Brushstroke Tools: Initial Version #328

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Simon Thommes merged 229 commits from SimonThommes/blender-studio-tools:brushstroke_tools-initial-version into main 2024-11-06 15:03:47 +01:00
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@ -127,56 +127,95 @@ def draw_panel_ui_recursive(panel, panel_name, mod, items, display_mode, hide_pa
def draw_material_settings(layout, material, surface_object=None): def draw_material_settings(layout, material, surface_object=None):
layout.prop(material, 'diffuse_color', text='Viewport Color') layout.prop(material, 'diffuse_color', text='Viewport Color')
# draw color options # draw color options
box = layout.box() try:
box.prop(material.node_tree.nodes['Color Attribute'], 'mute', text='Use Brush Color', invert_checkbox=True) n1 = material.node_tree.nodes['Color Attribute']
if material.node_tree.nodes['Color Attribute'].mute: n2 = material.node_tree.nodes['Color Texture']
row = box.row(align=True) n3 = material.node_tree.nodes['Color']
if material.node_tree.nodes['Color Texture'].mute: n4 = material.node_tree.nodes['Image Texture']
row.prop(material.node_tree.nodes['Color'].outputs[0], 'default_value', text ='') n5 = material.node_tree.nodes['UV Map']
else: n6 = material.node_tree.nodes['Color Variation']
col = row.column()
col.template_node_inputs(material.node_tree.nodes['Image Texture']) box = layout.box()
row.prop(material.node_tree.nodes['Color Texture'], 'mute', icon_only=True, invert_checkbox=True, icon='IMAGE') box.prop(n1, 'mute', text='Use Brush Color', invert_checkbox=True)
if not material.node_tree.nodes['Color Texture'].mute: if n1.mute:
if not surface_object: row = box.row(align=True)
box.prop(material.node_tree.nodes['UV Map'], 'uv_map', icon='UV') if n2.mute:
row.prop(n3.outputs[0], 'default_value', text ='')
else: else:
box.prop_search(material.node_tree.nodes['UV Map'], 'uv_map', surface_object.data, 'uv_layers', icon='UV') col = row.column()
box.prop(material.node_tree.nodes['Color Variation'].inputs[0], 'default_value', text='Color Variation') col.template_node_inputs(n4)
row.prop(n2, 'mute', icon_only=True, invert_checkbox=True, icon='IMAGE')
if not n2.mute:
if not surface_object:
box.prop(n5, 'uv_map', icon='UV')
else:
box.prop_search(n5, 'uv_map', surface_object.data, 'uv_layers', icon='UV')
box.prop(n6.inputs[0], 'default_value', text='Color Variation')
except:
pass
# draw opacity options # draw opacity options
box = layout.box() try:
box.prop(material.node_tree.nodes['Use Strength'], 'mute', text='Use Brush Strength', invert_checkbox=True) n1 = material.node_tree.nodes['Use Strength']
box.prop(material.node_tree.nodes['Opacity'].inputs[0], 'default_value', text='Opacity') n2 = material.node_tree.nodes['Opacity']
box = layout.box()
box.prop(n1, 'mute', text='Use Brush Strength', invert_checkbox=True)
box.prop(n2.inputs[0], 'default_value', text='Opacity')
except:
pass
# draw BSDF options # draw BSDF options
box = layout.box() try:
box.prop(material.node_tree.nodes['Principled BSDF'].inputs[1], 'default_value', text='Metallic') n1 = material.node_tree.nodes['Principled BSDF']
box.prop(material.node_tree.nodes['Principled BSDF'].inputs[2], 'default_value', text='Roughness') n2 = material.node_tree.nodes['Bump']
box.prop(material.node_tree.nodes['Bump'], 'mute', text='Bump', invert_checkbox=True)
row = box.row() box = layout.box()
if material.node_tree.nodes['Bump'].mute: box.prop(n1.inputs[1], 'default_value', text='Metallic')
row.active = False box.prop(n1.inputs[2], 'default_value', text='Roughness')
row.prop(material.node_tree.nodes['Bump'].inputs[0], 'default_value', text='Bump Strength') box.prop(n2, 'mute', text='Bump', invert_checkbox=True)
row = box.row()
if n2.mute:
row.active = False
row.prop(n2.inputs[0], 'default_value', text='Bump Strength')
except:
pass
# draw translucency options # draw translucency options
box = layout.box() try:
box.prop(material.node_tree.nodes['Translucency Add'], 'mute', text='Translucency', invert_checkbox=True) n1 = material.node_tree.nodes['Translucency Add']
box.prop(material.node_tree.nodes['Translucency Strength'].inputs[0], 'default_value', text='Translucency Strength') n2 = material.node_tree.nodes['Translucency Strength']
box.prop(material.node_tree.nodes['Translucency Tint'].inputs[7], 'default_value', text='Translucency Tint') n3 = material.node_tree.nodes['Translucency Tint']
box = layout.box()
box.prop(n1, 'mute', text='Translucency', invert_checkbox=True)
box.prop(n2.inputs[0], 'default_value', text='Translucency Strength')
box.prop(n3.inputs[7], 'default_value', text='Translucency Tint')
except:
pass
# draw brush style options # draw brush style options
brush_header, brush_panel = layout.panel('brush_panel', default_closed = True) try:
brush_header.label(text='Brush Style', icon='BRUSHES_ALL') n1 = material.node_tree.nodes['Brush Curve']
if brush_panel:
brush_panel.prop(material, 'brush_style', text='', icon='BRUSHES_ALL') brush_header, brush_panel = layout.panel('brush_panel', default_closed = True)
brush_panel.template_node_inputs(material.node_tree.nodes['Brush Curve']) brush_header.label(text='Brush Style', icon='BRUSHES_ALL')
if brush_panel:
brush_panel.prop(material, 'brush_style', text='', icon='BRUSHES_ALL')
brush_panel.template_node_inputs(n1)
except:
pass
# draw effects options # draw effects options
effects_header, effects_panel = layout.panel('effects_panel', default_closed = True) try:
effects_header.label(text='Effects', icon='SHADERFX') n1 = material.node_tree.nodes['Effects In']
if effects_panel:
draw_effect_panel_recursive(effects_panel, material, material.node_tree.nodes['Effects In']) effects_header, effects_panel = layout.panel('effects_panel', default_closed = True)
effects_header.label(text='Effects', icon='SHADERFX')
if effects_panel:
draw_effect_panel_recursive(effects_panel, material, n1)
except:
pass
def draw_effect_panel_recursive(effects_panel, material, prev_node): def draw_effect_panel_recursive(effects_panel, material, prev_node):
if not prev_node: if not prev_node: