# ##### 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 ##### bl_info = { "name": "Import Images as Planes", "author": "Florian Meyer (tstscr)", "version": (1, 5), "blender": (2, 6, 3), "location": "File > Import > Images as Planes", "description": "Imports images and creates planes with the appropriate " "aspect ratio. The images are mapped to the planes.", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/" "Scripts/Add_Mesh/Planes_from_Images", "tracker_url": "https://projects.blender.org/tracker/index.php?" "func=detail&aid=21751", "category": "Import-Export"} import bpy from bpy.types import Operator import mathutils import os from bpy.props import (BoolProperty, EnumProperty, IntProperty, FloatProperty, ) from bpy_extras.object_utils import AddObjectHelper, object_data_add from bpy_extras.io_utils import ImportHelper from bpy_extras.image_utils import load_image # ----------------------------------------------------------------------------- # Global Vars EXT_LIST = { 'jpeg': ('jpeg', 'jpg', 'jpe'), 'png': ('png', ), 'tga': ('tga', 'tpic'), 'tiff': ('tiff', 'tif'), 'exr': ('exr', ), 'hdr': ('hdr', ), 'avi': ('avi', ), 'mov': ('mov', 'qt'), 'mp4': ('mp4', ), 'ogg': ('ogg', 'ogv'), 'bmp': ('bmp', 'dib'), 'cin': ('cin', ), 'dpx': ('dpx', ), 'psd': ('psd', ), } EXTENSIONS = [ext for ext_ls in EXT_LIST.values() for ext in ext_ls] # ----------------------------------------------------------------------------- # misc def set_image_options(self, image): image.use_premultiply = self.use_premultiply if self.relative: image.filepath = bpy.path.relpath(image.filepath) def is_image_fn_any(fn): ext = os.path.splitext(fn)[1].lstrip(".").lower() return ext in EXTENSIONS def is_image_fn_single(fn, ext_key): ext = os.path.splitext(fn)[1].lstrip(".").lower() return ext in EXT_LIST[ext_key] def align_planes(self, planes): gap = self.align_offset offset = 0 for i, plane in enumerate(planes): offset += (plane.dimensions.x / 2.0) + gap if i == 0: continue move_local = mathutils.Vector((offset, 0.0, 0.0)) move_world = plane.location + move_local * plane.matrix_world.inverted() plane.location += move_world offset += (plane.dimensions.x / 2.0) def generate_paths(self): directory, fn = os.path.split(self.filepath) if fn and not self.all_in_directory: # test for extension if not is_image_fn_any(fn): return [], directory return [self.filepath], directory if not fn or self.all_in_directory: imagepaths = [] files_in_directory = os.listdir(directory) # clean files from nonimages files_in_directory = [fn for fn in files_in_directory if is_image_fn_any(fn)] # clean from unwanted extensions if self.extension != "*": files_in_directory = [fn for fn in files_in_directory if is_image_fn_single(fn, self.extension)] # create paths for fn in files_in_directory: imagepaths.append(os.path.join(directory, fn)) #print(imagepaths) return imagepaths, directory # ----------------------------------------------------------------------------- # Blender def create_image_textures(self, image): fn_full = os.path.normpath(bpy.path.abspath(image.filepath)) # look for texture with importsettings for texture in bpy.data.textures: if texture.type == 'IMAGE': tex_img = texture.image if (tex_img is not None) and (tex_img.library is None): fn_tex_full = os.path.normpath(bpy.path.abspath(tex_img.filepath)) if fn_full == fn_tex_full: texture.use_alpha = self.use_transparency return texture # if no texture is found: create one name_compat = bpy.path.display_name_from_filepath(image.filepath) texture = bpy.data.textures.new(name=name_compat, type='IMAGE') texture.image = image texture.use_alpha = self.use_transparency return texture def create_material_for_texture(self, texture): # look for material with the needed texture for material in bpy.data.materials: slot = material.texture_slots[0] if slot and slot.texture == texture: 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.use_transparency = self.use_transparency material.transparency_method = self.transparency_method material.use_shadeless = self.use_shadeless material.use_transparent_shadows = self.use_transparent_shadows return material # if no material found: create one name_compat = bpy.path.display_name_from_filepath(texture.image.filepath) material = bpy.data.materials.new(name=name_compat) slot = material.texture_slots.add() slot.texture = texture slot.texture_coords = 'UV' if self.use_transparency: slot.use_map_alpha = True material.alpha = 0.0 material.specular_alpha = 0.0 else: material.alpha = 1.0 material.specular_alpha = 1.0 slot.use_map_alpha = False material.use_transparency = self.use_transparency material.transparency_method = self.transparency_method material.use_shadeless = self.use_shadeless material.use_transparent_shadows = self.use_transparent_shadows return material def create_image_plane(self, context, material): engine = context.scene.render.engine if engine == 'BLENDER_RENDER': img = material.texture_slots[0].texture.image if engine == 'CYCLES': nodes = material.node_tree.nodes img_node = [node for node in nodes if node.type == 'TEX_IMAGE'][0] img = img_node.image px, py = img.size # can't load data if px == 0 or py == 0: px = py = 1 x = px / py y = 1.0 if self.use_dimension: x = (px * (1.0 / self.factor)) * 0.5 y = (py * (1.0 / self.factor)) * 0.5 verts = ((-x, -y, 0.0), (+x, -y, 0.0), (+x, +y, 0.0), (-x, +y, 0.0), ) faces = ((0, 1, 2, 3), ) mesh_data = bpy.data.meshes.new(img.name) mesh_data.from_pydata(verts, [], faces) mesh_data.update() object_data_add(context, mesh_data, operator=self) plane = context.scene.objects.active plane.data.uv_textures.new() plane.data.materials.append(material) plane.data.uv_textures[0].data[0].image = img material.game_settings.use_backface_culling = False material.game_settings.alpha_blend = 'ALPHA' return plane # ----------------------------------------------------------------------------- # Cycles def get_input_links(node, nodes, links): input_links = [] for link in links: if link.to_node == node: input_links.append(link) sorted_links = [] while input_links: for input in node.inputs: for link in input_links: if link.to_socket == input: sorted_links.append(link) input_links.remove(link) return sorted_links def get_input_nodes(node, nodes, links): input_nodes = [] input_links = get_input_links(node, nodes, links) for link in input_links: input_nodes.append(link.from_node) return input_nodes def auto_align_nodes(node_tree): print('\nAligning Nodes') x_gap = 200 y_gap = 100 nodes = node_tree.nodes links = node_tree.links to_node = [node for node in nodes if node.type == 'OUTPUT_MATERIAL'][0] def align(to_node, nodes, links): from_nodes = get_input_nodes(to_node, nodes, links) for i, node in enumerate(from_nodes): 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, nodes, links) align(to_node, nodes, links) def clean_node_tree(node_tree): nodes = node_tree.nodes for node in nodes: if not node.type == 'OUTPUT_MATERIAL': nodes.remove(node) return node_tree.nodes[0] def create_cycles_material(self, image): name_compat = bpy.path.display_name_from_filepath(image.filepath) material = None for mat in bpy.data.materials: if mat.name == name_compat and self.overwrite_node_tree: material = mat if not material: material = bpy.data.materials.new(name=name_compat) material.use_nodes = True node_tree = material.node_tree out_node = clean_node_tree(node_tree) if self.shader == 'BSDF_DIFFUSE': bsdf_diffuse = node_tree.nodes.new('BSDF_DIFFUSE') tex_image = node_tree.nodes.new('TEX_IMAGE') tex_image.image = image tex_image.show_texture = True node_tree.links.new(out_node.inputs[0], bsdf_diffuse.outputs[0]) node_tree.links.new(bsdf_diffuse.inputs[0], tex_image.outputs[0]) if self.shader == 'EMISSION': emission = node_tree.nodes.new('EMISSION') tex_image = node_tree.nodes.new('TEX_IMAGE') tex_image.image = image tex_image.show_texture = True node_tree.links.new(out_node.inputs[0], emission.outputs[0]) node_tree.links.new(emission.inputs[0], tex_image.outputs[0]) if self.shader == 'BSDF_DIFFUSE + BSDF TRANSPARENT': bsdf_diffuse = node_tree.nodes.new('BSDF_DIFFUSE') bsdf_transparent = node_tree.nodes.new('BSDF_TRANSPARENT') mix_shader = node_tree.nodes.new('MIX_SHADER') tex_image = node_tree.nodes.new('TEX_IMAGE') tex_image.image = image tex_image.show_texture = True node_tree.links.new(out_node.inputs[0], mix_shader.outputs[0]) node_tree.links.new(mix_shader.inputs[0], tex_image.outputs[1]) node_tree.links.new(mix_shader.inputs[2], bsdf_diffuse.outputs[0]) node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs[0]) node_tree.links.new(bsdf_diffuse.inputs[0], tex_image.outputs[0]) if self.shader == 'EMISSION + BSDF TRANSPARENT': emission = node_tree.nodes.new('EMISSION') bsdf_transparent = node_tree.nodes.new('BSDF_TRANSPARENT') mix_shader = node_tree.nodes.new('MIX_SHADER') tex_image = node_tree.nodes.new('TEX_IMAGE') tex_image.image = image tex_image.show_texture = True node_tree.links.new(out_node.inputs[0], mix_shader.outputs[0]) node_tree.links.new(mix_shader.inputs[0], tex_image.outputs[1]) node_tree.links.new(mix_shader.inputs[2], emission.outputs[0]) node_tree.links.new(mix_shader.inputs[1], bsdf_transparent.outputs[0]) node_tree.links.new(emission.inputs[0], tex_image.outputs[0]) auto_align_nodes(node_tree) return material # ----------------------------------------------------------------------------- # Main def import_images(self, context): engine = context.scene.render.engine import_list, directory = generate_paths(self) images = [] textures = [] materials = [] planes = [] for path in import_list: images.append(load_image(path, directory)) if engine == 'BLENDER_RENDER': for image in images: set_image_options(self, image) textures.append(create_image_textures(self, image)) for texture in textures: materials.append(create_material_for_texture(self, texture)) for material in materials: planes.append(create_image_plane(self, context, material)) if engine == 'CYCLES': for image in images: materials.append(create_cycles_material(self, image)) for material in materials: planes.append(create_image_plane(self, context, material)) context.scene.update() if self.align: align_planes(self, planes) for plane in planes: plane.select = True self.report({'INFO'}, "Added %i Image Plane(s)" % len(planes)) # ----------------------------------------------------------------------------- # Operator class IMPORT_OT_image_to_plane(Operator, ImportHelper, AddObjectHelper): """Create mesh plane(s) from image files """ \ """with the appropiate aspect ratio""" bl_idname = "import.image_to_plane" bl_label = "Import Images as Planes" bl_options = {'REGISTER', 'UNDO'} # ------- # Options all_in_directory = BoolProperty( name="All in directory", description=("Import all image files (of the selected type) " "in this directory"), default=False, ) align = BoolProperty( name='Align Planes', description='Create Planes in a row', default=True, ) align_offset = FloatProperty( name='Offset', description='Space between Planes', min=0, soft_min=0, default=0.1, ) extension = EnumProperty( name="Extension", description="Only import files of this type", items=( ('*', 'All image formats', 'Import all know image (or movie) formats.'), ('jpeg', 'JPEG (.jpg, .jpeg, .jpe)', 'Joint Photographic Experts Group'), ('png', 'PNG (.png)', 'Portable Network Graphics'), ('tga', 'Truevision TGA (.tga, tpic)', ''), ('tiff', 'TIFF (.tif, .tiff)', 'Tagged Image File Format'), ('exr', 'OpenEXR (.exr)', 'OpenEXR HDR imaging image file format'), ('hdr', 'Radiance HDR (.hdr, .pic)', ''), ('avi', 'AVI (.avi)', 'Audio Video Interleave'), ('mov', 'QuickTime (.mov, .qt)', ''), ('mp4', 'MPEG-4 (.mp4)', ' MPEG-4 Part 14'), ('ogg', 'OGG Theora (.ogg, .ogv)', ''), ('bmp', 'BMP (.bmp, .dib)', 'Windows Bitmap'), ('cin', 'CIN (.cin)', ''), ('dpx', 'DPX (.dpx)', 'DPX (Digital Picture Exchange)'), ('psd', 'PSD (.psd)', 'Photoshop Document')), ) use_dimension = BoolProperty(name="Use image dimensions", description="Use the images pixels to derive planes size in Blender Units", default=False, ) factor = IntProperty(name="Pixels/BU", description="Number of pixels per Blenderunit", min=1, default=500, ) # ---------------- # Material Options use_shadeless = BoolProperty( name="Shadeless", description="Set material to shadeless", default=False, ) use_transparency = BoolProperty( name="Use alpha", description="Use alphachannel for transparency", default=False, ) transparency_method = EnumProperty( name="Transp. Method", description="Transparency Method", items=( ('Z_TRANSPARENCY', 'Z Transparency', 'Use alpha buffer for transparent faces'), ('RAYTRACE', 'Raytrace', 'Use raytracing for transparent refraction rendering.')), ) use_transparent_shadows = BoolProperty( name="Receive Transparent", description="Set material to receive transparent shadows", default=False, ) shader = EnumProperty( name="Shader", description="Shader", items=( ('BSDF_DIFFUSE', 'Diffuse', 'Diffuse Shader'), ('EMISSION', 'Emission', 'Emission Shader'), ('BSDF_DIFFUSE + BSDF TRANSPARENT', 'Diffuse + Transparent', 'Diffuse + Transparent Mix'), ('EMISSION + BSDF TRANSPARENT', 'Emission + Transparent', 'Emission + Transparent Mix')), ) overwrite_node_tree = BoolProperty( name="overwrite Material", description="overwrite existing Material with new nodetree (based on material name)", default=True, ) # ------------- # Image Options use_premultiply = BoolProperty(name="Premultiply", description="Premultiply image", default=False) relative = BoolProperty( name="Relative", description="Apply relative paths", default=True, ) def draw(self, context): engine = context.scene.render.engine layout = self.layout box = layout.box() box.label("Import Options:", icon='FILTER') box.prop(self, "all_in_directory") box.prop(self, "extension", icon='FILE_IMAGE') box.prop(self, "align") box.prop(self, "align_offset") row = box.row() row.active = bpy.data.is_saved row.prop(self, "relative") if engine == 'BLENDER_RENDER': box = layout.box() box.label("Material Settings: (Blender)", icon='MATERIAL') box.prop(self, "use_shadeless") box.prop(self, "use_transparency") box.prop(self, "use_premultiply") box.prop(self, "transparency_method", expand=True) box.prop(self, "use_transparent_shadows") if engine == 'CYCLES': box = layout.box() box.label("Material Settings: (Cycles)", icon='MATERIAL') box.prop(self, 'shader', expand = True) box.prop(self, 'overwrite_node_tree') box = layout.box() box.label("Plane dimensions:", icon='ARROW_LEFTRIGHT') box.prop(self, "use_dimension") box.prop(self, "factor", expand=True) def execute(self, context): if not bpy.data.is_saved: self.relative = False # the add utils don't work in this case # because many objects are added # disable relevant things beforehand editmode = context.user_preferences.edit.use_enter_edit_mode context.user_preferences.edit.use_enter_edit_mode = False if context.active_object\ and context.active_object.mode == 'EDIT': bpy.ops.object.mode_set(mode='OBJECT') import_images(self, context) context.user_preferences.edit.use_enter_edit_mode = editmode return {'FINISHED'} # ----------------------------------------------------------------------------- # Register def import_images_button(self, context): self.layout.operator(IMPORT_OT_image_to_plane.bl_idname, text="Images as Planes", icon='PLUGIN') def register(): bpy.utils.register_module(__name__) bpy.types.INFO_MT_file_import.append(import_images_button) def unregister(): bpy.utils.unregister_module(__name__) bpy.types.INFO_MT_file_import.remove(import_images_button) if __name__ == '__main__': register()