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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 LICENSE BLOCK #####
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"author": "Florian Meyer (tstscr), mont29, matali",
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"version": (1, 9, 1),
"blender": (2, 69, 0),
"location": "File > Import > Images as Planes or Add > Mesh > Images as Planes",
"description": "Imports images and creates planes with the appropriate aspect ratio. "
"The images are mapped to the planes.",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Add_Mesh/Planes_from_Images",
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"tracker_url": "https://developer.blender.org/T21751",
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from bpy.types import Operator
import mathutils
import os
from bpy.props import (StringProperty,
BoolProperty,
EnumProperty,
IntProperty,
FloatProperty,
from bpy_extras.object_utils import AddObjectHelper, object_data_add
from bpy_extras.image_utils import load_image
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# -----------------------------------------------------------------------------
# Global Vars
DEFAULT_EXT = "*"
EXT_FILTER = getattr(collections, "OrderedDict", dict)((
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(DEFAULT_EXT, ((), "All image formats", "Import all known image (or movie) formats.")),
("jpeg", (("jpeg", "jpg", "jpe"), "JPEG ({})", "Joint Photographic Experts Group")),
("png", (("png", ), "PNG ({})", "Portable Network Graphics")),
("tga", (("tga", "tpic"), "Truevision TGA ({})", "")),
("tiff", (("tiff", "tif"), "TIFF ({})", "Tagged Image File Format")),
("bmp", (("bmp", "dib"), "BMP ({})", "Windows Bitmap")),
("cin", (("cin", ), "CIN ({})", "")),
("dpx", (("dpx", ), "DPX ({})", "DPX (Digital Picture Exchange)")),
("psd", (("psd", ), "PSD ({})", "Photoshop Document")),
("exr", (("exr", ), "OpenEXR ({})", "OpenEXR HDR imaging image file format")),
("hdr", (("hdr", "pic"), "Radiance HDR ({})", "")),
("avi", (("avi", ), "AVI ({})", "Audio Video Interleave")),
("mov", (("mov", "qt"), "QuickTime ({})", "")),
("mp4", (("mp4", ), "MPEG-4 ({})", "MPEG-4 Part 14")),
("ogg", (("ogg", "ogv"), "OGG Theora ({})", "")),
# XXX Hack to avoid allowing videos with Cycles, crashes currently!
VID_EXT_FILTER = {e for ext_k, ext_v in EXT_FILTER.items() if ext_k in {"avi", "mov", "mp4", "ogg"} for e in ext_v[0]}
CYCLES_SHADERS = (
('BSDF_DIFFUSE', "Diffuse", "Diffuse Shader"),
('EMISSION', "Emission", "Emission Shader"),
('BSDF_DIFFUSE_BSDF_TRANSPARENT', "Diffuse & Transparent", "Diffuse and Transparent Mix"),
('EMISSION_BSDF_TRANSPARENT', "Emission & Transparent", "Emission and Transparent Mix")
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# -----------------------------------------------------------------------------
# Misc utils.
def gen_ext_filter_ui_items():
return tuple((k, name.format(", ".join("." + e for e in exts)) if "{}" in name else name, desc)
for k, (exts, name, desc) in EXT_FILTER.items())
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if ext_key == DEFAULT_EXT:
return True # Using Blender's image/movie filter.
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ext = os.path.splitext(fn)[1].lstrip(".").lower()
return ext in EXT_FILTER[ext_key][0]
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# -----------------------------------------------------------------------------
def get_input_nodes(node, nodes, links):
# Get all links going to node.
input_links = {lnk for lnk in links if lnk.to_node == node}
# Sort those links, get their input nodes (and avoid doubles!).
sorted_nodes = []
done_nodes = set()
for socket in node.inputs:
done_links = set()
for link in input_links:
nd = link.from_node
if nd in done_nodes:
# Node already treated!
done_links.add(link)
elif link.to_socket == socket:
sorted_nodes.append(nd)
done_links.add(link)
done_nodes.add(nd)
input_links -= done_links
return sorted_nodes
def auto_align_nodes(node_tree):
print('\nAligning Nodes')
x_gap = 200
y_gap = 100
nodes = node_tree.nodes
links = node_tree.links
to_node = None
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
to_node = node
break
if not to_node:
return # Unlikely, but bette check anyway...
def align(to_node, nodes, links):
from_nodes = get_input_nodes(to_node, nodes, links)
for i, node in enumerate(from_nodes):
node.location.x = to_node.location.x - x_gap
node.location.y = to_node.location.y
node.location.y -= i * y_gap
node.location.y += (len(from_nodes)-1) * y_gap / (len(from_nodes))
align(node, nodes, links)
align(to_node, nodes, links)
def clean_node_tree(node_tree):
nodes = node_tree.nodes
for node in nodes:
if not node.type == 'OUTPUT_MATERIAL':
nodes.remove(node)
return node_tree.nodes[0]
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# -----------------------------------------------------------------------------
# Operator
class IMPORT_OT_image_to_plane(Operator, AddObjectHelper):
"""Create mesh plane(s) from image files with the appropiate aspect ratio"""
bl_idname = "import_image.to_plane"
bl_label = "Import Images as Planes"
bl_options = {'REGISTER', 'UNDO'}
files = CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'})
directory = StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
# Show only images/videos, and directories!
filter_image = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})
filter_movie = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})
filter_folder = BoolProperty(default=True, options={'HIDDEN', 'SKIP_SAVE'})
filter_glob = StringProperty(default="", options={'HIDDEN', 'SKIP_SAVE'})
# --------
# Options.
align = BoolProperty(name="Align Planes", default=True, description="Create Planes in a row")
align_offset = FloatProperty(name="Offset", min=0, soft_min=0, default=0.1, description="Space between Planes")
# Callback which will update File window's filter options accordingly to extension setting.
def update_extensions(self, context):
is_cycles = context.scene.render.engine == 'CYCLES'
if self.extension == DEFAULT_EXT:
self.filter_image = True
# XXX Hack to avoid allowing videos with Cycles, crashes currently!
self.filter_movie = True and not is_cycles
self.filter_glob = ""
else:
self.filter_image = False
self.filter_movie = False
if is_cycles:
# XXX Hack to avoid allowing videos with Cycles!
flt = ";".join(("*." + e for e in EXT_FILTER[self.extension][0] if e not in VID_EXT_FILTER))
flt = ";".join(("*." + e for e in EXT_FILTER[self.extension][0]))
self.filter_glob = flt
# And now update space (file select window), if possible.
space = bpy.context.space_data
# XXX Can't use direct op comparison, these are not the same objects!
if (space.type != 'FILE_BROWSER' or space.operator.bl_rna.identifier != self.bl_rna.identifier):
return
space.params.use_filter_image = self.filter_image
space.params.use_filter_movie = self.filter_movie
space.params.filter_glob = self.filter_glob
# XXX Seems to be necessary, else not all changes above take effect...
bpy.ops.file.refresh()
extension = EnumProperty(name="Extension", items=gen_ext_filter_ui_items(),
description="Only import files of this type", update=update_extensions)
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# -------------------
# Plane size options.
_size_modes = (
('ABSOLUTE', "Absolute", "Use absolute size"),
('DPI', "Dpi", "Use definition of the image as dots per inch"),
('DPBU', "Dots/BU", "Use definition of the image as dots per Blender Unit"),
)
size_mode = EnumProperty(name="Size Mode", default='ABSOLUTE', items=_size_modes,
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description="How the size of the plane is computed")
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height = FloatProperty(name="Height", description="Height of the created plane",
default=1.0, min=0.001, soft_min=0.001, subtype='DISTANCE', unit='LENGTH')
factor = FloatProperty(name="Definition", min=1.0, default=600.0,
description="Number of pixels per inch or Blender Unit")
# -------------------------
# Blender material options.
t = bpy.types.Material.bl_rna.properties["use_shadeless"]
use_shadeless = BoolProperty(name=t.name, default=False, description=t.description)
use_transparency = BoolProperty(name="Use Alpha", default=False, description="Use alphachannel for transparency")
t = bpy.types.Material.bl_rna.properties["transparency_method"]
items = tuple((it.identifier, it.name, it.description) for it in t.enum_items)
transparency_method = EnumProperty(name="Transp. Method", description=t.description, items=items)
t = bpy.types.Material.bl_rna.properties["use_transparent_shadows"]
use_transparent_shadows = BoolProperty(name=t.name, default=False, description=t.description)
#-------------------------
# Cycles material options.
shader = EnumProperty(name="Shader", items=CYCLES_SHADERS, description="Node shader to use")
overwrite_node_tree = BoolProperty(name="Overwrite Material", default=True,
description="Overwrite existing Material with new nodetree "
"(based on material name)")
# --------------
# Image Options.
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t = bpy.types.Image.bl_rna.properties["alpha_mode"]
alpha_mode_items = tuple((e.identifier, e.name, e.description) for e in t.enum_items)
alpha_mode = EnumProperty(name=t.name, items=alpha_mode_items, default=t.default, description=t.description)
t = bpy.types.IMAGE_OT_match_movie_length.bl_rna
match_len = BoolProperty(name=t.name, default=True, description=t.description)
t = bpy.types.Image.bl_rna.properties["use_fields"]
use_fields = BoolProperty(name=t.name, default=False, description=t.description)
t = bpy.types.ImageUser.bl_rna.properties["use_auto_refresh"]
use_auto_refresh = BoolProperty(name=t.name, default=True, description=t.description)
relative = BoolProperty(name="Relative", default=True, description="Apply relative paths")
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engine = context.scene.render.engine
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box.label("Import Options:", icon='FILTER')
box.prop(self, "extension", icon='FILE_IMAGE')
box.prop(self, "align")
box.prop(self, "align_offset")
row = box.row()
row.active = bpy.data.is_saved
row.prop(self, "relative")
# XXX Hack to avoid allowing videos with Cycles, crashes currently!
if engine == 'BLENDER_RENDER':
box.prop(self, "match_len")
box.prop(self, "use_fields")
box.prop(self, "use_auto_refresh")
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if engine == 'BLENDER_RENDER':
box.label("Material Settings: (Blender)", icon='MATERIAL')
box.prop(self, "use_shadeless")
box.prop(self, "use_transparency")
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box.prop(self, "alpha_mode")
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row = box.row()
row.prop(self, "transparency_method", expand=True)
box.prop(self, "use_transparent_shadows")
box = layout.box()
box.label("Material Settings: (Cycles)", icon='MATERIAL')
box.prop(self, 'shader', expand = True)
box.prop(self, 'overwrite_node_tree')
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box = layout.box()
box.label("Plane dimensions:", icon='ARROW_LEFTRIGHT')
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row = box.row()
row.prop(self, "size_mode", expand=True)
if self.size_mode == 'ABSOLUTE':
box.prop(self, "height")
else:
box.prop(self, "factor")
def invoke(self, context, event):
self.update_extensions(context)
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
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if not bpy.data.is_saved:
self.relative = False
# the add utils don't work in this case because many objects are added disable relevant things beforehand
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editmode = context.user_preferences.edit.use_enter_edit_mode
context.user_preferences.edit.use_enter_edit_mode = False
if context.active_object and context.active_object.mode == 'EDIT':
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bpy.ops.object.mode_set(mode='OBJECT')
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context.user_preferences.edit.use_enter_edit_mode = editmode
return {'FINISHED'}
# Main...
def import_images(self, context):
engine = context.scene.render.engine
import_list, directory = self.generate_paths()
images = (load_image(path, directory) for path in import_list)
if engine in {'BLENDER_RENDER', 'BLENDER_GAME'}:
textures = []
for img in images:
self.set_image_options(img)
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textures.append(self.create_image_textures(context, img))
materials = (self.create_material_for_texture(tex) for tex in textures)
elif engine == 'CYCLES':
materials = (self.create_cycles_material(img) for img in images)
else:
return
planes = tuple(self.create_image_plane(context, mat) for mat in materials)
context.scene.update()
if self.align:
self.align_planes(planes)
for plane in planes:
plane.select = True
self.report({'INFO'}, "Added {} Image Plane(s)".format(len(planes)))
def create_image_plane(self, context, material):
engine = context.scene.render.engine
if engine in {'BLENDER_RENDER', 'BLENDER_GAME'}:
img = material.texture_slots[0].texture.image
elif engine == 'CYCLES':
nodes = material.node_tree.nodes
img = next((node.image for node in nodes if node.type == 'TEX_IMAGE'))
px, py = img.size
# can't load data
if px == 0 or py == 0:
px = py = 1
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if self.size_mode == 'ABSOLUTE':
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x = px / py * y
elif self.size_mode == 'DPI':
fact = 1 / self.factor / context.scene.unit_settings.scale_length * 0.0254
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x = px * fact
y = py * fact
else: # elif self.size_mode == 'DPBU'
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x = px * fact
y = py * fact
bpy.ops.mesh.primitive_plane_add('INVOKE_REGION_WIN')
plane = context.scene.objects.active
# Why does mesh.primitive_plane_add leave the object in edit mode???
if plane.mode is not 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
plane.dimensions = x, y, 0.0
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plane.name = material.name
bpy.ops.object.transform_apply(scale=True)
plane.data.uv_textures.new()
plane.data.materials.append(material)
plane.data.uv_textures[0].data[0].image = img
material.game_settings.use_backface_culling = False
material.game_settings.alpha_blend = 'ALPHA'
return plane
def align_planes(self, planes):
gap = self.align_offset
offset = 0
for i, plane in enumerate(planes):
offset += (plane.dimensions.x / 2.0) + gap
if i == 0:
continue
move_local = mathutils.Vector((offset, 0.0, 0.0))
move_world = plane.location + move_local * plane.matrix_world.inverted()
plane.location += move_world
offset += (plane.dimensions.x / 2.0)
def generate_paths(self):
return (fn.name for fn in self.files if is_image_fn(fn.name, self.extension)), self.directory
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def create_image_textures(self, context, image):
fn_full = os.path.normpath(bpy.path.abspath(image.filepath))
# look for texture with importsettings
for texture in bpy.data.textures:
if texture.type == 'IMAGE':
tex_img = texture.image
if (tex_img is not None) and (tex_img.library is None):
fn_tex_full = os.path.normpath(bpy.path.abspath(tex_img.filepath))
if fn_full == fn_tex_full:
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self.set_texture_options(context, texture)
return texture
# if no texture is found: create one
name_compat = bpy.path.display_name_from_filepath(image.filepath)
texture = bpy.data.textures.new(name=name_compat, type='IMAGE')
texture.image = image
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self.set_texture_options(context, texture)
return texture
def create_material_for_texture(self, texture):
# look for material with the needed texture
for material in bpy.data.materials:
slot = material.texture_slots[0]
if slot and slot.texture == texture:
self.set_material_options(material, slot)
return material
# if no material found: create one
name_compat = bpy.path.display_name_from_filepath(texture.image.filepath)
material = bpy.data.materials.new(name=name_compat)
slot = material.texture_slots.add()
slot.texture = texture
slot.texture_coords = 'UV'
self.set_material_options(material, slot)
return material
def set_image_options(self, image):
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image.alpha_mode = self.alpha_mode
image.use_fields = self.use_fields
if self.relative:
try: # can't always find the relative path (between drive letters on windows)
image.filepath = bpy.path.relpath(image.filepath)
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def set_texture_options(self, context, texture):
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texture.image.use_alpha = self.use_transparency
texture.image_user.use_auto_refresh = self.use_auto_refresh
if self.match_len:
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ctx = context.copy()
ctx["edit_image"] = texture.image
ctx["edit_image_user"] = texture.image_user
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bpy.ops.image.match_movie_length(ctx)
def set_material_options(self, material, slot):
if self.use_transparency:
material.alpha = 0.0
material.specular_alpha = 0.0
slot.use_map_alpha = True
else:
material.alpha = 1.0
material.specular_alpha = 1.0
slot.use_map_alpha = False
material.use_transparency = self.use_transparency
material.transparency_method = self.transparency_method
material.use_shadeless = self.use_shadeless
material.use_transparent_shadows = self.use_transparent_shadows
#--------------------------------------------------------------------------
# Cycles
def create_cycles_material(self, image):
name_compat = bpy.path.display_name_from_filepath(image.filepath)
material = None
for mat in bpy.data.materials:
if mat.name == name_compat and self.overwrite_node_tree:
material = mat
if not material:
material = bpy.data.materials.new(name=name_compat)
material.use_nodes = True
node_tree = material.node_tree
out_node = clean_node_tree(node_tree)
if self.shader == 'BSDF_DIFFUSE':
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bsdf_diffuse = node_tree.nodes.new('ShaderNodeBsdfDiffuse')
tex_image = node_tree.nodes.new('ShaderNodeTexImage')
tex_image.image = image
tex_image.show_texture = True
node_tree.links.new(out_node.inputs[0], bsdf_diffuse.outputs[0])
node_tree.links.new(bsdf_diffuse.inputs[0], tex_image.outputs[0])
elif self.shader == 'EMISSION':
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emission = node_tree.nodes.new('ShaderNodeEmission')
lightpath = node_tree.nodes.new('ShaderNodeLightPath')
tex_image = node_tree.nodes.new('ShaderNodeTexImage')
tex_image.image = image
tex_image.show_texture = True
node_tree.links.new(out_node.inputs[0], emission.outputs[0])
node_tree.links.new(emission.inputs[0], tex_image.outputs[0])
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node_tree.links.new(emission.inputs[1], lightpath.outputs[0])
elif self.shader == 'BSDF_DIFFUSE_BSDF_TRANSPARENT':
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bsdf_diffuse = node_tree.nodes.new('ShaderNodeBsdfDiffuse')
bsdf_transparent = node_tree.nodes.new('ShaderNodeBsdfTransparent')
mix_shader = node_tree.nodes.new('ShaderNodeMixShader')
tex_image = node_tree.nodes.new('ShaderNodeTexImage')
tex_image.image = image
tex_image.show_texture = True
node_tree.links.new(out_node.inputs[0], mix_shader.outputs[0])
node_tree.links.new(mix_shader.inputs[0], tex_image.outputs[1])
node_tree.links.new(mix_shader.inputs[2], bsdf_diffuse.outputs[0])
node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs[0])
node_tree.links.new(bsdf_diffuse.inputs[0], tex_image.outputs[0])
elif self.shader == 'EMISSION_BSDF_TRANSPARENT':
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emission = node_tree.nodes.new('ShaderNodeEmission')
lightpath = node_tree.nodes.new('ShaderNodeLightPath')
bsdf_transparent = node_tree.nodes.new('ShaderNodeBsdfTransparent')
mix_shader = node_tree.nodes.new('ShaderNodeMixShader')
tex_image = node_tree.nodes.new('ShaderNodeTexImage')
tex_image.image = image
tex_image.show_texture = True
node_tree.links.new(out_node.inputs[0], mix_shader.outputs[0])
node_tree.links.new(mix_shader.inputs[0], tex_image.outputs[1])
node_tree.links.new(mix_shader.inputs[2], emission.outputs[0])
node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs[0])
node_tree.links.new(emission.inputs[0], tex_image.outputs[0])
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node_tree.links.new(emission.inputs[1], lightpath.outputs[0])
auto_align_nodes(node_tree)
return material
# -----------------------------------------------------------------------------
# Register
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def import_images_button(self, context):
self.layout.operator(IMPORT_OT_image_to_plane.bl_idname,
text="Images as Planes", icon='TEXTURE')
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bpy.utils.register_module(__name__)
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bpy.types.INFO_MT_file_import.append(import_images_button)
bpy.types.INFO_MT_mesh_add.append(import_images_button)
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bpy.utils.unregister_module(__name__)
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bpy.types.INFO_MT_file_import.remove(import_images_button)
bpy.types.INFO_MT_mesh_add.remove(import_images_button)
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if __name__ == "__main__":
register()