VDM brush baker #104580

Merged
Joseph Eagar merged 10 commits from robin.hohni/blender-addons:vdm-brush-baker into main 2023-05-12 15:42:12 +02:00
2 changed files with 416 additions and 0 deletions

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vdm_brush_baker/__init__.py Normal file
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# SPDX-License-Identifier: GPL-3.0-or-later
#
# Copyright (C) 2023 Robin Hohnsbeen
from mathutils import Vector
from datetime import datetime
from pathlib import Path
import os
import bpy
from . import bakematerial
import importlib
importlib.reload(bakematerial)
bl_info = {
'name': 'VDM Brush Baker',
'author': 'Robin Hohnsbeen',
robin.hohni marked this conversation as resolved
Review

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.

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.
'description': 'Bake vector displacement brushes easily from a plane',
'blender': (3, 5, 0),
'version': (1, 0, 2),
'location': 'Sculpt Mode: View3D > Sidebar > Tool Tab',
'warning': '',
'category': 'Baking'
}
class vdm_brush_baker_addon_data(bpy.types.PropertyGroup):
draft_brush_name: bpy.props.StringProperty(
name='Name',
default='NewVDMBrush',
description='The name that will be used for the brush and texture')
render_resolution: bpy.props.EnumProperty(items={
('128', '128 px', 'Render with 128 x 128 pixels', 1),
('256', '256 px', 'Render with 256 x 256 pixels', 2),
('512', '512 px', 'Render with 512 x 512 pixels', 3),
('1024', '1024 px', 'Render with 1024 x 1024 pixels', 4),
('2048', '2048 px', 'Render with 2048 x 2048 pixels', 5),
},
default='512', name='Map Resolution')
compression: bpy.props.EnumProperty(items={
('none', 'None', '', 1),
('zip', 'ZIP (lossless)', '', 2),
},
default='zip', name='Compression')
color_depth: bpy.props.EnumProperty(items={
('16', '16', '', 1),
('32', '32', '', 2),
},
default='16',
name='Color Depth',
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')
render_samples: bpy.props.IntProperty(name='Render Samples',
default=64,
min=2,
max=4096)
def get_addon_data() -> vdm_brush_baker_addon_data:
return bpy.context.scene.VDMBrushBakerAddonData
def get_output_path(filename):
save_path = bpy.path.abspath('/tmp')
if bpy.data.is_saved:
save_path = os.path.dirname(bpy.data.filepath)
save_path = os.path.join(save_path, 'output_vdm', filename)
if bpy.data.is_saved:
return bpy.path.relpath(save_path)
else:
return save_path
class PT_VDMBaker(bpy.types.Panel):
"""
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.
It also has settings for name (image, texture and brush at once), resolution, compression and color depth.
"""
bl_label = 'VDM Brush Baker'
bl_idname = 'Editor_PT_LayoutPanel'
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'Tool'
def draw(self, context):
layout = self.layout
addon_data = get_addon_data()
layout.use_property_split = True
layout.use_property_decorate = False
layout.operator(create_sculpt_plane.bl_idname, icon='ADD')
layout.separator()
is_occupied, brush_name = get_new_brush_name()
button_text = 'Overwrite VDM Brush' if is_occupied else 'Render and Create VDM Brush'
createvdmlayout = layout.row()
createvdmlayout.enabled = context.active_object is not None and context.active_object.type == 'MESH'
createvdmlayout.operator(
create_vdm_brush.bl_idname, text=button_text, icon='BRUSH_DATA')
if is_occupied:
layout.label(
text='Name Taken: Brush will be overwritten.', icon='INFO')
col = layout.column()
col.alert = is_occupied
col.prop(addon_data, 'draft_brush_name')
settings_layout = layout.column(align=True)
settings_layout.label(text='Settings')
layout_box = settings_layout.box()
col = layout_box.column()
col.prop(addon_data, 'render_resolution')
col = layout_box.column()
col.prop(addon_data, 'compression')
col = layout_box.column()
col.prop(addon_data, 'color_depth')
col = layout_box.column()
col.prop(addon_data, 'render_samples')
layout.separator()
def get_new_brush_name():
addon_data = get_addon_data()
is_name_occupied = False
for custom_brush in bpy.data.brushes:
if custom_brush.name == addon_data.draft_brush_name:
is_name_occupied = True
break
if addon_data.draft_brush_name != '':
return is_name_occupied, addon_data.draft_brush_name
else:
date = datetime.now()
dateformat = date.strftime('%b-%d-%Y-%H-%M-%S')
return False, f'vdm-{dateformat}'
class create_sculpt_plane(bpy.types.Operator):
"""
Creates a grid with 128 vertices per side plus two multires subdivisions.
It uses 'Preserve corners' so further subdivisions can be made while the corners of the grid stay pointy.
"""
bl_idname = 'sculptplane.create'
bl_label = 'Create Sculpting Plane'
bl_description = 'Creates a plane with a multires modifier to sculpt on'
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
bpy.ops.mesh.primitive_grid_add(x_subdivisions=128, y_subdivisions=128, size=2,
enter_editmode=False, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
new_grid = bpy.context.active_object
multires = new_grid.modifiers.new('MultiresVDM', type='MULTIRES')
multires.boundary_smooth = 'PRESERVE_CORNERS'
bpy.ops.object.multires_subdivide(
modifier='MultiresVDM', mode='CATMULL_CLARK')
bpy.ops.object.multires_subdivide(
modifier='MultiresVDM', mode='CATMULL_CLARK') # 512 vertices per one side
return {'FINISHED'}
class create_vdm_brush(bpy.types.Operator):
"""
This operator will bake a vector displacement map from the active object and create a texture and brush datablock.
"""
bl_idname = 'vdmbrush.create'
bl_label = 'Create vdm brush from plane'
bl_description = 'Creates a vector displacement map from your sculpture and creates a brush with it'
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object is not None and context.active_object.type == 'MESH'
def execute(self, context):
if context.active_object is None or context.active_object.type != 'MESH':
return {'CANCELLED'}
vdm_plane = context.active_object
addon_data = get_addon_data()
new_brush_name = addon_data.draft_brush_name
reference_brush_name = addon_data.draft_brush_name
is_occupied, brush_name = get_new_brush_name()
if len(addon_data.draft_brush_name) == 0 or is_occupied:
addon_data.draft_brush_name = brush_name
# Saving user settings
scene = context.scene
default_render_engine = scene.render.engine
default_view_transform = scene.view_settings.view_transform
default_display_device = scene.display_settings.display_device
default_file_format = scene.render.image_settings.file_format
default_color_mode = scene.render.image_settings.color_mode
default_codec = scene.render.image_settings.exr_codec
default_denoise = scene.cycles.use_denoising
default_compute_device = scene.cycles.device
default_scene_samples = scene.cycles.samples
default_plane_location = vdm_plane.location.copy()
default_plane_rotation = vdm_plane.rotation_euler.copy()
default_mode = bpy.context.object.mode
bpy.ops.object.mode_set(mode='OBJECT')
vdm_bake_material = bakematerial.get_vdm_bake_material()
try:
# Prepare baking
scene.render.engine = 'CYCLES'
scene.cycles.samples = addon_data.render_samples
scene.cycles.use_denoising = False
scene.cycles.device = 'GPU'
old_image_name = f'{reference_brush_name}'
if old_image_name in bpy.data.images:
bpy.data.images[old_image_name].name = 'Old VDM texture'
# Removing the image right away can cause a crash when sculpt mode is exited.
# bpy.data.images.remove(bpy.data.images[old_image_name])
vdm_plane.data.materials.clear()
vdm_plane.data.materials.append(vdm_bake_material)
vdm_plane.location = Vector([0, 0, 0])
vdm_plane.rotation_euler = (0, 0, 0)
vdm_texture_node = vdm_bake_material.node_tree.nodes['VDMTexture']
render_resolution = int(addon_data.render_resolution)
bpy.ops.object.select_all(action='DESELECT')
vdm_plane.select_set(True)
output_path = get_output_path(f'{new_brush_name}.exr')
vdm_texture_image = bpy.data.images.new(
name=new_brush_name, width=render_resolution, height=render_resolution, alpha=False, float_buffer=True)
vdm_bake_material.node_tree.nodes.active = vdm_texture_node
vdm_texture_image.filepath_raw = output_path
scene.render.image_settings.file_format = 'OPEN_EXR'
scene.render.image_settings.color_mode = 'RGB'
scene.render.image_settings.exr_codec = 'NONE'
if addon_data.compression == 'zip':
scene.render.image_settings.exr_codec = 'ZIP'
scene.render.image_settings.color_depth = addon_data.color_depth
vdm_texture_image.use_half_precision = addon_data.color_depth == '16'
vdm_texture_image.colorspace_settings.is_data = True
vdm_texture_image.colorspace_settings.name = 'Non-Color'
vdm_texture_node.image = vdm_texture_image
vdm_texture_node.select = True
# Bake
bpy.ops.object.bake(type='EMIT')
# save as render so we have more control over compression settings
vdm_texture_image.save_render(
filepath=bpy.path.abspath(output_path), scene=scene, quality=0)
# Removes the dirty flag, so the image doesn't have to be saved again by the user.
vdm_texture_image.pack()
vdm_texture_image.unpack(method='REMOVE')
except BaseException as Err:
self.report({"ERROR"}, f"{Err}")
finally:
scene.render.image_settings.file_format = default_file_format
scene.render.image_settings.color_mode = default_color_mode
scene.render.image_settings.exr_codec = default_codec
scene.cycles.samples = default_scene_samples
scene.display_settings.display_device = default_display_device
scene.view_settings.view_transform = default_view_transform
scene.cycles.use_denoising = default_denoise
scene.cycles.device = default_compute_device
scene.render.engine = default_render_engine
vdm_plane.data.materials.clear()
vdm_plane.location = default_plane_location
vdm_plane.rotation_euler = default_plane_rotation
# Needs to be in sculpt mode to set 'AREA_PLANE' mapping on new brush.
bpy.ops.object.mode_set(mode='SCULPT')
# Texture
vdm_texture: bpy.types.Texture = None
if bpy.data.textures.find(reference_brush_name) != -1:
vdm_texture = bpy.data.textures[reference_brush_name]
else:
vdm_texture = bpy.data.textures.new(
name=new_brush_name, type='IMAGE')
vdm_texture.extension = 'EXTEND'
vdm_texture.image = vdm_texture_image
vdm_texture.name = new_brush_name
# Brush
new_brush: bpy.types.Brush = None
if bpy.data.brushes.find(reference_brush_name) != -1:
new_brush = bpy.data.brushes[reference_brush_name]
self.report({'INFO'}, f'Changed draw brush \'{new_brush.name}\'')
else:
new_brush = bpy.data.brushes.new(
name=new_brush_name, mode='SCULPT')
self.report(
{'INFO'}, f'Created new draw brush \'{new_brush.name}\'')
new_brush.texture = vdm_texture
new_brush.texture_slot.map_mode = 'AREA_PLANE'
new_brush.stroke_method = 'ANCHORED'
new_brush.name = new_brush_name
new_brush.use_color_as_displacement = True
new_brush.strength = 1.0
new_brush.hardness = 0.9
bpy.ops.object.mode_set(mode = default_mode)
if bpy.context.object.mode == 'SCULPT':
context.tool_settings.sculpt.brush = new_brush
return {'FINISHED'}
registered_classes = [
PT_VDMBaker,
vdm_brush_baker_addon_data,
create_vdm_brush,
create_sculpt_plane
]
def register():
for registered_class in registered_classes:
bpy.utils.register_class(registered_class)
bpy.types.Scene.VDMBrushBakerAddonData = bpy.props.PointerProperty(
type=vdm_brush_baker_addon_data)
def unregister():
for registered_class in registered_classes:
bpy.utils.unregister_class(registered_class)
del bpy.types.Scene.VDMBrushBakerAddonData

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# SPDX-License-Identifier: GPL-3.0-or-later

Missing license header (either 'regular' one or the SPDX one)

Missing license header (either 'regular' one or the SPDX one)
#
# Copyright (C) 2023 Robin Hohnsbeen
import bpy
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])

Missing empty line at the end

Missing empty line at the end

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]