3
11

io_scene_3ds: Added material shading method #6

Closed
Sebastian Sille wants to merge 3 commits from blender-v3.3-release into blender-v3.5-release

When changing the target branch, be careful to rebase the branch in your fork to match. See documentation.
3 changed files with 55 additions and 20 deletions

View File

@ -32,8 +32,8 @@ import bpy
bl_info = { bl_info = {
"name": "Autodesk 3DS format", "name": "Autodesk 3DS format",
"author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand", "author": "Bob Holcomb, Campbell Barton, Andreas Atteneder, Sebastian Schrand",
"version": (2, 1, 0), "version": (2, 2, 0),
"blender": (2, 82, 0), "blender": (3, 0, 0),
"location": "File > Import", "location": "File > Import",
"description": "Import 3DS, meshes, uvs, materials, textures, " "description": "Import 3DS, meshes, uvs, materials, textures, "
"cameras & lamps", "cameras & lamps",

View File

@ -645,8 +645,8 @@ def make_material_chunk(material, image):
name_str = material.name if material else "None" name_str = material.name if material else "None"
if image: #if image:
name_str += image.name # name_str += image.name
name.add_variable("name", _3ds_string(sane_name(name_str))) name.add_variable("name", _3ds_string(sane_name(name_str)))
material_chunk.add_subchunk(name) material_chunk.add_subchunk(name)
@ -670,6 +670,7 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular)) material_chunk.add_subchunk(make_percent_subchunk(MATSHIN2, wrap.specular))
material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic)) material_chunk.add_subchunk(make_percent_subchunk(MATSHIN3, wrap.metallic))
material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha)) material_chunk.add_subchunk(make_percent_subchunk(MATTRANS, 1 - wrap.alpha))
material_chunk.add_subchunk(make_percent_subchunk(MATSELFILPCT, wrap.emission_strength))
material_chunk.add_subchunk(shading) material_chunk.add_subchunk(shading)
if wrap.base_color_texture: if wrap.base_color_texture:
@ -704,13 +705,10 @@ def make_material_chunk(material, image):
normal = [wrap.normalmap_texture] normal = [wrap.normalmap_texture]
bump = wrap.normalmap_strength bump = wrap.normalmap_strength
b_pct = min(bump, 1) b_pct = min(bump, 1)
bumpval = min(999, (bump * 100)) # 3ds max bump = 999
strength = _3ds_chunk(MAT_BUMP_PERCENT)
strength.add_variable("bump_pct", _3ds_ushort(int(bumpval)))
matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct) matmap = make_material_texture_chunk(MAT_BUMPMAP, normal, b_pct)
if matmap: if matmap:
material_chunk.add_subchunk(matmap) material_chunk.add_subchunk(matmap)
material_chunk.add_subchunk(strength) material_chunk.add_subchunk(make_percent_subchunk(MAT_BUMP_PERCENT, b_pct))
if wrap.roughness_texture: if wrap.roughness_texture:
roughness = [wrap.roughness_texture] roughness = [wrap.roughness_texture]
@ -720,7 +718,7 @@ def make_material_chunk(material, image):
material_chunk.add_subchunk(matmap) material_chunk.add_subchunk(matmap)
if wrap.emission_color_texture: if wrap.emission_color_texture:
e_pct = sum(wrap.emission_color[:]) * .25 e_pct = wrap.emission_strength
emission = [wrap.emission_color_texture] emission = [wrap.emission_color_texture]
matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct) matmap = make_material_texture_chunk(MAT_SELFIMAP, emission, e_pct)
if matmap: if matmap:
@ -907,8 +905,8 @@ def make_faces_chunk(tri_list, mesh, materialDict):
context_face_array = unique_mats[ma, img][1] context_face_array = unique_mats[ma, img][1]
except: except:
name_str = ma if ma else "None" name_str = ma if ma else "None"
if img: #if img:
name_str += img # name_str += img
context_face_array = _3ds_array() context_face_array = _3ds_array()
unique_mats[ma, img] = _3ds_string(sane_name(name_str)), context_face_array unique_mats[ma, img] = _3ds_string(sane_name(name_str)), context_face_array
@ -1169,7 +1167,7 @@ def save(operator,
): ):
import time import time
from bpy_extras.io_utils import create_derived_objects, free_derived_objects #from bpy_extras.io_utils import create_derived_objects, free_derived_objects
"""Save the Blender scene to a 3ds file.""" """Save the Blender scene to a 3ds file."""
@ -1185,7 +1183,7 @@ def save(operator,
scene = context.scene scene = context.scene
layer = context.view_layer layer = context.view_layer
#depsgraph = context.evaluated_depsgraph_get() depsgraph = context.evaluated_depsgraph_get()
# Initialize the main chunk (primary): # Initialize the main chunk (primary):
primary = _3ds_chunk(PRIMARY) primary = _3ds_chunk(PRIMARY)
@ -1233,7 +1231,9 @@ def save(operator,
for ob in objects: for ob in objects:
# get derived objects # get derived objects
free, derived = create_derived_objects(scene, ob) #free, derived = create_derived_objects(scene, ob)
derived_dict = bpy_extras.io_utils.create_derived_objects(depsgraph, [ob])
derived = derived_dict.get(ob)
if derived is None: if derived is None:
continue continue
@ -1242,7 +1242,6 @@ def save(operator,
if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}: if ob.type not in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}:
continue continue
#ob_derived_eval = ob_derived.evaluated_get(depsgraph)
try: try:
data = ob_derived.to_mesh() data = ob_derived.to_mesh()
except: except:
@ -1286,8 +1285,8 @@ def save(operator,
# ob_derived_eval.to_mesh_clear() # ob_derived_eval.to_mesh_clear()
if free: #if free:
free_derived_objects(ob) # free_derived_objects(ob)
# Make material chunks for all materials used in the meshes: # Make material chunks for all materials used in the meshes:
for ma_image in materialDict.values(): for ma_image in materialDict.values():

View File

@ -63,7 +63,9 @@ MAT_SHIN2 = 0xA041 # Shininess of the object/material (percent)
MAT_SHIN3 = 0xA042 # Reflection of the object/material (percent) MAT_SHIN3 = 0xA042 # Reflection of the object/material (percent)
MAT_TRANSPARENCY = 0xA050 # Transparency value of material (percent) MAT_TRANSPARENCY = 0xA050 # Transparency value of material (percent)
MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material MAT_SELF_ILLUM = 0xA080 # Self Illumination value of material
MAT_SELF_ILPCT = 0xA084 # Self illumination strength (percent)
MAT_WIRE = 0xA085 # Only render's wireframe MAT_WIRE = 0xA085 # Only render's wireframe
MAT_SHADING = 0xA100 # Material shading method
MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map MAT_TEXTURE_MAP = 0xA200 # This is a header for a new texture map
MAT_SPECULAR_MAP = 0xA204 # This is a header for a new specular map MAT_SPECULAR_MAP = 0xA204 # This is a header for a new specular map
@ -465,6 +467,7 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
pct = 50 pct = 50
contextWrapper.emission_color = contextMaterial.line_color[:3] contextWrapper.emission_color = contextMaterial.line_color[:3]
contextWrapper.emission_strength = contextMaterial.line_priority / 100
contextWrapper.base_color = contextMaterial.diffuse_color[:3] contextWrapper.base_color = contextMaterial.diffuse_color[:3]
contextWrapper.specular = contextMaterial.specular_intensity contextWrapper.specular = contextMaterial.specular_intensity
contextWrapper.roughness = contextMaterial.roughness contextWrapper.roughness = contextMaterial.roughness
@ -667,6 +670,33 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
print("Cannot read material transparency") print("Cannot read material transparency")
new_chunk.bytes_read += temp_chunk.bytes_read new_chunk.bytes_read += temp_chunk.bytes_read
elif new_chunk.ID == MAT_SELF_ILPCT:
read_chunk(file, temp_chunk)
if temp_chunk.ID == PERCENTAGE_SHORT:
temp_data = file.read(SZ_U_SHORT)
temp_chunk.bytes_read += SZ_U_SHORT
contextMaterial.line_priority = int(struct.unpack('H', temp_data)[0])
elif temp_chunk.ID == PERCENTAGE_FLOAT:
temp_data = file.read(SZ_FLOAT)
temp_chunk.bytes_read += SZ_FLOAT
contextMaterial.line_priority = (float(struct.unpack('f', temp_data)[0]) * 100)
new_chunk.bytes_read += temp_chunk.bytes_read
elif new_chunk.ID == MAT_SHADING:
shading = read_short(new_chunk)
if shading >= 2:
contextWrapper.use_nodes = True
contextWrapper.emission_color = contextMaterial.line_color[:3]
contextWrapper.emission_strength = contextMaterial.line_priority / 100
contextWrapper.base_color = contextMaterial.diffuse_color[:3]
contextWrapper.specular = contextMaterial.specular_intensity
contextWrapper.roughness = contextMaterial.roughness
contextWrapper.metallic = contextMaterial.metallic
contextWrapper.alpha = contextMaterial.diffuse_color[3]
contextWrapper.use_nodes = False
if shading >= 3:
contextWrapper.use_nodes = True
elif new_chunk.ID == MAT_TEXTURE_MAP: elif new_chunk.ID == MAT_TEXTURE_MAP:
read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR") read_texture(new_chunk, temp_chunk, "Diffuse", "COLOR")
@ -684,9 +714,15 @@ def process_next_chunk(context, file, previous_chunk, imported_objects, IMAGE_SE
read_texture(new_chunk, temp_chunk, "Bump", "NORMAL") read_texture(new_chunk, temp_chunk, "Bump", "NORMAL")
elif new_chunk.ID == MAT_BUMP_PERCENT: elif new_chunk.ID == MAT_BUMP_PERCENT:
read_chunk(file, temp_chunk)
if temp_chunk.ID == PERCENTAGE_SHORT:
temp_data = file.read(SZ_U_SHORT) temp_data = file.read(SZ_U_SHORT)
new_chunk.bytes_read += SZ_U_SHORT temp_chunk.bytes_read += SZ_U_SHORT
contextWrapper.normalmap_strength = (float(struct.unpack('<H', temp_data)[0]) / 100) contextWrapper.normalmap_strength = (float(struct.unpack('<H', temp_data)[0]) / 100)
elif temp_chunk.ID == PERCENTAGE_FLOAT:
temp_data = file.read(SZ_FLOAT)
temp_chunk.bytes_read += SZ_FLOAT
contextWrapper.normalmap_strength = float(struct.unpack('f', temp_data)[0])
new_chunk.bytes_read += temp_chunk.bytes_read new_chunk.bytes_read += temp_chunk.bytes_read
elif new_chunk.ID == MAT_SHIN_MAP: elif new_chunk.ID == MAT_SHIN_MAP: