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Diffstat (limited to 'io_coat3D/texVR.py')
-rw-r--r--io_coat3D/texVR.py846
1 files changed, 846 insertions, 0 deletions
diff --git a/io_coat3D/texVR.py b/io_coat3D/texVR.py
new file mode 100644
index 00000000..9f0e65ec
--- /dev/null
+++ b/io_coat3D/texVR.py
@@ -0,0 +1,846 @@
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+
+import bpy
+import os
+import re
+import json
+
+def find_index(objekti):
+
+ luku = 0
+ for tex in objekti.active_material.texture_slots:
+ if(not(hasattr(tex,'texture'))):
+ break
+ luku = luku +1
+ return luku
+
+
+def RemoveFbxNodes(objekti):
+ Node_Tree = objekti.active_material.node_tree
+ for node in Node_Tree.nodes:
+ if node.type != 'OUTPUT_MATERIAL':
+ Node_Tree.nodes.remove(node)
+ else:
+ output = node
+ output.location = 340,400
+ Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled")
+ Prin_mat.location = 13, 375
+
+ Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
+
+
+def UVTiling(objekti, index, texturelist):
+ """ Checks what Tiles are linked with Material """
+
+ objekti.coat3D.applink_scale = objekti.scale
+ tiles_index = []
+ tile_number =''
+ for poly in objekti.data.polygons:
+ if (poly.material_index == (index)):
+ loop_index = poly.loop_indices[0]
+ uv_x = objekti.data.uv_layers.active.data[loop_index].uv[0]
+ if(uv_x >= 0 and uv_x <=1):
+ tile_number_x = '1'
+ elif (uv_x >= 1 and uv_x <= 2):
+ tile_number_x = '2'
+ elif (uv_x >= 2 and uv_x <= 3):
+ tile_number_x = '3'
+ elif (uv_x >= 3 and uv_x <= 4):
+ tile_number_x = '4'
+ elif (uv_x >= 4 and uv_x <= 5):
+ tile_number_x = '5'
+ elif (uv_x >= 5 and uv_x <= 6):
+ tile_number_x = '6'
+ elif (uv_x >= 6 and uv_x <= 7):
+ tile_number_x = '7'
+ elif (uv_x >= 7 and uv_x <= 8):
+ tile_number_x = '8'
+ elif (uv_x >= 8 and uv_x <= 9):
+ tile_number_x = '9'
+
+ uv_y = objekti.data.uv_layers.active.data[loop_index].uv[1]
+ if (uv_y >= 0 and uv_y <= 1):
+ tile_number_y = '0'
+ elif (uv_y >= 1 and uv_y <= 2):
+ tile_number_y = '1'
+ elif (uv_x >= 2 and uv_y <= 3):
+ tile_number_y = '2'
+ elif (uv_x >= 3 and uv_y <= 4):
+ tile_number_y = '3'
+ elif (uv_x >= 4 and uv_y <= 5):
+ tile_number_y = '4'
+ elif (uv_x >= 5 and uv_y <= 6):
+ tile_number_y = '5'
+ elif (uv_x >= 6 and uv_y <= 7):
+ tile_number_y = '6'
+ elif (uv_x >= 7 and uv_y <= 8):
+ tile_number_y = '7'
+ elif (uv_x >= 8 and uv_y <= 9):
+ tile_number_y = '8'
+
+ tile_number = '10' + tile_number_y + tile_number_x
+
+ if tile_number not in tiles_index:
+ tiles_index.append(tile_number)
+
+ return tiles_index
+
+def updatetextures(objekti): # Update 3DC textures
+
+ for index_mat in objekti.material_slots:
+
+ for node in index_mat.material.node_tree.nodes:
+ if (node.type == 'TEX_IMAGE'):
+ if (node.name == '3DC_color'):
+ node.image.reload()
+ elif (node.name == '3DC_metalness'):
+ node.image.reload()
+ elif (node.name == '3DC_rough'):
+ node.image.reload()
+ elif (node.name == '3DC_nmap'):
+ node.image.reload()
+ elif (node.name == '3DC_displacement'):
+ node.image.reload()
+ elif (node.name == '3DC_emissive'):
+ node.image.reload()
+ elif (node.name == '3DC_AO'):
+ node.image.reload()
+ elif (node.name == '3DC_alpha'):
+ node.image.reload()
+
+ for index_node_group in bpy.data.node_groups:
+
+ for node in index_node_group.nodes:
+ if (node.type == 'TEX_IMAGE'):
+ if (node.name == '3DC_color'):
+ node.image.reload()
+ elif (node.name == '3DC_metalness'):
+ node.image.reload()
+ elif (node.name == '3DC_rough'):
+ node.image.reload()
+ elif (node.name == '3DC_nmap'):
+ node.image.reload()
+ elif (node.name == '3DC_displacement'):
+ node.image.reload()
+ elif (node.name == '3DC_emissive'):
+ node.image.reload()
+ elif (node.name == '3DC_AO'):
+ node.image.reload()
+ elif (node.name == '3DC_alpha'):
+ node.image.reload()
+
+
+def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures): #read textures from texture file
+
+ # Let's check are we UVSet or MATERIAL modee
+ create_nodes = False
+ for ind, index_mat in enumerate(objekti.material_slots):
+
+ if(udim_textures):
+ tile_list = UVTiling(objekti,ind, texturelist)
+ else:
+ tile_list = []
+
+ texcoat = {}
+ texcoat['color'] = []
+ texcoat['ao'] = []
+ texcoat['rough'] = []
+ texcoat['metalness'] = []
+ texcoat['nmap'] = []
+ texcoat['emissive'] = []
+ texcoat['emissive_power'] = []
+ texcoat['displacement'] = []
+ texcoat['alpha'] = []
+
+ create_group_node = False
+ if(udim_textures == False):
+ for slot_index, texture_info in enumerate(texturelist):
+
+ uv_MODE_mat = 'MAT'
+ for index, layer in enumerate(objekti.data.uv_layers):
+ if(layer.name == texturelist[slot_index][0]):
+ uv_MODE_mat = 'UV'
+ break
+
+ print('aaa')
+ print(texture_info[0])
+ print(index_mat)
+ if(texture_info[0] == index_mat.name):
+ if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
+ if(index_mat.material.coat3D_diffuse):
+
+ texcoat['color'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
+ if (index_mat.material.coat3D_metalness):
+ texcoat['metalness'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
+ if (index_mat.material.coat3D_roughness):
+ texcoat['rough'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
+ if (index_mat.material.coat3D_normal):
+ texcoat['nmap'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'emissive':
+ if (index_mat.material.coat3D_emissive):
+ texcoat['emissive'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'emissive_power':
+ if (index_mat.material.coat3D_emissive):
+ texcoat['emissive_power'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'ao':
+ if (index_mat.material.coat3D_ao):
+ texcoat['ao'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2].startswith('displacement'):
+ if (index_mat.material.coat3D_displacement):
+ texcoat['displacement'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
+ if (index_mat.material.coat3D_alpha):
+ texcoat['alpha'].append(texture_info[3])
+ create_nodes = True
+ else:
+ os.remove(texture_info[3])
+
+ create_group_node = True
+
+ else:
+ for texture_info in texturelist:
+
+ if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
+ texcoat['color'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
+ 2] == 'reflection':
+ texcoat['metalness'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
+ texcoat['rough'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
+ 2] == 'normal_map' or texture_info[2] == 'normal':
+ texcoat['nmap'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2] == 'emissive':
+ texcoat['emissive'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2] == 'emissive_power':
+ texcoat['emissive_power'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2] == 'ao':
+ texcoat['ao'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ elif texture_info[2].startswith('displacement'):
+ texcoat['displacement'].append([texture_info[0],texture_info[3]])
+ create_nodes = True
+ if texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
+ texcoat['alpha'].append([texture_info[0], texture_info[3]])
+ create_nodes = True
+ create_group_node = True
+
+ if(create_nodes):
+ coat3D = bpy.context.scene.coat3D
+ path3b_n = coat3D.exchangedir
+ path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))
+
+ if (os.path.isfile(path3b_n)):
+ export_file = open(path3b_n)
+ for line in export_file:
+ objekti.coat3D.applink_3b_path = line
+ export_file.close()
+ coat3D.remove_path = True
+ createnodes(index_mat, texcoat, create_group_node, tile_list, objekti, ind, is_new)
+
+def createnodes(active_mat,texcoat, create_group_node, tile_list, objekti, ind, is_new): # Creates new nodes and link textures into them
+ bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
+ bring_metalness = True
+ bring_roughness = True
+ bring_normal = True
+ bring_displacement = True
+ bring_emissive = True
+ bring_AO = True
+ bring_alpha = True
+
+ coat3D = bpy.context.scene.coat3D
+ coatMat = active_mat.material
+
+ if(coatMat.use_nodes == False):
+ coatMat.use_nodes = True
+
+ act_material = coatMat.node_tree
+ main_material = coatMat.node_tree
+ applink_group_node = False
+
+ # First go through all image nodes and let's check if it starts with 3DC and reload if needed
+
+ for node in coatMat.node_tree.nodes:
+ if (node.type == 'OUTPUT_MATERIAL'):
+ out_mat = node
+ break
+
+ for node in act_material.nodes:
+ if(node.name == '3DC_Applink' and node.type == 'GROUP'):
+ applink_group_node = True
+ act_material = node.node_tree
+ applink_tree = node
+ break
+
+ for node in act_material.nodes:
+ if (node.type != 'GROUP'):
+ if (node.type != 'GROUP_OUTPUT'):
+ if (node.type == 'TEX_IMAGE'):
+ if (node.name == '3DC_color'):
+ bring_color = False
+ elif (node.name == '3DC_metalness'):
+ bring_metalness = False
+ elif (node.name == '3DC_rough'):
+ bring_roughness = False
+ elif (node.name == '3DC_nmap'):
+ bring_normal = False
+ elif (node.name == '3DC_displacement'):
+ bring_displacement = False
+ elif (node.name == '3DC_emissive'):
+ bring_emissive = False
+ elif (node.name == '3DC_AO'):
+ bring_AO = False
+ elif (node.name == '3DC_alpha'):
+ bring_alpha = False
+ elif (node.type == 'GROUP' and node.name.startswith('3DC_')):
+ if (node.name == '3DC_color'):
+ bring_color = False
+ elif (node.name == '3DC_metalness'):
+ bring_metalness = False
+ elif (node.name == '3DC_rough'):
+ bring_roughness = False
+ elif (node.name == '3DC_nmap'):
+ bring_normal = False
+ elif (node.name == '3DC_displacement'):
+ bring_displacement = False
+ elif (node.name == '3DC_emissive'):
+ bring_emissive = False
+ elif (node.name == '3DC_AO'):
+ bring_AO = False
+ elif (node.name == '3DC_alpha'):
+ bring_alpha = False
+
+ #Let's start to build new node tree. Let's start linking with Material Output
+
+ if(create_group_node):
+ if(applink_group_node == False):
+ main_mat2 = out_mat.inputs['Surface'].links[0].from_node
+ for input_ind in main_mat2.inputs:
+ if(input_ind.is_linked):
+ main_mat3 = input_ind.links[0].from_node
+ if(main_mat3.type == 'BSDF_PRINCIPLED'):
+ main_mat = main_mat3
+
+ group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
+ group_tree.outputs.new("NodeSocketColor", "Color")
+ group_tree.outputs.new("NodeSocketColor", "Metallic")
+ group_tree.outputs.new("NodeSocketColor", "Roughness")
+ group_tree.outputs.new("NodeSocketVector", "Normal map")
+ group_tree.outputs.new("NodeSocketColor", "Emissive")
+ group_tree.outputs.new("NodeSocketColor", "Displacement")
+ group_tree.outputs.new("NodeSocketColor", "Emissive Power")
+ group_tree.outputs.new("NodeSocketColor", "AO")
+ group_tree.outputs.new("NodeSocketColor", "Alpha")
+ applink_tree = act_material.nodes.new('ShaderNodeGroup')
+ applink_tree.name = '3DC_Applink'
+ applink_tree.node_tree = group_tree
+ applink_tree.location = -400, -100
+ act_material = group_tree
+ notegroup = act_material.nodes.new('NodeGroupOutput')
+ notegroup.location = 220, -260
+
+ if(texcoat['emissive'] != []):
+ from_output = out_mat.inputs['Surface'].links[0].from_node
+ if(from_output.type == 'BSDF_PRINCIPLED'):
+ add_shader = main_material.nodes.new('ShaderNodeAddShader')
+ emission_shader = main_material.nodes.new('ShaderNodeEmission')
+
+ emission_shader.name = '3DC_Emission'
+
+ add_shader.location = 420, 110
+ emission_shader.location = 70, -330
+ out_mat.location = 670, 130
+
+ main_material.links.new(from_output.outputs[0], add_shader.inputs[0])
+ main_material.links.new(add_shader.outputs[0], out_mat.inputs[0])
+ main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1])
+ main_mat = from_output
+ else:
+ main_mat = out_mat.inputs['Surface'].links[0].from_node
+
+ else:
+ main_mat = out_mat.inputs['Surface'].links[0].from_node
+ index = 0
+ for node in coatMat.node_tree.nodes:
+ if (node.type == 'GROUP' and node.name =='3DC_Applink'):
+ for in_node in node.node_tree.nodes:
+ if(in_node.type == 'GROUP_OUTPUT'):
+ notegroup = in_node
+ index = 1
+ break
+ if(index == 1):
+ break
+
+ # READ DATA.JSON FILE
+
+ json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
+ with open(json_address, encoding='utf-8') as data_file:
+ data = json.loads(data_file.read())
+
+ if(out_mat.inputs['Surface'].is_linked == True):
+ if(bring_color == True and texcoat['color'] != []):
+ CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
+
+ if(bring_metalness == True and texcoat['metalness'] != []):
+ CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
+
+ if(bring_roughness == True and texcoat['rough'] != []):
+ CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat,tile_list, objekti, ind, is_new)
+
+ if(bring_normal == True and texcoat['nmap'] != []):
+ CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
+
+ if (bring_emissive == True and texcoat['emissive'] != []):
+ CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
+
+ if (bring_displacement == True and texcoat['displacement'] != []):
+ CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
+ if (bring_alpha == True and texcoat['alpha'] != []):
+ CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup,
+ main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new)
+
+
+def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, tile_list, objekti, ind, is_new):
+
+ if(tile_list):
+ texture_name = coatMat.name + '_' + type['name']
+ texture_tree = bpy.data.node_groups.new(type="ShaderNodeTree", name=texture_name)
+ texture_tree.outputs.new("NodeSocketColor", "Color")
+ texture_tree.outputs.new("NodeSocketColor", "Alpha")
+ texture_node_tree = act_material.nodes.new('ShaderNodeGroup')
+ texture_node_tree.name = '3DC_' + type['name']
+ texture_node_tree.node_tree = texture_tree
+ texture_node_tree.location[0] = type['node_location'][0]
+ texture_node_tree.location[0] -= 400
+ texture_node_tree.location[1] = type['node_location'][1]
+ notegroupend = texture_tree.nodes.new('NodeGroupOutput')
+
+ count = len(tile_list)
+ uv_loc = [-1400, 200]
+ map_loc = [-1100, 200]
+ tex_loc = [-700, 200]
+ mix_loc = [-400, 100]
+
+ nodes = []
+
+ for index, tile in enumerate(tile_list):
+
+ tex_img_node = texture_tree.nodes.new('ShaderNodeTexImage')
+
+ for ind, tex_index in enumerate(texcoat[type['name']]):
+ if(tex_index[0] == tile):
+ tex_img_node.image = bpy.data.images.load(texcoat[type['name']][ind][1])
+ break
+ tex_img_node.location = tex_loc
+
+ if tex_img_node.image and type['colorspace'] != 'color':
+ tex_img_node.image.colorspace_settings.is_data = True
+
+ tex_uv_node = texture_tree.nodes.new('ShaderNodeUVMap')
+ tex_uv_node.location = uv_loc
+ if(is_new):
+ tex_uv_node.uv_map = objekti.data.uv_layers[ind].name
+ else:
+ tex_uv_node.uv_map = objekti.data.uv_layers[0].name
+
+ map_node = texture_tree.nodes.new('ShaderNodeMapping')
+ map_node.location = map_loc
+ map_node.name = '3DC_' + tile
+ map_node.vector_type = 'TEXTURE'
+
+ tile_int_x = int(tile[3])
+ tile_int_y = int(tile[2])
+
+ min_node = texture_tree.nodes.new('ShaderNodeVectorMath')
+ min_node.operation = "MINIMUM"
+ min_node.inputs[1].default_value[0] = tile_int_x - 1
+ min_node.inputs[1].default_value[1] = tile_int_y
+
+ max_node = texture_tree.nodes.new('ShaderNodeVectorMath')
+ max_node.operation = "MAXIMUM"
+ max_node.inputs[1].default_value[0] = tile_int_x
+ max_node.inputs[1].default_value[1] = tile_int_y + 1
+
+
+ if(index == 0):
+ nodes.append(tex_img_node.name)
+ if(count == 1):
+ texture_tree.links.new(tex_img_node.outputs[0], notegroupend.inputs[0])
+ texture_tree.links.new(tex_img_node.outputs[1], notegroupend.inputs[1])
+
+ if(index == 1):
+ mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
+ mix_node.blend_type = 'ADD'
+ mix_node.inputs[0].default_value = 1
+ mix_node.location = mix_loc
+ mix_loc[1] -= 300
+ texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
+ texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[0], mix_node.inputs[1])
+ mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
+ mix_node_alpha.location = mix_loc
+ mix_loc[1] -= 200
+ texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
+ texture_tree.links.new(texture_tree.nodes[nodes[0]].outputs[1], mix_node_alpha.inputs[0])
+ nodes.clear()
+ nodes.append(tex_img_node.name)
+ nodes.append(mix_node.name)
+ nodes.append(mix_node_alpha.name)
+
+
+ elif(index > 1):
+ mix_node = texture_tree.nodes.new('ShaderNodeMixRGB')
+ mix_node.blend_type = 'ADD'
+ mix_node.inputs[0].default_value = 1
+ mix_node.location = mix_loc
+ mix_loc[1] -= 300
+ texture_tree.links.new(texture_tree.nodes[nodes[1]].outputs[0], mix_node.inputs[1])
+ texture_tree.links.new(tex_img_node.outputs[0], mix_node.inputs[2])
+ mix_node_alpha = texture_tree.nodes.new('ShaderNodeMath')
+ mix_node_alpha.location = mix_loc
+ mix_loc[1] -= 200
+ texture_tree.links.new(texture_tree.nodes[nodes[2]].outputs[0], mix_node_alpha.inputs[0])
+ texture_tree.links.new(tex_img_node.outputs[1], mix_node_alpha.inputs[1])
+
+ nodes.clear()
+ nodes.append(tex_img_node.name)
+ nodes.append(mix_node.name)
+ nodes.append(mix_node_alpha.name)
+
+ tex_loc[1] -= 300
+ uv_loc[1] -= 300
+ map_loc[1] -= 300
+
+ texture_tree.links.new(tex_uv_node.outputs[0], map_node.inputs[0])
+ texture_tree.links.new(map_node.outputs[0], min_node.inputs[0])
+ texture_tree.links.new(min_node.outputs['Vector'], max_node.inputs[0])
+ texture_tree.links.new(max_node.outputs['Vector'], tex_img_node.inputs[0])
+
+ if(count > 1):
+ texture_tree.links.new(mix_node.outputs[0], notegroupend.inputs[0])
+ texture_tree.links.new(mix_node_alpha.outputs[0], notegroupend.inputs[1])
+
+ if(tile_list):
+ node = texture_node_tree
+ if(texcoat['alpha'] != []):
+ if (type['name'] == 'color'):
+ act_material.links.new(node.outputs[1], notegroup.inputs[8])
+ else:
+ if(type['name'] == 'alpha'):
+ act_material.links.new(node.outputs[1], notegroup.inputs[8])
+
+
+ else:
+ node = act_material.nodes.new('ShaderNodeTexImage')
+ uv_node = act_material.nodes.new('ShaderNodeUVMap')
+
+ uv_node.uv_map = objekti.data.uv_layers[0].name
+ act_material.links.new(uv_node.outputs[0], node.inputs[0])
+ uv_node.use_custom_color = True
+ uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
+ node.use_custom_color = True
+ node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
+
+
+ if type['name'] == 'nmap':
+ normal_node = act_material.nodes.new('ShaderNodeNormalMap')
+ normal_node.use_custom_color = True
+ normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
+ node.location = -671, -510
+ if(tile_list == []):
+ uv_node.location = -750, -600
+ normal_node.location = -350, -350
+ normal_node.name = '3DC_normalnode'
+
+ elif type['name'] == 'displacement':
+ disp_node = main_material.nodes.new('ShaderNodeDisplacement')
+
+ node.location = -630, -1160
+ disp_node.location = 90, -460
+ disp_node.inputs[2].default_value = 0.1
+ disp_node.name = '3DC_dispnode'
+
+ node.name = '3DC_' + type['name']
+ node.label = type['name']
+
+ if (type['name'] != 'displacement'):
+ for input_index in type['find_input']:
+ input_color = main_mat.inputs.find(input_index)
+ if(input_color != -1):
+ break
+
+ if (tile_list == []):
+
+ load_image = True
+
+ for image in bpy.data.images:
+ if(texcoat[type['name']][0] == image.filepath):
+ load_image = False
+ node.image = image
+ break
+
+ if (load_image):
+ node.image = bpy.data.images.load(texcoat[type['name']][0])
+
+ if node.image and type['colorspace'] == 'noncolor':
+ node.image.colorspace_settings.is_data = True
+
+ if (coat3D.createnodes):
+
+ if(type['name'] == 'nmap'):
+ act_material.links.new(node.outputs[0], normal_node.inputs[1])
+ if(input_color != -1):
+ act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
+
+ act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
+ if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
+ main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
+
+ elif (type['name'] == 'displacement'):
+
+ rampnode = act_material.nodes.new('ShaderNodeValToRGB')
+ rampnode.name = '3DC_ColorRamp'
+ rampnode.use_custom_color = True
+ rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+ rampnode.location = -270, -956
+
+ act_material.links.new(node.outputs[0], rampnode.inputs[0])
+ act_material.links.new(rampnode.outputs[0], notegroup.inputs[5])
+
+ main_material.links.new(applink_tree.outputs[5], disp_node.inputs[0])
+ main_material.links.new(disp_node.outputs[0], out_mat.inputs[2])
+ coatMat.cycles.displacement_method = 'BOTH'
+
+ else:
+ if (texcoat['alpha'] != []):
+ if (type['name'] == 'alpha'):
+ act_material.links.new(node.outputs[1], notegroup.inputs[8])
+ else:
+ if (type['name'] == 'color'):
+ act_material.links.new(node.outputs[1], notegroup.inputs[8])
+ if(type['name'] != 'alpha'):
+ huenode = createExtraNodes(act_material, node, type, notegroup)
+ else:
+ huenode = node
+ huenode.location = -100, -800
+
+ if(type['name'] != 'alpha'):
+ act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']])
+ if (main_mat.type != 'MIX_SHADER' and input_color != -1):
+ main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
+ if(type['name'] == 'color'): #Alpha connection into Principled shader
+ main_material.links.new(applink_tree.outputs['Alpha'], main_mat.inputs['Alpha'])
+
+ else:
+ location = main_mat.location
+ #applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
+
+ if(type['name'] == 'emissive'):
+ for material in main_material.nodes:
+ if(material.name == '3DC_Emission'):
+ main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
+ break
+ if(tile_list == []):
+ uv_node.location = node.location
+ uv_node.location[0] -= 300
+ uv_node.location[1] -= 200
+
+ else:
+ node.location = type['node_location'][0], type['node_location'][1]
+ if (tile_list == []):
+ uv_node.location = node.location
+ uv_node.location[0] -= 300
+ act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
+ if (input_color != -1):
+ main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
+
+
+def createExtraNodes(act_material, node, type, notegroup):
+
+ curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
+ curvenode.name = '3DC_RGBCurve'
+ curvenode.use_custom_color = True
+ curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
+ if(type['huenode'] == 'yes'):
+ huenode = act_material.nodes.new('ShaderNodeHueSaturation')
+ huenode.name = '3DC_HueSaturation'
+ huenode.use_custom_color = True
+ huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+ else:
+ huenode = act_material.nodes.new('ShaderNodeMath')
+ huenode.name = '3DC_HueSaturation'
+ huenode.operation = 'MULTIPLY'
+ huenode.inputs[1].default_value = 1
+ huenode.use_custom_color = True
+ huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
+
+ if(type['rampnode'] == 'yes'):
+ rampnode = act_material.nodes.new('ShaderNodeValToRGB')
+ rampnode.name = '3DC_ColorRamp'
+ rampnode.use_custom_color = True
+ rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
+
+ if (type['rampnode'] == 'yes'):
+ act_material.links.new(node.outputs[0], curvenode.inputs[1])
+ act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
+ if(type['huenode'] == 'yes'):
+ act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
+ else:
+ act_material.links.new(rampnode.outputs[0], huenode.inputs[0])
+ else:
+ act_material.links.new(node.outputs[0], curvenode.inputs[1])
+ if (type['huenode'] == 'yes'):
+ act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
+ else:
+ act_material.links.new(curvenode.outputs[0], huenode.inputs[0])
+
+ if type['name'] == 'metalness':
+ node.location = -1300, 119
+ curvenode.location = -1000, 113
+ rampnode.location = -670, 115
+ huenode.location = -345, 118
+
+ elif type['name'] == 'rough':
+ node.location = -1300, -276
+ curvenode.location = -1000, -245
+ rampnode.location = -670, -200
+ huenode.location = -340, -100
+
+ elif type['name'] == 'color':
+ node.location = -990, 530
+ curvenode.location = -660, 480
+ huenode.location = -337, 335
+
+ elif type['name'] == 'emissive':
+ node.location = -1200, -900
+ curvenode.location = -900, -900
+ huenode.location = -340, -700
+
+ elif type['name'] == 'alpha':
+ node.location = -1200, -1200
+ curvenode.location = -900, -1250
+ rampnode.location = -600, -1200
+ huenode.location = -300, -1200
+
+ if(type['name'] == 'color'):
+ node_vertex = act_material.nodes.new('ShaderNodeVertexColor')
+ node_mixRGB = act_material.nodes.new('ShaderNodeMixRGB')
+ node_vectormath = act_material.nodes.new('ShaderNodeVectorMath')
+
+ node_mixRGB.blend_type = 'MULTIPLY'
+ node_mixRGB.inputs[0].default_value = 1
+
+ node_vectormath.operation = 'MULTIPLY'
+ node_vectormath.inputs[1].default_value = [2,2,2]
+
+ node_vertex.layer_name = 'Col'
+
+ node_vertex.location = -337, 525
+ node_mixRGB.location = 0, 425
+
+ act_material.links.new(node_vertex.outputs[0], node_mixRGB.inputs[1])
+ act_material.links.new(huenode.outputs[0], node_mixRGB.inputs[2])
+ act_material.links.new(node_vertex.outputs[1], notegroup.inputs[8])
+ act_material.links.new(node_mixRGB.outputs[0], node_vectormath.inputs[0])
+
+ return node_vectormath
+
+ return huenode
+
+def matlab(objekti,mat_list,texturelist,is_new):
+
+ print('Welcome facture matlab function')
+
+ ''' FBX Materials: remove all nodes and create princibles node'''
+ if(is_new):
+ RemoveFbxNodes(objekti)
+
+ '''Main Loop for Texture Update'''
+
+ updatetextures(objekti)
+
+ ''' Check if bind textures with UVs or Materials '''
+
+ if(texturelist != []):
+
+ udim_textures = False
+ if texturelist[0][0].startswith('100'):
+ udim_textures = True
+
+ if(udim_textures == False):
+ readtexturefolder(objekti,mat_list,texturelist,is_new, udim_textures)
+ else:
+ path = texturelist[0][3]
+ only_name = os.path.basename(path)
+ if(only_name.startswith(objekti.coat3D.applink_index)):
+ readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures)
+
+
+ return('FINISHED')