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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, index, texturelist):
        """ Checks what Tiles are linked with Material """
    
    
        objekti.coat3D.applink_scale = objekti.scale
    
        for poly in objekti.data.polygons:
    
                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'
    
                    tile_number_x = '2'
    
                    tile_number_x = '3'
    
                    tile_number_x = '4'
    
                    tile_number_x = '5'
    
                    tile_number_x = '6'
    
                    tile_number_x = '7'
    
                    tile_number_x = '8'
    
                    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 link_material_into_uvset(objekti, material, material_index):
    
        for layer in objekti.data.uv_layers:
            for face in objekti.data.polygons:
                for vert_idx, loop_idx in zip(face.vertices, face.loop_indices):
                    uv_coords = layer.data[loop_idx].uv
    
    def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
    
        # Let's check are we UVSet or MATERIAL mode
    
        create_nodes = False
    
        for ind, index_mat in enumerate(objekti.material_slots):
    
            active_uvset = link_material_into_uvset(objekti, index_mat, ind)
    
            if(udim_textures):
                tile_list = UVTiling(objekti,ind, texturelist)
            else:
                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 texture_info in texturelist:
    
    
                    if is_new == False:
                        if texture_info[0] == index_mat.name:
                            if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
                                if(index_mat.material.coat3D_diffuse):
                                    texcoat['color'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
                                if (index_mat.material.coat3D_metalness):
                                    texcoat['metalness'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
                                if (index_mat.material.coat3D_roughness):
                                    texcoat['rough'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map'  or texture_info[2] == 'normal':
                                if (index_mat.material.coat3D_normal):
                                    texcoat['nmap'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'emissive':
                                if (index_mat.material.coat3D_emissive):
                                    texcoat['emissive'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'emissive_power':
                                if (index_mat.material.coat3D_emissive):
                                    texcoat['emissive_power'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'ao':
                                if (index_mat.material.coat3D_ao):
                                    texcoat['ao'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2].startswith('displacement'):
                                if (index_mat.material.coat3D_displacement):
                                    texcoat['displacement'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
    
                                if (index_mat.material.coat3D_alpha):
    
                                    texcoat['alpha'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            create_group_node = True
                    else:
                        if index_mat.name.startswith(texture_info[0]):
                            if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
                                if (index_mat.material.coat3D_diffuse):
                                    texcoat['color'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
                                2] == 'reflection':
                                if (index_mat.material.coat3D_metalness):
                                    texcoat['metalness'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
                                if (index_mat.material.coat3D_roughness):
                                    texcoat['rough'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
                                2] == 'normal_map' or texture_info[2] == 'normal':
                                if (index_mat.material.coat3D_normal):
                                    texcoat['nmap'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'emissive':
                                if (index_mat.material.coat3D_emissive):
                                    texcoat['emissive'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'emissive_power':
                                if (index_mat.material.coat3D_emissive):
                                    texcoat['emissive_power'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'ao':
                                if (index_mat.material.coat3D_ao):
                                    texcoat['ao'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2].startswith('displacement'):
                                if (index_mat.material.coat3D_displacement):
                                    texcoat['displacement'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
    
                                if (index_mat.material.coat3D_alpha):
    
                                    texcoat['alpha'].append(texture_info[3])
                                    create_nodes = True
                                else:
                                    os.remove(texture_info[3])
                            create_group_node = True
    
    
                    if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
    
                        texcoat['color'].append([texture_info[0],texture_info[3]])
    
                    elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
                        2] == 'reflection':
                        texcoat['metalness'].append([texture_info[0],texture_info[3]])
    
                    elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
    
                        texcoat['rough'].append([texture_info[0],texture_info[3]])
    
                    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]])
    
                    elif texture_info[2] == 'emissive':
    
                        texcoat['emissive'].append([texture_info[0],texture_info[3]])
    
                    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_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'):
    
        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
    
        print('TeXture UPDATE happens')
    
        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
    
                    bring_metalness = False
    
                elif (node.name == '3DC_rough'):
    
                    bring_roughness = False
    
                    bring_normal = False
    
                    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
    
    
                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
    
    
            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, 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')
    
                    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.append(tex_img_node.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')
    
                    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(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')
    
            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])
    
        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
    
        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 == []):
            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(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])
    
                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'
    
    
                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)
                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):
    
        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
    
    
    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'''
    
            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)
    
    
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        return('FINISHED')