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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 #####
bl_info = {
'name': "Nodes Efficiency Tools",
'author': "Bartek Skorupa",
'blender': (2, 6, 6),
'location': "Node Editor Properties Panel (Ctrl-SPACE)",
'description': "Nodes Efficiency Tools",
'warning': "",
'wiki_url': "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Nodes/Nodes_Efficiency_Tools",
'tracker_url': "http://projects.blender.org/tracker/index.php?func=detail&aid=33543&group_id=153&atid=469",
'category': "Node",
}
import bpy
from bpy.types import Operator, Panel, Menu
from bpy.props import FloatProperty, EnumProperty, BoolProperty
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#################
# rl_outputs:
# list of outputs of Input Render Layer
# with attributes determinig if pass is used,
# and MultiLayer EXR outputs names and corresponding render engines
#
# rl_outputs entry = (render_pass, rl_output_name, exr_output_name, in_internal, in_cycles)
rl_outputs = (
('use_pass_ambient_occlusion', 'AO', 'AO', True, True),
('use_pass_color', 'Color', 'Color', True, False),
('use_pass_combined', 'Image', 'Combined', True, True),
('use_pass_diffuse', 'Diffuse', 'Diffuse', True, False),
('use_pass_diffuse_color', 'Diffuse Color', 'DiffCol', False, True),
('use_pass_diffuse_direct', 'Diffuse Direct', 'DiffDir', False, True),
('use_pass_diffuse_indirect', 'Diffuse Indirect', 'DiffInd', False, True),
('use_pass_emit', 'Emit', 'Emit', True, False),
('use_pass_environment', 'Environment', 'Env', True, False),
('use_pass_glossy_color', 'Glossy Color', 'GlossCol', False, True),
('use_pass_glossy_direct', 'Glossy Direct', 'GlossDir', False, True),
('use_pass_glossy_indirect', 'Glossy Indirect', 'GlossInd', False, True),
('use_pass_indirect', 'Indirect', 'Indirect', True, False),
('use_pass_material_index', 'IndexMA', 'IndexMA', True, True),
('use_pass_mist', 'Mist', 'Mist', True, False),
('use_pass_normal', 'Normal', 'Normal', True, True),
('use_pass_object_index', 'IndexOB', 'IndexOB', True, True),
('use_pass_reflection', 'Reflect', 'Reflect', True, False),
('use_pass_refraction', 'Refract', 'Refract', True, False),
('use_pass_shadow', 'Shadow', 'Shadow', True, True),
('use_pass_specular', 'Specular', 'Spec', True, False),
('use_pass_transmission_color', 'Transmission Color', 'TransCol', False, True),
('use_pass_transmission_direct', 'Transmission Direct', 'TransDir', False, True),
('use_pass_transmission_indirect', 'Transmission Indirect', 'TransInd', False, True),
('use_pass_uv', 'UV', 'UV', True, True),
('use_pass_vector', 'Speed', 'Vector', True, True),
('use_pass_z', 'Z', 'Depth', True, True),
)
# list of blend types of "Mix" nodes in a form that can be used as 'items' for EnumProperty.
blend_types = [
('MIX', 'Mix', 'Mix Mode'),
('ADD', 'Add', 'Add Mode'),
('MULTIPLY', 'Multiply', 'Multiply Mode'),
('SUBTRACT', 'Subtract', 'Subtract Mode'),
('SCREEN', 'Screen', 'Screen Mode'),
('DIVIDE', 'Divide', 'Divide Mode'),
('DIFFERENCE', 'Difference', 'Difference Mode'),
('DARKEN', 'Darken', 'Darken Mode'),
('LIGHTEN', 'Lighten', 'Lighten Mode'),
('OVERLAY', 'Overlay', 'Overlay Mode'),
('DODGE', 'Dodge', 'Dodge Mode'),
('BURN', 'Burn', 'Burn Mode'),
('HUE', 'Hue', 'Hue Mode'),
('SATURATION', 'Saturation', 'Saturation Mode'),
('VALUE', 'Value', 'Value Mode'),
('COLOR', 'Color', 'Color Mode'),
('SOFT_LIGHT', 'Soft Light', 'Soft Light Mode'),
('LINEAR_LIGHT', 'Linear Light', 'Linear Light Mode'),
]
# list of operations of "Math" nodes in a form that can be used as 'items' for EnumProperty.
operations = [
('ADD', 'Add', 'Add Mode'),
('MULTIPLY', 'Multiply', 'Multiply Mode'),
('SUBTRACT', 'Subtract', 'Subtract Mode'),
('DIVIDE', 'Divide', 'Divide Mode'),
('SINE', 'Sine', 'Sine Mode'),
('COSINE', 'Cosine', 'Cosine Mode'),
('TANGENT', 'Tangent', 'Tangent Mode'),
('ARCSINE', 'Arcsine', 'Arcsine Mode'),
('ARCCOSINE', 'Arccosine', 'Arccosine Mode'),
('ARCTANGENT', 'Arctangent', 'Arctangent Mode'),
('POWER', 'Power', 'Power Mode'),
('LOGARITHM', 'Logatithm', 'Logarithm Mode'),
('MINIMUM', 'Minimum', 'Minimum Mode'),
('MAXIMUM', 'Maximum', 'Maximum Mode'),
('ROUND', 'Round', 'Round Mode'),
('LESS_THAN', 'Less Than', 'Less Thann Mode'),
('GREATER_THAN', 'Greater Than', 'Greater Than Mode'),
]
# in BatchChangeNodes additional types/operations in a form that can be used as 'items' for EnumProperty.
navs = [
('CURRENT', 'Current', 'Leave at current state'),
('NEXT', 'Next', 'Next blend type/operation'),
('PREV', 'Prev', 'Previous blend type/operation'),
]
# list of mixing shaders
Bartek Skorupa
committed
merge_shaders_types = ('MIX', 'ADD')
# list of regular shaders. Entry: (identified, type, name for humans). Will be used in SwapShaders and menus.
# Keeping mixed case to avoid having to translate entries when adding new nodes in SwapNodes.
regular_shaders = (
('ShaderNodeBsdfTransparent', 'BSDF_TRANSPARENT', 'Transparent BSDF'),
('ShaderNodeBsdfGlossy', 'BSDF_GLOSSY', 'Glossy BSDF'),
('ShaderNodeBsdfGlass', 'BSDF_GLASS', 'Glass BSDF'),
('ShaderNodeBsdfDiffuse', 'BSDF_DIFFUSE', 'Diffuse BSDF'),
('ShaderNodeSubsurfaceScattering', 'SUBSURFACE_SCATTERING', 'Subsurface Scattering'),
('ShaderNodeEmission', 'EMISSION', 'Emission'),
('ShaderNodeBsdfVelvet', 'BSDF_VELVET', 'Velvet BSDF'),
('ShaderNodeBsdfTranslucent', 'BSDF_TRANSLUCENT', 'Translucent BSDF'),
('ShaderNodeAmbientOcclusion', 'AMBIENT_OCCLUSION', 'Ambient Occlusion'),
('ShaderNodeBackground', 'BACKGROUND', 'Background'),
('ShaderNodeBsdfRefraction', 'BSDF_REFRACTION', 'Refraction BSDF'),
('ShaderNodeBsdfAnisotropic', 'BSDF_ANISOTROPIC', 'Anisotropic BSDF'),
('ShaderNodeHoldout', 'HOLDOUT', 'Holdout'),
)
Bartek Skorupa
committed
merge_shaders = (
('ShaderNodeAddShader', 'ADD_SHADER', 'Add Shader'),
('ShaderNodeMixShader', 'MIX_SHADER', 'Mix Shader'),
)
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def get_nodes_links(context):
space = context.space_data
tree = space.node_tree
nodes = tree.nodes
links = tree.links
active = nodes.active
context_active = context.active_node
# check if we are working on regular node tree or node group is currently edited.
# if group is edited - active node of space_tree is the group
# if context.active_node != space active node - it means that the group is being edited.
# in such case we set "nodes" to be nodes of this group, "links" to be links of this group
# if context.active_node == space.active_node it means that we are not currently editing group
is_main_tree = True
if active:
is_main_tree = context_active == active
if not is_main_tree: # if group is currently edited
tree = active.node_tree
nodes = tree.nodes
links = tree.links
return nodes, links
class NodeToolBase:
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR' and space.node_tree is not None
class MergeNodes(Operator, NodeToolBase):
bl_idname = "node.merge_nodes"
bl_label = "Merge Nodes"
bl_description = "Merge Selected Nodes"
bl_options = {'REGISTER', 'UNDO'}
mode = EnumProperty(
name="mode",
description="All possible blend types and math operations",
items=blend_types + [op for op in operations if op not in blend_types],
)
merge_type = EnumProperty(
name="merge type",
description="Type of Merge to be used",
items=(
('AUTO', 'Auto', 'Automatic Output Type Detection'),
('SHADER', 'Shader', 'Merge using ADD or MIX Shader'),
('MIX', 'Mix Node', 'Merge using Mix Nodes'),
('MATH', 'Math Node', 'Merge using Math Nodes'),
),
)
def execute(self, context):
tree_type = context.space_data.node_tree.type
if tree_type == 'COMPOSITING':
node_type = 'CompositorNode'
elif tree_type == 'SHADER':
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