Adding feature for multi-uvs

This commit is contained in:
Kalle-Samuli Riihikoski 2019-03-04 16:42:43 +02:00
parent 5cf430cd5f
commit cd598b76e5
3 changed files with 131 additions and 35 deletions

View File

@ -29,7 +29,6 @@ bl_info = {
"category": "3D View",
}
if "bpy" in locals():
import importlib
importlib.reload(coat)
@ -55,7 +54,6 @@ from bpy.props import (
PointerProperty,
)
bpy.coat3D = dict()
bpy.coat3D['active_coat'] = ''
bpy.coat3D['status'] = 0
@ -248,20 +246,31 @@ def updatemesh(objekti, proxy):
proxy.select_set(True)
objekti.select_set(True)
for poly in objekti.data.polygons:
for indi in poly.loop_indices:
objekti.data.uv_layers[0].data[indi].uv[0] = proxy.data.uv_layers[0].data[indi].uv[0]
objekti.data.uv_layers[0].data[indi].uv[1] = proxy.data.uv_layers[0].data[indi].uv[1]
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]
# 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
@ -362,8 +371,6 @@ class SCENE_OT_export(bpy.types.Operator):
def invoke(self, context, event):
for mesh in bpy.data.meshes:
if (mesh.users == 0 and mesh.coat3D.name == '3DC'):
bpy.data.meshes.remove(mesh)
@ -379,11 +386,18 @@ class SCENE_OT_export(bpy.types.Operator):
return {'FINISHED'}
else:
for objec in bpy.context.selected_objects:
delete_uvmaps = []
if objec.type == 'MESH':
for uv_layer in objec.data.uv_layers:
if(uv_layer.name.startswith('3DC_')):
delete_uvmaps.append(uv_layer.name)
for uv_name in delete_uvmaps:
objec.data.uv_layers.remove(objec.data.uv_layers[uv_name])
export_ok = True
if (export_ok == False):
return {'FINISHED'}
activeobj = bpy.context.active_object.name
checkname = ''
coa = bpy.context.active_object.coat3D
@ -395,7 +409,6 @@ class SCENE_OT_export(bpy.types.Operator):
coat3D.exchange_found = False
return {'FINISHED'}
folder_objects = set_working_folders()
folder_size(folder_objects)
@ -455,8 +468,6 @@ class SCENE_OT_export(bpy.types.Operator):
objekti.data.name = nimi2
objekti.name = nimi2
else:
objekti.name = name_boxs[0]
objekti.data.name = name_boxs[0]
@ -498,7 +509,6 @@ class SCENE_OT_export(bpy.types.Operator):
mod_mat_list[objekti.name].append([material_index, temp_mat])
material_index = material_index + 1
bake_list = []
if(coat3D.bake_diffuse):
bake_list.append(['DIFFUSE', '$LOADTEX'])
@ -528,7 +538,6 @@ class SCENE_OT_export(bpy.types.Operator):
elif (coat3D.bake_resolution == 'res_8192'):
res_size = 8192
if(len(bake_list) > 0):
index_bake_tex = 0
while(index_bake_tex < len(bake_list)):
@ -913,7 +922,6 @@ class SCENE_OT_import(bpy.types.Operator):
bpy.ops.import_scene.fbx(filepath=coat3D.bring_retopo_path, global_scale=1, axis_forward='X', use_custom_normals=False)
os.remove(coat3D.bring_retopo_path)
else:
'''
@ -961,7 +969,6 @@ class SCENE_OT_import(bpy.types.Operator):
bpy.data.objects[c_index].material_slots[0].material = bpy.data.materials[diff_mat[laskuri]]
laskuri += 1
bpy.ops.object.select_all(action='DESELECT')
for new_obj in bpy.context.collection.objects:
@ -1036,7 +1043,7 @@ class SCENE_PT_Main(bpy.types.Panel):
coa = bpy.context.active_object.coat3D
if(coat['status'] == 0):
row = layout.row()
row.label(text="Applink didn't find your 3d-Coat/Excahnge folder.")
row.label(text="Applink didn't find your 3d-Coat/Exchange folder.")
row = layout.row()
row.label("Please select it before using Applink.")
row = layout.row()

View File

@ -7,8 +7,10 @@
"displacement": "no",
"find_input": [ "Color", "Base Color" ],
"input": 0,
"rampnode": "no",
"node_location": [ -400, 400 ]
"rampnode": "no",
"huenode": "yes",
"node_location": [ -400, 400 ],
"node_color": [0.535, 0.608, 0.306]
},
"metalness": {
@ -19,7 +21,9 @@
"find_input": [ "Metallic" ],
"input": 1,
"rampnode": "yes",
"node_location": [ -830, 160 ]
"huenode": "no",
"node_location": [ -830, 160 ],
"node_color": [ 0.027, 0.324, 0.908 ]
},
"rough": {
@ -30,7 +34,9 @@
"find_input": [ "Roughness" ],
"input": 2,
"rampnode": "yes",
"node_location": [ -550, 0 ]
"huenode": "no",
"node_location": [ -550, 0 ],
"node_color": [ 0.608, 0.254, 0.000 ]
},
"nmap": {
@ -41,8 +47,10 @@
"find_input": [ "Normal" ],
"input": 3,
"rampnode": "no",
"huenode": "no",
"node_location": [ -650, -500 ],
"normal_node_location": [ -350, -350 ]
"normal_node_location": [ -350, -350 ],
"node_color": [ 0.417, 0.363, 0.608 ]
},
"displacement": {
@ -51,7 +59,9 @@
"normal": "no",
"displacement": "yes",
"rampnode": "yes",
"input": 5
"huenode": "no",
"input": 5,
"node_color": [ 0.608, 0.591, 0.498 ]
},
"emissive": {
@ -61,7 +71,9 @@
"displacement": "no",
"find_input": [ "Emissive" ],
"rampnode": "no",
"input": 4
"huenode": "yes",
"input": 4,
"node_color": [ 0.0, 0.0, 0.0 ]
},
"emissive_power": {
@ -69,7 +81,9 @@
"colorspace": "color",
"normal": "no",
"displacement": "no",
"rampnode": "no"
"rampnode": "no",
"huenode": "no",
"node_color": [ 0.0, 0.0, 0.0 ]
},
"ao": {
@ -77,7 +91,9 @@
"colorspace": "color",
"normal": "no",
"displacement": "no",
"rampnode": "yes"
"rampnode": "yes",
"huenode": "no",
"node_color": [ 0.1, 0.5, 0.1 ]
}
}

View File

@ -65,9 +65,11 @@ def UVTiling(objekti, texturelist):
name = texture_info[0]
final_name = name[1:]
tiling_number = int(final_name)
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
@ -92,9 +94,38 @@ def updatetextures(objekti): # Update 3DC textures
elif (node.name == '3DC_AO'):
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()
def readtexturefolder(objekti, mat_list, texturelist, is_new): #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')
@ -183,7 +214,6 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
if(node.name == '3DC_Applink' and node.type == 'GROUP'):
applink_group_node = True
act_material = node.node_tree
group_tree = node.node_tree
applink_tree = node
break
@ -295,15 +325,29 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat):
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])
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')
node.location = -650, -500
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
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
@ -337,6 +381,8 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
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])
@ -363,9 +409,14 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
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
else:
node.location = type['node_location'][0], type['node_location'][1]
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])
@ -375,19 +426,41 @@ def createExtraNodes(act_material, node, type):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
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.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])
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
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])
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
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