Was missing do-versions code after rotation order change in Cycles. This is a regression and to be ported to the final release branch.
143 lines
4.7 KiB
Python
143 lines
4.7 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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@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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