io_coat3D: adding many features and fixes

This commit is contained in:
Kalle-Samuli Riihikoski 2020-07-18 00:08:57 +03:00
parent 49bae5d692
commit bda1b8bc98
4 changed files with 1041 additions and 307 deletions

View File

@ -19,7 +19,7 @@
bl_info = {
"name": "3D-Coat Applink",
"author": "Kalle-Samuli Riihikoski (haikalle)",
"version": (4, 9, 50),
"version": (4, 9, 34),
"blender": (2, 80, 0),
"location": "Scene > 3D-Coat Applink",
"description": "Transfer data between 3D-Coat/Blender",
@ -36,7 +36,7 @@ else:
from bpy.app.handlers import persistent
from io_coat3D import tex
#from io_coat3D import texVR
from io_coat3D import texVR
import os
import ntpath
@ -67,57 +67,6 @@ time_interval = 2.0
global_exchange_folder = ''
@persistent
def every_3_seconds():
global global_exchange_folder
global initial_settings
path_ex = ''
if(initial_settings):
global_exchange_folder = set_exchange_folder()
initial_settings = False
coat3D = bpy.context.scene.coat3D
Export_folder = global_exchange_folder
Blender_folder = os.path.join(Export_folder, 'Blender')
BlenderFolder = Blender_folder
ExportFolder = Export_folder
Blender_folder += ('%sexport.txt' % (os.sep))
Export_folder += ('%sexport.txt' % (os.sep))
if os.path.isfile(Export_folder):
print('BLENDER -> 3DC -> BLENDER WORKFLLOW')
DeleteExtra3DC()
workflow1(ExportFolder)
removeFile(Export_folder)
removeFile(Blender_folder)
elif os.path.isfile(Blender_folder):
print('3DC -> BLENDER WORKFLLOW')
DeleteExtra3DC()
workflow2(BlenderFolder)
removeFile(Blender_folder)
return 3.0
@persistent
def load_handler(dummy):
bpy.app.timers.register(every_3_seconds)
def removeFile(exportfile):
if (os.path.isfile(exportfile)):
os.remove(exportfile)
@ -155,19 +104,44 @@ def set_exchange_folder():
if(os.path.isdir(exchange)):
bpy.coat3D['status'] = 1
if(platform == 'win32'):
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
if(not(os.path.isdir(applink_folder))):
os.makedirs(applink_folder)
else:
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
if(not(os.path.isdir(applink_folder))):
os.makedirs(applink_folder)
file = open(exchange_path, "w")
file.write("%s"%(coat3D.exchangedir))
file.close()
if(os.path.isfile(exchange_path) == False):
file = open(exchange_path, "w")
file.write("%s"%(exchange_path))
file.close()
else:
exchangeline = open(exchange_path)
for line in exchangeline:
source = line
break
exchangeline.close()
if(source != coat3D.exchangedir and coat3D.exchangedir != '' and coat3D.exchangedir.rfind('Exchange') >= 0):
file = open(exchange_path, "w")
file.write("%s"%(coat3D.exchangedir))
file.close()
exchange = coat3D.exchangedir
else:
exchange = source
else:
if(platform == 'win32'):
@ -300,7 +274,6 @@ def updatemesh(objekti, proxy, texturelist):
vertex_map_copy.data[loop_index].color = proxy.data.vertex_colors[0].data[loop_index].color
# UV -Sets
udim_textures = False
if(texturelist != []):
if(texturelist[0][0].startswith('100')):
@ -311,7 +284,7 @@ def updatemesh(objekti, proxy, texturelist):
uv_count = len(proxy.data.uv_layers)
index = 0
while(index < uv_count):
while(index < uv_count and len(proxy.data.polygons) == len(objekti.data.polygons)):
for poly in proxy.data.polygons:
for indi in poly.loop_indices:
if(proxy.data.uv_layers[index].data[indi].uv[0] != 0 and proxy.data.uv_layers[index].data[indi].uv[1] != 0):
@ -319,11 +292,10 @@ def updatemesh(objekti, proxy, texturelist):
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
@ -333,6 +305,54 @@ def updatemesh(objekti, proxy, texturelist):
for ind, v in enumerate(objekti.data.vertices):
v.co = proxy.data.vertices[ind].co
class SCENE_OT_getback(bpy.types.Operator):
bl_idname = "getback.pilgway_3d_coat"
bl_label = "Export your custom property"
bl_description = "Export your custom property"
bl_options = {'UNDO'}
def invoke(self, context, event):
global global_exchange_folder
global initial_settings
path_ex = ''
if(initial_settings):
global_exchange_folder = set_exchange_folder()
initial_settings = False
Export_folder = global_exchange_folder
Blender_folder = os.path.join(Export_folder, 'Blender')
BlenderFolder = Blender_folder
ExportFolder = Export_folder
Blender_folder += ('%sexport.txt' % (os.sep))
Export_folder += ('%sexport.txt' % (os.sep))
if (bpy.app.background == False):
if os.path.isfile(Export_folder):
print('BLENDER -> 3DC -> BLENDER WORKFLLOW')
DeleteExtra3DC()
workflow1(ExportFolder)
removeFile(Export_folder)
removeFile(Blender_folder)
elif os.path.isfile(Blender_folder):
print('3DC -> BLENDER WORKFLLOW')
DeleteExtra3DC()
workflow2(BlenderFolder)
removeFile(Blender_folder)
return {'FINISHED'}
class SCENE_OT_folder(bpy.types.Operator):
bl_idname = "update_exchange_folder.pilgway_3d_coat"
bl_label = "Export your custom property"
@ -760,11 +780,11 @@ class SCENE_OT_export(bpy.types.Operator):
if(coat3D.type == 'autopo'):
coat3D.bring_retopo = True
coat3D.bring_retopo_path = checkname
bpy.ops.export_scene.fbx(filepath=checkname, use_selection=True, use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y')
bpy.ops.export_scene.fbx(filepath=checkname, global_scale = 0.01, use_selection=True, use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y')
elif (coat3D.type == 'vox'):
coat3D.bring_retopo = False
bpy.ops.export_scene.fbx(filepath=coa.applink_address, global_scale=1, use_selection=True,
bpy.ops.export_scene.fbx(filepath=coa.applink_address, global_scale = 0.01, use_selection=True,
use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y')
else:
@ -803,11 +823,12 @@ class SCENE_OT_export(bpy.types.Operator):
if(node.name.startswith('3DC_') == True):
material.material.node_tree.nodes.remove(node)
for ind, mat_list in enumerate(mod_mat_list):
if(mat_list == objekti.name):
if(mat_list == '__' + objekti.name):
for ind, mat in enumerate(mod_mat_list[mat_list]):
objekti.material_slots[mod_mat_list[mat_list][ind][0]].material = mod_mat_list[mat_list][ind][1]
bpy.context.scene.render.engine = active_render
return {'FINISHED'}
@ -906,10 +927,14 @@ def new_ref_function(new_applink_address, nimi):
refmesh.coat3D.applink_name = ''
refmesh.coat3D.applink_address = ''
refmesh.coat3D.type = ''
copymesh.scale = (1,1,1)
copymesh.coat3D.applink_scale = (1,1,1)
copymesh.location = (0,0,0)
copymesh.rotation_euler = (0,0,0)
def blender_3DC_blender(texturelist):
coat3D = bpy.context.scene.coat3D
old_materials = bpy.data.materials.keys()
@ -965,7 +990,6 @@ def blender_3DC_blender(texturelist):
for oname in object_list:
objekti = bpy.data.objects[oname]
if(objekti.coat3D.applink_mesh == True):
path3b_n = coat3D.exchangedir
@ -1034,7 +1058,7 @@ def blender_3DC_blender(texturelist):
if objekti.coat3D.applink_firsttime == True and objekti.coat3D.type == 'vox':
objekti.select_set(True)
objekti.scale = (1, 1, 1)
objekti.scale = (0.01, 0.01, 0.01)
objekti.rotation_euler[0] = 1.5708
objekti.rotation_euler[2] = 1.5708
bpy.ops.object.transforms_to_deltas(mode='ROT')
@ -1062,8 +1086,7 @@ def blender_3DC_blender(texturelist):
#delete_materials_from_end(keep_materials_count, obj_proxy)
for index, material in enumerate(objekti.material_slots):
obj_proxy.material_slots[index-1].material = material.material
updatemesh(objekti,obj_proxy, texturelist)
bpy.context.view_layer.objects.active = objekti
@ -1247,6 +1270,7 @@ def blender_3DC(texturelist, new_applink_address):
if(facture_object):
texVR.matlab(new_obj, mat_list, texturelist, is_new)
new_obj.scale = (0.01, 0.01, 0.01)
else:
tex.matlab(new_obj, mat_list, texturelist, is_new)
@ -1354,7 +1378,6 @@ def workflow2(BlenderFolder):
new_ref_object = False
if(os.path.isfile(Blender_export)):
print('blender')
obj_pathh = open(Blender_export)
new_object = True
for line in obj_pathh:
@ -1420,9 +1443,10 @@ class SCENE_PT_Main(bpy.types.Panel):
row.prop(coat3D,"type",text = "")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
row = layout.row()
col.operator("export_applink.pilgway_3d_coat", text="Send")
row.operator("export_applink.pilgway_3d_coat", text="Send")
row.operator("getback.pilgway_3d_coat", text="GetBack")
class ObjectButtonsPanel():
@ -1944,6 +1968,11 @@ class MaterialCoat3D(PropertyGroup):
description="Import diffuse texture",
default=True
)
bring_gloss: BoolProperty(
name="Import diffuse texture",
description="Import diffuse texture",
default=True
)
classes = (
SCENE_PT_Main,
@ -1957,6 +1986,7 @@ classes = (
SCENE_OT_folder,
SCENE_OT_opencoat,
SCENE_OT_export,
SCENE_OT_getback,
SCENE_OT_delete_material_nodes,
SCENE_OT_delete_object_nodes,
SCENE_OT_delete_collection_nodes,
@ -2014,6 +2044,11 @@ def register():
description="Import alpha texture",
default=True
)
bpy.types.Material.coat3D_gloss = BoolProperty(
name="Import alpha texture",
description="Import alpha texture",
default=True
)
from bpy.utils import register_class
@ -2023,9 +2058,7 @@ def register():
bpy.types.Object.coat3D = PointerProperty(type=ObjectCoat3D)
bpy.types.Scene.coat3D = PointerProperty(type=SceneCoat3D)
bpy.types.Mesh.coat3D = PointerProperty(type=MeshCoat3D)
bpy.types.Material.coat3D = PointerProperty(type=MaterialCoat3D)
bpy.app.handlers.load_post.append(load_handler)
bpy.types.Material.coat3D = PointerProperty(type=MaterialCoat3D)
kc = bpy.context.window_manager.keyconfigs.addon

View File

@ -9,7 +9,6 @@
"input": 0,
"rampnode": "no",
"huenode": "yes",
"node_location": [ -400, 400 ],
"node_color": [0.535, 0.608, 0.306]
},
@ -22,7 +21,6 @@
"input": 1,
"rampnode": "yes",
"huenode": "no",
"node_location": [ -830, 160 ],
"node_color": [ 0.027, 0.324, 0.908 ]
},
@ -35,7 +33,6 @@
"input": 2,
"rampnode": "yes",
"huenode": "no",
"node_location": [ -550, 0 ],
"node_color": [ 0.608, 0.254, 0.000 ]
},
@ -48,7 +45,6 @@
"input": 3,
"rampnode": "no",
"huenode": "no",
"node_location": [ -650, -500 ],
"normal_node_location": [ -350, -350 ],
"node_color": [ 0.417, 0.363, 0.608 ]
},
@ -60,7 +56,6 @@
"displacement": "yes",
"rampnode": "yes",
"huenode": "no",
"node_location": [ 100, 100 ],
"input": 5,
"node_color": [ 0.608, 0.591, 0.498 ]
},
@ -73,7 +68,6 @@
"find_input": [ "Emissive" ],
"rampnode": "no",
"huenode": "yes",
"node_location": [ 100, 100 ],
"input": 4,
"node_color": [ 0.0, 0.0, 0.0 ]
},
@ -85,7 +79,6 @@
"displacement": "no",
"rampnode": "no",
"huenode": "no",
"node_location": [ 100, 100 ],
"node_color": [ 0.0, 0.0, 0.0 ]
},
@ -96,7 +89,6 @@
"displacement": "no",
"rampnode": "yes",
"huenode": "no",
"node_location": [ 100, 100 ],
"node_color": [ 0.1, 0.5, 0.1 ]
},
@ -109,7 +101,6 @@
"input": 8,
"rampnode": "no",
"huenode": "no",
"node_location": [ 0, -1000 ],
"node_color": [0.535, 0.608, 0.306]
}

View File

@ -108,43 +108,23 @@ def updatetextures(objekti): # Update 3DC textures
for node in index_mat.material.node_tree.nodes:
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
node.image.reload()
elif (node.name == '3DC_metalness'):
node.image.reload()
elif (node.name == '3DC_rough'):
node.image.reload()
elif (node.name == '3DC_nmap'):
node.image.reload()
elif (node.name == '3DC_displacement'):
node.image.reload()
elif (node.name == '3DC_emissive'):
node.image.reload()
elif (node.name == '3DC_AO'):
node.image.reload()
elif (node.name == '3DC_alpha'):
node.image.reload()
if (node.name == '3DC_color' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
try:
node.image.reload()
except:
pass
for index_node_group in bpy.data.node_groups:
for node in index_node_group.nodes:
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
node.image.reload()
elif (node.name == '3DC_metalness'):
node.image.reload()
elif (node.name == '3DC_rough'):
node.image.reload()
elif (node.name == '3DC_nmap'):
node.image.reload()
elif (node.name == '3DC_displacement'):
node.image.reload()
elif (node.name == '3DC_emissive'):
node.image.reload()
elif (node.name == '3DC_AO'):
node.image.reload()
elif (node.name == '3DC_alpha'):
node.image.reload()
if (node.name == '3DC_color' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
try:
node.image.reload()
except:
pass
def testi(objekti, texture_info, index_mat_name, uv_MODE_mat, mat_index):
if uv_MODE_mat == 'UV':
@ -173,11 +153,6 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
create_nodes = False
for ind, index_mat in enumerate(objekti.material_slots):
if(udim_textures):
tile_list = UVTiling(objekti,ind, texturelist)
else:
tile_list = []
texcoat = {}
texcoat['color'] = []
texcoat['ao'] = []
@ -272,36 +247,45 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
for texture_info in texturelist:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
texcoat['color'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texcoat['color'] == [] and texture_info[1] == '1001':
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[0],texture_info[3]])
create_nodes = True
if texcoat['metalness'] == [] and texture_info[1] == '1001':
texcoat['metalness'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texcoat['rough'] == [] and texture_info[1] == '1001':
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[0],texture_info[3]])
create_nodes = True
if texcoat['nmap'] == [] and texture_info[1] == '1001':
texcoat['nmap'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'emissive':
texcoat['emissive'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texcoat['emissive'] == [] and texture_info[1] == '1001':
texcoat['emissive'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texcoat['emissive_power'] == [] and texture_info[1] == '1001':
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'ao':
texcoat['ao'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texcoat['ao'] == [] and texture_info[1] == '1001':
texcoat['ao'].append(texture_info[3])
create_nodes = True
elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texcoat['displacement'] == [] and texture_info[1] == '1001':
texcoat['displacement'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
texcoat['alpha'].append([texture_info[0], texture_info[3]])
create_nodes = True
if texcoat['alpha'] == [] and texture_info[1] == '1001':
texcoat['alpha'].append(texture_info[3])
create_nodes = True
create_group_node = True
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangedir
@ -313,9 +297,9 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
objekti.coat3D.applink_3b_path = line
export_file.close()
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new)
createnodes(index_mat, texcoat, create_group_node, objekti, ind, is_new, udim_textures)
def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates new nodes and link textures into them
def createnodes(active_mat,texcoat, create_group_node, objekti, ind, is_new, udim_textures): # Creates 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
@ -325,9 +309,13 @@ def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind,
bring_AO = True
bring_alpha = True
active_mat.material.show_transparent_back = False # HACK FOR BLENDER BUG
coat3D = bpy.context.scene.coat3D
coatMat = active_mat.material
coatMat.blend_method = 'BLEND'
if(coatMat.use_nodes == False):
coatMat.use_nodes = True
act_material = coatMat.node_tree
@ -456,171 +444,43 @@ def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind,
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, tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
if(bring_metalness == True and texcoat['metalness'] != []):
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
if(bring_roughness == True and texcoat['rough'] != []):
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat,tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
if(bring_normal == True and texcoat['nmap'] != []):
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
if (bring_emissive == True and texcoat['emissive'] != []):
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
if (bring_displacement == True and texcoat['displacement'] != []):
CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
if (bring_alpha == True and texcoat['alpha'] != []):
CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new):
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_tree.outputs.new("NodeSocketColor", "Alpha")
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')
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
if tex_img_node.image and type['colorspace'] != 'color':
tex_img_node.image.colorspace_settings.is_data = True
tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
tex_uv_node.location = uv_loc
if(is_new):
tex_uv_node.uv_map = objekti.data.uv_layers[ind].name
else:
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'
tile_int_x = int(tile[3])
tile_int_y = int(tile[2])
min_node = texture_tree.nodes.new('ShaderNodeVectorMath')
min_node.operation = "MINIMUM"
min_node.inputs[1].default_value[0] = tile_int_x - 1
min_node.inputs[1].default_value[1] = tile_int_y
max_node = texture_tree.nodes.new('ShaderNodeVectorMath')
max_node.operation = "MAXIMUM"
max_node.inputs[1].default_value[0] = tile_int_x
max_node.inputs[1].default_value[1] = tile_int_y + 1
if(index == 0):
nodes.append(tex_img_node.name)
if(count == 1):
texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
texture_tree.links.new(tex_img_node.outputs[1], notegroupend.inputs[1])
if(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(tex_img_node.outputs[0], mix_node.inputs[2])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
mix_node_alpha.location = mix_loc
mix_loc[1] -= 200
texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[1], mix_node_alpha.inputs[0])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
nodes.append(mix_node_alpha.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[1]].outputs[0], mix_node.inputs[1])
texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
mix_node_alpha.location = mix_loc
mix_loc[1] -= 200
texture_tree.links.new(texture_tree.nodes[nodes[2]].outputs[0], mix_node_alpha.inputs[0])
texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
nodes.append(mix_node_alpha.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], min_node.inputs[0])
texture_tree.links.new(min_node.outputs['Vector'], max_node.inputs[0])
texture_tree.links.new(max_node.outputs['Vector'], tex_img_node.inputs[0])
if(count > 1):
texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
texture_tree.links.new(mix_node_alpha.outputs[0], notegroupend.inputs[1])
if(tile_list):
node = texture_node_tree
if(texcoat['alpha'] != []):
if (type['name'] == 'color'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
else:
if(type['name'] == 'alpha'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures):
node = act_material.nodes.new('ShaderNodeTexImage')
uv_node = act_material.nodes.new('ShaderNodeUVMap')
if (is_new):
uv_node.uv_map = objekti.data.uv_layers[ind].name
else:
node = act_material.nodes.new('ShaderNodeTexImage')
uv_node = act_material.nodes.new('ShaderNodeUVMap')
if (is_new):
uv_node.uv_map = objekti.data.uv_layers[ind].name
else:
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])
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
node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
@ -632,8 +492,7 @@ 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
if(tile_list == []):
uv_node.location = -750, -600
uv_node.location = -750, -600
normal_node.location = -350, -350
normal_node.name = '3DC_normalnode'
@ -654,21 +513,26 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
if(input_color != -1):
break
if (tile_list == []):
load_image = True
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])
for image in bpy.data.images:
if node.image and type['colorspace'] == 'noncolor':
node.image.colorspace_settings.is_data = True
if(texcoat[type['name']][0] == image.filepath):
load_image = False
node.image = image
break
if (load_image):
print('load_image', texcoat[type['name']][0])
node.image = bpy.data.images.load(texcoat[type['name']][0])
if(udim_textures):
node.image.source = 'TILED'
if node.image and type['colorspace'] == 'noncolor':
node.image.colorspace_settings.is_data = True
if (coat3D.createnodes):
@ -725,10 +589,10 @@ 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
if(tile_list == []):
uv_node.location = node.location
uv_node.location[0] -= 300
uv_node.location[1] -= 200
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]
@ -826,7 +690,7 @@ def matlab(objekti,mat_list,texturelist,is_new):
if(texturelist != []):
udim_textures = False
if texturelist[0][0].startswith('100'):
if texturelist[0][0].startswith('100') and len(texturelist[0][0]) == 4:
udim_textures = True
if(udim_textures == False):

846
io_coat3D/texVR.py Normal file
View File

@ -0,0 +1,846 @@
# ***** 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 LICENCE BLOCK *****
import bpy
import os
import re
import json
def find_index(objekti):
luku = 0
for tex in objekti.active_material.texture_slots:
if(not(hasattr(tex,'texture'))):
break
luku = luku +1
return luku
def RemoveFbxNodes(objekti):
Node_Tree = objekti.active_material.node_tree
for node in Node_Tree.nodes:
if node.type != 'OUTPUT_MATERIAL':
Node_Tree.nodes.remove(node)
else:
output = node
output.location = 340,400
Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled")
Prin_mat.location = 13, 375
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
def UVTiling(objekti, index, texturelist):
""" Checks what Tiles are linked with Material """
objekti.coat3D.applink_scale = objekti.scale
tiles_index = []
tile_number =''
for poly in objekti.data.polygons:
if (poly.material_index == (index)):
loop_index = poly.loop_indices[0]
uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0]
if(uv_x >= 0 and uv_x <=1):
tile_number_x = '1'
elif (uv_x >= 1 and uv_x <= 2):
tile_number_x = '2'
elif (uv_x >= 2 and uv_x <= 3):
tile_number_x = '3'
elif (uv_x >= 3 and uv_x <= 4):
tile_number_x = '4'
elif (uv_x >= 4 and uv_x <= 5):
tile_number_x = '5'
elif (uv_x >= 5 and uv_x <= 6):
tile_number_x = '6'
elif (uv_x >= 6 and uv_x <= 7):
tile_number_x = '7'
elif (uv_x >= 7 and uv_x <= 8):
tile_number_x = '8'
elif (uv_x >= 8 and uv_x <= 9):
tile_number_x = '9'
uv_y = objekti.data.uv_layers.active.data[loop_index].uv[1]
if (uv_y >= 0 and uv_y <= 1):
tile_number_y = '0'
elif (uv_y >= 1 and uv_y <= 2):
tile_number_y = '1'
elif (uv_x >= 2 and uv_y <= 3):
tile_number_y = '2'
elif (uv_x >= 3 and uv_y <= 4):
tile_number_y = '3'
elif (uv_x >= 4 and uv_y <= 5):
tile_number_y = '4'
elif (uv_x >= 5 and uv_y <= 6):
tile_number_y = '5'
elif (uv_x >= 6 and uv_y <= 7):
tile_number_y = '6'
elif (uv_x >= 7 and uv_y <= 8):
tile_number_y = '7'
elif (uv_x >= 8 and uv_y <= 9):
tile_number_y = '8'
tile_number = '10' + tile_number_y + tile_number_x
if tile_number not in tiles_index:
tiles_index.append(tile_number)
return tiles_index
def updatetextures(objekti): # Update 3DC textures
for index_mat in objekti.material_slots:
for node in index_mat.material.node_tree.nodes:
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
node.image.reload()
elif (node.name == '3DC_metalness'):
node.image.reload()
elif (node.name == '3DC_rough'):
node.image.reload()
elif (node.name == '3DC_nmap'):
node.image.reload()
elif (node.name == '3DC_displacement'):
node.image.reload()
elif (node.name == '3DC_emissive'):
node.image.reload()
elif (node.name == '3DC_AO'):
node.image.reload()
elif (node.name == '3DC_alpha'):
node.image.reload()
for index_node_group in bpy.data.node_groups:
for node in index_node_group.nodes:
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
node.image.reload()
elif (node.name == '3DC_metalness'):
node.image.reload()
elif (node.name == '3DC_rough'):
node.image.reload()
elif (node.name == '3DC_nmap'):
node.image.reload()
elif (node.name == '3DC_displacement'):
node.image.reload()
elif (node.name == '3DC_emissive'):
node.image.reload()
elif (node.name == '3DC_AO'):
node.image.reload()
elif (node.name == '3DC_alpha'):
node.image.reload()
def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
# Let's check are we UVSet or MATERIAL modee
create_nodes = False
for ind, index_mat in enumerate(objekti.material_slots):
if(udim_textures):
tile_list = UVTiling(objekti,ind, texturelist)
else:
tile_list = []
texcoat = {}
texcoat['color'] = []
texcoat['ao'] = []
texcoat['rough'] = []
texcoat['metalness'] = []
texcoat['nmap'] = []
texcoat['emissive'] = []
texcoat['emissive_power'] = []
texcoat['displacement'] = []
texcoat['alpha'] = []
create_group_node = False
if(udim_textures == False):
for slot_index, texture_info in enumerate(texturelist):
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
print('aaa')
print(texture_info[0])
print(index_mat)
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:
for texture_info in texturelist:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
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[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
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[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'emissive':
texcoat['emissive'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'ao':
texcoat['ao'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
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
path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))
if (os.path.isfile(path3b_n)):
export_file = open(path3b_n)
for line in export_file:
objekti.coat3D.applink_3b_path = line
export_file.close()
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new)
def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates 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
bring_normal = True
bring_displacement = True
bring_emissive = True
bring_AO = True
bring_alpha = True
coat3D = bpy.context.scene.coat3D
coatMat = active_mat.material
if(coatMat.use_nodes == False):
coatMat.use_nodes = True
act_material = coatMat.node_tree
main_material = coatMat.node_tree
applink_group_node = False
# First go through all image nodes and let's check if it starts with 3DC and reload if needed
for node in coatMat.node_tree.nodes:
if (node.type == 'OUTPUT_MATERIAL'):
out_mat = node
break
for node in act_material.nodes:
if(node.name == '3DC_Applink' and node.type == 'GROUP'):
applink_group_node = True
act_material = node.node_tree
applink_tree = node
break
for node in act_material.nodes:
if (node.type != 'GROUP'):
if (node.type != 'GROUP_OUTPUT'):
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
bring_color = False
elif (node.name == '3DC_metalness'):
bring_metalness = False
elif (node.name == '3DC_rough'):
bring_roughness = False
elif (node.name == '3DC_nmap'):
bring_normal = False
elif (node.name == '3DC_displacement'):
bring_displacement = False
elif (node.name == '3DC_emissive'):
bring_emissive = False
elif (node.name == '3DC_AO'):
bring_AO = False
elif (node.name == '3DC_alpha'):
bring_alpha = False
elif (node.type == 'GROUP' and node.name.startswith('3DC_')):
if (node.name == '3DC_color'):
bring_color = False
elif (node.name == '3DC_metalness'):
bring_metalness = False
elif (node.name == '3DC_rough'):
bring_roughness = False
elif (node.name == '3DC_nmap'):
bring_normal = False
elif (node.name == '3DC_displacement'):
bring_displacement = False
elif (node.name == '3DC_emissive'):
bring_emissive = False
elif (node.name == '3DC_AO'):
bring_AO = False
elif (node.name == '3DC_alpha'):
bring_alpha = False
#Let's start to build new node tree. Let's start linking with Material Output
if(create_group_node):
if(applink_group_node == False):
main_mat2 = out_mat.inputs['Surface'].links[0].from_node
for input_ind in main_mat2.inputs:
if(input_ind.is_linked):
main_mat3 = input_ind.links[0].from_node
if(main_mat3.type == 'BSDF_PRINCIPLED'):
main_mat = main_mat3
group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
group_tree.outputs.new("NodeSocketColor", "Color")
group_tree.outputs.new("NodeSocketColor", "Metallic")
group_tree.outputs.new("NodeSocketColor", "Roughness")
group_tree.outputs.new("NodeSocketVector", "Normal map")
group_tree.outputs.new("NodeSocketColor", "Emissive")
group_tree.outputs.new("NodeSocketColor", "Displacement")
group_tree.outputs.new("NodeSocketColor", "Emissive Power")
group_tree.outputs.new("NodeSocketColor", "AO")
group_tree.outputs.new("NodeSocketColor", "Alpha")
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
applink_tree.node_tree = group_tree
applink_tree.location = -400, -100
act_material = group_tree
notegroup = act_material.nodes.new('NodeGroupOutput')
notegroup.location = 220, -260
if(texcoat['emissive'] != []):
from_output = out_mat.inputs['Surface'].links[0].from_node
if(from_output.type == 'BSDF_PRINCIPLED'):
add_shader = main_material.nodes.new('ShaderNodeAddShader')
emission_shader = main_material.nodes.new('ShaderNodeEmission')
emission_shader.name = '3DC_Emission'
add_shader.location = 420, 110
emission_shader.location = 70, -330
out_mat.location = 670, 130
main_material.links.new(from_output.outputs[0], add_shader.inputs[0])
main_material.links.new(add_shader.outputs[0], out_mat.inputs[0])
main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1])
main_mat = from_output
else:
main_mat = out_mat.inputs['Surface'].links[0].from_node
else:
main_mat = out_mat.inputs['Surface'].links[0].from_node
index = 0
for node in coatMat.node_tree.nodes:
if (node.type == 'GROUP' and node.name =='3DC_Applink'):
for in_node in node.node_tree.nodes:
if(in_node.type == 'GROUP_OUTPUT'):
notegroup = in_node
index = 1
break
if(index == 1):
break
# READ DATA.JSON FILE
json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
with open(json_address, encoding='utf-8') as data_file:
data = json.loads(data_file.read())
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, tile_list, objekti, ind, is_new)
if(bring_metalness == True and texcoat['metalness'] != []):
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if(bring_roughness == True and texcoat['rough'] != []):
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat,tile_list, objekti, ind, is_new)
if(bring_normal == True and texcoat['nmap'] != []):
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if (bring_emissive == True and texcoat['emissive'] != []):
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if (bring_displacement == True and texcoat['displacement'] != []):
CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if (bring_alpha == True and texcoat['alpha'] != []):
CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new):
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_tree.outputs.new("NodeSocketColor", "Alpha")
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')
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
if tex_img_node.image and type['colorspace'] != 'color':
tex_img_node.image.colorspace_settings.is_data = True
tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
tex_uv_node.location = uv_loc
if(is_new):
tex_uv_node.uv_map = objekti.data.uv_layers[ind].name
else:
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'
tile_int_x = int(tile[3])
tile_int_y = int(tile[2])
min_node = texture_tree.nodes.new('ShaderNodeVectorMath')
min_node.operation = "MINIMUM"
min_node.inputs[1].default_value[0] = tile_int_x - 1
min_node.inputs[1].default_value[1] = tile_int_y
max_node = texture_tree.nodes.new('ShaderNodeVectorMath')
max_node.operation = "MAXIMUM"
max_node.inputs[1].default_value[0] = tile_int_x
max_node.inputs[1].default_value[1] = tile_int_y + 1
if(index == 0):
nodes.append(tex_img_node.name)
if(count == 1):
texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
texture_tree.links.new(tex_img_node.outputs[1], notegroupend.inputs[1])
if(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(tex_img_node.outputs[0], mix_node.inputs[2])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
mix_node_alpha.location = mix_loc
mix_loc[1] -= 200
texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[1], mix_node_alpha.inputs[0])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
nodes.append(mix_node_alpha.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[1]].outputs[0], mix_node.inputs[1])
texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
mix_node_alpha.location = mix_loc
mix_loc[1] -= 200
texture_tree.links.new(texture_tree.nodes[nodes[2]].outputs[0], mix_node_alpha.inputs[0])
texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
nodes.append(mix_node_alpha.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], min_node.inputs[0])
texture_tree.links.new(min_node.outputs['Vector'], max_node.inputs[0])
texture_tree.links.new(max_node.outputs['Vector'], tex_img_node.inputs[0])
if(count > 1):
texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
texture_tree.links.new(mix_node_alpha.outputs[0], notegroupend.inputs[1])
if(tile_list):
node = texture_node_tree
if(texcoat['alpha'] != []):
if (type['name'] == 'color'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
else:
if(type['name'] == 'alpha'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
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
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')
normal_node.use_custom_color = True
normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
node.location = -671, -510
if(tile_list == []):
uv_node.location = -750, -600
normal_node.location = -350, -350
normal_node.name = '3DC_normalnode'
elif type['name'] == 'displacement':
disp_node = main_material.nodes.new('ShaderNodeDisplacement')
node.location = -630, -1160
disp_node.location = 90, -460
disp_node.inputs[2].default_value = 0.1
disp_node.name = '3DC_dispnode'
node.name = '3DC_' + type['name']
node.label = type['name']
if (type['name'] != 'displacement'):
for input_index in type['find_input']:
input_color = main_mat.inputs.find(input_index)
if(input_color != -1):
break
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
if (coat3D.createnodes):
if(type['name'] == 'nmap'):
act_material.links.new(node.outputs[0], normal_node.inputs[1])
if(input_color != -1):
act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
elif (type['name'] == 'displacement'):
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
rampnode.use_custom_color = True
rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
rampnode.location = -270, -956
act_material.links.new(node.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], notegroup.inputs[5])
main_material.links.new(applink_tree.outputs[5], disp_node.inputs[0])
main_material.links.new(disp_node.outputs[0], out_mat.inputs[2])
coatMat.cycles.displacement_method = 'BOTH'
else:
if (texcoat['alpha'] != []):
if (type['name'] == 'alpha'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
else:
if (type['name'] == 'color'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
if(type['name'] != 'alpha'):
huenode = createExtraNodes(act_material, node, type, notegroup)
else:
huenode = node
huenode.location = -100, -800
if(type['name'] != 'alpha'):
act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']])
if (main_mat.type != 'MIX_SHADER' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
if(type['name'] == 'color'): #Alpha connection into Principled shader
main_material.links.new(applink_tree.outputs['Alpha'], main_mat.inputs['Alpha'])
else:
location = main_mat.location
#applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
if(type['name'] == 'emissive'):
for material in main_material.nodes:
if(material.name == '3DC_Emission'):
main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
break
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]
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])
def createExtraNodes(act_material, node, type, notegroup):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
curvenode.use_custom_color = True
curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if(type['huenode'] == 'yes'):
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
huenode.use_custom_color = True
huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
else:
huenode = act_material.nodes.new('ShaderNodeMath')
huenode.name = '3DC_HueSaturation'
huenode.operation = 'MULTIPLY'
huenode.inputs[1].default_value = 1
huenode.use_custom_color = True
huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if(type['rampnode'] == 'yes'):
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
rampnode.use_custom_color = True
rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if (type['rampnode'] == 'yes'):
act_material.links.new(node.outputs[0], curvenode.inputs[1])
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
if(type['huenode'] == 'yes'):
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
else:
act_material.links.new(rampnode.outputs[0], huenode.inputs[0])
else:
act_material.links.new(node.outputs[0], curvenode.inputs[1])
if (type['huenode'] == 'yes'):
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
else:
act_material.links.new(curvenode.outputs[0], huenode.inputs[0])
if type['name'] == 'metalness':
node.location = -1300, 119
curvenode.location = -1000, 113
rampnode.location = -670, 115
huenode.location = -345, 118
elif type['name'] == 'rough':
node.location = -1300, -276
curvenode.location = -1000, -245
rampnode.location = -670, -200
huenode.location = -340, -100
elif type['name'] == 'color':
node.location = -990, 530
curvenode.location = -660, 480
huenode.location = -337, 335
elif type['name'] == 'emissive':
node.location = -1200, -900
curvenode.location = -900, -900
huenode.location = -340, -700
elif type['name'] == 'alpha':
node.location = -1200, -1200
curvenode.location = -900, -1250
rampnode.location = -600, -1200
huenode.location = -300, -1200
if(type['name'] == 'color'):
node_vertex = act_material.nodes.new('ShaderNodeVertexColor')
node_mixRGB = act_material.nodes.new('ShaderNodeMixRGB')
node_vectormath = act_material.nodes.new('ShaderNodeVectorMath')
node_mixRGB.blend_type = 'MULTIPLY'
node_mixRGB.inputs[0].default_value = 1
node_vectormath.operation = 'MULTIPLY'
node_vectormath.inputs[1].default_value = [2,2,2]
node_vertex.layer_name = 'Col'
node_vertex.location = -337, 525
node_mixRGB.location = 0, 425
act_material.links.new(node_vertex.outputs[0], node_mixRGB.inputs[1])
act_material.links.new(huenode.outputs[0], node_mixRGB.inputs[2])
act_material.links.new(node_vertex.outputs[1], notegroup.inputs[8])
act_material.links.new(node_mixRGB.outputs[0], node_vectormath.inputs[0])
return node_vectormath
return huenode
def matlab(objekti,mat_list,texturelist,is_new):
print('Welcome facture matlab function')
''' FBX Materials: remove all nodes and create princibles node'''
if(is_new):
RemoveFbxNodes(objekti)
'''Main Loop for Texture Update'''
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]
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')