Really annoying bug, the code was not forward compatible at all and resulted in crash. And it is really good to keep at least one release forward compatibility so possible regressions could be verified easily. The idea now is to use new property name for the pixel filter type, but keep old property around for a couple of releases, so we have at least some forward compatibility. Don't like this situation at all, but seems it's least of the evil we can choose. Thanks Brecht for the review!
282 lines
8.8 KiB
Python
282 lines
8.8 KiB
Python
#
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# Copyright 2011-2014 Blender Foundation
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#
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# Licensed under the Apache License, Version 2.0 (the "License");
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# you may not use this file except in compliance with the License.
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# You may obtain a copy of the License at
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#
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# http://www.apache.org/licenses/LICENSE-2.0
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#
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# Unless required by applicable law or agreed to in writing, software
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# distributed under the License is distributed on an "AS IS" BASIS,
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# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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# See the License for the specific language governing permissions and
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# limitations under the License.
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#
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# <pep8 compliant>
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import bpy
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from bpy.app.handlers import persistent
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def check_is_new_shading_ntree(node_tree):
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for node in node_tree.nodes:
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# If material has any node with ONLY new shading system
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# compatibility then it's considered a Cycles material
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# and versioning code would need to perform on it.
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#
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# We can not check for whether NEW_SHADING in compatibility
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# because some nodes could have compatibility with both old
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# and new shading system and they can't be used for any
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# decision here.
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if node.shading_compatibility == {'NEW_SHADING'}:
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return True
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# If node is only compatible with old shading system
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# then material can not be Cycles material and we
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# can stopiterating nodes now.
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if node.shading_compatibility == {'OLD_SHADING'}:
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return False
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return False
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def check_is_new_shading_material(material):
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if not material.node_tree:
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return False
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return check_is_new_shading_ntree(material.node_tree)
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def check_is_new_shading_world(world):
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if not world.node_tree:
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return False
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return check_is_new_shading_ntree(world.node_tree)
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def check_is_new_shading_lamp(lamp):
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if not lamp.node_tree:
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return False
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return check_is_new_shading_ntree(lamp.node_tree)
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def foreach_notree_node(nodetree, callback, traversed):
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if nodetree in traversed:
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return
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traversed.add(nodetree)
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for node in nodetree.nodes:
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callback(node)
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if node.bl_idname == 'ShaderNodeGroup':
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foreach_notree_node(node.node_tree, callback, traversed)
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def foreach_cycles_node(callback):
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traversed = set()
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for material in bpy.data.materials:
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if check_is_new_shading_material(material):
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foreach_notree_node(material.node_tree,
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callback,
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traversed)
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for world in bpy.data.worlds:
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if check_is_new_shading_world(world):
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foreach_notree_node(world.node_tree,
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callback,
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traversed)
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for lamp in bpy.data.lamps:
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if check_is_new_shading_world(lamp):
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foreach_notree_node(lamp.node_tree,
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callback,
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traversed)
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def mapping_node_order_flip(node):
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"""
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Flip euler order of mapping shader node
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"""
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if node.bl_idname == 'ShaderNodeMapping':
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rot = node.rotation.copy()
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rot.order = 'ZYX'
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quat = rot.to_quaternion()
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node.rotation = quat.to_euler('XYZ')
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def vector_curve_node_remap(node):
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"""
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Remap values of vector curve node from normalized to absolute values
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"""
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from mathutils import Vector
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if node.bl_idname == 'ShaderNodeVectorCurve':
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node.mapping.use_clip = False
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for curve in node.mapping.curves:
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for point in curve.points:
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point.location.x = (point.location.x * 2.0) - 1.0
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point.location.y = (point.location.y - 0.5) * 2.0
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node.mapping.update()
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def custom_bake_remap(scene):
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"""
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Remap bake types into the new types and set the flags accordingly
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"""
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bake_lookup = (
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'COMBINED',
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'AO',
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'SHADOW',
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'NORMAL',
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'UV',
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'EMIT',
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'ENVIRONMENT',
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'DIFFUSE_DIRECT',
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'DIFFUSE_INDIRECT',
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'DIFFUSE_COLOR',
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'GLOSSY_DIRECT',
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'GLOSSY_INDIRECT',
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'GLOSSY_COLOR',
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'TRANSMISSION_DIRECT',
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'TRANSMISSION_INDIRECT',
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'TRANSMISSION_COLOR',
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'SUBSURFACE_DIRECT',
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'SUBSURFACE_INDIRECT',
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'SUBSURFACE_COLOR')
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diffuse_direct_idx = bake_lookup.index('DIFFUSE_DIRECT')
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cscene = scene.cycles
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# Old bake type
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bake_type_idx = cscene.get("bake_type")
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if bake_type_idx is None:
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cscene.bake_type = 'COMBINED'
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return
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# File doesn't need versioning
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if bake_type_idx < diffuse_direct_idx:
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return
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# File needs versioning
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bake_type = bake_lookup[bake_type_idx]
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cscene.bake_type, end = bake_type.split('_')
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if end == 'DIRECT':
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scene.render.bake.use_pass_indirect = False
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scene.render.bake.use_pass_color = False
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elif end == 'INDIRECT':
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scene.render.bake.use_pass_direct = False
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scene.render.bake.use_pass_color = False
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elif end == 'COLOR':
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scene.render.bake.use_pass_direct = False
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scene.render.bake.use_pass_indirect = False
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@persistent
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def do_versions(self):
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# We don't modify startup file because it assumes to
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# have all the default values only.
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if not bpy.data.is_saved:
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return
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# Clamp Direct/Indirect separation in 270
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if bpy.data.version <= (2, 70, 0):
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for scene in bpy.data.scenes:
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cscene = scene.cycles
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sample_clamp = cscene.get("sample_clamp", False)
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if (sample_clamp and
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not cscene.is_property_set("sample_clamp_direct") and
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not cscene.is_property_set("sample_clamp_indirect")):
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cscene.sample_clamp_direct = sample_clamp
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cscene.sample_clamp_indirect = sample_clamp
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# Change of Volume Bounces in 271
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if bpy.data.version <= (2, 71, 0):
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for scene in bpy.data.scenes:
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cscene = scene.cycles
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if not cscene.is_property_set("volume_bounces"):
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cscene.volume_bounces = 1
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# Caustics Reflective/Refractive separation in 272
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if bpy.data.version <= (2, 72, 0):
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for scene in bpy.data.scenes:
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cscene = scene.cycles
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if (cscene.get("no_caustics", False) and
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not cscene.is_property_set("caustics_reflective") and
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not cscene.is_property_set("caustics_refractive")):
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cscene.caustics_reflective = False
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cscene.caustics_refractive = False
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# Euler order was ZYX in previous versions.
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if bpy.data.version <= (2, 73, 4):
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foreach_cycles_node(mapping_node_order_flip)
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if bpy.data.version <= (2, 76, 5):
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foreach_cycles_node(vector_curve_node_remap)
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# Baking types changed
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if bpy.data.version <= (2, 76, 6):
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for scene in bpy.data.scenes:
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custom_bake_remap(scene)
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# Several default changes for 2.77
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if bpy.data.version <= (2, 76, 8):
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for scene in bpy.data.scenes:
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cscene = scene.cycles
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# Samples
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if not cscene.is_property_set("samples"):
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cscene.samples = 10
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# Preview Samples
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if not cscene.is_property_set("preview_samples"):
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cscene.preview_samples = 10
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# Filter
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if not cscene.is_property_set("filter_type"):
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cscene.pixel_filter_type = 'GAUSSIAN'
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# Tile Order
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if not cscene.is_property_set("tile_order"):
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cscene.tile_order = 'CENTER'
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for lamp in bpy.data.lamps:
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clamp = lamp.cycles
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# MIS
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if not clamp.is_property_set("use_multiple_importance_sampling"):
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clamp.use_multiple_importance_sampling = False
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for mat in bpy.data.materials:
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cmat = mat.cycles
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# Volume Sampling
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if not cmat.is_property_set("volume_sampling"):
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cmat.volume_sampling = 'DISTANCE'
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if bpy.data.version <= (2, 76, 9):
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for world in bpy.data.worlds:
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cworld = world.cycles
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# World MIS
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if not cworld.is_property_set("sample_as_light"):
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cworld.sample_as_light = False
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# World MIS Samples
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if not cworld.is_property_set("samples"):
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cworld.samples = 4
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# World MIS Resolution
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if not cworld.is_property_set("sample_map_resolution"):
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cworld.sample_map_resolution = 256
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if bpy.data.version <= (2, 76, 10):
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for scene in bpy.data.scenes:
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cscene = scene.cycles
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if cscene.is_property_set("filter_type"):
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if not cscene.is_property_set("pixel_filter_type"):
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cscene.pixel_filter_type = cscene.filter_type
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if cscene.filter_type == 'BLACKMAN_HARRIS':
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cscene.filter_type = 'GAUSSIAN'
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