Newer
Older
elif merge_hide == 'NON_SHADER':
do_hide = True
tree_type = context.space_data.node_tree.type
if tree_type == 'GEOMETRY':
node_type = 'GeometryNode'
if tree_type == 'COMPOSITING':
node_type = 'CompositorNode'
elif tree_type == 'SHADER':
node_type = 'ShaderNode'
elif tree_type == 'TEXTURE':
node_type = 'TextureNode'
nodes, links = get_nodes_links(context)
mode = self.mode
merge_type = self.merge_type
# Prevent trying to add Z-Combine in not 'COMPOSITING' node tree.
# 'ZCOMBINE' works only if mode == 'MIX'
# Setting mode to None prevents trying to add 'ZCOMBINE' node.
if (merge_type == 'ZCOMBINE' or merge_type == 'ALPHAOVER') and tree_type != 'COMPOSITING':
merge_type = 'MIX'
mode = 'MIX'
if (merge_type != 'MATH' and merge_type != 'GEOMETRY') and tree_type == 'GEOMETRY':
merge_type = 'AUTO'
# The MixRGB node and math nodes used for geometry nodes are of type 'ShaderNode'
if (merge_type == 'MATH' or merge_type == 'MIX') and tree_type == 'GEOMETRY':
selected_mix = [] # entry = [index, loc]
selected_shader = [] # entry = [index, loc]
selected_geometry = [] # entry = [index, loc]
selected_math = [] # entry = [index, loc]
selected_vector = [] # entry = [index, loc]
selected_z = [] # entry = [index, loc]
selected_alphaover = [] # entry = [index, loc]
for i, node in enumerate(nodes):
if node.select and node.outputs:
if merge_type == 'AUTO':
for (type, types_list, dst) in (
('SHADER', ('MIX', 'ADD'), selected_shader),
('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry),
('RGBA', [t[0] for t in blend_types], selected_mix),
('VALUE', [t[0] for t in operations], selected_math),
('VECTOR', [], selected_vector),
output = get_first_enabled_output(node)
output_type = output.type
valid_mode = mode in types_list
# When mode is 'MIX' we have to cheat since the mix node is not used in
# geometry nodes.
if tree_type == 'GEOMETRY':
if mode == 'MIX':
if output_type == 'VALUE' and type == 'VALUE':
valid_mode = True
elif output_type == 'VECTOR' and type == 'VECTOR':
valid_mode = True
elif type == 'GEOMETRY':
valid_mode = True
# When mode is 'MIX' use mix node for both 'RGBA' and 'VALUE' output types.
# Cheat that output type is 'RGBA',
# and that 'MIX' exists in math operations list.
# This way when selected_mix list is analyzed:
# Node data will be appended even though it doesn't meet requirements.
elif output_type != 'SHADER' and mode == 'MIX':
output_type = 'RGBA'
valid_mode = True
if output_type == type and valid_mode:
dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide])
else:
for (type, types_list, dst) in (
('SHADER', ('MIX', 'ADD'), selected_shader),
('GEOMETRY', [t[0] for t in geo_combine_operations], selected_geometry),
('MIX', [t[0] for t in blend_types], selected_mix),
('MATH', [t[0] for t in operations], selected_math),
('ZCOMBINE', ('MIX', ), selected_z),
('ALPHAOVER', ('MIX', ), selected_alphaover),
if merge_type == type and mode in types_list:
dst.append([i, node.location.x, node.location.y, node.dimensions.x, node.hide])
# When nodes with output kinds 'RGBA' and 'VALUE' are selected at the same time
# use only 'Mix' nodes for merging.
# For that we add selected_math list to selected_mix list and clear selected_math.
if selected_mix and selected_math and merge_type == 'AUTO':
selected_mix += selected_math
selected_math = []
for nodes_list in [selected_mix, selected_shader, selected_geometry, selected_math, selected_vector, selected_z, selected_alphaover]:
if not nodes_list:
continue
count_before = len(nodes)
# sort list by loc_x - reversed
nodes_list.sort(key=lambda k: k[1], reverse=True)
# get maximum loc_x
loc_x = nodes_list[0][1] + nodes_list[0][3] + 70
nodes_list.sort(key=lambda k: k[2], reverse=True)
# Change the node type for math nodes in a geometry node tree.
if tree_type == 'GEOMETRY':
if nodes_list is selected_math or nodes_list is selected_vector or nodes_list is selected_mix:
node_type = 'ShaderNode'
if mode == 'MIX':
mode = 'ADD'
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node_type = 'GeometryNode'
if merge_position == 'CENTER':
loc_y = ((nodes_list[len(nodes_list) - 1][2]) + (nodes_list[len(nodes_list) - 2][2])) / 2 # average yloc of last two nodes (lowest two)
if nodes_list[len(nodes_list) - 1][-1] == True: # if last node is hidden, mix should be shifted up a bit
if do_hide:
loc_y += 40
else:
loc_y += 80
else:
loc_y = nodes_list[len(nodes_list) - 1][2]
offset_y = 100
if not do_hide:
offset_y = 200
if nodes_list == selected_shader and not do_hide_shader:
offset_y = 150.0
the_range = len(nodes_list) - 1
if len(nodes_list) == 1:
the_range = 1
was_multi = False
for i in range(the_range):
if nodes_list == selected_mix:
add_type = node_type + 'MixRGB'
add = nodes.new(add_type)
add.blend_type = mode
if mode != 'MIX':
add.inputs[0].default_value = 1.0
add.show_preview = False
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 1
second = 2
add.width_hidden = 100.0
elif nodes_list == selected_math:
add_type = node_type + 'Math'
add = nodes.new(add_type)
add.operation = mode
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 0
second = 1
add.width_hidden = 100.0
elif nodes_list == selected_shader:
if mode == 'MIX':
add_type = node_type + 'MixShader'
add.hide = do_hide_shader
if do_hide_shader:
loc_y = loc_y - 50
first = 1
second = 2
add.width_hidden = 100.0
elif mode == 'ADD':
add_type = node_type + 'AddShader'
add.hide = do_hide_shader
if do_hide_shader:
loc_y = loc_y - 50
first = 0
second = 1
add.width_hidden = 100.0
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elif nodes_list == selected_geometry:
if mode in ('JOIN', 'MIX'):
add_type = node_type + 'JoinGeometry'
add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,[0])
else:
add_type = node_type + 'Boolean'
indices = [0,1] if mode == 'DIFFERENCE' else [1]
add = self.merge_with_multi_input(nodes_list, merge_position, do_hide, loc_x, links, nodes, add_type,indices)
add.operation = mode
was_multi = True
break
elif nodes_list == selected_vector:
add_type = node_type + 'VectorMath'
add = nodes.new(add_type)
add.operation = mode
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 0
second = 1
add.width_hidden = 100.0
elif nodes_list == selected_z:
add = nodes.new('CompositorNodeZcombine')
add.show_preview = False
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 0
second = 2
add.width_hidden = 100.0
elif nodes_list == selected_alphaover:
add = nodes.new('CompositorNodeAlphaOver')
add.show_preview = False
add.hide = do_hide
if do_hide:
loc_y = loc_y - 50
first = 1
second = 2
add.width_hidden = 100.0
add.location = loc_x, loc_y
loc_y += offset_y
add.select = True
# This has already been handled separately
if was_multi:
continue
count_adds = i + 1
count_after = len(nodes)
index = count_after - 1
first_selected = nodes[nodes_list[0][0]]
# "last" node has been added as first, so its index is count_before.
last_add = nodes[count_before]
# Create list of invalid indexes.
invalid_nodes = [nodes[n[0]] for n in (selected_mix + selected_math + selected_shader + selected_z + selected_geometry)]
# Special case:
# Two nodes were selected and first selected has no output links, second selected has output links.
# Then add links from last add to all links 'to_socket' of out links of second selected.
first_selected_output = get_first_enabled_output(first_selected)
if not first_selected_output.links:
second_selected = nodes[nodes_list[1][0]]
for ss_link in second_selected.outputs[0].links:
# Prevent cyclic dependencies when nodes to be merged are linked to one another.
# Link only if "to_node" index not in invalid indexes list.
if not self.link_creates_cycle(ss_link, invalid_nodes):
links.new(last_add.outputs[0], ss_link.to_socket)
# add links from last_add to all links 'to_socket' of out links of first selected.
for fs_link in first_selected_output.links:
# Link only if "to_node" index not in invalid indexes list.
if not self.link_creates_cycle(fs_link, invalid_nodes):
links.new(last_add.outputs[0], fs_link.to_socket)
# add link from "first" selected and "first" add node
node_to = nodes[count_after - 1]
links.new(first_selected_output, node_to.inputs[first])
if node_to.type == 'ZCOMBINE':
for fs_out in first_selected.outputs:
if fs_out != first_selected_output and fs_out.name in ('Z', 'Depth'):
links.new(fs_out, node_to.inputs[1])
break
# add links between added ADD nodes and between selected and ADD nodes
for i in range(count_adds):
if i < count_adds - 1:
node_from = nodes[index]
node_to = nodes[index - 1]
node_to_input_i = first
node_to_z_i = 1 # if z combine - link z to first z input
links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i])
if node_to.type == 'ZCOMBINE':
for from_out in node_from.outputs:
if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'):
links.new(from_out, node_to.inputs[node_to_z_i])
if len(nodes_list) > 1:
node_from = nodes[nodes_list[i + 1][0]]
node_to = nodes[index]
node_to_input_i = second
node_to_z_i = 3 # if z combine - link z to second z input
links.new(get_first_enabled_output(node_from), node_to.inputs[node_to_input_i])
if node_to.type == 'ZCOMBINE':
for from_out in node_from.outputs:
if from_out != get_first_enabled_output(node_from) and from_out.name in ('Z', 'Depth'):
links.new(from_out, node_to.inputs[node_to_z_i])
index -= 1
# set "last" of added nodes as active
nodes.active = last_add
for i, x, y, dx, h in nodes_list:
nodes[i].select = False
return {'FINISHED'}
class NWBatchChangeNodes(Operator, NWBase):
bl_idname = "node.nw_batch_change"
bl_label = "Batch Change"
bl_description = "Batch Change Blend Type and Math Operation"
bl_options = {'REGISTER', 'UNDO'}
name="Blend Type",
items=blend_types + navs,
)
name="Operation",
items=operations + navs,
)
def execute(self, context):
blend_type = self.blend_type
operation = self.operation
for node in context.selected_nodes:
if node.type == 'MIX_RGB' or node.bl_idname == 'GeometryNodeAttributeMix':
if not blend_type in [nav[0] for nav in navs]:
node.blend_type = blend_type
else:
if blend_type == 'NEXT':
index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0]
#index = blend_types.index(node.blend_type)
if index == len(blend_types) - 1:
node.blend_type = blend_types[0][0]
else:
node.blend_type = blend_types[index + 1][0]
if blend_type == 'PREV':
index = [i for i, entry in enumerate(blend_types) if node.blend_type in entry][0]
if index == 0:
node.blend_type = blend_types[len(blend_types) - 1][0]
else:
node.blend_type = blend_types[index - 1][0]
if node.type == 'MATH' or node.bl_idname == 'GeometryNodeAttributeMath':
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if not operation in [nav[0] for nav in navs]:
node.operation = operation
else:
if operation == 'NEXT':
index = [i for i, entry in enumerate(operations) if node.operation in entry][0]
#index = operations.index(node.operation)
if index == len(operations) - 1:
node.operation = operations[0][0]
else:
node.operation = operations[index + 1][0]
if operation == 'PREV':
index = [i for i, entry in enumerate(operations) if node.operation in entry][0]
#index = operations.index(node.operation)
if index == 0:
node.operation = operations[len(operations) - 1][0]
else:
node.operation = operations[index - 1][0]
return {'FINISHED'}
class NWChangeMixFactor(Operator, NWBase):
bl_idname = "node.nw_factor"
bl_label = "Change Factor"
bl_description = "Change Factors of Mix Nodes and Mix Shader Nodes"
bl_options = {'REGISTER', 'UNDO'}
# option: Change factor.
# If option is 1.0 or 0.0 - set to 1.0 or 0.0
# Else - change factor by option value.
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def execute(self, context):
nodes, links = get_nodes_links(context)
option = self.option
selected = [] # entry = index
for si, node in enumerate(nodes):
if node.select:
if node.type in {'MIX_RGB', 'MIX_SHADER'}:
selected.append(si)
for si in selected:
fac = nodes[si].inputs[0]
nodes[si].hide = False
if option in {0.0, 1.0}:
fac.default_value = option
else:
fac.default_value += option
return {'FINISHED'}
class NWCopySettings(Operator, NWBase):
bl_idname = "node.nw_copy_settings"
bl_label = "Copy Settings"
bl_description = "Copy Settings of Active Node to Selected Nodes"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
valid = False
if nw_check(context):
if (
context.active_node is not None and
context.active_node.type != 'FRAME'
):
return valid
def execute(self, context):
node_active = context.active_node
node_selected = context.selected_nodes
# Error handling
if not (len(node_selected) > 1):
self.report({'ERROR'}, "2 nodes must be selected at least")
return {'CANCELLED'}
# Check if active node is in the selection
selected_node_names = [n.name for n in node_selected]
if node_active.name not in selected_node_names:
self.report({'ERROR'}, "No active node")
return {'CANCELLED'}
# Get nodes in selection by type
valid_nodes = [n for n in node_selected if n.type == node_active.type]
if not (len(valid_nodes) > 1) and node_active:
self.report({'ERROR'}, "Selected nodes are not of the same type as {}".format(node_active.name))
return {'CANCELLED'}
if len(valid_nodes) != len(node_selected):
# Report nodes that are not valid
valid_node_names = [n.name for n in valid_nodes]
not_valid_names = list(set(selected_node_names) - set(valid_node_names))
self.report({'INFO'}, "Ignored {} (not of the same type as {})".format(", ".join(not_valid_names), node_active.name))
orig = node_active
#node_selected_names = [n.name for n in node_selected]
# Output list
success_names = []
# Deselect all nodes
for i in node_selected:
i.select = False
# Code by zeffii from http://blender.stackexchange.com/a/42338/3710
# Run through all other nodes
for node in valid_nodes[1:]:
# Check for frame node
parent = node.parent if node.parent else None
node_loc = [node.location.x, node.location.y]
# Select original to duplicate
orig.select = True
# Duplicate selected node
bpy.ops.node.duplicate()
new_node = context.selected_nodes[0]
# Properties to copy
node_tree = node.id_data
props_to_copy = 'bl_idname name location height width'.split(' ')
# Input and outputs
reconnections = []
mappings = chain.from_iterable([node.inputs, node.outputs])
for i in (i for i in mappings if i.is_linked):
for L in i.links:
reconnections.append([L.from_socket.path_from_id(), L.to_socket.path_from_id()])
# Properties
props = {j: getattr(node, j) for j in props_to_copy}
props_to_copy.pop(0)
for prop in props_to_copy:
setattr(new_node, prop, props[prop])
# Get the node tree to remove the old node
nodes = node_tree.nodes
nodes.remove(node)
new_node.name = props['name']
if parent:
new_node.parent = parent
new_node.location = node_loc
for str_from, str_to in reconnections:
node_tree.links.new(eval(str_from), eval(str_to))
success_names.append(new_node.name)
orig.select = True
node_tree.nodes.active = orig
self.report({'INFO'}, "Successfully copied attributes from {} to: {}".format(orig.name, ", ".join(success_names)))
return {'FINISHED'}
class NWCopyLabel(Operator, NWBase):
bl_idname = "node.nw_copy_label"
bl_label = "Copy Label"
bl_options = {'REGISTER', 'UNDO'}
name="option",
description="Source of name of label",
items=(
('FROM_ACTIVE', 'from active', 'from active node',),
('FROM_NODE', 'from node', 'from node linked to selected node'),
('FROM_SOCKET', 'from socket', 'from socket linked to selected node'),
)
)
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def execute(self, context):
nodes, links = get_nodes_links(context)
option = self.option
active = nodes.active
if option == 'FROM_ACTIVE':
if active:
src_label = active.label
for node in [n for n in nodes if n.select and nodes.active != n]:
node.label = src_label
elif option == 'FROM_NODE':
selected = [n for n in nodes if n.select]
for node in selected:
for input in node.inputs:
if input.links:
src = input.links[0].from_node
node.label = src.label
break
elif option == 'FROM_SOCKET':
selected = [n for n in nodes if n.select]
for node in selected:
for input in node.inputs:
if input.links:
src = input.links[0].from_socket
node.label = src.name
break
return {'FINISHED'}
class NWClearLabel(Operator, NWBase):
bl_idname = "node.nw_clear_label"
bl_label = "Clear Label"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
nodes, links = get_nodes_links(context)
for node in [n for n in nodes if n.select]:
node.label = ''
return {'FINISHED'}
def invoke(self, context, event):
if self.option:
return self.execute(context)
else:
return context.window_manager.invoke_confirm(self, event)
class NWModifyLabels(Operator, NWBase):
"""Modify Labels of all selected nodes"""
bl_idname = "node.nw_modify_labels"
bl_label = "Modify Labels"
bl_options = {'REGISTER', 'UNDO'}
prepend: StringProperty(
name="Add to Beginning"
)
append: StringProperty(
name="Add to End"
)
replace_from: StringProperty(
name="Text to Replace"
)
replace_to: StringProperty(
name="Replace with"
)
def execute(self, context):
nodes, links = get_nodes_links(context)
for node in [n for n in nodes if n.select]:
node.label = self.prepend + node.label.replace(self.replace_from, self.replace_to) + self.append
return {'FINISHED'}
def invoke(self, context, event):
self.prepend = ""
self.append = ""
self.remove = ""
return context.window_manager.invoke_props_dialog(self)
class NWAddTextureSetup(Operator, NWBase):
bl_idname = "node.nw_add_texture"
bl_label = "Texture Setup"
bl_description = "Add Texture Node Setup to Selected Shaders"
bl_options = {'REGISTER', 'UNDO'}
add_mapping: BoolProperty(name="Add Mapping Nodes", description="Create coordinate and mapping nodes for the texture (ignored for selected texture nodes)", default=True)
@classmethod
def poll(cls, context):
if nw_check(context):
space = context.space_data
Brecht Van Lommel
committed
if space.tree_type == 'ShaderNodeTree':
return True
return False
def execute(self, context):
nodes, links = get_nodes_links(context)
texture_types = [x.nodetype for x in
get_nodes_from_category('Texture', context)]
selected_nodes = [n for n in nodes if n.select]
for node in selected_nodes:
if not node.inputs:
continue
input_index = 0
target_input = node.inputs[0]
for input in node.inputs:
if input.enabled:
input_index += 1
if not input.is_linked:
target_input = input
self.report({'WARNING'}, "No free inputs for node: " + node.name)
continue
x_offset = 0
padding = 40.0
locx = node.location.x
locy = node.location.y - (input_index * padding)
is_texture_node = node.rna_type.identifier in texture_types
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use_environment_texture = node.type == 'BACKGROUND'
# Add an image texture before normal shader nodes.
if not is_texture_node:
image_texture_type = 'ShaderNodeTexEnvironment' if use_environment_texture else 'ShaderNodeTexImage'
image_texture_node = nodes.new(image_texture_type)
x_offset = x_offset + image_texture_node.width + padding
image_texture_node.location = [locx - x_offset, locy]
nodes.active = image_texture_node
links.new(image_texture_node.outputs[0], target_input)
# The mapping setup following this will connect to the firrst input of this image texture.
target_input = image_texture_node.inputs[0]
node.select = False
if is_texture_node or self.add_mapping:
# Add Mapping node.
mapping_node = nodes.new('ShaderNodeMapping')
x_offset = x_offset + mapping_node.width + padding
mapping_node.location = [locx - x_offset, locy]
links.new(mapping_node.outputs[0], target_input)
# Add Texture Coordinates node.
tex_coord_node = nodes.new('ShaderNodeTexCoord')
x_offset = x_offset + tex_coord_node.width + padding
tex_coord_node.location = [locx - x_offset, locy]
is_procedural_texture = is_texture_node and node.type != 'TEX_IMAGE'
use_generated_coordinates = is_procedural_texture or use_environment_texture
tex_coord_output = tex_coord_node.outputs[0 if use_generated_coordinates else 2]
links.new(tex_coord_output, mapping_node.inputs[0])
class NWAddPrincipledSetup(Operator, NWBase, ImportHelper):
bl_idname = "node.nw_add_textures_for_principled"
bl_label = "Principled Texture Setup"
bl_description = "Add Texture Node Setup for Principled BSDF"
bl_options = {'REGISTER', 'UNDO'}
directory: StringProperty(
name='Directory',
subtype='DIR_PATH',
default='',
description='Folder to search in for image files'
)
files: CollectionProperty(
type=bpy.types.OperatorFileListElement,
options={'HIDDEN', 'SKIP_SAVE'}
)
Santeri Salmijärvi
committed
relative_path: BoolProperty(
name='Relative Path',
description='Set the file path relative to the blend file, when possible',
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default=True
)
order = [
"filepath",
"files",
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def draw(self, context):
layout = self.layout
layout.alignment = 'LEFT'
layout.prop(self, 'relative_path')
@classmethod
def poll(cls, context):
valid = False
if nw_check(context):
space = context.space_data
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if space.tree_type == 'ShaderNodeTree':
valid = True
return valid
def execute(self, context):
# Check if everything is ok
if not self.directory:
self.report({'INFO'}, 'No Folder Selected')
return {'CANCELLED'}
if not self.files[:]:
self.report({'INFO'}, 'No Files Selected')
return {'CANCELLED'}
nodes, links = get_nodes_links(context)
active_node = nodes.active
if not (active_node and active_node.bl_idname == 'ShaderNodeBsdfPrincipled'):
self.report({'INFO'}, 'Select Principled BSDF')
return {'CANCELLED'}
# Helper_functions
def split_into__components(fname):
# Split filename into components
# 'WallTexture_diff_2k.002.jpg' -> ['Wall', 'Texture', 'diff', 'k']
# Remove extension
fname = path.splitext(fname)[0]
# Remove digits
fname = ''.join(i for i in fname if not i.isdigit())
# Separate CamelCase by space
fname = re.sub(r"([a-z])([A-Z])", r"\g<1> \g<2>",fname)
# Replace common separators with SPACE
separators = ['_', '.', '-', '__', '--', '#']
for sep in separators:
fname = fname.replace(sep, ' ')
components = fname.split(' ')
components = [c.lower() for c in components]
return components
# Filter textures names for texturetypes in filenames
# [Socket Name, [abbreviations and keyword list], Filename placeholder]
tags = context.preferences.addons[__name__].preferences.principled_tags
normal_abbr = tags.normal.split(' ')
bump_abbr = tags.bump.split(' ')
gloss_abbr = tags.gloss.split(' ')
rough_abbr = tags.rough.split(' ')
['Displacement', tags.displacement.split(' '), None],
['Base Color', tags.base_color.split(' '), None],
['Subsurface Color', tags.sss_color.split(' '), None],
['Metallic', tags.metallic.split(' '), None],
['Specular', tags.specular.split(' '), None],
['Roughness', rough_abbr + gloss_abbr, None],
['Normal', normal_abbr + bump_abbr, None],
['Transmission', tags.transmission.split(' '), None],
['Emission', tags.emission.split(' '), None],
['Alpha', tags.alpha.split(' '), None],
['Ambient Occlusion', tags.ambient_occlusion.split(' '), None],
# Look through texture_types and set value as filename of first matched file
def match_files_to_socket_names():
for sname in socketnames:
for file in self.files:
fname = file.name
filenamecomponents = split_into__components(fname)
matches = set(sname[1]).intersection(set(filenamecomponents))
# TODO: ignore basename (if texture is named "fancy_metal_nor", it will be detected as metallic map, not normal map)
if matches:
sname[2] = fname
break
match_files_to_socket_names()
# Remove socketnames without found files
socketnames = [s for s in socketnames if s[2]
and path.exists(self.directory+s[2])]
if not socketnames:
self.report({'INFO'}, 'No matching images found')
print('No matching images found')
return {'CANCELLED'}
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# Don't override path earlier as os.path is used to check the absolute path
import_path = self.directory
if self.relative_path:
if bpy.data.filepath:
try:
import_path = bpy.path.relpath(self.directory)
except ValueError:
pass
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# Add found images
print('\nMatched Textures:')
texture_nodes = []
disp_texture = None
ao_texture = None
normal_node = None
roughness_node = None
for i, sname in enumerate(socketnames):
print(i, sname[0], sname[2])
# DISPLACEMENT NODES
if sname[0] == 'Displacement':
disp_texture = nodes.new(type='ShaderNodeTexImage')
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img = bpy.data.images.load(path.join(import_path, sname[2]))
disp_texture.image = img
disp_texture.label = 'Displacement'
if disp_texture.image:
disp_texture.image.colorspace_settings.is_data = True
# Add displacement offset nodes
disp_node = nodes.new(type='ShaderNodeDisplacement')
# Align the Displacement node under the active Principled BSDF node
disp_node.location = active_node.location + Vector((100, -700))
link = links.new(disp_node.inputs[0], disp_texture.outputs[0])
# TODO Turn on true displacement in the material
# Too complicated for now
output_node = [n for n in nodes if n.bl_idname == 'ShaderNodeOutputMaterial']
if output_node:
if not output_node[0].inputs[2].is_linked:
link = links.new(output_node[0].inputs[2], disp_node.outputs[0])
# AMBIENT OCCLUSION TEXTURE
if sname[0] == 'Ambient Occlusion':
ao_texture = nodes.new(type='ShaderNodeTexImage')
img = bpy.data.images.load(path.join(import_path, sname[2]))
ao_texture.image = img
ao_texture.label = sname[0]
if ao_texture.image:
ao_texture.image.colorspace_settings.is_data = True
continue
if not active_node.inputs[sname[0]].is_linked:
# No texture node connected -> add texture node with new image
texture_node = nodes.new(type='ShaderNodeTexImage')
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img = bpy.data.images.load(path.join(import_path, sname[2]))
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texture_node.image = img
# NORMAL NODES
if sname[0] == 'Normal':
# Test if new texture node is normal or bump map
fname_components = split_into__components(sname[2])
match_normal = set(normal_abbr).intersection(set(fname_components))
match_bump = set(bump_abbr).intersection(set(fname_components))
if match_normal:
# If Normal add normal node in between
normal_node = nodes.new(type='ShaderNodeNormalMap')
link = links.new(normal_node.inputs[1], texture_node.outputs[0])
elif match_bump:
# If Bump add bump node in between
normal_node = nodes.new(type='ShaderNodeBump')
link = links.new(normal_node.inputs[2], texture_node.outputs[0])
link = links.new(active_node.inputs[sname[0]], normal_node.outputs[0])
normal_node_texture = texture_node
elif sname[0] == 'Roughness':
# Test if glossy or roughness map
fname_components = split_into__components(sname[2])
match_rough = set(rough_abbr).intersection(set(fname_components))
match_gloss = set(gloss_abbr).intersection(set(fname_components))
if match_rough:
# If Roughness nothing to to
link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0])
elif match_gloss:
# If Gloss Map add invert node
invert_node = nodes.new(type='ShaderNodeInvert')
link = links.new(invert_node.inputs[1], texture_node.outputs[0])
link = links.new(active_node.inputs[sname[0]], invert_node.outputs[0])
roughness_node = texture_node
else:
# This is a simple connection Texture --> Input slot
link = links.new(active_node.inputs[sname[0]], texture_node.outputs[0])
# Use non-color for all but 'Base Color' Textures
if not sname[0] in ['Base Color', 'Emission'] and texture_node.image:
texture_node.image.colorspace_settings.is_data = True
else:
# If already texture connected. add to node list for alignment
texture_node = active_node.inputs[sname[0]].links[0].from_node
# This are all connected texture nodes
texture_nodes.append(texture_node)
texture_node.label = sname[0]
if disp_texture:
texture_nodes.append(disp_texture)
if ao_texture:
# We want the ambient occlusion texture to be the top most texture node
texture_nodes.insert(0, ao_texture)
# Alignment
for i, texture_node in enumerate(texture_nodes):
offset = Vector((-550, (i * -280) + 200))
texture_node.location = active_node.location + offset
if normal_node:
# Extra alignment if normal node was added
normal_node.location = normal_node_texture.location + Vector((300, 0))
if roughness_node:
# Alignment of invert node if glossy map
invert_node.location = roughness_node.location + Vector((300, 0))
# Add texture input + mapping
mapping = nodes.new(type='ShaderNodeMapping')
mapping.location = active_node.location + Vector((-1050, 0))
if len(texture_nodes) > 1:
# If more than one texture add reroute node in between
reroute = nodes.new(type='NodeReroute')
texture_nodes.append(reroute)
tex_coords = Vector((texture_nodes[0].location.x, sum(n.location.y for n in texture_nodes)/len(texture_nodes)))
reroute.location = tex_coords + Vector((-50, -120))
for texture_node in texture_nodes:
link = links.new(texture_node.inputs[0], reroute.outputs[0])
link = links.new(reroute.inputs[0], mapping.outputs[0])
else:
link = links.new(texture_nodes[0].inputs[0], mapping.outputs[0])
# Connect texture_coordiantes to mapping node
texture_input = nodes.new(type='ShaderNodeTexCoord')
texture_input.location = mapping.location + Vector((-200, 0))
link = links.new(mapping.inputs[0], texture_input.outputs[2])
# Create frame around tex coords and mapping
frame = nodes.new(type='NodeFrame')
frame.label = 'Mapping'
mapping.parent = frame
texture_input.parent = frame
frame.update()
# Create frame around texture nodes
frame = nodes.new(type='NodeFrame')
frame.label = 'Textures'
for tnode in texture_nodes:
tnode.parent = frame
frame.update()
# Just to be sure
active_node.select = False
nodes.update()
links.update()
force_update(context)
return {'FINISHED'}
class NWAddReroutes(Operator, NWBase):
"""Add Reroute Nodes and link them to outputs of selected nodes"""
bl_idname = "node.nw_add_reroutes"
bl_label = "Add Reroutes"
bl_description = "Add Reroutes to Outputs"
bl_options = {'REGISTER', 'UNDO'}
name="option",
items=[
('ALL', 'to all', 'Add to all outputs'),
('LOOSE', 'to loose', 'Add only to loose outputs'),
('LINKED', 'to linked', 'Add only to linked outputs'),
]
)
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def execute(self, context):
tree_type = context.space_data.node_tree.type
option = self.option
nodes, links = get_nodes_links(context)
# output valid when option is 'all' or when 'loose' output has no links
valid = False
post_select = [] # nodes to be selected after execution
# create reroutes and recreate links
for node in [n for n in nodes if n.select]:
if node.outputs:
x = node.location.x
y = node.location.y
width = node.width
# unhide 'REROUTE' nodes to avoid issues with location.y
if node.type == 'REROUTE':
node.hide = False
# When node is hidden - width_hidden not usable.
# Hack needed to calculate real width
if node.hide:
bpy.ops.node.select_all(action='DESELECT')
helper = nodes.new('NodeReroute')
helper.select = True
node.select = True
# resize node and helper to zero. Then check locations to calculate width
bpy.ops.transform.resize(value=(0.0, 0.0, 0.0))
width = 2.0 * (helper.location.x - node.location.x)
# restore node location
node.location = x, y
# delete helper
node.select = False
# only helper is selected now
bpy.ops.node.delete()