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authormeta-androcto <meta.androcto1@gmail.com>2016-08-05 02:27:33 +0300
committermeta-androcto <meta.androcto1@gmail.com>2016-08-05 02:27:33 +0300
commit3854131d083b01dfd9fd08a24de12e632820b866 (patch)
tree108b1399bdb2d44e940e8dbac4b7e8ad8fcd6940 /materials_utils
parent6ee6d9e44aefc6eb1e7cdbf3e8b1e62392f2df6a (diff)
update materias utils & conversion re: T48642
Diffstat (limited to 'materials_utils')
-rw-r--r--materials_utils/LICENSE674
-rw-r--r--materials_utils/README.md1
-rw-r--r--materials_utils/__init__.py2244
-rw-r--r--materials_utils/material_converter.py777
-rw-r--r--materials_utils/materials_cycles_converter.py683
-rw-r--r--materials_utils/texture_rename.py112
-rw-r--r--materials_utils/warning_messages_utils.py177
7 files changed, 4668 insertions, 0 deletions
diff --git a/materials_utils/LICENSE b/materials_utils/LICENSE
new file mode 100644
index 00000000..9cecc1d4
--- /dev/null
+++ b/materials_utils/LICENSE
@@ -0,0 +1,674 @@
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+APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
+HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
+OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
+THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
+PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
+IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
+ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
+
+ 16. Limitation of Liability.
+
+ IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
+WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
+THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
+GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
+USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
+DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
+PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
+EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
+SUCH DAMAGES.
+
+ 17. Interpretation of Sections 15 and 16.
+
+ If the disclaimer of warranty and limitation of liability provided
+above cannot be given local legal effect according to their terms,
+reviewing courts shall apply local law that most closely approximates
+an absolute waiver of all civil liability in connection with the
+Program, unless a warranty or assumption of liability accompanies a
+copy of the Program in return for a fee.
+
+ END OF TERMS AND CONDITIONS
+
+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ {one line to give the program's name and a brief idea of what it does.}
+ Copyright (C) {year} {name of author}
+
+ 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 3 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, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If the program does terminal interaction, make it output a short
+notice like this when it starts in an interactive mode:
+
+ {project} Copyright (C) {year} {fullname}
+ This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
+ This is free software, and you are welcome to redistribute it
+ under certain conditions; type `show c' for details.
+
+The hypothetical commands `show w' and `show c' should show the appropriate
+parts of the General Public License. Of course, your program's commands
+might be different; for a GUI interface, you would use an "about box".
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+<http://www.gnu.org/licenses/>.
+
+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+<http://www.gnu.org/philosophy/why-not-lgpl.html>.
diff --git a/materials_utils/README.md b/materials_utils/README.md
new file mode 100644
index 00000000..133e5302
--- /dev/null
+++ b/materials_utils/README.md
@@ -0,0 +1 @@
+# Materials_Utils \ No newline at end of file
diff --git a/materials_utils/__init__.py b/materials_utils/__init__.py
new file mode 100644
index 00000000..990dbf03
--- /dev/null
+++ b/materials_utils/__init__.py
@@ -0,0 +1,2244 @@
+# ##### 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 LICENSE BLOCK #####
+# (c) 2016 meta-androcto, parts based on work by Saidenka, lijenstina
+# Materials Utils: by MichaleW, lijenstina,
+# (some code thanks to: CoDEmanX, SynaGl0w,
+# ideasman42)
+# Materials Conversion: Silvio Falcinelli, johnzero7#,
+# fixes by angavrilov and others
+# Link to base names: Sybren, Texture renamer: Yadoob
+
+bl_info = {
+ "name": "Materials Utils Specials",
+ "author": "Community",
+ "version": (1, 0, 0),
+ "blender": (2, 77, 0),
+ "location": "Materials Properties Specials/Shift Q",
+ "description": "Materials Utils & Convertors",
+ "warning": "",
+ "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6"
+ "/Py/Scripts",
+ "tracker_url": "",
+ "category": "Material"}
+
+if "bpy" in locals():
+ import importlib
+ importlib.reload(material_converter)
+ importlib.reload(materials_cycles_converter)
+ importlib.reload(texture_rename)
+ importlib.reload(warning_messages_utils)
+else:
+ from . import material_converter
+ from . import materials_cycles_converter
+ from . import texture_rename
+ from . import warning_messages_utils
+
+import bpy
+import os
+from os import (
+ path as os_path,
+ access as os_access,
+ remove as os_remove,
+ )
+from bpy.props import (
+ StringProperty,
+ BoolProperty,
+ EnumProperty,
+ )
+from bpy.types import (
+ Menu,
+ Operator,
+ Panel,
+ AddonPreferences,
+ PropertyGroup,
+ )
+from .warning_messages_utils import (
+ warning_messages,
+ c_is_cycles_addon_enabled,
+ c_data_has_materials,
+ )
+
+# -----------------------------------------------------------------------------
+# Globals #
+
+# set the default name of the new added material
+MAT_DEFAULT_NAME = "New Material"
+
+
+# -----------------------------------------------------------------------------
+# Functions #
+
+def fake_user_set(fake_user='ON', materials='UNUSED', operator=None):
+ warn_mesg, w_mesg = '', ""
+ if materials == 'ALL':
+ mats = (mat for mat in bpy.data.materials if mat.library is None)
+ w_mesg = "(All Materials in this .blend file)"
+ elif materials == 'UNUSED':
+ mats = (mat for mat in bpy.data.materials if mat.library is None and mat.users == 0)
+ w_mesg = "(Unused Materials - Active/Selected Objects)"
+ else:
+ mats = []
+ if materials == 'ACTIVE':
+ objs = [bpy.context.active_object]
+ w_mesg = "(All Materials on Active Object)"
+ elif materials == 'SELECTED':
+ objs = bpy.context.selected_objects
+ w_mesg = "(All Materials on Selected Objects)"
+ elif materials == 'SCENE':
+ objs = bpy.context.scene.objects
+ w_mesg = "(All Scene Objects)"
+ else:
+ # used materials
+ objs = bpy.data.objects
+ w_mesg = "(All Used Materials)"
+
+ mats = (mat for ob in objs if hasattr(ob.data, "materials") for
+ mat in ob.data.materials if mat.library is None)
+
+ # collect mat names for warning_messages
+ matnames = []
+
+ warn_mesg = ('FAKE_SET_ON' if fake_user == 'ON' else 'FAKE_SET_OFF')
+
+ for mat in mats:
+ mat.use_fake_user = (fake_user == 'ON')
+ matnames.append(getattr(mat, "name", "NO NAME"))
+
+ if operator:
+ if matnames:
+ warning_messages(operator, warn_mesg, matnames, 'MAT', w_mesg)
+ else:
+ warning_messages(operator, 'FAKE_NO_MAT')
+
+ for area in bpy.context.screen.areas:
+ if area.type in ('PROPERTIES', 'NODE_EDITOR', 'OUTLINER'):
+ area.tag_redraw()
+
+
+def replace_material(m1, m2, all_objects=False, update_selection=False, operator=None):
+ # replace material named m1 with material named m2
+ # m1 is the name of original material
+ # m2 is the name of the material to replace it with
+ # 'all' will replace throughout the blend file
+
+ matorg = bpy.data.materials.get(m1)
+ matrep = bpy.data.materials.get(m2)
+
+ if matorg != matrep and None not in (matorg, matrep):
+ # store active object
+ if all_objects:
+ objs = bpy.data.objects
+ else:
+ objs = bpy.context.selected_editable_objects
+
+ for ob in objs:
+ if ob.type == 'MESH':
+ match = False
+ for m in ob.material_slots:
+ if m.material == matorg:
+ m.material = matrep
+ # don't break the loop as the material can be
+ # ref'd more than once
+
+ # Indicate which objects were affected
+ if update_selection:
+ ob.select = True
+ match = True
+
+ if update_selection and not match:
+ ob.select = False
+ else:
+ if operator:
+ warning_messages(operator, "REP_MAT_NONE")
+
+
+def select_material_by_name(find_mat_name):
+ # in object mode selects all objects with material find_mat_name
+ # in edit mode selects all polygons with material find_mat_name
+
+ find_mat = bpy.data.materials.get(find_mat_name)
+
+ if find_mat is None:
+ return
+
+ # check for editmode
+ editmode = False
+
+ scn = bpy.context.scene
+
+ # set selection mode to polygons
+ scn.tool_settings.mesh_select_mode = False, False, True
+
+ actob = bpy.context.active_object
+ if actob.mode == 'EDIT':
+ editmode = True
+ bpy.ops.object.mode_set()
+
+ if not editmode:
+ objs = bpy.data.objects
+ for ob in objs:
+ if included_object_types(ob.type):
+ ms = ob.material_slots
+ for m in ms:
+ if m.material == find_mat:
+ ob.select = True
+ # the active object may not have the mat!
+ # set it to one that does!
+ scn.objects.active = ob
+ break
+ else:
+ ob.select = False
+ # deselect non-meshes
+ else:
+ ob.select = False
+ else:
+ # it's editmode, so select the polygons
+ ob = actob
+ ms = ob.material_slots
+
+ # same material can be on multiple slots
+ slot_indeces = []
+ i = 0
+
+ for m in ms:
+ if m.material == find_mat:
+ slot_indeces.append(i)
+ i += 1
+ me = ob.data
+
+ for f in me.polygons:
+ if f.material_index in slot_indeces:
+ f.select = True
+ else:
+ f.select = False
+ me.update()
+
+ if editmode:
+ bpy.ops.object.mode_set(mode='EDIT')
+
+
+def mat_to_texface(operator=None):
+ # assigns the first image in each material to the polygons in the active
+ # uvlayer for all selected objects
+
+ # check for editmode
+ editmode = False
+
+ actob = bpy.context.active_object
+ if actob.mode == 'EDIT':
+ editmode = True
+ bpy.ops.object.mode_set()
+
+ # collect object names for warning messages
+ message_a = []
+ # Flag if there are non MESH objects selected
+ mixed_obj = False
+
+ for ob in bpy.context.selected_editable_objects:
+ if ob.type == 'MESH':
+ # get the materials from slots
+ ms = ob.material_slots
+
+ # build a list of images, one per material
+ images = []
+ # get the textures from the mats
+ for m in ms:
+ if m.material is None:
+ continue
+ gotimage = False
+ textures = zip(m.material.texture_slots, m.material.use_textures)
+ for t, enabled in textures:
+ if enabled and t is not None:
+ tex = t.texture
+ if tex.type == 'IMAGE':
+ img = tex.image
+ images.append(img)
+ gotimage = True
+ break
+
+ if not gotimage:
+ images.append(None)
+
+ # check materials for warning messages
+ mats = ob.material_slots.keys()
+ if operator and not mats and mixed_obj is False:
+ message_a.append(ob.name)
+
+ # now we have the images
+ # apply them to the uvlayer
+ me = ob.data
+
+ # got uvs?
+ if not me.uv_textures:
+ scn = bpy.context.scene
+ scn.objects.active = ob
+ bpy.ops.mesh.uv_texture_add()
+ scn.objects.active = actob
+
+ # get active uvlayer
+ for t in me.uv_textures:
+ if t.active:
+ uvtex = t.data
+ for f in me.polygons:
+ # check that material had an image!
+ if images and images[f.material_index] is not None:
+ uvtex[f.index].image = images[f.material_index]
+ else:
+ uvtex[f.index].image = None
+ me.update()
+ else:
+ message_a.append(ob.name)
+ mixed_obj = True
+
+ if editmode:
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ if operator and message_a:
+ warn_mess = ('MAT_TEX_NO_MESH' if mixed_obj is True else 'MAT_TEX_NO_MAT')
+ warning_messages(operator, warn_mess, message_a)
+
+
+def assignmatslots(ob, matlist):
+ # given an object and a list of material names
+ # removes all material slots from the object
+ # adds new ones for each material in matlist
+ # adds the materials to the slots as well.
+
+ scn = bpy.context.scene
+ ob_active = bpy.context.active_object
+ scn.objects.active = ob
+
+ for s in ob.material_slots:
+ bpy.ops.object.material_slot_remove()
+
+ # re-add them and assign material
+ if matlist:
+ for m in matlist:
+ try:
+ mat = bpy.data.materials[m]
+ ob.data.materials.append(mat)
+ except:
+ # there is no material with that name in data
+ # or an empty mat is for some reason assigned
+ # to face indices, mat tries to get an '' as mat index
+ pass
+
+ # restore active object:
+ scn.objects.active = ob_active
+
+
+def cleanmatslots(operator=None):
+ # check for edit mode
+ editmode = False
+ actob = bpy.context.active_object
+
+ # active object?
+ if actob:
+ if actob.mode == 'EDIT':
+ editmode = True
+ bpy.ops.object.mode_set()
+
+ # is active object selected ?
+ selected = bool(actob.select)
+
+ actob.select = True
+
+ objs = bpy.context.selected_editable_objects
+ # collect all object names for warning_messages
+ message_a = []
+ # Flag if there are non MESH objects selected
+ mixed_obj = False
+
+ for ob in objs:
+ if ob.type == 'MESH':
+ mats = ob.material_slots.keys()
+
+ # if mats is empty then mats[faceindex] will be out of range
+ if mats:
+ # check the polygons on the mesh to build a list of used materials
+ usedMatIndex = [] # we'll store used materials indices here
+ faceMats = []
+ me = ob.data
+ for f in me.polygons:
+ # get the material index for this face...
+ faceindex = f.material_index
+
+ # indices will be lost: Store face mat use by name
+ currentfacemat = mats[faceindex]
+ faceMats.append(currentfacemat)
+
+ # check if index is already listed as used or not
+ found = False
+ for m in usedMatIndex:
+ if m == faceindex:
+ found = True
+ # break
+
+ if found is False:
+ # add this index to the list
+ usedMatIndex.append(faceindex)
+
+ # re-assign the used mats to the mesh and leave out the unused
+ ml = []
+ mnames = []
+ for u in usedMatIndex:
+ ml.append(mats[u])
+ # we'll need a list of names to get the face indices...
+ mnames.append(mats[u])
+
+ assignmatslots(ob, ml)
+
+ # restore face indices:
+ i = 0
+ for f in me.polygons:
+ matindex = mnames.index(faceMats[i])
+ f.material_index = matindex
+ i += 1
+ else:
+ message_a.append(getattr(ob, "name", "NO NAME"))
+ continue
+ else:
+ message_a.append(getattr(ob, "name", "NO NAME"))
+ if mixed_obj is False:
+ mixed_obj = True
+ continue
+
+ if message_a and operator:
+ warn_mess = ('C_OB_MIX_NO_MAT' if mixed_obj is True else 'C_OB_NO_MAT')
+ warning_messages(operator, warn_mess, message_a)
+
+ if actob:
+ # restore selection state
+ actob.select = selected
+
+ if editmode:
+ bpy.ops.object.mode_set(mode='EDIT')
+
+
+# separate edit mode mesh function
+# (faster than iterating through all faces)
+
+def assign_mat_mesh_edit(matname="Default", operator=None):
+ actob = bpy.context.active_object
+
+ found = False
+ for m in bpy.data.materials:
+ if m.name == matname:
+ target = m
+ found = True
+ break
+ if not found:
+ target = bpy.data.materials.new(matname)
+
+ if (actob.type in {'MESH'} and actob.mode in {'EDIT'}):
+ # check material slots for matname material
+ found = False
+ i = 0
+ mats = actob.material_slots
+ for m in mats:
+ if m.name == matname:
+ found = True
+ # make slot active
+ actob.active_material_index = i
+ break
+ i += 1
+
+ if not found:
+ # the material is not attached to the object
+ actob.data.materials.append(target)
+
+ # is selected ?
+ selected = bool(actob.select)
+ # select active object
+ actob.select = True
+
+ # activate the chosen material
+ actob.active_material_index = i
+
+ # assign the material to the object
+ bpy.ops.object.material_slot_assign()
+
+ actob.data.update()
+
+ # restore selection state
+ actob.select = selected
+
+ if operator:
+ mat_names = ("A New Untitled" if matname in ("", None) else matname)
+ warning_messages(operator, 'A_MAT_NAME_EDIT', mat_names, 'MAT')
+
+
+def assign_mat(matname="Default", operator=None):
+ # get active object so we can restore it later
+ actob = bpy.context.active_object
+
+ # is active object selected ?
+ selected = bool(actob.select)
+
+ actob.select = True
+
+ # check if material exists, if it doesn't then create it
+ found = False
+ for m in bpy.data.materials:
+ if m.name == matname:
+ target = m
+ found = True
+ break
+
+ if not found:
+ target = bpy.data.materials.new(matname)
+
+ # if objectmode then set all polygons
+ editmode = False
+ allpolygons = True
+ if actob.mode == 'EDIT':
+ editmode = True
+ allpolygons = False
+ bpy.ops.object.mode_set()
+
+ objs = bpy.context.selected_editable_objects
+
+ # collect non mesh object names
+ message_a = []
+
+ for ob in objs:
+ # skip the objects that can't have mats
+ if not included_object_types(ob.type):
+ message_a.append(ob.name)
+ continue
+ else:
+ # set the active object to our object
+ scn = bpy.context.scene
+ scn.objects.active = ob
+
+ if ob.type in {'CURVE', 'SURFACE', 'FONT', 'META'}:
+ found = False
+ i = 0
+ for m in bpy.data.materials:
+ if m.name == matname:
+ found = True
+ index = i
+ break
+ i += 1
+ if not found:
+ index = i - 1
+ targetlist = [index]
+ assignmatslots(ob, targetlist)
+
+ elif ob.type == 'MESH':
+ # check material slots for matname material
+ found = False
+ i = 0
+ mats = ob.material_slots
+ for m in mats:
+ if m.name == matname:
+ found = True
+ index = i
+ # make slot active
+ ob.active_material_index = i
+ break
+ i += 1
+
+ if not found:
+ index = i
+ # the material is not attached to the object
+ ob.data.materials.append(target)
+
+ # now assign the material:
+ me = ob.data
+ if allpolygons:
+ for f in me.polygons:
+ f.material_index = index
+ elif allpolygons is False:
+ for f in me.polygons:
+ if f.select:
+ f.material_index = index
+ me.update()
+
+ # restore the active object
+ bpy.context.scene.objects.active = actob
+
+ # restore selection state
+ actob.select = selected
+
+ if editmode:
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ if operator and message_a:
+ warning_messages(operator, 'A_OB_MIX_NO_MAT', message_a)
+
+
+def check_texture(img, mat):
+ # finds a texture from an image
+ # makes a texture if needed
+ # adds it to the material if it isn't there already
+
+ tex = bpy.data.textures.get(img.name)
+
+ if tex is None:
+ tex = bpy.data.textures.new(name=img.name, type='IMAGE')
+
+ tex.image = img
+
+ # see if the material already uses this tex
+ # add it if needed
+ found = False
+ for m in mat.texture_slots:
+ if m and m.texture == tex:
+ found = True
+ break
+ if not found and mat:
+ mtex = mat.texture_slots.add()
+ mtex.texture = tex
+ mtex.texture_coords = 'UV'
+ mtex.use_map_color_diffuse = True
+
+
+def texface_to_mat(operator=None):
+ # editmode check here!
+ editmode = False
+ ob = bpy.context.object
+ if ob.mode == 'EDIT':
+ editmode = True
+ bpy.ops.object.mode_set()
+
+ for ob in bpy.context.selected_editable_objects:
+
+ faceindex = []
+ unique_images = []
+ # collect object names for warning messages
+ message_a = []
+
+ # check if object has UV and texture data and active image in Editor
+ if check_texface_to_mat(ob):
+ # get the texface images and store indices
+ for f in ob.data.uv_textures.active.data:
+ if f.image:
+ img = f.image
+ # build list of unique images
+ if img not in unique_images:
+ unique_images.append(img)
+ faceindex.append(unique_images.index(img))
+ else:
+ img = None
+ faceindex.append(None)
+ else:
+ message_a.append(ob.name)
+ continue
+
+ # check materials for images exist; create if needed
+ matlist = []
+
+ for i in unique_images:
+ if i:
+ try:
+ m = bpy.data.materials[i.name]
+ except:
+ m = bpy.data.materials.new(name=i.name)
+ continue
+
+ finally:
+ matlist.append(m.name)
+ # add textures if needed
+ check_texture(i, m)
+
+ # set up the object material slots
+ assignmatslots(ob, matlist)
+
+ # set texface indices to material slot indices..
+ me = ob.data
+
+ i = 0
+ for f in faceindex:
+ if f is not None:
+ me.polygons[i].material_index = f
+ i += 1
+ if editmode:
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ if operator and message_a:
+ warning_messages(operator, "TEX_MAT_NO_CRT", message_a)
+
+
+def remove_materials(operator=None, setting="SLOT"):
+ # Remove material slots from active object
+ # SLOT - removes the object's active material
+ # ALL - removes the all the object's materials
+ actob = bpy.context.active_object
+ actob_name = getattr(actob, "name", "NO NAME")
+
+ if actob:
+ if not included_object_types(actob.type):
+ if operator:
+ warning_messages(operator, 'OB_CANT_MAT', actob_name)
+ else:
+ if (hasattr(actob.data, "materials") and
+ len(actob.data.materials) > 0):
+ if setting == "SLOT":
+ bpy.ops.object.material_slot_remove()
+ elif setting == "ALL":
+ for mat in actob.data.materials:
+ try:
+ bpy.ops.object.material_slot_remove()
+ except:
+ pass
+
+ if operator:
+ warn_mess = ('R_ACT_MAT_ALL' if setting == "ALL" else 'R_ACT_MAT')
+ warning_messages(operator, warn_mess, actob_name)
+ elif operator:
+ warning_messages(operator, 'R_OB_NO_MAT', actob_name)
+
+
+def remove_materials_all(operator=None):
+ # Remove material slots from all selected objects
+ # counter for material slots warning messages, collect errors
+ mat_count, collect_mess = False, []
+
+ for ob in bpy.context.selected_editable_objects:
+ if not included_object_types(ob.type):
+ continue
+ else:
+ # code from blender stackexchange (by CoDEmanX)
+ ob.active_material_index = 0
+
+ if (hasattr(ob.data, "materials") and
+ len(ob.material_slots) >= 1):
+ mat_count = True
+
+ # Ctx - copy the context for operator override
+ Ctx = bpy.context.copy()
+ # for this operator it needs only the active object replaced
+ Ctx['object'] = ob
+
+ for i in range(len(ob.material_slots)):
+ try:
+ bpy.ops.object.material_slot_remove(Ctx)
+ except:
+ ob_name = getattr(ob, "name", "NO NAME")
+ collect_mess.append(ob_name)
+ pass
+
+ if operator:
+ warn_msg = ('R_ALL_NO_MAT' if mat_count is False else 'R_ALL_SL_MAT')
+ if not collect_mess:
+ warning_messages(operator, warn_msg)
+ else:
+ warning_messages(operator, 'R_OB_FAIL_MAT', collect_mess)
+
+
+# -----------------------------------------------------------------------------
+# Operator Classes #
+
+class VIEW3D_OT_show_mat_preview(Operator):
+ bl_label = "Preview Active Material"
+ bl_idname = "view3d.show_mat_preview"
+ bl_description = ("Show the preview of Active Material \n"
+ "and context related settings")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ is_not_undo = False # prevent drawing props on undo
+
+ @classmethod
+ def poll(cls, context):
+ return (context.active_object is not None and
+ context.object.active_material is not None and
+ included_object_types(context.object.type))
+
+ def invoke(self, context, event):
+ self.is_not_undo = True
+ return context.window_manager.invoke_props_dialog(self, width=200)
+
+ def draw(self, context):
+ layout = self.layout
+ ob = context.active_object
+ prw_size = size_preview()
+
+ if self.is_not_undo is True:
+ if ob and hasattr(ob, "active_material"):
+ mat = ob.active_material
+ is_opaque = (True if (ob and hasattr(ob, "show_transparent") and
+ ob.show_transparent is True)
+ else False)
+ is_opaque_bi = (True if (mat and hasattr(mat, "use_transparency") and
+ mat.use_transparency is True)
+ else False)
+ is_mesh = (True if ob.type == 'MESH' else False)
+
+ if size_type_is_preview():
+ layout.template_ID_preview(ob, "active_material", new="material.new",
+ rows=prw_size['Width'], cols=prw_size['Height'])
+ else:
+ layout.template_ID(ob, "active_material", new="material.new")
+ layout.separator()
+
+ if c_render_engine("Both"):
+ layout.prop(mat, "use_nodes", icon='NODETREE')
+
+ if c_need_of_viewport_colors():
+ color_txt = ("Viewport Color:" if c_render_engine("Cycles") else "Diffuse")
+ spec_txt = ("Viewport Specular:" if c_render_engine("Cycles") else "Specular")
+ col = layout.column(align=True)
+ col.label(color_txt)
+ col.prop(mat, "diffuse_color", text="")
+ if c_render_engine("BI"):
+ # Blender Render
+ col.prop(mat, "diffuse_intensity", text="Intensity")
+ col.separator()
+
+ col.label(spec_txt)
+ col.prop(mat, "specular_color", text="")
+ col.prop(mat, "specular_hardness")
+
+ if (c_render_engine("BI") and not c_context_use_nodes()):
+ # Blender Render
+ col.separator()
+ col.prop(mat, "use_transparency")
+ col.separator()
+ if is_opaque_bi:
+ col.prop(mat, "transparency_method", text="")
+ col.separator()
+ col.prop(mat, "alpha")
+ elif (c_render_engine("Cycles") and is_mesh):
+ # Cycles
+ col.separator()
+ col.prop(ob, "show_transparent", text="Transparency")
+ if is_opaque:
+ col.separator()
+ col.prop(mat, "alpha")
+ col.separator()
+ col.label("Viewport Alpha:")
+ col.prop(mat.game_settings, "alpha_blend", text="")
+ layout.separator()
+ else:
+ other_render = ("*Unavailable with this Renderer*" if not c_render_engine("Both")
+ else "*Unavailable in this Context*")
+ no_col_label = ("*Only available in Solid Shading*" if c_render_engine("Cycles")
+ else other_render)
+ layout.label(no_col_label, icon="INFO")
+ else:
+ layout.label(text="**Only Undo is available**", icon="INFO")
+
+ def check(self, context):
+ if self.is_not_undo is True:
+ return True
+
+ def execute(self, context):
+ self.is_not_undo = False
+ return {'FINISHED'}
+
+
+class VIEW3D_OT_copy_material_to_selected(Operator):
+ bl_idname = "view3d.copy_material_to_selected"
+ bl_label = "Copy Materials to others"
+ bl_description = ("Copy Material From Active to Selected objects \n"
+ "Works on Object's Data linked Materials")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None and
+ included_object_types(context.active_object.type) and
+ context.object.active_material is not None and
+ context.selected_editable_objects)
+
+ def execute(self, context):
+ warn_mess = "DEFAULT"
+ if (len(context.selected_editable_objects) < 2):
+ warn_mess = 'CPY_MAT_ONE_OB'
+ else:
+ if check_is_excluded_obj_types(context):
+ warn_mess = 'CPY_MAT_MIX_OB'
+ try:
+ bpy.ops.object.material_slot_copy()
+ warn_mess = 'CPY_MAT_DONE'
+ except:
+ warning_messages(self, 'CPY_MAT_FAIL')
+ return {'CANCELLED'}
+
+ warning_messages(self, warn_mess)
+ return {'FINISHED'}
+
+
+class VIEW3D_OT_texface_to_material(Operator):
+ bl_idname = "view3d.texface_to_material"
+ bl_label = "Texface Images to Material/Texture"
+ bl_description = ("Create texture materials for images assigned in UV editor \n"
+ "Needs an UV Unwrapped Mesh and an image active in the \n"
+ "UV/Image Editor for each Selected Object")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object is not None
+
+ def invoke(self, context, event):
+ return context.window_manager.invoke_confirm(self, event)
+
+ def execute(self, context):
+ if context.selected_editable_objects:
+ texface_to_mat(self)
+ return {'FINISHED'}
+ else:
+ warning_messages(self, 'TEX_MAT_NO_SL')
+ return {'CANCELLED'}
+
+
+class VIEW3D_OT_assign_material(Operator):
+ bl_idname = "view3d.assign_material"
+ bl_label = "Assign Material"
+ bl_description = "Assign a material to the selection"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ is_edit = False
+
+ matname = StringProperty(
+ name="Material Name",
+ description="Name of Material to Assign",
+ default=MAT_DEFAULT_NAME,
+ maxlen=128,
+ )
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object is not None
+
+ def execute(self, context):
+ actob = context.active_object
+ mn = self.matname
+
+ if (actob.type in {'MESH'} and actob.mode in {'EDIT'}):
+ assign_mat_mesh_edit(mn, self)
+ else:
+ assign_mat(mn, self)
+
+ if use_cleanmat_slots():
+ cleanmatslots()
+
+ mat_to_texface()
+
+ # reset the passing string
+ self.matname = ""
+
+ return {'FINISHED'}
+
+
+class VIEW3D_OT_clean_material_slots(Operator):
+ bl_idname = "view3d.clean_material_slots"
+ bl_label = "Clean Material Slots"
+ bl_description = ("Removes any unused material slots \n"
+ "from selected objects in Object mode")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ # materials can't be removed in Edit mode
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None and
+ not context.object.mode == 'EDIT')
+
+ def execute(self, context):
+ cleanmatslots(self)
+ return {'FINISHED'}
+
+
+class VIEW3D_OT_material_to_texface(Operator):
+ bl_idname = "view3d.material_to_texface"
+ bl_label = "Material Images to Texface"
+ bl_description = ("Transfer material assignments to UV editor \n"
+ "Works on a Mesh Object with a Material and Texture\n"
+ "assigned. Used primarily with MultiTexture Shading")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None)
+
+ def execute(self, context):
+ if context.selected_editable_objects:
+ mat_to_texface(self)
+ return {'FINISHED'}
+ else:
+ warning_messages(self, "MAT_TEX_NO_SL")
+ return {'CANCELLED'}
+
+
+class VIEW3D_OT_material_remove_slot(Operator):
+ bl_idname = "view3d.material_remove_slot"
+ bl_label = "Remove Active Slot (Active Object)"
+ bl_description = ("Remove active material slot from active object\n"
+ "Can't be used in Edit Mode")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ # materials can't be removed in Edit mode
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None and
+ not context.object.mode == 'EDIT')
+
+ def execute(self, context):
+ if context.selected_editable_objects:
+ remove_materials(self, "SLOT")
+ return {'FINISHED'}
+ else:
+ warning_messages(self, 'R_NO_SL_MAT')
+ return {'CANCELLED'}
+
+
+class VIEW3D_OT_material_remove_object(Operator):
+ bl_idname = "view3d.material_remove_object"
+ bl_label = "Remove all Slots (Active Object)"
+ bl_description = ("Remove all material slots from active object\n"
+ "Can't be used in Edit Mode")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ # materials can't be removed in Edit mode
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None and
+ not context.object.mode == 'EDIT')
+
+ def execute(self, context):
+ if context.selected_editable_objects:
+ remove_materials(self, "ALL")
+ return {'FINISHED'}
+ else:
+ warning_messages(self, 'R_NO_SL_MAT')
+ return {'CANCELLED'}
+
+
+class VIEW3D_OT_material_remove_all(Operator):
+ bl_idname = "view3d.material_remove_all"
+ bl_label = "Remove All Material Slots"
+ bl_description = ("Remove all material slots from all selected objects \n"
+ "Can't be used in Edit Mode")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ # materials can't be removed in Edit mode
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None and
+ not context.object.mode == 'EDIT')
+
+ def invoke(self, context, event):
+ return context.window_manager.invoke_confirm(self, event)
+
+ def execute(self, context):
+ if context.selected_editable_objects:
+ remove_materials_all(self)
+ return {'FINISHED'}
+ else:
+ warning_messages(self, 'R_NO_SL_MAT')
+ return {'CANCELLED'}
+
+
+class VIEW3D_OT_select_material_by_name(Operator):
+ bl_idname = "view3d.select_material_by_name"
+ bl_label = "Select Material By Name"
+ bl_description = "Select geometry with this material assigned to it"
+ bl_options = {'REGISTER', 'UNDO'}
+ matname = StringProperty(
+ name='Material Name',
+ description='Name of Material to Select',
+ maxlen=63,
+ )
+
+ @classmethod
+ def poll(cls, context):
+ return (c_data_has_materials() and
+ context.active_object is not None)
+
+ def execute(self, context):
+ mn = self.matname
+ select_material_by_name(mn)
+ warning_messages(self, 'SL_MAT_BY_NAME', mn)
+ return {'FINISHED'}
+
+
+class VIEW3D_OT_replace_material(Operator):
+ bl_idname = "view3d.replace_material"
+ bl_label = "Replace Material"
+ bl_description = "Replace a material by name"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ matorg = StringProperty(
+ name="Original",
+ description="Material to replace",
+ maxlen=63,
+ )
+ matrep = StringProperty(
+ name="Replacement",
+ description="Replacement material",
+ maxlen=63,
+ )
+ all_objects = BoolProperty(
+ name="All objects",
+ description="Replace for all objects in this blend file",
+ default=True,
+ )
+ update_selection = BoolProperty(
+ name="Update Selection",
+ description="Select affected objects and deselect unaffected",
+ default=True,
+ )
+
+ @classmethod
+ def poll(cls, context):
+ return c_data_has_materials()
+
+ def draw(self, context):
+ layout = self.layout
+ layout.prop_search(self, "matorg", bpy.data, "materials")
+ layout.prop_search(self, "matrep", bpy.data, "materials")
+ layout.prop(self, "all_objects")
+ layout.prop(self, "update_selection")
+
+ def invoke(self, context, event):
+ return context.window_manager.invoke_props_dialog(self)
+
+ def execute(self, context):
+ replace_material(self.matorg, self.matrep, self.all_objects,
+ self.update_selection, self)
+ self.matorg, self.matrep = "", ""
+ return {'FINISHED'}
+
+
+class VIEW3D_OT_fake_user_set(Operator):
+ bl_idname = "view3d.fake_user_set"
+ bl_label = "Set Fake User"
+ bl_description = "Enable/disable fake user for materials"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ fake_user = EnumProperty(
+ name="Fake User",
+ description="Turn fake user on or off",
+ items=(('ON', "On", "Enable fake user"), ('OFF', "Off", "Disable fake user")),
+ default='ON',
+ )
+
+ materials = EnumProperty(
+ name="Materials",
+ description="Which materials of objects to affect",
+ items=(('ACTIVE', "Active object", "Materials of active object only"),
+ ('SELECTED', "Selected objects", "Materials of selected objects"),
+ ('SCENE', "Scene objects", "Materials of objects in current scene"),
+ ('USED', "Used", "All materials used by objects"),
+ ('UNUSED', "Unused", "Currently unused materials"),
+ ('ALL', "All", "All materials in this blend file")),
+ default='UNUSED',
+ )
+
+ @classmethod
+ def poll(cls, context):
+ return c_data_has_materials()
+
+ def draw(self, context):
+ layout = self.layout
+ layout.prop(self, "fake_user", expand=True)
+ layout.prop(self, "materials")
+
+ def invoke(self, context, event):
+ return context.window_manager.invoke_props_dialog(self)
+
+ def execute(self, context):
+ fake_user_set(self.fake_user, self.materials, self)
+ return {'FINISHED'}
+
+
+class MATERIAL_OT_set_transparent_back_side(Operator):
+ bl_idname = "material.set_transparent_back_side"
+ bl_label = "Transparent back (BI)"
+ bl_description = ("Creates BI nodes with Alpha output connected to"
+ "Front/Back Geometry node \n"
+ "on Object's Active Material Slot")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ obj = context.active_object
+ if (not obj):
+ return False
+ mat = obj.active_material
+ if (not mat):
+ return False
+ if (mat.node_tree):
+ if (len(mat.node_tree.nodes) == 0):
+ return True
+ if (not mat.use_nodes):
+ return True
+ return False
+
+ def execute(self, context):
+ obj = context.active_object
+ mat = obj.active_material
+ try:
+ mat.use_nodes = True
+ if (mat.node_tree):
+ for node in mat.node_tree.nodes:
+ if (node):
+ mat.node_tree.nodes.remove(node)
+
+ mat.use_transparency = True
+ node_mat = mat.node_tree.nodes.new('ShaderNodeMaterial')
+ node_out = mat.node_tree.nodes.new('ShaderNodeOutput')
+ node_geo = mat.node_tree.nodes.new('ShaderNodeGeometry')
+ node_mat.material = mat
+ node_out.location = [node_out.location[0] + 500, node_out.location[1]]
+ node_geo.location = [node_geo.location[0] + 150, node_geo.location[1] - 150]
+ mat.node_tree.links.new(node_mat.outputs[0], node_out.inputs[0])
+ mat.node_tree.links.new(node_geo.outputs[8], node_out.inputs[1])
+ except:
+ warning_messages(self, 'E_MAT_TRNSP_BACK')
+ return {'CANCELLED'}
+
+ if hasattr(mat, "name"):
+ warning_messages(self, 'MAT_TRNSP_BACK', mat.name, 'MAT')
+
+ return {'FINISHED'}
+
+
+class MATERIAL_OT_move_slot_top(Operator):
+ bl_idname = "material.move_material_slot_top"
+ bl_label = "Slot to the top"
+ bl_description = "Move the active material slot on top"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ obj = context.active_object
+ if (not obj):
+ return False
+ if (len(obj.material_slots) <= 2):
+ return False
+ if (obj.active_material_index <= 0):
+ return False
+ return True
+
+ def execute(self, context):
+ activeObj = context.active_object
+
+ for i in range(activeObj.active_material_index):
+ bpy.ops.object.material_slot_move(direction='UP')
+
+ active_mat = context.object.active_material
+ if active_mat and hasattr(active_mat, "name"):
+ warning_messages(self, 'MOVE_SLOT_UP', active_mat.name, 'MAT')
+
+ return {'FINISHED'}
+
+
+class MATERIAL_OT_move_slot_bottom(Operator):
+ bl_idname = "material.move_material_slot_bottom"
+ bl_label = "Slots to the bottom"
+ bl_description = "Move the active material slot to the bottom"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ obj = context.active_object
+ if (not obj):
+ return False
+ if (len(obj.material_slots) <= 2):
+ return False
+ if (len(obj.material_slots) - 1 <= obj.active_material_index):
+ return False
+ return True
+
+ def execute(self, context):
+ activeObj = context.active_object
+ lastSlotIndex = len(activeObj.material_slots) - 1
+
+ for i in range(lastSlotIndex - activeObj.active_material_index):
+ bpy.ops.object.material_slot_move(direction='DOWN')
+
+ active_mat = context.object.active_material
+ if active_mat and hasattr(active_mat, "name"):
+ warning_messages(self, 'MOVE_SLOT_DOWN', active_mat.name, 'MAT')
+
+ return {'FINISHED'}
+
+
+class MATERIAL_OT_link_to_base_names(Operator):
+ bl_idname = "material.link_to_base_names"
+ bl_label = "Merge Base Names"
+ bl_description = ("Replace .001, .002 slots with Original \n"
+ "Material/Name on All Materials/Objects")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ mat_keep = StringProperty(
+ name="Material to keep",
+ default="",
+ )
+
+ is_auto = BoolProperty(
+ name="Auto Rename/Replace",
+ description=("Automatically Replace names "
+ "by stripping numerical suffix"),
+ default=False,
+ )
+
+ mat_error = [] # collect mat for warning messages
+ is_not_undo = False # prevent drawing props on undo
+ check_no_name = True # check if no name is passed
+
+ @classmethod
+ def poll(cls, context):
+ return (c_data_has_materials() and context.active_object is not None)
+
+ def draw(self, context):
+ layout = self.layout
+ if self.is_not_undo is True:
+ boxee = layout.box()
+ boxee.prop_search(self, "mat_keep", bpy.data, "materials")
+ boxee.enabled = not self.is_auto
+ layout.separator()
+
+ boxs = layout.box()
+ boxs.prop(self, "is_auto", text="Auto Rename/Replace", icon="SYNTAX_ON")
+ else:
+ layout.label(text="**Only Undo is available**", icon="INFO")
+
+ def invoke(self, context, event):
+ self.is_not_undo = True
+ return context.window_manager.invoke_props_dialog(self)
+
+ def replace_name(self):
+ # use the chosen material as a base one
+ # check if there is a name
+ self.check_no_name = (False if self.mat_keep in {""} else True)
+
+ if self.check_no_name is True:
+ for mat in bpy.data.materials:
+ name = mat.name
+ if name == self.mat_keep:
+ try:
+ base, suffix = name.rsplit('.', 1)
+ # trigger the except
+ num = int(suffix, 10)
+ self.mat_keep = base
+ mat.name = self.mat_keep
+ return
+ except ValueError:
+ if name not in self.mat_error:
+ self.mat_error.append(name)
+ return
+ return
+
+ def split_name(self, material):
+ name = material.name
+
+ if '.' not in name:
+ return name, None
+
+ base, suffix = name.rsplit('.', 1)
+
+ try:
+ # trigger the except
+ num = int(suffix, 10)
+ except ValueError:
+ # Not a numeric suffix
+ if name not in self.mat_error:
+ self.mat_error.append(name)
+ return name, None
+
+ if self.is_auto is False:
+ if base == self.mat_keep:
+ return base, suffix
+ else:
+ return name, None
+
+ return base, suffix
+
+ def fixup_slot(self, slot):
+ if not slot.material:
+ return
+
+ base, suffix = self.split_name(slot.material)
+
+ if suffix is None:
+ return
+
+ try:
+ base_mat = bpy.data.materials[base]
+ except KeyError:
+ print("Link to base names: Base material %r not found" % base)
+ return
+
+ slot.material = base_mat
+
+ def check(self, context):
+ return self.is_not_undo
+
+ def main_loop(self, context):
+ for ob in context.scene.objects:
+ for slot in ob.material_slots:
+ self.fixup_slot(slot)
+
+ def execute(self, context):
+ if self.is_auto is False:
+ self.replace_name()
+ if self.check_no_name is True:
+ self.main_loop(context)
+ else:
+ warning_messages(self, 'MAT_LINK_NO_NAME')
+ self.is_not_undo = False
+ return {'CANCELLED'}
+
+ self.main_loop(context)
+
+ if use_cleanmat_slots():
+ cleanmatslots()
+
+ if self.mat_error:
+ warning_messages(self, 'MAT_LINK_ERROR', self.mat_error, 'MAT')
+
+ self.is_not_undo = False
+ return {'FINISHED'}
+
+
+class MATERIAL_OT_check_converter_path(Operator):
+ bl_idname = "material.check_converter_path"
+ bl_label = "Check Converters images/data save path"
+ bl_description = ("Checks if the given path is writeable \n"
+ "(has OS writing privileges)")
+ bl_options = {'REGISTER', 'INTERNAL'}
+
+ @classmethod
+ def poll(cls, context):
+ return True
+
+ def check_valid_path(self, context):
+ sc = context.scene
+ paths = bpy.path.abspath(sc.mat_specials.conv_path)
+
+ if os_path.exists(paths):
+ if os_access(paths, os.W_OK | os.X_OK):
+ try:
+ path_test = os_path.join(paths, "XYfoobartestXY.txt")
+ with open(path_test, 'w') as f:
+ f.closed
+ os_remove(path_test)
+ return True
+ except (OSError, IOError):
+ warning_messages(self, 'DIR_PATH_W_ERROR')
+ return False
+ else:
+ warning_messages(self, 'DIR_PATH_A_ERROR')
+ return False
+ else:
+ warning_messages(self, 'DIR_PATH_N_ERROR')
+ return False
+
+ return True
+
+ def execute(self, context):
+ if not self.check_valid_path(context):
+ return {'CANCELLED'}
+ else:
+ warning_messages(self, 'DIR_PATH_W_OK')
+
+ return {'FINISHED'}
+
+
+# -----------------------------------------------------------------------------
+# Menu classes #
+
+class VIEW3D_MT_assign_material(Menu):
+ bl_label = "Assign Material"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+
+ if c_data_has_materials():
+ # no materials
+ for material_name in bpy.data.materials.keys():
+ layout.operator("view3d.assign_material",
+ text=material_name,
+ icon='MATERIAL_DATA').matname = material_name
+ use_separator(self, context)
+
+ if (not context.active_object):
+ # info why the add material is innactive
+ layout.label(text="*No active Object in the Scene*", icon="INFO")
+ use_separator(self, context)
+
+ layout.operator("view3d.assign_material",
+ text="Add New",
+ icon='ZOOMIN')
+
+
+class VIEW3D_MT_select_material(Menu):
+ bl_label = "Select by Material"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+ ob = context.object
+
+ if (not c_data_has_materials()):
+ # (sad mall music is playing nearby)
+ layout.label(text="*No Materials in the data*", icon="INFO")
+ elif (not ob):
+ # don't worry, i don't like the default cubes, lamps and cameras too
+ layout.label(text="*No Objects to select*", icon="INFO")
+ else:
+ # we did what we could, now you're at the mercy of universe's entropy
+ if ob.mode == 'OBJECT':
+ # show all used materials in entire blend file
+ for material_name, material in bpy.data.materials.items():
+ if (material.users > 0):
+ layout.operator("view3d.select_material_by_name",
+ text=material_name,
+ icon='MATERIAL_DATA',
+ ).matname = material_name
+ elif ob.mode == 'EDIT':
+ # show only the materials on this object
+ mats = ob.material_slots.keys()
+ for m in mats:
+ layout.operator("view3d.select_material_by_name",
+ text=m,
+ icon='MATERIAL_DATA').matname = m
+
+
+class VIEW3D_MT_remove_material(Menu):
+ bl_label = "Clean Slots"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+
+ layout.operator("view3d.clean_material_slots",
+ text="Clean Material Slots",
+ icon='COLOR_BLUE')
+ use_separator(self, context)
+
+ if not c_render_engine("Lux"):
+ layout.operator("view3d.material_remove_slot", icon='COLOR_GREEN')
+ layout.operator("view3d.material_remove_object", icon='COLOR_RED')
+
+ if use_remove_mat_all():
+ use_separator(self, context)
+ layout.operator("view3d.material_remove_all",
+ text="Remove Material Slots "
+ "(All Selected Objects)",
+ icon='CANCEL')
+ else:
+ layout.label(text="Sorry, other Menu functions are", icon="INFO")
+ layout.label(text="unvailable with Lux Renderer")
+
+
+class VIEW3D_MT_master_material(Menu):
+ bl_label = "Material Specials Menu"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+
+ if use_mat_preview() is True:
+ layout.operator("view3d.show_mat_preview", icon="VISIBLE_IPO_ON")
+ use_separator(self, context)
+
+ layout.menu("VIEW3D_MT_assign_material", icon='ZOOMIN')
+ layout.menu("VIEW3D_MT_select_material", icon='HAND')
+ use_separator(self, context)
+
+ layout.operator("view3d.copy_material_to_selected", icon="COPY_ID")
+ use_separator(self, context)
+
+ layout.menu("VIEW3D_MT_remove_material", icon="COLORSET_10_VEC")
+ use_separator(self, context)
+
+ layout.operator("view3d.replace_material",
+ text='Replace Material',
+ icon='ARROW_LEFTRIGHT')
+ layout.operator("view3d.fake_user_set",
+ text='Set Fake User',
+ icon='UNPINNED')
+ use_separator(self, context)
+
+ layout.menu("VIEW3D_MT_mat_special", icon="SOLO_ON")
+
+
+class VIEW3D_MT_mat_special(Menu):
+ bl_label = "Specials"
+
+ def draw(self, context):
+ layout = self.layout
+
+ if c_render_engine("Cycles"):
+ if (enable_converters() is True and converter_type('BI_CONV')):
+ ml_restore_1 = layout.operator("ml.restore",
+ text='To BI Nodes Off',
+ icon="BLENDER")
+ ml_restore_1.switcher = False
+ ml_restore_1.renderer = "BI"
+
+ ml_restore_2 = layout.operator("ml.restore",
+ text='To BI Nodes On',
+ icon="APPEND_BLEND")
+ ml_restore_2.switcher = True
+ ml_restore_2.renderer = "BI"
+ use_separator(self, context)
+
+ elif c_render_engine("BI"):
+ if (enable_converters() is True and converter_type('CYC_CONV')):
+ layout.operator("ml.refresh_active",
+ text='Convert Active to Cycles',
+ icon='NODE_INSERT_OFF')
+ layout.operator("ml.refresh",
+ text='Convert All to Cycles',
+ icon='NODE_INSERT_ON')
+ use_separator(self, context)
+ ml_restore_1 = layout.operator("ml.restore",
+ text='To Cycles Nodes Off',
+ icon="SOLID")
+ ml_restore_1.switcher = False
+ ml_restore_1.renderer = "CYCLES"
+
+ ml_restore_2 = layout.operator("ml.restore",
+ text='To Cycles Nodes On',
+ icon="IMGDISPLAY")
+ ml_restore_2.switcher = True
+ ml_restore_2.renderer = "CYCLES"
+ use_separator(self, context)
+
+ layout.operator("material.set_transparent_back_side",
+ icon='IMAGE_RGB_ALPHA',
+ text="Transparent back (BI)")
+ layout.operator("view3d.material_to_texface",
+ text="Material to Texface",
+ icon='MATERIAL_DATA')
+ layout.operator("view3d.texface_to_material",
+ text="Texface to Material",
+ icon='TEXTURE_SHADED')
+ use_separator(self, context)
+
+ layout.operator("material.link_to_base_names", icon="KEYTYPE_BREAKDOWN_VEC")
+ use_separator(self, context)
+ layout.operator("texture.patern_rename",
+ text='Rename Image As Texture',
+ icon='TEXTURE')
+
+
+# Specials Menu's #
+
+def menu_func(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+
+ use_separator(self, context)
+ layout.menu("VIEW3D_MT_assign_material", icon='ZOOMIN')
+ layout.menu("VIEW3D_MT_select_material", icon='HAND')
+ layout.operator("view3d.replace_material",
+ text='Replace Material',
+ icon='ARROW_LEFTRIGHT')
+ use_separator(self, context)
+
+ layout.menu("VIEW3D_MT_remove_material", icon="COLORSET_10_VEC")
+ use_separator(self, context)
+
+ layout.operator("view3d.fake_user_set",
+ text='Set Fake User',
+ icon='UNPINNED')
+ use_separator(self, context)
+
+ layout.menu("VIEW3D_MT_mat_special", icon="SOLO_ON")
+
+
+def menu_move(self, context):
+ layout = self.layout
+ layout.operator_context = 'INVOKE_REGION_WIN'
+
+ layout.operator("material.move_material_slot_top",
+ icon='TRIA_UP', text="Slot to top")
+ layout.operator("material.move_material_slot_bottom",
+ icon='TRIA_DOWN', text="Slot to bottom")
+ use_separator(self, context)
+
+
+# Converters Menu's #
+
+class MATERIAL_MT_scenemassive_opt(Menu):
+ bl_idname = "scenemassive.opt"
+ bl_description = "Additional Options for Convert BI to Cycles"
+ bl_label = "Options"
+ bl_options = {'REGISTER'}
+
+ def draw(self, context):
+ layout = self.layout
+ sc = context.scene
+
+ layout.prop(sc.mat_specials, "EXTRACT_ALPHA",
+ text="Extract Alpha Textures (slow)")
+ use_separator(self, context)
+ layout.prop(sc.mat_specials, "EXTRACT_PTEX",
+ text="Extract Procedural Textures (slow)")
+ use_separator(self, context)
+ layout.prop(sc.mat_specials, "EXTRACT_OW", text="Re-extract Textures")
+ use_separator(self, context)
+ layout.prop(sc.mat_specials, "SET_FAKE_USER", text="Set Fake User on unused images")
+ use_separator(self, context)
+
+ layout.label("Set the Bake Resolution")
+ res = str(sc.mat_specials.img_bake_size)
+ layout.label("Current Setting is : %s" % (res + "x" + res), icon='INFO')
+ use_separator(self, context)
+ layout.prop(sc.mat_specials, "img_bake_size", icon='NODE_SEL', expand=True)
+
+
+class MATERIAL_PT_scenemassive(Panel):
+ bl_label = "Convert BI Materials to Cycles"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "material"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return (enable_converters() is True and converter_type('BI_CONV'))
+
+ def draw(self, context):
+ layout = self.layout
+ sc = context.scene
+ row = layout.row()
+ box = row.box()
+
+ split = box.box().split(0.5)
+ split.operator("ml.refresh",
+ text="Convert All to Cycles", icon='MATERIAL')
+ split.operator("ml.refresh_active",
+ text="Convert Active to Cycles", icon='MATERIAL')
+ box = box.box()
+ ml_restore = box.operator("ml.restore",
+ text="To BI Nodes Off",
+ icon='MATERIAL')
+ ml_restore.switcher = False
+ ml_restore.renderer = "BI"
+
+ row = layout.row()
+ box = row.box()
+ box.menu("scenemassive.opt", text="Advanced Options", icon='SCRIPTWIN')
+ box = row.box()
+ box.menu("help.biconvert",
+ text="Usage Information Guide", icon='MOD_EXPLODE')
+
+ box = layout.box()
+ box.label("Save Directory")
+ split = box.split(0.85)
+ split.prop(sc.mat_specials, "conv_path", text="", icon="RENDER_RESULT")
+ split.operator("material.check_converter_path",
+ text="", icon="EXTERNAL_DATA")
+
+
+class MATERIAL_PT_xps_convert(Panel):
+ bl_label = "Convert to BI and Cycles Nodes"
+ bl_space_type = "PROPERTIES"
+ bl_region_type = "WINDOW"
+ bl_context = "material"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ return (enable_converters() is True and converter_type('CYC_CONV'))
+
+ def draw(self, context):
+ layout = self.layout
+ row = layout.row()
+ box = row.box()
+
+ box.label(text="Multi Image Support (Imports)")
+ split = box.box().split(0.5)
+ split.operator("xps_tools.convert_to_cycles_all",
+ text="Convert All to Nodes", icon="TEXTURE")
+ split.operator("xps_tools.convert_to_cycles_selected",
+ text="Convert Selected to Nodes", icon="TEXTURE")
+
+ col = layout.column()
+ row = col.row()
+ box = row.box()
+ ml_restore = box.operator("ml.restore",
+ text="To BI Nodes ON",
+ icon='MATERIAL')
+ ml_restore.switcher = True
+ ml_restore.renderer = "BI"
+
+ box = row.box()
+ box.menu("help.nodeconvert",
+ text="Usage Information Guide", icon="MOD_EXPLODE")
+
+
+# Converters Help #
+
+class MATERIAL_MT_biconv_help(Menu):
+ bl_idname = "help.biconvert"
+ bl_description = "Read Instructions & Current Limitations"
+ bl_label = "Usage Information Guide"
+ bl_options = {'REGISTER'}
+
+ def draw(self, context):
+ layout = self.layout
+ layout.label(text="Save Your Work Often", icon="ERROR")
+ use_separator(self, context)
+ layout.label(text="Select the texture loaded in the image node")
+ layout.label(text="Press Ctrl/T to create the image nodes")
+ layout.label(text="In the Node Editor, Select the Diffuse Node")
+ layout.label(text="Enable Node Wrangler addon", icon="NODETREE")
+ layout.label(text="If Unconnected or No Image Node Error:", icon="MOD_EXPLODE")
+ use_separator(self, context)
+ layout.label(text="The default path is the folder where the current .blend is")
+ layout.label(text="During Baking, the script will check writting privileges")
+ layout.label(text="Set the save path for extracting images with full access")
+ layout.label(text="May Require Run As Administrator on Windows OS", icon="ERROR")
+ layout.label(text="Converts Bi Textures to Image Files:", icon="MOD_EXPLODE")
+ use_separator(self, context)
+ layout.label(text="The Converter report can point out to some failures")
+ layout.label(text="Some material combinations are unsupported")
+ layout.label(text="Single BI Texture/Image per convert is only supported")
+ layout.label(text="Converts Basic BI non node materials to Cycles")
+ use_separator(self, context)
+ layout.label(text="Convert Bi Materials to Cycles Nodes:", icon="INFO")
+
+
+class MATERIAL_MT_nodeconv_help(Menu):
+ bl_idname = "help.nodeconvert"
+ bl_description = "Read Instructions & Current Limitations"
+ bl_label = "Usage Information Guide"
+ bl_options = {'REGISTER'}
+
+ def draw(self, context):
+ layout = self.layout
+ layout.label(text="Save Your Work Often", icon="ERROR")
+ use_separator(self, context)
+ layout.label(text="Relinking and removing some not needed nodes")
+ layout.label(text="The result Node tree will need some cleaning up")
+ use_separator(self, context)
+ layout.label(text="Select the texture loaded in the image node")
+ layout.label(text="Press Ctrl/T to create the image nodes")
+ layout.label(text="In the Node Editor, Select the Diffuse Node")
+ layout.label(text="Enable Node Wrangler addon", icon="NODETREE")
+ layout.label(text="If Unconnected or No Image Node Error:", icon="MOD_EXPLODE")
+ use_separator(self, context)
+ layout.label(text="Generated images (i.e. Noise and others) are not converted")
+ layout.label(text="The Converter report can point out to some failures")
+ layout.label(text="Not all Files will produce good results", icon="ERROR")
+ layout.label(text="fbx, .dae, .obj, .3ds, .xna and more")
+ layout.label(text="**Supports Imported Files**:", icon="IMPORT")
+ use_separator(self, context)
+ layout.label(text="For some file types")
+ layout.label(text="Supports Alpha, Normals, Specular and Diffuse")
+ layout.label(text="Then Converts BI Nodes to Cycles Nodes")
+ layout.label(text="Converts BI non node materials to BI Nodes")
+ use_separator(self, context)
+ layout.label(text="Convert Materials/Image Textures from Imports:", icon="INFO")
+
+
+# Make Report #
+class material_converter_report(Operator):
+ bl_idname = "mat_converter.reports"
+ bl_label = "Material Converter Report"
+ bl_description = "Report about done Material Conversions"
+ bl_options = {'REGISTER', 'INTERNAL'}
+
+ message = StringProperty(maxlen=8192)
+
+ def draw(self, context):
+ layout = self.layout
+ box = layout.box()
+
+ box.label(text="Converter Report", icon='INFO')
+
+ if self.message and type(self.message) is str:
+ list_string = self.message.split("*")
+ for line in range(len(list_string)):
+ box.label(text=str(list_string[line]))
+
+ def invoke(self, context, event):
+ return context.window_manager.invoke_props_dialog(self, width=500)
+
+ def execute(self, context):
+ return {'FINISHED'}
+
+
+# -----------------------------------------------------------------------------
+# Scene Properties
+
+class material_specials_scene_props(PropertyGroup):
+ conv_path = StringProperty(
+ name="Save Directory",
+ description=("Path to save images during conversion \n"
+ "Default is the location of the blend file"),
+ default="//",
+ subtype='DIR_PATH',
+ )
+ EXTRACT_ALPHA = BoolProperty(
+ attr="EXTRACT_ALPHA",
+ default=False,
+ )
+ SET_FAKE_USER = BoolProperty(
+ attr="SET_FAKE_USER",
+ default=False,
+ )
+ EXTRACT_PTEX = BoolProperty(
+ attr="EXTRACT_PTEX",
+ default=False,
+ )
+ EXTRACT_OW = BoolProperty(
+ attr="Overwrite",
+ default=False,
+ description="Extract textures again instead of re-using priorly extracted textures",
+ )
+ img_bake_size = EnumProperty(
+ name="Bake Image Size",
+ description="Set the resolution size of baked images \n",
+ items=(('512', "Set : 512 x 512", "Bake Resolution 512 x 512"),
+ ('1024', "Set : 1024 x 1024", "Bake Resolution 1024 x 1024"),
+ ('2048', "Set : 2048 x 2048", "Bake Resolution 2048 x 2048")),
+ default='1024',
+ )
+
+
+# -----------------------------------------------------------------------------
+# Addon Preferences
+
+class VIEW3D_MT_material_utils_pref(AddonPreferences):
+ bl_idname = __name__
+
+ show_warnings = BoolProperty(
+ name="Enable Warning messages",
+ default=False,
+ description="Show warning messages \n"
+ "when an action is executed or failed.\n \n"
+ "Advisable if you don't know how the tool works",
+ )
+
+ show_remove_mat = BoolProperty(
+ name="Enable Remove all Materials",
+ default=False,
+ description="Enable Remove all Materials \n"
+ "for all Selected Objects \n \n"
+ "Use with care - if you want to keep materials after \n"
+ "closing \ reloading Blender Set Fake User for them",
+ )
+
+ show_mat_preview = BoolProperty(
+ name="Enable Material Preview",
+ default=True,
+ description="Material Preview of the Active Object \n"
+ "Contains the preview of the active Material, \n"
+ "Use nodes, Color, Specular and Transparency \n"
+ "settings depending on the Context and Preferences",
+ )
+
+ set_cleanmatslots = BoolProperty(
+ name="Enable Auto Clean",
+ default=True,
+ description="Enable Automatic Removal of unused Material Slots \n"
+ "called together with the Assign Material menu option. \n \n"
+ "Apart from preference and the cases when it affects \n"
+ "adding materials, enabling it can have some \n"
+ "performance impact on very dense meshes",
+ )
+
+ show_separators = BoolProperty(
+ name="Use Separators in the menus",
+ default=True,
+ description="Use separators in the menus, a trade-off between \n"
+ "readability vs. using more space for displaying items",
+ )
+
+ show_converters = BoolProperty(
+ name="Enable Converters",
+ default=True,
+ description=" \n ",
+ )
+
+ set_preview_size = EnumProperty(
+ name="Preview Menu Size",
+ description="Set the preview menu size \n"
+ "depending on the number of materials \n"
+ "in the scene (width and height)",
+ items=(('2x2', "Size 2x2", "Width 2 Height 2"),
+ ('2x3', "Size 2x3", "Width 3 Height 2"),
+ ('3x3', "Size 3x3", "Width 3 Height 3"),
+ ('3x4', "Size 3x4", "Width 4 Height 3"),
+ ('4x4', "Size 4x4", "Width 4 Height 4"),
+ ('5x5', "Size 5x5", "Width 5 Height 5"),
+ ('6x6', "Size 6x6", "Width 6 Height 6"),
+ ('0x0', "List", "Display as a List")),
+ default='3x3',
+ )
+
+ set_preview_type = EnumProperty(
+ name="Preview Menu Type",
+ description="Set the the Preview menu type \n",
+ items=(('LIST', "Classic",
+ "Display as a Classic List like in Blender Propreties. \n \n"
+ "Preview of Active Material not available"),
+ ('PREVIEW', "Preview Display",
+ "Display as a preview of Thumbnails \n"
+ "It can have some performance issues with \n"
+ "scenes containing a lot of materials \n \n"
+ "Preview of Active Material available")),
+ default='PREVIEW',
+ )
+
+ set_experimental_type = EnumProperty(
+ name="Experimental Features",
+ description=" \n",
+ items=(('ALL', "All Converters",
+ "Enable all Converters"),
+ ('CYC_CONV', "BI and Cycles Nodes",
+ "Enable Cycles related Convert"),
+ ('BI_CONV', "BI To Cycles",
+ "Enable Blender Internal related Converters")),
+ default='ALL',
+ )
+
+ def draw(self, context):
+ layout = self.layout
+
+ box = layout.box()
+ split = box.split(align=True)
+ col = split.column()
+
+ col.prop(self, "show_warnings")
+ cola = split.column()
+ cola.alignment = 'RIGHT'
+ cola.prop(self, "set_cleanmatslots")
+ cola.prop(self, "show_separators")
+ col.prop(self, "show_remove_mat")
+
+ boxie = box.box()
+ row = boxie.row()
+ row.prop(self, "show_mat_preview")
+ rowsy = row.split()
+ rowsy.enabled = (True if self.show_mat_preview else False)
+ rowsy.alignment = 'CENTER'
+ rowsy.prop(self, "set_preview_type", text="")
+ rowsa = rowsy.row()
+ rowsa.enabled = (True if self.set_preview_type in {'PREVIEW'} else False)
+ rowsa.alignment = 'CENTER'
+ rowsa.prop(self, "set_preview_size", text="")
+
+ boxif = box.box()
+ rowf = boxif.row()
+ rowf.prop(self, "show_converters")
+ rowsf = rowf.split()
+ rowsf.enabled = (True if self.show_converters else False)
+ rowsf.alignment = 'RIGHT'
+ rowsf.prop(self, "set_experimental_type", text="")
+
+
+# -----------------------------------------------------------------------------
+# utility functions:
+
+def included_object_types(objects):
+ # Pass the bpy.data.objects.type to avoid needless assigning/removing
+ # included - type that can have materials
+ included = ['MESH', 'CURVE', 'SURFACE', 'FONT', 'META']
+
+ obj = objects
+ return bool(obj and obj in included)
+
+
+def check_is_excluded_obj_types(contxt):
+ # pass the context to check if selected objects have excluded types
+ if contxt and contxt.selected_editable_objects:
+ for obj in contxt.selected_editable_objects:
+ if not included_object_types(obj.type):
+ return True
+ return False
+
+
+def check_texface_to_mat(obj):
+ # check for UV data presence
+ if obj:
+ if hasattr(obj.data, "uv_textures"):
+ if hasattr(obj.data.uv_textures, "active"):
+ if hasattr(obj.data.uv_textures.active, "data"):
+ return True
+ return False
+
+
+def c_context_mat_preview():
+ # returns the type of viewport shading
+ # needed for using the optional UI elements (the context gets lost)
+
+ # code from BA user SynaGl0w
+ # if there are multiple 3d views return the biggest screen area one
+ views_3d = [area for area in bpy.context.screen.areas if
+ area.type == 'VIEW_3D' and area.spaces.active]
+
+ if views_3d:
+ main_view_3d = max(views_3d, key=lambda area: area.width * area.height)
+ return main_view_3d.spaces.active.viewport_shade
+ return "NONE"
+
+
+def c_context_use_nodes():
+ # checks if Use Nodes is ticked on
+ actob = bpy.context.active_object
+ u_node = (actob.active_material.use_nodes if
+ hasattr(actob, "active_material") else False)
+
+ return bool(u_node)
+
+
+def c_render_engine(cyc=None):
+ # valid cyc inputs "Cycles", "BI", "Both", "Lux"
+ scene = bpy.context.scene
+ render_engine = scene.render.engine
+
+ r_engines = {"Cycles": 'CYCLES',
+ "BI": 'BLENDER_RENDER',
+ "Both": ('CYCLES', 'BLENDER_RENDER'),
+ "Lux": 'LUXRENDER_RENDER'}
+ if cyc:
+ return (True if cyc in r_engines and render_engine in r_engines[cyc] else False)
+ return render_engine
+
+
+def c_need_of_viewport_colors():
+ # check the context where using Viewport color and friends are needed
+ # Cycles and BI are supported
+ if c_render_engine("Cycles"):
+ if c_context_use_nodes() and c_context_mat_preview() == 'SOLID':
+ return True
+ elif c_context_mat_preview() in ('SOLID', 'TEXTURED', 'MATERIAL'):
+ return True
+ elif (c_render_engine("BI") and not c_context_use_nodes()):
+ return True
+
+ return False
+
+
+# Draw Separator #
+def use_separator(operator, context):
+ # pass the preferences show_separators bool to enable/disable them
+ pref = return_preferences()
+ useSep = pref.show_separators
+ if useSep:
+ operator.layout.separator()
+
+
+# preferences utilities #
+
+def return_preferences():
+ return bpy.context.user_preferences.addons[__name__].preferences
+
+
+def use_remove_mat_all():
+ pref = return_preferences()
+ show_rmv_mat = pref.show_remove_mat
+
+ return bool(show_rmv_mat)
+
+
+def use_mat_preview():
+ pref = return_preferences()
+ show_mat_prw = pref.show_mat_preview
+
+ return bool(show_mat_prw)
+
+
+def use_cleanmat_slots():
+ pref = return_preferences()
+ use_mat_clean = pref.set_cleanmatslots
+
+ return bool(use_mat_clean)
+
+
+def size_preview():
+ pref = return_preferences()
+ set_size_prw = pref.set_preview_size
+
+ cell_w = int(set_size_prw[0])
+ cell_h = int(set_size_prw[-1])
+ cell_tbl = {'Width': cell_w, 'Height': cell_h}
+
+ return cell_tbl
+
+
+def size_type_is_preview():
+ pref = return_preferences()
+ set_prw_type = pref.set_preview_type
+
+ return bool(set_prw_type in {'PREVIEW'})
+
+
+def enable_converters():
+ pref = return_preferences()
+ shw_conv = pref.show_converters
+
+ return shw_conv
+
+
+def converter_type(types='ALL'):
+ # checks the type of the preferences 'ALL', 'CYC_CONV', 'BI_CONV'
+ pref = return_preferences()
+ set_exp_type = pref.set_experimental_type
+
+ return bool(set_exp_type in {'ALL'} or types == set_exp_type)
+
+
+def register():
+ bpy.utils.register_module(__name__)
+
+ warning_messages_utils.MAT_SPEC_NAME = __name__
+
+ # Register Scene Properties
+ bpy.types.Scene.mat_specials = bpy.props.PointerProperty(
+ type=material_specials_scene_props
+ )
+
+ kc = bpy.context.window_manager.keyconfigs.addon
+ if kc:
+ km = kc.keymaps.new(name="3D View", space_type="VIEW_3D")
+ kmi = km.keymap_items.new('wm.call_menu', 'Q', 'PRESS', shift=True)
+ kmi.properties.name = "VIEW3D_MT_master_material"
+
+ bpy.types.MATERIAL_MT_specials.prepend(menu_move)
+ bpy.types.MATERIAL_MT_specials.append(menu_func)
+
+
+def unregister():
+ kc = bpy.context.window_manager.keyconfigs.addon
+ if kc:
+ km = kc.keymaps["3D View"]
+ for kmi in km.keymap_items:
+ if kmi.idname == 'wm.call_menu':
+ if kmi.properties.name == "VIEW3D_MT_master_material":
+ km.keymap_items.remove(kmi)
+ break
+
+ bpy.types.MATERIAL_MT_specials.remove(menu_move)
+ bpy.types.MATERIAL_MT_specials.remove(menu_func)
+
+ del bpy.types.Scene.mat_specials
+
+ bpy.utils.unregister_module(__name__)
+
+
+if __name__ == "__main__":
+ register()
diff --git a/materials_utils/material_converter.py b/materials_utils/material_converter.py
new file mode 100644
index 00000000..86e6ada7
--- /dev/null
+++ b/materials_utils/material_converter.py
@@ -0,0 +1,777 @@
+# -*- coding: utf-8 -*-
+
+import bpy
+import mathutils
+from mathutils import Vector
+from bpy.types import Operator
+from .warning_messages_utils import (
+ warning_messages,
+ c_is_cycles_addon_enabled,
+ c_data_has_materials,
+ collect_report,
+ )
+
+# -----------------------------------------------------------------------------
+# Globals #
+
+nodesDictionary = None
+
+NODE_FRAME = 'NodeFrame'
+BI_MATERIAL_NODE = 'ShaderNodeMaterial'
+BI_OUTPUT_NODE = 'ShaderNodeOutput'
+TEXTURE_IMAGE_NODE = 'ShaderNodeTexImage'
+OUTPUT_NODE = 'ShaderNodeOutputMaterial'
+RGB_MIX_NODE = 'ShaderNodeMixRGB'
+MAPPING_NODE = 'ShaderNodeMapping'
+NORMAL_MAP_NODE = 'ShaderNodeNormalMap'
+SHADER_MIX_NODE = 'ShaderNodeMixShader'
+SHADER_ADD_NODE = 'ShaderNodeAddShader'
+COORD_NODE = 'ShaderNodeTexCoord'
+RGB_TO_BW_NODE = 'ShaderNodeRGBToBW'
+BSDF_DIFFUSE_NODE = 'ShaderNodeBsdfDiffuse'
+BSDF_EMISSION_NODE = 'ShaderNodeEmission'
+BSDF_TRANSPARENT_NODE = 'ShaderNodeBsdfTransparent'
+BSDF_GLOSSY_NODE = 'ShaderNodeBsdfGlossy'
+BSDF_GLASS_NODE = 'ShaderNodeBsdfGlass'
+
+textureNodeSizeX = 150
+textureNodeSizeY = 350
+
+
+# -----------------------------------------------------------------------------
+# Functions #
+
+def makeTextureNodeDict(cmat):
+ global nodesDictionary
+ nodesDictionary = {}
+ textures = {textureSlot.texture for textureSlot in cmat.texture_slots if textureSlot}
+
+ for tex in textures:
+ texNode = None
+ if tex.type == 'IMAGE':
+ texNode = makeNodeUsingImage1(cmat, tex)
+ if texNode:
+ nodesDictionary[tex] = texNode
+ return nodesDictionary
+
+
+def getTexNodeDic(texture):
+ return nodesDictionary.get(texture)
+
+
+def clearNodes(TreeNodes):
+ TreeNodes.nodes.clear()
+
+
+def clearCycleMaterial(cmat):
+ TreeNodes = cmat.node_tree
+ clearNodes(TreeNodes)
+
+
+def copyMapping(textureSlot, textureMapping):
+ textureMapping.scale.x = textureSlot.scale.x
+ textureMapping.scale.y = textureSlot.scale.y
+ textureMapping.scale.z = textureSlot.scale.z
+
+
+def addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, prevTexNode, newTexNode, nodeType, textureIdx):
+ try:
+ links = TreeNodes.links
+ mixRgbNode.name = '{} Mix {:d}'.format(nodeType, textureIdx)
+ mixRgbNode.blend_type = textureSlot.blend_type
+ mixRgbNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
+ links.new(prevTexNode.outputs['Color'], mixRgbNode.inputs['Color2'])
+ links.new(newTexNode.outputs['Color'], mixRgbNode.inputs['Color1'])
+ except:
+ collect_report("ERROR: Failure to find link with a Mix node")
+
+
+def makeBiNodes(cmat):
+ # Create Blender Internal Material Nodes
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+
+ BIFrame = TreeNodes.nodes.new(NODE_FRAME)
+ BIFrame.name = 'BI Frame'
+ BIFrame.label = 'BI Material'
+
+ biShaderNodeMaterial = TreeNodes.nodes.new(BI_MATERIAL_NODE)
+ biShaderNodeMaterial.parent = BIFrame
+ biShaderNodeMaterial.name = 'BI Material'
+ biShaderNodeMaterial.material = cmat
+ biShaderNodeMaterial.location = 0, 600
+
+ biShaderNodeOutput = TreeNodes.nodes.new(BI_OUTPUT_NODE)
+ biShaderNodeOutput.parent = BIFrame
+ biShaderNodeOutput.name = 'BI Output'
+ biShaderNodeOutput.location = 200, 600
+ try:
+ links.new(biShaderNodeMaterial.outputs['Color'], biShaderNodeOutput.inputs['Color'])
+ links.new(biShaderNodeMaterial.outputs['Alpha'], biShaderNodeOutput.inputs['Alpha'])
+ except:
+ collect_report("ERROR: Failure to find links with the BI Shader Material")
+
+
+def placeNode(node, posX, posY, deltaX, deltaY, countX, countY):
+ nodeX = posX - (deltaX * countX)
+ nodeY = posY - (deltaY * countY)
+ node.location = nodeX, nodeY
+
+
+def makeImageTextureNode(TreeNodes, img):
+ texNode = TreeNodes.nodes.new(TEXTURE_IMAGE_NODE)
+ texNode.image = img
+ return texNode
+
+
+def makeNodeUsingImage1(cmat, texture):
+ TreeNodes = cmat.node_tree
+ img = texture.image
+ texNode = makeImageTextureNode(TreeNodes, img)
+ return texNode
+
+
+def makeMainShader(TreeNodes):
+ mainShader = TreeNodes.nodes.new(BSDF_DIFFUSE_NODE)
+ mainShader.name = 'Diffuse BSDF'
+ mainShader.location = 0, 0
+ return mainShader
+
+
+def makeEmissionShader(TreeNodes):
+ mainShader = TreeNodes.nodes.new(BSDF_EMISSION_NODE)
+ mainShader.name = 'Emmission'
+ mainShader.location = 0, 0
+ return mainShader
+
+
+def makeMaterialOutput(TreeNodes):
+ shout = TreeNodes.nodes.new(OUTPUT_NODE)
+ shout.location = 200, 0
+ return shout
+
+
+def replaceNode(oldNode, newNode):
+ newNode.location = oldNode.location
+ try:
+ for link in oldNode.outputs['BSDF'].links:
+ links.new(newNode.outputs['BSDF'], link.to_socket)
+ for link in oldNode.inputs['Color'].links:
+ links.new(newNode.inputs['Color'], link.from_socket)
+ for link in oldNode.inputs['Normal'].links:
+ links.new(newNode.inputs['Normal'], link.from_socket)
+ except:
+ collect_report("ERROR: Failure to replace node")
+
+
+def BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMappingNode):
+ # Texture Coordinates
+ linkOutput = None
+ if textureSlot.texture_coords in {'TANGENT', 'STRESS', 'STRAND'}:
+ linkOutput = None
+ elif textureSlot.texture_coords == 'REFLECTION':
+ linkOutput = 'Reflection'
+ elif textureSlot.texture_coords == 'NORMAL':
+ linkOutput = 'Normal'
+ elif textureSlot.texture_coords == 'WINDOW':
+ linkOutput = 'Window'
+ elif textureSlot.texture_coords == 'UV':
+ linkOutput = 'UV'
+ elif textureSlot.texture_coords == 'ORCO':
+ linkOutput = 'Generated'
+ elif textureSlot.texture_coords == 'OBJECT':
+ linkOutput = 'Object'
+ elif textureSlot.texture_coords == 'GLOBAL':
+ linkOutput = 'Camera'
+
+ if linkOutput:
+ links.new(texCoordNode.outputs[linkOutput], textureMappingNode.inputs['Vector'])
+
+
+def createDiffuseNodes(cmat, texCoordNode, mainShader, materialOutput):
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+ texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
+ currPosY = -textureNodeSizeY * texCount
+
+ textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
+ (textureSlot and textureSlot.use_map_color_diffuse)]
+
+ texCount = len(textureSlots)
+ texNode = None
+ latestNode = None
+ groupName = 'Diffuse'
+
+ if any(textureSlots):
+ diffuseFrame = TreeNodes.nodes.new(NODE_FRAME)
+ diffuseFrame.name = '{} Frame'.format(groupName)
+ diffuseFrame.label = '{}'.format(groupName)
+
+ for textureIdx, textureSlot in enumerate(textureSlots):
+ texNode = getTexNodeDic(textureSlot.texture)
+ if texNode:
+ tex_node_name = getattr(texNode.image, "name", "")
+ collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
+ texNode.parent = diffuseFrame
+ placeNode(texNode, -500 - ((texCount - 1) * 200),
+ currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
+
+ # Add mapping node
+ textureMapping = TreeNodes.nodes.new(MAPPING_NODE)
+ textureMapping.parent = diffuseFrame
+ renameNode(textureMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
+ textureMapping.location = texNode.location + Vector((-400, 0))
+ copyMapping(textureSlot, textureMapping)
+
+ # Texture Coordinates
+ BIToCycleTexCoord(links, textureSlot, texCoordNode, textureMapping)
+
+ # Place the texture node
+ renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
+ links.new(textureMapping.outputs['Vector'], texNode.inputs['Vector'])
+
+ # Add multiply node
+ colorMult = TreeNodes.nodes.new(RGB_MIX_NODE)
+ colorMult.parent = diffuseFrame
+ renameNode(colorMult, 'Color Mult', texCount, textureIdx)
+ colorMult.blend_type = 'MIX'
+ colorMult.inputs['Fac'].default_value = 1
+ colorMult.inputs['Color1'].default_value = (1, 1, 1, 1)
+
+ colorMult.location = texNode.location + Vector((200, 0))
+ links.new(texNode.outputs['Color'], colorMult.inputs['Color2'])
+
+ texNode = colorMult
+ if textureSlot.use and textureIdx == 0:
+ latestNode = texNode
+
+ if textureSlot.use and textureIdx > 0:
+ try:
+ # Create a node to mix multiple texture nodes
+ mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
+ mixRgbNode.parent = diffuseFrame
+ addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
+ '{}'.format(groupName), textureIdx)
+ mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
+ (texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
+ latestNode = mixRgbNode
+ except:
+ continue
+
+ if latestNode:
+ links.new(latestNode.outputs['Color'], mainShader.inputs['Color'])
+
+ # Y Position next texture node
+ currPosY = currPosY - (textureNodeSizeY * (texCount))
+
+ # BI Material to Cycles - Alpha Transparency
+ textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
+ (textureSlot and textureSlot.use_map_alpha)]
+ texCount = len(textureSlots)
+ texNode = None
+ latestNode = None
+ for textureIdx, textureSlot in enumerate(textureSlots):
+ texNode = getTexNodeDic(textureSlot.texture)
+ if texNode:
+ tex_node_name = getattr(texNode.image, "name", "")
+ collect_report("INFO: Generating Transparency Nodes for: " + tex_node_name)
+ if textureSlot.use and textureIdx == 0:
+ latestNode = texNode
+
+ if textureSlot.use and textureIdx > 0:
+ try:
+ # Create a node to mix multiple texture nodes
+ mixAlphaNode = TreeNodes.nodes.new(RGB_MIX_NODE)
+ mixAlphaNode.name = 'Alpha Mix {:d}'.format(textureIdx)
+ mixAlphaNode.blend_type = textureSlot.blend_type
+ mixAlphaNode.inputs['Fac'].default_value = textureSlot.diffuse_color_factor
+ placeNode(mixAlphaNode, -200 - ((texCount - textureIdx - 1) * 200), 400 - 240,
+ textureNodeSizeX, textureNodeSizeY, 0, 0)
+ links.new(texNode.outputs['Alpha'], mixAlphaNode.inputs['Color2'])
+ links.new(latestNode.outputs['Alpha'], mixAlphaNode.inputs['Color1'])
+ latestNode = mixAlphaNode
+ except:
+ continue
+ if latestNode:
+ alphaMixShader = TreeNodes.nodes.get('Alpha Mix Shader')
+ if alphaMixShader:
+ if latestNode.type == 'TEX_IMAGE':
+ outputLink = 'Alpha'
+ else:
+ outputLink = 'Color'
+ links.new(latestNode.outputs[outputLink], alphaMixShader.inputs['Fac'])
+
+
+def createNormalNodes(cmat, texCoordNode, mainShader, materialOutput):
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+ texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
+ currPosY = -textureNodeSizeY * texCount
+
+ textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
+ (textureSlot and textureSlot.use_map_normal)]
+ texCount = len(textureSlots)
+ texNode = None
+ latestNode = None
+ groupName = 'Normal'
+ if any(textureSlots):
+ normalFrame = TreeNodes.nodes.new(NODE_FRAME)
+ normalFrame.name = '{} Frame'.format(groupName)
+ normalFrame.label = '{}'.format(groupName)
+
+ for textureIdx, textureSlot in enumerate(textureSlots):
+ texNode = getTexNodeDic(textureSlot.texture)
+ if texNode:
+ tex_node_name = getattr(texNode.image, "name", "")
+ collect_report("INFO: Generating Normal Nodes for: " + tex_node_name)
+ texNode.parent = normalFrame
+ placeNode(texNode, -500 - ((texCount) * 200), currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
+
+ # Add mapping node
+ normalMapping = TreeNodes.nodes.new(MAPPING_NODE)
+ normalMapping.parent = normalFrame
+ renameNode(normalMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
+ normalMapping.location = texNode.location + Vector((-400, 0))
+ copyMapping(textureSlot, normalMapping)
+
+ # Texture Coordinates
+ BIToCycleTexCoord(links, textureSlot, texCoordNode, normalMapping)
+
+ # Place the texture node
+ renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
+ texNode.color_space = 'NONE'
+ links.new(normalMapping.outputs['Vector'], texNode.inputs['Vector'])
+
+ # Add multiply node
+ normalMult = TreeNodes.nodes.new(RGB_MIX_NODE)
+ normalMult.parent = normalFrame
+ renameNode(normalMult, 'Normal Mult', texCount, textureIdx)
+ normalMult.blend_type = 'MIX'
+ normalMult.inputs['Fac'].default_value = 1
+ normalMult.inputs['Color1'].default_value = (.5, .5, 1, 1)
+
+ normalMult.location = texNode.location + Vector((200, 0))
+ links.new(texNode.outputs['Color'], normalMult.inputs['Color2'])
+
+ texNode = normalMult
+ if textureSlot.use and textureIdx == 0:
+ latestNode = texNode
+
+ if textureSlot.use and textureIdx > 0:
+ try:
+ # Create a node to mix multiple texture nodes
+ mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
+ mixRgbNode.parent = normalFrame
+ addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
+ '{}'.format(groupName), textureIdx)
+ mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
+ (texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
+ latestNode = mixRgbNode
+ except:
+ continue
+
+ if latestNode:
+ normalMapNode = TreeNodes.nodes.new(NORMAL_MAP_NODE)
+ normalMapNode.parent = normalFrame
+ normalMapNode.location = latestNode.location + Vector((200, 0))
+ links.new(latestNode.outputs['Color'], normalMapNode.inputs['Color'])
+ links.new(normalMapNode.outputs['Normal'], mainShader.inputs['Normal'])
+
+
+def createSpecularNodes(cmat, texCoordNode, mainShader, mainDiffuse, materialOutput):
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+ texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
+ currPosY = -textureNodeSizeY * texCount
+
+ textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
+ (textureSlot and textureSlot.use_map_color_spec)]
+ texCount = len(textureSlots)
+ texNode = None
+ latestNode = None
+ groupName = 'Specular'
+ if any(textureSlots):
+ specularFrame = TreeNodes.nodes.new(NODE_FRAME)
+ specularFrame.name = '{} Frame'.format(groupName)
+ specularFrame.label = '{}'.format(groupName)
+
+ for textureIdx, textureSlot in enumerate(textureSlots):
+ texNode = getTexNodeDic(textureSlot.texture)
+ if texNode:
+ tex_node_name = getattr(texNode.image, "name", "")
+ collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
+ texNode.parent = specularFrame
+ placeNode(texNode, -500 - ((texCount) * 200), currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
+
+ # Add mapping node
+ specularMapping = TreeNodes.nodes.new(MAPPING_NODE)
+ specularMapping.parent = specularFrame
+ renameNode(specularMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
+ specularMapping.location = texNode.location + Vector((-400, 0))
+ copyMapping(textureSlot, specularMapping)
+
+ # Texture Coordinates
+ BIToCycleTexCoord(links, textureSlot, texCoordNode, specularMapping)
+
+ # Place the texture node
+ renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
+ links.new(specularMapping.outputs['Vector'], texNode.inputs['Vector'])
+
+ # Add multiply node
+ specularMult = TreeNodes.nodes.new(RGB_MIX_NODE)
+ specularMult.parent = specularFrame
+ renameNode(specularMult, 'Specular Mult', texCount, textureIdx)
+ specularMult.blend_type = 'MULTIPLY'
+ specularMult.inputs['Fac'].default_value = 1
+ specularMult.inputs['Color1'].default_value = (1, 1, 1, 1)
+
+ specularMult.location = texNode.location + Vector((200, 0))
+ links.new(texNode.outputs['Color'], specularMult.inputs['Color2'])
+
+ texNode = specularMult
+ if textureSlot.use and textureIdx == 0:
+ latestNode = texNode
+
+ if textureSlot.use and textureIdx > 0:
+ try:
+ # Create a node to mix multiple texture nodes
+ mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
+ mixRgbNode.parent = specularFrame
+ addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
+ '{}'.format(groupName), textureIdx)
+ mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
+ (texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
+ latestNode = mixRgbNode
+ except:
+ continue
+
+ if latestNode:
+ try:
+ glossShader = TreeNodes.nodes.new(BSDF_GLOSSY_NODE)
+ RGBToBW = TreeNodes.nodes.new(RGB_TO_BW_NODE)
+ RGBToBW.location = Vector((0, latestNode.location.y)) + Vector((0, 0))
+ glossShader.location = Vector((0, latestNode.location.y)) + Vector((0, -80))
+
+ links.new(latestNode.outputs['Color'], glossShader.inputs['Color'])
+ links.new(latestNode.outputs['Color'], RGBToBW.inputs['Color'])
+
+ outputNode = TreeNodes.nodes.get('Material Output')
+ spec_mixer_1 = TreeNodes.nodes.new(SHADER_MIX_NODE)
+ spec_mixer_1.location = outputNode.location
+ spec_mixer_2 = TreeNodes.nodes.new(SHADER_MIX_NODE)
+ spec_mixer_2.inputs['Fac'].default_value = .4
+ spec_mixer_2.location = outputNode.location + Vector((180, 0))
+ links.new(spec_mixer_1.outputs['Shader'], spec_mixer_2.inputs[2])
+ links.new(spec_mixer_2.outputs['Shader'], outputNode.inputs['Surface'])
+ links.new(RGBToBW.outputs['Val'], spec_mixer_1.inputs['Fac'])
+
+ links.new(glossShader.outputs['BSDF'], spec_mixer_1.inputs[2])
+
+ outputNode.location += Vector((360, 0))
+ normalMapNode = TreeNodes.nodes.get('Normal Map')
+ links.new(normalMapNode.outputs['Normal'], glossShader.inputs['Normal'])
+
+ if mainDiffuse.type == 'BSDF_DIFFUSE':
+ outputLink = 'BSDF'
+ else:
+ outputLink = 'Shader'
+
+ links.new(mainDiffuse.outputs[outputLink], spec_mixer_1.inputs[1])
+ links.new(mainDiffuse.outputs[outputLink], spec_mixer_2.inputs[1])
+ except:
+ return
+
+
+def createEmissionNodes(cmat, texCoordNode, mainShader, materialOutput):
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+ texCount = len([node for node in TreeNodes.nodes if node.type == 'MAPPING'])
+ currPosY = -textureNodeSizeY * texCount
+
+ textureSlots = [textureSlot for textureSlot in cmat.texture_slots if
+ (textureSlot and textureSlot.use_map_emit)]
+ texCount = len(textureSlots)
+ texNode = None
+ latestNode = None
+ groupName = 'Emission'
+ if any(textureSlots):
+ emissionFrame = TreeNodes.nodes.new(NODE_FRAME)
+ emissionFrame.name = '{} Frame'.format(groupName)
+ emissionFrame.label = '{}'.format(groupName)
+
+ for textureIdx, textureSlot in enumerate(textureSlots):
+ texNode = getTexNodeDic(textureSlot.texture)
+ if texNode:
+ tex_node_name = getattr(texNode.image, "name", "")
+ collect_report("INFO: Generating {} Nodes for: ".format(groupName) + tex_node_name)
+ texNode.parent = emissionFrame
+ placeNode(texNode, -500 - ((texCount) * 200), currPosY, textureNodeSizeX, textureNodeSizeY, 0, textureIdx)
+
+ # Add mapping node
+ emissionMapping = TreeNodes.nodes.new(MAPPING_NODE)
+ emissionMapping.parent = emissionFrame
+ renameNode(emissionMapping, '{} Mapping'.format(groupName), texCount, textureIdx)
+ emissionMapping.location = texNode.location + Vector((-400, 0))
+ copyMapping(textureSlot, emissionMapping)
+
+ # Texture Coordinates
+ BIToCycleTexCoord(links, textureSlot, texCoordNode, emissionMapping)
+
+ # Place the texture node
+ renameNode(texNode, '{} Texture'.format(groupName), texCount, textureIdx)
+ texNode.color_space = 'NONE'
+ links.new(emissionMapping.outputs['Vector'], texNode.inputs['Vector'])
+
+ # Add multiply node
+ emissionMult = TreeNodes.nodes.new(RGB_MIX_NODE)
+ emissionMult.parent = emissionFrame
+ renameNode(emissionMult, 'Emission Mult', texCount, textureIdx)
+ emissionMult.blend_type = 'MIX'
+ emissionMult.inputs['Fac'].default_value = 1
+ emissionMult.inputs['Color1'].default_value = (0, 0, 0, 1)
+
+ emissionMult.location = texNode.location + Vector((200, 0))
+ links.new(texNode.outputs['Color'], emissionMult.inputs['Color2'])
+
+ texNode = emissionMult
+ if textureSlot.use and textureIdx == 0:
+ latestNode = texNode
+
+ if textureSlot.use and textureIdx > 0:
+ try:
+ # Create a node to mix multiple texture nodes
+ mixRgbNode = TreeNodes.nodes.new(RGB_MIX_NODE)
+ mixRgbNode.parent = emissionFrame
+ addRGBMixNode(TreeNodes, textureSlot, mixRgbNode, texNode, latestNode,
+ '{}'.format(groupName), textureIdx)
+ mixRgbNode.location = Vector((max(texNode.location.x, latestNode.location.x),
+ (texNode.location.y + latestNode.location.y) / 2)) + Vector((200, 0))
+ latestNode = mixRgbNode
+ except:
+ continue
+
+ if latestNode:
+ try:
+ emissionNode = TreeNodes.nodes.new(BSDF_EMISSION_NODE)
+ emissionNode.inputs['Strength'].default_value = 1
+ addShaderNode = TreeNodes.nodes.new(SHADER_ADD_NODE)
+ addShaderNode.location = materialOutput.location + Vector((0, -100))
+ xPos = mainShader.location.x
+ yPos = latestNode.location.y
+
+ emissionNode.location = Vector((xPos, yPos))
+ materialOutput.location += Vector((400, 0))
+
+ node = materialOutput.inputs[0].links[0].from_node
+ node.location += Vector((400, 0))
+
+ links.new(latestNode.outputs['Color'], emissionNode.inputs['Color'])
+ links.new(emissionNode.outputs['Emission'], addShaderNode.inputs[1])
+ links.new(mainShader.outputs['BSDF'], addShaderNode.inputs[0])
+ links.new(addShaderNode.outputs['Shader'], node.inputs[2])
+ except:
+ return
+
+
+def renameNode(node, baseName, nodesCount, nodeIndex):
+ if nodesCount == 1:
+ node.name = baseName
+ else:
+ node.name = '{} {:d}'.format(baseName, nodeIndex + 1)
+
+
+def hasAlphaTex(cmat):
+ tex_is_transp = False
+ for textureSlot in cmat.texture_slots:
+ if textureSlot:
+ if textureSlot.use:
+ if textureSlot.use_map_alpha:
+ tex_is_transp = tex_is_transp or True
+ return tex_is_transp
+
+
+def AutoNode(active=False, operator=None):
+ collect_report("________________________________________", True, False)
+ collect_report("START CYCLES CONVERSION")
+
+ if active:
+ materials = [mat for obj in bpy.context.selected_objects if
+ obj.type == 'MESH' for mat in obj.data.materials]
+ else:
+ materials = bpy.data.materials
+
+ # No Materials for the chosen action - abort
+ if not materials:
+ if operator:
+ if active:
+ warning_messages(operator, 'CONV_NO_SEL_MAT')
+ else:
+ warning_messages(operator, 'CONV_NO_SC_MAT')
+ return
+
+ for cmat in materials:
+ # check for empty material (it will fall through the first check)
+ test_empty = getattr(cmat, "name", None)
+ if test_empty is None:
+ collect_report("INFO: An empty material was hit, skipping")
+ continue
+ else:
+ cmat.use_nodes = True
+ clearCycleMaterial(cmat)
+ makeBiNodes(cmat)
+ makeCyclesFromBI(cmat)
+
+ collect_report("Conversion finished !", False, True)
+
+ bpy.context.scene.render.engine = 'CYCLES'
+
+
+def makeCyclesFromBI(cmat):
+ mat_name = getattr(cmat, "name", "NO NAME")
+ collect_report("Converting Material: " + mat_name)
+
+ global nodesDictionary
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+
+ # Convert this material from non-nodes to Cycles nodes
+ mainShader = None
+ mainDiffuse = None
+ Mix_Alpha = None
+
+ tex_is_transp = hasAlphaTex(cmat)
+
+ cmat_use_transp = cmat.use_transparency and cmat.alpha < 1
+ cmat_trans_method = cmat.transparency_method
+ cmat_ior = cmat.raytrace_transparency.ior
+ cmat_transp_z = cmat_use_transp and cmat_trans_method == 'Z_TRANSPARENCY'
+ cmat_transp_ray = cmat_use_transp and cmat_trans_method == 'RAYTRACE' and cmat_ior == 1
+ cmat_mirror = cmat.raytrace_mirror.use
+ cmat_mirror_fac = cmat.raytrace_mirror.reflect_factor
+
+ # --------------------------------------
+ # Material Shaders
+ # Diffuse nodes
+ # --------------------------------------
+
+ # Make Diffuse and Output nodes
+ mainShader = makeMainShader(TreeNodes)
+ mainShader.inputs['Roughness'].default_value = cmat.specular_intensity
+ mainDiffuse = mainShader
+ materialOutput = makeMaterialOutput(TreeNodes)
+ links.new(mainShader.outputs['BSDF'], materialOutput.inputs['Surface'])
+
+ texCoordNode = TreeNodes.nodes.new(COORD_NODE)
+ texCoordNode.name = 'Texture Coordinate'
+
+ # Material Transparent
+ if not cmat_mirror and cmat_use_transp and tex_is_transp and (cmat_transp_z or cmat_transp_ray):
+ collect_report("INFO: Make TRANSPARENT material nodes: " + cmat.name)
+ Mix_Alpha = TreeNodes.nodes.new(SHADER_MIX_NODE)
+ Mix_Alpha.name = 'Alpha Mix Shader'
+ Mix_Alpha.location = materialOutput.location
+ materialOutput.location += Vector((180, 0))
+ Mix_Alpha.inputs['Fac'].default_value = cmat.alpha
+ transparentShader = TreeNodes.nodes.new(BSDF_TRANSPARENT_NODE)
+ transparentShader.location = mainShader.location
+ mainShader.location += Vector((0, -100))
+ links.new(transparentShader.outputs['BSDF'], Mix_Alpha.inputs[1])
+ links.new(mainShader.outputs['BSDF'], Mix_Alpha.inputs[2])
+ links.new(Mix_Alpha.outputs['Shader'], materialOutput.inputs['Surface'])
+ mainDiffuse = Mix_Alpha
+
+ if cmat_mirror and cmat_mirror_fac > 0.001:
+ if cmat_use_transp:
+ # Material Glass
+ collect_report("INFO: Make GLASS shader node: " + cmat.name)
+ newShader = TreeNodes.nodes.new(BSDF_GLASS_NODE)
+ shader = newShader
+ replaceNode(shader, newShader)
+ TreeNodes.nodes.remove(shader)
+ else:
+ # Material Mirror
+ collect_report("INFO: Make MIRROR shader node: " + cmat.name)
+ newShader = TreeNodes.nodes.new(BSDF_GLOSSY_NODE)
+ shader = newShader
+ replaceNode(shader, newShader)
+ TreeNodes.nodes.remove(shader)
+
+ nodesDictionary = makeTextureNodeDict(cmat)
+
+ # --------------------------------------
+ # Texture nodes
+
+ # BI Material to Cycles - Diffuse Textures
+ createDiffuseNodes(cmat, texCoordNode, mainShader, materialOutput)
+
+ # BI Material to Cycles - Normal map
+ createNormalNodes(cmat, texCoordNode, mainShader, materialOutput)
+
+ # BI Material to Cycles - Specular map
+ createSpecularNodes(cmat, texCoordNode, mainShader, mainDiffuse, materialOutput)
+
+ # BI Material to Cycles - Emission map
+ createEmissionNodes(cmat, texCoordNode, mainShader, materialOutput)
+
+ # Texture coordinates
+ # list all nodes conected to outputs
+ mappingNodes = [link.to_node for output in texCoordNode.outputs for link in output.links]
+ mappingNodesCount = len(mappingNodes)
+
+ if mappingNodes:
+ xList = [node.location.x for node in mappingNodes]
+ yList = [node.location.y for node in mappingNodes]
+ minPosX = min(xList) - 400
+ avgPosY = sum(yList) / mappingNodesCount
+ texCoordNode.location = Vector((minPosX, avgPosY))
+
+
+# -----------------------------------------------------------------------------
+# Operator Classes #
+
+class material_convert_all(Operator):
+ bl_idname = "xps_tools.convert_to_cycles_all"
+ bl_label = "Convert All Materials"
+ bl_description = "Convert All Materials to BI and Cycles Nodes"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_is_cycles_addon_enabled() and c_data_has_materials())
+
+ def execute(self, context):
+ AutoNode(False, self)
+ return {'FINISHED'}
+
+
+class material_convert_selected(Operator):
+ bl_idname = "xps_tools.convert_to_cycles_selected"
+ bl_label = "Convert All Materials From Selected Objects"
+ bl_description = "Convert All Materials on Selected Objects to BI and Cycles Nodes"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_data_has_materials() and c_is_cycles_addon_enabled() and
+ bool(
+ next((obj for obj in context.selected_objects if obj.type == 'MESH'),
+ None)
+ )
+ )
+
+ def execute(self, context):
+ AutoNode(True, self)
+ return {'FINISHED'}
+
+
+def register():
+ bpy.utils.register_module(__name__)
+ pass
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+ pass
+
+if __name__ == "__main__":
+ register()
diff --git a/materials_utils/materials_cycles_converter.py b/materials_utils/materials_cycles_converter.py
new file mode 100644
index 00000000..600de7e2
--- /dev/null
+++ b/materials_utils/materials_cycles_converter.py
@@ -0,0 +1,683 @@
+# gpl: author Silvio Falcinelli. Fixes by angavrilov and others.
+# special thanks to user blenderartists.org cmomoney
+# -*- coding: utf-8 -*-
+
+import bpy
+import os
+from os import path as os_path
+from bpy.types import Operator
+from bpy.props import (
+ BoolProperty,
+ EnumProperty,
+ )
+from .warning_messages_utils import (
+ warning_messages,
+ c_is_cycles_addon_enabled,
+ c_data_has_materials,
+ collect_report,
+ )
+
+# -----------------------------------------------------------------------------
+# Globals #
+
+# switch for operator's function called after AutoNodeInitiate
+CHECK_AUTONODE = False
+
+# set the node color for baked textures (default greenish)
+NODE_COLOR = (0.32, 0.75, 0.32)
+
+# -----------------------------------------------------------------------------
+# Functions #
+
+
+def AutoNodeSwitch(renderer="CYCLES", switch="OFF", operator=None):
+ mats = bpy.data.materials
+ use_nodes = (True if switch in ("ON") else False)
+ warn_message = ('BI_SW_NODES_ON' if switch in ("ON") else
+ 'BI_SW_NODES_OFF')
+ warn_message_2 = ('CYC_SW_NODES_ON' if switch in ("ON") else
+ 'CYC_SW_NODES_OFF')
+ for cmat in mats:
+ cmat.use_nodes = use_nodes
+ renders = ('CYCLES' if renderer and renderer == "CYCLES" else
+ 'BLENDER_RENDER')
+ bpy.context.scene.render.engine = renders
+ if operator:
+ warning_messages(operator, (warn_message_2 if renders in ('CYCLES') else
+ warn_message))
+
+
+def SetFakeUserTex():
+ images = bpy.data.images
+ for image in images:
+ has_user = getattr(image, "users", -1)
+ image_name = getattr(image, "name", "NONAME")
+
+ if has_user == 0:
+ image.use_fake_user = True
+ collect_report("INFO: Set fake user for unused image: " + image_name)
+
+
+def BakingText(tex, mode, tex_type=None):
+ collect_report("INFO: start bake texture named: " + tex.name)
+ saved_img_path = None
+ bpy.ops.object.mode_set(mode='OBJECT')
+ sc = bpy.context.scene
+ tmat = ''
+ img = ''
+ Robj = bpy.context.active_object
+ for n in bpy.data.materials:
+ if n.name == 'TMP_BAKING':
+ tmat = n
+ if not tmat:
+ tmat = bpy.data.materials.new('TMP_BAKING')
+ tmat.name = "TMP_BAKING"
+
+ bpy.ops.mesh.primitive_plane_add()
+ tm = bpy.context.active_object
+ tm.name = "TMP_BAKING"
+ tm.data.name = "TMP_BAKING"
+ bpy.ops.object.select_pattern(extend=False, pattern="TMP_BAKING",
+ case_sensitive=False)
+ sc.objects.active = tm
+ bpy.context.scene.render.engine = 'BLENDER_RENDER'
+ tm.data.materials.append(tmat)
+ if len(tmat.texture_slots.items()) == 0:
+ tmat.texture_slots.add()
+ tmat.texture_slots[0].texture_coords = 'UV'
+ tmat.texture_slots[0].use_map_alpha = True
+ tmat.texture_slots[0].texture = tex.texture
+ tmat.texture_slots[0].use_map_alpha = True
+ tmat.texture_slots[0].use_map_color_diffuse = False
+ tmat.use_transparency = True
+ tmat.alpha = 0
+ tmat.use_nodes = False
+ tmat.diffuse_color = 1, 1, 1
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.uv.unwrap()
+
+ # clean up temporary baking images if any
+ for n in bpy.data.images:
+ if n.name == 'TMP_BAKING':
+ n.user_clear()
+ bpy.data.images.remove(n)
+
+ if mode == "ALPHA" and tex.texture.type == 'IMAGE':
+ sizeX = tex.texture.image.size[0]
+ sizeY = tex.texture.image.size[1]
+ else:
+ bake_size = (int(sc.mat_specials.img_bake_size) if
+ sc.mat_specials.img_bake_size else 1024)
+ sizeX = bake_size
+ sizeY = bake_size
+
+ bpy.ops.image.new(name="TMP_BAKING", width=sizeX, height=sizeY,
+ color=(0.0, 0.0, 0.0, 1.0), alpha=True, float=False)
+ bpy.data.screens['UV Editing'].areas[1].spaces[0].image = bpy.data.images["TMP_BAKING"]
+ sc.render.engine = 'BLENDER_RENDER'
+ img = bpy.data.images["TMP_BAKING"]
+ img = bpy.data.images.get("TMP_BAKING")
+ img.file_format = ("JPEG" if not mode == "ALPHA" else "PNG")
+
+ paths = bpy.path.abspath(sc.mat_specials.conv_path)
+ tex_name = getattr(getattr(tex.texture, "image", None), "name", None)
+ texture_name = (tex_name.rpartition(".")[0] if tex_name else tex.texture.name)
+ new_tex_name = "baked"
+ name_append = ("_BAKING" if mode == "ALPHA" and
+ tex.texture.type == 'IMAGE' else "_PTEXT")
+ new_appendix = (".jpg" if not mode == "ALPHA" else ".png")
+
+ if name_append in texture_name:
+ new_tex_name = texture_name
+ elif tex_type:
+ new_tex_name = tex_type + name_append
+ else:
+ new_tex_name = texture_name + name_append
+
+ img.filepath_raw = paths + new_tex_name + new_appendix
+ saved_img_path = img.filepath_raw
+
+ sc.render.bake_type = 'ALPHA'
+ sc.render.use_bake_selected_to_active = True
+ sc.render.use_bake_clear = True
+
+ # try to bake if it fails give report
+ try:
+ bpy.ops.object.bake_image()
+ img.save()
+ except:
+ # no return value so the image loading is skipped
+ saved_img_path = None
+ collect_report("ERROR: Baking could not be completed. "
+ "Check System Console for info")
+
+ bpy.ops.object.mode_set(mode='OBJECT')
+ bpy.ops.object.delete()
+ bpy.ops.object.select_pattern(extend=False, pattern=Robj.name, case_sensitive=False)
+ sc.objects.active = Robj
+ img.user_clear()
+ bpy.data.images.remove(img)
+
+ if tmat.users == 0:
+ bpy.data.materials.remove(tmat)
+
+ if saved_img_path:
+ collect_report("________________________________________")
+ return saved_img_path
+
+
+def AutoNodeInitiate(active=False, operator=None):
+ # Checks with bpy.ops.material.check_converter_path
+ # if it's possible to write in the output path
+ # if it passes procedes with calling AutoNode
+
+ # if CheckImagePath(operator):
+ check_path = bpy.ops.material.check_converter_path()
+
+ global CHECK_AUTONODE
+
+ if 'FINISHED' in check_path:
+ sc = bpy.context.scene
+ CHECK_AUTONODE = True
+ collect_report("________________________________________", True, False)
+ AutoNode(active, operator)
+ if sc.mat_specials.SET_FAKE_USER:
+ SetFakeUserTex()
+ collect_report("Conversion finished !", False, True)
+ else:
+ warning_messages(operator, 'DIR_PATH_CONVERT')
+
+
+def AutoNode(active=False, operator=None):
+ global CHECK_AUTONODE
+ sc = bpy.context.scene
+ if active:
+ # fix for empty slots by angavrilov
+ mats = [slot.material for slot in bpy.context.active_object.material_slots if
+ slot.material]
+ else:
+ mats = bpy.data.materials
+
+ # No Materials for the chosen action - abort
+ if not mats:
+ CHECK_AUTONODE = False
+ if operator:
+ if active:
+ act_obj = bpy.context.active_object
+ warning_messages(operator, 'CONV_NO_OBJ_MAT', act_obj.name)
+ else:
+ warning_messages(operator, 'CONV_NO_SC_MAT')
+ return
+
+ for cmat in mats:
+ # check for empty material (it will fall through the first check)
+ test_empty = getattr(cmat, "name", None)
+ if test_empty is None:
+ collect_report("An empty material was hit, skipping")
+ continue
+
+ cmat.use_nodes = True
+ TreeNodes = cmat.node_tree
+ links = TreeNodes.links
+
+ # Don't alter nodes of locked materials
+ locked = False
+ for n in TreeNodes.nodes:
+ if n.type == 'ShaderNodeOutputMaterial':
+ if n.label == 'Locked':
+ locked = True
+ break
+
+ if not locked:
+ # Convert this material from non-nodes to Cycles nodes
+ shader = ''
+ shtsl = ''
+ Add_Emission = ''
+ Add_Translucent = ''
+ Mix_Alpha = ''
+ sT = False
+
+ for n in TreeNodes.nodes:
+ TreeNodes.nodes.remove(n)
+
+ # Starting point is diffuse BSDF and output material
+ shader = TreeNodes.nodes.new('ShaderNodeBsdfDiffuse')
+ shader.location = 0, 470
+ shout = TreeNodes.nodes.new('ShaderNodeOutputMaterial')
+ shout.location = 200, 400
+ links.new(shader.outputs[0], shout.inputs[0])
+
+ cmat_is_transp = cmat.use_transparency and cmat.alpha < 1
+
+ if not cmat.raytrace_mirror.use and not cmat_is_transp:
+ if not shader.type == 'ShaderNodeBsdfDiffuse':
+ collect_report("INFO: Make DIFFUSE shader node for: " + cmat.name)
+ TreeNodes.nodes.remove(shader)
+ shader = TreeNodes.nodes.new('ShaderNodeBsdfDiffuse')
+ shader.location = 0, 470
+ links.new(shader.outputs[0], shout.inputs[0])
+
+ if cmat.raytrace_mirror.use and cmat.raytrace_mirror.reflect_factor > 0.001 and cmat_is_transp:
+ if not shader.type == 'ShaderNodeBsdfGlass':
+ collect_report("INFO: Make GLASS shader node for: " + cmat.name)
+ TreeNodes.nodes.remove(shader)
+ shader = TreeNodes.nodes.new('ShaderNodeBsdfGlass')
+ shader.location = 0, 470
+ links.new(shader.outputs[0], shout.inputs[0])
+
+ if cmat.raytrace_mirror.use and not cmat_is_transp and cmat.raytrace_mirror.reflect_factor > 0.001:
+ if not shader.type == 'ShaderNodeBsdfGlossy':
+ collect_report("INFO: Make MIRROR shader node for: " + cmat.name)
+ TreeNodes.nodes.remove(shader)
+ shader = TreeNodes.nodes.new('ShaderNodeBsdfGlossy')
+ shader.location = 0, 520
+ links.new(shader.outputs[0], shout.inputs[0])
+
+ if cmat.emit > 0.001:
+ if (not shader.type == 'ShaderNodeEmission' and not
+ cmat.raytrace_mirror.reflect_factor > 0.001 and not cmat_is_transp):
+
+ collect_report("INFO: Mix EMISSION shader node for: " + cmat.name)
+ TreeNodes.nodes.remove(shader)
+ shader = TreeNodes.nodes.new('ShaderNodeEmission')
+ shader.location = 0, 450
+ links.new(shader.outputs[0], shout.inputs[0])
+ else:
+ if not Add_Emission:
+ collect_report("INFO: Add EMISSION shader node for: " + cmat.name)
+ shout.location = 550, 330
+ Add_Emission = TreeNodes.nodes.new('ShaderNodeAddShader')
+ Add_Emission.location = 370, 490
+
+ shem = TreeNodes.nodes.new('ShaderNodeEmission')
+ shem.location = 180, 380
+
+ links.new(Add_Emission.outputs[0], shout.inputs[0])
+ links.new(shem.outputs[0], Add_Emission.inputs[1])
+ links.new(shader.outputs[0], Add_Emission.inputs[0])
+
+ shem.inputs['Color'].default_value = (cmat.diffuse_color.r,
+ cmat.diffuse_color.g,
+ cmat.diffuse_color.b, 1)
+ shem.inputs['Strength'].default_value = cmat.emit
+
+ if cmat.translucency > 0.001:
+ collect_report("INFO: Add BSDF_TRANSLUCENT shader node for: " + cmat.name)
+ shout.location = 770, 330
+ Add_Translucent = TreeNodes.nodes.new('ShaderNodeAddShader')
+ Add_Translucent.location = 580, 490
+
+ shtsl = TreeNodes.nodes.new('ShaderNodeBsdfTranslucent')
+ shtsl.location = 400, 350
+
+ links.new(Add_Translucent.outputs[0], shout.inputs[0])
+ links.new(shtsl.outputs[0], Add_Translucent.inputs[1])
+
+ if Add_Emission:
+ links.new(Add_Emission.outputs[0], Add_Translucent.inputs[0])
+ pass
+ else:
+ links.new(shader.outputs[0], Add_Translucent.inputs[0])
+ pass
+ shtsl.inputs['Color'].default_value = (cmat.translucency,
+ cmat.translucency,
+ cmat.translucency, 1)
+
+ shader.inputs['Color'].default_value = (cmat.diffuse_color.r,
+ cmat.diffuse_color.g,
+ cmat.diffuse_color.b, 1)
+
+ if shader.type == 'ShaderNodeBsdfDiffuse':
+ shader.inputs['Roughness'].default_value = cmat.specular_intensity
+
+ if shader.type == 'ShaderNodeBsdfGlossy':
+ shader.inputs['Roughness'].default_value = 1 - cmat.raytrace_mirror.gloss_factor
+
+ if shader.type == 'ShaderNodeBsdfGlass':
+ shader.inputs['Roughness'].default_value = 1 - cmat.raytrace_mirror.gloss_factor
+ shader.inputs['IOR'].default_value = cmat.raytrace_transparency.ior
+
+ if shader.type == 'ShaderNodeEmission':
+ shader.inputs['Strength'].default_value = cmat.emit
+
+ # texture frame check and tex count (if bigger than 1 add frame)
+ frame_check, tex_count, node_frame = False, 0, None
+
+ for tex in cmat.texture_slots:
+ if tex:
+ tex_count += 1
+ if not frame_check:
+ frame_check = True
+ if tex_count > 1:
+ break
+
+ if frame_check:
+ if tex_count > 1:
+ node_frame = TreeNodes.nodes.new('NodeFrame')
+ node_frame.name = 'Converter Textures'
+ node_frame.label = 'Converter Textures'
+
+ # count the number of texture nodes created
+ # for spreading a bit the texture nodes
+ row_node, col_node = -1, False
+ sM = True
+ baked_path = None
+
+ for tex in cmat.texture_slots:
+ sT = False
+ tex_use = getattr(tex, "use", None)
+ if tex_use:
+ row_node = (row_node + 1 if not col_node else row_node)
+ col_node = not col_node
+ tex_node_loc = -(200 + (row_node * 150)), (400 if col_node else 650)
+ ma_alpha = getattr(tex, "use_map_alpha", None)
+ sM = (False if ma_alpha else True)
+
+ if tex.texture.type == 'IMAGE':
+ if sc.mat_specials.EXTRACT_ALPHA and tex.texture.use_alpha:
+ if (not
+ os_path.exists(bpy.path.abspath(tex.texture.image.filepath + "_BAKING.png")) or
+ sc.mat_specials.EXTRACT_OW):
+ baked_path = BakingText(tex, 'ALPHA')
+ try:
+ if baked_path:
+ img = bpy.data.images.load(baked_path)
+ collect_report("INFO: Loading Baked texture path:")
+ collect_report(baked_path)
+ else:
+ img = tex.texture.image
+
+ img_name = (img.name if hasattr(img, "name") else "NO NAME")
+ shtext = TreeNodes.nodes.new('ShaderNodeTexImage')
+ shtext.location = tex_node_loc
+ shtext.image = img
+ shtext.name = img_name
+ shtext.label = "Image " + img_name
+ if baked_path:
+ shtext.use_custom_color = True
+ shtext.color = NODE_COLOR
+ collect_report("INFO: Creating Image Node for image: " + img_name)
+ if node_frame:
+ shtext.parent = node_frame
+ sT = True
+ except:
+ collect_report("ERROR: A problem occured with loading an image for {} "
+ "(possibly missing)".format(tex.texture.name))
+ else:
+ if sc.mat_specials.EXTRACT_PTEX or (sc.mat_specials.EXTRACT_ALPHA and ma_alpha):
+ if (not os_path.exists(bpy.path.abspath(tex.texture.name + "_PTEXT.jpg")) or
+ sc.mat_specials.EXTRACT_OW):
+ tex_type = tex.texture.type.lower()
+ collect_report("Attempting to Extract Procedural Texture type: " + tex_type)
+ baked_path = BakingText(tex, 'PTEX', tex_type)
+
+ if baked_path:
+ try:
+ img = bpy.data.images.load(baked_path)
+ collect_report("Loading Baked texture path:")
+ collect_report(baked_path)
+ img_name = (img.name if hasattr(img, "name") else "NO NAME")
+ shtext = TreeNodes.nodes.new('ShaderNodeTexImage')
+ shtext.location = tex_node_loc
+ shtext.image = img
+ shtext.name = img_name
+ shtext.label = "Baked Image " + img_name
+ shtext.use_custom_color = True
+ shtext.color = NODE_COLOR
+ collect_report("Creating Image Node for baked image: " + img_name)
+ if node_frame:
+ shtext.parent = node_frame
+ sT = True
+ except:
+ collect_report("ERROR: Failure to load baked image: " + img_name)
+ else:
+ collect_report("ERROR: Failure during baking, no images loaded")
+
+ if cmat_is_transp and cmat.raytrace_transparency.ior == 1 and not cmat.raytrace_mirror.use and sM:
+ if not shader.type == 'ShaderNodeBsdfTransparent':
+ collect_report("INFO: Make TRANSPARENT shader node for: " + cmat.name)
+ TreeNodes.nodes.remove(shader)
+ shader = TreeNodes.nodes.new('ShaderNodeBsdfTransparent')
+ shader.location = 0, 470
+ links.new(shader.outputs[0], shout.inputs[0])
+
+ shader.inputs['Color'].default_value = (cmat.diffuse_color.r,
+ cmat.diffuse_color.g,
+ cmat.diffuse_color.b, 1)
+
+ if sT:
+ if tex.use_map_color_diffuse:
+ links.new(shtext.outputs[0], shader.inputs[0])
+
+ if tex.use_map_emit:
+ if not Add_Emission:
+ collect_report("INFO: Mix EMISSION + Texture shader node for: " + cmat.name)
+ intensity = 0.5 + (tex.emit_factor / 2)
+
+ shout.location = 550, 330
+ Add_Emission = TreeNodes.nodes.new('ShaderNodeAddShader')
+ Add_Emission.name = "Add_Emission"
+ Add_Emission.location = 370, 490
+
+ shem = TreeNodes.nodes.new('ShaderNodeEmission')
+ shem.location = 180, 380
+
+ links.new(Add_Emission.outputs[0], shout.inputs[0])
+ links.new(shem.outputs[0], Add_Emission.inputs[1])
+ links.new(shader.outputs[0], Add_Emission.inputs[0])
+
+ shem.inputs['Color'].default_value = (cmat.diffuse_color.r,
+ cmat.diffuse_color.g,
+ cmat.diffuse_color.b, 1)
+ shem.inputs['Strength'].default_value = intensity * 2
+
+ links.new(shtext.outputs[0], shem.inputs[0])
+
+ if tex.use_map_mirror:
+ links.new(shader.inputs[0], shtext.outputs[0])
+
+ if tex.use_map_translucency:
+ if not Add_Translucent:
+ collect_report("INFO: Add Translucency + Texture shader node for: " + cmat.name)
+
+ intensity = 0.5 + (tex.emit_factor / 2)
+ shout.location = 550, 330
+ Add_Translucent = TreeNodes.nodes.new('ShaderNodeAddShader')
+ Add_Translucent.name = "Add_Translucent"
+ Add_Translucent.location = 370, 290
+
+ shtsl = TreeNodes.nodes.new('ShaderNodeBsdfTranslucent')
+ shtsl.location = 180, 240
+
+ links.new(shtsl.outputs[0], Add_Translucent.inputs[1])
+
+ if Add_Emission:
+ links.new(Add_Translucent.outputs[0], shout.inputs[0])
+ links.new(Add_Emission.outputs[0], Add_Translucent.inputs[0])
+ pass
+ else:
+ links.new(Add_Translucent.outputs[0], shout.inputs[0])
+ links.new(shader.outputs[0], Add_Translucent.inputs[0])
+
+ links.new(shtext.outputs[0], shtsl.inputs[0])
+
+ if tex.use_map_alpha:
+ if not Mix_Alpha:
+ collect_report("INFO: Mix Alpha + Texture shader node for: " + cmat.name)
+
+ shout.location = 750, 330
+ Mix_Alpha = TreeNodes.nodes.new('ShaderNodeMixShader')
+ Mix_Alpha.name = "Add_Alpha"
+ Mix_Alpha.location = 570, 290
+ sMask = TreeNodes.nodes.new('ShaderNodeBsdfTransparent')
+ sMask.location = 250, 180
+ tMask, imask = None, None
+
+ # search if the texture node already exists, if not create
+ nodes = getattr(cmat.node_tree, "nodes", None)
+ img_name = getattr(img, "name", "NO NAME")
+ for node in nodes:
+ if type(node) == bpy.types.ShaderNodeTexImage:
+ node_name = getattr(node, "name")
+ if img_name in node_name:
+ tMask = node
+ collect_report("INFO: Using existing Texture Node for Mask: " + node_name)
+ break
+
+ if tMask is None:
+ tMask = TreeNodes.nodes.new('ShaderNodeTexImage')
+
+ if node_frame:
+ tMask.parent = node_frame
+ tex_node_loc = -(200 + ((row_node + 1) * 150)), (650 if col_node else 400)
+ tMask.location = tex_node_loc
+
+ try:
+ file_path = getattr(img, "filepath", None)
+ if file_path:
+ imask = bpy.data.images.load(file_path)
+ else:
+ imask = bpy.data.images.get(img_name)
+ collect_report("INFO: Attempting to load image for Mask: " + img_name)
+ except:
+ collect_report("ERROR: Failure to load image for Mask: " + img_name)
+
+ if imask:
+ tMask.image = imask
+
+ if tMask:
+ links.new(Mix_Alpha.inputs[0], tMask.outputs[1])
+ links.new(shout.inputs[0], Mix_Alpha.outputs[0])
+ links.new(sMask.outputs[0], Mix_Alpha.inputs[1])
+
+ if not Add_Translucent:
+ if Add_Emission:
+ links.new(Mix_Alpha.inputs[2], Add_Emission.outputs[0])
+ else:
+ links.new(Mix_Alpha.inputs[2], shader.outputs[0])
+ else:
+ links.new(Mix_Alpha.inputs[2], Add_Translucent.outputs[0])
+ else:
+ collect_report("ERROR: Mix Alpha could not be created "
+ "(mask image could not be loaded)")
+
+ if tex.use_map_normal:
+ t = TreeNodes.nodes.new('ShaderNodeRGBToBW')
+ t.location = -0, 300
+ links.new(t.outputs[0], shout.inputs[2])
+ links.new(shtext.outputs[0], t.inputs[0])
+ else:
+ collect_report("No textures in the Scene, no Image Nodes to add")
+
+ bpy.context.scene.render.engine = 'CYCLES'
+
+
+# -----------------------------------------------------------------------------
+# Operator Classes #
+
+class mllock(Operator):
+ bl_idname = "ml.lock"
+ bl_label = "Lock"
+ bl_description = "Lock/unlock this material against modification by conversions"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_is_cycles_addon_enabled() and c_data_has_materials())
+
+ def execute(self, context):
+ cmat = bpy.context.selected_objects[0].active_material
+ TreeNodes = cmat.node_tree
+ for n in TreeNodes.nodes:
+ if n.type == 'ShaderNodeOutputMaterial':
+ if n.label == 'Locked':
+ n.label = ''
+ else:
+ n.label = 'Locked'
+ return {'FINISHED'}
+
+
+class mlrefresh(Operator):
+ bl_idname = "ml.refresh"
+ bl_label = "Convert All Materials"
+ bl_description = "Convert All Materials in the scene from non-nodes to Cycles"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_is_cycles_addon_enabled() and c_data_has_materials())
+
+ def execute(self, context):
+ AutoNodeInitiate(False, self)
+
+ if CHECK_AUTONODE is True:
+ bpy.ops.object.editmode_toggle()
+ bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
+ bpy.ops.object.editmode_toggle()
+
+ return {'FINISHED'}
+
+
+class mlrefresh_active(Operator):
+ bl_idname = "ml.refresh_active"
+ bl_label = "Convert All Materials From Active Object"
+ bl_description = "Convert all Active Object's Materials from non-nodes to Cycles"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return (c_is_cycles_addon_enabled() and c_data_has_materials() and
+ context.active_object is not None)
+
+ def execute(self, context):
+ AutoNodeInitiate(True, self)
+ if CHECK_AUTONODE is True:
+ bpy.ops.object.editmode_toggle()
+ bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0.001)
+ bpy.ops.object.editmode_toggle()
+ return {'FINISHED'}
+
+
+class mlrestore(Operator):
+ bl_idname = "ml.restore"
+ bl_label = "Switch Between Renderers"
+ bl_description = ("Switch between Renderers \n"
+ "(Doesn't create new nor converts existing materials)")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ switcher = BoolProperty(
+ name="Use Nodes",
+ description="When restoring, switch Use Nodes On/Off",
+ default=True
+ )
+ renderer = EnumProperty(
+ name="Renderer",
+ description="Choose Cycles or Blender Internal",
+ items=(('CYCLES', "Cycles", "Switch to Cycles"),
+ ('BI', "Blender Internal", "Switch to Blender Internal")),
+ default='CYCLES',
+ )
+
+ @classmethod
+ def poll(cls, context):
+ return c_is_cycles_addon_enabled()
+
+ def execute(self, context):
+ if self.switcher:
+ AutoNodeSwitch(self.renderer, "ON", self)
+ else:
+ AutoNodeSwitch(self.renderer, "OFF", self)
+ return {'FINISHED'}
+
+
+def register():
+ bpy.utils.register_module(__name__)
+ pass
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+ pass
+
+if __name__ == "__main__":
+ register()
diff --git a/materials_utils/texture_rename.py b/materials_utils/texture_rename.py
new file mode 100644
index 00000000..8b6fc45f
--- /dev/null
+++ b/materials_utils/texture_rename.py
@@ -0,0 +1,112 @@
+# gpl: author Yadoob
+# -*- coding: utf-8 -*-
+
+import bpy
+from bpy.types import (
+ Operator,
+ Panel,
+ )
+from bpy.props import StringProperty
+from .warning_messages_utils import (
+ warning_messages,
+ c_data_has_images,
+ )
+
+
+class TEXTURE_OT_patern_rename(Operator):
+ bl_idname = "texture.patern_rename"
+ bl_label = "Texture Renamer"
+ bl_description = ("Replace the Texture names pattern with \n"
+ "the attached Image ones. \n"
+ "Works on all Textures (Including Brushes) \n \n"
+ "The First field - the name pattern to replace \n"
+ "The Second - searches for existing names \n")
+ bl_options = {'REGISTER', 'UNDO'}
+
+ def_name = "Texture" # default name
+ is_not_undo = False # prevent drawing props on undo
+ named = StringProperty(
+ name="Search for name",
+ default=def_name
+ )
+
+ @classmethod
+ def poll(cls, context):
+ return c_data_has_images()
+
+ def draw(self, context):
+ layout = self.layout
+ if self.is_not_undo is True:
+ box = layout.box()
+
+ box.prop(self, "named", text="Name pattern", icon="SYNTAX_ON")
+ layout.separator()
+ boxs = layout.box()
+ boxs.prop_search(self, "named", bpy.data, "textures")
+ else:
+ layout.label(text="**Only Undo is available**", icon="INFO")
+
+ def invoke(self, context, event):
+ self.is_not_undo = True
+ return context.window_manager.invoke_props_dialog(self)
+
+ def execute(self, context):
+ errors = [] # collect texture names without images attached
+ tex_count = 0 # check if there is textures at all
+
+ for texture in bpy.data.textures:
+ try:
+ if texture and self.named in texture.name and texture.type in {"IMAGE"}:
+ tex_count += 1
+ textname = ""
+ img = (bpy.data.textures[texture.name].image if bpy.data.textures[texture.name] else None)
+ if not img:
+ errors.append(str(texture.name))
+ for word in img.name:
+ if word != ".":
+ textname = textname + word
+ else:
+ break
+ texture.name = textname
+ if texture.type != "IMAGE": # rename specific textures as clouds, environnement map,...
+ texture.name = texture.type.lower()
+ except:
+ continue
+
+ if tex_count == 0:
+ warning_messages(self, 'NO_TEX_RENAME')
+ elif errors:
+ warning_messages(self, 'TEX_RENAME_F', errors, 'TEX')
+
+ # reset name to default
+ self.named = self.def_name
+
+ self.is_not_undo = False
+
+ return {'FINISHED'}
+
+
+class TEXTURE_PT_rename_panel(Panel):
+ # Creates a Panel in the scene context of the properties editor
+ bl_label = "Texture Rename"
+ bl_idname = "SCENE_PT_layout"
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "texture"
+
+ def draw(self, context):
+ layout = self.layout
+ layout.operator("texture.patern_rename")
+
+
+def register():
+ bpy.utils.register_module(__name__)
+ pass
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+ pass
+
+if __name__ == "__main__":
+ register()
diff --git a/materials_utils/warning_messages_utils.py b/materials_utils/warning_messages_utils.py
new file mode 100644
index 00000000..595e0e31
--- /dev/null
+++ b/materials_utils/warning_messages_utils.py
@@ -0,0 +1,177 @@
+# gpl: author lijenstina
+# -*- coding: utf-8 -*-
+
+import bpy
+
+# -----------------------------------------------------------------------------
+# Globals #
+
+# change the name for the properties settings
+MAT_SPEC_NAME = "materials_specials"
+
+# collect messages for the report operator
+COLLECT_REPORT = []
+
+
+# -----------------------------------------------------------------------------
+# Functions #
+
+def warning_messages(operator=None, warn='DEFAULT', object_name="", is_mat=None, fake=""):
+ # Enter warning messages to the message dictionary
+ # warn - if nothing passed falls back to DEFAULT
+ # a list of strings can be passed and concatenated in obj_name too
+ # is_mat a switch to change to materials or textures for obj_name('MAT','TEX', 'FILE', None)
+ # fake - optional string that can be passed
+ # MAX_COUNT - max members of an list to be displayed
+
+ # pass the show_warnings bool to enable/disable them
+ addon = bpy.context.user_preferences.addons[MAT_SPEC_NAME]
+ show_warn = (addon.preferences.show_warnings if addon else False)
+
+ if show_warn and operator:
+ obj_name = ""
+ MAX_COUNT = 6
+ gramma_s, gramma_p = " - has ", " - have "
+
+ if is_mat:
+ if is_mat in ('MAT'):
+ gramma_s, gramma_p = " - Material has ", " - Materials have "
+ elif is_mat in ('TEX'):
+ gramma_s, gramma_p = " - Texture has ", " - Textures have "
+ elif is_mat in ('FILE'):
+ gramma_s, gramma_p = " - File ", " - Files "
+
+ # print the whole list in the console if abbreviated
+ obj_size_big = False
+
+ if object_name:
+ if type(object_name) is list:
+ obj_name = ", ".join(object_name)
+ obj_size = len(object_name)
+
+ # compare string list size
+ if (1 < obj_size <= MAX_COUNT):
+ obj_name = "{}{}".format(obj_name, gramma_p)
+ elif (obj_size > MAX_COUNT):
+ abbrevation = ("(Multiple)" if is_mat else "(Multiple Objects)")
+ obj_size_big = True
+ obj_name = "{}{}".format(abbrevation, gramma_p)
+ elif (obj_size == 1):
+ obj_name = "{}{}".format(obj_name, gramma_s)
+ else:
+ obj_name = "{}{}".format(object_name, gramma_s)
+
+ message = {
+ 'DEFAULT': "No editable selected objects, could not finish",
+ 'PLACEHOLDER': "{}{}".format(warn, " - Message key is not present in the warning_message_utils"),
+ 'RMV_EDIT': "{}{}".format(obj_name, "Unable to remove material slot in edit mode)"),
+ 'A_OB_MIX_NO_MAT': "{}{}".format(obj_name, "No Material applied. Object type can't have materials"),
+ 'A_MAT_NAME_EDIT': "{}{}".format(obj_name, " been applied to selection"),
+ 'C_OB_NO_MAT': "{}{}".format(obj_name, "No Materials. Unused material slots are "
+ "not cleaned"),
+ 'C_OB_MIX_NO_MAT': "{}{}".format(obj_name, "No Materials or an Object type that "
+ "can't have Materials (Clean Material Slots)"),
+ 'R_OB_NO_MAT': "{}{}".format(obj_name, "No Materials. Nothing to remove"),
+ 'R_OB_FAIL_MAT': "{}{}".format(obj_name, "Failed to remove materials - (Operator Error)"),
+ 'R_NO_SL_MAT': "No Selection. Material slots are not removed",
+ 'R_ALL_SL_MAT': "All materials removed from selected objects",
+ 'R_ALL_NO_MAT': "Object(s) have no materials to remove",
+ 'R_ACT_MAT': "{}{}".format(obj_name, "Removed active Material"),
+ 'R_ACT_MAT_ALL': "{}{}".format(obj_name, "Removed all Material from the Object"),
+ 'SL_MAT_BY_NAME': "{}{}{}".format("Objects with the Material ", obj_name, "been selected"),
+ 'OB_CANT_MAT': "{}{}".format(obj_name, "Object type that can't have Materials"),
+ 'REP_MAT_NONE': "Replace Material: No materials replaced",
+ 'FAKE_SET_ON': "{}{}{}".format(obj_name, "set Fake user ", fake),
+ 'FAKE_SET_OFF': "{}{}{}".format(obj_name, "disabled Fake user ", fake),
+ 'FAKE_NO_MAT': "Fake User Settings: Object(s) with no Materials or no changes needed",
+ 'CPY_MAT_MIX_OB': "Copy Materials to others: Some of the Object types can't have Materials",
+ 'CPY_MAT_ONE_OB': "Copy Materials to others: Only one object selected",
+ 'CPY_MAT_FAIL': "Copy Materials to others: (Operator Error)",
+ 'CPY_MAT_DONE': "Materials are copied from active to selected objects",
+ 'TEX_MAT_NO_SL': "Texface to Material: No Selected Objects",
+ 'TEX_MAT_NO_CRT': "{}{}".format(obj_name, "not met the conditions for the tool (UVs, Active Images)"),
+ 'MAT_TEX_NO_SL': "Material to Texface: No Selected Objects",
+ 'MAT_TEX_NO_MESH': "{}{}".format(obj_name, "not met the conditions for the tool (Mesh)"),
+ 'MAT_TEX_NO_MAT': "{}{}".format(obj_name, "not met the conditions for the tool (Material)"),
+ 'BI_SW_NODES_OFF': "Switching to Blender Render, Use Nodes disabled",
+ 'BI_SW_NODES_ON': "Switching to Blender Render, Use Nodes enabled",
+ 'CYC_SW_NODES_ON': "Switching back to Cycles, Use Nodes enabled",
+ 'CYC_SW_NODES_OFF': "Switching back to Cycles, Use Nodes disabled",
+ 'TEX_RENAME_F': "{}{}".format(obj_name, "no Images assigned, skipping"),
+ 'NO_TEX_RENAME': "No Textures in Data, nothing to rename",
+ 'DIR_PATH_W_ERROR': "ERROR: Directory without writing privileges",
+ 'DIR_PATH_N_ERROR': "ERROR: Directory not existing",
+ 'DIR_PATH_A_ERROR': "ERROR: Directory not accessible",
+ 'DIR_PATH_W_OK': "Directory has writing privileges",
+ 'DIR_PATH_CONVERT': "Conversion Cancelled. Problem with chosen Directory, check System Console",
+ 'MAT_LINK_ERROR': "{}{}".format(obj_name, "not be renamed or set as Base(s)"),
+ 'MAT_LINK_NO_NAME': "No Base name given, No changes applied",
+ 'MOVE_SLOT_UP': "{}{}".format(obj_name, "been moved on top of the stack"),
+ 'MOVE_SLOT_DOWN': "{}{}".format(obj_name, "been moved to the bottom of the stack"),
+ 'MAT_TRNSP_BACK': "{}{}".format(obj_name, "been set with Alpha connected to Front/Back Geometry node"),
+ 'E_MAT_TRNSP_BACK': "Transparent back (BI): Failure to set the action",
+ 'CONV_NO_OBJ_MAT': "{}{}".format(obj_name, "has no Materials. Nothing to convert"),
+ 'CONV_NO_SC_MAT': "No Materials in the Scene. Nothing to convert",
+ 'CONV_NO_SEL_MAT': "No Materials on Selected Objects. Nothing to convert",
+ }
+
+ # doh! did we passed an non existing dict key
+ warn = (warn if warn in message else 'PLACEHOLDER')
+
+ operator.report({'INFO'}, message[warn])
+
+ if obj_size_big is True:
+ print("\n** MATERIAL SPECIALS **: \n Full list for the Info message is: \n",
+ ", ".join(object_name), "\n")
+
+
+def collect_report(collection="", is_start=False, is_final=False):
+ # collection passes a string for appending to COLLECT_REPORT global
+ # is_final swithes to the final report with the operator in __init__
+ global COLLECT_REPORT
+
+ if is_start:
+ # there was a crash somewhere before the is_final call
+ COLLECT_REPORT = []
+
+ if collection and type(collection) is str:
+ COLLECT_REPORT.append(collection)
+ print(collection)
+
+ if is_final:
+ # final operator pass uses * as delimiter for splitting into new lines
+ messages = "*".join(COLLECT_REPORT)
+ bpy.ops.mat_converter.reports('INVOKE_DEFAULT', message=messages)
+ COLLECT_REPORT = []
+
+
+# -----------------------------------------------------------------------------
+# utility functions:
+
+def c_is_cycles_addon_enabled():
+ # checks if Cycles is enabled
+ # thanks to ideasman42
+ return ('cycles' in bpy.context.user_preferences.addons.keys())
+
+
+def c_data_has_materials():
+ # check for material presence in data
+ return (len(bpy.data.materials) > 0)
+
+
+def c_data_has_images():
+ # check for image presence in data
+ return (len(bpy.data.images) > 0)
+
+
+def register():
+ bpy.utils.register_module(__name__)
+ pass
+
+
+def unregister():
+ bpy.utils.unregister_module(__name__)
+ pass
+
+if __name__ == "__main__":
+ register()