#!BPY """ Name: 'Color/Normals to Image' Blender: 241 Group: 'UV' Tooltip: 'Save the active meshes vertex colors or normals to an image.' """ __author__= ['Campbell Barton'] __url__= ('blender', 'elysiun', 'http://www.gametutorials.com') __version__= '0.95' __bpydoc__= '''\ Vert color 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 # reload(BPyRender) import BPyMesh Vector= Blender.Mathutils.Vector Create= Blender.Draw.Create def rnd_mat(): render_mat= Blender.Material.New() render_mat.mode |= Blender.Material.Modes.VCOL_PAINT render_mat.mode |= Blender.Material.Modes.SHADELESS render_mat.mode |= Blender.Material.Modes.TEXFACE return render_mat def vcol2image(me, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_BLEED, PREF_USE_IMAGE, PREF_USE_NORMAL): BLEED_PIXEL= 1.0/PREF_IMAGE_SIZE if PREF_USE_NORMAL: BPyMesh.meshCalcNormals(me) render_me= Blender.Mesh.New() render_me.verts.extend( [Vector(0,0,0),] ) 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 ] ) i= 1 tmp_faces= [] for f in me.faces: tmp_faces.append( [ii+i for ii in xrange(len(f))] ) i+= len(f) render_me.faces.extend(tmp_faces) for i, f in enumerate(me.faces): frnd= render_me.faces[i] if PREF_USE_IMAGE: ima= f.image if ima: frnd.image= ima frnd.uv= f.uv if PREF_USE_NORMAL: for ii, v in enumerate(f): no= v.no c= frnd.col[ii] c.r= int((no.x+1)*128)-1 c.g= int((no.y+1)*128)-1 c.b= int((no.z+1)*128)-1 else: frnd.col= f.col 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: 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) def main(): # Create the variables. # Filename without path or extension. scn= Blender.Scene.GetCurrent() act_ob= scn.getActiveObject() if not act_ob or act_ob.getType() != 'Mesh': 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_USE_IMAGE = Create(0) PREF_USE_NORMAL = 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, 'Image Bleed pixels.'),\ ('Image Include', PREF_USE_IMAGE, 'Image Bleed pixels.'),\ '',\ ('Normal Map', PREF_USE_NORMAL, 'Use Normals instead of VCols.'),\ ] if not Blender.Draw.PupBlock('VCol to Image', pup_block): return vcol2image(act_ob.getData(mesh=1), PREF_IMAGE_PATH.val, PREF_IMAGE_SIZE.val, PREF_IMAGE_BLEED.val, PREF_USE_IMAGE.val, PREF_USE_NORMAL.val) Blender.Window.RedrawAll() if __name__ == '__main__': main()