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authorJulien Duroure <julien.duroure@gmail.com>2019-04-20 00:06:18 +0300
committerJulien Duroure <julien.duroure@gmail.com>2019-04-20 00:06:18 +0300
commite49613a5f9c879b1b525e8ac3e3c8af31c3eabcd (patch)
treed8e799111a5878e86eff2906daeb45d513e02446 /io_scene_gltf2/blender/exp
parente4165cee8b34b216db5ff41b20b9a05991a4b4b7 (diff)
glTF: better occlusion map management
At import, create a node group where you can link an image texture At export, use this node group to create correctly the material TODO: doc update
Diffstat (limited to 'io_scene_gltf2/blender/exp')
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_image.py6
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_materials.py46
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_gather_materials_pbr_metallic_roughness.py27
-rwxr-xr-xio_scene_gltf2/blender/exp/gltf2_blender_get.py6
4 files changed, 65 insertions, 20 deletions
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
index dbee622e..3e905a7d 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_image.py
@@ -170,10 +170,12 @@ def __get_image_data(sockets_or_slots, export_settings) -> gltf2_blender_image.E
composed_image = gltf2_blender_image.ExportImage.white_image(image.width, image.height)
# Change target channel for metallic and roughness.
- if elem.to_socket.name == 'Metallic':
+ if socket.name == 'Metallic':
composed_image[2] = image[source_channel]
- elif elem.to_socket.name == 'Roughness':
+ elif socket.name == 'Roughness':
composed_image[1] = image[source_channel]
+ elif socket.name == 'Occlusion' and len(sockets_or_slots) > 2:
+ composed_image[0] = image[source_channel]
else:
composed_image.update(image)
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials.py
index 5fff246a..1242c08d 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials.py
@@ -20,6 +20,7 @@ from io_scene_gltf2.io.com.gltf2_io_extensions import Extension
from io_scene_gltf2.blender.exp import gltf2_blender_gather_texture_info, gltf2_blender_export_keys
from io_scene_gltf2.blender.exp import gltf2_blender_gather_material_normal_texture_info_class
from io_scene_gltf2.blender.exp import gltf2_blender_gather_material_occlusion_texture_info_class
+from io_scene_gltf2.blender.exp import gltf2_blender_search_node_tree
from io_scene_gltf2.blender.exp import gltf2_blender_gather_materials_pbr_metallic_roughness
from io_scene_gltf2.blender.exp import gltf2_blender_generate_extras
@@ -38,6 +39,8 @@ def gather_material(blender_material, mesh_double_sided, export_settings):
if not __filter_material(blender_material, export_settings):
return None
+ orm_texture = __gather_orm_texture(blender_material, export_settings)
+
material = gltf2_io.Material(
alpha_cutoff=__gather_alpha_cutoff(blender_material, export_settings),
alpha_mode=__gather_alpha_mode(blender_material, export_settings),
@@ -48,8 +51,8 @@ def gather_material(blender_material, mesh_double_sided, export_settings):
extras=__gather_extras(blender_material, export_settings),
name=__gather_name(blender_material, export_settings),
normal_texture=__gather_normal_texture(blender_material, export_settings),
- occlusion_texture=__gather_occlusion_texture(blender_material, export_settings),
- pbr_metallic_roughness=__gather_pbr_metallic_roughness(blender_material, export_settings)
+ occlusion_texture=__gather_occlusion_texture(blender_material, orm_texture, export_settings),
+ pbr_metallic_roughness=__gather_pbr_metallic_roughness(blender_material, orm_texture, export_settings)
)
return material
@@ -150,7 +153,33 @@ def __gather_normal_texture(blender_material, export_settings):
export_settings)
-def __gather_occlusion_texture(blender_material, export_settings):
+def __gather_orm_texture(blender_material, export_settings):
+ # Check for the presence of Occlusion, Roughness, Metallic sharing a single image.
+ # If not fully shared, return None, so the images will be cached and processed separately.
+
+ occlusion = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Occlusion")
+ if occlusion is None or not __has_image_node_from_socket(occlusion):
+ occlusion = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Occlusion")
+ if occlusion is None or not __has_image_node_from_socket(occlusion):
+ return None
+
+ metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
+ roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")
+ if metallic_socket is None or roughness_socket is None\
+ or not __has_image_node_from_socket(metallic_socket)\
+ or not __has_image_node_from_socket(roughness_socket):
+ metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicRoughness")
+ if metallic_roughness is None or not __has_image_node_from_socket(metallic_roughness):
+ return None
+ return (occlusion, metallic_roughness, metallic_roughness)
+
+ return (occlusion, roughness_socket, metallic_socket)
+
+def __gather_occlusion_texture(blender_material, orm_texture, export_settings):
+ if orm_texture is not None:
+ return gltf2_blender_gather_material_occlusion_texture_info_class.gather_material_occlusion_texture_info_class(
+ orm_texture,
+ export_settings)
occlusion = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Occlusion")
if occlusion is None:
occlusion = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "Occlusion")
@@ -159,8 +188,17 @@ def __gather_occlusion_texture(blender_material, export_settings):
export_settings)
-def __gather_pbr_metallic_roughness(blender_material, export_settings):
+def __gather_pbr_metallic_roughness(blender_material, orm_texture, export_settings):
return gltf2_blender_gather_materials_pbr_metallic_roughness.gather_material_pbr_metallic_roughness(
blender_material,
+ orm_texture,
export_settings)
+def __has_image_node_from_socket(socket):
+ result = gltf2_blender_search_node_tree.from_socket(
+ socket,
+ gltf2_blender_search_node_tree.FilterByType(bpy.types.ShaderNodeTexImage))
+ if not result:
+ return False
+ return True
+
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_pbr_metallic_roughness.py b/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_pbr_metallic_roughness.py
index 67e7fa12..ffbf9914 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_pbr_metallic_roughness.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_gather_materials_pbr_metallic_roughness.py
@@ -23,7 +23,7 @@ from io_scene_gltf2.io.com.gltf2_io_debug import print_console
@cached
-def gather_material_pbr_metallic_roughness(blender_material, export_settings):
+def gather_material_pbr_metallic_roughness(blender_material, orm_texture, export_settings):
if not __filter_pbr_material(blender_material, export_settings):
return None
@@ -33,7 +33,7 @@ def gather_material_pbr_metallic_roughness(blender_material, export_settings):
extensions=__gather_extensions(blender_material, export_settings),
extras=__gather_extras(blender_material, export_settings),
metallic_factor=__gather_metallic_factor(blender_material, export_settings),
- metallic_roughness_texture=__gather_metallic_roughness_texture(blender_material, export_settings),
+ metallic_roughness_texture=__gather_metallic_roughness_texture(blender_material, orm_texture, export_settings),
roughness_factor=__gather_roughness_factor(blender_material, export_settings)
)
@@ -123,17 +123,20 @@ def __gather_metallic_factor(blender_material, export_settings):
return None
-def __gather_metallic_roughness_texture(blender_material, export_settings):
- metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
- roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")
-
- if metallic_socket is None and roughness_socket is None:
- metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "MetallicRoughness")
- if metallic_roughness is None:
- metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicRoughness")
- texture_input = (metallic_roughness,)
+def __gather_metallic_roughness_texture(blender_material, orm_texture, export_settings):
+ if orm_texture is not None:
+ texture_input = orm_texture
else:
- texture_input = (metallic_socket, roughness_socket)
+ metallic_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Metallic")
+ roughness_socket = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "Roughness")
+
+ if metallic_socket is None and roughness_socket is None:
+ metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot(blender_material, "MetallicRoughness")
+ if metallic_roughness is None:
+ metallic_roughness = gltf2_blender_get.get_socket_or_texture_slot_old(blender_material, "MetallicRoughness")
+ texture_input = (metallic_roughness,)
+ else:
+ texture_input = (metallic_socket, roughness_socket)
return gltf2_blender_gather_texture_info.gather_texture_info(texture_input, export_settings)
diff --git a/io_scene_gltf2/blender/exp/gltf2_blender_get.py b/io_scene_gltf2/blender/exp/gltf2_blender_get.py
index 27d8a341..fef2e684 100755
--- a/io_scene_gltf2/blender/exp/gltf2_blender_get.py
+++ b/io_scene_gltf2/blender/exp/gltf2_blender_get.py
@@ -15,6 +15,7 @@
import bpy
from mathutils import Vector, Matrix
+from ..com.gltf2_blender_material_helpers import get_gltf_node_name
from ...blender.com.gltf2_blender_conversion import texture_transform_blender_to_gltf
from io_scene_gltf2.io.com import gltf2_io_debug
@@ -73,16 +74,17 @@ def get_socket_or_texture_slot(blender_material: bpy.types.Material, name: str):
def get_socket_or_texture_slot_old(blender_material: bpy.types.Material, name: str):
"""
- For a given material input name, retrieve the corresponding node tree socket in the special glTF Metallic Roughness nodes (which might be deprecated?).
+ For a given material input name, retrieve the corresponding node tree socket in the special glTF node group.
:param blender_material: a blender material for which to get the socket/slot
:param name: the name of the socket/slot
:return: either a blender NodeSocket, if the material is a node tree or a blender Texture otherwise
"""
+ gltf_node_group_name = get_gltf_node_name().lower()
if blender_material.node_tree and blender_material.use_nodes:
nodes = [n for n in blender_material.node_tree.nodes if \
isinstance(n, bpy.types.ShaderNodeGroup) and \
- n.node_tree.name.startswith('glTF Metallic Roughness')]
+ (n.node_tree.name.startswith('glTF Metallic Roughness') or n.node_tree.name.lower() == gltf_node_group_name)]
inputs = sum([[input for input in node.inputs if input.name == name] for node in nodes], [])
if inputs:
return inputs[0]