140 lines
3.8 KiB
Python
Executable File
140 lines
3.8 KiB
Python
Executable File
#!BPY
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"""
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Name: 'Color/Normals to Image'
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Blender: 241
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Group: 'UV'
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Tooltip: 'Save the active meshes vertex colors or normals to an image.'
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"""
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__author__= ['Campbell Barton']
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__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
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__version__= '0.95'
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__bpydoc__= '''\
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Vert color to Image
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This script makes an image from a meshes vertex colors, using the UV coordinates
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to draw the faces into the image.
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This makes it possible to bake radiosity into a texture.
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Make sure your UV Coordinates do not overlap. LSCM Unwrapper or archimap unwrapper work well
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to automaticaly do this.
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'''
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import Blender
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import BPyRender
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# reload(BPyRender)
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import BPyMesh
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Vector= Blender.Mathutils.Vector
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Create= Blender.Draw.Create
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def rnd_mat():
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render_mat= Blender.Material.New()
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render_mat.mode |= Blender.Material.Modes.VCOL_PAINT
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render_mat.mode |= Blender.Material.Modes.SHADELESS
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render_mat.mode |= Blender.Material.Modes.TEXFACE
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return render_mat
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def vcol2image(me, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_BLEED, PREF_USE_IMAGE, PREF_USE_NORMAL):
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BLEED_PIXEL= 1.0/PREF_IMAGE_SIZE
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if PREF_USE_NORMAL:
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BPyMesh.meshCalcNormals(me)
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render_me= Blender.Mesh.New()
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render_me.verts.extend( [Vector(0,0,0),] )
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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 ] )
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i= 1
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tmp_faces= []
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for f in me.faces:
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tmp_faces.append( [ii+i for ii in xrange(len(f))] )
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i+= len(f)
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render_me.faces.extend(tmp_faces)
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for i, f in enumerate(me.faces):
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frnd= render_me.faces[i]
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if PREF_USE_IMAGE:
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ima= f.image
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if ima:
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frnd.image= ima
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frnd.uv= f.uv
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if PREF_USE_NORMAL:
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for ii, v in enumerate(f):
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no= v.no
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c= frnd.col[ii]
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c.r= int((no.x+1)*128)-1
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c.g= int((no.y+1)*128)-1
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c.b= int((no.z+1)*128)-1
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else:
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frnd.col= f.col
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render_ob= Blender.Object.New('Mesh')
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render_ob.link(render_me)
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obs= [render_ob]
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# EVIL BLEEDING CODE!! - Just do copys of the mesh and place behind. Crufty but better then many other methods I have seen.
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if PREF_IMAGE_BLEED:
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z_offset= 0.0
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for i in xrange(PREF_IMAGE_BLEED):
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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.
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render_ob= Blender.Object.New('Mesh')
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render_ob.link(render_me)
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render_ob.LocX= (i+1)*diag1*BLEED_PIXEL
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render_ob.LocY= (i+1)*diag2*BLEED_PIXEL
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render_ob.LocZ= -z_offset
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obs.append(render_ob)
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z_offset += 0.01
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render_me.materials= [rnd_mat()]
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im= BPyRender.imageFromObjectsOrtho(obs, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_SIZE)
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def main():
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# Create the variables.
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# Filename without path or extension.
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scn= Blender.Scene.GetCurrent()
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act_ob= scn.getActiveObject()
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if not act_ob or act_ob.getType() != 'Mesh':
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Blender.Draw.PupMenu('Error, no active mesh selected.')
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return
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newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
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PREF_IMAGE_PATH = Create('//%s_grp' % newpath)
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PREF_IMAGE_SIZE = Create(1024)
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PREF_IMAGE_BLEED = Create(6)
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PREF_USE_IMAGE = Create(0)
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PREF_USE_NORMAL = Create(0)
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pup_block = [\
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'Image Path: (no ext)',\
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('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
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'Image Options',
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('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
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('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Image Bleed pixels.'),\
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('Image Include', PREF_USE_IMAGE, 'Image Bleed pixels.'),\
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'',\
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('Normal Map', PREF_USE_NORMAL, 'Use Normals instead of VCols.'),\
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]
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if not Blender.Draw.PupBlock('VCol to Image', pup_block):
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return
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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)
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Blender.Window.RedrawAll()
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if __name__ == '__main__':
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main()
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