Adding feature for multi-uvs
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5cf430cd5f
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@ -29,7 +29,6 @@ bl_info = {
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"category": "3D View",
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}
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if "bpy" in locals():
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import importlib
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importlib.reload(coat)
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@ -55,7 +54,6 @@ from bpy.props import (
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PointerProperty,
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)
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bpy.coat3D = dict()
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bpy.coat3D['active_coat'] = ''
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bpy.coat3D['status'] = 0
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@ -248,20 +246,31 @@ def updatemesh(objekti, proxy):
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proxy.select_set(True)
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objekti.select_set(True)
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for poly in objekti.data.polygons:
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for indi in poly.loop_indices:
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objekti.data.uv_layers[0].data[indi].uv[0] = proxy.data.uv_layers[0].data[indi].uv[0]
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objekti.data.uv_layers[0].data[indi].uv[1] = proxy.data.uv_layers[0].data[indi].uv[1]
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Create_uv = True
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if(len(proxy.data.uv_layers) > 0):
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for proxy_layer in proxy.data.uv_layers:
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for objekti_layer in objekti.data.uv_layers:
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uv_new_name = '3DC_' + proxy_layer.name
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if(objekti_layer.name == uv_new_name):
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for poly in objekti.data.polygons:
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for indi in poly.loop_indices:
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objekti_layer.data[indi].uv[0] = proxy_layer.data[indi].uv[0]
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objekti_layer.data[indi].uv[1] = proxy_layer.data[indi].uv[1]
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Create_uv = False
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break
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if(Create_uv):
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name = '3DC_' + proxy_layer.name
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objekti.data.uv_layers.new(name=name)
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for poly in objekti.data.polygons:
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for indi in poly.loop_indices:
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objekti.data.uv_layers[-1].data[indi].uv[0] = proxy_layer.data[indi].uv[0]
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objekti.data.uv_layers[-1].data[indi].uv[1] = proxy_layer.data[indi].uv[1]
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# Mesh Copy
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for ind, v in enumerate(objekti.data.vertices):
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v.co = proxy.data.vertices[ind].co
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'''
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proxy.select_set(True)
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obj_data = objekti.data.id_data
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@ -362,8 +371,6 @@ class SCENE_OT_export(bpy.types.Operator):
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def invoke(self, context, event):
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for mesh in bpy.data.meshes:
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if (mesh.users == 0 and mesh.coat3D.name == '3DC'):
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bpy.data.meshes.remove(mesh)
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@ -379,11 +386,18 @@ class SCENE_OT_export(bpy.types.Operator):
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return {'FINISHED'}
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else:
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for objec in bpy.context.selected_objects:
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delete_uvmaps = []
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if objec.type == 'MESH':
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for uv_layer in objec.data.uv_layers:
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if(uv_layer.name.startswith('3DC_')):
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delete_uvmaps.append(uv_layer.name)
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for uv_name in delete_uvmaps:
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objec.data.uv_layers.remove(objec.data.uv_layers[uv_name])
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export_ok = True
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if (export_ok == False):
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return {'FINISHED'}
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activeobj = bpy.context.active_object.name
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checkname = ''
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coa = bpy.context.active_object.coat3D
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@ -395,7 +409,6 @@ class SCENE_OT_export(bpy.types.Operator):
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coat3D.exchange_found = False
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return {'FINISHED'}
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folder_objects = set_working_folders()
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folder_size(folder_objects)
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@ -455,8 +468,6 @@ class SCENE_OT_export(bpy.types.Operator):
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objekti.data.name = nimi2
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objekti.name = nimi2
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else:
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objekti.name = name_boxs[0]
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objekti.data.name = name_boxs[0]
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@ -498,7 +509,6 @@ class SCENE_OT_export(bpy.types.Operator):
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mod_mat_list[objekti.name].append([material_index, temp_mat])
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material_index = material_index + 1
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bake_list = []
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if(coat3D.bake_diffuse):
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bake_list.append(['DIFFUSE', '$LOADTEX'])
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@ -528,7 +538,6 @@ class SCENE_OT_export(bpy.types.Operator):
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elif (coat3D.bake_resolution == 'res_8192'):
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res_size = 8192
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if(len(bake_list) > 0):
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index_bake_tex = 0
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while(index_bake_tex < len(bake_list)):
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@ -913,7 +922,6 @@ class SCENE_OT_import(bpy.types.Operator):
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bpy.ops.import_scene.fbx(filepath=coat3D.bring_retopo_path, global_scale=1, axis_forward='X', use_custom_normals=False)
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os.remove(coat3D.bring_retopo_path)
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else:
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'''
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@ -961,7 +969,6 @@ class SCENE_OT_import(bpy.types.Operator):
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bpy.data.objects[c_index].material_slots[0].material = bpy.data.materials[diff_mat[laskuri]]
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laskuri += 1
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bpy.ops.object.select_all(action='DESELECT')
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for new_obj in bpy.context.collection.objects:
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@ -1036,7 +1043,7 @@ class SCENE_PT_Main(bpy.types.Panel):
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coa = bpy.context.active_object.coat3D
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if(coat['status'] == 0):
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row = layout.row()
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row.label(text="Applink didn't find your 3d-Coat/Excahnge folder.")
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row.label(text="Applink didn't find your 3d-Coat/Exchange folder.")
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row = layout.row()
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row.label("Please select it before using Applink.")
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row = layout.row()
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@ -7,8 +7,10 @@
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"displacement": "no",
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"find_input": [ "Color", "Base Color" ],
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"input": 0,
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"rampnode": "no",
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"node_location": [ -400, 400 ]
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"rampnode": "no",
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"huenode": "yes",
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"node_location": [ -400, 400 ],
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"node_color": [0.535, 0.608, 0.306]
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},
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"metalness": {
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@ -19,7 +21,9 @@
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"find_input": [ "Metallic" ],
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"input": 1,
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"rampnode": "yes",
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"node_location": [ -830, 160 ]
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"huenode": "no",
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"node_location": [ -830, 160 ],
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"node_color": [ 0.027, 0.324, 0.908 ]
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},
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"rough": {
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@ -30,7 +34,9 @@
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"find_input": [ "Roughness" ],
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"input": 2,
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"rampnode": "yes",
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"node_location": [ -550, 0 ]
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"huenode": "no",
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"node_location": [ -550, 0 ],
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"node_color": [ 0.608, 0.254, 0.000 ]
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},
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"nmap": {
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@ -41,8 +47,10 @@
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"find_input": [ "Normal" ],
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"input": 3,
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"rampnode": "no",
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"huenode": "no",
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"node_location": [ -650, -500 ],
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"normal_node_location": [ -350, -350 ]
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"normal_node_location": [ -350, -350 ],
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"node_color": [ 0.417, 0.363, 0.608 ]
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},
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"displacement": {
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@ -51,7 +59,9 @@
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"normal": "no",
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"displacement": "yes",
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"rampnode": "yes",
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"input": 5
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"huenode": "no",
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"input": 5,
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"node_color": [ 0.608, 0.591, 0.498 ]
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},
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"emissive": {
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@ -61,7 +71,9 @@
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"displacement": "no",
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"find_input": [ "Emissive" ],
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"rampnode": "no",
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"input": 4
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"huenode": "yes",
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"input": 4,
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"node_color": [ 0.0, 0.0, 0.0 ]
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},
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"emissive_power": {
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@ -69,7 +81,9 @@
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"colorspace": "color",
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"normal": "no",
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"displacement": "no",
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"rampnode": "no"
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"rampnode": "no",
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"huenode": "no",
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"node_color": [ 0.0, 0.0, 0.0 ]
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},
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"ao": {
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@ -77,7 +91,9 @@
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"colorspace": "color",
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"normal": "no",
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"displacement": "no",
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"rampnode": "yes"
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"rampnode": "yes",
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"huenode": "no",
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"node_color": [ 0.1, 0.5, 0.1 ]
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}
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}
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@ -65,9 +65,11 @@ def UVTiling(objekti, texturelist):
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name = texture_info[0]
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final_name = name[1:]
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tiling_number = int(final_name)
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for list_tiles in uvtiles_index:
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if(list_tiles[1] >= (tiling_number - 1) and list_tiles[1] <= tiling_number ):
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texture_info[0] = objekti.material_slots[list_tiles[0]].material.name
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break
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return texturelist
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@ -92,9 +94,38 @@ def updatetextures(objekti): # Update 3DC textures
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elif (node.name == '3DC_AO'):
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node.image.reload()
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for index_node_group in bpy.data.node_groups:
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for node in index_node_group.nodes:
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if (node.type == 'TEX_IMAGE'):
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if (node.name == '3DC_color'):
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node.image.reload()
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elif (node.name == '3DC_metalness'):
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node.image.reload()
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elif (node.name == '3DC_rough'):
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node.image.reload()
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elif (node.name == '3DC_nmap'):
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node.image.reload()
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elif (node.name == '3DC_displacement'):
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node.image.reload()
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elif (node.name == '3DC_emissive'):
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node.image.reload()
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elif (node.name == '3DC_AO'):
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node.image.reload()
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def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
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# Let's check are we UVSet or MATERIAL mode
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uv_name = texturelist[0][0]
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Main_mode = ''
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for uv_set in objekti.data.uv_layers:
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if(uv_name == uv_set.name):
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Main_mode = uv_set.name
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break
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create_nodes = False
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if texturelist[0][0].startswith('100'):
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print('This is UVTiling')
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@ -183,7 +214,6 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
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if(node.name == '3DC_Applink' and node.type == 'GROUP'):
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applink_group_node = True
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act_material = node.node_tree
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group_tree = node.node_tree
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applink_tree = node
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break
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@ -295,15 +325,29 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
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def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat):
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node = act_material.nodes.new('ShaderNodeTexImage')
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uv_node = act_material.nodes.new('ShaderNodeUVMap')
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uv_node.uv_map = '3DC_' + coatMat.name
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act_material.links.new(uv_node.outputs[0], node.inputs[0])
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node.use_custom_color = True
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uv_node.use_custom_color = True
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node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
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uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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if type['name'] == 'nmap':
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normal_node = act_material.nodes.new('ShaderNodeNormalMap')
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node.location = -650, -500
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normal_node.use_custom_color = True
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normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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node.location = -671, -510
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uv_node.location = -750, -600
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normal_node.location = -350, -350
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normal_node.name = '3DC_normalnode'
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elif type['name'] == 'displacement':
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disp_node = main_material.nodes.new('ShaderNodeDisplacement')
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node.location = -630, -1160
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disp_node.location = 90, -460
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disp_node.inputs[2].default_value = 0.1
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@ -337,6 +381,8 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
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rampnode = act_material.nodes.new('ShaderNodeValToRGB')
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rampnode.name = '3DC_ColorRamp'
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rampnode.use_custom_color = True
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rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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rampnode.location = -270, -956
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act_material.links.new(node.outputs[0], rampnode.inputs[0])
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@ -363,9 +409,14 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
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main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
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break
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uv_node.location = node.location
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uv_node.location[0] -= 300
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uv_node.location[1] -= 200
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else:
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node.location = type['node_location'][0], type['node_location'][1]
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uv_node.location = node.location
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uv_node.location[0] -= 300
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act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
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if (input_color != -1):
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main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
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@ -375,19 +426,41 @@ def createExtraNodes(act_material, node, type):
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curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
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curvenode.name = '3DC_RGBCurve'
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huenode = act_material.nodes.new('ShaderNodeHueSaturation')
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huenode.name = '3DC_HueSaturation'
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curvenode.use_custom_color = True
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curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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if(type['huenode'] == 'yes'):
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huenode = act_material.nodes.new('ShaderNodeHueSaturation')
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huenode.name = '3DC_HueSaturation'
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huenode.use_custom_color = True
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huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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else:
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huenode = act_material.nodes.new('ShaderNodeMath')
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huenode.name = '3DC_HueSaturation'
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huenode.operation = 'MULTIPLY'
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huenode.use_custom_color = True
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huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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if(type['rampnode'] == 'yes'):
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rampnode = act_material.nodes.new('ShaderNodeValToRGB')
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rampnode.name = '3DC_ColorRamp'
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rampnode.use_custom_color = True
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rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
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if (type['rampnode'] == 'yes'):
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act_material.links.new(node.outputs[0], curvenode.inputs[1])
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act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
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act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
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if(type['huenode'] == 'yes'):
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act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
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else:
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act_material.links.new(rampnode.outputs[0], huenode.inputs[0])
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else:
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act_material.links.new(node.outputs[0], curvenode.inputs[1])
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act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
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if (type['huenode'] == 'yes'):
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act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
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else:
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act_material.links.new(curvenode.outputs[0], huenode.inputs[0])
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if type['name'] == 'metalness':
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node.location = -1300, 119
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