removed image_bake_from_uvs and replaced it with a module that does all the work and 4 scripts accessable from the UV/Image menu.

- bake wire
- bake image
- bake vcol
- bake normals

Fitting all the options for these into 1 PupBlock was not good.

An example of 4 different baking made from these scripts

http://members.iinet.net.au/~cpbarton/temp.png
This commit is contained in:
2006-07-29 07:14:11 +00:00
parent 9054a81eb2
commit 792114e476
8 changed files with 643 additions and 259 deletions

View File

@@ -0,0 +1,10 @@
from Blender import Draw
def Error_NoMeshSelected():
Draw.PupMenu('ERROR%t|No mesh objects selected')
def Error_NoMeshActive():
Draw.PupMenu('ERROR%t|Active object is not a mesh')
def Error_NoMeshUvSelected():
Draw.PupMenu('ERROR%t|No mesh objects with texface selected')
def Error_NoMeshUvActive():
Draw.PupMenu('ERROR%t|Active object is not a mesh with texface')

View File

@@ -1,5 +1,7 @@
import Blender
from Blender import Scene, sys, Camera, Object, Image
from Blender.Scene import Render
Vector= Blender.Mathutils.Vector
def imageFromObjectsOrtho(objects, path, width, height, smooth, alpha= True):
'''
@@ -92,3 +94,229 @@ def imageFromObjectsOrtho(objects, path, width, height, smooth, alpha= True):
scn.makeCurrent()
Scene.Unlink(render_scn)
#-----------------------------------------------------------------------------#
# UV Baking functions, make a picture from mesh(es) uvs #
#-----------------------------------------------------------------------------#
def mesh2uv(me_s, PREF_SEL_FACES_ONLY=False):
'''
Converts a uv mapped mesh into a 2D Mesh from UV coords.
returns a triple -
(mesh2d, face_list, col_list)
"mesh" is the new mesh and...
"face_list" is the faces that were used to make the mesh,
"material_list" is a list of materials used by each face
These are in sync with the meshes faces, so you can easerly copy data between them
'''
render_me= Blender.Mesh.New()
render_me.verts.extend( [Vector(0,0,0),] ) # 0 vert uv bugm dummy vert
face_list= []
material_list= []
for me in me_s:
me_materials= me.materials
if PREF_SEL_FACES_ONLY:
me_faces= [f for f in me.faces if f.flag & FACE_SEL]
else:
me_faces= me.faces
# Keep in sync with render_me.faces
face_list.extend(me_faces)
# Dittro
if me_materials:
material_list.extend([me_materials[f.mat] for f in me_faces])
else:
material_list.extend([None]*len(me_faces))
# Now add the verts
render_me.verts.extend( [ Vector(uv.x, uv.y, 0) for f in face_list for uv in f.uv ] )
# Now add the faces
tmp_faces= []
vert_offset= 1
for f in face_list:
tmp_faces.append( [ii+vert_offset for ii in xrange(len(f))] )
vert_offset+= len(f)
render_me.faces.extend(tmp_faces)
render_me.faceUV=1
return render_me, face_list, material_list
def uvmesh_apply_normals(render_me, face_list):
'''Worldspace normals to vertex colors'''
for i, f in enumerate(render_me.faces):
face_orig= face_list[i]
f_col= f.col
for j, v in enumerate(face_orig):
c= f_col[j]
nx, ny, nz= v.no
c.r= int((nx+1)*128)-1
c.g= int((ny+1)*128)-1
c.b= int((nz+1)*128)-1
def uvmesh_apply_image(render_me, face_list):
'''Copy the image and uvs from the original faces'''
for i, f in enumerate(render_me.faces):
f.uv= face_list[i].uv
f.image= face_list[i].image
def uvmesh_apply_vcol(render_me, face_list):
'''Copy the vertex colors from the original faces'''
for i, f in enumerate(render_me.faces):
face_orig= face_list[i]
f_col= f.col
for j, c_orig in enumerate(face_orig.col):
c= f_col[j]
c.r= c_orig.r
c.g= c_orig.g
c.b= c_orig.b
def uvmesh_apply_matcol(render_me, material_list):
'''Get the vertex colors from the original materials'''
for i, f in enumerate(render_me.faces):
mat_orig= material_list[i]
f_col= f.col
if mat_orig:
for c in f_col:
c.r= int(mat_orig.R*255)
c.g= int(mat_orig.G*255)
c.b= int(mat_orig.B*255)
else:
for c in f_col:
c.r= 255
c.g= 255
c.b= 255
def uvmesh_apply_col(render_me, color):
'''Get the vertex colors from the original materials'''
r,g,b= color
for i, f in enumerate(render_me.faces):
f_col= f.col
for c in f_col:
c.r= r
c.g= g
c.b= b
def vcol2image(me_s,\
PREF_IMAGE_PATH,\
PREF_IMAGE_SIZE,\
PREF_IMAGE_BLEED,\
PREF_IMAGE_SMOOTH,\
PREF_IMAGE_WIRE,\
PREF_IMAGE_WIRE_INVERT,\
PREF_IMAGE_WIRE_UNDERLAY,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL,\
PREF_SEL_FACES_ONLY):
def rnd_mat():
render_mat= Blender.Material.New()
mode= render_mat.mode
# Dont use lights ever
mode |= Blender.Material.Modes.SHADELESS
if PREF_IMAGE_WIRE:
# Set the wire color
if PREF_IMAGE_WIRE_INVERT:
render_mat.rgbCol= (1,1,1)
else:
render_mat.rgbCol= (0,0,0)
mode |= Blender.Material.Modes.WIRE
if PREF_USE_VCOL or PREF_USE_MATCOL or PREF_USE_NORMAL: # both vcol and material color use vertex cols to avoid the 16 max limit in materials
mode |= Blender.Material.Modes.VCOL_PAINT
if PREF_USE_IMAGE:
mode |= Blender.Material.Modes.TEXFACE
# Copy back the mode
render_mat.mode |= mode
return render_mat
render_me, face_list, material_list= mesh2uv(me_s, PREF_SEL_FACES_ONLY)
# Normals exclude all others
if PREF_USE_NORMAL:
uvmesh_apply_normals(render_me, face_list)
else:
if PREF_USE_IMAGE:
uvmesh_apply_image(render_me, face_list)
uvmesh_apply_vcol(render_me, face_list)
elif PREF_USE_VCOL:
uvmesh_apply_vcol(render_me, face_list)
elif PREF_USE_MATCOL:
uvmesh_apply_matcol(render_me, material_list)
# Handel adding objects
render_ob= Blender.Object.New('Mesh')
render_me.materials= [rnd_mat()]
render_ob.link(render_me)
obs= [render_ob]
if PREF_IMAGE_WIRE_UNDERLAY:
# Make another mesh with the material colors
render_me_under, face_list, material_list= mesh2uv(me_s, PREF_SEL_FACES_ONLY)
uvmesh_apply_matcol(render_me_under, material_list)
# Handel adding objects
render_ob= Blender.Object.New('Mesh')
render_ob.link(render_me_under)
render_ob.LocZ= -0.01
# Add material and disable wire
mat= rnd_mat()
mat.rgbCol= 1,1,1
mat.alpha= 0.5
mat.mode &= ~Blender.Material.Modes.WIRE
mat.mode |= Blender.Material.Modes.VCOL_PAINT
render_me_under.materials= [mat]
obs.append(render_ob)
elif PREF_IMAGE_BLEED and not PREF_IMAGE_WIRE:
# EVIL BLEEDING CODE!! - Just do copys of the mesh and place behind. Crufty but better then many other methods I have seen. - Cam
BLEED_PIXEL= 1.0/PREF_IMAGE_SIZE
z_offset= 0.0
for i in xrange(PREF_IMAGE_BLEED):
for diag1, diag2 in ((-1,-1),(-1,1),(1,-1),(1,1), (1,0), (0,1), (-1,0), (0, -1)): # This line extends the object in 8 different directions, top avoid bleeding.
render_ob= Blender.Object.New('Mesh')
render_ob.link(render_me)
render_ob.LocX= (i+1)*diag1*BLEED_PIXEL
render_ob.LocY= (i+1)*diag2*BLEED_PIXEL
render_ob.LocZ= -z_offset
obs.append(render_ob)
z_offset += 0.01
im= imageFromObjectsOrtho(obs, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_SIZE, PREF_IMAGE_SMOOTH)
# Clear from memory as best as we can
render_me.verts= None
if PREF_IMAGE_WIRE_UNDERLAY:
render_me_under.verts= None

View File

@@ -54,7 +54,7 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
# ortho mode: is a bit strange - actually there's no definite location of the camera ...
# but the camera could be displaced anywhere along the viewing direction.
ortho_d.x, ortho_d.y, ortho_d.z = Window.GetViewVector()
ortho_d[:] = Window.GetViewVector()
ortho_d.w = 0
# all rays are parallel in ortho mode - so the direction vector is simply the viewing direction
@@ -73,7 +73,7 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
# is used in sculpt_mesh to initialize backface culling...)
else:
# PERSPECTIVE MODE: here everything is well defined - all rays converge at the camera's location
vmi = Matrix(Window.GetViewMatrix()); vmi.invert() # the inverse viewing matrix
vmi = Window.GetViewMatrix().inverted() # the inverse viewing matrix
fp = mouseViewRay.fp
dx = pm[3][3] * (((screen_x-win_min_x)/win_size_x)-1.0) - pm[3][0]
@@ -104,13 +104,9 @@ def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
# Do we want to return a direction in object's localspace?
if localMatrix:
localInvMatrix = Matrix(localMatrix)
localInvMatrix.invert()
localInvMatrix = localMatrix.inverted()
p = p*localInvMatrix
d = d*localInvMatrix # normalize_v3
p.x += localInvMatrix[3][0]
p.y += localInvMatrix[3][1]
p.z += localInvMatrix[3][2]
d = d*localInvMatrix.rotationPart() # normalize_v3
#else: # Worldspace, do nothing

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@@ -1,251 +0,0 @@
#!BPY
"""
Name: 'Bake Image from UVs (vcol/img/nor)'
Blender: 241
Group: 'Image'
Tooltip: 'Save the active or selected meshes meshes images, vertex colors or normals to an image.'
"""
__author__= ['Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.95'
__bpydoc__= '''\
Bake from UVs to image
This script makes an image from a meshes vertex colors, using the UV coordinates
to draw the faces into the image.
This makes it possible to bake radiosity into a texture.
Make sure your UV Coordinates do not overlap. LSCM Unwrapper or archimap unwrapper work well
to automaticaly do this.
'''
import Blender
import BPyRender
import BPyMesh
Vector= Blender.Mathutils.Vector
Create= Blender.Draw.Create
def vcol2image(me_s,\
PREF_IMAGE_PATH,\
PREF_IMAGE_SIZE,\
PREF_IMAGE_BLEED,\
PREF_IMAGE_SMOOTH,\
PREF_IMAGE_WIRE,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL,\
PREF_SEL_FACES_ONLY):
def rnd_mat():
render_mat= Blender.Material.New()
mode= render_mat.mode
# Dont use lights ever
mode |= Blender.Material.Modes.SHADELESS
if PREF_IMAGE_WIRE:
mode |= Blender.Material.Modes.WIRE
if PREF_USE_VCOL or PREF_USE_MATCOL: # both vcol and material color use vertex cols to avoid the 16 max limit in materials
mode |= Blender.Material.Modes.VCOL_PAINT
if PREF_USE_IMAGE:
mode |= Blender.Material.Modes.TEXFACE
# Copy back the mode
render_mat.mode |= mode
return render_mat
BLEED_PIXEL= 1.0/PREF_IMAGE_SIZE
render_me= Blender.Mesh.New()
render_me.verts.extend( [Vector(0,0,0),] ) # 0 vert uv bugm dummy vert
FACE_SEL= Blender.Mesh.FaceFlags.SELECT
for me in me_s:
if PREF_SEL_FACES_ONLY:
me_faces= [f for f in me.faces if f.flag & FACE_SEL]
else:
me_faces= me.faces
# Multiple mesh support.
if PREF_USE_NORMAL:
BPyMesh.meshCalcNormals(me)
vert_offset= len(render_me.verts)
render_me.verts.extend( [ Vector(uv.x-BLEED_PIXEL, uv.y-BLEED_PIXEL/2, 0) for f in me_faces for uv in f.uv ] )
tmp_faces= []
for f in me_faces:
tmp_faces.append( [ii+vert_offset for ii in xrange(len(f))] )
vert_offset+= len(f)
face_offset= len(render_me.faces)
render_me.faces.extend(tmp_faces)
if PREF_USE_MATCOL:
materials= []
for mat in me.materials:
if mat==None:
materials.append((1.0, 1.0, 1.0)) # white
else:
materials.append(mat.rgbCol)
if not materials: # Well need a dummy material so the index works if we have no materials.
materials= [(1.0, 1.0, 1.0)]
for i, f in enumerate(me_faces):
if PREF_SEL_FACES_ONLY and not f.flag & FACE_SEL:
continue
frnd= render_me.faces[face_offset+i]
if PREF_USE_IMAGE:
ima= f.image
if ima:
frnd.image= ima
frnd.uv= f.uv
# Use normals excludes other color operations
if PREF_USE_NORMAL:
for ii, v in enumerate(f.v):
nx, ny, nz= v.no
c= frnd.col[ii]
# Modified to adjust from the current color
c.r= int((nx+1)*128)-1
c.g= int((ny+1)*128)-1
c.b= int((nz+1)*128)-1
else:
# Initialize color
if PREF_USE_VCOL:
frnd.col= f.col
# Mix with vert color
if PREF_USE_MATCOL:
# Multiply with existing color
r,g,b= materials[f.mat]
for col in frnd.col:
col.r= int(col.r*r)
col.g= int(col.g*g)
col.b= int(col.b*b)
elif PREF_USE_MATCOL: # Mat color only
# Multiply with existing color
r,g,b= materials[f.mat]
for col in frnd.col:
col.r= int(255*r)
col.g= int(255*g)
col.b= int(255*b)
render_ob= Blender.Object.New('Mesh')
render_ob.link(render_me)
obs= [render_ob]
# EVIL BLEEDING CODE!! - Just do copys of the mesh and place behind. Crufty but better then many other methods I have seen.
if PREF_IMAGE_BLEED and not PREF_IMAGE_WIRE:
z_offset= 0.0
for i in xrange(PREF_IMAGE_BLEED):
for diag1, diag2 in ((-1,-1),(-1,1),(1,-1),(1,1), (1,0), (0,1), (-1,0), (0, -1)): # This line extends the object in 8 different directions, top avoid bleeding.
render_ob= Blender.Object.New('Mesh')
render_ob.link(render_me)
render_ob.LocX= (i+1)*diag1*BLEED_PIXEL
render_ob.LocY= (i+1)*diag2*BLEED_PIXEL
render_ob.LocZ= -z_offset
obs.append(render_ob)
z_offset += 0.01
render_me.materials= [rnd_mat()]
im= BPyRender.imageFromObjectsOrtho(obs, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_SIZE, PREF_IMAGE_SMOOTH)
# Clear from memory as best as we can
render_me.verts= None
def main():
# Create the variables.
# Filename without path or extension.
scn= Blender.Scene.GetCurrent()
act_ob= scn.getActiveObject()
obsel= [ob for ob in Blender.Object.GetSelected() if ob.getType()=='Mesh']
if not act_ob or act_ob.getType() != 'Mesh' or not act_ob.getData(mesh=1).faceUV:
Blender.Draw.PupMenu('Error, no active mesh selected.')
return
newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = Create('//%s_grp' % newpath)
PREF_IMAGE_SIZE = Create(1024)
PREF_IMAGE_BLEED = Create(6)
PREF_IMAGE_SMOOTH= Create(1)
PREF_IMAGE_WIRE= Create(0)
PREF_USE_IMAGE = Create(1)
PREF_USE_VCOL = Create(1)
PREF_USE_MATCOL = Create(0)
PREF_USE_NORMAL = Create(0)
PREF_SEL_FACES_ONLY= Create(0)
PREF_USE_MULIOB = Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\
('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\
('Wire Only', PREF_IMAGE_WIRE, 'Renders a wireframe from the mesh, implys bleed is zero.'),\
'Color Source',\
('Image Texface', PREF_USE_IMAGE, 'Render the faces image in the output.'),\
('Vertex Colors', PREF_USE_VCOL, 'Use Normals instead of VCols.'),\
('Material Color', PREF_USE_MATCOL, 'Use the materials color.'),\
('Normal Map', PREF_USE_NORMAL, 'Use Normals instead of VCols.'),\
'',\
('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\
]
if len(obsel)>1:
pup_block.append(('All Selected Meshes', PREF_USE_MULIOB, 'Use faces from all selcted meshes, Make sure UV coords dont overlap between objects.'))
if not Blender.Draw.PupBlock('VCol to Image', pup_block):
return
if not PREF_USE_MULIOB.val:
me_s= [act_ob.getData(mesh=1)]
else:
# Make double sure datas unique
me_s = dict([(ob.getData(name_only=1), ob.getData(mesh=1)) for ob in obsel]).values()
me_s = [me for me in me_s if me.faceUV]
vcol2image(me_s,\
PREF_IMAGE_PATH.val,\
PREF_IMAGE_SIZE.val,\
PREF_IMAGE_BLEED.val,\
PREF_IMAGE_SMOOTH.val,\
PREF_IMAGE_WIRE.val,\
PREF_USE_IMAGE.val,\
PREF_USE_VCOL.val,\
PREF_USE_MATCOL.val,\
PREF_USE_NORMAL.val,\
PREF_SEL_FACES_ONLY.val)
Blender.Window.RedrawAll()
if __name__ == '__main__':
main()

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@@ -0,0 +1,94 @@
#!BPY
"""
Name: 'Bake Texface Image from UVs'
Blender: 242
Group: 'Image'
Tooltip: 'Make a new image from the texface of the selected mesh objects.'
"""
__author__= ['Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.1'
__bpydoc__= '''\
Bake Vertex Colors to an image
This script makes an image from a meshes vertex colors, using the UV coordinates
to draw the faces into the image.
This makes it possible to bake radiosity into a texture.
Make sure your UV Coordinates do not overlap.
LSCM Unwrapper or archimap unwrapper work well to automaticaly do this.
'''
import Blender
import BPyRender
#reload(BPyRender)
import BPyMessages
Vector= Blender.Mathutils.Vector
Create= Blender.Draw.Create
def main():
# Create the variables.
# Filename without path or extension.
# Big LC, gets all unique mesh objects from the selection that have UV coords.
me_s= dict([\
(ob.getData(name_only=1), ob.getData(mesh=1))\
for ob in Blender.Object.GetSelected()\
if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values()
if not me_s:
BPyMessages.Error_NoMeshUvSelected()
return
newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = Create('//%s_img' % newpath)
PREF_IMAGE_SIZE = Create(512)
PREF_IMAGE_BLEED = Create(4)
PREF_IMAGE_SMOOTH= Create(1)
PREF_SEL_FACES_ONLY= Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\
('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\
'',\
('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\
]
if not Blender.Draw.PupBlock('Texface Image Bake', pup_block):
return
# Defaults for VCol, user cant change
PREF_IMAGE_WIRE= False
PREF_IMAGE_WIRE_INVERT= False
PREF_IMAGE_WIRE_UNDERLAY= False
PREF_USE_IMAGE= True # of course we need this one
PREF_USE_VCOL= False
PREF_USE_MATCOL= False
PREF_USE_NORMAL= False
BPyRender.vcol2image(me_s,\
PREF_IMAGE_PATH.val,\
PREF_IMAGE_SIZE.val,\
PREF_IMAGE_BLEED.val,\
PREF_IMAGE_SMOOTH.val,\
PREF_IMAGE_WIRE,\
PREF_IMAGE_WIRE_INVERT,\
PREF_IMAGE_WIRE_UNDERLAY,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL,\
PREF_SEL_FACES_ONLY.val)
Blender.Window.RedrawAll()
if __name__ == '__main__':
main()

View File

@@ -0,0 +1,117 @@
#!BPY
"""
Name: 'Bake Normal Map Image from UVs'
Blender: 242
Group: 'Image'
Tooltip: 'Generate a normal map image from selected mesh objects.'
"""
__author__= ['Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.1'
__bpydoc__= '''\
Bake Vertex Colors to an image
This script makes an image from a meshes vertex colors, using the UV coordinates
to draw the faces into the image.
This makes it possible to bake radiosity into a texture.
Make sure your UV Coordinates do not overlap.
LSCM Unwrapper or archimap unwrapper work well to automaticaly do this.
'''
import Blender
import BPyRender
#reload(BPyRender)
import BPyMessages
Vector= Blender.Mathutils.Vector
Create= Blender.Draw.Create
def main():
# Create the variables.
# Filename without path or extension.
# Big LC, gets all unique mesh objects from the selection that have UV coords.
def worldnormals(ob):
nor_mtx= ob.matrixWorld.rotationPart()
me= ob.getData(mesh=1)
for v in me.verts:
v.no= v.no*nor_mtx
return me
ob_s= dict([\
(ob.getData(name_only=1), ob)\
for ob in Blender.Object.GetSelected()\
if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values()
me_s= [worldnormals(ob) for ob in ob_s]
del ob_s
if not me_s:
BPyMessages.Error_NoMeshUvSelected()
return
newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = Create('//%s_nor' % newpath)
PREF_IMAGE_SIZE = Create(512)
PREF_IMAGE_BLEED = Create(4)
PREF_IMAGE_SMOOTH= Create(1)
PREF_SEL_FACES_ONLY= Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\
('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\
'',\
('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\
]
if not Blender.Draw.PupBlock('Texface Image Bake', pup_block):
# Update the normals before we exit
for me in me_s:
me.update()
return
# Defaults for VCol, user cant change
PREF_IMAGE_WIRE= False
PREF_IMAGE_WIRE_INVERT= False
PREF_IMAGE_WIRE_UNDERLAY= False
PREF_USE_IMAGE= False
PREF_USE_VCOL= False
PREF_USE_MATCOL= False
PREF_USE_NORMAL= True # of course we need this one
BPyRender.vcol2image(me_s,\
PREF_IMAGE_PATH.val,\
PREF_IMAGE_SIZE.val,\
PREF_IMAGE_BLEED.val,\
PREF_IMAGE_SMOOTH.val,\
PREF_IMAGE_WIRE,\
PREF_IMAGE_WIRE_INVERT,\
PREF_IMAGE_WIRE_UNDERLAY,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL,\
PREF_SEL_FACES_ONLY.val)
# Restore normals
for me in me_s:
me.update()
Blender.Window.RedrawAll()
if __name__ == '__main__':
main()

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@@ -0,0 +1,94 @@
#!BPY
"""
Name: 'Bake Vertex Color Image from UVs'
Blender: 242
Group: 'Image'
Tooltip: 'Generate an image from the selected mesh objects vertex colors.'
"""
__author__= ['Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.1'
__bpydoc__= '''\
Bake Vertex Colors to an image
This script makes an image from a meshes vertex colors, using the UV coordinates
to draw the faces into the image.
This makes it possible to bake radiosity into a texture.
Make sure your UV Coordinates do not overlap.
LSCM Unwrapper or archimap unwrapper work well to automaticaly do this.
'''
import Blender
import BPyRender
# reload(BPyRender)
import BPyMessages
Vector= Blender.Mathutils.Vector
Create= Blender.Draw.Create
def main():
# Create the variables.
# Filename without path or extension.
# Big LC, gets all unique mesh objects from the selection that have UV coords.
me_s= dict([\
(ob.getData(name_only=1), ob.getData(mesh=1))\
for ob in Blender.Object.GetSelected()\
if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values()
if not me_s:
BPyMessages.Error_NoMeshUvSelected()
return
newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = Create('//%s_vcol' % newpath)
PREF_IMAGE_SIZE = Create(512)
PREF_IMAGE_BLEED = Create(4)
PREF_IMAGE_SMOOTH= Create(1)
PREF_SEL_FACES_ONLY= Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\
('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\
'',\
('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\
]
if not Blender.Draw.PupBlock('VCol to Image', pup_block):
return
# Defaults for VCol, user cant change
PREF_IMAGE_WIRE= False
PREF_IMAGE_WIRE_INVERT= False
PREF_IMAGE_WIRE_UNDERLAY= False
PREF_USE_IMAGE= False
PREF_USE_VCOL= True # of course we need this one
PREF_USE_MATCOL= False
PREF_USE_NORMAL= False
BPyRender.vcol2image(me_s,\
PREF_IMAGE_PATH.val,\
PREF_IMAGE_SIZE.val,\
PREF_IMAGE_BLEED.val,\
PREF_IMAGE_SMOOTH.val,\
PREF_IMAGE_WIRE,\
PREF_IMAGE_WIRE_INVERT,\
PREF_IMAGE_WIRE_UNDERLAY,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL,\
PREF_SEL_FACES_ONLY.val)
Blender.Window.RedrawAll()
if __name__ == '__main__':
main()

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#!BPY
"""
Name: 'Bake Wire Image from UVs'
Blender: 242
Group: 'Image'
Tooltip: 'Generate an image from the selected mesh objects UV coords and materials'
"""
__author__= ['Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.1'
__bpydoc__= '''\
Bake Vertex Colors to an image
This script makes an image from a meshes vertex colors, using the UV coordinates
to draw the faces into the image.
This makes it possible to bake radiosity into a texture.
Make sure your UV Coordinates do not overlap.
LSCM Unwrapper or archimap unwrapper work well to automaticaly do this.
'''
import Blender
import BPyRender
#reload(BPyRender)
import BPyMessages
Vector= Blender.Mathutils.Vector
Create= Blender.Draw.Create
def main():
# Create the variables.
# Filename without path or extension.
# Big LC, gets all unique mesh objects from the selection that have UV coords.
me_s= dict([\
(ob.getData(name_only=1), ob.getData(mesh=1))\
for ob in Blender.Object.GetSelected()\
if ob.getType()=='Mesh' if ob.getData(mesh=1).faceUV]).values()
if not me_s:
BPyMessages.Error_NoMeshUvSelected()
return
newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = Create('//%s_wire' % newpath)
PREF_IMAGE_SIZE = Create(512)
PREF_IMAGE_WIRE_INVERT = Create(0)
PREF_IMAGE_WIRE_UNDERLAY = Create(1)
PREF_IMAGE_SMOOTH= Create(1)
PREF_SEL_FACES_ONLY= Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('White Wire', PREF_IMAGE_WIRE_INVERT, 'Sets the wire to white (otherwise its black).'),\
('Fill Faces', PREF_IMAGE_WIRE_UNDERLAY, 'Fill in faces with material color.'),\
('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\
'',\
('Selected Faces only', PREF_SEL_FACES_ONLY, 'Only bake from selected faces.'),\
]
if not Blender.Draw.PupBlock('Wire Bake', pup_block):
return
# Defaults for VCol, user cant change
PREF_IMAGE_WIRE= True # of course we need this one
PREF_USE_IMAGE= False
PREF_IMAGE_BLEED= 0
PREF_USE_VCOL= False
PREF_USE_MATCOL= False
PREF_USE_NORMAL= False
BPyRender.vcol2image(me_s,\
PREF_IMAGE_PATH.val,\
PREF_IMAGE_SIZE.val,\
PREF_IMAGE_BLEED,\
PREF_IMAGE_SMOOTH.val,\
PREF_IMAGE_WIRE,\
PREF_IMAGE_WIRE_INVERT.val,\
PREF_IMAGE_WIRE_UNDERLAY.val,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL,\
PREF_SEL_FACES_ONLY.val)
Blender.Window.RedrawAll()
if __name__ == '__main__':
main()