if self.mappingMode == 'CLIP':
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continue
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elif self.mappingMode == 'REPEAT':
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x_co %= image_size_x
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y_co %= image_size_y
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elif self.mappingMode == 'EXTEND':
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if x_co > image_size_x - 1:
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x_co = image_size_x - 1
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if x_co < 0:
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x_co = 0
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if y_co > image_size_y - 1:
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y_co = image_size_y - 1
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if y_co < 0:
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y_co = 0
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if self.mirror_x:
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x_co = image_size_x -1 - x_co
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if self.mirror_y:
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y_co = image_size_y -1 - y_co
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col_out = vertex_colors.data[loop].color
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pixelNumber = (image_size_x * y_co) + x_co
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r = uv_pixels[pixelNumber*4]
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g = uv_pixels[pixelNumber*4 + 1]
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b = uv_pixels[pixelNumber*4 + 2]
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a = uv_pixels[pixelNumber*4 + 3]
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col_in = r, g, b # texture-color
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col_result = [r,g,b] # existing / 'base' color
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if self.blendingMode == 'MIX':
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col_result = col_in
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elif self.blendingMode == 'ADD':
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col_result[0] = col_in[0] + col_out[0]
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col_result[1] = col_in[1] + col_out[1]
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col_result[2] = col_in[2] + col_out[2]
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elif self.blendingMode == 'SUBTRACT':
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col_result[0] = col_in[0] - col_out[0]
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col_result[1] = col_in[1] - col_out[1]
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col_result[2] = col_in[2] - col_out[2]
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elif self.blendingMode == 'MULTIPLY':
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col_result[0] = col_in[0] * col_out[0]
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col_result[1] = col_in[1] * col_out[1]
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col_result[2] = col_in[2] * col_out[2]
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elif self.blendingMode == 'SCREEN':
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col_result[0] = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
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col_result[1] = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
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col_result[2] = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
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elif self.blendingMode == 'OVERLAY':
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if col_out[0] < 0.5:
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col_result[0] = col_out[0] * (2.0 * col_in[0])
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else:
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col_result[0] = 1.0 - (2.0 * (1.0 - col_in[0])) * (1.0 - col_out[0])
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if col_out[1] < 0.5:
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col_result[1] = col_out[1] * (2.0 * col_in[1])
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else:
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col_result[1] = 1.0 - (2.0 * (1.0 - col_in[1])) * (1.0 - col_out[1])
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if col_out[2] < 0.5:
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col_result[2] = col_out[2] * (2.0 * col_in[2])
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else:
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col_result[2] = 1.0 - (2.0 * (1.0 - col_in[2])) * (1.0 - col_out[2])
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elif self.blendingMode == 'DIFFERENCE':
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col_result[0] = fabs(col_in[0] - col_out[0])
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col_result[1] = fabs(col_in[1] - col_out[1])
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col_result[2] = fabs(col_in[2] - col_out[2])
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elif self.blendingMode == 'DIVIDE':
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if(col_in[0] != 0.0):
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col_result[0] = col_out[0] / col_in[0]
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if(col_in[1] != 0.0):
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col_result[0] = col_out[1] / col_in[1]
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if(col_in[2] != 0.0):
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col_result[2] = col_out[2] / col_in[2]
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elif self.blendingMode == 'DARKEN':
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if col_in[0] < col_out[0]:
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col_result[0] = col_in[0]
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else:
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col_result[0] = col_out[0]
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if col_in[1] < col_out[1]:
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col_result[1] = col_in[1]
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else:
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col_result[1] = col_out[1]
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if col_in[2] < col_out[2]:
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col_result[2] = col_in[2]
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else:
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col_result[2] = col_out[2]
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elif self.blendingMode == 'LIGHTEN':
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if col_in[0] > col_out[0]:
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col_result[0] = col_in[0]
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else:
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col_result[0] = col_out[0]
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if col_in[1] > col_out[1]:
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col_result[1] = col_in[1]
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else:
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col_result[1] = col_out[1]
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if col_in[2] > col_out[2]:
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col_result[2] = col_in[2]
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else:
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col_result[2] = col_out[2]
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elif self.blendingMode == 'HUE':
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hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
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hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
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hue = hsv_in[0]
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col_result = hsv_to_rgb(hue, hsv_out[1], hsv_out[2])
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elif self.blendingMode == 'SATURATION':
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hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
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hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
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sat = hsv_in[1]
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col_result = hsv_to_rgb(hsv_out[0], sat, hsv_out[2])
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elif self.blendingMode == 'VALUE':
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hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
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hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
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val = hsv_in[2]
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col_result = hsv_to_rgb(hsv_out[0], hsv_out[1], val)
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elif self.blendingMode == 'COLOR':
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hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
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hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
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hue = hsv_in[0]
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sat = hsv_in[1]
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col_result = hsv_to_rgb(hue, sat, hsv_out[2])
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elif self.blendingMode == 'SOFT_LIGHT':
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scr = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
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scg = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
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scb = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
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col_result[0] = (1.0 - col_out[0]) * (col_in[0] * col_out[0]) + (col_out[0] * scr)
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col_result[1] = (1.0 - col_out[1]) * (col_in[1] * col_out[1]) + (col_out[1] * scg)
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col_result[2] = (1.0 - col_out[2]) * (col_in[2] * col_out[2]) + (col_out[2] * scb)
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elif self.blendingMode == 'LINEAR_LIGHT':
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if col_in[0] > 0.5:
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col_result[0] = col_out[0] + 2.0 * (col_in[0] - 0.5)
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else:
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col_result[0] = col_out[0] + 2.0 * (col_in[0] - 1.0)
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if col_in[1] > 0.5:
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col_result[1] = col_out[1] + 2.0 * (col_in[1] - 0.5)
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else:
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col_result[1] = col_out[1] + 2.0 * (col_in[1] - 1.0)
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if col_in[2] > 0.5:
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col_result[2] = col_out[2] + 2.0 * (col_in[2] - 0.5)
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else:
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col_result[2] = col_out[2] + 2.0 * (col_in[2] - 1.0)
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# Add alpha color
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a_inverted = 1 - a
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alpha_color = context.scene.uv_bake_alpha_color
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col_result = (col_result[0] * a + alpha_color[0] * a_inverted,
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col_result[1] * a + alpha_color[1] * a_inverted,
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col_result[2] * a + alpha_color[2] * a_inverted)
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vertex_colors.data[loop].color = col_result
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return {'FINISHED'}
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class VIEW3D_PT_tools_uv_bake_texture_to_vcols(bpy.types.Panel):
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bl_label = "Bake"
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bl_space_type = "VIEW_3D"
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bl_region_type = "TOOLS"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(self, context):
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return(context.mode == 'PAINT_VERTEX')
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def draw(self, context):
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layout = self.layout
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col = layout.column()
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col.prop(context.scene, "uv_bake_alpha_color")
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col.separator()
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col.operator("uv.bake_texture_to_vcols", text="UV Texture to VCols")
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def register():
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bpy.utils.register_module(__name__)
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bpy.types.Scene.uv_bake_alpha_color = FloatVectorProperty(
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name="Alpha Color",
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description="Color to be used for transparency",
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subtype='COLOR',
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min=0.0,
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max=1.0)
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def unregister():
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bpy.utils.unregister_module(__name__)
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del bpy.types.Scene.uv_bake_alpha_color
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if __name__ == "__main__":
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register()
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