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