Newer
Older
min=0, max=1, step=1, precision=3,
subtype='COLOR_GAMMA', size=3
)
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def execute(self, context):
nodes, links = get_nodes_links(context)
selected = []
for node in nodes:
if node.select == True:
selected.append(node)
bpy.ops.node.add_node(type='NodeFrame')
frm = nodes.active
frm.label = self.label_prop
frm.use_custom_color = True
frm.color = self.color_prop
for node in selected:
node.parent = frm
return {'FINISHED'}
class NWReloadImages(Operator, NWBase):
bl_idname = "node.nw_reload_images"
bl_label = "Reload Images"
bl_description = "Update all the image nodes to match their files on disk"
def execute(self, context):
nodes, links = get_nodes_links(context)
image_types = ["IMAGE", "TEX_IMAGE", "TEX_ENVIRONMENT", "TEXTURE"]
num_reloaded = 0
for node in nodes:
if node.type in image_types:
if node.type == "TEXTURE":
if node.texture: # node has texture assigned
if node.texture.type in ['IMAGE', 'ENVIRONMENT_MAP']:
if node.texture.image: # texture has image assigned
node.texture.image.reload()
num_reloaded += 1
else:
if node.image:
node.image.reload()
num_reloaded += 1
if num_reloaded:
self.report({'INFO'}, "Reloaded images")
print("Reloaded " + str(num_reloaded) + " images")
return {'FINISHED'}
else:
self.report({'WARNING'}, "No images found to reload in this node tree")
return {'CANCELLED'}
class NWSwitchNodeType(Operator, NWBase):
"""Switch type of selected nodes """
bl_idname = "node.nw_swtch_node_type"
bl_label = "Switch Node Type"
bl_options = {'REGISTER', 'UNDO'}
name="Switch to type",
items=list(shaders_input_nodes_props) +
list(shaders_output_nodes_props) +
list(shaders_shader_nodes_props) +
list(shaders_texture_nodes_props) +
list(shaders_color_nodes_props) +
list(shaders_vector_nodes_props) +
list(shaders_converter_nodes_props) +
list(shaders_layout_nodes_props) +
list(compo_input_nodes_props) +
list(compo_output_nodes_props) +
list(compo_color_nodes_props) +
list(compo_converter_nodes_props) +
list(compo_filter_nodes_props) +
list(compo_vector_nodes_props) +
list(compo_matte_nodes_props) +
list(compo_distort_nodes_props) +
list(compo_layout_nodes_props) +
list(blender_mat_input_nodes_props) +
list(blender_mat_output_nodes_props) +
list(blender_mat_color_nodes_props) +
list(blender_mat_vector_nodes_props) +
list(blender_mat_converter_nodes_props) +
list(blender_mat_layout_nodes_props) +
list(texture_input_nodes_props) +
list(texture_output_nodes_props) +
list(texture_color_nodes_props) +
list(texture_pattern_nodes_props) +
list(texture_textures_nodes_props) +
list(texture_converter_nodes_props) +
list(texture_distort_nodes_props) +
list(texture_layout_nodes_props)
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)
def execute(self, context):
nodes, links = get_nodes_links(context)
to_type = self.to_type
# Those types of nodes will not swap.
src_excludes = ('NodeFrame')
# Those attributes of nodes will be copied if possible
attrs_to_pass = ('color', 'hide', 'label', 'mute', 'parent',
'show_options', 'show_preview', 'show_texture',
'use_alpha', 'use_clamp', 'use_custom_color', 'location'
)
selected = [n for n in nodes if n.select]
reselect = []
for node in [n for n in selected if
n.rna_type.identifier not in src_excludes and
n.rna_type.identifier != to_type]:
new_node = nodes.new(to_type)
for attr in attrs_to_pass:
if hasattr(node, attr) and hasattr(new_node, attr):
setattr(new_node, attr, getattr(node, attr))
# set image datablock of dst to image of src
if hasattr(node, 'image') and hasattr(new_node, 'image'):
if node.image:
new_node.image = node.image
# Special cases
if new_node.type == 'SWITCH':
new_node.hide = True
# Dictionaries: src_sockets and dst_sockets:
# 'INPUTS': input sockets ordered by type (entry 'MAIN' main type of inputs).
# 'OUTPUTS': output sockets ordered by type (entry 'MAIN' main type of outputs).
# in 'INPUTS' and 'OUTPUTS':
# 'SHADER', 'RGBA', 'VECTOR', 'VALUE' - sockets of those types.
# socket entry:
# (index_in_type, socket_index, socket_name, socket_default_value, socket_links)
src_sockets = {
'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
}
dst_sockets = {
'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE': [], 'MAIN': None},
}
types_order_one = 'SHADER', 'RGBA', 'VECTOR', 'VALUE'
types_order_two = 'SHADER', 'VECTOR', 'RGBA', 'VALUE'
# check src node to set src_sockets values and dst node to set dst_sockets dict values
for sockets, nd in ((src_sockets, node), (dst_sockets, new_node)):
# Check node's inputs and outputs and fill proper entries in "sockets" dict
for in_out, in_out_name in ((nd.inputs, 'INPUTS'), (nd.outputs, 'OUTPUTS')):
# enumerate in inputs, then in outputs
# find name, default value and links of socket
for i, socket in enumerate(in_out):
the_name = socket.name
dval = None
# Not every socket, especially in outputs has "default_value"
if hasattr(socket, 'default_value'):
dval = socket.default_value
socket_links = []
for lnk in socket.links:
socket_links.append(lnk)
# check type of socket to fill proper keys.
for the_type in types_order_one:
if socket.type == the_type:
# create values for sockets['INPUTS'][the_type] and sockets['OUTPUTS'][the_type]
# entry structure: (index_in_type, socket_index, socket_name, socket_default_value, socket_links)
sockets[in_out_name][the_type].append((len(sockets[in_out_name][the_type]), i, the_name, dval, socket_links))
# Check which of the types in inputs/outputs is considered to be "main".
# Set values of sockets['INPUTS']['MAIN'] and sockets['OUTPUTS']['MAIN']
for type_check in types_order_one:
if sockets[in_out_name][type_check]:
sockets[in_out_name]['MAIN'] = type_check
break
matches = {
'INPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []},
'OUTPUTS': {'SHADER': [], 'RGBA': [], 'VECTOR': [], 'VALUE_NAME': [], 'VALUE': [], 'MAIN': []},
}
for inout, soctype in (
('INPUTS', 'MAIN',),
('INPUTS', 'SHADER',),
('INPUTS', 'RGBA',),
('INPUTS', 'VECTOR',),
('INPUTS', 'VALUE',),
('OUTPUTS', 'MAIN',),
('OUTPUTS', 'SHADER',),
('OUTPUTS', 'RGBA',),
('OUTPUTS', 'VECTOR',),
('OUTPUTS', 'VALUE',),
):
if src_sockets[inout][soctype] and dst_sockets[inout][soctype]:
if soctype == 'MAIN':
sc = src_sockets[inout][src_sockets[inout]['MAIN']]
dt = dst_sockets[inout][dst_sockets[inout]['MAIN']]
else:
sc = src_sockets[inout][soctype]
dt = dst_sockets[inout][soctype]
# start with 'dt' to determine number of possibilities.
for i, soc in enumerate(dt):
# if src main has enough entries - match them with dst main sockets by indexes.
if len(sc) > i:
matches[inout][soctype].append(((sc[i][1], sc[i][3]), (soc[1], soc[3])))
# add 'VALUE_NAME' criterion to inputs.
if inout == 'INPUTS' and soctype == 'VALUE':
for s in sc:
if s[2] == soc[2]: # if names match
# append src (index, dval), dst (index, dval)
matches['INPUTS']['VALUE_NAME'].append(((s[1], s[3]), (soc[1], soc[3])))
# When src ['INPUTS']['MAIN'] is 'VECTOR' replace 'MAIN' with matches VECTOR if possible.
# This creates better links when relinking textures.
if src_sockets['INPUTS']['MAIN'] == 'VECTOR' and matches['INPUTS']['VECTOR']:
matches['INPUTS']['MAIN'] = matches['INPUTS']['VECTOR']
# Pass default values and RELINK:
for tp in ('MAIN', 'SHADER', 'RGBA', 'VECTOR', 'VALUE_NAME', 'VALUE'):
# INPUTS: Base on matches in proper order.
for (src_i, src_dval), (dst_i, dst_dval) in matches['INPUTS'][tp]:
# pass dvals
if src_dval and dst_dval and tp in {'RGBA', 'VALUE_NAME'}:
new_node.inputs[dst_i].default_value = src_dval
# Special case: switch to math
if node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\
new_node.type == 'MATH' and\
tp == 'MAIN':
new_dst_dval = max(src_dval[0], src_dval[1], src_dval[2])
new_node.inputs[dst_i].default_value = new_dst_dval
if node.type == 'MIX_RGB':
if node.blend_type in [o[0] for o in operations]:
new_node.operation = node.blend_type
# Special case: switch from math to some types
if node.type == 'MATH' and\
new_node.type in {'MIX_RGB', 'ALPHAOVER', 'ZCOMBINE'} and\
tp == 'MAIN':
for i in range(3):
new_node.inputs[dst_i].default_value[i] = src_dval
if new_node.type == 'MIX_RGB':
if node.operation in [t[0] for t in blend_types]:
new_node.blend_type = node.operation
# Set Fac of MIX_RGB to 1.0
new_node.inputs[0].default_value = 1.0
# make link only when dst matching input is not linked already.
if node.inputs[src_i].links and not new_node.inputs[dst_i].links:
in_src_link = node.inputs[src_i].links[0]
in_dst_socket = new_node.inputs[dst_i]
links.new(in_src_link.from_socket, in_dst_socket)
links.remove(in_src_link)
# OUTPUTS: Base on matches in proper order.
for (src_i, src_dval), (dst_i, dst_dval) in matches['OUTPUTS'][tp]:
for out_src_link in node.outputs[src_i].links:
out_dst_socket = new_node.outputs[dst_i]
links.new(out_dst_socket, out_src_link.to_socket)
# relink rest inputs if possible, no criteria
for src_inp in node.inputs:
for dst_inp in new_node.inputs:
if src_inp.links and not dst_inp.links:
src_link = src_inp.links[0]
links.new(src_link.from_socket, dst_inp)
links.remove(src_link)
# relink rest outputs if possible, base on node kind if any left.
for src_o in node.outputs:
for out_src_link in src_o.links:
for dst_o in new_node.outputs:
if src_o.type == dst_o.type:
links.new(dst_o, out_src_link.to_socket)
# relink rest outputs no criteria if any left. Link all from first output.
for src_o in node.outputs:
for out_src_link in src_o.links:
if new_node.outputs:
links.new(new_node.outputs[0], out_src_link.to_socket)
nodes.remove(node)
force_update(context)
return {'FINISHED'}
class NWMergeNodes(Operator, NWBase):
bl_idname = "node.nw_merge_nodes"
bl_label = "Merge Nodes"
bl_description = "Merge Selected Nodes"
bl_options = {'REGISTER', 'UNDO'}
name="mode",
description="All possible blend types and math operations",
items=blend_types + [op for op in operations if op not in blend_types],
)
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'),
('ZCOMBINE', 'Z-Combine Node', 'Merge using Z-Combine Nodes'),
('ALPHAOVER', 'Alpha Over Node', 'Merge using Alpha Over Nodes'),
def execute(self, context):
settings = context.preferences.addons[__name__].preferences
merge_hide = settings.merge_hide
merge_position = settings.merge_position # 'center' or 'bottom'
do_hide = False
do_hide_shader = False
if merge_hide == 'ALWAYS':
do_hide = True
do_hide_shader = True
elif merge_hide == 'NON_SHADER':
do_hide = True
tree_type = context.space_data.node_tree.type
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'
selected_mix = [] # entry = [index, loc]
selected_shader = [] # entry = [index, loc]
selected_math = [] # 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),
('RGBA', [t[0] for t in blend_types], selected_mix),
('VALUE', [t[0] for t in operations], selected_math),
output_type = node.outputs[0].type
valid_mode = mode in types_list
# 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.
if 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),
('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_math, selected_z, selected_alphaover]:
if nodes_list:
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)
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
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 = nodes.new(add_type)
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 = nodes.new(add_type)
add.hide = do_hide_shader
if do_hide_shader:
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
count_adds = i + 1
count_after = len(nodes)
index = count_after - 1
Bartek Skorupa
committed
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]
# 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.
if len(nodes_list) == 2:
if not first_selected.outputs[0].links:
second_selected = nodes[nodes_list[1][0]]
for ss_link in second_selected.outputs[0].links:
# Prevent cyclic dependencies when nodes to be marged are linked to one another.
# Create list of invalid indexes.
invalid_i = [n[0] for n in (selected_mix + selected_math + selected_shader + selected_z)]
# Link only if "to_node" index not in invalid indexes list.
if ss_link.to_node not in [nodes[i] for i in invalid_i]:
links.new(last_add.outputs[0], ss_link.to_socket)
Bartek Skorupa
committed
# add links from last_add to all links 'to_socket' of out links of first selected.
for fs_link in first_selected.outputs[0].links:
Bartek Skorupa
committed
# Prevent cyclic dependencies when nodes to be marged are linked to one another.
# Create list of invalid indexes.
invalid_i = [n[0] for n in (selected_mix + selected_math + selected_shader + selected_z)]
Bartek Skorupa
committed
# Link only if "to_node" index not in invalid indexes list.
if fs_link.to_node not in [nodes[i] for i in invalid_i]:
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.outputs[0], node_to.inputs[first])
if node_to.type == 'ZCOMBINE':
for fs_out in first_selected.outputs:
if fs_out != first_selected.outputs[0] 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(node_from.outputs[0], node_to.inputs[node_to_input_i])
if node_to.type == 'ZCOMBINE':
for from_out in node_from.outputs:
if from_out != node_from.outputs[0] and from_out.name in ('Z', 'Depth'):
links.new(from_out, node_to.inputs[node_to_z_i])
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(node_from.outputs[0], node_to.inputs[node_to_input_i])
if node_to.type == 'ZCOMBINE':
for from_out in node_from.outputs:
if from_out != node_from.outputs[0] 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
Bartek Skorupa
committed
nodes.active = last_add
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):
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nodes, links = get_nodes_links(context)
blend_type = self.blend_type
operation = self.operation
for node in context.selected_nodes:
if node.type == 'MIX_RGB':
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':
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):
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):
nodes, links = get_nodes_links(context)
shader_types = [x[1] for x in shaders_shader_nodes_props if x[1] not in {'MIX_SHADER', 'ADD_SHADER'}]
texture_types = [x[1] for x in shaders_texture_nodes_props]
selected_nodes = [n for n in nodes if n.select]
for t_node in selected_nodes:
valid = False
input_index = 0
if t_node.inputs:
for index, i in enumerate(t_node.inputs):
if not i.is_linked:
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input_index = index
break
if valid:
locx = t_node.location.x
locy = t_node.location.y - t_node.dimensions.y/2
xoffset = [500, 700]
is_texture = False
if t_node.type in texture_types + ['MAPPING']:
xoffset = [290, 500]
is_texture = True
coordout = 2
image_type = 'ShaderNodeTexImage'
if (t_node.type in texture_types and t_node.type != 'TEX_IMAGE') or (t_node.type == 'BACKGROUND'):
coordout = 0 # image texture uses UVs, procedural textures and Background shader use Generated
if t_node.type == 'BACKGROUND':
image_type = 'ShaderNodeTexEnvironment'
if not is_texture:
tex = nodes.new(image_type)
tex.location = [locx - 200, locy + 112]
nodes.active = tex
links.new(tex.outputs[0], t_node.inputs[input_index])
t_node.select = False
if self.add_mapping or is_texture:
if t_node.type != 'MAPPING':
m = nodes.new('ShaderNodeMapping')
m.location = [locx - xoffset[0], locy + 141]
m.width = 240
else:
m = t_node
coord = nodes.new('ShaderNodeTexCoord')
coord.location = [locx - (200 if t_node.type == 'MAPPING' else xoffset[1]), locy + 124]
if not is_texture:
links.new(m.outputs[0], tex.inputs[0])
links.new(coord.outputs[coordout], m.inputs[0])
else:
nodes.active = m
links.new(m.outputs[0], t_node.inputs[input_index])
links.new(coord.outputs[coordout], m.inputs[0])
self.report({'WARNING'}, "No free inputs for node: "+t_node.name)
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'}
)
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relative_path: BoolProperty(
name='Relative Path',
description='Select the file relative to the blend file',
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("([a-z])([A-Z])","\g<1> \g<2>",fname)
# Replace common separators with SPACE
seperators = ['_', '.', '-', '__', '--', '#']
for sep in seperators:
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],
]
# 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: