io_scene_3ds: Moved specular color texture to specular tint #104918

Merged
Sebastian Sille merged 89 commits from :main into main 2023-09-27 00:42:09 +02:00
22 changed files with 283 additions and 191 deletions
Showing only changes of commit 76c9aecde9 - Show all commits

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@ -6,7 +6,7 @@ bl_info = {
"name": "Curve Tools",
"description": "Adds some functionality for bezier/nurbs curve/surface modeling",
"author": "Mackraken, Spivak Vladimir (cwolf3d)",
"version": (0, 4, 5),
"version": (0, 4, 6),
"blender": (2, 80, 0),
"location": "View3D > Tool Shelf > Edit Tab",
"doc_url": "{BLENDER_MANUAL_URL}/addons/add_curve/curve_tools.html",

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@ -52,18 +52,23 @@ class OperatorCurveInfo(bpy.types.Operator):
class OperatorCurveLength(bpy.types.Operator):
bl_idname = "curvetools.operatorcurvelength"
bl_label = "Length"
bl_description = "Calculates the length of the active/selected curve"
bl_description = "Calculates the length of the active/selected curves"
@classmethod
def poll(cls, context):
return util.Selected1Curve()
return util.Selected1OrMoreCurves()
def execute(self, context):
curve = curves.Curve(context.active_object)
selCurves = util.GetSelectedCurves()
context.scene.curvetools.CurveLength = curve.length
length = 0
for blCurve in selCurves:
curve = curves.Curve(blCurve)
length += curve.length
context.scene.curvetools.CurveLength = length
return {'FINISHED'}

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@ -1,8 +1,6 @@
# SPDX-FileCopyrightText: 2011-2022 Blender Foundation
#
# SPDX-License-Identifier: Apache-2.0
# Copyright 2011-2022 Blender Foundation
# <pep8 compliant>
bl_info = {
"name": "Hydra Storm render engine",

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@ -1,10 +1,10 @@
# SPDX-FileCopyrightText: 2011-2022 Blender Foundation
#
# SPDX-License-Identifier: Apache-2.0
# Copyright 2011-2022 Blender Foundation
# <pep8 compliant>
import bpy
class StormHydraRenderEngine(bpy.types.HydraRenderEngine):
bl_idname = 'HYDRA_STORM'
bl_label = "Hydra Storm"
@ -19,11 +19,11 @@ class StormHydraRenderEngine(bpy.types.HydraRenderEngine):
settings = bpy.context.scene.hydra_storm.viewport if engine_type == 'VIEWPORT' else \
bpy.context.scene.hydra_storm.final
result = {
'enableTinyPrimCulling': settings.enable_tiny_prim_culling,
'enableTinyPrimCulling': settings.use_tiny_prim_culling,
'maxLights': settings.max_lights,
'volumeRaymarchingStepSize': settings.volume_raymarching_step_size,
'volumeRaymarchingStepSizeLighting': settings.volume_raymarching_step_size_lighting,
'volumeMaxTextureMemoryPerField': settings.volume_max_texture_memory_per_field,
'maxLights': settings.max_lights,
}
if engine_type != 'VIEWPORT':
@ -35,6 +35,8 @@ class StormHydraRenderEngine(bpy.types.HydraRenderEngine):
return result
def update_render_passes(self, scene, render_layer):
if render_layer.use_pass_combined:
self.register_pass(scene, render_layer, 'Combined', 4, 'RGBA', 'COLOR')
if render_layer.use_pass_z:
self.register_pass(scene, render_layer, 'Depth', 1, 'Z', 'VALUE')

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@ -1,7 +1,6 @@
# SPDX-FileCopyrightText: 2011-2022 Blender Foundation
#
# SPDX-License-Identifier: Apache-2.0
# Copyright 2011-2022 Blender Foundation
# <pep8 compliant>
import bpy
@ -23,9 +22,14 @@ class Properties(bpy.types.PropertyGroup):
class RenderProperties(bpy.types.PropertyGroup):
enable_tiny_prim_culling: bpy.props.BoolProperty(
max_lights: bpy.props.IntProperty(
name="Max Lights",
description="Limit maximum number of lights",
default=16, min=0, max=16,
)
use_tiny_prim_culling: bpy.props.BoolProperty(
name="Tiny Prim Culling",
description="Enable Tiny Prim Culling",
description="Hide small geometry primitives to improve performance",
default=False,
)
volume_raymarching_step_size: bpy.props.FloatProperty(
@ -43,11 +47,6 @@ class RenderProperties(bpy.types.PropertyGroup):
description="Maximum memory for a volume field texture in Mb (unless overridden by field prim)",
default=128.0,
)
max_lights: bpy.props.IntProperty(
name="Max Lights",
description="Limit maximum number of lights",
default=16, min=0, max=16,
)
class SceneProperties(Properties):

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@ -1,7 +1,6 @@
# SPDX-FileCopyrightText: 2011-2022 Blender Foundation
#
# SPDX-License-Identifier: Apache-2.0
# Copyright 2011-2022 Blender Foundation
# <pep8 compliant>
import bpy
@ -20,12 +19,32 @@ class Panel(bpy.types.Panel):
#
# Final render settings
# Quality render settings
#
class STORM_HYDRA_RENDER_PT_final(Panel):
"""Final render delegate and settings"""
bl_idname = 'STORM_HYDRA_RENDER_PT_final'
bl_label = "Final Render Settings"
class STORM_HYDRA_RENDER_PT_quality(Panel):
bl_label = "Quality"
def draw(self, layout):
pass
class STORM_HYDRA_RENDER_PT_quality_viewport(Panel):
bl_label = "Viewport"
bl_parent_id = "STORM_HYDRA_RENDER_PT_quality"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = context.scene.hydra_storm.viewport
layout.prop(settings, 'max_lights')
layout.prop(settings, 'use_tiny_prim_culling')
class STORM_HYDRA_RENDER_PT_quality_render(Panel):
bl_label = "Render"
bl_parent_id = "STORM_HYDRA_RENDER_PT_quality"
def draw(self, context):
layout = self.layout
@ -33,17 +52,42 @@ class STORM_HYDRA_RENDER_PT_final(Panel):
layout.use_property_decorate = False
settings = context.scene.hydra_storm.final
layout.prop(settings, 'enable_tiny_prim_culling')
layout.prop(settings, 'max_lights')
layout.prop(settings, 'use_tiny_prim_culling')
class STORM_HYDRA_RENDER_PT_volume_final(bpy.types.Panel):
bl_parent_id = STORM_HYDRA_RENDER_PT_final.bl_idname
bl_label = "Volume Raymarching"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
#
# Volume render settings
#
class STORM_HYDRA_RENDER_PT_volumes(Panel):
bl_label = "Volumes"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, layout):
pass
class STORM_HYDRA_RENDER_PT_volumes_viewport(Panel):
bl_label = "Viewport"
bl_parent_id = "STORM_HYDRA_RENDER_PT_volumes"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = context.scene.hydra_storm.viewport
col = layout.column(align=True)
col.prop(settings, "volume_raymarching_step_size", text="Step Size")
col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
col.prop(settings, "volume_max_texture_memory_per_field")
class STORM_HYDRA_RENDER_PT_volumes_render(Panel):
bl_label = "Render"
bl_parent_id = "STORM_HYDRA_RENDER_PT_volumes"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
@ -58,28 +102,10 @@ class STORM_HYDRA_RENDER_PT_volume_final(bpy.types.Panel):
#
# Viewport render settings
# Film settings
#
class STORM_HYDRA_RENDER_PT_viewport(Panel):
"""Viewport render delegate and settings"""
bl_idname = 'STORM_HYDRA_RENDER_PT_viewport'
bl_label = "Viewport Render Settings"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
settings = context.scene.hydra_storm.viewport
layout.prop(settings, 'enable_tiny_prim_culling')
layout.prop(settings, 'max_lights')
class STORM_HYDRA_RENDER_PT_volume_viewport(bpy.types.Panel):
bl_parent_id = STORM_HYDRA_RENDER_PT_viewport.bl_idname
bl_label = "Volume Raymarching"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
class STORM_HYDRA_RENDER_PT_film(Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
@ -87,14 +113,40 @@ class STORM_HYDRA_RENDER_PT_volume_viewport(bpy.types.Panel):
layout.use_property_split = True
layout.use_property_decorate = False
settings = context.scene.hydra_storm.viewport
col = layout.column(align=True)
col.prop(settings, "volume_raymarching_step_size", text="Step Size")
col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
col.prop(settings, "volume_max_texture_memory_per_field")
layout.prop(context.scene.render, "film_transparent", text="Transparent Background")
#
# View layer settings
#
class STORM_HYDRA_RENDER_PT_passes(Panel):
bl_label = "Passes"
bl_context = "view_layer"
def draw(self, context):
pass
class STORM_HYDRA_RENDER_PT_passes_data(Panel):
bl_label = "Data"
bl_context = "view_layer"
bl_parent_id = "STORM_HYDRA_RENDER_PT_passes"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
col = layout.column(heading="Include", align=True)
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
#
# Light settings
#
class STORM_HYDRA_LIGHT_PT_light(Panel):
"""Physical light sources"""
bl_label = "Light"
@ -148,49 +200,13 @@ class STORM_HYDRA_LIGHT_PT_light(Panel):
main_col.prop(light, 'size')
class STORM_HYDRA_RENDER_PT_film(Panel):
bl_label = "Film"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(context.scene.render, "film_transparent", text="Transparent Background")
class STORM_HYDRA_RENDER_PT_passes(Panel):
bl_label = "Passes"
bl_context = "view_layer"
def draw(self, context):
pass
class STORM_HYDRA_RENDER_PT_passes_data(Panel):
bl_label = "Data"
bl_context = "view_layer"
bl_parent_id = "STORM_HYDRA_RENDER_PT_passes"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
col = layout.column(heading="Include", align=True)
col.prop(view_layer, "use_pass_z")
register_classes, unregister_classes = bpy.utils.register_classes_factory((
STORM_HYDRA_RENDER_PT_final,
STORM_HYDRA_RENDER_PT_volume_final,
STORM_HYDRA_RENDER_PT_viewport,
STORM_HYDRA_RENDER_PT_volume_viewport,
STORM_HYDRA_RENDER_PT_quality,
STORM_HYDRA_RENDER_PT_quality_viewport,
STORM_HYDRA_RENDER_PT_quality_render,
STORM_HYDRA_RENDER_PT_volumes,
STORM_HYDRA_RENDER_PT_volumes_viewport,
STORM_HYDRA_RENDER_PT_volumes_render,
STORM_HYDRA_RENDER_PT_film,
STORM_HYDRA_LIGHT_PT_light,
STORM_HYDRA_RENDER_PT_passes,

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@ -142,7 +142,6 @@ class BVH_PT_import_main(bpy.types.Panel):
bl_parent_id = "FILE_PT_operator"
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
sfile = context.space_data
@ -368,6 +367,7 @@ classes = (
BVH_PT_export_animation,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
@ -383,5 +383,6 @@ def unregister():
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
register()

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@ -77,7 +77,12 @@ def write_armature(
if (bone.use_connect or root_transform_only) and bone.parent:
file.write("%s\tCHANNELS 3 %srotation %srotation %srotation\n" % (indent_str, *rot_order_str))
else:
file.write("%s\tCHANNELS 6 Xposition Yposition Zposition %srotation %srotation %srotation\n" % (indent_str, *rot_order_str))
file.write(
"%s\tCHANNELS 6 Xposition Yposition Zposition %srotation %srotation %srotation\n" % (
indent_str,
*rot_order_str,
)
)
if my_children:
# store the location for the children
@ -250,7 +255,13 @@ def write_armature(
if not dbone.skip_position:
file.write("%.6f %.6f %.6f " % (loc * global_scale)[:])
file.write("%.6f %.6f %.6f " % (degrees(rot[dbone.rot_order[0]]), degrees(rot[dbone.rot_order[1]]), degrees(rot[dbone.rot_order[2]])))
file.write(
"%.6f %.6f %.6f " % (
degrees(rot[dbone.rot_order[0]]),
degrees(rot[dbone.rot_order[1]]),
degrees(rot[dbone.rot_order[2]]),
)
)
dbone.prev_euler = rot

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@ -137,6 +137,14 @@ def read_bvh(context, file_path, rotate_mode='XYZ', global_scale=1.0):
# Make sure the names are unique - Object names will match joint names exactly and both will be unique.
name = file_lines[lineIdx][1]
# While unlikely, there exists a user report of duplicate joint names, see: #109399.
if name in bvh_nodes:
name_orig = name
name_index = 1
while (name := "%s.%03d" % (name_orig, name_index)) in bvh_nodes:
name_index += 1
del name_orig, name_index
# print '%snode: %s, parent: %s' % (len(bvh_nodes_serial) * ' ', name, bvh_nodes_serial[-1])
lineIdx += 2 # Increment to the next line (Offset)
@ -471,7 +479,7 @@ def bvh_node_dict2armature(
bvh_node.temp.parent = bvh_node.parent.temp
# Set the connection state
if(
if (
(not bvh_node.has_loc) and
(bvh_node.parent.temp.name not in ZERO_AREA_BONES) and
(bvh_node.parent.rest_tail_local == bvh_node.rest_head_local)

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@ -551,10 +551,10 @@ def make_percent_subchunk(chunk_id, percent):
return pct_sub
def make_texture_chunk(chunk_id, images):
def make_texture_chunk(chunk_id, images, pct):
"""Make Material Map texture chunk."""
# Add texture percentage value (100 = 1.0)
mat_sub = make_percent_subchunk(chunk_id, 1)
mat_sub = make_percent_subchunk(chunk_id, pct)
has_entry = False
def add_image(img):
@ -748,17 +748,16 @@ def make_material_chunk(material, image):
# Make sure no textures are lost. Everything that doesn't fit
# into a channel is exported as secondary texture
diffuse = []
for link in wrap.material.node_tree.links:
if link.from_node.type == 'TEX_IMAGE' and link.to_node.type in {'MIX', 'MIX_RGB'}:
diffuse = [link.from_node.image]
if diffuse:
if not primary_tex:
matmap = make_texture_chunk(MAT_DIFFUSEMAP, diffuse)
else:
matmap = make_texture_chunk(MAT_TEX2MAP, diffuse)
matmap = False
lks = material.node_tree.links
pct = next((lk.from_node.inputs[0].default_value for lk in lks if lk.from_node.type in {'MIX', 'MIX_RGB'} and lk.to_node.type == 'BSDF_PRINCIPLED'), 0.5)
for link in mtlks:
mix_primary = link.from_node.image if link.from_node.type == 'TEX_IMAGE' and link.to_socket.identifier in {'Color2', 'B_Color'} else False
mix_secondary = link.from_node.image if link.from_node.type == 'TEX_IMAGE' and link.to_socket.identifier in {'Color1', 'A_Color'} else False
if mix_secondary:
matmap = make_uv_texture_chunk(MAT_TEXMAP, [mix_secondary], pct)
elif not primary_tex and mix_primary:
material_chunk.add_subchunk(make_uv_texture_chunk(MAT_DIFFUSEMAP, [mix_primary], pct))
if matmap:
material_chunk.add_subchunk(matmap)

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@ -5,7 +5,7 @@
bl_info = {
"name": "FBX format",
"author": "Campbell Barton, Bastien Montagne, Jens Restemeier, @Mysteryem",
"version": (5, 5, 1),
"version": (5, 6, 0),
"blender": (3, 6, 0),
"location": "File > Import-Export",
"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",

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@ -169,6 +169,7 @@ def elem_prop_first(elem, default=None):
# ----
# Support for
# Properties70: { ... P:
# Custom properties ("user properties" in FBX) are ignored here and get handled separately (see #104773).
def elem_props_find_first(elem, elem_prop_id):
if elem is None:
# When properties are not found... Should never happen, but happens - as usual.
@ -185,7 +186,8 @@ def elem_props_find_first(elem, elem_prop_id):
for subelem in elem.elems:
assert(subelem.id == b'P')
if subelem.props[0] == elem_prop_id:
# 'U' flag indicates that the property has been defined by the user.
if subelem.props[0] == elem_prop_id and b'U' not in subelem.props[3]:
return subelem
return None
@ -1885,7 +1887,6 @@ def blen_read_light(fbx_tmpl, fbx_obj, settings):
# TODO, cycles nodes???
lamp.color = elem_props_get_color_rgb(fbx_props, b'Color', (1.0, 1.0, 1.0))
lamp.energy = elem_props_get_number(fbx_props, b'Intensity', 100.0) / 100.0
lamp.distance = elem_props_get_number(fbx_props, b'DecayStart', 25.0) * settings.global_scale
lamp.use_shadow = elem_props_get_bool(fbx_props, b'CastShadow', True)
if hasattr(lamp, "cycles"):
lamp.cycles.cast_shadow = lamp.use_shadow

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@ -13,6 +13,7 @@ __all__ = (
from struct import unpack
import array
import zlib
from io import BytesIO
from . import data_types
@ -20,7 +21,7 @@ from . import data_types
# that the sub-scope exists (i.e. to distinguish between P: and P : {})
_BLOCK_SENTINEL_LENGTH = ...
_BLOCK_SENTINEL_DATA = ...
read_fbx_elem_uint = ...
read_fbx_elem_start = ...
_IS_BIG_ENDIAN = (__import__("sys").byteorder != 'little')
_HEAD_MAGIC = b'Kaydara FBX Binary\x20\x20\x00\x1a\x00'
from collections import namedtuple
@ -32,10 +33,6 @@ def read_uint(read):
return unpack(b'<I', read(4))[0]
def read_uint64(read):
return unpack(b'<Q', read(8))[0]
def read_ubyte(read):
return unpack(b'B', read(1))[0]
@ -46,10 +43,24 @@ def read_string_ubyte(read):
return data
def read_array_params(read):
return unpack(b'<III', read(12))
def read_elem_start32(read):
end_offset, prop_count, _prop_length, elem_id_size = unpack(b'<IIIB', read(13))
elem_id = read(elem_id_size) if elem_id_size else b""
return end_offset, prop_count, elem_id
def read_elem_start64(read):
end_offset, prop_count, _prop_length, elem_id_size = unpack(b'<QQQB', read(25))
elem_id = read(elem_id_size) if elem_id_size else b""
return end_offset, prop_count, elem_id
def unpack_array(read, array_type, array_stride, array_byteswap):
length = read_uint(read)
encoding = read_uint(read)
comp_len = read_uint(read)
length, encoding, comp_len = read_array_params(read)
data = read(comp_len)
@ -89,33 +100,32 @@ read_data_dict = {
# * The NULL block marking end of nested stuff switches from 13 bytes long to 25 bytes long.
# * The FBX element metadata (end_offset, prop_count and prop_length) switch from uint32 to uint64.
def init_version(fbx_version):
global _BLOCK_SENTINEL_LENGTH, _BLOCK_SENTINEL_DATA, read_fbx_elem_uint
global _BLOCK_SENTINEL_LENGTH, _BLOCK_SENTINEL_DATA, read_fbx_elem_start
_BLOCK_SENTINEL_LENGTH = ...
_BLOCK_SENTINEL_DATA = ...
read_fbx_elem_uint = ...
if fbx_version < 7500:
_BLOCK_SENTINEL_LENGTH = 13
read_fbx_elem_uint = read_uint
read_fbx_elem_start = read_elem_start32
else:
_BLOCK_SENTINEL_LENGTH = 25
read_fbx_elem_uint = read_uint64
read_fbx_elem_start = read_elem_start64
_BLOCK_SENTINEL_DATA = (b'\0' * _BLOCK_SENTINEL_LENGTH)
def read_elem(read, tell, use_namedtuple):
def read_elem(read, tell, use_namedtuple, tell_file_offset=0):
# [0] the offset at which this block ends
# [1] the number of properties in the scope
# [2] the length of the property list
end_offset = read_fbx_elem_uint(read)
# [3] elem name length
# [4] elem name of the scope/key
# read_fbx_elem_start does not return [2] because we don't use it and does not return [3] because it is only used to
# get [4].
end_offset, prop_count, elem_id = read_fbx_elem_start(read)
if end_offset == 0:
return None
prop_count = read_fbx_elem_uint(read)
prop_length = read_fbx_elem_uint(read)
elem_id = read_string_ubyte(read) # elem name of the scope/key
elem_props_type = bytearray(prop_count) # elem property types
elem_props_data = [None] * prop_count # elem properties (if any)
elem_subtree = [] # elem children (if any)
@ -125,15 +135,58 @@ def read_elem(read, tell, use_namedtuple):
elem_props_data[i] = read_data_dict[data_type](read)
elem_props_type[i] = data_type
if tell() < end_offset:
while tell() < (end_offset - _BLOCK_SENTINEL_LENGTH):
elem_subtree.append(read_elem(read, tell, use_namedtuple))
pos = tell()
local_end_offset = end_offset - tell_file_offset
if pos < local_end_offset:
# The default BufferedReader used when `open()`-ing files in 'rb' mode has to get the raw stream position from
# the OS every time its tell() function is called. This is about 10 times slower than the tell() function of
# BytesIO objects, so reading chunks of bytes from the file into memory at once and exposing them through
# BytesIO can give better performance. We know the total size of each element's subtree so can read entire
# subtrees into memory at a time.
# The "Objects" element's subtree, however, usually makes up most of the file, so we specifically avoid reading
# all its sub-elements into memory at once to reduce memory requirements at the cost of slightly worse
# performance when memory is not a concern.
# If we're currently reading directly from the opened file, then tell_file_offset will be zero.
if tell_file_offset == 0 and elem_id != b"Objects":
block_bytes_remaining = local_end_offset - pos
# Read the entire subtree
sub_elem_bytes = read(block_bytes_remaining)
num_bytes_read = len(sub_elem_bytes)
if num_bytes_read != block_bytes_remaining:
raise IOError("failed to read complete nested block, expected %i bytes, but only got %i"
% (block_bytes_remaining, num_bytes_read))
# BytesIO provides IO API for reading bytes in memory, so we can use the same code as reading bytes directly
# from a file.
f = BytesIO(sub_elem_bytes)
tell = f.tell
read = f.read
# The new `tell` function starts at zero and is offset by `pos` bytes from the start of the file.
start_sub_pos = 0
tell_file_offset = pos
sub_tree_end = block_bytes_remaining - _BLOCK_SENTINEL_LENGTH
else:
# The `tell` function is unchanged, so starts at the value returned by `tell()`, which is still `pos`
# because no reads have been made since then.
start_sub_pos = pos
sub_tree_end = local_end_offset - _BLOCK_SENTINEL_LENGTH
sub_pos = start_sub_pos
while sub_pos < sub_tree_end:
elem_subtree.append(read_elem(read, tell, use_namedtuple, tell_file_offset))
sub_pos = tell()
# At the end of each subtree there should be a sentinel (an empty element with all bytes set to zero).
if read(_BLOCK_SENTINEL_LENGTH) != _BLOCK_SENTINEL_DATA:
raise IOError("failed to read nested block sentinel, "
"expected all bytes to be 0")
if tell() != end_offset:
# Update `pos` for the number of bytes that have been read.
pos += (sub_pos - start_sub_pos) + _BLOCK_SENTINEL_LENGTH
if pos != local_end_offset:
raise IOError("scope length not reached, something is wrong")
args = (elem_id, elem_props_data, elem_props_type, elem_subtree)

View File

@ -5,8 +5,8 @@
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": (4, 0, 5),
'blender': (3, 5, 0),
"version": (4, 0, 6),
'blender': (4, 0, 0),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
'warning': '',

View File

@ -72,9 +72,9 @@ def get_socket(blender_material: bpy.types.Material, name: str, volume=False):
type = bpy.types.ShaderNodeBackground
name = "Color"
elif name == "sheenColor":
return get_node_socket(blender_material, bpy.types.ShaderNodeBsdfVelvet, "Color")
return get_node_socket(blender_material, bpy.types.ShaderNodeBsdfSheen, "Color")
elif name == "sheenRoughness":
return get_node_socket(blender_material, bpy.types.ShaderNodeBsdfVelvet, "Sigma")
return get_node_socket(blender_material, bpy.types.ShaderNodeBsdfSheen, "Roughness")
else:
if volume is False:
type = bpy.types.ShaderNodeBsdfPrincipled

View File

@ -233,7 +233,7 @@ def __get_image_data_mapping(sockets, results, export_settings) -> ExportImage:
dst_chan = Channel.G
elif socket.name == "Specular": # For original KHR_material_specular
dst_chan = Channel.A
elif socket.name == "Sigma": # For KHR_materials_sheen
elif socket.name == "Roughness" and socket.node.type == "BSDF_SHEEN": # For KHR_materials_sheen
dst_chan = Channel.A
if dst_chan is not None:

View File

@ -31,7 +31,7 @@ def pbr_specular_glossiness(mh):
make_emission_socket=mh.needs_emissive(),
make_alpha_socket=not mh.is_opaque(),
make_volume_socket=None, # No possible to have KHR_materials_volume with specular/glossiness
make_velvet_socket=None # No possible to have KHR_materials_volume with specular/glossiness
make_sheen_socket=None # No possible to have KHR_materials_volume with specular/glossiness
)
if emission_socket:

View File

@ -33,7 +33,7 @@ def unlit(mh):
make_emission_socket=False,
make_alpha_socket=not mh.is_opaque(),
make_volume_socket=None, # Not possible to have KHR_materials_volume with unlit
make_velvet_socket=None #Not possible to have KHR_materials_sheen with unlit
make_sheen_socket=None #Not possible to have KHR_materials_sheen with unlit
)
base_color(

View File

@ -72,11 +72,11 @@ def pbr_metallic_roughness(mh: MaterialHelper):
volume_location = additional_location
additional_location = additional_location[0], additional_location[1] - 150
need_velvet_node = False
need_sheen_node = False
if mh.pymat.extensions and 'KHR_materials_sheen' in mh.pymat.extensions:
need_velvet_node = True
need_sheen_node = True
_, _, volume_socket, velvet_node = make_output_nodes(
_, _, volume_socket, sheen_node = make_output_nodes(
mh,
location=(250, 260),
additional_location=additional_location,
@ -84,7 +84,7 @@ def pbr_metallic_roughness(mh: MaterialHelper):
make_emission_socket=False, # is managed by Principled shader node
make_alpha_socket=False, # is managed by Principled shader node
make_volume_socket=need_volume_node,
make_velvet_socket=need_velvet_node
make_sheen_socket=need_sheen_node
)
@ -171,13 +171,13 @@ def pbr_metallic_roughness(mh: MaterialHelper):
location_original_specularcolor=locs['original_specularColorTexture']
)
if need_velvet_node:
if need_sheen_node:
sheen(
mh,
location_sheenColor=locs['sheenColorTexture'],
location_sheenRoughness=locs['sheenRoughnessTexture'],
sheenColor_socket=velvet_node.inputs[0],
sheenRoughness_socket=velvet_node.inputs[1]
sheenColor_socket=sheen_node.inputs[0],
sheenRoughness_socket=sheen_node.inputs[1]
)
ior(
@ -616,7 +616,7 @@ def occlusion(mh: MaterialHelper, location, occlusion_socket):
# => [Add Emission] => [Mix Alpha] => [Material Output] if needed, only for SpecGlossiness
# => [Volume] => [Add Shader] => [Material Output] if needed
# => [Velvet] => [Add Shader] => [Material Output] if needed
# => [Sheen] => [Add Shader] => [Material Output] if needed
def make_output_nodes(
mh: MaterialHelper,
location,
@ -625,7 +625,7 @@ def make_output_nodes(
make_emission_socket,
make_alpha_socket,
make_volume_socket,
make_velvet_socket, # For sheen
make_sheen_socket,
):
"""
Creates the Material Output node and connects shader_socket to it.
@ -637,7 +637,7 @@ def make_output_nodes(
"""
x, y = location
emission_socket = None
velvet_node = None
sheen_node = None
alpha_socket = None
# Create an Emission node and add it to the shader.
@ -666,22 +666,22 @@ def make_output_nodes(
x += 380
y += 125
# Create an Velvet node add add it to the shader
# Note that you can not have Emission & Velvet at the same time
if make_velvet_socket:
# Velvet
node = mh.node_tree.nodes.new("ShaderNodeBsdfVelvet")
# Create an Sheen node add add it to the shader
# Note that you can not have Emission & Sheen at the same time
if make_sheen_socket:
# Sheen
node = mh.node_tree.nodes.new("ShaderNodeBsdfSheen")
node.location = x + 50, y + 250
# Node
velvet_node = node
sheen_node = node
# Outputs
velvet_output = node.outputs[0]
sheen_output = node.outputs[0]
# Add
node = mh.node_tree.nodes.new('ShaderNodeAddShader')
node.location = x + 250, y + 160
# Inputs
mh.node_tree.links.new(node.inputs[0], velvet_output)
mh.node_tree.links.new(node.inputs[0], sheen_output)
mh.node_tree.links.new(node.inputs[1], shader_socket)
# Outputs
shader_socket = node.outputs[0]
@ -730,7 +730,7 @@ def make_output_nodes(
volume_socket = node.outputs[0]
return emission_socket, alpha_socket, volume_socket, velvet_node
return emission_socket, alpha_socket, volume_socket, sheen_node
def make_settings_node(mh):

View File

@ -5,8 +5,8 @@
bl_info = {
"name": "Copy Render Settings",
"author": "Bastien Montagne",
"version": (1, 1, 0),
"blender": (3, 0, 0),
"version": (1, 2, 0),
"blender": (3, 6, 0),
"location": "Render buttons (Properties window)",
"description": "Allows to copy a selection of render settings "
"from current scene to others.",
@ -34,7 +34,7 @@ else:
import bpy
from bpy.props import (
PointerProperty,
)
)
classes = data.classes + operator.classes + panel.classes

View File

@ -16,9 +16,6 @@ presets = (CopyPreset("Resolution",
CopyPreset("Scale",
("scale", "Render Scale", "The “Render Scale” setting"),
{"resolution_percentage"}),
CopyPreset("OSA",
("osa", "Render OSA", "The OSA toggle and sample settings"),
{"use_antialiasing", "antialiasing_samples"}),
CopyPreset("Threads",
("threads", "Render Threads", "The thread mode and number settings"),
{"threads_mode", "threads"}),

View File

@ -158,6 +158,8 @@ def create_path(scene):
else:
frame = "{:04d}-{:04d}".format(scene.frame_start, scene.frame_end)
os.makedirs(dirname, exist_ok=True)
return os.path.join(dirname, basename + frame + ".svg")