Better uvmap painting support + redesing of code

This commit is contained in:
Kalle-Samuli Riihikoski 2020-03-29 19:57:23 +03:00
parent af6e605a12
commit bbd5fd92a3
2 changed files with 669 additions and 634 deletions

File diff suppressed because it is too large Load Diff

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@ -146,23 +146,33 @@ def updatetextures(objekti): # Update 3DC textures
elif (node.name == '3DC_alpha'):
node.image.reload()
def link_material_into_uvset(objekti, material, material_index):
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 testi(objekti, texture_info, index_mat_name, uv_MODE_mat, mat_index):
if uv_MODE_mat == 'UV':
uv_set_founded = False
for uvset in objekti.data.uv_layers:
if(uvset.name == texture_info):
uv_set_founded = True
break
if(uv_set_founded):
for uv_poly in objekti.data.uv_layers[texture_info].id_data.polygons:
if(mat_index == uv_poly.material_index):
return True
else:
return False
elif uv_MODE_mat == 'MAT':
return (texture_info == index_mat_name)
def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
# Let's check are we UVSet or MATERIAL mode
# Let's check are we UVSet or MATERIAL modee
create_nodes = False
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:
@ -181,124 +191,82 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
create_group_node = False
if(udim_textures == False):
for texture_info in texturelist:
for slot_index, texture_info in enumerate(texturelist):
if is_new == False:
if texture_info[0] == index_mat.name:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
if(index_mat.material.coat3D_diffuse):
texcoat['color'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
if (index_mat.material.coat3D_metalness):
texcoat['metalness'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
if (index_mat.material.coat3D_roughness):
texcoat['rough'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
if (index_mat.material.coat3D_normal):
texcoat['nmap'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive':
if (index_mat.material.coat3D_emissive):
texcoat['emissive'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive_power':
if (index_mat.material.coat3D_emissive):
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'ao':
if (index_mat.material.coat3D_ao):
texcoat['ao'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2].startswith('displacement'):
if (index_mat.material.coat3D_displacement):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
if (index_mat.material.coat3D_alpha):
texcoat['alpha'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
create_group_node = True
else:
if index_mat.name.startswith(texture_info[0]):
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
if (index_mat.material.coat3D_diffuse):
texcoat['color'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
2] == 'reflection':
if (index_mat.material.coat3D_metalness):
texcoat['metalness'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
if (index_mat.material.coat3D_roughness):
texcoat['rough'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
2] == 'normal_map' or texture_info[2] == 'normal':
if (index_mat.material.coat3D_normal):
texcoat['nmap'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive':
if (index_mat.material.coat3D_emissive):
texcoat['emissive'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive_power':
if (index_mat.material.coat3D_emissive):
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'ao':
if (index_mat.material.coat3D_ao):
texcoat['ao'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2].startswith('displacement'):
if (index_mat.material.coat3D_displacement):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
if (index_mat.material.coat3D_alpha):
texcoat['alpha'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
create_group_node = True
uv_MODE_mat = 'MAT'
for index, layer in enumerate(objekti.data.uv_layers):
if(layer.name == texturelist[slot_index][0]):
uv_MODE_mat = 'UV'
break
if(testi(objekti, texturelist[slot_index][0], index_mat.name, uv_MODE_mat, ind)) :
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
if(index_mat.material.coat3D_diffuse):
texcoat['color'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
if (index_mat.material.coat3D_metalness):
texcoat['metalness'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
if (index_mat.material.coat3D_roughness):
texcoat['rough'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
if (index_mat.material.coat3D_normal):
texcoat['nmap'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive':
if (index_mat.material.coat3D_emissive):
texcoat['emissive'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive_power':
if (index_mat.material.coat3D_emissive):
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'ao':
if (index_mat.material.coat3D_ao):
texcoat['ao'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2].startswith('displacement'):
if (index_mat.material.coat3D_displacement):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
if (index_mat.material.coat3D_alpha):
texcoat['alpha'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
create_group_node = True
else:
for texture_info in texturelist:
@ -333,7 +301,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
texcoat['alpha'].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
@ -380,7 +348,6 @@ def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind,
applink_tree = node
break
print('TeXture UPDATE happens')
for node in act_material.nodes:
if (node.type != 'GROUP'):
if (node.type != 'GROUP_OUTPUT'):
@ -687,8 +654,19 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
if(input_color != -1):
break
if(tile_list == []):
node.image = bpy.data.images.load(texcoat[type['name']][0])
if (tile_list == []):
load_image = True
for image in bpy.data.images:
if(texcoat[type['name']][0] == image.filepath):
load_image = False
node.image = image
break
if (load_image):
node.image = bpy.data.images.load(texcoat[type['name']][0])
if node.image and type['colorspace'] == 'noncolor':
node.image.colorspace_settings.is_data = True
@ -843,13 +821,15 @@ def matlab(objekti,mat_list,texturelist,is_new):
updatetextures(objekti)
''' Check if bind textures with UVs or Materials '''
if(texturelist != []):
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]