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authorKalle-Samuli Riihikoski <haikalle@gmail.com>2019-01-06 17:44:01 +0300
committerKalle-Samuli Riihikoski <haikalle@gmail.com>2019-01-06 17:44:01 +0300
commite3b63b9ab06f33f6d1f263dc719d4edf13c7430c (patch)
tree561b67157e590432c6b41bdf44beb663f324030c /io_coat3D
parenta0044523a66f693c3b8005bc351120c87b5c8c34 (diff)
supports UVTiling texture workflow
Diffstat (limited to 'io_coat3D')
-rw-r--r--io_coat3D/__init__.py40
-rw-r--r--io_coat3D/tex.py461
2 files changed, 285 insertions, 216 deletions
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index 6db1a531..8c4784e4 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -439,10 +439,35 @@ class SCENE_OT_export(bpy.types.Operator):
objekti.name = name_boxs[0]
objekti.data.name = name_boxs[0]
objekti.coat3D.applink_name = objekti.data.name
-
+ mod_mat_list = {}
for objekti in bpy.context.selected_objects:
+ mod_mat_list[objekti.name] = []
objekti.coat3D.applink_scale = objekti.scale
+ ''' Checks what materials are linked into UV '''
+
+ if(coat3D.type == 'ppp'):
+ final_material_indexs = []
+ uvtiles_index = []
+ for poly in objekti.data.polygons:
+ if(poly.material_index not in final_material_indexs):
+ final_material_indexs.append(poly.material_index)
+ loop_index = poly.loop_indices[0]
+ uvtiles_index.append([poly.material_index,objekti.data.uv_layers.active.data[loop_index].uv[0]])
+ if(len(final_material_indexs) == len(objekti.material_slots)):
+ break
+ print(final_material_indexs)
+
+ material_index = 0
+ if (len(final_material_indexs) != len(objekti.material_slots)):
+ for material in objekti.material_slots:
+ if material_index not in final_material_indexs:
+ temp_mat = material.material
+ material.material = objekti.material_slots[0].material
+ mod_mat_list[objekti.name].append([material_index, temp_mat])
+ material_index = material_index + 1
+
+ print('uvtiles_index', uvtiles_index)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
if(len(bpy.context.selected_objects) > 1 and coat3D.type != 'vox'):
bpy.ops.object.transforms_to_deltas(mode='ROT')
@@ -467,10 +492,11 @@ class SCENE_OT_export(bpy.types.Operator):
objekti.coat3D.applink_onlyone = True
objekti.coat3D.type = coat3D.type
objekti.coat3D.applink_mesh = True
- objekti.coat3D.applink_address = coa.applink_address
objekti.coat3D.obj_mat = ''
objekti.coat3D.applink_firsttime = True
- objekti.coat3D.objecttime = str(os.path.getmtime(objekti.coat3D.applink_address))
+ if(coat3D.type != 'autopo'):
+ objekti.coat3D.applink_address = coa.applink_address
+ objekti.coat3D.objecttime = str(os.path.getmtime(objekti.coat3D.applink_address))
objekti.data.coat3D.name = '3DC'
if(coat3D.type != 'vox'):
@@ -481,6 +507,14 @@ class SCENE_OT_export(bpy.types.Operator):
if(node.name.startswith('3DC_') == True):
material.material.node_tree.nodes.remove(node)
+ print('halloo', mod_mat_list)
+ for ind, mat_list in enumerate(mod_mat_list):
+ print('terve', mat_list)
+ 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]
+ print('hipphhhuurrei', mod_mat_list[mat_list][ind][0], mod_mat_list[mat_list][ind][1])
+
return {'FINISHED'}
class SCENE_OT_import(bpy.types.Operator):
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index 7af4d68e..aae5ba84 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -42,9 +42,43 @@ 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 """
+
+ objekti.coat3D.applink_scale = objekti.scale
+ final_material_indexs = []
+ uvtiles_index = []
+
+ for poly in objekti.data.polygons:
+ if (poly.material_index not in final_material_indexs):
+ final_material_indexs.append(poly.material_index)
+ loop_index = poly.loop_indices[0]
+ uvtiles_index.append([poly.material_index, objekti.data.uv_layers.active.data[loop_index].uv[0]])
+ if (len(final_material_indexs) == len(objekti.material_slots)):
+ break
+ print(final_material_indexs)
+
+ for texture_info in texturelist:
+ name = texture_info[0]
+ final_name = name[1:]
+ tiling_number = int(final_name)
+ for list_tiles in uvtiles_index:
+ if(list_tiles[1] >= (tiling_number - 1) and list_tiles[1] <= tiling_number ):
+ texture_info[0] = objekti.material_slots[list_tiles[0]].material.name
+
+
+ print('uvtiles_index', uvtiles_index)
+ return texturelist
+
def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
create_nodes = False
+
+ if texturelist[0][0] == '1001':
+ print('This is UVTiling')
+ texturelist = UVTiling(objekti, texturelist)
+ print('texturelist:', texturelist)
+
for index_mat in objekti.material_slots:
texcoat = {}
@@ -58,7 +92,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
texcoat['emissive_power'] = []
texcoat['displacement'] = []
-
+ create_group_node = False
for texture_info in texturelist:
if texture_info[0] == index_mat.name:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
@@ -70,7 +104,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
if 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':
+ if 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':
@@ -85,6 +119,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
if texture_info[2].startswith('displacement'):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
+ create_group_node = True
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangedir
@@ -96,7 +131,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
objekti.coat3D.applink_3b_path = line
export_file.close()
coat3D.remove_path = True
- createnodes(index_mat, texcoat)
+ createnodes(index_mat, texcoat, create_group_node)
def checkmaterial(mat_list, objekti): #check how many materials object has
mat_list = []
@@ -105,7 +140,7 @@ 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): # Cretes new nodes and link textures into them
+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
@@ -159,228 +194,228 @@ def createnodes(active_mat,texcoat): # Cretes new nodes and link textures into t
node.image.reload()
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
-
- if(applink_group_node == False and coat3D.creategroup):
- 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", "Displacement")
- group_tree.outputs.new("NodeSocketColor", "Emissive")
- group_tree.outputs.new("NodeSocketColor", "Emissive Power")
- group_tree.outputs.new("NodeSocketColor", "AO")
- applink_tree = act_material.nodes.new('ShaderNodeGroup')
- applink_tree.name = '3DC_Applink'
- applink_tree.node_tree = group_tree
- applink_tree.location = -400, 300
- act_material = group_tree
- notegroup = act_material.nodes.new('NodeGroupOutput')
- notegroup.location = 220, -260
- else:
- 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
-
- 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')
+ if(create_group_node):
+ if(applink_group_node == False and coat3D.creategroup):
+ 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", "Displacement")
+ group_tree.outputs.new("NodeSocketColor", "Emissive")
+ group_tree.outputs.new("NodeSocketColor", "Emissive Power")
+ group_tree.outputs.new("NodeSocketColor", "AO")
+ applink_tree = act_material.nodes.new('ShaderNodeGroup')
+ applink_tree.name = '3DC_Applink'
+ applink_tree.node_tree = group_tree
+ applink_tree.location = -400, 300
+ act_material = group_tree
+ notegroup = act_material.nodes.new('NodeGroupOutput')
+ notegroup.location = 220, -260
else:
- input_color = main_mat.inputs.find('Base Color')
-
- ''' COLOR '''
-
- 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
+ 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
+
+ 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:
- 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 '''
-
- 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'
-
- 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[1])
- if (main_mat.type == 'BSDF_PRINCIPLED'):
- main_material.links.new(applink_tree.outputs[1], main_mat.inputs[input_color])
+ input_color = main_mat.inputs.find('Base Color')
+
+ ''' COLOR '''
+
+ 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:
- act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color])
+ 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])
- node.location = -994, 119
- curvenode.location = -668, 113
- huenode.location = -345, 118
+ else:
+ node.location = -400,400
+ if (input_color != -1):
+ act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
+
+ ''' METALNESS '''
+
+ 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'
+
+ 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[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])
- 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 '''
-
- 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'
-
- act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
- act_material.links.new(node.outputs[0], curvenode.inputs[1])
+ node.location = -994, 119
+ curvenode.location = -668, 113
+ huenode.location = -345, 118
- 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])
+ 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 '''
+
+ 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'
+
+ 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[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 = -1000, -276
- curvenode.location = -670, -245
- 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])
+ node.location = -1000, -276
+ curvenode.location = -670, -245
+ huenode.location = -340, -100
else:
- node.location = -550, 0
- if (input_color != -1):
- act_material.links.new(node.outputs[0], main_mat.inputs[input_color])
-
- ''' NORMAL MAP'''
-
- if(bring_normal == True and texcoat['nmap'] != []):
- node = act_material.nodes.new('ShaderNodeTexImage')
- normal_node = act_material.nodes.new('ShaderNodeNormalMap')
-
- node.location = -600,-670
- normal_node.location = -300,-300
-
- 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 '''
-
- if (bring_displacement == True and texcoat['displacement'] != []):
- node = act_material.nodes.new('ShaderNodeTexImage')
- node.name = '3DC_displacement'
- node.label = 'Displacement'
- # input_color = main_mat.inputs.find('Roughness') Blender 2.8 Does not support Displacement yet.
- if (texcoat['displacement']):
- node.image = bpy.data.images.load(texcoat['displacement'][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'
-
- act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
- act_material.links.new(node.outputs[0], curvenode.inputs[1])
- '''
+ 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'''
+
+ if(bring_normal == True and texcoat['nmap'] != []):
+ node = act_material.nodes.new('ShaderNodeTexImage')
+ normal_node = act_material.nodes.new('ShaderNodeNormalMap')
+
+ node.location = -600,-670
+ normal_node.location = -300,-300
+
+ 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(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])
+ 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 '''
+
+ if (bring_displacement == True and texcoat['displacement'] != []):
+ node = act_material.nodes.new('ShaderNodeTexImage')
+ node.name = '3DC_displacement'
+ node.label = 'Displacement'
+ # input_color = main_mat.inputs.find('Roughness') Blender 2.8 Does not support Displacement yet.
+ if (texcoat['displacement']):
+ node.image = bpy.data.images.load(texcoat['displacement'][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'
+
+ 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(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])
+
+ node.location = -276, -579
- 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])
+ else:
+ if (coat3D.creategroup):
+ node.location = -550, 0
+ act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs) - 1])