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# SPDX-License-Identifier: GPL-2.0-or-later
from io_coat3D import updateimage
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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 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' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
try:
node.image.reload()
except:
pass
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' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
try:
node.image.reload()
except:
pass
def testi(objekti, texture_info, index_mat_name, uv_MODE_mat, mat_index):
if uv_MODE_mat == 'UV':
uv_set_founded = False
for uvset in objekti.data.uv_layers:
if(uvset.name == texture_info):
uv_set_founded = True
if(uv_set_founded):
for uv_poly in objekti.data.uv_layers[texture_info].id_data.polygons:
if(mat_index == uv_poly.material_index):
return True
else:
return False
elif uv_MODE_mat == 'MAT':
return (texture_info == index_mat_name)
def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures, udim_len): #read textures from texture file
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for ind, index_mat in enumerate(objekti.material_slots):
texcoat = {}
texcoat['color'] = []
texcoat['nmap'] = []
texcoat['emissive'] = []
texcoat['emissive_power'] = []
texcoat['displacement'] = []
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if(udim_textures == False):
for slot_index, texture_info in enumerate(texturelist):
for index, layer in enumerate(objekti.data.uv_layers):
if(layer.name == texturelist[slot_index][0]):
uv_MODE_mat = 'UV'
break
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if(testi(objekti, texturelist[slot_index][0], index_mat.name, uv_MODE_mat, ind)) :
if (os.path.isfile(texture_info[3])):
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
if(index_mat.material.coat3D_diffuse):
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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:
for texture_info in texturelist:
if (os.path.isfile(texture_info[3])):
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
if texcoat['color'] == [] and texture_info[1] == '1001':
texcoat['color'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
2] == 'reflection':
if texcoat['metalness'] == [] and texture_info[1] == '1001':
texcoat['metalness'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
if texcoat['rough'] == [] and texture_info[1] == '1001':
texcoat['rough'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
2] == 'normal_map' or texture_info[2] == 'normal':
if texcoat['nmap'] == [] and texture_info[1] == '1001':
texcoat['nmap'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'emissive':
if texcoat['emissive'] == [] and texture_info[1] == '1001':
texcoat['emissive'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'emissive_power':
if texcoat['emissive_power'] == [] and texture_info[1] == '1001':
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
elif texture_info[2] == 'ao':
if texcoat['ao'] == [] and texture_info[1] == '1001':
texcoat['ao'].append(texture_info[3])
create_nodes = True
elif texture_info[2].startswith('displacement'):
if texcoat['displacement'] == [] and texture_info[1] == '1001':
texcoat['displacement'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
if texcoat['alpha'] == [] and texture_info[1] == '1001':
texcoat['alpha'].append(texture_info[3])
create_nodes = True
create_group_node = True
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangeFolder
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, objekti, ind, is_new, udim_textures, udim_len)
def createnodes(active_mat,texcoat, create_group_node, objekti, ind, is_new, udim_textures, udim_len): # 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_emissive = True
active_mat.material.show_transparent_back = False # HACK FOR BLENDER BUG
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:
for node in act_material.nodes:
if(node.name == '3DC_Applink' and node.type == 'GROUP'):
applink_group_node = True
act_material = node.node_tree
for node in act_material.nodes:
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if (node.type != 'GROUP'):
if (node.type != 'GROUP_OUTPUT'):
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
bring_color = False
updateimage.update(texcoat, 'color', node, udim_textures, udim_len)
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elif (node.name == '3DC_metalness'):
bring_metalness = False
updateimage.update(texcoat, 'metalness', node, udim_textures, udim_len)
elif (node.name == '3DC_rough'):
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bring_roughness = False
updateimage.update(texcoat, 'rough', node, udim_textures, udim_len)
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elif (node.name == '3DC_nmap'):
bring_normal = False
updateimage.update(texcoat, 'nmap', node, udim_textures, udim_len)
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elif (node.name == '3DC_displacement'):
bring_displacement = False
updateimage.update(texcoat, 'displacement', node, udim_textures, udim_len)
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elif (node.name == '3DC_emissive'):
bring_emissive = False
updateimage.update(texcoat, 'emissive', node, udim_textures, udim_len)
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elif (node.name == '3DC_AO'):
bring_AO = False
updateimage.update(texcoat, 'ao', node, udim_textures, udim_len)
elif (node.name == '3DC_alpha'):
bring_alpha = False
updateimage.update(texcoat, 'alpha', node, udim_textures, udim_len)
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elif (node.type == 'GROUP' and node.name.startswith('3DC_')):
if (node.name == '3DC_color'):
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elif (node.name == '3DC_metalness'):
elif (node.name == '3DC_rough'):
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elif (node.name == '3DC_nmap'):
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elif (node.name == '3DC_displacement'):
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(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")
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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
# READ DATA.JSON FILE
platform = os.sys.platform
if(platform == 'darwin'):
json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
json_address = json_address.replace('MacOS', 'Resources')
else:
json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + 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, objekti, ind, is_new, udim_textures, udim_len)
if(bring_metalness == True and texcoat['metalness'] != []):
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
if(bring_roughness == True and texcoat['rough'] != []):
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
if(bring_normal == True and texcoat['nmap'] != []):
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
if (bring_emissive == True and texcoat['emissive'] != []):
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
if (bring_displacement == True and texcoat['displacement'] != []):
CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
if (bring_alpha == True and texcoat['alpha'] != []):
CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
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def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len):
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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
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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])
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node.use_custom_color = True
node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
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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
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
disp_node.name = '3DC_dispnode'
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(os.path.normpath(texcoat[type['name']][0]) == os.path.normpath(image.filepath)):
load_image = False
node.image = image
if(udim_textures):
node.image.source = 'TILED'
for udim_index in udim_len:
if (udim_index != 1001):
node.image = bpy.data.images.load(os.path.normpath(texcoat[type['name']][0]))
if(udim_textures):
node.image.source = 'TILED'
for udim_index in udim_len:
if (udim_index != 1001):
if node.image and type['colorspace'] == 'noncolor':
node.image.colorspace_settings.is_data = True
if (coat3D.createnodes):
if(type['name'] == 'nmap'):
act_material.links.new(node.outputs[0], normal_node.inputs[1])
if(input_color != -1):
act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
elif (type['name'] == 'displacement'):
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 (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
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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
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]
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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.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 principle node
if(is_new):
RemoveFbxNodes(objekti)
if(texturelist != []):
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udim_textures = False
udim_count = 0
udim_indexs = []
if texturelist[0][0].startswith('10') and len(texturelist[0][0]) == 4:
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udim_textures = True
udim_target = ''
udim_target = texturelist[0][2]
for texture in texturelist:
if texture[2] == udim_target:
udim_indexs.append(int(texture[0]))
udim_indexs.sort() # sort tiles list -> 1001, 1002, 1003...
# Main loop for creating nodes
readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures, udim_indexs)
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