diff options
author | Samuli <haikalle@gmail.com> | 2020-07-18 00:08:57 +0300 |
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committer | Samuli <haikalle@gmail.com> | 2020-07-18 00:08:57 +0300 |
commit | bda1b8bc98bc0315f1090c131fab19a3b282e047 (patch) | |
tree | 79b399e8896ce4cca51152ed68afd47956582030 /io_coat3D/texVR.py | |
parent | 49bae5d692b9c8bfe0bacbc8a35ffe6e0105524a (diff) |
io_coat3D: adding many features and fixes
Diffstat (limited to 'io_coat3D/texVR.py')
-rw-r--r-- | io_coat3D/texVR.py | 846 |
1 files changed, 846 insertions, 0 deletions
diff --git a/io_coat3D/texVR.py b/io_coat3D/texVR.py new file mode 100644 index 00000000..9f0e65ec --- /dev/null +++ b/io_coat3D/texVR.py @@ -0,0 +1,846 @@ +# ***** BEGIN GPL LICENSE BLOCK ***** +# +# +# This program is free software; you can redistribute it and/or +# modify it under the terms of the GNU General Public License +# as published by the Free Software Foundation; either version 2 +# of the License, or (at your option) any later version. +# +# This program is distributed in the hope that it will be useful, +# but WITHOUT ANY WARRANTY; without even the implied warranty of +# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +# GNU General Public License for more details. +# +# You should have received a copy of the GNU General Public License +# along with this program; if not, write to the Free Software Foundation, +# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. +# +# ***** END GPL LICENCE BLOCK ***** + +import bpy +import os +import re +import json + +def find_index(objekti): + + luku = 0 + for tex in objekti.active_material.texture_slots: + if(not(hasattr(tex,'texture'))): + break + luku = luku +1 + return luku + + +def RemoveFbxNodes(objekti): + Node_Tree = objekti.active_material.node_tree + for node in Node_Tree.nodes: + if node.type != 'OUTPUT_MATERIAL': + Node_Tree.nodes.remove(node) + else: + output = node + output.location = 340,400 + Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled") + Prin_mat.location = 13, 375 + + Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0]) + + +def UVTiling(objekti, index, texturelist): + """ Checks what Tiles are linked with Material """ + + objekti.coat3D.applink_scale = objekti.scale + tiles_index = [] + tile_number ='' + for poly in objekti.data.polygons: + if (poly.material_index == (index)): + loop_index = poly.loop_indices[0] + uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0] + if(uv_x >= 0 and uv_x <=1): + tile_number_x = '1' + elif (uv_x >= 1 and uv_x <= 2): + tile_number_x = '2' + elif (uv_x >= 2 and uv_x <= 3): + tile_number_x = '3' + elif (uv_x >= 3 and uv_x <= 4): + tile_number_x = '4' + elif (uv_x >= 4 and uv_x <= 5): + tile_number_x = '5' + elif (uv_x >= 5 and uv_x <= 6): + tile_number_x = '6' + elif (uv_x >= 6 and uv_x <= 7): + tile_number_x = '7' + elif (uv_x >= 7 and uv_x <= 8): + tile_number_x = '8' + elif (uv_x >= 8 and uv_x <= 9): + tile_number_x = '9' + + uv_y = objekti.data.uv_layers.active.data[loop_index].uv[1] + if (uv_y >= 0 and uv_y <= 1): + tile_number_y = '0' + elif (uv_y >= 1 and uv_y <= 2): + tile_number_y = '1' + elif (uv_x >= 2 and uv_y <= 3): + tile_number_y = '2' + elif (uv_x >= 3 and uv_y <= 4): + tile_number_y = '3' + elif (uv_x >= 4 and uv_y <= 5): + tile_number_y = '4' + elif (uv_x >= 5 and uv_y <= 6): + tile_number_y = '5' + elif (uv_x >= 6 and uv_y <= 7): + tile_number_y = '6' + elif (uv_x >= 7 and uv_y <= 8): + tile_number_y = '7' + elif (uv_x >= 8 and uv_y <= 9): + tile_number_y = '8' + + tile_number = '10' + tile_number_y + tile_number_x + + if tile_number not in tiles_index: + tiles_index.append(tile_number) + + return tiles_index + +def updatetextures(objekti): # Update 3DC textures + + for index_mat in objekti.material_slots: + + for node in index_mat.material.node_tree.nodes: + if (node.type == 'TEX_IMAGE'): + if (node.name == '3DC_color'): + node.image.reload() + elif (node.name == '3DC_metalness'): + node.image.reload() + elif (node.name == '3DC_rough'): + node.image.reload() + elif (node.name == '3DC_nmap'): + node.image.reload() + elif (node.name == '3DC_displacement'): + node.image.reload() + elif (node.name == '3DC_emissive'): + node.image.reload() + elif (node.name == '3DC_AO'): + node.image.reload() + elif (node.name == '3DC_alpha'): + node.image.reload() + + for index_node_group in bpy.data.node_groups: + + for node in index_node_group.nodes: + if (node.type == 'TEX_IMAGE'): + if (node.name == '3DC_color'): + node.image.reload() + elif (node.name == '3DC_metalness'): + node.image.reload() + elif (node.name == '3DC_rough'): + node.image.reload() + elif (node.name == '3DC_nmap'): + node.image.reload() + elif (node.name == '3DC_displacement'): + node.image.reload() + elif (node.name == '3DC_emissive'): + node.image.reload() + elif (node.name == '3DC_AO'): + node.image.reload() + elif (node.name == '3DC_alpha'): + node.image.reload() + + +def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file + + # Let's check are we UVSet or MATERIAL modee + create_nodes = False + for ind, index_mat in enumerate(objekti.material_slots): + + if(udim_textures): + tile_list = UVTiling(objekti,ind, texturelist) + else: + tile_list = [] + + texcoat = {} + texcoat['color'] = [] + texcoat['ao'] = [] + texcoat['rough'] = [] + texcoat['metalness'] = [] + texcoat['nmap'] = [] + texcoat['emissive'] = [] + texcoat['emissive_power'] = [] + texcoat['displacement'] = [] + texcoat['alpha'] = [] + + create_group_node = False + if(udim_textures == False): + for slot_index, texture_info in enumerate(texturelist): + + uv_MODE_mat = 'MAT' + for index, layer in enumerate(objekti.data.uv_layers): + if(layer.name == texturelist[slot_index][0]): + uv_MODE_mat = 'UV' + break + + print('aaa') + print(texture_info[0]) + print(index_mat) + if(texture_info[0] == index_mat.name): + if texture_info[2] == 'color' or texture_info[2] == 'diffuse': + if(index_mat.material.coat3D_diffuse): + + texcoat['color'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection': + if (index_mat.material.coat3D_metalness): + texcoat['metalness'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'rough' or texture_info[2] == 'roughness': + if (index_mat.material.coat3D_roughness): + texcoat['rough'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal': + if (index_mat.material.coat3D_normal): + texcoat['nmap'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'emissive': + if (index_mat.material.coat3D_emissive): + texcoat['emissive'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'emissive_power': + if (index_mat.material.coat3D_emissive): + texcoat['emissive_power'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'ao': + if (index_mat.material.coat3D_ao): + texcoat['ao'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2].startswith('displacement'): + if (index_mat.material.coat3D_displacement): + texcoat['displacement'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity': + if (index_mat.material.coat3D_alpha): + texcoat['alpha'].append(texture_info[3]) + create_nodes = True + else: + os.remove(texture_info[3]) + + create_group_node = True + + else: + for texture_info in texturelist: + + if texture_info[2] == 'color' or texture_info[2] == 'diffuse': + texcoat['color'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[ + 2] == 'reflection': + texcoat['metalness'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2] == 'rough' or texture_info[2] == 'roughness': + texcoat['rough'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[ + 2] == 'normal_map' or texture_info[2] == 'normal': + texcoat['nmap'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2] == 'emissive': + texcoat['emissive'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2] == 'emissive_power': + texcoat['emissive_power'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2] == 'ao': + texcoat['ao'].append([texture_info[0],texture_info[3]]) + create_nodes = True + elif texture_info[2].startswith('displacement'): + texcoat['displacement'].append([texture_info[0],texture_info[3]]) + create_nodes = True + if texture_info[2] == 'alpha' or texture_info[2] == 'opacity': + texcoat['alpha'].append([texture_info[0], texture_info[3]]) + create_nodes = True + create_group_node = True + + if(create_nodes): + coat3D = bpy.context.scene.coat3D + path3b_n = coat3D.exchangedir + path3b_n += ('%slast_saved_3b_file.txt' % (os.sep)) + + if (os.path.isfile(path3b_n)): + export_file = open(path3b_n) + for line in export_file: + objekti.coat3D.applink_3b_path = line + export_file.close() + coat3D.remove_path = True + createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new) + +def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates new nodes and link textures into them + bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes + bring_metalness = True + bring_roughness = True + bring_normal = True + bring_displacement = True + bring_emissive = True + bring_AO = True + bring_alpha = True + + coat3D = bpy.context.scene.coat3D + coatMat = active_mat.material + + if(coatMat.use_nodes == False): + coatMat.use_nodes = True + + act_material = coatMat.node_tree + main_material = coatMat.node_tree + applink_group_node = False + + # First go through all image nodes and let's check if it starts with 3DC and reload if needed + + for node in coatMat.node_tree.nodes: + if (node.type == 'OUTPUT_MATERIAL'): + out_mat = node + break + + for node in act_material.nodes: + if(node.name == '3DC_Applink' and node.type == 'GROUP'): + applink_group_node = True + act_material = node.node_tree + applink_tree = node + break + + for node in act_material.nodes: + if (node.type != 'GROUP'): + if (node.type != 'GROUP_OUTPUT'): + if (node.type == 'TEX_IMAGE'): + if (node.name == '3DC_color'): + bring_color = False + elif (node.name == '3DC_metalness'): + bring_metalness = False + elif (node.name == '3DC_rough'): + bring_roughness = False + elif (node.name == '3DC_nmap'): + bring_normal = False + elif (node.name == '3DC_displacement'): + bring_displacement = False + elif (node.name == '3DC_emissive'): + bring_emissive = False + elif (node.name == '3DC_AO'): + bring_AO = False + elif (node.name == '3DC_alpha'): + bring_alpha = False + elif (node.type == 'GROUP' and node.name.startswith('3DC_')): + if (node.name == '3DC_color'): + bring_color = False + elif (node.name == '3DC_metalness'): + bring_metalness = False + elif (node.name == '3DC_rough'): + bring_roughness = False + elif (node.name == '3DC_nmap'): + bring_normal = False + elif (node.name == '3DC_displacement'): + bring_displacement = False + elif (node.name == '3DC_emissive'): + bring_emissive = False + elif (node.name == '3DC_AO'): + bring_AO = False + elif (node.name == '3DC_alpha'): + bring_alpha = False + + #Let's start to build new node tree. Let's start linking with Material Output + + if(create_group_node): + if(applink_group_node == False): + main_mat2 = out_mat.inputs['Surface'].links[0].from_node + for input_ind in main_mat2.inputs: + if(input_ind.is_linked): + main_mat3 = input_ind.links[0].from_node + if(main_mat3.type == 'BSDF_PRINCIPLED'): + main_mat = main_mat3 + + group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink") + group_tree.outputs.new("NodeSocketColor", "Color") + group_tree.outputs.new("NodeSocketColor", "Metallic") + group_tree.outputs.new("NodeSocketColor", "Roughness") + group_tree.outputs.new("NodeSocketVector", "Normal map") + group_tree.outputs.new("NodeSocketColor", "Emissive") + group_tree.outputs.new("NodeSocketColor", "Displacement") + group_tree.outputs.new("NodeSocketColor", "Emissive Power") + group_tree.outputs.new("NodeSocketColor", "AO") + group_tree.outputs.new("NodeSocketColor", "Alpha") + applink_tree = act_material.nodes.new('ShaderNodeGroup') + applink_tree.name = '3DC_Applink' + applink_tree.node_tree = group_tree + applink_tree.location = -400, -100 + act_material = group_tree + notegroup = act_material.nodes.new('NodeGroupOutput') + notegroup.location = 220, -260 + + if(texcoat['emissive'] != []): + from_output = out_mat.inputs['Surface'].links[0].from_node + if(from_output.type == 'BSDF_PRINCIPLED'): + add_shader = main_material.nodes.new('ShaderNodeAddShader') + emission_shader = main_material.nodes.new('ShaderNodeEmission') + + emission_shader.name = '3DC_Emission' + + add_shader.location = 420, 110 + emission_shader.location = 70, -330 + out_mat.location = 670, 130 + + main_material.links.new(from_output.outputs[0], add_shader.inputs[0]) + main_material.links.new(add_shader.outputs[0], out_mat.inputs[0]) + main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1]) + main_mat = from_output + else: + main_mat = out_mat.inputs['Surface'].links[0].from_node + + else: + main_mat = out_mat.inputs['Surface'].links[0].from_node + index = 0 + for node in coatMat.node_tree.nodes: + if (node.type == 'GROUP' and node.name =='3DC_Applink'): + for in_node in node.node_tree.nodes: + if(in_node.type == 'GROUP_OUTPUT'): + notegroup = in_node + index = 1 + break + if(index == 1): + break + + # READ DATA.JSON FILE + + json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json' + with open(json_address, encoding='utf-8') as data_file: + data = json.loads(data_file.read()) + + if(out_mat.inputs['Surface'].is_linked == True): + if(bring_color == True and texcoat['color'] != []): + CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new) + + if(bring_metalness == True and texcoat['metalness'] != []): + CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new) + + if(bring_roughness == True and texcoat['rough'] != []): + CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat,tile_list, objekti, ind, is_new) + + if(bring_normal == True and texcoat['nmap'] != []): + CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new) + + if (bring_emissive == True and texcoat['emissive'] != []): + CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new) + + if (bring_displacement == True and texcoat['displacement'] != []): + CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new) + if (bring_alpha == True and texcoat['alpha'] != []): + CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup, + main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new) + + +def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new): + + if(tile_list): + texture_name = coatMat.name + '_' + type['name'] + texture_tree = bpy.data.node_groups.new(type="ShaderNodeTree", name=texture_name) + texture_tree.outputs.new("NodeSocketColor", "Color") + texture_tree.outputs.new("NodeSocketColor", "Alpha") + texture_node_tree = act_material.nodes.new('ShaderNodeGroup') + texture_node_tree.name = '3DC_' + type['name'] + texture_node_tree.node_tree = texture_tree + texture_node_tree.location[0] = type['node_location'][0] + texture_node_tree.location[0] -= 400 + texture_node_tree.location[1] = type['node_location'][1] + notegroupend = texture_tree.nodes.new('NodeGroupOutput') + + count = len(tile_list) + uv_loc = [-1400, 200] + map_loc = [-1100, 200] + tex_loc = [-700, 200] + mix_loc = [-400, 100] + + nodes = [] + + for index, tile in enumerate(tile_list): + + tex_img_node = texture_tree.nodes.new('ShaderNodeTexImage') + + for ind, tex_index in enumerate(texcoat[type['name']]): + if(tex_index[0] == tile): + tex_img_node.image = bpy.data.images.load(texcoat[type['name']][ind][1]) + break + tex_img_node.location = tex_loc + + if tex_img_node.image and type['colorspace'] != 'color': + tex_img_node.image.colorspace_settings.is_data = True + + tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap') + tex_uv_node.location = uv_loc + if(is_new): + tex_uv_node.uv_map = objekti.data.uv_layers[ind].name + else: + tex_uv_node.uv_map = objekti.data.uv_layers[0].name + + map_node = texture_tree.nodes.new('ShaderNodeMapping') + map_node.location = map_loc + map_node.name = '3DC_' + tile + map_node.vector_type = 'TEXTURE' + + tile_int_x = int(tile[3]) + tile_int_y = int(tile[2]) + + min_node = texture_tree.nodes.new('ShaderNodeVectorMath') + min_node.operation = "MINIMUM" + min_node.inputs[1].default_value[0] = tile_int_x - 1 + min_node.inputs[1].default_value[1] = tile_int_y + + max_node = texture_tree.nodes.new('ShaderNodeVectorMath') + max_node.operation = "MAXIMUM" + max_node.inputs[1].default_value[0] = tile_int_x + max_node.inputs[1].default_value[1] = tile_int_y + 1 + + + if(index == 0): + nodes.append(tex_img_node.name) + if(count == 1): + texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0]) + texture_tree.links.new(tex_img_node.outputs[1], notegroupend.inputs[1]) + + if(index == 1): + mix_node = texture_tree.nodes.new('ShaderNodeMixRGB') + mix_node.blend_type = 'ADD' + mix_node.inputs[0].default_value = 1 + mix_node.location = mix_loc + mix_loc[1] -= 300 + texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2]) + texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1]) + mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath') + mix_node_alpha.location = mix_loc + mix_loc[1] -= 200 + texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1]) + texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[1], mix_node_alpha.inputs[0]) + nodes.clear() + nodes.append(tex_img_node.name) + nodes.append(mix_node.name) + nodes.append(mix_node_alpha.name) + + + elif(index > 1): + mix_node = texture_tree.nodes.new('ShaderNodeMixRGB') + mix_node.blend_type = 'ADD' + mix_node.inputs[0].default_value = 1 + mix_node.location = mix_loc + mix_loc[1] -= 300 + texture_tree.links.new(texture_tree.nodes[nodes[1]].outputs[0], mix_node.inputs[1]) + texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2]) + mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath') + mix_node_alpha.location = mix_loc + mix_loc[1] -= 200 + texture_tree.links.new(texture_tree.nodes[nodes[2]].outputs[0], mix_node_alpha.inputs[0]) + texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1]) + + nodes.clear() + nodes.append(tex_img_node.name) + nodes.append(mix_node.name) + nodes.append(mix_node_alpha.name) + + tex_loc[1] -= 300 + uv_loc[1] -= 300 + map_loc[1] -= 300 + + texture_tree.links.new(tex_uv_node.outputs[0], map_node.inputs[0]) + texture_tree.links.new(map_node.outputs[0], min_node.inputs[0]) + texture_tree.links.new(min_node.outputs['Vector'], max_node.inputs[0]) + texture_tree.links.new(max_node.outputs['Vector'], tex_img_node.inputs[0]) + + if(count > 1): + texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0]) + texture_tree.links.new(mix_node_alpha.outputs[0], notegroupend.inputs[1]) + + if(tile_list): + node = texture_node_tree + if(texcoat['alpha'] != []): + if (type['name'] == 'color'): + act_material.links.new(node.outputs[1], notegroup.inputs[8]) + else: + if(type['name'] == 'alpha'): + act_material.links.new(node.outputs[1], notegroup.inputs[8]) + + + else: + node = act_material.nodes.new('ShaderNodeTexImage') + uv_node = act_material.nodes.new('ShaderNodeUVMap') + + uv_node.uv_map = objekti.data.uv_layers[0].name + act_material.links.new(uv_node.outputs[0], node.inputs[0]) + uv_node.use_custom_color = True + uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + + node.use_custom_color = True + node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2]) + + + if type['name'] == 'nmap': + normal_node = act_material.nodes.new('ShaderNodeNormalMap') + normal_node.use_custom_color = True + normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + + node.location = -671, -510 + if(tile_list == []): + uv_node.location = -750, -600 + normal_node.location = -350, -350 + normal_node.name = '3DC_normalnode' + + elif type['name'] == 'displacement': + disp_node = main_material.nodes.new('ShaderNodeDisplacement') + + node.location = -630, -1160 + disp_node.location = 90, -460 + disp_node.inputs[2].default_value = 0.1 + disp_node.name = '3DC_dispnode' + + node.name = '3DC_' + type['name'] + node.label = type['name'] + + if (type['name'] != 'displacement'): + for input_index in type['find_input']: + input_color = main_mat.inputs.find(input_index) + if(input_color != -1): + break + + if (tile_list == []): + + load_image = True + + for image in bpy.data.images: + if(texcoat[type['name']][0] == image.filepath): + load_image = False + node.image = image + break + + if (load_image): + node.image = bpy.data.images.load(texcoat[type['name']][0]) + + if node.image and type['colorspace'] == 'noncolor': + node.image.colorspace_settings.is_data = True + + if (coat3D.createnodes): + + if(type['name'] == 'nmap'): + act_material.links.new(node.outputs[0], normal_node.inputs[1]) + if(input_color != -1): + act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color]) + + act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']]) + if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1): + main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color]) + + elif (type['name'] == 'displacement'): + + rampnode = act_material.nodes.new('ShaderNodeValToRGB') + rampnode.name = '3DC_ColorRamp' + rampnode.use_custom_color = True + rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + rampnode.location = -270, -956 + + act_material.links.new(node.outputs[0], rampnode.inputs[0]) + act_material.links.new(rampnode.outputs[0], notegroup.inputs[5]) + + main_material.links.new(applink_tree.outputs[5], disp_node.inputs[0]) + main_material.links.new(disp_node.outputs[0], out_mat.inputs[2]) + coatMat.cycles.displacement_method = 'BOTH' + + else: + if (texcoat['alpha'] != []): + if (type['name'] == 'alpha'): + act_material.links.new(node.outputs[1], notegroup.inputs[8]) + else: + if (type['name'] == 'color'): + act_material.links.new(node.outputs[1], notegroup.inputs[8]) + if(type['name'] != 'alpha'): + huenode = createExtraNodes(act_material, node, type, notegroup) + else: + huenode = node + huenode.location = -100, -800 + + if(type['name'] != 'alpha'): + act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']]) + if (main_mat.type != 'MIX_SHADER' and input_color != -1): + main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color]) + if(type['name'] == 'color'): #Alpha connection into Principled shader + main_material.links.new(applink_tree.outputs['Alpha'], main_mat.inputs['Alpha']) + + else: + location = main_mat.location + #applink_tree.location = main_mat.location[0], main_mat.location[1] + 200 + + if(type['name'] == 'emissive'): + for material in main_material.nodes: + if(material.name == '3DC_Emission'): + main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0]) + break + if(tile_list == []): + uv_node.location = node.location + uv_node.location[0] -= 300 + uv_node.location[1] -= 200 + + else: + node.location = type['node_location'][0], type['node_location'][1] + if (tile_list == []): + uv_node.location = node.location + uv_node.location[0] -= 300 + act_material.links.new(node.outputs[0], notegroup.inputs[type['input']]) + if (input_color != -1): + main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color]) + + +def createExtraNodes(act_material, node, type, notegroup): + + curvenode = act_material.nodes.new('ShaderNodeRGBCurve') + curvenode.name = '3DC_RGBCurve' + curvenode.use_custom_color = True + curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + + if(type['huenode'] == 'yes'): + huenode = act_material.nodes.new('ShaderNodeHueSaturation') + huenode.name = '3DC_HueSaturation' + huenode.use_custom_color = True + huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + else: + huenode = act_material.nodes.new('ShaderNodeMath') + huenode.name = '3DC_HueSaturation' + huenode.operation = 'MULTIPLY' + huenode.inputs[1].default_value = 1 + huenode.use_custom_color = True + huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + + + if(type['rampnode'] == 'yes'): + rampnode = act_material.nodes.new('ShaderNodeValToRGB') + rampnode.name = '3DC_ColorRamp' + rampnode.use_custom_color = True + rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2]) + + if (type['rampnode'] == 'yes'): + act_material.links.new(node.outputs[0], curvenode.inputs[1]) + act_material.links.new(curvenode.outputs[0], rampnode.inputs[0]) + if(type['huenode'] == 'yes'): + act_material.links.new(rampnode.outputs[0], huenode.inputs[4]) + else: + act_material.links.new(rampnode.outputs[0], huenode.inputs[0]) + else: + act_material.links.new(node.outputs[0], curvenode.inputs[1]) + if (type['huenode'] == 'yes'): + act_material.links.new(curvenode.outputs[0], huenode.inputs[4]) + else: + act_material.links.new(curvenode.outputs[0], huenode.inputs[0]) + + if type['name'] == 'metalness': + node.location = -1300, 119 + curvenode.location = -1000, 113 + rampnode.location = -670, 115 + huenode.location = -345, 118 + + elif type['name'] == 'rough': + node.location = -1300, -276 + curvenode.location = -1000, -245 + rampnode.location = -670, -200 + huenode.location = -340, -100 + + elif type['name'] == 'color': + node.location = -990, 530 + curvenode.location = -660, 480 + huenode.location = -337, 335 + + elif type['name'] == 'emissive': + node.location = -1200, -900 + curvenode.location = -900, -900 + huenode.location = -340, -700 + + elif type['name'] == 'alpha': + node.location = -1200, -1200 + curvenode.location = -900, -1250 + rampnode.location = -600, -1200 + huenode.location = -300, -1200 + + if(type['name'] == 'color'): + node_vertex = act_material.nodes.new('ShaderNodeVertexColor') + node_mixRGB = act_material.nodes.new('ShaderNodeMixRGB') + node_vectormath = act_material.nodes.new('ShaderNodeVectorMath') + + node_mixRGB.blend_type = 'MULTIPLY' + node_mixRGB.inputs[0].default_value = 1 + + node_vectormath.operation = 'MULTIPLY' + node_vectormath.inputs[1].default_value = [2,2,2] + + node_vertex.layer_name = 'Col' + + node_vertex.location = -337, 525 + node_mixRGB.location = 0, 425 + + act_material.links.new(node_vertex.outputs[0], node_mixRGB.inputs[1]) + act_material.links.new(huenode.outputs[0], node_mixRGB.inputs[2]) + act_material.links.new(node_vertex.outputs[1], notegroup.inputs[8]) + act_material.links.new(node_mixRGB.outputs[0], node_vectormath.inputs[0]) + + return node_vectormath + + return huenode + +def matlab(objekti,mat_list,texturelist,is_new): + + print('Welcome facture matlab function') + + ''' FBX Materials: remove all nodes and create princibles node''' + if(is_new): + RemoveFbxNodes(objekti) + + '''Main Loop for Texture Update''' + + updatetextures(objekti) + + ''' Check if bind textures with UVs or Materials ''' + + if(texturelist != []): + + udim_textures = False + if texturelist[0][0].startswith('100'): + udim_textures = True + + if(udim_textures == False): + readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures) + else: + path = texturelist[0][3] + only_name = os.path.basename(path) + if(only_name.startswith(objekti.coat3D.applink_index)): + readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures) + + + return('FINISHED') |