vdm-brush-baker: Fix #105028 #105033
@ -16,7 +16,7 @@ bl_info = {
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'author': 'Robin Hohnsbeen',
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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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'version': (1, 0, 3),
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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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@ -88,7 +88,6 @@ class PT_VDMBaker(bpy.types.Panel):
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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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@ -187,7 +186,6 @@ class create_vdm_brush(bpy.types.Operator):
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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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@ -214,6 +212,7 @@ class create_vdm_brush(bpy.types.Operator):
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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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vdm_texture_image = None
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try:
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# Prepare baking
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scene.render.engine = 'CYCLES'
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@ -12,56 +12,62 @@ def get_vdm_bake_material():
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material: Baking material
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"""
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material_name = 'VDM_baking_material'
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if material_name not in bpy.data.materials:
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new_material = bpy.data.materials.new(name=material_name)
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if material_name in bpy.data.materials:
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# Recreate material every time to ensure it is unchanged by the user which could lead to issues.
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# I would like to keep it directly after bake though so people could look
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# at how it is made, if they are interested.
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bpy.data.materials.remove(bpy.data.materials[material_name])
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new_material.use_nodes = True
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nodes = new_material.node_tree.nodes
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nodes.remove(nodes['Principled BSDF'])
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material_output = nodes['Material Output']
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new_material = bpy.data.materials.new(name=material_name)
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# Create relevant nodes
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combine_node = nodes.new('ShaderNodeCombineXYZ')
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new_material.use_nodes = True
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nodes = new_material.node_tree.nodes
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principled_node = next(n for n in new_material.node_tree.nodes if n.type == "BSDF_PRINCIPLED")
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nodes.remove(principled_node)
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material_output = next(n for n in new_material.node_tree.nodes if n.type == "OUTPUT_MATERIAL")
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separate_node1 = nodes.new('ShaderNodeSeparateXYZ')
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separate_node2 = nodes.new('ShaderNodeSeparateXYZ')
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# Create relevant nodes
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combine_node = nodes.new('ShaderNodeCombineXYZ')
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vector_subtract_node = nodes.new('ShaderNodeVectorMath')
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vector_subtract_node.operation = 'SUBTRACT'
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separate_node1 = nodes.new('ShaderNodeSeparateXYZ')
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separate_node2 = nodes.new('ShaderNodeSeparateXYZ')
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vector_multiply_node = nodes.new('ShaderNodeVectorMath')
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vector_multiply_node.operation = 'MULTIPLY'
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vector_multiply_node.inputs[1].default_value = [2.0, 2.0, 2.0]
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vector_subtract_node = nodes.new('ShaderNodeVectorMath')
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vector_subtract_node.operation = 'SUBTRACT'
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vector_add_node = nodes.new('ShaderNodeVectorMath')
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vector_add_node.operation = 'ADD'
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vector_add_node.inputs[1].default_value = [-0.5, -0.5, -0.5]
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vector_multiply_node = nodes.new('ShaderNodeVectorMath')
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vector_multiply_node.operation = 'MULTIPLY'
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vector_multiply_node.inputs[1].default_value = [2.0, 2.0, 2.0]
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tex_coord_node = nodes.new('ShaderNodeTexCoord')
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vector_add_node = nodes.new('ShaderNodeVectorMath')
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vector_add_node.operation = 'ADD'
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vector_add_node.inputs[1].default_value = [-0.5, -0.5, -0.5]
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image_node = nodes.new('ShaderNodeTexImage')
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image_node.name = "VDMTexture"
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tex_coord_node = nodes.new('ShaderNodeTexCoord')
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# Connect nodes
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tree = new_material.node_tree
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tree.links.new(combine_node.outputs[0], material_output.inputs[0])
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image_node = nodes.new('ShaderNodeTexImage')
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image_node.name = "VDMTexture"
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tree.links.new(separate_node1.outputs[0], combine_node.inputs[0])
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tree.links.new(separate_node1.outputs[1], combine_node.inputs[1])
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# Connect nodes
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tree = new_material.node_tree
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tree.links.new(combine_node.outputs[0], material_output.inputs[0])
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tree.links.new(
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vector_subtract_node.outputs[0], separate_node1.inputs[0])
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tree.links.new(separate_node1.outputs[0], combine_node.inputs[0])
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tree.links.new(separate_node1.outputs[1], combine_node.inputs[1])
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tree.links.new(
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vector_multiply_node.outputs[0], vector_subtract_node.inputs[1])
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tree.links.new(
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vector_subtract_node.outputs[0], separate_node1.inputs[0])
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tree.links.new(
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vector_add_node.outputs[0], vector_multiply_node.inputs[0])
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tree.links.new(
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vector_multiply_node.outputs[0], vector_subtract_node.inputs[1])
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tree.links.new(tex_coord_node.outputs[2], vector_add_node.inputs[0])
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tree.links.new(
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tex_coord_node.outputs[3], vector_subtract_node.inputs[0])
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tree.links.new(tex_coord_node.outputs[3], separate_node2.inputs[0])
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tree.links.new(separate_node2.outputs[2], combine_node.inputs[2])
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tree.links.new(
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vector_add_node.outputs[0], vector_multiply_node.inputs[0])
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tree.links.new(tex_coord_node.outputs[2], vector_add_node.inputs[0])
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tree.links.new(
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tex_coord_node.outputs[3], vector_subtract_node.inputs[0])
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tree.links.new(tex_coord_node.outputs[3], separate_node2.inputs[0])
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tree.links.new(separate_node2.outputs[2], combine_node.inputs[2])
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return bpy.data.materials[material_name]
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