Storm Hydra render addon #104597
@ -1,7 +0,0 @@
|
||||
{
|
||||
"project_id" : "Blender Addons",
|
||||
"conduit_uri" : "https://developer.blender.org/",
|
||||
"phabricator.uri" : "https://developer.blender.org/",
|
||||
"git.default-relative-commit" : "origin/master",
|
||||
"arc.land.update.default" : "rebase"
|
||||
}
|
3
.github/pull_request_template.md
vendored
3
.github/pull_request_template.md
vendored
@ -1,5 +1,4 @@
|
||||
This repository is only used as a mirror of git.blender.org. Blender development happens on
|
||||
https://developer.blender.org.
|
||||
This repository is only used as a mirror. Blender development happens on projects.blender.org.
|
||||
|
||||
To get started with contributing code, please see:
|
||||
https://wiki.blender.org/wiki/Process/Contributing_Code
|
||||
|
3
.github/stale.yml
vendored
3
.github/stale.yml
vendored
@ -15,8 +15,7 @@ staleLabel: stale
|
||||
# Comment to post when closing a stale Issue or Pull Request.
|
||||
closeComment: >
|
||||
This issue has been automatically closed, because this repository is only
|
||||
used as a mirror of git.blender.org. Blender development happens on
|
||||
developer.blender.org.
|
||||
used as a mirror. Blender development happens on projects.blender.org.
|
||||
|
||||
To get started contributing code, please read:
|
||||
https://wiki.blender.org/wiki/Process/Contributing_Code
|
||||
|
@ -2,8 +2,8 @@
|
||||
|
||||
bl_info = {
|
||||
"name": "Import Palettes",
|
||||
"author": "Antonio Vazquez",
|
||||
"version": (1, 0, 0),
|
||||
"author": "Antonio Vazquez, Kevin C. Burke (@blastframe)",
|
||||
"version": (1, 0, 1),
|
||||
"blender": (2, 81, 6),
|
||||
"location": "File > Import",
|
||||
"description": "Import Palettes",
|
||||
|
@ -99,16 +99,9 @@ def parse(filename):
|
||||
return [c for c in parse_chunk(data)]
|
||||
|
||||
|
||||
def load(context, filepath):
|
||||
output = parse(filepath)
|
||||
def create_color(data):
|
||||
|
||||
(path, filename) = os.path.split(filepath)
|
||||
|
||||
pal = None
|
||||
|
||||
for elm in output:
|
||||
valid = False
|
||||
data = elm['data']
|
||||
color = [0, 0, 0]
|
||||
val = data['values']
|
||||
|
||||
@ -128,12 +121,31 @@ def load(context, filepath):
|
||||
color[1] = (1.0 - val[1]) * (1.0 - val[3])
|
||||
color[2] = (1.0 - val[2]) * (1.0 - val[3])
|
||||
|
||||
# Create palette color
|
||||
if valid:
|
||||
return color
|
||||
|
||||
def load(context, filepath):
|
||||
output = parse(filepath)
|
||||
|
||||
(path, filename) = os.path.split(filepath)
|
||||
|
||||
pal = None
|
||||
|
||||
for elm in output:
|
||||
colors = []
|
||||
|
||||
if "data" in elm:
|
||||
colors.append(create_color(elm['data']))
|
||||
|
||||
if "swatches" in elm:
|
||||
for swatch in elm['swatches']:
|
||||
colors.append(create_color(swatch["data"]))
|
||||
|
||||
# Create Palette
|
||||
if pal is None:
|
||||
pal = bpy.data.palettes.new(name=filename)
|
||||
|
||||
for color in colors:
|
||||
# Create Color
|
||||
col = pal.colors.new()
|
||||
col.color[0] = color[0]
|
||||
|
@ -43,7 +43,7 @@ bl_info = {
|
||||
"name": "Atomic Blender PDB/XYZ",
|
||||
"description": "Importing atoms listed in PDB or XYZ files as balls into Blender",
|
||||
"author": "Clemens Barth",
|
||||
"version": (1, 8),
|
||||
"version": (1, 8, 1),
|
||||
"blender": (2, 80, 0),
|
||||
"location": "File -> Import -> PDB (.pdb) and File -> Import -> XYZ (.xyz)",
|
||||
"warning": "",
|
||||
|
@ -755,7 +755,8 @@ def draw_sticks_dupliverts(all_atoms,
|
||||
if use_sticks_color == False:
|
||||
stick_material = bpy.data.materials.new(ELEMENTS[-1].name)
|
||||
stick_material.use_nodes = True
|
||||
mat_P_BSDF = stick_material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in stick_material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = ELEMENTS[-1].color
|
||||
|
||||
# Sort the sticks and put them into a new list such that ...
|
||||
@ -1048,7 +1049,8 @@ def draw_sticks_skin(all_atoms,
|
||||
|
||||
stick_material = bpy.data.materials.new(ELEMENTS[-1].name)
|
||||
stick_material.use_nodes = True
|
||||
mat_P_BSDF = stick_material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in stick_material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = ELEMENTS[-1].color
|
||||
new_stick_mesh.active_material = stick_material
|
||||
|
||||
@ -1105,7 +1107,8 @@ def draw_sticks_normal(all_atoms,
|
||||
|
||||
stick_material = bpy.data.materials.new(ELEMENTS[-1].name)
|
||||
stick_material.use_nodes = True
|
||||
mat_P_BSDF = stick_material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in stick_material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = ELEMENTS[-1].color
|
||||
|
||||
up_axis = Vector([0.0, 0.0, 1.0])
|
||||
@ -1332,7 +1335,8 @@ def import_pdb(Ball_type,
|
||||
material = bpy.data.materials.new(atom_type[1])
|
||||
material.diffuse_color = atom_type[2]
|
||||
material.use_nodes = True
|
||||
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = atom_type[2]
|
||||
material.name = atom_type[0]
|
||||
atom_material_list.append(material)
|
||||
@ -1350,7 +1354,8 @@ def import_pdb(Ball_type,
|
||||
if atom.name == "Vacancy":
|
||||
# For cycles and eevee.
|
||||
material.use_nodes = True
|
||||
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.1
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.15
|
||||
mat_P_BSDF.inputs['Roughness'].default_value = 0.05
|
||||
|
@ -493,7 +493,8 @@ def modify_objects(action_type,
|
||||
else:
|
||||
new_material = draw_obj_material('1', atom.active_material)
|
||||
# Assign now the correct color.
|
||||
mat_P_BSDF = new_material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in new_material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = element.color
|
||||
new_material.name = element.name + "_normal"
|
||||
|
||||
@ -580,7 +581,8 @@ def separate_atoms(scn):
|
||||
# Prepare a new material
|
||||
def draw_obj_material(material_type, material):
|
||||
|
||||
mat_P_BSDF_default = material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF_default = next(n for n in material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
default_color = mat_P_BSDF_default.inputs['Base Color'].default_value
|
||||
|
||||
if material_type == '0': # Unchanged
|
||||
@ -591,7 +593,8 @@ def draw_obj_material(material_type, material):
|
||||
# user's work in Blender ... .
|
||||
material_new = bpy.data.materials.new(material.name + "_normal")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = default_color
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.0
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.5
|
||||
@ -607,7 +610,8 @@ def draw_obj_material(material_type, material):
|
||||
if material_type == '2': # Transparent
|
||||
material_new = bpy.data.materials.new(material.name + "_transparent")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = default_color
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.0
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.15
|
||||
@ -624,7 +628,8 @@ def draw_obj_material(material_type, material):
|
||||
if material_type == '3': # Reflecting
|
||||
material_new = bpy.data.materials.new(material.name + "_reflecting")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = default_color
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.15
|
||||
@ -640,7 +645,8 @@ def draw_obj_material(material_type, material):
|
||||
if material_type == '4': # Transparent + reflecting
|
||||
material_new = bpy.data.materials.new(material.name + "_trans+refl")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = default_color
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.5
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.15
|
||||
@ -933,7 +939,8 @@ def draw_obj_special(atom_shape, atom):
|
||||
|
||||
# Get the color of the selected atom.
|
||||
material = atom.active_material
|
||||
mat_P_BSDF_default = material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF_default = next(n for n in material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
default_color = mat_P_BSDF_default.inputs['Base Color'].default_value
|
||||
|
||||
# Create first a cube
|
||||
@ -952,7 +959,8 @@ def draw_obj_special(atom_shape, atom):
|
||||
# New material for this cube
|
||||
material_new = bpy.data.materials.new(atom.name + "_F2+_vac")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = default_color
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.0
|
||||
@ -1008,7 +1016,8 @@ def draw_obj_special(atom_shape, atom):
|
||||
# New material for this cube
|
||||
material_new = bpy.data.materials.new(atom.name + "_F2+_vac")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = [0.0, 0.0, 0.8, 1.0]
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.0
|
||||
@ -1038,7 +1047,8 @@ def draw_obj_special(atom_shape, atom):
|
||||
# New material for the electron
|
||||
material_electron = bpy.data.materials.new(atom.name + "_F+-center")
|
||||
material_electron.use_nodes = True
|
||||
mat_P_BSDF = material_electron.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_electron.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = [0.0, 0.0, 0.8, 1.0]
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.8
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.0
|
||||
@ -1097,7 +1107,8 @@ def draw_obj_special(atom_shape, atom):
|
||||
# New material for this cube
|
||||
material_new = bpy.data.materials.new(atom.name + "_F2+_vac")
|
||||
material_new.use_nodes = True
|
||||
mat_P_BSDF = material_new.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_new.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = [0.8, 0.0, 0.0, 1.0]
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.7
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.0
|
||||
@ -1136,7 +1147,8 @@ def draw_obj_special(atom_shape, atom):
|
||||
# Create a new material for the two electrons.
|
||||
material_electron = bpy.data.materials.new(atom.name + "_F0-center")
|
||||
material_electron.use_nodes = True
|
||||
mat_P_BSDF = material_electron.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material_electron.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = [0.0, 0.0, 0.8, 1.0]
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.8
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.0
|
||||
@ -1263,7 +1275,8 @@ def custom_datafile_change_atom_props():
|
||||
if FLAG:
|
||||
obj.scale = (e.radii[0],) * 3
|
||||
mat = obj.active_material
|
||||
mat_P_BSDF = mat.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in mat.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = e.color
|
||||
mat_P_BSDF.subsurface_method = e.mat_P_BSDF.Subsurface_method
|
||||
|
@ -472,7 +472,8 @@ def import_xyz(Ball_type,
|
||||
material = bpy.data.materials.new(atom.name)
|
||||
material.diffuse_color = atom.color
|
||||
material.use_nodes = True
|
||||
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Base Color'].default_value = atom.color
|
||||
material.name = atom.name
|
||||
atom_material_list.append(material)
|
||||
@ -491,7 +492,8 @@ def import_xyz(Ball_type,
|
||||
if atom.name == "Vacancy":
|
||||
# For cycles and eevee.
|
||||
material.use_nodes = True
|
||||
mat_P_BSDF = material.node_tree.nodes['Principled BSDF']
|
||||
mat_P_BSDF = next(n for n in material.node_tree.nodes
|
||||
if n.type == "BSDF_PRINCIPLED")
|
||||
mat_P_BSDF.inputs['Metallic'].default_value = 0.1
|
||||
mat_P_BSDF.inputs['Specular'].default_value = 0.15
|
||||
mat_P_BSDF.inputs['Roughness'].default_value = 0.05
|
||||
|
@ -3,7 +3,7 @@
|
||||
bl_info = {
|
||||
"name": "FBX format",
|
||||
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
|
||||
"version": (4, 37, 4),
|
||||
"version": (4, 37, 5),
|
||||
"blender": (3, 4, 0),
|
||||
"location": "File > Import-Export",
|
||||
"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
|
||||
@ -80,7 +80,7 @@ class ImportFBX(bpy.types.Operator, ImportHelper):
|
||||
name="Apply Transform",
|
||||
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
|
||||
"target space is not aligned with Blender's space "
|
||||
"(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
|
||||
"(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
|
||||
default=False,
|
||||
)
|
||||
|
||||
@ -434,7 +434,7 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
|
||||
name="Apply Transform",
|
||||
description="Bake space transform into object data, avoids getting unwanted rotations to objects when "
|
||||
"target space is not aligned with Blender's space "
|
||||
"(WARNING! experimental option, use at own risks, known broken with armatures/animations)",
|
||||
"(WARNING! experimental option, use at own risk, known to be broken with armatures/animations)",
|
||||
default=False,
|
||||
)
|
||||
|
||||
@ -549,8 +549,8 @@ class ExportFBX(bpy.types.Operator, ExportHelper):
|
||||
('LIMBNODE', "LimbNode", "'LimbNode' FBX node, a regular joint between two bones..."),
|
||||
),
|
||||
description="FBX type of node (object) used to represent Blender's armatures "
|
||||
"(use Null one unless you experience issues with other app, other choices may no import back "
|
||||
"perfectly in Blender...)",
|
||||
"(use the Null type unless you experience issues with the other app, "
|
||||
"as other choices may not import back perfectly into Blender...)",
|
||||
default='NULL',
|
||||
)
|
||||
bake_anim: BoolProperty(
|
||||
|
@ -3154,7 +3154,7 @@ def load(operator, context, filepath="",
|
||||
# Intensity actually, not color...
|
||||
ma_wrap.metallic_texture.image = image
|
||||
texture_mapping_set(fbx_lnk, ma_wrap.metallic_texture)
|
||||
elif lnk_type in {b'TransparentColor', b'TransparentFactor'}:
|
||||
elif lnk_type in {b'TransparentColor', b'TransparencyFactor'}:
|
||||
ma_wrap.alpha_texture.image = image
|
||||
texture_mapping_set(fbx_lnk, ma_wrap.alpha_texture)
|
||||
if use_alpha_decals:
|
||||
|
@ -4,8 +4,8 @@
|
||||
bl_info = {
|
||||
'name': 'glTF 2.0 format',
|
||||
'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
|
||||
"version": (3, 5, 21),
|
||||
'blender': (3, 4, 0),
|
||||
"version": (3, 6, 0),
|
||||
'blender': (3, 5, 0),
|
||||
'location': 'File > Import-Export',
|
||||
'description': 'Import-Export as glTF 2.0',
|
||||
'warning': '',
|
||||
@ -97,6 +97,11 @@ def on_export_format_changed(self, context):
|
||||
self.export_format,
|
||||
)
|
||||
|
||||
# Also change the filter
|
||||
sfile.params.filter_glob = '*.glb' if self.export_format == 'GLB' else '*.gltf'
|
||||
# Force update of file list, has update the filter does not update the real file list
|
||||
bpy.ops.file.refresh()
|
||||
|
||||
|
||||
class ConvertGLTF2_Base:
|
||||
"""Base class containing options that should be exposed during both import and export."""
|
||||
@ -146,7 +151,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
|
||||
'Output format and embedding options. Binary is most efficient, '
|
||||
'but JSON (embedded or separate) may be easier to edit later'
|
||||
),
|
||||
default='GLB',
|
||||
default='GLB', #Warning => If you change the default, need to change the default filter too
|
||||
update=on_export_format_changed,
|
||||
)
|
||||
|
||||
@ -441,7 +446,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
|
||||
export_optimize_animation_size: BoolProperty(
|
||||
name='Optimize Animation Size',
|
||||
description=(
|
||||
"Reduce exported file-size by removing duplicate keyframes"
|
||||
"Reduce exported file size by removing duplicate keyframes "
|
||||
"(can cause problems with stepped animation)"
|
||||
),
|
||||
default=False
|
||||
@ -1158,7 +1163,7 @@ class ExportGLTF2(bpy.types.Operator, ExportGLTF2_Base, ExportHelper):
|
||||
|
||||
filename_ext = ''
|
||||
|
||||
filter_glob: StringProperty(default='*.glb;*.gltf', options={'HIDDEN'})
|
||||
filter_glob: StringProperty(default='*.glb', options={'HIDDEN'})
|
||||
|
||||
|
||||
def menu_func_export(self, context):
|
||||
|
@ -6,6 +6,7 @@ from mathutils import Vector
|
||||
|
||||
from . import gltf2_blender_export_keys
|
||||
from ...io.com.gltf2_io_debug import print_console
|
||||
from ...io.com.gltf2_io_constants import NORMALS_ROUNDING_DIGIT
|
||||
from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
|
||||
from io_scene_gltf2.io.com import gltf2_io_constants
|
||||
from io_scene_gltf2.blender.com import gltf2_blender_conversion
|
||||
@ -699,10 +700,13 @@ class PrimitiveCreator:
|
||||
|
||||
self.normals = self.normals.reshape(len(self.blender_mesh.loops), 3)
|
||||
|
||||
self.normals = np.round(self.normals, NORMALS_ROUNDING_DIGIT)
|
||||
|
||||
self.morph_normals = []
|
||||
for key_block in key_blocks:
|
||||
ns = np.array(key_block.normals_split_get(), dtype=np.float32)
|
||||
ns = ns.reshape(len(self.blender_mesh.loops), 3)
|
||||
ns = np.round(ns, NORMALS_ROUNDING_DIGIT)
|
||||
self.morph_normals.append(ns)
|
||||
|
||||
# Transform for skinning
|
||||
|
@ -86,10 +86,16 @@ def __gather_wrap(blender_shader_node, export_settings):
|
||||
elif blender_shader_node.extension == 'CLIP':
|
||||
# Not possible in glTF, but ClampToEdge is closest
|
||||
wrap_s = TextureWrap.ClampToEdge
|
||||
elif blender_shader_node.extension == 'MIRROR':
|
||||
wrap_s = TextureWrap.MirroredRepeat
|
||||
else:
|
||||
wrap_s = TextureWrap.Repeat
|
||||
wrap_t = wrap_s
|
||||
|
||||
# Starting Blender 3.5, MIRROR is now an extension of image node
|
||||
# So this manual uv wrapping trick is no more usefull for MIRROR x MIRROR
|
||||
# But still works for old files
|
||||
# Still needed for heterogen heterogeneous sampler, like MIRROR x REPEAT, for example
|
||||
# Take manual wrapping into account
|
||||
result = detect_manual_uv_wrapping(blender_shader_node)
|
||||
if result:
|
||||
|
@ -169,7 +169,7 @@ def __gather_texture_transform_and_tex_coord(primary_socket, export_settings):
|
||||
node_tree = node.id_data
|
||||
for mesh in bpy.data.meshes:
|
||||
for material in mesh.materials:
|
||||
if material.node_tree == node_tree:
|
||||
if material and material.node_tree == node_tree:
|
||||
i = mesh.uv_layers.find(node.uv_map)
|
||||
if i >= 0:
|
||||
texcoord_idx = i
|
||||
|
@ -171,8 +171,8 @@ class VExportTree:
|
||||
# If object is parented to bone, and Rest pose is used, we need to keep the world matrix
|
||||
# Of the rest pose, not the current world matrix
|
||||
if parent_uuid and self.nodes[parent_uuid].blender_type == VExportNode.BONE and self.export_settings['gltf_current_frame'] is False:
|
||||
blender_bone = self.nodes[parent_uuid].blender_bone
|
||||
node.matrix_world = (blender_bone.matrix @ blender_bone.bone.matrix_local.inverted_safe()).inverted_safe() @ node.matrix_world
|
||||
_blender_bone = self.nodes[parent_uuid].blender_bone
|
||||
node.matrix_world = (_blender_bone.matrix @ _blender_bone.bone.matrix_local.inverted_safe()).inverted_safe() @ node.matrix_world
|
||||
|
||||
if node.blender_type == VExportNode.CAMERA and self.export_settings[gltf2_blender_export_keys.CAMERAS]:
|
||||
if self.export_settings[gltf2_blender_export_keys.YUP]:
|
||||
|
@ -309,7 +309,11 @@ class GlTF2Exporter:
|
||||
return image
|
||||
|
||||
# extensions
|
||||
if isinstance(node, gltf2_io_extensions.Extension):
|
||||
# I don't know why, but after reloading script, this condition failed
|
||||
# So using name comparison, instead of isinstance
|
||||
# if isinstance(node, gltf2_io_extensions.Extension):
|
||||
if isinstance(node, gltf2_io_extensions.Extension) \
|
||||
or (node and hasattr(type(node), "extension")):
|
||||
extension = self.__traverse(node.extension)
|
||||
self.__append_unique_and_get_index(self.__gltf.extensions_used, node.name)
|
||||
if node.required:
|
||||
|
@ -69,11 +69,13 @@ def texture(
|
||||
wrap_s = TextureWrap.Repeat
|
||||
if wrap_t is None:
|
||||
wrap_t = TextureWrap.Repeat
|
||||
# If wrapping is REPEATxREPEAT or CLAMPxCLAMP, just set tex_img.extension
|
||||
if (wrap_s, wrap_t) == (TextureWrap.Repeat, TextureWrap.Repeat):
|
||||
# If wrapping is the same in both directions, just set tex_img.extension
|
||||
if wrap_s == wrap_t == TextureWrap.Repeat:
|
||||
tex_img.extension = 'REPEAT'
|
||||
elif (wrap_s, wrap_t) == (TextureWrap.ClampToEdge, TextureWrap.ClampToEdge):
|
||||
elif wrap_s == wrap_t == TextureWrap.ClampToEdge:
|
||||
tex_img.extension = 'EXTEND'
|
||||
elif wrap_s == wrap_t == TextureWrap.MirroredRepeat:
|
||||
tex_img.extension = 'MIRROR'
|
||||
else:
|
||||
# Otherwise separate the UV components and use math nodes to compute
|
||||
# the wrapped UV coordinates
|
||||
|
@ -150,3 +150,6 @@ GLTF_DATA_TYPE_MAT3 = "MAT3"
|
||||
GLTF_DATA_TYPE_MAT4 = "MAT4"
|
||||
|
||||
GLTF_IOR = 1.5
|
||||
|
||||
# Rounding digit used for normal rounding
|
||||
NORMALS_ROUNDING_DIGIT = 4
|
||||
|
@ -6,6 +6,8 @@ from typing import List, Dict, Any
|
||||
|
||||
class Extension:
|
||||
"""Container for extensions. Allows to specify requiredness"""
|
||||
extension = True # class method used to check Extension class at traversal (after reloading script, isinstance is not working)
|
||||
|
||||
def __init__(self, name: str, extension: Dict[str, Any], required: bool = True):
|
||||
self.name = name
|
||||
self.extension = extension
|
||||
|
@ -449,7 +449,8 @@ class MUV_OT_TextureProjection_Project(bpy.types.Operator):
|
||||
# assign image
|
||||
if compat.check_version(2, 80, 0) >= 0:
|
||||
node_tree = obj.active_material.node_tree
|
||||
output_node = node_tree.nodes["Material Output"]
|
||||
output_node = next(n for n in node_tree.nodes
|
||||
if n.type == "OUTPUT_MATERIAL")
|
||||
|
||||
nodes = common.find_texture_nodes_from_material(
|
||||
obj.active_material)
|
||||
|
@ -447,7 +447,8 @@ class MUV_OT_UVInspection_PaintUVIsland(bpy.types.Operator):
|
||||
"MagicUV_PaintUVMaterial_{}".format(i))
|
||||
if compat.check_version(2, 80, 0) >= 0:
|
||||
target_mtrl.use_nodes = True
|
||||
output_node = target_mtrl.node_tree.nodes["Material Output"]
|
||||
output_node = next(n for n in target_mtrl.node_tree.nodes
|
||||
if n.type == "OUTPUT_MATERIAL")
|
||||
nodes_to_remove = [n for n in target_mtrl.node_tree.nodes
|
||||
if n != output_node]
|
||||
for n in nodes_to_remove:
|
||||
|
@ -2,7 +2,7 @@
|
||||
|
||||
bl_info = {
|
||||
"name": "Rigify",
|
||||
"version": (0, 6, 6),
|
||||
"version": (0, 6, 7),
|
||||
"author": "Nathan Vegdahl, Lucio Rossi, Ivan Cappiello, Alexander Gavrilov", # noqa
|
||||
"blender": (3, 0, 0),
|
||||
"description": "Automatic rigging from building-block components",
|
||||
|
@ -720,17 +720,17 @@ class MESH_MT_CopyFaceSettings(Menu):
|
||||
|
||||
layout = self.layout
|
||||
|
||||
op = layout.operator(mesh.copy_face_settings, text="Copy Material")
|
||||
op = layout.operator("mesh.copy_face_settings", text="Copy Material")
|
||||
op['layer'] = ''
|
||||
op['mode'] = 'MAT'
|
||||
|
||||
if mesh.uv_layers.active:
|
||||
op = layout.operator(mesh.copy_face_settings, text="Copy Active UV Coords")
|
||||
op = layout.operator("mesh.copy_face_settings", text="Copy Active UV Coords")
|
||||
op['layer'] = ''
|
||||
op['mode'] = 'UV'
|
||||
|
||||
if mesh.vertex_colors.active:
|
||||
op = layout.operator(mesh.copy_face_settings, text="Copy Active Vertex Colors")
|
||||
op = layout.operator("mesh.copy_face_settings", text="Copy Active Vertex Colors")
|
||||
op['layer'] = ''
|
||||
op['mode'] = 'VCOL'
|
||||
|
||||
@ -783,7 +783,7 @@ def _buildmenu(self, mesh, mode, icon):
|
||||
layers = mesh.uv_layers
|
||||
for layer in layers:
|
||||
if not layer.active:
|
||||
op = layout.operator(mesh.copy_face_settings,
|
||||
op = layout.operator("mesh.copy_face_settings",
|
||||
text=layer.name, icon=icon)
|
||||
op['layer'] = layer.name
|
||||
op['mode'] = mode
|
||||
|
@ -16,7 +16,7 @@
|
||||
bl_info = {
|
||||
"name": "Sun Position",
|
||||
"author": "Michael Martin",
|
||||
"version": (3, 2, 0),
|
||||
"version": (3, 2, 2),
|
||||
"blender": (3, 0, 0),
|
||||
"location": "World > Sun Position",
|
||||
"description": "Show sun position with objects and/or sky texture",
|
||||
|
@ -11,14 +11,23 @@ if bpy.app.background: # ignore north line in background mode
|
||||
def north_update(self, context):
|
||||
pass
|
||||
else:
|
||||
vertex_shader = '''
|
||||
uniform mat4 u_ViewProjectionMatrix;
|
||||
shader_interface = gpu.types.GPUStageInterfaceInfo("my_interface")
|
||||
shader_interface.flat('VEC2', "v_StartPos")
|
||||
shader_interface.smooth('VEC4', "v_VertPos")
|
||||
|
||||
in vec3 position;
|
||||
|
||||
flat out vec2 v_StartPos;
|
||||
out vec4 v_VertPos;
|
||||
shader_info = gpu.types.GPUShaderCreateInfo()
|
||||
shader_info.push_constant('MAT4', "u_ViewProjectionMatrix")
|
||||
shader_info.push_constant('VEC4', "u_Color")
|
||||
shader_info.push_constant('VEC2', "u_Resolution")
|
||||
shader_info.vertex_in(0, 'VEC3', "position")
|
||||
shader_info.vertex_out(shader_interface)
|
||||
|
||||
shader_info.vertex_source(
|
||||
# uniform mat4 u_ViewProjectionMatrix;
|
||||
# in vec3 position;
|
||||
# flat out vec2 v_StartPos;
|
||||
# out vec4 v_VertPos;
|
||||
'''
|
||||
void main()
|
||||
{
|
||||
vec4 pos = u_ViewProjectionMatrix * vec4(position, 1.0f);
|
||||
@ -27,16 +36,16 @@ else:
|
||||
v_VertPos = pos;
|
||||
}
|
||||
'''
|
||||
)
|
||||
|
||||
fragment_shader = '''
|
||||
uniform vec4 u_Color;
|
||||
|
||||
flat in vec2 v_StartPos;
|
||||
in vec4 v_VertPos;
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform vec2 u_Resolution;
|
||||
|
||||
shader_info.fragment_out(0, 'VEC4', "FragColor")
|
||||
shader_info.fragment_source(
|
||||
# uniform vec4 u_Color;
|
||||
# uniform vec2 u_Resolution;
|
||||
# flat in vec2 v_StartPos;
|
||||
# in vec4 v_VertPos;
|
||||
# out vec4 FragColor;
|
||||
'''
|
||||
void main()
|
||||
{
|
||||
vec4 vertPos_2d = v_VertPos / v_VertPos.w;
|
||||
@ -48,8 +57,11 @@ else:
|
||||
FragColor = u_Color;
|
||||
}
|
||||
'''
|
||||
)
|
||||
|
||||
shader = gpu.types.GPUShader(vertex_shader, fragment_shader)
|
||||
shader = gpu.shader.create_from_info(shader_info)
|
||||
del shader_info
|
||||
del shader_interface
|
||||
|
||||
def draw_north_callback():
|
||||
"""
|
||||
@ -77,7 +89,6 @@ else:
|
||||
batch.draw(shader)
|
||||
gpu.state.line_width_set(width)
|
||||
|
||||
|
||||
_north_handle = None
|
||||
|
||||
def north_update(self, context):
|
||||
|
Loading…
Reference in New Issue
Block a user