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authorSamuli <haikalle@gmail.com>2020-07-18 00:08:57 +0300
committerSamuli <haikalle@gmail.com>2020-07-18 00:08:57 +0300
commitbda1b8bc98bc0315f1090c131fab19a3b282e047 (patch)
tree79b399e8896ce4cca51152ed68afd47956582030 /io_coat3D
parent49bae5d692b9c8bfe0bacbc8a35ffe6e0105524a (diff)
io_coat3D: adding many features and fixes
Diffstat (limited to 'io_coat3D')
-rw-r--r--io_coat3D/__init__.py185
-rw-r--r--io_coat3D/data.json9
-rw-r--r--io_coat3D/tex.py306
-rw-r--r--io_coat3D/texVR.py846
4 files changed, 1040 insertions, 306 deletions
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index 4aebee06..5d74a960 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -19,7 +19,7 @@
bl_info = {
"name": "3D-Coat Applink",
"author": "Kalle-Samuli Riihikoski (haikalle)",
- "version": (4, 9, 50),
+ "version": (4, 9, 34),
"blender": (2, 80, 0),
"location": "Scene > 3D-Coat Applink",
"description": "Transfer data between 3D-Coat/Blender",
@@ -36,7 +36,7 @@ else:
from bpy.app.handlers import persistent
from io_coat3D import tex
-#from io_coat3D import texVR
+from io_coat3D import texVR
import os
import ntpath
@@ -67,57 +67,6 @@ time_interval = 2.0
global_exchange_folder = ''
-
-
-@persistent
-def every_3_seconds():
- global global_exchange_folder
- global initial_settings
- path_ex = ''
-
- if(initial_settings):
- global_exchange_folder = set_exchange_folder()
- initial_settings = False
-
- coat3D = bpy.context.scene.coat3D
-
- Export_folder = global_exchange_folder
- Blender_folder = os.path.join(Export_folder, 'Blender')
-
- BlenderFolder = Blender_folder
- ExportFolder = Export_folder
-
- Blender_folder += ('%sexport.txt' % (os.sep))
- Export_folder += ('%sexport.txt' % (os.sep))
-
-
- if os.path.isfile(Export_folder):
-
- print('BLENDER -> 3DC -> BLENDER WORKFLLOW')
- DeleteExtra3DC()
- workflow1(ExportFolder)
- removeFile(Export_folder)
- removeFile(Blender_folder)
-
-
-
- elif os.path.isfile(Blender_folder):
-
- print('3DC -> BLENDER WORKFLLOW')
- DeleteExtra3DC()
- workflow2(BlenderFolder)
- removeFile(Blender_folder)
-
-
-
-
- return 3.0
-
-@persistent
-def load_handler(dummy):
- bpy.app.timers.register(every_3_seconds)
-
-
def removeFile(exportfile):
if (os.path.isfile(exportfile)):
os.remove(exportfile)
@@ -155,19 +104,44 @@ def set_exchange_folder():
if(os.path.isdir(exchange)):
bpy.coat3D['status'] = 1
+
if(platform == 'win32'):
+
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
if(not(os.path.isdir(applink_folder))):
os.makedirs(applink_folder)
+
else:
+
exchange_path = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender' + os.sep + 'Exchange_folder.txt'
applink_folder = os.path.expanduser("~") + os.sep + 'Documents' + os.sep + '3DC2Blender'
if(not(os.path.isdir(applink_folder))):
os.makedirs(applink_folder)
- file = open(exchange_path, "w")
- file.write("%s"%(coat3D.exchangedir))
- file.close()
+
+ if(os.path.isfile(exchange_path) == False):
+
+ file = open(exchange_path, "w")
+ file.write("%s"%(exchange_path))
+ file.close()
+
+ else:
+
+ exchangeline = open(exchange_path)
+ for line in exchangeline:
+ source = line
+ break
+ exchangeline.close()
+
+ if(source != coat3D.exchangedir and coat3D.exchangedir != '' and coat3D.exchangedir.rfind('Exchange') >= 0):
+
+ file = open(exchange_path, "w")
+ file.write("%s"%(coat3D.exchangedir))
+ file.close()
+ exchange = coat3D.exchangedir
+
+ else:
+ exchange = source
else:
if(platform == 'win32'):
@@ -300,7 +274,6 @@ def updatemesh(objekti, proxy, texturelist):
vertex_map_copy.data[loop_index].color = proxy.data.vertex_colors[0].data[loop_index].color
# UV -Sets
-
udim_textures = False
if(texturelist != []):
if(texturelist[0][0].startswith('100')):
@@ -311,7 +284,7 @@ def updatemesh(objekti, proxy, texturelist):
uv_count = len(proxy.data.uv_layers)
index = 0
- while(index < uv_count):
+ while(index < uv_count and len(proxy.data.polygons) == len(objekti.data.polygons)):
for poly in proxy.data.polygons:
for indi in poly.loop_indices:
if(proxy.data.uv_layers[index].data[indi].uv[0] != 0 and proxy.data.uv_layers[index].data[indi].uv[1] != 0):
@@ -319,11 +292,10 @@ def updatemesh(objekti, proxy, texturelist):
if(udim_textures):
udim = proxy.data.uv_layers[index].name
udim_index = int(udim[2:]) - 1
-
+
objekti.data.uv_layers[0].data[indi].uv[0] = proxy.data.uv_layers[index].data[indi].uv[0]
objekti.data.uv_layers[0].data[indi].uv[1] = proxy.data.uv_layers[index].data[indi].uv[1]
- if(udim_textures):
- objekti.data.uv_layers[0].data[indi].uv[0] += udim_index
+
index = index + 1
# Mesh Copy
@@ -333,6 +305,54 @@ def updatemesh(objekti, proxy, texturelist):
for ind, v in enumerate(objekti.data.vertices):
v.co = proxy.data.vertices[ind].co
+class SCENE_OT_getback(bpy.types.Operator):
+ bl_idname = "getback.pilgway_3d_coat"
+ bl_label = "Export your custom property"
+ bl_description = "Export your custom property"
+ bl_options = {'UNDO'}
+
+ def invoke(self, context, event):
+
+ global global_exchange_folder
+ global initial_settings
+ path_ex = ''
+
+ if(initial_settings):
+ global_exchange_folder = set_exchange_folder()
+ initial_settings = False
+
+ Export_folder = global_exchange_folder
+ Blender_folder = os.path.join(Export_folder, 'Blender')
+
+ BlenderFolder = Blender_folder
+ ExportFolder = Export_folder
+
+ Blender_folder += ('%sexport.txt' % (os.sep))
+ Export_folder += ('%sexport.txt' % (os.sep))
+
+ if (bpy.app.background == False):
+ if os.path.isfile(Export_folder):
+
+ print('BLENDER -> 3DC -> BLENDER WORKFLLOW')
+ DeleteExtra3DC()
+ workflow1(ExportFolder)
+ removeFile(Export_folder)
+ removeFile(Blender_folder)
+
+
+
+ elif os.path.isfile(Blender_folder):
+
+ print('3DC -> BLENDER WORKFLLOW')
+ DeleteExtra3DC()
+ workflow2(BlenderFolder)
+ removeFile(Blender_folder)
+
+
+
+ return {'FINISHED'}
+
+
class SCENE_OT_folder(bpy.types.Operator):
bl_idname = "update_exchange_folder.pilgway_3d_coat"
bl_label = "Export your custom property"
@@ -760,11 +780,11 @@ class SCENE_OT_export(bpy.types.Operator):
if(coat3D.type == 'autopo'):
coat3D.bring_retopo = True
coat3D.bring_retopo_path = checkname
- bpy.ops.export_scene.fbx(filepath=checkname, use_selection=True, use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y')
+ bpy.ops.export_scene.fbx(filepath=checkname, global_scale = 0.01, use_selection=True, use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y')
elif (coat3D.type == 'vox'):
coat3D.bring_retopo = False
- bpy.ops.export_scene.fbx(filepath=coa.applink_address, global_scale=1, use_selection=True,
+ bpy.ops.export_scene.fbx(filepath=coa.applink_address, global_scale = 0.01, use_selection=True,
use_mesh_modifiers=coat3D.exportmod, axis_forward='-Z', axis_up='Y')
else:
@@ -803,11 +823,12 @@ class SCENE_OT_export(bpy.types.Operator):
if(node.name.startswith('3DC_') == True):
material.material.node_tree.nodes.remove(node)
-
+
for ind, mat_list in enumerate(mod_mat_list):
- if(mat_list == objekti.name):
+ if(mat_list == '__' + objekti.name):
for ind, mat in enumerate(mod_mat_list[mat_list]):
objekti.material_slots[mod_mat_list[mat_list][ind][0]].material = mod_mat_list[mat_list][ind][1]
+
bpy.context.scene.render.engine = active_render
return {'FINISHED'}
@@ -906,10 +927,14 @@ def new_ref_function(new_applink_address, nimi):
refmesh.coat3D.applink_name = ''
refmesh.coat3D.applink_address = ''
refmesh.coat3D.type = ''
+ copymesh.scale = (1,1,1)
+ copymesh.coat3D.applink_scale = (1,1,1)
+ copymesh.location = (0,0,0)
+ copymesh.rotation_euler = (0,0,0)
def blender_3DC_blender(texturelist):
-
+
coat3D = bpy.context.scene.coat3D
old_materials = bpy.data.materials.keys()
@@ -965,7 +990,6 @@ def blender_3DC_blender(texturelist):
for oname in object_list:
objekti = bpy.data.objects[oname]
-
if(objekti.coat3D.applink_mesh == True):
path3b_n = coat3D.exchangedir
@@ -1034,7 +1058,7 @@ def blender_3DC_blender(texturelist):
if objekti.coat3D.applink_firsttime == True and objekti.coat3D.type == 'vox':
objekti.select_set(True)
- objekti.scale = (1, 1, 1)
+ objekti.scale = (0.01, 0.01, 0.01)
objekti.rotation_euler[0] = 1.5708
objekti.rotation_euler[2] = 1.5708
bpy.ops.object.transforms_to_deltas(mode='ROT')
@@ -1062,8 +1086,7 @@ def blender_3DC_blender(texturelist):
#delete_materials_from_end(keep_materials_count, obj_proxy)
- for index, material in enumerate(objekti.material_slots):
- obj_proxy.material_slots[index-1].material = material.material
+
updatemesh(objekti,obj_proxy, texturelist)
bpy.context.view_layer.objects.active = objekti
@@ -1247,6 +1270,7 @@ def blender_3DC(texturelist, new_applink_address):
if(facture_object):
texVR.matlab(new_obj, mat_list, texturelist, is_new)
+ new_obj.scale = (0.01, 0.01, 0.01)
else:
tex.matlab(new_obj, mat_list, texturelist, is_new)
@@ -1354,7 +1378,6 @@ def workflow2(BlenderFolder):
new_ref_object = False
if(os.path.isfile(Blender_export)):
- print('blender')
obj_pathh = open(Blender_export)
new_object = True
for line in obj_pathh:
@@ -1420,9 +1443,10 @@ class SCENE_PT_Main(bpy.types.Panel):
row.prop(coat3D,"type",text = "")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
- col = flow.column()
+ row = layout.row()
- col.operator("export_applink.pilgway_3d_coat", text="Send")
+ row.operator("export_applink.pilgway_3d_coat", text="Send")
+ row.operator("getback.pilgway_3d_coat", text="GetBack")
class ObjectButtonsPanel():
@@ -1944,6 +1968,11 @@ class MaterialCoat3D(PropertyGroup):
description="Import diffuse texture",
default=True
)
+ bring_gloss: BoolProperty(
+ name="Import diffuse texture",
+ description="Import diffuse texture",
+ default=True
+ )
classes = (
SCENE_PT_Main,
@@ -1957,6 +1986,7 @@ classes = (
SCENE_OT_folder,
SCENE_OT_opencoat,
SCENE_OT_export,
+ SCENE_OT_getback,
SCENE_OT_delete_material_nodes,
SCENE_OT_delete_object_nodes,
SCENE_OT_delete_collection_nodes,
@@ -2014,6 +2044,11 @@ def register():
description="Import alpha texture",
default=True
)
+ bpy.types.Material.coat3D_gloss = BoolProperty(
+ name="Import alpha texture",
+ description="Import alpha texture",
+ default=True
+ )
from bpy.utils import register_class
@@ -2023,9 +2058,7 @@ def register():
bpy.types.Object.coat3D = PointerProperty(type=ObjectCoat3D)
bpy.types.Scene.coat3D = PointerProperty(type=SceneCoat3D)
bpy.types.Mesh.coat3D = PointerProperty(type=MeshCoat3D)
- bpy.types.Material.coat3D = PointerProperty(type=MaterialCoat3D)
- bpy.app.handlers.load_post.append(load_handler)
-
+ bpy.types.Material.coat3D = PointerProperty(type=MaterialCoat3D)
kc = bpy.context.window_manager.keyconfigs.addon
diff --git a/io_coat3D/data.json b/io_coat3D/data.json
index 4eaf03e8..8ed0b54e 100644
--- a/io_coat3D/data.json
+++ b/io_coat3D/data.json
@@ -9,7 +9,6 @@
"input": 0,
"rampnode": "no",
"huenode": "yes",
- "node_location": [ -400, 400 ],
"node_color": [0.535, 0.608, 0.306]
},
@@ -22,7 +21,6 @@
"input": 1,
"rampnode": "yes",
"huenode": "no",
- "node_location": [ -830, 160 ],
"node_color": [ 0.027, 0.324, 0.908 ]
},
@@ -35,7 +33,6 @@
"input": 2,
"rampnode": "yes",
"huenode": "no",
- "node_location": [ -550, 0 ],
"node_color": [ 0.608, 0.254, 0.000 ]
},
@@ -48,7 +45,6 @@
"input": 3,
"rampnode": "no",
"huenode": "no",
- "node_location": [ -650, -500 ],
"normal_node_location": [ -350, -350 ],
"node_color": [ 0.417, 0.363, 0.608 ]
},
@@ -60,7 +56,6 @@
"displacement": "yes",
"rampnode": "yes",
"huenode": "no",
- "node_location": [ 100, 100 ],
"input": 5,
"node_color": [ 0.608, 0.591, 0.498 ]
},
@@ -73,7 +68,6 @@
"find_input": [ "Emissive" ],
"rampnode": "no",
"huenode": "yes",
- "node_location": [ 100, 100 ],
"input": 4,
"node_color": [ 0.0, 0.0, 0.0 ]
},
@@ -85,7 +79,6 @@
"displacement": "no",
"rampnode": "no",
"huenode": "no",
- "node_location": [ 100, 100 ],
"node_color": [ 0.0, 0.0, 0.0 ]
},
@@ -96,7 +89,6 @@
"displacement": "no",
"rampnode": "yes",
"huenode": "no",
- "node_location": [ 100, 100 ],
"node_color": [ 0.1, 0.5, 0.1 ]
},
@@ -109,7 +101,6 @@
"input": 8,
"rampnode": "no",
"huenode": "no",
- "node_location": [ 0, -1000 ],
"node_color": [0.535, 0.608, 0.306]
}
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index 95dcf59c..3a48ab8f 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -108,43 +108,23 @@ def updatetextures(objekti): # Update 3DC textures
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()
+ if (node.name == '3DC_color' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
+ or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
+ try:
+ node.image.reload()
+ except:
+ pass
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()
+ if (node.name == '3DC_color' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
+ or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
+ try:
+ node.image.reload()
+ except:
+ pass
def testi(objekti, texture_info, index_mat_name, uv_MODE_mat, mat_index):
if uv_MODE_mat == 'UV':
@@ -173,11 +153,6 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
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'] = []
@@ -272,36 +247,45 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
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
+ if texcoat['color'] == [] and texture_info[1] == '1001':
+ texcoat['color'].append(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
+ if texcoat['metalness'] == [] and texture_info[1] == '1001':
+ texcoat['metalness'].append(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
+ if texcoat['rough'] == [] and texture_info[1] == '1001':
+ texcoat['rough'].append(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
+ if texcoat['nmap'] == [] and texture_info[1] == '1001':
+ texcoat['nmap'].append(texture_info[3])
+ create_nodes = True
elif texture_info[2] == 'emissive':
- texcoat['emissive'].append([texture_info[0],texture_info[3]])
- create_nodes = True
+ if texcoat['emissive'] == [] and texture_info[1] == '1001':
+ texcoat['emissive'].append(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
+ if texcoat['emissive_power'] == [] and texture_info[1] == '1001':
+ texcoat['emissive_power'].append(texture_info[3])
+ create_nodes = True
elif texture_info[2] == 'ao':
- texcoat['ao'].append([texture_info[0],texture_info[3]])
- create_nodes = True
+ if texcoat['ao'] == [] and texture_info[1] == '1001':
+ texcoat['ao'].append(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 texcoat['displacement'] == [] and texture_info[1] == '1001':
+ texcoat['displacement'].append(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
+ if texcoat['alpha'] == [] and texture_info[1] == '1001':
+ texcoat['alpha'].append(texture_info[3])
+ create_nodes = True
create_group_node = True
-
+
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangedir
@@ -313,9 +297,9 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #r
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)
+ createnodes(index_mat, texcoat, create_group_node, objekti, ind, is_new, udim_textures)
-def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates new nodes and link textures into them
+def createnodes(active_mat,texcoat, create_group_node, objekti, ind, is_new, udim_textures): # 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
@@ -325,9 +309,13 @@ def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind,
bring_AO = True
bring_alpha = True
+ active_mat.material.show_transparent_back = False # HACK FOR BLENDER BUG
+
coat3D = bpy.context.scene.coat3D
coatMat = active_mat.material
+ coatMat.blend_method = 'BLEND'
+
if(coatMat.use_nodes == False):
coatMat.use_nodes = True
act_material = coatMat.node_tree
@@ -456,171 +444,43 @@ def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind,
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)
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
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)
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
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)
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
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)
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
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)
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
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)
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
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
+ main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures)
- 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])
+def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures):
+ node = act_material.nodes.new('ShaderNodeTexImage')
+ uv_node = act_material.nodes.new('ShaderNodeUVMap')
+ if (is_new):
+ uv_node.uv_map = objekti.data.uv_layers[ind].name
else:
- node = act_material.nodes.new('ShaderNodeTexImage')
- uv_node = act_material.nodes.new('ShaderNodeUVMap')
- if (is_new):
- uv_node.uv_map = objekti.data.uv_layers[ind].name
- else:
- 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])
+ 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])
@@ -632,8 +492,7 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
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
+ uv_node.location = -750, -600
normal_node.location = -350, -350
normal_node.name = '3DC_normalnode'
@@ -654,21 +513,26 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
if(input_color != -1):
break
- if (tile_list == []):
-
- load_image = True
+ load_image = True
- for image in bpy.data.images:
- if(texcoat[type['name']][0] == image.filepath):
- load_image = False
- node.image = image
- break
+ 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 (load_image):
+ print('load_image', texcoat[type['name']][0])
- if node.image and type['colorspace'] == 'noncolor':
- node.image.colorspace_settings.is_data = True
+ node.image = bpy.data.images.load(texcoat[type['name']][0])
+ if(udim_textures):
+ node.image.source = 'TILED'
+
+
+ if node.image and type['colorspace'] == 'noncolor':
+ node.image.colorspace_settings.is_data = True
if (coat3D.createnodes):
@@ -725,10 +589,10 @@ def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup,
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
+
+ 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]
@@ -826,7 +690,7 @@ def matlab(objekti,mat_list,texturelist,is_new):
if(texturelist != []):
udim_textures = False
- if texturelist[0][0].startswith('100'):
+ if texturelist[0][0].startswith('100') and len(texturelist[0][0]) == 4:
udim_textures = True
if(udim_textures == False):
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')