VDM brush baker #104580
349
vdm_brush_baker/__init__.py
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349
vdm_brush_baker/__init__.py
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# SPDX-License-Identifier: GPL-3.0-or-later
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#
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# Copyright (C) 2023 Robin Hohnsbeen
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from mathutils import Vector
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from datetime import datetime
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from pathlib import Path
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import os
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import bpy
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from . import bakematerial
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import importlib
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importlib.reload(bakematerial)
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bl_info = {
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'name': 'VDM Brush Baker',
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'author': 'Robin Hohnsbeen',
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robin.hohni marked this conversation as resolved
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'description': 'Bake vector displacement brushes easily from a plane',
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'blender': (3, 5, 0),
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'version': (1, 0, 2),
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'location': 'Sculpt Mode: View3D > Sidebar > Tool Tab',
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'warning': '',
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'category': 'Baking'
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}
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class vdm_brush_baker_addon_data(bpy.types.PropertyGroup):
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draft_brush_name: bpy.props.StringProperty(
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name='Name',
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default='NewVDMBrush',
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description='The name that will be used for the brush and texture')
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render_resolution: bpy.props.EnumProperty(items={
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('128', '128 px', 'Render with 128 x 128 pixels', 1),
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('256', '256 px', 'Render with 256 x 256 pixels', 2),
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('512', '512 px', 'Render with 512 x 512 pixels', 3),
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('1024', '1024 px', 'Render with 1024 x 1024 pixels', 4),
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('2048', '2048 px', 'Render with 2048 x 2048 pixels', 5),
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},
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default='512', name='Map Resolution')
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compression: bpy.props.EnumProperty(items={
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('none', 'None', '', 1),
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('zip', 'ZIP (lossless)', '', 2),
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},
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default='zip', name='Compression')
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color_depth: bpy.props.EnumProperty(items={
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('16', '16', '', 1),
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('32', '32', '', 2),
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},
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default='16',
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name='Color Depth',
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description='A color depth of 32 can give better results but leads to far bigger file sizes. 16 should be good if the sculpt doesn\'t extend "too far" from the original plane')
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render_samples: bpy.props.IntProperty(name='Render Samples',
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default=64,
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min=2,
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max=4096)
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def get_addon_data() -> vdm_brush_baker_addon_data:
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return bpy.context.scene.VDMBrushBakerAddonData
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def get_output_path(filename):
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save_path = bpy.path.abspath('/tmp')
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if bpy.data.is_saved:
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save_path = os.path.dirname(bpy.data.filepath)
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save_path = os.path.join(save_path, 'output_vdm', filename)
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if bpy.data.is_saved:
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return bpy.path.relpath(save_path)
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else:
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return save_path
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class PT_VDMBaker(bpy.types.Panel):
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"""
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The main panel of the add-on which contains a button to create a sculpting plane and a button to bake the vector displacement map.
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It also has settings for name (image, texture and brush at once), resolution, compression and color depth.
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"""
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bl_label = 'VDM Brush Baker'
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bl_idname = 'Editor_PT_LayoutPanel'
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = 'Tool'
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def draw(self, context):
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layout = self.layout
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addon_data = get_addon_data()
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layout.use_property_split = True
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layout.use_property_decorate = False
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layout.operator(create_sculpt_plane.bl_idname, icon='ADD')
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layout.separator()
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is_occupied, brush_name = get_new_brush_name()
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button_text = 'Overwrite VDM Brush' if is_occupied else 'Render and Create VDM Brush'
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createvdmlayout = layout.row()
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createvdmlayout.enabled = context.active_object is not None and context.active_object.type == 'MESH'
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createvdmlayout.operator(
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create_vdm_brush.bl_idname, text=button_text, icon='BRUSH_DATA')
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if is_occupied:
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layout.label(
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text='Name Taken: Brush will be overwritten.', icon='INFO')
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col = layout.column()
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col.alert = is_occupied
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col.prop(addon_data, 'draft_brush_name')
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settings_layout = layout.column(align=True)
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settings_layout.label(text='Settings')
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layout_box = settings_layout.box()
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col = layout_box.column()
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col.prop(addon_data, 'render_resolution')
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col = layout_box.column()
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col.prop(addon_data, 'compression')
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col = layout_box.column()
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col.prop(addon_data, 'color_depth')
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col = layout_box.column()
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col.prop(addon_data, 'render_samples')
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layout.separator()
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def get_new_brush_name():
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addon_data = get_addon_data()
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is_name_occupied = False
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for custom_brush in bpy.data.brushes:
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if custom_brush.name == addon_data.draft_brush_name:
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is_name_occupied = True
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break
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if addon_data.draft_brush_name != '':
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return is_name_occupied, addon_data.draft_brush_name
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else:
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date = datetime.now()
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dateformat = date.strftime('%b-%d-%Y-%H-%M-%S')
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return False, f'vdm-{dateformat}'
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class create_sculpt_plane(bpy.types.Operator):
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"""
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Creates a grid with 128 vertices per side plus two multires subdivisions.
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It uses 'Preserve corners' so further subdivisions can be made while the corners of the grid stay pointy.
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"""
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bl_idname = 'sculptplane.create'
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bl_label = 'Create Sculpting Plane'
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bl_description = 'Creates a plane with a multires modifier to sculpt on'
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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bpy.ops.mesh.primitive_grid_add(x_subdivisions=128, y_subdivisions=128, size=2,
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enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
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new_grid = bpy.context.active_object
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multires = new_grid.modifiers.new('MultiresVDM', type='MULTIRES')
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multires.boundary_smooth = 'PRESERVE_CORNERS'
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bpy.ops.object.multires_subdivide(
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modifier='MultiresVDM', mode='CATMULL_CLARK')
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bpy.ops.object.multires_subdivide(
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modifier='MultiresVDM', mode='CATMULL_CLARK') # 512 vertices per one side
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return {'FINISHED'}
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class create_vdm_brush(bpy.types.Operator):
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"""
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This operator will bake a vector displacement map from the active object and create a texture and brush datablock.
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"""
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bl_idname = 'vdmbrush.create'
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bl_label = 'Create vdm brush from plane'
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bl_description = 'Creates a vector displacement map from your sculpture and creates a brush with it'
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return context.active_object is not None and context.active_object.type == 'MESH'
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def execute(self, context):
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if context.active_object is None or context.active_object.type != 'MESH':
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return {'CANCELLED'}
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vdm_plane = context.active_object
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addon_data = get_addon_data()
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new_brush_name = addon_data.draft_brush_name
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reference_brush_name = addon_data.draft_brush_name
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is_occupied, brush_name = get_new_brush_name()
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if len(addon_data.draft_brush_name) == 0 or is_occupied:
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addon_data.draft_brush_name = brush_name
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# Saving user settings
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scene = context.scene
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default_render_engine = scene.render.engine
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default_view_transform = scene.view_settings.view_transform
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default_display_device = scene.display_settings.display_device
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default_file_format = scene.render.image_settings.file_format
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default_color_mode = scene.render.image_settings.color_mode
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default_codec = scene.render.image_settings.exr_codec
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default_denoise = scene.cycles.use_denoising
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default_compute_device = scene.cycles.device
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default_scene_samples = scene.cycles.samples
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default_plane_location = vdm_plane.location.copy()
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default_plane_rotation = vdm_plane.rotation_euler.copy()
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default_mode = bpy.context.object.mode
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bpy.ops.object.mode_set(mode='OBJECT')
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vdm_bake_material = bakematerial.get_vdm_bake_material()
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try:
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# Prepare baking
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scene.render.engine = 'CYCLES'
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scene.cycles.samples = addon_data.render_samples
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scene.cycles.use_denoising = False
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scene.cycles.device = 'GPU'
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old_image_name = f'{reference_brush_name}'
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if old_image_name in bpy.data.images:
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bpy.data.images[old_image_name].name = 'Old VDM texture'
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# Removing the image right away can cause a crash when sculpt mode is exited.
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# bpy.data.images.remove(bpy.data.images[old_image_name])
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vdm_plane.data.materials.clear()
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vdm_plane.data.materials.append(vdm_bake_material)
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vdm_plane.location = Vector([0, 0, 0])
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vdm_plane.rotation_euler = (0, 0, 0)
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vdm_texture_node = vdm_bake_material.node_tree.nodes['VDMTexture']
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render_resolution = int(addon_data.render_resolution)
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bpy.ops.object.select_all(action='DESELECT')
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vdm_plane.select_set(True)
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output_path = get_output_path(f'{new_brush_name}.exr')
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vdm_texture_image = bpy.data.images.new(
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name=new_brush_name, width=render_resolution, height=render_resolution, alpha=False, float_buffer=True)
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vdm_bake_material.node_tree.nodes.active = vdm_texture_node
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vdm_texture_image.filepath_raw = output_path
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scene.render.image_settings.file_format = 'OPEN_EXR'
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scene.render.image_settings.color_mode = 'RGB'
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scene.render.image_settings.exr_codec = 'NONE'
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if addon_data.compression == 'zip':
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scene.render.image_settings.exr_codec = 'ZIP'
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scene.render.image_settings.color_depth = addon_data.color_depth
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vdm_texture_image.use_half_precision = addon_data.color_depth == '16'
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vdm_texture_image.colorspace_settings.is_data = True
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vdm_texture_image.colorspace_settings.name = 'Non-Color'
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vdm_texture_node.image = vdm_texture_image
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vdm_texture_node.select = True
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# Bake
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bpy.ops.object.bake(type='EMIT')
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# save as render so we have more control over compression settings
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vdm_texture_image.save_render(
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filepath=bpy.path.abspath(output_path), scene=scene, quality=0)
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# Removes the dirty flag, so the image doesn't have to be saved again by the user.
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vdm_texture_image.pack()
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vdm_texture_image.unpack(method='REMOVE')
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except BaseException as Err:
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self.report({"ERROR"}, f"{Err}")
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finally:
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scene.render.image_settings.file_format = default_file_format
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scene.render.image_settings.color_mode = default_color_mode
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scene.render.image_settings.exr_codec = default_codec
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scene.cycles.samples = default_scene_samples
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scene.display_settings.display_device = default_display_device
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scene.view_settings.view_transform = default_view_transform
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scene.cycles.use_denoising = default_denoise
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scene.cycles.device = default_compute_device
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scene.render.engine = default_render_engine
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vdm_plane.data.materials.clear()
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vdm_plane.location = default_plane_location
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vdm_plane.rotation_euler = default_plane_rotation
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# Needs to be in sculpt mode to set 'AREA_PLANE' mapping on new brush.
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bpy.ops.object.mode_set(mode='SCULPT')
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# Texture
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vdm_texture: bpy.types.Texture = None
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if bpy.data.textures.find(reference_brush_name) != -1:
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vdm_texture = bpy.data.textures[reference_brush_name]
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else:
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vdm_texture = bpy.data.textures.new(
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name=new_brush_name, type='IMAGE')
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vdm_texture.extension = 'EXTEND'
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vdm_texture.image = vdm_texture_image
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vdm_texture.name = new_brush_name
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# Brush
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new_brush: bpy.types.Brush = None
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if bpy.data.brushes.find(reference_brush_name) != -1:
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new_brush = bpy.data.brushes[reference_brush_name]
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self.report({'INFO'}, f'Changed draw brush \'{new_brush.name}\'')
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else:
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new_brush = bpy.data.brushes.new(
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name=new_brush_name, mode='SCULPT')
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self.report(
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{'INFO'}, f'Created new draw brush \'{new_brush.name}\'')
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new_brush.texture = vdm_texture
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new_brush.texture_slot.map_mode = 'AREA_PLANE'
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new_brush.stroke_method = 'ANCHORED'
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new_brush.name = new_brush_name
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new_brush.use_color_as_displacement = True
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new_brush.strength = 1.0
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new_brush.hardness = 0.9
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bpy.ops.object.mode_set(mode = default_mode)
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if bpy.context.object.mode == 'SCULPT':
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context.tool_settings.sculpt.brush = new_brush
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return {'FINISHED'}
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registered_classes = [
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PT_VDMBaker,
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vdm_brush_baker_addon_data,
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create_vdm_brush,
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create_sculpt_plane
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]
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def register():
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for registered_class in registered_classes:
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bpy.utils.register_class(registered_class)
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bpy.types.Scene.VDMBrushBakerAddonData = bpy.props.PointerProperty(
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type=vdm_brush_baker_addon_data)
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def unregister():
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for registered_class in registered_classes:
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bpy.utils.unregister_class(registered_class)
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del bpy.types.Scene.VDMBrushBakerAddonData
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67
vdm_brush_baker/bakematerial.py
Normal file
67
vdm_brush_baker/bakematerial.py
Normal file
@ -0,0 +1,67 @@
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# SPDX-License-Identifier: GPL-3.0-or-later
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Bastien Montagne
commented
Missing license header (either 'regular' one or the SPDX one) Missing license header (either 'regular' one or the SPDX one)
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#
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# Copyright (C) 2023 Robin Hohnsbeen
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import bpy
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|
|
||||||
|
def get_vdm_bake_material():
|
||||||
|
"""Creates a material that is used to bake the displacement from a plane against its UVs.
|
||||||
|
|
||||||
|
Returns:
|
||||||
|
material: Baking material
|
||||||
|
"""
|
||||||
|
material_name = 'VDM_baking_material'
|
||||||
|
if material_name not in bpy.data.materials:
|
||||||
|
new_material = bpy.data.materials.new(name=material_name)
|
||||||
|
|
||||||
|
new_material.use_nodes = True
|
||||||
|
nodes = new_material.node_tree.nodes
|
||||||
|
nodes.remove(nodes['Principled BSDF'])
|
||||||
|
material_output = nodes['Material Output']
|
||||||
|
|
||||||
|
# Create relevant nodes
|
||||||
|
combine_node = nodes.new('ShaderNodeCombineXYZ')
|
||||||
|
|
||||||
|
separate_node1 = nodes.new('ShaderNodeSeparateXYZ')
|
||||||
|
separate_node2 = nodes.new('ShaderNodeSeparateXYZ')
|
||||||
|
|
||||||
|
vector_subtract_node = nodes.new('ShaderNodeVectorMath')
|
||||||
|
vector_subtract_node.operation = 'SUBTRACT'
|
||||||
|
|
||||||
|
vector_multiply_node = nodes.new('ShaderNodeVectorMath')
|
||||||
|
vector_multiply_node.operation = 'MULTIPLY'
|
||||||
|
vector_multiply_node.inputs[1].default_value = [2.0, 2.0, 2.0]
|
||||||
|
|
||||||
|
vector_add_node = nodes.new('ShaderNodeVectorMath')
|
||||||
|
vector_add_node.operation = 'ADD'
|
||||||
|
vector_add_node.inputs[1].default_value = [-0.5, -0.5, -0.5]
|
||||||
|
|
||||||
|
tex_coord_node = nodes.new('ShaderNodeTexCoord')
|
||||||
|
|
||||||
|
image_node = nodes.new('ShaderNodeTexImage')
|
||||||
|
image_node.name = "VDMTexture"
|
||||||
|
|
||||||
|
# Connect nodes
|
||||||
|
tree = new_material.node_tree
|
||||||
|
tree.links.new(combine_node.outputs[0], material_output.inputs[0])
|
||||||
|
|
||||||
|
tree.links.new(separate_node1.outputs[0], combine_node.inputs[0])
|
||||||
|
tree.links.new(separate_node1.outputs[1], combine_node.inputs[1])
|
||||||
|
|
||||||
|
tree.links.new(
|
||||||
|
vector_subtract_node.outputs[0], separate_node1.inputs[0])
|
||||||
|
|
||||||
|
tree.links.new(
|
||||||
|
vector_multiply_node.outputs[0], vector_subtract_node.inputs[1])
|
||||||
|
|
||||||
|
tree.links.new(
|
||||||
|
vector_add_node.outputs[0], vector_multiply_node.inputs[0])
|
||||||
|
|
||||||
|
tree.links.new(tex_coord_node.outputs[2], vector_add_node.inputs[0])
|
||||||
|
tree.links.new(
|
||||||
|
tex_coord_node.outputs[3], vector_subtract_node.inputs[0])
|
||||||
Bastien Montagne
commented
Missing empty line at the end Missing empty line at the end
Robin Hohnsbeen
commented
My local files do have an empty line at the end. I'm not sure why it doesn't show up in gitea 🤔 My local files do have an empty line at the end. I'm not sure why it doesn't show up in gitea 🤔
|
|||||||
|
tree.links.new(tex_coord_node.outputs[3], separate_node2.inputs[0])
|
||||||
|
tree.links.new(separate_node2.outputs[2], combine_node.inputs[2])
|
||||||
|
|
||||||
|
return bpy.data.materials[material_name]
|
Loading…
Reference in New Issue
Block a user
Nowadays we recommend using the SPDX license header instead, it's a widely accepted, one line license 'place holder', see also https://spdx.org/licenses/
GPLv3 or later would be:
# SPDX-License-Identifier: GPL-3.0-or-later
Plus the copyright line.