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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@ -126,75 +126,83 @@ def draw_panel_ui_recursive(panel, panel_name, mod, items, display_mode, hide_pa
def draw_material_settings(layout, material, surface_object=None):
addon_prefs = bpy.context.preferences.addons[__package__].preferences
settings = bpy.context.scene.BSBST_settings
layout.prop(material, 'diffuse_color', text='Viewport Color')
# draw color options
try:
n1 = material.node_tree.nodes['Color Attribute']
n2 = material.node_tree.nodes['Color Texture']
n3 = material.node_tree.nodes['Color']
n4 = material.node_tree.nodes['Image Texture']
n5 = material.node_tree.nodes['UV Map']
n6 = material.node_tree.nodes['Color Variation']
material_row = layout.row(align=True)
material_row.template_ID(settings, 'context_material')
box = layout.box()
box.prop(n1, 'mute', text='Use Brush Color', invert_checkbox=True)
if n1.mute:
row = box.row(align=True)
if n2.mute:
row.prop(n3.outputs[0], 'default_value', text ='')
else:
col = row.column()
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')
material_header, material_panel = layout.panel("brushstrokes_material", default_closed=False)
material_header.label(text='Properties', icon='MATERIAL')
if material_panel:
material_panel.prop(material, 'diffuse_color', text='Viewport Color')
# draw color options
try:
n1 = material.node_tree.nodes['Color Attribute']
n2 = material.node_tree.nodes['Color Texture']
n3 = material.node_tree.nodes['Color']
n4 = material.node_tree.nodes['Image Texture']
n5 = material.node_tree.nodes['UV Map']
n6 = material.node_tree.nodes['Color Variation']
box = material_panel.box()
box.prop(n1, 'mute', text='Use Brush Color', invert_checkbox=True)
if n1.mute:
row = box.row(align=True)
if n2.mute:
row.prop(n3.outputs[0], 'default_value', text ='')
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
col = row.column()
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
try:
n1 = material.node_tree.nodes['Use Strength']
n2 = material.node_tree.nodes['Opacity']
# draw opacity options
try:
n1 = material.node_tree.nodes['Use Strength']
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
box = material_panel.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
try:
n1 = material.node_tree.nodes['Principled BSDF']
n2 = material.node_tree.nodes['Bump']
# draw BSDF options
try:
n1 = material.node_tree.nodes['Principled BSDF']
n2 = material.node_tree.nodes['Bump']
box = layout.box()
box.prop(n1.inputs[1], 'default_value', text='Metallic')
box.prop(n1.inputs[2], 'default_value', text='Roughness')
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
box = material_panel.box()
box.prop(n1.inputs[1], 'default_value', text='Metallic')
box.prop(n1.inputs[2], 'default_value', text='Roughness')
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
try:
n1 = material.node_tree.nodes['Translucency Add']
n2 = material.node_tree.nodes['Translucency Strength']
n3 = material.node_tree.nodes['Translucency Tint']
# draw translucency options
try:
n1 = material.node_tree.nodes['Translucency Add']
n2 = material.node_tree.nodes['Translucency Strength']
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
box = material_panel.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
try:
@ -395,15 +403,9 @@ class BSBST_PT_brushstroke_tools_panel(bpy.types.Panel):
if not settings.preset_object and is_preset:
style_panel.operator("brushstroke_tools.init_preset", icon='MODIFIER')
else:
material_header, material_panel = style_panel.panel("brushstrokes_material", default_closed=False)
material_header.label(text='Material', icon='MATERIAL')
if material_panel:
material_row = material_panel.row(align=True)
material_row.template_ID(settings, 'context_material')
if settings.context_material:
if getattr(settings.context_material, '["BSBST"]', False):
draw_material_settings(material_panel, settings.context_material, surface_object=surface_object)
if settings.context_material:
if getattr(settings.context_material, '["BSBST"]', False):
draw_material_settings(style_panel, settings.context_material, surface_object=surface_object)
elif settings.view_tab == 'SHAPE':
if style_object:
for mod in style_object.modifiers: