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Damien Picard authored
Since Blender 2.91, the Principled BSDF node has an Emission Strength input. It can thus replace the previous setup used to import images as emissive planes. This can improve export compatibility. Reviewed By: Bastien Montagne (mont29) Differential revision: https://developer.blender.org/D9669
Damien Picard authoredSince Blender 2.91, the Principled BSDF node has an Emission Strength input. It can thus replace the previous setup used to import images as emissive planes. This can improve export compatibility. Reviewed By: Bastien Montagne (mont29) Differential revision: https://developer.blender.org/D9669
io_import_images_as_planes.py 42.98 KiB
# ##### BEGIN GPL LICENSE BLOCK #####
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# modify it under the terms of the GNU General Public License
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "Import Images as Planes",
"author": "Florian Meyer (tstscr), mont29, matali, Ted Schundler (SpkyElctrc)",
"version": (3, 4, 0),
"blender": (2, 91, 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.",
"warning": "",
"doc_url": "{BLENDER_MANUAL_URL}/addons/import_export/images_as_planes.html",
"support": 'OFFICIAL',
"category": "Import-Export",
}
import os
import warnings
import re
from itertools import count, repeat
from collections import namedtuple
from math import pi
import bpy
from bpy.types import Operator
from mathutils import Vector
from bpy.props import (
StringProperty,
BoolProperty,
EnumProperty,
FloatProperty,
CollectionProperty,
)
from bpy_extras.object_utils import (
AddObjectHelper,
world_to_camera_view,
)
from bpy_extras.image_utils import load_image
# -----------------------------------------------------------------------------
# Module-level Shared State
watched_objects = {} # used to trigger compositor updates on scene updates
# -----------------------------------------------------------------------------
# Misc utils.
def add_driver_prop(driver, name, type, id, path):
"""Configure a new driver variable."""
dv = driver.variables.new()
dv.name = name
dv.type = 'SINGLE_PROP'
target = dv.targets[0]
target.id_type = type
target.id = id
target.data_path = path
# -----------------------------------------------------------------------------
# Image loading
ImageSpec = namedtuple(
'ImageSpec',
['image', 'size', 'frame_start', 'frame_offset', 'frame_duration'])
num_regex = re.compile('[0-9]') # Find a single number
nums_regex = re.compile('[0-9]+') # Find a set of numbers
def find_image_sequences(files):
"""From a group of files, detect image sequences.
This returns a generator of tuples, which contain the filename,
start frame, and length of the detected sequence
>>> list(find_image_sequences([
... "test2-001.jp2", "test2-002.jp2",
... "test3-003.jp2", "test3-004.jp2", "test3-005.jp2", "test3-006.jp2",
... "blaah"]))
[('blaah', 1, 1), ('test2-001.jp2', 1, 2), ('test3-003.jp2', 3, 4)]
"""
files = iter(sorted(files))
prev_file = None
pattern = ""
matches = []
segment = None
length = 1
for filename in files:
new_pattern = num_regex.sub('#', filename)
new_matches = list(map(int, nums_regex.findall(filename)))
if new_pattern == pattern:
# this file looks like it may be in sequence from the previous
# if there are multiple sets of numbers, figure out what changed
if segment is None:
for i, prev, cur in zip(count(), matches, new_matches):
if prev != cur:
segment = i
break
# did it only change by one?
for i, prev, cur in zip(count(), matches, new_matches):
if i == segment:
# We expect this to increment
prev = prev + length
if prev != cur:
break
# All good!
else:
length += 1
continue
# No continuation -> spit out what we found and reset counters
if prev_file:
if length > 1:
yield prev_file, matches[segment], length
else:
yield prev_file, 1, 1
prev_file = filename
matches = new_matches
pattern = new_pattern
segment = None
length = 1
if prev_file:
if length > 1:
yield prev_file, matches[segment], length
else:
yield prev_file, 1, 1
def load_images(filenames, directory, force_reload=False, frame_start=1, find_sequences=False):
"""Wrapper for bpy's load_image
Loads a set of images, movies, or even image sequences
Returns a generator of ImageSpec wrapper objects later used for texture setup
"""
if find_sequences: # if finding sequences, we need some pre-processing first
file_iter = find_image_sequences(filenames)
else:
file_iter = zip(filenames, repeat(1), repeat(1))
for filename, offset, frames in file_iter:
image = load_image(filename, directory, check_existing=True, force_reload=force_reload)
# Size is unavailable for sequences, so we grab it early
size = tuple(image.size)
if image.source == 'MOVIE':
# Blender BPY BUG!
# This number is only valid when read a second time in 2.77
# This repeated line is not a mistake
frames = image.frame_duration
frames = image.frame_duration
elif frames > 1: # Not movie, but multiple frames -> image sequence
image.source = 'SEQUENCE'
yield ImageSpec(image, size, frame_start, offset - 1, frames)
# -----------------------------------------------------------------------------
# Position & Size Helpers
def offset_planes(planes, gap, axis):
"""Offset planes from each other by `gap` amount along a _local_ vector `axis`
For example, offset_planes([obj1, obj2], 0.5, Vector(0, 0, 1)) will place
obj2 0.5 blender units away from obj1 along the local positive Z axis.
This is in local space, not world space, so all planes should share
a common scale and rotation.
"""
prior = planes[0]
offset = Vector()
for current in planes[1:]:
local_offset = abs((prior.dimensions + current.dimensions).dot(axis)) / 2.0 + gap
offset += local_offset * axis
current.location = current.matrix_world @ offset
prior = current
def compute_camera_size(context, center, fill_mode, aspect):
"""Determine how large an object needs to be to fit or fill the camera's field of view."""
scene = context.scene
camera = scene.camera
view_frame = camera.data.view_frame(scene=scene)
frame_size = \
Vector([max(v[i] for v in view_frame) for i in range(3)]) - \
Vector([min(v[i] for v in view_frame) for i in range(3)])
camera_aspect = frame_size.x / frame_size.y
# Convert the frame size to the correct sizing at a given distance
if camera.type == 'ORTHO':
frame_size = frame_size.xy
else:
# Perspective transform
distance = world_to_camera_view(scene, camera, center).z
frame_size = distance * frame_size.xy / (-view_frame[0].z)
# Determine what axis to match to the camera
match_axis = 0 # match the Y axis size
match_aspect = aspect
if (fill_mode == 'FILL' and aspect > camera_aspect) or \
(fill_mode == 'FIT' and aspect < camera_aspect):
match_axis = 1 # match the X axis size
match_aspect = 1.0 / aspect
# scale the other axis to the correct aspect
frame_size[1 - match_axis] = frame_size[match_axis] / match_aspect
return frame_size
def center_in_camera(scene, camera, obj, axis=(1, 1)):
"""Center object along specified axis of the camera"""
camera_matrix_col = camera.matrix_world.col
location = obj.location
# Vector from the camera's world coordinate center to the object's center
delta = camera_matrix_col[3].xyz - location
# How far off center we are along the camera's local X
camera_x_mag = delta.dot(camera_matrix_col[0].xyz) * axis[0]
# How far off center we are along the camera's local Y
camera_y_mag = delta.dot(camera_matrix_col[1].xyz) * axis[1]
# Now offset only along camera local axis
offset = camera_matrix_col[0].xyz * camera_x_mag + \
camera_matrix_col[1].xyz * camera_y_mag
obj.location = location + offset
# -----------------------------------------------------------------------------
# Cycles/Eevee utils
def get_input_nodes(node, links):
"""Get nodes that are a inputs to the given node"""
# 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):
"""Given a shader node tree, arrange nodes neatly relative to the output node."""
x_gap = 200
y_gap = 180
nodes = node_tree.nodes
links = node_tree.links
output_node = None
for node in nodes:
if node.type == 'OUTPUT_MATERIAL' or node.type == 'GROUP_OUTPUT':
output_node = node
break
else: # Just in case there is no output
return
def align(to_node):
from_nodes = get_input_nodes(to_node, links)
for i, node in enumerate(from_nodes):
node.location.x = min(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)
align(output_node)
def clean_node_tree(node_tree):
"""Clear all nodes in a shader node tree except the output.
Returns the output node
"""
nodes = node_tree.nodes
for node in list(nodes): # copy to avoid altering the loop's data source
if not node.type == 'OUTPUT_MATERIAL':
nodes.remove(node)
return node_tree.nodes[0]
def get_shadeless_node(dest_node_tree):
"""Return a "shadless" cycles/eevee node, creating a node group if nonexistent"""
try:
node_tree = bpy.data.node_groups['IAP_SHADELESS']
except KeyError:
# need to build node shadeless node group
node_tree = bpy.data.node_groups.new('IAP_SHADELESS', 'ShaderNodeTree')
output_node = node_tree.nodes.new('NodeGroupOutput')
input_node = node_tree.nodes.new('NodeGroupInput')
node_tree.outputs.new('NodeSocketShader', 'Shader')
node_tree.inputs.new('NodeSocketColor', 'Color')
# This could be faster as a transparent shader, but then no ambient occlusion
diffuse_shader = node_tree.nodes.new('ShaderNodeBsdfDiffuse')
node_tree.links.new(diffuse_shader.inputs[0], input_node.outputs[0])
emission_shader = node_tree.nodes.new('ShaderNodeEmission')
node_tree.links.new(emission_shader.inputs[0], input_node.outputs[0])
light_path = node_tree.nodes.new('ShaderNodeLightPath')
is_glossy_ray = light_path.outputs['Is Glossy Ray']
is_shadow_ray = light_path.outputs['Is Shadow Ray']
ray_depth = light_path.outputs['Ray Depth']
transmission_depth = light_path.outputs['Transmission Depth']
unrefracted_depth = node_tree.nodes.new('ShaderNodeMath')
unrefracted_depth.operation = 'SUBTRACT'
unrefracted_depth.label = 'Bounce Count'
node_tree.links.new(unrefracted_depth.inputs[0], ray_depth)
node_tree.links.new(unrefracted_depth.inputs[1], transmission_depth)
refracted = node_tree.nodes.new('ShaderNodeMath')
refracted.operation = 'SUBTRACT'
refracted.label = 'Camera or Refracted'
refracted.inputs[0].default_value = 1.0
node_tree.links.new(refracted.inputs[1], unrefracted_depth.outputs[0])
reflection_limit = node_tree.nodes.new('ShaderNodeMath')
reflection_limit.operation = 'SUBTRACT'
reflection_limit.label = 'Limit Reflections'
reflection_limit.inputs[0].default_value = 2.0
node_tree.links.new(reflection_limit.inputs[1], ray_depth)
camera_reflected = node_tree.nodes.new('ShaderNodeMath')
camera_reflected.operation = 'MULTIPLY'
camera_reflected.label = 'Camera Ray to Glossy'
node_tree.links.new(camera_reflected.inputs[0], reflection_limit.outputs[0])
node_tree.links.new(camera_reflected.inputs[1], is_glossy_ray)
shadow_or_reflect = node_tree.nodes.new('ShaderNodeMath')
shadow_or_reflect.operation = 'MAXIMUM'
shadow_or_reflect.label = 'Shadow or Reflection?'
node_tree.links.new(shadow_or_reflect.inputs[0], camera_reflected.outputs[0])
node_tree.links.new(shadow_or_reflect.inputs[1], is_shadow_ray)
shadow_or_reflect_or_refract = node_tree.nodes.new('ShaderNodeMath')
shadow_or_reflect_or_refract.operation = 'MAXIMUM'
shadow_or_reflect_or_refract.label = 'Shadow, Reflect or Refract?'
node_tree.links.new(shadow_or_reflect_or_refract.inputs[0], shadow_or_reflect.outputs[0])
node_tree.links.new(shadow_or_reflect_or_refract.inputs[1], refracted.outputs[0])
mix_shader = node_tree.nodes.new('ShaderNodeMixShader')
node_tree.links.new(mix_shader.inputs[0], shadow_or_reflect_or_refract.outputs[0])
node_tree.links.new(mix_shader.inputs[1], diffuse_shader.outputs[0])
node_tree.links.new(mix_shader.inputs[2], emission_shader.outputs[0])
node_tree.links.new(output_node.inputs[0], mix_shader.outputs[0])
auto_align_nodes(node_tree)
group_node = dest_node_tree.nodes.new("ShaderNodeGroup")
group_node.node_tree = node_tree
return group_node
# -----------------------------------------------------------------------------
# Corner Pin Driver Helpers
@bpy.app.handlers.persistent
def check_drivers(*args, **kwargs):
"""Check if watched objects in a scene have changed and trigger compositor update
This is part of a hack to ensure the compositor updates
itself when the objects used for drivers change.
It only triggers if transformation matricies change to avoid
a cyclic loop of updates.
"""
if not watched_objects:
# if there is nothing to watch, don't bother running this
bpy.app.handlers.depsgraph_update_post.remove(check_drivers)
return
update = False
for name, matrix in list(watched_objects.items()):
try:
obj = bpy.data.objects[name]
except KeyError:
# The user must have removed this object
del watched_objects[name]
else:
new_matrix = tuple(map(tuple, obj.matrix_world)).__hash__()
if new_matrix != matrix:
watched_objects[name] = new_matrix
update = True
if update:
# Trick to re-evaluate drivers
bpy.context.scene.frame_current = bpy.context.scene.frame_current
def register_watched_object(obj):
"""Register an object to be monitored for transformation changes"""
name = obj.name
# known object? -> we're done
if name in watched_objects:
return
if not watched_objects:
# make sure check_drivers is active
bpy.app.handlers.depsgraph_update_post.append(check_drivers)
watched_objects[name] = None
def find_plane_corner(object_name, x, y, axis, camera=None, *args, **kwargs):
"""Find the location in camera space of a plane's corner"""
if args or kwargs:
# I've added args / kwargs as a compatibility measure with future versions
warnings.warn("Unknown Parameters Passed to \"Images as Planes\". Maybe you need to upgrade?")
plane = bpy.data.objects[object_name]
# Passing in camera doesn't work before 2.78, so we use the current one
camera = camera or bpy.context.scene.camera
# Hack to ensure compositor updates on future changes
register_watched_object(camera)
register_watched_object(plane)
scale = plane.scale * 2.0
v = plane.dimensions.copy()
v.x *= x / scale.x
v.y *= y / scale.y
v = plane.matrix_world @ v
camera_vertex = world_to_camera_view(
bpy.context.scene, camera, v)
return camera_vertex[axis]
@bpy.app.handlers.persistent
def register_driver(*args, **kwargs):
"""Register the find_plane_corner function for use with drivers"""
bpy.app.driver_namespace['import_image__find_plane_corner'] = find_plane_corner
# -----------------------------------------------------------------------------
# Compositing Helpers
def group_in_frame(node_tree, name, nodes):
frame_node = node_tree.nodes.new("NodeFrame")
frame_node.label = name
frame_node.name = name + "_frame"
min_pos = Vector(nodes[0].location)
max_pos = min_pos.copy()
for node in nodes:
top_left = node.location
bottom_right = top_left + Vector((node.width, -node.height))
for i in (0, 1):
min_pos[i] = min(min_pos[i], top_left[i], bottom_right[i])
max_pos[i] = max(max_pos[i], top_left[i], bottom_right[i])
node.parent = frame_node
frame_node.width = max_pos[0] - min_pos[0] + 50
frame_node.height = max(max_pos[1] - min_pos[1] + 50, 450)
frame_node.shrink = True
return frame_node
def position_frame_bottom_left(node_tree, frame_node):
newpos = Vector((100000, 100000)) # start reasonably far top / right
# Align with the furthest left
for node in node_tree.nodes.values():
if node != frame_node and node.parent != frame_node:
newpos.x = min(newpos.x, node.location.x + 30)
# As high as we can get without overlapping anything to the right
for node in node_tree.nodes.values():
if node != frame_node and not node.parent:
if node.location.x < newpos.x + frame_node.width:
print("Below", node.name, node.location, node.height, node.dimensions)
newpos.y = min(newpos.y, node.location.y - max(node.dimensions.y, node.height) - 20)
frame_node.location = newpos
def setup_compositing(context, plane, img_spec):
# Node Groups only work with "new" dependency graph and even
# then it has some problems with not updating the first time
# So instead this groups with a node frame, which works reliably
scene = context.scene
scene.use_nodes = True
node_tree = scene.node_tree
name = plane.name
image_node = node_tree.nodes.new("CompositorNodeImage")
image_node.name = name + "_image"
image_node.image = img_spec.image
image_node.location = Vector((0, 0))
image_node.frame_start = img_spec.frame_start
image_node.frame_offset = img_spec.frame_offset
image_node.frame_duration = img_spec.frame_duration
scale_node = node_tree.nodes.new("CompositorNodeScale")
scale_node.name = name + "_scale"
scale_node.space = 'RENDER_SIZE'
scale_node.location = image_node.location + \
Vector((image_node.width + 20, 0))
scale_node.show_options = False
cornerpin_node = node_tree.nodes.new("CompositorNodeCornerPin")
cornerpin_node.name = name + "_cornerpin"
cornerpin_node.location = scale_node.location + \
Vector((0, -scale_node.height))
node_tree.links.new(scale_node.inputs[0], image_node.outputs[0])
node_tree.links.new(cornerpin_node.inputs[0], scale_node.outputs[0])
# Put all the nodes in a frame for organization
frame_node = group_in_frame(
node_tree, name,
(image_node, scale_node, cornerpin_node)
)
# Position frame at bottom / left
position_frame_bottom_left(node_tree, frame_node)
# Configure Drivers
for corner in cornerpin_node.inputs[1:]:
id = corner.identifier
x = -1 if 'Left' in id else 1
y = -1 if 'Lower' in id else 1
drivers = corner.driver_add('default_value')
for i, axis_fcurve in enumerate(drivers):
driver = axis_fcurve.driver
# Always use the current camera
add_driver_prop(driver, 'camera', 'SCENE', scene, 'camera')
# Track camera location to ensure Deps Graph triggers (not used in the call)
add_driver_prop(driver, 'cam_loc_x', 'OBJECT', scene.camera, 'location[0]')
# Don't break if the name changes
add_driver_prop(driver, 'name', 'OBJECT', plane, 'name')
driver.expression = "import_image__find_plane_corner(name or %s, %d, %d, %d, camera=camera)" % (
repr(plane.name),
x, y, i
)
driver.type = 'SCRIPTED'
driver.is_valid = True
axis_fcurve.is_valid = True
driver.expression = "%s" % driver.expression
context.view_layer.update()
# -----------------------------------------------------------------------------
# Operator
class IMPORT_IMAGE_OT_to_plane(Operator, AddObjectHelper):
"""Create mesh plane(s) from image files with the appropriate aspect ratio"""
bl_idname = "import_image.to_plane"
bl_label = "Import Images as Planes"
bl_options = {'REGISTER', 'PRESET', 'UNDO'}
# ----------------------
# File dialog properties
files: CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'})
directory: StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
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'})
# ----------------------
# Properties - Importing
force_reload: BoolProperty(
name="Force Reload", default=False,
description="Force reloading of the image if already opened elsewhere in Blender"
)
image_sequence: BoolProperty(
name="Animate Image Sequences", default=False,
description="Import sequentially numbered images as an animated "
"image sequence instead of separate planes"
)
# -------------------------------------
# Properties - Position and Orientation
axis_id_to_vector = {
'X+': Vector(( 1, 0, 0)),
'Y+': Vector(( 0, 1, 0)),
'Z+': Vector(( 0, 0, 1)),
'X-': Vector((-1, 0, 0)),
'Y-': Vector(( 0, -1, 0)),
'Z-': Vector(( 0, 0, -1)),
}
offset: BoolProperty(name="Offset Planes", default=True, description="Offset Planes From Each Other")
OFFSET_MODES = (
('X+', "X+", "Side by Side to the Left"),
('Y+', "Y+", "Side by Side, Downward"),
('Z+', "Z+", "Stacked Above"),
('X-', "X-", "Side by Side to the Right"),
('Y-', "Y-", "Side by Side, Upward"),
('Z-', "Z-", "Stacked Below"),
)
offset_axis: EnumProperty(
name="Orientation", default='X+', items=OFFSET_MODES,
description="How planes are oriented relative to each others' local axis"
)
offset_amount: FloatProperty(
name="Offset", soft_min=0, default=0.1, description="Space between planes",
subtype='DISTANCE', unit='LENGTH'
)
AXIS_MODES = (
('X+', "X+", "Facing Positive X"),
('Y+', "Y+", "Facing Positive Y"),
('Z+', "Z+ (Up)", "Facing Positive Z"),
('X-', "X-", "Facing Negative X"),
('Y-', "Y-", "Facing Negative Y"),
('Z-', "Z- (Down)", "Facing Negative Z"),
('CAM', "Face Camera", "Facing Camera"),
('CAM_AX', "Main Axis", "Facing the Camera's dominant axis"),
)
align_axis: EnumProperty(
name="Align", default='CAM_AX', items=AXIS_MODES,
description="How to align the planes"
)
# prev_align_axis is used only by update_size_model
prev_align_axis: EnumProperty(
items=AXIS_MODES + (('NONE', '', ''),), default='NONE', options={'HIDDEN', 'SKIP_SAVE'})
align_track: BoolProperty(
name="Track Camera", default=False, description="Always face the camera"
)
# -----------------
# Properties - Size
def update_size_mode(self, context):
"""If sizing relative to the camera, always face the camera"""
if self.size_mode == 'CAMERA':
self.prev_align_axis = self.align_axis
self.align_axis = 'CAM'
else:
# if a different alignment was set revert to that when
# size mode is changed
if self.prev_align_axis != 'NONE':
self.align_axis = self.prev_align_axis
self._prev_align_axis = 'NONE'
SIZE_MODES = (
('ABSOLUTE', "Absolute", "Use absolute size"),
('CAMERA', "Camera Relative", "Scale to the camera frame"),
('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,
update=update_size_mode,
description="How the size of the plane is computed")
FILL_MODES = (
('FILL', "Fill", "Fill camera frame, spilling outside the frame"),
('FIT', "Fit", "Fit entire image within the camera frame"),
)
fill_mode: EnumProperty(name="Scale", default='FILL', items=FILL_MODES,
description="How large in the camera frame is the plane")
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")
# ------------------------------
# Properties - Material / Shader
SHADERS = (
('PRINCIPLED',"Principled","Principled Shader"),
('SHADELESS', "Shadeless", "Only visible to camera and reflections"),
('EMISSION', "Emit", "Emission Shader"),
)
shader: EnumProperty(name="Shader", items=SHADERS, default='PRINCIPLED', description="Node shader to use")
emit_strength: FloatProperty(
name="Strength", min=0.0, default=1.0, soft_max=10.0,
step=100, description="Brightness of Emission Texture")
overwrite_material: BoolProperty(
name="Overwrite Material", default=True,
description="Overwrite existing Material (based on material name)")
compositing_nodes: BoolProperty(
name="Setup Corner Pin", default=False,
description="Build Compositor Nodes to reference this image "
"without re-rendering")
# ------------------
# Properties - Image
use_transparency: BoolProperty(
name="Use Alpha", default=True,
description="Use alpha channel for transparency")
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.ImageUser.bl_rna.properties["use_auto_refresh"]
use_auto_refresh: BoolProperty(name=t.name, default=True, description=t.description)
relative: BoolProperty(name="Relative Paths", default=True, description="Use relative file paths")
# -------
# Draw UI
def draw_import_config(self, context):
# --- Import Options --- #
layout = self.layout
box = layout.box()
box.label(text="Import Options:", icon='IMPORT')
row = box.row()
row.active = bpy.data.is_saved
row.prop(self, "relative")
box.prop(self, "force_reload")
box.prop(self, "image_sequence")
def draw_material_config(self, context):
# --- Material / Rendering Properties --- #
layout = self.layout
box = layout.box()
box.label(text="Compositing Nodes:", icon='RENDERLAYERS')
box.prop(self, "compositing_nodes")
box.label(text="Material Settings:", icon='MATERIAL')
row = box.row()
row.prop(self, 'shader', expand=True)
if self.shader == 'EMISSION':
box.prop(self, "emit_strength")
engine = context.scene.render.engine
if engine not in ('CYCLES', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'):
box.label(text="%s is not supported" % engine, icon='ERROR')
box.prop(self, "overwrite_material")
box.label(text="Texture Settings:", icon='TEXTURE')
row = box.row()
row.prop(self, "use_transparency")
sub = row.row()
sub.active = self.use_transparency
sub.prop(self, "alpha_mode", text="")
box.prop(self, "use_auto_refresh")
def draw_spatial_config(self, context):
# --- Spatial Properties: Position, Size and Orientation --- #
layout = self.layout
box = layout.box()
box.label(text="Position:", icon='SNAP_GRID')
box.prop(self, "offset")
col = box.column()
row = col.row()
row.prop(self, "offset_axis", expand=True)
row = col.row()
row.prop(self, "offset_amount")
col.enabled = self.offset
box.label(text="Plane dimensions:", icon='ARROW_LEFTRIGHT')
row = box.row()
row.prop(self, "size_mode", expand=True)
if self.size_mode == 'ABSOLUTE':
box.prop(self, "height")
elif self.size_mode == 'CAMERA':
row = box.row()
row.prop(self, "fill_mode", expand=True)
else:
box.prop(self, "factor")
box.label(text="Orientation:")
row = box.row()
row.enabled = 'CAM' not in self.size_mode
row.prop(self, "align_axis")
row = box.row()
row.enabled = 'CAM' in self.align_axis
row.alignment = 'RIGHT'
row.prop(self, "align_track")
def draw(self, context):
# Draw configuration sections
self.draw_import_config(context)
self.draw_material_config(context)
self.draw_spatial_config(context)
# -------------------------------------------------------------------------
# Core functionality
def invoke(self, context, event):
engine = context.scene.render.engine
if engine not in {'CYCLES', 'BLENDER_EEVEE'}:
if engine != 'BLENDER_WORKBENCH':
self.report({'ERROR'}, "Cannot generate materials for unknown %s render engine" % engine)
return {'CANCELLED'}
else:
self.report({'WARNING'},
"Generating Cycles/EEVEE compatible material, but won't be visible with %s engine" % engine)
# Open file browser
context.window_manager.fileselect_add(self)
return {'RUNNING_MODAL'}
def execute(self, context):
if not bpy.data.is_saved:
self.relative = False
# this won't work in edit mode
editmode = context.preferences.edit.use_enter_edit_mode
context.preferences.edit.use_enter_edit_mode = False
if context.active_object and context.active_object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
self.import_images(context)
context.preferences.edit.use_enter_edit_mode = editmode
return {'FINISHED'}
def import_images(self, context):
# load images / sequences
images = tuple(load_images(
(fn.name for fn in self.files),
self.directory,
force_reload=self.force_reload,
find_sequences=self.image_sequence
))
# Create individual planes
planes = [self.single_image_spec_to_plane(context, img_spec) for img_spec in images]
context.view_layer.update()
# Align planes relative to each other
if self.offset:
offset_axis = self.axis_id_to_vector[self.offset_axis]
offset_planes(planes, self.offset_amount, offset_axis)
if self.size_mode == 'CAMERA' and offset_axis.z:
for plane in planes:
x, y = compute_camera_size(
context, plane.location,
self.fill_mode, plane.dimensions.x / plane.dimensions.y)
plane.dimensions = x, y, 0.0
# setup new selection
for plane in planes:
plane.select_set(True)
# all done!
self.report({'INFO'}, "Added {} Image Plane(s)".format(len(planes)))
# operate on a single image
def single_image_spec_to_plane(self, context, img_spec):
# Configure image
self.apply_image_options(img_spec.image)
# Configure material
engine = context.scene.render.engine
if engine in {'CYCLES', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}:
material = self.create_cycles_material(context, img_spec)
# Create and position plane object
plane = self.create_image_plane(context, material.name, img_spec)
# Assign Material
plane.data.materials.append(material)
# If applicable, setup Corner Pin node
if self.compositing_nodes:
setup_compositing(context, plane, img_spec)
return plane
def apply_image_options(self, image):
if self.use_transparency == False:
image.alpha_mode = 'NONE'
else:
image.alpha_mode = self.alpha_mode
if self.relative:
try: # can't always find the relative path (between drive letters on windows)
image.filepath = bpy.path.relpath(image.filepath)
except ValueError:
pass
def apply_texture_options(self, texture, img_spec):
# Shared by both Cycles and Blender Internal
image_user = texture.image_user
image_user.use_auto_refresh = self.use_auto_refresh
image_user.frame_start = img_spec.frame_start
image_user.frame_offset = img_spec.frame_offset
image_user.frame_duration = img_spec.frame_duration
# Image sequences need auto refresh to display reliably
if img_spec.image.source == 'SEQUENCE':
image_user.use_auto_refresh = True
texture.extension = 'CLIP' # Default of "Repeat" can cause artifacts
def apply_material_options(self, material, slot):
shader = self.shader
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.specular_intensity = 0
material.diffuse_intensity = 1.0
material.use_transparency = self.use_transparency
material.transparency_method = 'Z_TRANSPARENCY'
material.use_shadeless = (shader == 'SHADELESS')
material.use_transparent_shadows = (shader == 'DIFFUSE')
material.emit = self.emit_strength if shader == 'EMISSION' else 0.0
# -------------------------------------------------------------------------
# Cycles/Eevee
def create_cycles_texnode(self, context, node_tree, img_spec):
tex_image = node_tree.nodes.new('ShaderNodeTexImage')
tex_image.image = img_spec.image
tex_image.show_texture = True
self.apply_texture_options(tex_image, img_spec)
return tex_image
def create_cycles_material(self, context, img_spec):
image = img_spec.image
name_compat = bpy.path.display_name_from_filepath(image.filepath)
material = None
if self.overwrite_material:
for mat in bpy.data.materials:
if mat.name == name_compat:
material = mat
if not material:
material = bpy.data.materials.new(name=name_compat)
material.use_nodes = True
if self.use_transparency:
material.blend_method = 'BLEND'
node_tree = material.node_tree
out_node = clean_node_tree(node_tree)
tex_image = self.create_cycles_texnode(context, node_tree, img_spec)
if self.shader == 'PRINCIPLED':
core_shader = node_tree.nodes.new('ShaderNodeBsdfPrincipled')
elif self.shader == 'SHADELESS':
core_shader = get_shadeless_node(node_tree)
elif self.shader == 'EMISSION':
core_shader = node_tree.nodes.new('ShaderNodeBsdfPrincipled')
core_shader.inputs['Emission Strength'].default_value = self.emit_strength
core_shader.inputs['Base Color'].default_value = (0.0, 0.0, 0.0, 1.0)
core_shader.inputs['Specular'].default_value = 0.0
# Connect color from texture
if self.shader in {'PRINCIPLED', 'SHADELESS'}:
node_tree.links.new(core_shader.inputs[0], tex_image.outputs['Color'])
elif self.shader == 'EMISSION':
node_tree.links.new(core_shader.inputs['Emission'], tex_image.outputs['Color'])
if self.use_transparency:
if self.shader in {'PRINCIPLED', 'EMISSION'}:
node_tree.links.new(core_shader.inputs['Alpha'], tex_image.outputs['Alpha'])
else:
bsdf_transparent = node_tree.nodes.new('ShaderNodeBsdfTransparent')
mix_shader = node_tree.nodes.new('ShaderNodeMixShader')
node_tree.links.new(mix_shader.inputs['Fac'], tex_image.outputs['Alpha'])
node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs['BSDF'])
node_tree.links.new(mix_shader.inputs[2], core_shader.outputs[0])
core_shader = mix_shader
node_tree.links.new(out_node.inputs['Surface'], core_shader.outputs[0])
auto_align_nodes(node_tree)
return material
# -------------------------------------------------------------------------
# Geometry Creation
def create_image_plane(self, context, name, img_spec):
width, height = self.compute_plane_size(context, img_spec)
# Create new mesh
bpy.ops.mesh.primitive_plane_add('INVOKE_REGION_WIN')
plane = context.active_object
# Why does mesh.primitive_plane_add leave the object in edit mode???
if plane.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
plane.dimensions = width, height, 0.0
plane.data.name = plane.name = name
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
# If sizing for camera, also insert into the camera's field of view
if self.size_mode == 'CAMERA':
offset_axis = self.axis_id_to_vector[self.offset_axis]
translate_axis = [0 if offset_axis[i] else 1 for i in (0, 1)]
center_in_camera(context.scene, context.scene.camera, plane, translate_axis)
self.align_plane(context, plane)
return plane
def compute_plane_size(self, context, img_spec):
"""Given the image size in pixels and location, determine size of plane"""
px, py = img_spec.size
# can't load data
if px == 0 or py == 0:
px = py = 1
if self.size_mode == 'ABSOLUTE':
y = self.height
x = px / py * y
elif self.size_mode == 'CAMERA':
x, y = compute_camera_size(
context, context.scene.cursor.location,
self.fill_mode, px / py
)
elif self.size_mode == 'DPI':
fact = 1 / self.factor / context.scene.unit_settings.scale_length * 0.0254
x = px * fact
y = py * fact
else: # elif self.size_mode == 'DPBU'
fact = 1 / self.factor
x = px * fact
y = py * fact
return x, y
def align_plane(self, context, plane):
"""Pick an axis and align the plane to it"""
if 'CAM' in self.align_axis:
# Camera-aligned
camera = context.scene.camera
if (camera):
# Find the axis that best corresponds to the camera's view direction
axis = camera.matrix_world @ \
Vector((0, 0, 1)) - camera.matrix_world.col[3].xyz
# pick the axis with the greatest magnitude
mag = max(map(abs, axis))
# And use that axis & direction
axis = Vector([
n / mag if abs(n) == mag else 0.0
for n in axis
])
else:
# No camera? Just face Z axis
axis = Vector((0, 0, 1))
self.align_axis = 'Z+'
else:
# Axis-aligned
axis = self.axis_id_to_vector[self.align_axis]
# rotate accordingly for x/y axiis
if not axis.z:
plane.rotation_euler.x = pi / 2
if axis.y > 0:
plane.rotation_euler.z = pi
elif axis.y < 0:
plane.rotation_euler.z = 0
elif axis.x > 0:
plane.rotation_euler.z = pi / 2
elif axis.x < 0:
plane.rotation_euler.z = -pi / 2
# or flip 180 degrees for negative z
elif axis.z < 0:
plane.rotation_euler.y = pi
if self.align_axis == 'CAM':
constraint = plane.constraints.new('COPY_ROTATION')
constraint.target = camera
constraint.use_x = constraint.use_y = constraint.use_z = True
if not self.align_track:
bpy.ops.object.visual_transform_apply()
plane.constraints.clear()
if self.align_axis == 'CAM_AX' and self.align_track:
constraint = plane.constraints.new('LOCKED_TRACK')
constraint.target = camera
constraint.track_axis = 'TRACK_Z'
constraint.lock_axis = 'LOCK_Y'
# -----------------------------------------------------------------------------
# Register
def import_images_button(self, context):
self.layout.operator(IMPORT_IMAGE_OT_to_plane.bl_idname, text="Images as Planes", icon='TEXTURE')
classes = (
IMPORT_IMAGE_OT_to_plane,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.TOPBAR_MT_file_import.append(import_images_button)
bpy.types.VIEW3D_MT_image_add.append(import_images_button)
bpy.app.handlers.load_post.append(register_driver)
register_driver()
def unregister():
bpy.types.TOPBAR_MT_file_import.remove(import_images_button)
bpy.types.VIEW3D_MT_image_add.remove(import_images_button)
# This will only exist if drivers are active
if check_drivers in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.remove(check_drivers)
bpy.app.handlers.load_post.remove(register_driver)
del bpy.app.driver_namespace['import_image__find_plane_corner']
for cls in classes:
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
# Run simple doc tests
import doctest
doctest.testmod()
unregister()
register()