Newer
Older
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
# ##### 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 #####
# <pep8 compliant>
import bpy
__all__ = (
"CyclesShaderWrapper",
)
class CyclesShaderWrapper():
"""
Hard coded shader setup.
Suitable for importers, adds basic:
diffuse/spec/alpha/normal/bump/reflect.
"""
__slots__ = (
"material",
"node_out",
"node_mix_shader_spec",
"node_mix_shader_alpha",
"node_mix_shader_refl",
"node_bsdf_alpha",
"node_bsdf_diff",
"node_bsdf_spec",
"node_bsdf_refl",
"node_mix_color_alpha",
"node_mix_color_diff",
"node_mix_color_spec",
"node_mix_color_hard",
"node_mix_color_refl",
"node_mix_color_bump",
"node_normalmap",
"node_image_alpha",
"node_image_diff",
"node_image_spec",
"node_image_hard",
"node_image_refl",
"node_image_bump",
"node_image_normalmap",
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
)
_col_size = 200
_row_size = 220
def __init__(self, material):
COLOR_WHITE = 1.0, 1.0, 1.0, 1.0
COLOR_BLACK = 0.0, 0.0, 0.0, 1.0
self.material = material
self.material.use_nodes = True
tree = self.material.node_tree
nodes = tree.nodes
links = tree.links
nodes.clear()
# ----
# Add shaders
node = nodes.new(type='ShaderNodeOutputMaterial')
node.label = "Material Out"
node.location = self._grid_location(6, 4)
self.node_out = node
del node
node = nodes.new(type='ShaderNodeAddShader')
node.label = "Shader Add Refl"
node.location = self._grid_location(5, 4)
self.node_mix_shader_refl = node
del node
# Link
links.new(self.node_mix_shader_refl.outputs["Shader"],
self.node_out.inputs["Surface"])
node = nodes.new(type='ShaderNodeAddShader')
node.label = "Shader Add Spec"
node.location = self._grid_location(4, 4)
self.node_mix_shader_spec = node
del node
# Link
links.new(self.node_mix_shader_spec.outputs["Shader"],
self.node_mix_shader_refl.inputs[0])
# --------------------------------------------------------------------
# Reflection
node = nodes.new(type='ShaderNodeBsdfRefraction')
node.label = "Refl BSDF"
node.location = self._grid_location(6, 1)
node.mute = True # unmute on use
self.node_bsdf_refl = node
del node
# Link
links.new(self.node_bsdf_refl.outputs["BSDF"],
self.node_mix_shader_refl.inputs[1])
# Mix Refl Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Refl"
node.location = self._grid_location(5, 1)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
# reverse of most other mix nodes
node.inputs["Color1"].default_value = COLOR_WHITE # color
node.inputs["Color2"].default_value = COLOR_BLACK # factor
self.node_mix_color_refl = node
del node
# Link
links.new(self.node_mix_color_refl.outputs["Color"],
self.node_bsdf_refl.inputs["Color"])
# --------------------------------------------------------------------
# Alpha
# ----
# Mix shader
node = nodes.new(type='ShaderNodeMixShader')
node.label = "Shader Mix Alpha"
node.location = self._grid_location(3, 4)
node.inputs["Fac"].default_value = 1.0 # no alpha by default
self.node_mix_shader_alpha = node
del node
# Link
links.new(self.node_mix_shader_alpha.outputs["Shader"],
self.node_mix_shader_spec.inputs[0])
# Alpha BSDF
node = nodes.new(type='ShaderNodeBsdfTransparent')
node.label = "Alpha BSDF"
node.location = self._grid_location(2, 4)
node.mute = True # unmute on use
self.node_bsdf_alpha = node
del node
# Link
links.new(self.node_bsdf_alpha.outputs["BSDF"],
self.node_mix_shader_alpha.inputs[1]) # first 'Shader'
# Mix Alpha Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Alpha"
node.location = self._grid_location(1, 5)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_WHITE
self.node_mix_color_alpha = node
del node
# Link
links.new(self.node_mix_color_alpha.outputs["Color"],
self.node_mix_shader_alpha.inputs["Fac"])
# --------------------------------------------------------------------
# Diffuse
# Diffuse BSDF
node = nodes.new(type='ShaderNodeBsdfDiffuse')
node.label = "Diff BSDF"
node.location = self._grid_location(2, 3)
self.node_bsdf_diff = node
del node
# Link
links.new(self.node_bsdf_diff.outputs["BSDF"],
self.node_mix_shader_alpha.inputs[2]) # first 'Shader'
# Mix Diffuse Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Diffuse"
node.location = self._grid_location(1, 3)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_WHITE
self.node_mix_color_diff = node
del node
# Link
links.new(self.node_mix_color_diff.outputs["Color"],
self.node_bsdf_diff.inputs["Color"])
# --------------------------------------------------------------------
# Specular
node = nodes.new(type='ShaderNodeBsdfGlossy')
node.label = "Spec BSDF"
node.location = self._grid_location(2, 1)
node.mute = True # unmute on use
self.node_bsdf_spec = node
del node
# Link (with add shader)
links.new(self.node_bsdf_spec.outputs["BSDF"],
self.node_mix_shader_spec.inputs[1]) # second 'Shader' slot
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Diffuse"
node.location = self._grid_location(1, 1)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_BLACK
self.node_mix_color_spec = node
del node
# Link
links.new(self.node_mix_color_spec.outputs["Color"],
self.node_bsdf_spec.inputs["Color"])
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Mix Color/Hardness"
node.location = self._grid_location(0, 0)
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
node.inputs["Color1"].default_value = COLOR_WHITE
node.inputs["Color2"].default_value = COLOR_BLACK
self.node_mix_color_hard = node
links.new(self.node_mix_color_hard.outputs["Color"],
self.node_bsdf_spec.inputs["Roughness"])
# --------------------------------------------------------------------
# Normal Map
node = nodes.new(type='ShaderNodeNormalMap')
node.label = "Normal/Map"
node.location = self._grid_location(1, 2)
node.mute = True # unmute on use
self.node_normalmap = node
del node
# Link (with diff shader)
socket_src = self.node_normalmap.outputs["Normal"]
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
links.new(socket_src,
self.node_bsdf_diff.inputs["Normal"])
# Link (with spec shader)
links.new(socket_src,
self.node_bsdf_spec.inputs["Normal"])
# Link (with refl shader)
links.new(socket_src,
self.node_bsdf_refl.inputs["Normal"])
del socket_src
# --------------------------------------------------------------------
# Bump Map
# Mix Refl Color
node = nodes.new(type='ShaderNodeMixRGB')
node.label = "Bump/Map"
node.location = self._grid_location(5, 3)
node.mute = True # unmute on use
node.blend_type = 'MULTIPLY'
node.inputs["Fac"].default_value = 1.0
# reverse of most other mix nodes
node.inputs["Color1"].default_value = COLOR_WHITE # color
node.inputs["Color2"].default_value = COLOR_BLACK # factor
self.node_mix_color_bump = node
del node
# Link
links.new(self.node_mix_color_bump.outputs["Color"],
self.node_out.inputs["Displacement"])
@staticmethod
def _image_create_helper(image, node_dst, sockets_dst, use_alpha=False):
tree = node_dst.id_data
nodes = tree.nodes
links = tree.links
node = nodes.new(type='ShaderNodeTexImage')
node.image = image
node.location = node_dst.location
node.location.x -= CyclesShaderWrapper._col_size
for socket in sockets_dst:
links.new(node.outputs["Alpha" if use_alpha else "Color"],
socket)
return node
@staticmethod
def _grid_location(x, y):
return (x * CyclesShaderWrapper._col_size,
y * CyclesShaderWrapper._row_size)
def diffuse_color_set(self, color):
self.node_mix_color_diff.inputs["Color1"].default_value[0:3] = color
def diffuse_image_set(self, image):
node = self.node_mix_color_diff
(self.node_image_diff =
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def specular_color_set(self, color):
self.node_bsdf_spec.mute = max(color) <= 0.0
self.node_mix_color_spec.inputs["Color1"].default_value[0:3] = color
def specular_image_set(self, image):
node = self.node_mix_color_spec
(self.node_image_spec =
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def hardness_value_set(self, value):
node = self.node_mix_color_hard
node.inputs["Color1"].default_value = (value,) * 4
def hardness_image_set(self, image):
node = self.node_mix_color_hard
(self.node_image_hard =
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def reflect_color_set(self, color):
node = self.node_mix_color_refl
node.inputs["Color1"].default_value[0:3] = color
def reflect_factor_set(self, value):
# XXX, conflicts with image
self.node_bsdf_refl.mute = value <= 0.0
node = self.node_mix_color_refl
node.inputs["Color2"].default_value = (value,) * 4
def reflect_image_set(self, image):
self.node_bsdf_refl.mute = False
node = self.node_mix_color_refl
(self.node_image_refl =
self._image_create_helper(image, node, (node.inputs["Color2"],)))
def alpha_value_set(self, value):
Campbell Barton
committed
self.node_bsdf_alpha.mute &= (value >= 1.0)
node = self.node_mix_color_alpha
node.inputs["Color1"].default_value = (value,) * 4
def alpha_image_set(self, image):
Campbell Barton
committed
self.node_bsdf_alpha.mute = False
node = self.node_mix_color_alpha
# note: use_alpha may need to be configurable
# its not always the case that alpha channels use the image alpha
# a greyscale image may also be used.
(self.node_image_alpha =
self._image_create_helper(image, node, (node.inputs["Color2"],), use_alpha=True))
Campbell Barton
committed
def alpha_image_set_from_diffuse(self):
Campbell Barton
committed
tree = self.node_mix_color_diff.id_data
links = tree.links
self.node_bsdf_alpha.mute = False
node_image = self.node_mix_color_diff.inputs["Color2"].links[0].from_node
node = self.node_mix_color_alpha
links.new(node_image.outputs["Alpha"],
node.inputs["Color2"])
def normal_factor_set(self, value):
node = self.node_normalmap
node.inputs["Strength"].default_value = value
def normal_image_set(self, image):
self.node_normalmap.mute = False
node = self.node_normalmap
(self.node_image_normalmap =
self._image_create_helper(image, node, (node.inputs["Color"],)))
self.node_image_normalmap.color_space = 'NONE'
def bump_factor_set(self, value):
node = self.node_mix_color_bump
node.mute = (value <= 0.0)
node.inputs["Color1"].default_value = (value,) * 4
def bump_image_set(self, image):
node = self.node_mix_color_bump
(self.node_image_bump =
self._image_create_helper(image, node, (node.inputs["Color2"],)))