io_scene_3ds: Added material shading method #6
@ -32,8 +32,8 @@ import bpy
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bl_info = {
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"name": "Autodesk 3DS format",
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"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
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"version": (2, 1, 0),
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"blender": (2, 82, 0),
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"version": (2, 2, 0),
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"blender": (3, 0, 0),
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"location": "File > Import",
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"description": "Import 3DS, meshes, uvs, materials, textures, "
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"cameras & lamps",
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@ -645,8 +645,8 @@ def make_material_chunk(material, image):
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name_str = material.name if material else "None"
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if image:
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name_str += image.name
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#if image:
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# name_str += image.name
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name.add_variable("name", _3ds_string(sane_name(name_str)))
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material_chunk.add_subchunk(name)
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@ -670,6 +670,7 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular))
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material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic))
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material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
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material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
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material_chunk.add_subchunk(shading)
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if wrap.base_color_texture:
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@ -704,13 +705,10 @@ def make_material_chunk(material, image):
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normal = [wrap.normalmap_texture]
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bump = wrap.normalmap_strength
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b_pct = min(bump, 1)
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bumpval = min(999, (bump * 100)) # 3ds max bump = 999
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strength = _3ds_chunk(MAT_BUMP_PERCENT)
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strength.add_variable("bump_pct", _3ds_ushort(int(bumpval)))
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matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
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if matmap:
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material_chunk.add_subchunk(matmap)
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material_chunk.add_subchunk(strength)
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material_chunk.add_subchunk(make_percent_subchunk(MAT_BUMP_PERCENT, b_pct))
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if wrap.roughness_texture:
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roughness = [wrap.roughness_texture]
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@ -720,7 +718,7 @@ def make_material_chunk(material, image):
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material_chunk.add_subchunk(matmap)
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if wrap.emission_color_texture:
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e_pct = sum(wrap.emission_color[:]) * .25
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e_pct = wrap.emission_strength
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emission = [wrap.emission_color_texture]
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matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
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if matmap:
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@ -907,8 +905,8 @@ def make_faces_chunk(tri_list, mesh, materialDict):
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context_face_array = unique_mats[ma, img][1]
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except:
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name_str = ma if ma else "None"
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if img:
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name_str += img
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#if img:
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# name_str += img
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context_face_array = _3ds_array()
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unique_mats[ma, img] = _3ds_string(sane_name(name_str)), context_face_array
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@ -1169,7 +1167,7 @@ def save(operator,
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):
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import time
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from bpy_extras.io_utils import create_derived_objects, free_derived_objects
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#from bpy_extras.io_utils import create_derived_objects, free_derived_objects
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"""Save the Blender scene to a 3ds file."""
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@ -1185,7 +1183,7 @@ def save(operator,
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scene = context.scene
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layer = context.view_layer
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#depsgraph = context.evaluated_depsgraph_get()
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depsgraph = context.evaluated_depsgraph_get()
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# Initialize the main chunk (primary):
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primary = _3ds_chunk(PRIMARY)
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@ -1233,7 +1231,9 @@ def save(operator,
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for ob in objects:
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# get derived objects
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free, derived = create_derived_objects(scene, ob)
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#free, derived = create_derived_objects(scene, ob)
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derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
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derived = derived_dict.get(ob)
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if derived is None:
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continue
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@ -1242,7 +1242,6 @@ def save(operator,
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if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
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continue
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#ob_derived_eval = ob_derived.evaluated_get(depsgraph)
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try:
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data = ob_derived.to_mesh()
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except:
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@ -1286,8 +1285,8 @@ def save(operator,
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# ob_derived_eval.to_mesh_clear()
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if free:
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free_derived_objects(ob)
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#if free:
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# free_derived_objects(ob)
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# Make material chunks for all materials used in the meshes:
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for ma_image in materialDict.values():
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@ -63,7 +63,9 @@ MAT_SHIN2 = 0xA041 # Shininess of the object/material (percent)
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MAT_SHIN3 = 0xA042 # Reflection of the object/material (percent)
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MAT_TRANSPARENCY = 0xA050 # Transparency value of material (percent)
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MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
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MAT_SELF_ILPCT = 0xA084 # Self illumination strength (percent)
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MAT_WIRE = 0xA085 # Only render's wireframe
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MAT_SHADING = 0xA100 # Material shading method
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MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
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MAT_SPECULAR_MAP = 0xA204 # This is a header for a new specular map
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@ -465,6 +467,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
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pct = 50
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contextWrapper.emission_color = contextMaterial.line_color[:3]
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contextWrapper.emission_strength = contextMaterial.line_priority / 100
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contextWrapper.base_color = contextMaterial.diffuse_color[:3]
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contextWrapper.specular = contextMaterial.specular_intensity
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contextWrapper.roughness = contextMaterial.roughness
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@ -667,6 +670,33 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
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print("Cannot read material transparency")
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new_chunk.bytes_read += temp_chunk.bytes_read
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elif new_chunk.ID == MAT_SELF_ILPCT:
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read_chunk(file, temp_chunk)
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if temp_chunk.ID == PERCENTAGE_SHORT:
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temp_data = file.read(SZ_U_SHORT)
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temp_chunk.bytes_read += SZ_U_SHORT
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contextMaterial.line_priority = int(struct.unpack('H', temp_data)[0])
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elif temp_chunk.ID == PERCENTAGE_FLOAT:
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temp_data = file.read(SZ_FLOAT)
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temp_chunk.bytes_read += SZ_FLOAT
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contextMaterial.line_priority = (float(struct.unpack('f', temp_data)[0]) * 100)
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new_chunk.bytes_read += temp_chunk.bytes_read
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elif new_chunk.ID == MAT_SHADING:
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shading = read_short(new_chunk)
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if shading >= 2:
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contextWrapper.use_nodes = True
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contextWrapper.emission_color = contextMaterial.line_color[:3]
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contextWrapper.emission_strength = contextMaterial.line_priority / 100
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contextWrapper.base_color = contextMaterial.diffuse_color[:3]
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contextWrapper.specular = contextMaterial.specular_intensity
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contextWrapper.roughness = contextMaterial.roughness
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contextWrapper.metallic = contextMaterial.metallic
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contextWrapper.alpha = contextMaterial.diffuse_color[3]
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contextWrapper.use_nodes = False
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if shading >= 3:
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contextWrapper.use_nodes = True
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elif new_chunk.ID == MAT_TEXTURE_MAP:
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read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
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@ -684,9 +714,15 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
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read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
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elif new_chunk.ID == MAT_BUMP_PERCENT:
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read_chunk(file, temp_chunk)
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if temp_chunk.ID == PERCENTAGE_SHORT:
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temp_data = file.read(SZ_U_SHORT)
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new_chunk.bytes_read += SZ_U_SHORT
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temp_chunk.bytes_read += SZ_U_SHORT
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contextWrapper.normalmap_strength = (float(struct.unpack('<H', temp_data)[0]) / 100)
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elif temp_chunk.ID == PERCENTAGE_FLOAT:
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temp_data = file.read(SZ_FLOAT)
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temp_chunk.bytes_read += SZ_FLOAT
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contextWrapper.normalmap_strength = float(struct.unpack('f', temp_data)[0])
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new_chunk.bytes_read += temp_chunk.bytes_read
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elif new_chunk.ID == MAT_SHIN_MAP:
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