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authorKalle-Samuli Riihikoski <haikalle@gmail.com>2019-01-24 16:36:51 +0300
committerKalle-Samuli Riihikoski <haikalle@gmail.com>2019-01-24 16:52:49 +0300
commit0f1e494c5fd0a8015d826a68a0be6597455529a0 (patch)
tree743c00a125a30b16d00e2495b6a9b35f61334c8e
parent4cc64c86b5949991392866628e1a48027563260c (diff)
restructure texture part. Added json file
-rw-r--r--io_coat3D/__init__.py57
-rw-r--r--io_coat3D/data.json83
-rw-r--r--io_coat3D/tex.py339
3 files changed, 245 insertions, 234 deletions
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index fa7011ed..e52682df 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -991,8 +991,6 @@ class SCENE_PT_Settings_Update(ObjectButtonsPanel, bpy.types.Panel):
col = flow.column()
col.prop(coat3D, "importtextures", text="Update Textures")
col = flow.column()
- col.prop(coat3D, "creategroup", text="Group Nodes")
- col = flow.column()
col.prop(coat3D, "exportmod", text="Export with modifiers")
class SCENE_PT_Settings_Folders(ObjectButtonsPanel, bpy.types.Panel):
@@ -1174,46 +1172,6 @@ class SceneCoat3D(PropertyGroup):
description="Alert if Exchange folder is not found",
default=True
)
- export_box: BoolProperty(
- name="Export window",
- description="Allows to skip export dialog",
- default=True
- )
- export_color: BoolProperty(
- name="Export color",
- description="Export color texture",
- default=True
- )
- export_spec: BoolProperty(
- name="Export specular",
- description="Export specular texture",
- default=True
- )
- export_normal: BoolProperty(
- name="Export Normal",
- description="Export normal texture",
- default=True
- )
- export_disp: BoolProperty(
- name="Export Displacement",
- description="Export displacement texture",
- default=True
- )
- export_position: BoolProperty(
- name="Export Source Position",
- description="Export source position",
- default=True
- )
- export_zero_layer: BoolProperty(
- name="Export from Layer 0",
- description="Export mesh from Layer 0",
- default=True
- )
- export_coarse: BoolProperty(
- name="Export Coarse",
- description="Export Coarse",
- default=True
- )
exportfile: BoolProperty(
name="No Import File",
description="Add Modifiers and export",
@@ -1229,11 +1187,6 @@ class SceneCoat3D(PropertyGroup):
description="Export modifiers",
default=False
)
- export_pos: BoolProperty(
- name="Remember Position",
- description="Remember position",
- default=True
- )
importtextures: BoolProperty(
name="Bring Textures",
description="Import Textures",
@@ -1244,21 +1197,11 @@ class SceneCoat3D(PropertyGroup):
description="Import Textures",
default=True
)
- creategroup: BoolProperty(
- name="Bring Textures",
- description="Import Textures",
- default=True
- )
importlevel: BoolProperty(
name="Multires. Level",
description="Bring Specific Multires Level",
default=False
)
- exportover: BoolProperty(
- name="Export Obj",
- description="Import Textures",
- default=False
- )
importmesh: BoolProperty(
name="Mesh",
description="Import Mesh",
diff --git a/io_coat3D/data.json b/io_coat3D/data.json
new file mode 100644
index 00000000..2a3020e1
--- /dev/null
+++ b/io_coat3D/data.json
@@ -0,0 +1,83 @@
+{
+
+ "color": {
+ "name": "color",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "no",
+ "find_input": [ "Color", "Base Color" ],
+ "input": 0,
+ "rampnode": "no",
+ "node_location": [ -400, 400 ]
+ },
+
+ "metalness": {
+ "name": "metalness",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "no",
+ "find_input": [ "Metallic" ],
+ "input": 1,
+ "rampnode": "yes",
+ "node_location": [ -830, 160 ]
+ },
+
+ "rough": {
+ "name": "rough",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "no",
+ "find_input": [ "Roughness" ],
+ "input": 2,
+ "rampnode": "yes",
+ "node_location": [ -550, 0 ]
+ },
+
+ "nmap": {
+ "name": "nmap",
+ "colorspace": "noncolor",
+ "normal": "yes",
+ "displacement": "no",
+ "find_input": [ "Normal" ],
+ "input": 3,
+ "rampnode": "no",
+ "node_location": [ -650, -500 ],
+ "normal_node_location": [ -350, -350 ]
+ },
+
+ "displacement": {
+ "name": "displacement",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "yes",
+ "rampnode": "yes",
+ "input": 4
+ },
+
+ "emissive": {
+ "name": "emissive",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "no",
+ "find_input": [ "Emissive" ],
+ "rampnode": "no",
+ "input": 5
+ },
+
+ "emissive_power": {
+ "name": "emissive_power",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "no",
+ "rampnode": "no"
+ },
+
+ "ao": {
+ "name": "ao",
+ "colorspace": "color",
+ "normal": "no",
+ "displacement": "no",
+ "rampnode": "yes"
+ }
+
+}
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index 4c8ea57e..9b0bcfbe 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -20,6 +20,8 @@
import bpy
import os
import re
+import json
+
def find_index(objekti):
luku = 0
@@ -29,6 +31,7 @@ def find_index(objekti):
luku = luku +1
return luku
+
def RemoveFbxNodes(objekti):
Node_Tree = objekti.active_material.node_tree
for node in Node_Tree.nodes:
@@ -42,6 +45,7 @@ def RemoveFbxNodes(objekti):
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
+
def UVTiling(objekti, texturelist):
""" Checks what materials are linked into UV """
@@ -70,6 +74,7 @@ def UVTiling(objekti, texturelist):
print('uvtiles_index', uvtiles_index)
return texturelist
+
def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
create_nodes = False
@@ -87,7 +92,6 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
texcoat['rough'] = []
texcoat['metalness'] = []
texcoat['nmap'] = []
- texcoat['disp'] = []
texcoat['emissive'] = []
texcoat['emissive_power'] = []
texcoat['displacement'] = []
@@ -98,25 +102,25 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
texcoat['color'].append(texture_info[3])
create_nodes = True
- if texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
+ elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
texcoat['metalness'].append(texture_info[3])
create_nodes = True
- if texture_info[2] == 'rough' or texture_info[2] == 'roughness':
+ elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append(texture_info[3])
create_nodes = True
- if texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
+ 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[3])
create_nodes = True
- if texture_info[2] == 'emissive':
+ elif texture_info[2] == 'emissive':
texcoat['emissive'].append(texture_info[3])
create_nodes = True
- if texture_info[2] == 'emissive_power':
+ elif texture_info[2] == 'emissive_power':
texcoat['emissive_power'].append(texture_info[3])
create_nodes = True
- if texture_info[2] == 'ao':
+ elif texture_info[2] == 'ao':
texcoat['ao'].append(texture_info[3])
create_nodes = True
- if texture_info[2].startswith('displacement'):
+ elif texture_info[2].startswith('displacement'):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
create_group_node = True
@@ -133,6 +137,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
coat3D.remove_path = True
createnodes(index_mat, texcoat, create_group_node)
+
def checkmaterial(mat_list, objekti): #check how many materials object has
mat_list = []
@@ -140,12 +145,14 @@ def checkmaterial(mat_list, objekti): #check how many materials object has
if(obj_mate.material.use_nodes == False):
obj_mate.material.use_nodes = True
+
def createnodes(active_mat,texcoat, create_group_node): # Cretes 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
coat3D = bpy.context.scene.coat3D
@@ -180,22 +187,32 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
elif(node.name == '3DC_metalness'):
bring_metalness = False
node.image.reload()
- elif(node.name == '3DC_roughness'):
+ elif(node.name == '3DC_rough'):
bring_roughness = False
node.image.reload()
- elif(node.name == '3DC_normal'):
+ elif(node.name == '3DC_nmap'):
bring_normal = False
node.image.reload()
elif(node.name == '3DC_displacement'):
bring_displacement = False
node.image.reload()
+ elif (node.name == '3DC_emissive'):
+ bring_emissive = False
+ node.image.reload()
elif (node.name == '3DC_AO'):
bring_AO = False
node.image.reload()
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
if(create_group_node):
- if(applink_group_node == False and coat3D.creategroup):
+ 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")
@@ -208,11 +225,32 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
applink_tree = act_material.nodes.new('ShaderNodeGroup')
applink_tree.name = '3DC_Applink'
applink_tree.node_tree = group_tree
- applink_tree.location = -400, 300
+ 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 = 40, -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'):
@@ -224,170 +262,27 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
if(index == 1):
break
- if(out_mat.inputs['Surface'].is_linked == True):
- main_mat = out_mat.inputs['Surface'].links[0].from_node
- if(main_mat.inputs.find('Base Color') == -1):
- input_color = main_mat.inputs.find('Color')
- else:
- input_color = main_mat.inputs.find('Base Color')
-
- ''' COLOR '''
+ # READ DATA.JSON FILE
+ json_address = os.path.dirname(bpy.app.binary_path) + os.sep + '2.80' + 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'] != []):
- print('Color:', texcoat['color'][0])
- node = act_material.nodes.new('ShaderNodeTexImage')
- node.name = '3DC_color'
- node.label = 'Color'
- if (texcoat['color']):
- node.image = bpy.data.images.load(texcoat['color'][0])
-
- if(coat3D.createnodes):
- curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
- curvenode.name = '3DC_RGBCurve'
- huenode = act_material.nodes.new('ShaderNodeHueSaturation')
- huenode.name = '3DC_HueSaturation'
-
- act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
- act_material.links.new(node.outputs[0], curvenode.inputs[1])
- if(coat3D.creategroup):
- act_material.links.new(huenode.outputs[0], notegroup.inputs[0])
- if(main_mat.type != 'MIX_SHADER'):
- main_material.links.new(applink_tree.outputs[0],main_mat.inputs[input_color])
- else:
- location = main_mat.location
- applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
- else:
- act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
- node.location = -990, 530
- curvenode.location = -660, 480
- huenode.location = -337, 335
- else:
- if (coat3D.creategroup):
- node.location = -400, 400
- act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
- if (input_color != -1):
- main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
-
- else:
- node.location = -400,400
- if (input_color != -1):
- act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
-
- ''' METALNESS '''
+ CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
if(bring_metalness == True and texcoat['metalness'] != []):
- node = act_material.nodes.new('ShaderNodeTexImage')
- node.name='3DC_metalness'
- node.label = 'Metalness'
- input_color = main_mat.inputs.find('Metallic')
- if(texcoat['metalness']):
- node.image = bpy.data.images.load(texcoat['metalness'][0])
- node.color_space = 'NONE'
- if (coat3D.createnodes):
- curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
- curvenode.name = '3DC_RGBCurve'
- huenode = act_material.nodes.new('ShaderNodeHueSaturation')
- huenode.name = '3DC_HueSaturation'
- rampnode = act_material.nodes.new('ShaderNodeValToRGB')
- rampnode.name = '3DC_ColorRamp'
-
- act_material.links.new(node.outputs[0], curvenode.inputs[1])
- act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
- act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
-
-
- if (coat3D.creategroup):
- act_material.links.new(huenode.outputs[0], notegroup.inputs[1])
- if (main_mat.type == 'BSDF_PRINCIPLED'):
- main_material.links.new(applink_tree.outputs[1], main_mat.inputs[input_color])
- else:
- act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
-
- node.location = -1300, 119
- curvenode.location = -1000, 113
- rampnode.location = -670, 115
- huenode.location = -345, 118
-
- else:
- if (coat3D.creategroup):
- node.location = -830, 160
- act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1])
- if (input_color != -1):
- main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
- else:
- node.location = -830, 160
- if (input_color != -1):
- act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
-
- ''' ROUGHNESS '''
+ CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
if(bring_roughness == True and texcoat['rough'] != []):
- node = act_material.nodes.new('ShaderNodeTexImage')
- node.name='3DC_roughness'
- node.label = 'Roughness'
- input_color = main_mat.inputs.find('Roughness')
- if(texcoat['rough']):
- node.image = bpy.data.images.load(texcoat['rough'][0])
- node.color_space = 'NONE'
-
- if (coat3D.createnodes):
- curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
- curvenode.name = '3DC_RGBCurve'
- huenode = act_material.nodes.new('ShaderNodeHueSaturation')
- huenode.name = '3DC_HueSaturation'
- rampnode = act_material.nodes.new('ShaderNodeValToRGB')
- rampnode.name = '3DC_ColorRamp'
-
- act_material.links.new(node.outputs[0], curvenode.inputs[1])
- act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
- act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
-
- if (coat3D.creategroup):
- act_material.links.new(huenode.outputs[0], notegroup.inputs[2])
- if(main_mat.type == 'BSDF_PRINCIPLED'):
- main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
- else:
- act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
-
- node.location = -1300, -276
- curvenode.location = -1000, -245
- rampnode.location = -670, -200
- huenode.location = -340, -100
-
- else:
- if (coat3D.creategroup):
- node.location = -550, 0
- act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1])
- if (input_color != -1):
- main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color])
-
- else:
- node.location = -550, 0
- if (input_color != -1):
- act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
-
- ''' NORMAL MAP'''
+ CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
if(bring_normal == True and texcoat['nmap'] != []):
- node = act_material.nodes.new('ShaderNodeTexImage')
- normal_node = act_material.nodes.new('ShaderNodeNormalMap')
+ CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
- node.location = -600,-670
- normal_node.location = -250,-350
+ if (bring_normal == True and texcoat['emissive'] != []):
+ CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree)
- node.name='3DC_normal'
- node.label = 'Normal Map'
- normal_node.name='3DC_normalnode'
- if(texcoat['nmap']):
- node.image = bpy.data.images.load(texcoat['nmap'][0])
- node.color_space = 'NONE'
- input_color = main_mat.inputs.find('Normal')
- act_material.links.new(node.outputs[0], normal_node.inputs[1])
- act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
- if (coat3D.creategroup):
- act_material.links.new(normal_node.outputs[0], notegroup.inputs[3])
- if(main_mat.inputs[input_color].name == 'Normal'):
- main_material.links.new(applink_tree.outputs[3], main_mat.inputs[input_color])
''' DISPLACEMENT '''
@@ -413,25 +308,115 @@ def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and l
act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
'''
+ act_material.links.new(node.outputs[0], notegroup.inputs[4])
- if (coat3D.creategroup):
- act_material.links.new(node.outputs[0], notegroup.inputs[4])
-
- #if (main_mat.type == 'BSDF_PRINCIPLED'):
- #main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
- #else:
- #act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
-
+ #if (main_mat.type == 'BSDF_PRINCIPLED'):
+ #main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color])
node.location = -276, -579
else:
- if (coat3D.creategroup):
- node.location = -550, 0
- act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs) - 1])
+ node.location = -550, 0
+ act_material.links.new(node.outputs[0], notegroup.inputs[4])
+def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree):
+ node = act_material.nodes.new('ShaderNodeTexImage')
+ if type['name'] == 'nmap':
+ normal_node = act_material.nodes.new('ShaderNodeNormalMap')
+ node.location = -650, -500
+ normal_node.location = -350, -350
+ normal_node.name = '3DC_normalnode'
+ node.name = '3DC_' + type['name']
+ node.label = type['name']
+
+ for input_index in type['find_input']:
+ input_color = main_mat.inputs.find(input_index)
+ if(input_color != -1):
+ break
+
+ node.image = bpy.data.images.load(texcoat[type['name']][0])
+ if(type['colorspace'] == 'noncolor'):
+ node.color_space = 'NONE'
+
+ 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])
+ else:
+
+ huenode = createExtraNodes(act_material, node, type)
+
+ 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])
+ 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
+
+
+ else:
+ node.location = type['node_location'][0], type['node_location'][1]
+ 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):
+
+ curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
+ curvenode.name = '3DC_RGBCurve'
+ huenode = act_material.nodes.new('ShaderNodeHueSaturation')
+ huenode.name = '3DC_HueSaturation'
+ print('tieto:', type)
+ print('ttoto: ', type['rampnode'])
+ if(type['rampnode'] == 'yes'):
+ rampnode = act_material.nodes.new('ShaderNodeValToRGB')
+ rampnode.name = '3DC_ColorRamp'
+
+ if (type['rampnode'] == 'yes'):
+ act_material.links.new(node.outputs[0], curvenode.inputs[1])
+ act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
+ act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
+ else:
+ act_material.links.new(node.outputs[0], curvenode.inputs[1])
+ act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
+
+ 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
+
+ return huenode
def matlab(objekti,mat_list,texturelist,is_new):