blender-addons/io_coat3D/texVR.py

830 lines
35 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import os
import re
import json
def find_index(objekti):
luku = 0
for tex in objekti.active_material.texture_slots:
if(not(hasattr(tex,'texture'))):
break
luku = luku +1
return luku
def RemoveFbxNodes(objekti):
Node_Tree = objekti.active_material.node_tree
for node in Node_Tree.nodes:
if node.type != 'OUTPUT_MATERIAL':
Node_Tree.nodes.remove(node)
else:
output = node
output.location = 340,400
Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled")
Prin_mat.location = 13, 375
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
def UVTiling(objekti, index, texturelist):
""" Checks what Tiles are linked with Material """
objekti.coat3D.applink_scale = objekti.scale
tiles_index = []
tile_number =''
for poly in objekti.data.polygons:
if (poly.material_index == (index)):
loop_index = poly.loop_indices[0]
uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0]
if(uv_x >= 0 and uv_x <=1):
tile_number_x = '1'
elif (uv_x >= 1 and uv_x <= 2):
tile_number_x = '2'
elif (uv_x >= 2 and uv_x <= 3):
tile_number_x = '3'
elif (uv_x >= 3 and uv_x <= 4):
tile_number_x = '4'
elif (uv_x >= 4 and uv_x <= 5):
tile_number_x = '5'
elif (uv_x >= 5 and uv_x <= 6):
tile_number_x = '6'
elif (uv_x >= 6 and uv_x <= 7):
tile_number_x = '7'
elif (uv_x >= 7 and uv_x <= 8):
tile_number_x = '8'
elif (uv_x >= 8 and uv_x <= 9):
tile_number_x = '9'
uv_y = objekti.data.uv_layers.active.data[loop_index].uv[1]
if (uv_y >= 0 and uv_y <= 1):
tile_number_y = '0'
elif (uv_y >= 1 and uv_y <= 2):
tile_number_y = '1'
elif (uv_x >= 2 and uv_y <= 3):
tile_number_y = '2'
elif (uv_x >= 3 and uv_y <= 4):
tile_number_y = '3'
elif (uv_x >= 4 and uv_y <= 5):
tile_number_y = '4'
elif (uv_x >= 5 and uv_y <= 6):
tile_number_y = '5'
elif (uv_x >= 6 and uv_y <= 7):
tile_number_y = '6'
elif (uv_x >= 7 and uv_y <= 8):
tile_number_y = '7'
elif (uv_x >= 8 and uv_y <= 9):
tile_number_y = '8'
tile_number = '10' + tile_number_y + tile_number_x
if tile_number not in tiles_index:
tiles_index.append(tile_number)
return tiles_index
def updatetextures(objekti): # Update 3DC textures
for index_mat in objekti.material_slots:
for node in index_mat.material.node_tree.nodes:
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
node.image.reload()
elif (node.name == '3DC_metalness'):
node.image.reload()
elif (node.name == '3DC_rough'):
node.image.reload()
elif (node.name == '3DC_nmap'):
node.image.reload()
elif (node.name == '3DC_displacement'):
node.image.reload()
elif (node.name == '3DC_emissive'):
node.image.reload()
elif (node.name == '3DC_AO'):
node.image.reload()
elif (node.name == '3DC_alpha'):
node.image.reload()
for index_node_group in bpy.data.node_groups:
for node in index_node_group.nodes:
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
node.image.reload()
elif (node.name == '3DC_metalness'):
node.image.reload()
elif (node.name == '3DC_rough'):
node.image.reload()
elif (node.name == '3DC_nmap'):
node.image.reload()
elif (node.name == '3DC_displacement'):
node.image.reload()
elif (node.name == '3DC_emissive'):
node.image.reload()
elif (node.name == '3DC_AO'):
node.image.reload()
elif (node.name == '3DC_alpha'):
node.image.reload()
def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
# Let's check are we UVSet or MATERIAL modee
create_nodes = False
for ind, index_mat in enumerate(objekti.material_slots):
if(udim_textures):
tile_list = UVTiling(objekti,ind, texturelist)
else:
tile_list = []
texcoat = {}
texcoat['color'] = []
texcoat['ao'] = []
texcoat['rough'] = []
texcoat['metalness'] = []
texcoat['nmap'] = []
texcoat['emissive'] = []
texcoat['emissive_power'] = []
texcoat['displacement'] = []
texcoat['alpha'] = []
create_group_node = False
if(udim_textures == False):
for slot_index, texture_info in enumerate(texturelist):
uv_MODE_mat = 'MAT'
for index, layer in enumerate(objekti.data.uv_layers):
if(layer.name == texturelist[slot_index][0]):
uv_MODE_mat = 'UV'
break
print('aaa')
print(texture_info[0])
print(index_mat)
if(texture_info[0] == index_mat.name):
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
if(index_mat.material.coat3D_diffuse):
texcoat['color'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
if (index_mat.material.coat3D_metalness):
texcoat['metalness'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
if (index_mat.material.coat3D_roughness):
texcoat['rough'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
if (index_mat.material.coat3D_normal):
texcoat['nmap'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive':
if (index_mat.material.coat3D_emissive):
texcoat['emissive'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'emissive_power':
if (index_mat.material.coat3D_emissive):
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'ao':
if (index_mat.material.coat3D_ao):
texcoat['ao'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2].startswith('displacement'):
if (index_mat.material.coat3D_displacement):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
if (index_mat.material.coat3D_alpha):
texcoat['alpha'].append(texture_info[3])
create_nodes = True
else:
os.remove(texture_info[3])
create_group_node = True
else:
for texture_info in texturelist:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
texcoat['color'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
2] == 'reflection':
texcoat['metalness'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
2] == 'normal_map' or texture_info[2] == 'normal':
texcoat['nmap'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'emissive':
texcoat['emissive'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2] == 'ao':
texcoat['ao'].append([texture_info[0],texture_info[3]])
create_nodes = True
elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append([texture_info[0],texture_info[3]])
create_nodes = True
if texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
texcoat['alpha'].append([texture_info[0], texture_info[3]])
create_nodes = True
create_group_node = True
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangedir
path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))
if (os.path.isfile(path3b_n)):
export_file = open(path3b_n)
for line in export_file:
objekti.coat3D.applink_3b_path = line
export_file.close()
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new)
def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates new nodes and link textures into them
bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
bring_metalness = True
bring_roughness = True
bring_normal = True
bring_displacement = True
bring_emissive = True
bring_AO = True
bring_alpha = True
coat3D = bpy.context.scene.coat3D
coatMat = active_mat.material
if(coatMat.use_nodes == False):
coatMat.use_nodes = True
act_material = coatMat.node_tree
main_material = coatMat.node_tree
applink_group_node = False
# First go through all image nodes and let's check if it starts with 3DC and reload if needed
for node in coatMat.node_tree.nodes:
if (node.type == 'OUTPUT_MATERIAL'):
out_mat = node
break
for node in act_material.nodes:
if(node.name == '3DC_Applink' and node.type == 'GROUP'):
applink_group_node = True
act_material = node.node_tree
applink_tree = node
break
for node in act_material.nodes:
if (node.type != 'GROUP'):
if (node.type != 'GROUP_OUTPUT'):
if (node.type == 'TEX_IMAGE'):
if (node.name == '3DC_color'):
bring_color = False
elif (node.name == '3DC_metalness'):
bring_metalness = False
elif (node.name == '3DC_rough'):
bring_roughness = False
elif (node.name == '3DC_nmap'):
bring_normal = False
elif (node.name == '3DC_displacement'):
bring_displacement = False
elif (node.name == '3DC_emissive'):
bring_emissive = False
elif (node.name == '3DC_AO'):
bring_AO = False
elif (node.name == '3DC_alpha'):
bring_alpha = False
elif (node.type == 'GROUP' and node.name.startswith('3DC_')):
if (node.name == '3DC_color'):
bring_color = False
elif (node.name == '3DC_metalness'):
bring_metalness = False
elif (node.name == '3DC_rough'):
bring_roughness = False
elif (node.name == '3DC_nmap'):
bring_normal = False
elif (node.name == '3DC_displacement'):
bring_displacement = False
elif (node.name == '3DC_emissive'):
bring_emissive = False
elif (node.name == '3DC_AO'):
bring_AO = False
elif (node.name == '3DC_alpha'):
bring_alpha = False
#Let's start to build new node tree. Let's start linking with Material Output
if(create_group_node):
if(applink_group_node == False):
main_mat2 = out_mat.inputs['Surface'].links[0].from_node
for input_ind in main_mat2.inputs:
if(input_ind.is_linked):
main_mat3 = input_ind.links[0].from_node
if(main_mat3.type == 'BSDF_PRINCIPLED'):
main_mat = main_mat3
group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
group_tree.outputs.new("NodeSocketColor", "Color")
group_tree.outputs.new("NodeSocketColor", "Metallic")
group_tree.outputs.new("NodeSocketColor", "Roughness")
group_tree.outputs.new("NodeSocketVector", "Normal map")
group_tree.outputs.new("NodeSocketColor", "Emissive")
group_tree.outputs.new("NodeSocketColor", "Displacement")
group_tree.outputs.new("NodeSocketColor", "Emissive Power")
group_tree.outputs.new("NodeSocketColor", "AO")
group_tree.outputs.new("NodeSocketColor", "Alpha")
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
applink_tree.node_tree = group_tree
applink_tree.location = -400, -100
act_material = group_tree
notegroup = act_material.nodes.new('NodeGroupOutput')
notegroup.location = 220, -260
if(texcoat['emissive'] != []):
from_output = out_mat.inputs['Surface'].links[0].from_node
if(from_output.type == 'BSDF_PRINCIPLED'):
add_shader = main_material.nodes.new('ShaderNodeAddShader')
emission_shader = main_material.nodes.new('ShaderNodeEmission')
emission_shader.name = '3DC_Emission'
add_shader.location = 420, 110
emission_shader.location = 70, -330
out_mat.location = 670, 130
main_material.links.new(from_output.outputs[0], add_shader.inputs[0])
main_material.links.new(add_shader.outputs[0], out_mat.inputs[0])
main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1])
main_mat = from_output
else:
main_mat = out_mat.inputs['Surface'].links[0].from_node
else:
main_mat = out_mat.inputs['Surface'].links[0].from_node
index = 0
for node in coatMat.node_tree.nodes:
if (node.type == 'GROUP' and node.name =='3DC_Applink'):
for in_node in node.node_tree.nodes:
if(in_node.type == 'GROUP_OUTPUT'):
notegroup = in_node
index = 1
break
if(index == 1):
break
# READ DATA.JSON FILE
json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
with open(json_address, encoding='utf-8') as data_file:
data = json.loads(data_file.read())
if(out_mat.inputs['Surface'].is_linked == True):
if(bring_color == True and texcoat['color'] != []):
CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if(bring_metalness == True and texcoat['metalness'] != []):
CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if(bring_roughness == True and texcoat['rough'] != []):
CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat,tile_list, objekti, ind, is_new)
if(bring_normal == True and texcoat['nmap'] != []):
CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if (bring_emissive == True and texcoat['emissive'] != []):
CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if (bring_displacement == True and texcoat['displacement'] != []):
CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
if (bring_alpha == True and texcoat['alpha'] != []):
CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup,
main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new):
if(tile_list):
texture_name = coatMat.name + '_' + type['name']
texture_tree = bpy.data.node_groups.new(type="ShaderNodeTree", name=texture_name)
texture_tree.outputs.new("NodeSocketColor", "Color")
texture_tree.outputs.new("NodeSocketColor", "Alpha")
texture_node_tree = act_material.nodes.new('ShaderNodeGroup')
texture_node_tree.name = '3DC_' + type['name']
texture_node_tree.node_tree = texture_tree
texture_node_tree.location[0] = type['node_location'][0]
texture_node_tree.location[0] -= 400
texture_node_tree.location[1] = type['node_location'][1]
notegroupend = texture_tree.nodes.new('NodeGroupOutput')
count = len(tile_list)
uv_loc = [-1400, 200]
map_loc = [-1100, 200]
tex_loc = [-700, 200]
mix_loc = [-400, 100]
nodes = []
for index, tile in enumerate(tile_list):
tex_img_node = texture_tree.nodes.new('ShaderNodeTexImage')
for ind, tex_index in enumerate(texcoat[type['name']]):
if(tex_index[0] == tile):
tex_img_node.image = bpy.data.images.load(texcoat[type['name']][ind][1])
break
tex_img_node.location = tex_loc
if tex_img_node.image and type['colorspace'] != 'color':
tex_img_node.image.colorspace_settings.is_data = True
tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
tex_uv_node.location = uv_loc
if(is_new):
tex_uv_node.uv_map = objekti.data.uv_layers[ind].name
else:
tex_uv_node.uv_map = objekti.data.uv_layers[0].name
map_node = texture_tree.nodes.new('ShaderNodeMapping')
map_node.location = map_loc
map_node.name = '3DC_' + tile
map_node.vector_type = 'TEXTURE'
tile_int_x = int(tile[3])
tile_int_y = int(tile[2])
min_node = texture_tree.nodes.new('ShaderNodeVectorMath')
min_node.operation = "MINIMUM"
min_node.inputs[1].default_value[0] = tile_int_x - 1
min_node.inputs[1].default_value[1] = tile_int_y
max_node = texture_tree.nodes.new('ShaderNodeVectorMath')
max_node.operation = "MAXIMUM"
max_node.inputs[1].default_value[0] = tile_int_x
max_node.inputs[1].default_value[1] = tile_int_y + 1
if(index == 0):
nodes.append(tex_img_node.name)
if(count == 1):
texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
texture_tree.links.new(tex_img_node.outputs[1], notegroupend.inputs[1])
if(index == 1):
mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
mix_node.blend_type = 'ADD'
mix_node.inputs[0].default_value = 1
mix_node.location = mix_loc
mix_loc[1] -= 300
texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
mix_node_alpha.location = mix_loc
mix_loc[1] -= 200
texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[1], mix_node_alpha.inputs[0])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
nodes.append(mix_node_alpha.name)
elif(index > 1):
mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
mix_node.blend_type = 'ADD'
mix_node.inputs[0].default_value = 1
mix_node.location = mix_loc
mix_loc[1] -= 300
texture_tree.links.new(texture_tree.nodes[nodes[1]].outputs[0], mix_node.inputs[1])
texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
mix_node_alpha.location = mix_loc
mix_loc[1] -= 200
texture_tree.links.new(texture_tree.nodes[nodes[2]].outputs[0], mix_node_alpha.inputs[0])
texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
nodes.clear()
nodes.append(tex_img_node.name)
nodes.append(mix_node.name)
nodes.append(mix_node_alpha.name)
tex_loc[1] -= 300
uv_loc[1] -= 300
map_loc[1] -= 300
texture_tree.links.new(tex_uv_node.outputs[0], map_node.inputs[0])
texture_tree.links.new(map_node.outputs[0], min_node.inputs[0])
texture_tree.links.new(min_node.outputs['Vector'], max_node.inputs[0])
texture_tree.links.new(max_node.outputs['Vector'], tex_img_node.inputs[0])
if(count > 1):
texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
texture_tree.links.new(mix_node_alpha.outputs[0], notegroupend.inputs[1])
if(tile_list):
node = texture_node_tree
if(texcoat['alpha'] != []):
if (type['name'] == 'color'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
else:
if(type['name'] == 'alpha'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
else:
node = act_material.nodes.new('ShaderNodeTexImage')
uv_node = act_material.nodes.new('ShaderNodeUVMap')
uv_node.uv_map = objekti.data.uv_layers[0].name
act_material.links.new(uv_node.outputs[0], node.inputs[0])
uv_node.use_custom_color = True
uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
node.use_custom_color = True
node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
if type['name'] == 'nmap':
normal_node = act_material.nodes.new('ShaderNodeNormalMap')
normal_node.use_custom_color = True
normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
node.location = -671, -510
if(tile_list == []):
uv_node.location = -750, -600
normal_node.location = -350, -350
normal_node.name = '3DC_normalnode'
elif type['name'] == 'displacement':
disp_node = main_material.nodes.new('ShaderNodeDisplacement')
node.location = -630, -1160
disp_node.location = 90, -460
disp_node.inputs[2].default_value = 0.1
disp_node.name = '3DC_dispnode'
node.name = '3DC_' + type['name']
node.label = type['name']
if (type['name'] != 'displacement'):
for input_index in type['find_input']:
input_color = main_mat.inputs.find(input_index)
if(input_color != -1):
break
if (tile_list == []):
load_image = True
for image in bpy.data.images:
if(texcoat[type['name']][0] == image.filepath):
load_image = False
node.image = image
break
if (load_image):
node.image = bpy.data.images.load(texcoat[type['name']][0])
if node.image and type['colorspace'] == 'noncolor':
node.image.colorspace_settings.is_data = True
if (coat3D.createnodes):
if(type['name'] == 'nmap'):
act_material.links.new(node.outputs[0], normal_node.inputs[1])
if(input_color != -1):
act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
elif (type['name'] == 'displacement'):
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
rampnode.use_custom_color = True
rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
rampnode.location = -270, -956
act_material.links.new(node.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], notegroup.inputs[5])
main_material.links.new(applink_tree.outputs[5], disp_node.inputs[0])
main_material.links.new(disp_node.outputs[0], out_mat.inputs[2])
coatMat.cycles.displacement_method = 'BOTH'
else:
if (texcoat['alpha'] != []):
if (type['name'] == 'alpha'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
else:
if (type['name'] == 'color'):
act_material.links.new(node.outputs[1], notegroup.inputs[8])
if(type['name'] != 'alpha'):
huenode = createExtraNodes(act_material, node, type, notegroup)
else:
huenode = node
huenode.location = -100, -800
if(type['name'] != 'alpha'):
act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']])
if (main_mat.type != 'MIX_SHADER' and input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
if(type['name'] == 'color'): #Alpha connection into Principled shader
main_material.links.new(applink_tree.outputs['Alpha'], main_mat.inputs['Alpha'])
else:
location = main_mat.location
#applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
if(type['name'] == 'emissive'):
for material in main_material.nodes:
if(material.name == '3DC_Emission'):
main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
break
if(tile_list == []):
uv_node.location = node.location
uv_node.location[0] -= 300
uv_node.location[1] -= 200
else:
node.location = type['node_location'][0], type['node_location'][1]
if (tile_list == []):
uv_node.location = node.location
uv_node.location[0] -= 300
act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
if (input_color != -1):
main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
def createExtraNodes(act_material, node, type, notegroup):
curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
curvenode.name = '3DC_RGBCurve'
curvenode.use_custom_color = True
curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if(type['huenode'] == 'yes'):
huenode = act_material.nodes.new('ShaderNodeHueSaturation')
huenode.name = '3DC_HueSaturation'
huenode.use_custom_color = True
huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
else:
huenode = act_material.nodes.new('ShaderNodeMath')
huenode.name = '3DC_HueSaturation'
huenode.operation = 'MULTIPLY'
huenode.inputs[1].default_value = 1
huenode.use_custom_color = True
huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if(type['rampnode'] == 'yes'):
rampnode = act_material.nodes.new('ShaderNodeValToRGB')
rampnode.name = '3DC_ColorRamp'
rampnode.use_custom_color = True
rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
if (type['rampnode'] == 'yes'):
act_material.links.new(node.outputs[0], curvenode.inputs[1])
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
if(type['huenode'] == 'yes'):
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
else:
act_material.links.new(rampnode.outputs[0], huenode.inputs[0])
else:
act_material.links.new(node.outputs[0], curvenode.inputs[1])
if (type['huenode'] == 'yes'):
act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
else:
act_material.links.new(curvenode.outputs[0], huenode.inputs[0])
if type['name'] == 'metalness':
node.location = -1300, 119
curvenode.location = -1000, 113
rampnode.location = -670, 115
huenode.location = -345, 118
elif type['name'] == 'rough':
node.location = -1300, -276
curvenode.location = -1000, -245
rampnode.location = -670, -200
huenode.location = -340, -100
elif type['name'] == 'color':
node.location = -990, 530
curvenode.location = -660, 480
huenode.location = -337, 335
elif type['name'] == 'emissive':
node.location = -1200, -900
curvenode.location = -900, -900
huenode.location = -340, -700
elif type['name'] == 'alpha':
node.location = -1200, -1200
curvenode.location = -900, -1250
rampnode.location = -600, -1200
huenode.location = -300, -1200
if(type['name'] == 'color'):
node_vertex = act_material.nodes.new('ShaderNodeVertexColor')
node_mixRGB = act_material.nodes.new('ShaderNodeMixRGB')
node_vectormath = act_material.nodes.new('ShaderNodeVectorMath')
node_mixRGB.blend_type = 'MULTIPLY'
node_mixRGB.inputs[0].default_value = 1
node_vectormath.operation = 'MULTIPLY'
node_vectormath.inputs[1].default_value = [2,2,2]
node_vertex.layer_name = 'Col'
node_vertex.location = -337, 525
node_mixRGB.location = 0, 425
act_material.links.new(node_vertex.outputs[0], node_mixRGB.inputs[1])
act_material.links.new(huenode.outputs[0], node_mixRGB.inputs[2])
act_material.links.new(node_vertex.outputs[1], notegroup.inputs[8])
act_material.links.new(node_mixRGB.outputs[0], node_vectormath.inputs[0])
return node_vectormath
return huenode
def matlab(objekti,mat_list,texturelist,is_new):
print('Welcome facture matlab function')
''' FBX Materials: remove all nodes and create princibles node'''
if(is_new):
RemoveFbxNodes(objekti)
'''Main Loop for Texture Update'''
updatetextures(objekti)
''' Check if bind textures with UVs or Materials '''
if(texturelist != []):
udim_textures = False
if texturelist[0][0].startswith('100'):
udim_textures = True
if(udim_textures == False):
readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures)
else:
path = texturelist[0][3]
only_name = os.path.basename(path)
if(only_name.startswith(objekti.coat3D.applink_index)):
readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures)
return('FINISHED')