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blender
blender-addons
Commits
15c94b83
Commit
15c94b83
authored
6 years ago
by
Kalle-Samuli Riihikoski
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added more texture type supports
parent
1b09e569
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1
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1 changed file
io_coat3D/tex.py
+66
-7
66 additions, 7 deletions
io_coat3D/tex.py
with
66 additions
and
7 deletions
io_coat3D/tex.py
+
66
−
7
View file @
15c94b83
...
...
@@ -106,12 +106,14 @@ def checkmaterial(mat_list, objekti): #check how many materials object has
if
(
obj_mate
.
material
.
use_nodes
==
False
):
obj_mate
.
material
.
use_nodes
=
True
def
createnodes
(
active_mat
,
texcoat
):
#
luo nodes palikat ja linkittaa tekstuurit niihin
bring_color
=
True
#
naiden tarkoitus on tsekata onko tarvetta luoda uusi node vai riittaako paivity
s
def
createnodes
(
active_mat
,
texcoat
):
#
Cretes 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 node
s
bring_metalness
=
True
bring_roughness
=
True
bring_normal
=
True
bring_disp
=
True
bring_displacement
=
True
bring_AO
=
True
coat3D
=
bpy
.
context
.
scene
.
coat3D
coatMat
=
active_mat
.
material
...
...
@@ -150,6 +152,12 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
elif
(
node
.
name
==
'
3DC_normal
'
):
bring_normal
=
False
node
.
image
.
reload
()
elif
(
node
.
name
==
'
3DC_displacement
'
):
bring_displacement
=
False
node
.
image
.
reload
()
elif
(
node
.
name
==
'
3DC_AO
'
):
bring_AO
=
False
node
.
image
.
reload
()
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
...
...
@@ -169,6 +177,7 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
applink_tree
.
location
=
-
400
,
300
act_material
=
group_tree
notegroup
=
act_material
.
nodes
.
new
(
'
NodeGroupOutput
'
)
notegroup
.
location
=
220
,
-
260
else
:
index
=
0
for
node
in
coatMat
.
node_tree
.
nodes
:
...
...
@@ -188,11 +197,13 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
else
:
input_color
=
main_mat
.
inputs
.
find
(
'
Base Color
'
)
#Color
'''
COLOR
'''
if
(
bring_color
==
True
and
texcoat
[
'
color
'
]
!=
[]):
print
(
'
Color:
'
,
texcoat
[
'
color
'
][
0
])
node
=
act_material
.
nodes
.
new
(
'
ShaderNodeTexImage
'
)
node
.
name
=
'
3DC_color
'
node
.
label
=
'
Color
'
if
(
texcoat
[
'
color
'
]):
node
.
image
=
bpy
.
data
.
images
.
load
(
texcoat
[
'
color
'
][
0
])
...
...
@@ -227,10 +238,13 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
node
.
location
=
-
400
,
400
if
(
input_color
!=
-
1
):
act_material
.
links
.
new
(
node
.
outputs
[
0
],
main_mat
.
inputs
[
input_color
])
#Metalness
'''
METALNESS
'''
if
(
bring_metalness
==
True
and
texcoat
[
'
metalness
'
]
!=
[]):
node
=
act_material
.
nodes
.
new
(
'
ShaderNodeTexImage
'
)
node
.
name
=
'
3DC_metalness
'
node
.
label
=
'
Metalness
'
input_color
=
main_mat
.
inputs
.
find
(
'
Metallic
'
)
if
(
texcoat
[
'
metalness
'
]):
node
.
image
=
bpy
.
data
.
images
.
load
(
texcoat
[
'
metalness
'
][
0
])
...
...
@@ -266,10 +280,12 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
if
(
input_color
!=
-
1
):
act_material
.
links
.
new
(
node
.
outputs
[
0
],
main_mat
.
inputs
[
input_color
])
#Roughness
'''
ROUGHNESS
'''
if
(
bring_roughness
==
True
and
texcoat
[
'
rough
'
]
!=
[]):
node
=
act_material
.
nodes
.
new
(
'
ShaderNodeTexImage
'
)
node
.
name
=
'
3DC_roughness
'
node
.
label
=
'
Roughness
'
input_color
=
main_mat
.
inputs
.
find
(
'
Roughness
'
)
if
(
texcoat
[
'
rough
'
]):
node
.
image
=
bpy
.
data
.
images
.
load
(
texcoat
[
'
rough
'
][
0
])
...
...
@@ -306,7 +322,9 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
node
.
location
=
-
550
,
0
if
(
input_color
!=
-
1
):
act_material
.
links
.
new
(
node
.
outputs
[
0
],
main_mat
.
inputs
[
input_color
])
#Normal map
'''
NORMAL MAP
'''
if
(
bring_normal
==
True
and
texcoat
[
'
nmap
'
]
!=
[]):
node
=
act_material
.
nodes
.
new
(
'
ShaderNodeTexImage
'
)
normal_node
=
act_material
.
nodes
.
new
(
'
ShaderNodeNormalMap
'
)
...
...
@@ -315,6 +333,7 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
normal_node
.
location
=
-
300
,
-
300
node
.
name
=
'
3DC_normal
'
node
.
label
=
'
Normal Map
'
normal_node
.
name
=
'
3DC_normalnode
'
if
(
texcoat
[
'
nmap
'
]):
node
.
image
=
bpy
.
data
.
images
.
load
(
texcoat
[
'
nmap
'
][
0
])
...
...
@@ -327,6 +346,46 @@ def createnodes(active_mat,texcoat): #luo nodes palikat ja linkittaa tekstuurit
if
(
main_mat
.
inputs
[
input_color
].
name
==
'
Normal
'
):
main_material
.
links
.
new
(
applink_tree
.
outputs
[
3
],
main_mat
.
inputs
[
input_color
])
'''
DISPLACEMENT
'''
if
(
bring_displacement
==
True
and
texcoat
[
'
displacement
'
]
!=
[]):
node
=
act_material
.
nodes
.
new
(
'
ShaderNodeTexImage
'
)
node
.
name
=
'
3DC_displacement
'
node
.
label
=
'
Displacement
'
# input_color = main_mat.inputs.find('Roughness') Blender 2.8 Does not support Displacement yet.
if
(
texcoat
[
'
displacement
'
]):
node
.
image
=
bpy
.
data
.
images
.
load
(
texcoat
[
'
displacement
'
][
0
])
node
.
color_space
=
'
NONE
'
if
(
coat3D
.
createnodes
):
'''
curvenode = act_material.nodes.new(
'
ShaderNodeRGBCurve
'
)
curvenode.name =
'
3DC_RGBCurve
'
huenode = act_material.nodes.new(
'
ShaderNodeHueSaturation
'
)
huenode.name =
'
3DC_HueSaturation
'
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
act_material.links.new(node.outputs[0], curvenode.inputs[1])
'''
if
(
coat3D
.
creategroup
):
act_material
.
links
.
new
(
node
.
outputs
[
0
],
notegroup
.
inputs
[
4
])
#if (main_mat.type == 'BSDF_PRINCIPLED'):
#main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
#else:
#act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
node
.
location
=
-
276
,
-
579
else
:
if
(
coat3D
.
creategroup
):
node
.
location
=
-
550
,
0
act_material
.
links
.
new
(
node
.
outputs
[
0
],
notegroup
.
inputs
[
len
(
notegroup
.
inputs
)
-
1
])
def
matlab
(
objekti
,
mat_list
,
texturelist
,
is_new
):
...
...
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