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    # ***** 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
    
    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, texturelist):
        """ Checks what materials are linked into UV """
    
        objekti.coat3D.applink_scale = objekti.scale
        final_material_indexs = []
        uvtiles_index = []
    
        for poly in objekti.data.polygons:
            if (poly.material_index not in final_material_indexs):
                final_material_indexs.append(poly.material_index)
                loop_index = poly.loop_indices[0]
                uvtiles_index.append([poly.material_index, objekti.data.uv_layers.active.data[loop_index].uv[0]])
            if (len(final_material_indexs) == len(objekti.material_slots)):
                break
        print(final_material_indexs)
    
        for texture_info in 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
    
    
        print('uvtiles_index', uvtiles_index)
        return texturelist
    
    
    def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
    
        create_nodes = False
    
        print('texturelist:', texturelist)
        if texturelist[0][0].startswith('100'):
    
            print('This is UVTiling')
            texturelist = UVTiling(objekti, texturelist)
        print('texturelist:', texturelist)
    
    
        for index_mat in objekti.material_slots:
    
            texcoat = {}
            texcoat['color'] = []
    
            texcoat['ao'] = []
    
            texcoat['rough'] = []
    
            texcoat['metalness'] = []
    
            texcoat['nmap'] = []
            texcoat['emissive'] = []
    
            texcoat['emissive_power'] = []
            texcoat['displacement'] = []
    
            create_group_node = False
    
            for texture_info in texturelist:
    
                if texture_info[0] == index_mat.name:
    
                    if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
                        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[3])
                        create_nodes = True
    
                    elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
    
                        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[3])
                        create_nodes = True
    
                    elif texture_info[2] == 'emissive':
    
                        texcoat['emissive'].append(texture_info[3])
                        create_nodes = True
    
                    elif texture_info[2] == 'emissive_power':
    
                        texcoat['emissive_power'].append(texture_info[3])
                        create_nodes = True
    
                    elif texture_info[2] == 'ao':
    
                        texcoat['ao'].append(texture_info[3])
                        create_nodes = True
    
                    elif texture_info[2].startswith('displacement'):
    
                        texcoat['displacement'].append(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)
    
    def checkmaterial(mat_list, objekti): #check how many materials object has
        mat_list = []
    
        for obj_mate in objekti.material_slots:
            if(obj_mate.material.use_nodes == False):
                obj_mate.material.use_nodes = True
    
    
    def createnodes(active_mat,texcoat, create_group_node): # Cretes 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
    
        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
    
        #ensimmaiseksi kaydaan kaikki image nodet lapi ja tarkistetaan onko nimi 3DC alkunen jos on niin reload
    
        for node in coatMat.node_tree.nodes:
    
            if (node.type == 'OUTPUT_MATERIAL'):
    
        for node in act_material.nodes:
            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
    
        print('TeXture UPDATE happens')
    
        for node in act_material.nodes:
    
            if(node.type == 'TEX_IMAGE'):
                if(node.name == '3DC_color'):
                    bring_color = False
                    node.image.reload()
                elif(node.name == '3DC_metalness'):
                    bring_metalness = False
                    node.image.reload()
    
                elif(node.name == '3DC_rough'):
    
                    bring_roughness = False
                    node.image.reload()
    
                elif(node.name == '3DC_nmap'):
    
                    bring_normal = False
                    node.image.reload()
    
                elif(node.name == '3DC_displacement'):
                    bring_displacement = False
                    node.image.reload()
    
                elif (node.name == '3DC_emissive'):
                    bring_emissive = False
                    node.image.reload()
    
                elif (node.name == '3DC_AO'):
                    bring_AO = False
                    node.image.reload()
    
    
        #seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
    
        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", "Displacement")
                group_tree.outputs.new("NodeSocketColor", "Emissive")
                group_tree.outputs.new("NodeSocketColor", "Emissive Power")
                group_tree.outputs.new("NodeSocketColor", "AO")
                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 = 40, -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
    
    
                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 + '2.80' + 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)
    
    
                if(bring_metalness == True and texcoat['metalness'] != []):
    
                    CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
    
    
                if(bring_roughness == True and texcoat['rough'] != []):
    
                    CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
    
    
                if(bring_normal == True and texcoat['nmap'] != []):
    
                    CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
    
                if (bring_normal == True and texcoat['emissive'] != []):
                    CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
    
    
    
                ''' DISPLACEMENT '''
    
                if (bring_displacement == True and texcoat['displacement'] != []):
                    node = act_material.nodes.new('ShaderNodeTexImage')
                    node.name = '3DC_displacement'
                    node.label = 'Displacement'
                    # input_color = main_mat.inputs.find('Roughness') Blender 2.8 Does not support Displacement yet.
                    if (texcoat['displacement']):
                        node.image = bpy.data.images.load(texcoat['displacement'][0])
                        node.color_space = 'NONE'
    
                    if (coat3D.createnodes):
                        '''
                        curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
                        curvenode.name = '3DC_RGBCurve'
                        huenode = act_material.nodes.new('ShaderNodeHueSaturation')
                        huenode.name = '3DC_HueSaturation'
    
                        rampnode = act_material.nodes.new('ShaderNodeValToRGB')
                        rampnode.name = '3DC_ColorRamp'
    
        
                        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])
    
                        act_material.links.new(node.outputs[0], notegroup.inputs[4])
    
                        #if (main_mat.type == 'BSDF_PRINCIPLED'):
                            #main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
    
                        node.location = -276, -579
    
                        node.location = -550, 0
                        act_material.links.new(node.outputs[0], notegroup.inputs[4])
    
    def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree):
    
        node = act_material.nodes.new('ShaderNodeTexImage')
    
        if type['name'] == 'nmap':
            normal_node = act_material.nodes.new('ShaderNodeNormalMap')
            node.location = -650, -500
            normal_node.location = -350, -350
            normal_node.name = '3DC_normalnode'
    
        node.name = '3DC_' + type['name']
        node.label = type['name']
    
        for input_index in type['find_input']:
            input_color = main_mat.inputs.find(input_index)
            if(input_color != -1):
                break
    
        node.image = bpy.data.images.load(texcoat[type['name']][0])
        if(type['colorspace'] == 'noncolor'):
            node.color_space = 'NONE'
    
        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])
            else:
    
                huenode = createExtraNodes(act_material, node, type)
    
                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])
                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
    
    
        else:
            node.location = type['node_location'][0], type['node_location'][1]
            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):
    
        curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
        curvenode.name = '3DC_RGBCurve'
        huenode = act_material.nodes.new('ShaderNodeHueSaturation')
        huenode.name = '3DC_HueSaturation'
        print('tieto:', type)
        print('ttoto: ', type['rampnode'])
        if(type['rampnode'] == 'yes'):
            rampnode = act_material.nodes.new('ShaderNodeValToRGB')
            rampnode.name = '3DC_ColorRamp'
    
        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])
        else:
            act_material.links.new(node.outputs[0], curvenode.inputs[1])
            act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
    
        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
    
        return huenode
    
    def matlab(objekti,mat_list,texturelist,is_new):
    
    
        ''' FBX Materials: remove all nodes and create princibles node'''
        if(is_new):
            RemoveFbxNodes(objekti)
    
        '''Main Loop for Texture Update'''
    
        #checkmaterial(mat_list, objekti)
    
        readtexturefolder(objekti,mat_list,texturelist,is_new)
    
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        return('FINISHED')