# ***** 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 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 readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file create_nodes = False for index_mat in objekti.material_slots: texcoat = {} texcoat['color'] = [] texcoat['ao'] = [] texcoat['rough'] = [] texcoat['metalness'] = [] texcoat['nmap'] = [] texcoat['disp'] = [] texcoat['emissive'] = [] texcoat['emissive_power'] = [] texcoat['displacement'] = [] for texture_info in texturelist: if texture_info[0] == index_mat.name: if texture_info[2] == 'color' or texture_info[2] == 'diffuse': texcoat['color'].append(texture_info[3]) create_nodes = True if texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection': texcoat['metalness'].append(texture_info[3]) create_nodes = True if texture_info[2] == 'rough' or texture_info[2] == 'roughness': texcoat['rough'].append(texture_info[3]) create_nodes = True if texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map': texcoat['nmap'].append(texture_info[3]) create_nodes = True if texture_info[2] == 'emissive': texcoat['emissive'].append(texture_info[3]) create_nodes = True if texture_info[2] == 'emissive_power': texcoat['emissive_power'].append(texture_info[3]) create_nodes = True if texture_info[2] == 'ao': texcoat['ao'].append(texture_info[3]) create_nodes = True if texture_info[2].startswith('displacement'): texcoat['displacement'].append(texture_info[3]) create_nodes = 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) def checkmaterial(mat_list, objekti): #check how many materials object has mat_list = [] for obj_mate in objekti.material_slots: if(obj_mate.material.use_nodes == False): obj_mate.material.use_nodes = True def createnodes(active_mat,texcoat): # Cretes new nodes and link textures into them 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_AO = 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 #ensimmaiseksi kaydaan kaikki image nodet lapi ja tarkistetaan onko nimi 3DC alkunen jos on niin reload 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 group_tree = node.node_tree applink_tree = node break print('TeXture UPDATE happens') for node in act_material.nodes: if(node.type == 'TEX_IMAGE'): if(node.name == '3DC_color'): bring_color = False node.image.reload() elif(node.name == '3DC_metalness'): bring_metalness = False node.image.reload() elif(node.name == '3DC_roughness'): bring_roughness = False node.image.reload() elif(node.name == '3DC_normal'): bring_normal = False node.image.reload() elif(node.name == '3DC_displacement'): bring_displacement = False node.image.reload() elif (node.name == '3DC_AO'): bring_AO = False node.image.reload() #seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa if(applink_group_node == False and coat3D.creategroup): group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink") group_tree.outputs.new("NodeSocketColor", "Color") group_tree.outputs.new("NodeSocketColor", "Metallic") group_tree.outputs.new("NodeSocketColor", "Roughness") group_tree.outputs.new("NodeSocketVector", "Normal map") group_tree.outputs.new("NodeSocketColor", "Displacement") group_tree.outputs.new("NodeSocketColor", "Emissive") group_tree.outputs.new("NodeSocketColor", "Emissive Power") group_tree.outputs.new("NodeSocketColor", "AO") applink_tree = act_material.nodes.new('ShaderNodeGroup') applink_tree.name = '3DC_Applink' applink_tree.node_tree = group_tree applink_tree.location = -400, 300 act_material = group_tree notegroup = act_material.nodes.new('NodeGroupOutput') notegroup.location = 220, -260 else: index = 0 for node in coatMat.node_tree.nodes: if (node.type == 'GROUP' and node.name =='3DC_Applink'): for in_node in node.node_tree.nodes: if(in_node.type == 'GROUP_OUTPUT'): notegroup = in_node index = 1 break if(index == 1): break if(out_mat.inputs['Surface'].is_linked == True): main_mat = out_mat.inputs['Surface'].links[0].from_node if(main_mat.inputs.find('Base Color') == -1): input_color = main_mat.inputs.find('Color') else: input_color = main_mat.inputs.find('Base Color') ''' COLOR ''' if(bring_color == True and texcoat['color'] != []): print('Color:', texcoat['color'][0]) node = act_material.nodes.new('ShaderNodeTexImage') node.name = '3DC_color' node.label = 'Color' if (texcoat['color']): node.image = bpy.data.images.load(texcoat['color'][0]) if(coat3D.createnodes): curvenode = act_material.nodes.new('ShaderNodeRGBCurve') curvenode.name = '3DC_RGBCurve' huenode = act_material.nodes.new('ShaderNodeHueSaturation') huenode.name = '3DC_HueSaturation' act_material.links.new(curvenode.outputs[0], huenode.inputs[4]) act_material.links.new(node.outputs[0], curvenode.inputs[1]) if(coat3D.creategroup): act_material.links.new(huenode.outputs[0], notegroup.inputs[0]) if(main_mat.type != 'MIX_SHADER'): main_material.links.new(applink_tree.outputs[0],main_mat.inputs[input_color]) else: location = main_mat.location applink_tree.location = main_mat.location[0], main_mat.location[1] + 200 else: act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color]) node.location = -990, 530 curvenode.location = -660, 480 huenode.location = -337, 335 else: if (coat3D.creategroup): node.location = -400, 400 act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1]) if (input_color != -1): main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color]) else: node.location = -400,400 if (input_color != -1): act_material.links.new(node.outputs[0], main_mat.inputs[input_color]) ''' METALNESS ''' if(bring_metalness == True and texcoat['metalness'] != []): node = act_material.nodes.new('ShaderNodeTexImage') node.name='3DC_metalness' node.label = 'Metalness' input_color = main_mat.inputs.find('Metallic') if(texcoat['metalness']): node.image = bpy.data.images.load(texcoat['metalness'][0]) node.color_space = 'NONE' if (coat3D.createnodes): curvenode = act_material.nodes.new('ShaderNodeRGBCurve') curvenode.name = '3DC_RGBCurve' huenode = act_material.nodes.new('ShaderNodeHueSaturation') huenode.name = '3DC_HueSaturation' act_material.links.new(curvenode.outputs[0], huenode.inputs[4]) act_material.links.new(node.outputs[0], curvenode.inputs[1]) if (coat3D.creategroup): act_material.links.new(huenode.outputs[0], notegroup.inputs[1]) if (main_mat.type == 'BSDF_PRINCIPLED'): main_material.links.new(applink_tree.outputs[1], main_mat.inputs[input_color]) else: act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color]) node.location = -994, 119 curvenode.location = -668, 113 huenode.location = -345, 118 else: if (coat3D.creategroup): node.location = -830, 160 act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs)-1]) if (input_color != -1): main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color]) else: node.location = -830, 160 if (input_color != -1): act_material.links.new(node.outputs[0], main_mat.inputs[input_color]) ''' ROUGHNESS ''' if(bring_roughness == True and texcoat['rough'] != []): node = act_material.nodes.new('ShaderNodeTexImage') node.name='3DC_roughness' node.label = 'Roughness' input_color = main_mat.inputs.find('Roughness') if(texcoat['rough']): node.image = bpy.data.images.load(texcoat['rough'][0]) node.color_space = 'NONE' if (coat3D.createnodes): curvenode = act_material.nodes.new('ShaderNodeRGBCurve') curvenode.name = '3DC_RGBCurve' huenode = act_material.nodes.new('ShaderNodeHueSaturation') huenode.name = '3DC_HueSaturation' act_material.links.new(curvenode.outputs[0], huenode.inputs[4]) act_material.links.new(node.outputs[0], curvenode.inputs[1]) if (coat3D.creategroup): act_material.links.new(huenode.outputs[0], notegroup.inputs[2]) if(main_mat.type == 'BSDF_PRINCIPLED'): main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color]) else: act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color]) node.location = -1000, -276 curvenode.location = -670, -245 huenode.location = -340, -100 else: if (coat3D.creategroup): node.location = -550, 0 act_material.links.new(node.outputs[0],notegroup.inputs[len(notegroup.inputs)-1]) if (input_color != -1): main_material.links.new(applink_tree.outputs[len(applink_tree.outputs)-1], main_mat.inputs[input_color]) else: node.location = -550, 0 if (input_color != -1): act_material.links.new(node.outputs[0], main_mat.inputs[input_color]) ''' NORMAL MAP''' if(bring_normal == True and texcoat['nmap'] != []): node = act_material.nodes.new('ShaderNodeTexImage') normal_node = act_material.nodes.new('ShaderNodeNormalMap') node.location = -600,-670 normal_node.location = -300,-300 node.name='3DC_normal' node.label = 'Normal Map' normal_node.name='3DC_normalnode' if(texcoat['nmap']): node.image = bpy.data.images.load(texcoat['nmap'][0]) node.color_space = 'NONE' input_color = main_mat.inputs.find('Normal') act_material.links.new(node.outputs[0], normal_node.inputs[1]) act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color]) if (coat3D.creategroup): act_material.links.new(normal_node.outputs[0], notegroup.inputs[3]) if(main_mat.inputs[input_color].name == 'Normal'): main_material.links.new(applink_tree.outputs[3], main_mat.inputs[input_color]) ''' DISPLACEMENT ''' if (bring_displacement == True and texcoat['displacement'] != []): node = act_material.nodes.new('ShaderNodeTexImage') node.name = '3DC_displacement' node.label = 'Displacement' # input_color = main_mat.inputs.find('Roughness') Blender 2.8 Does not support Displacement yet. if (texcoat['displacement']): node.image = bpy.data.images.load(texcoat['displacement'][0]) node.color_space = 'NONE' if (coat3D.createnodes): ''' curvenode = act_material.nodes.new('ShaderNodeRGBCurve') curvenode.name = '3DC_RGBCurve' huenode = act_material.nodes.new('ShaderNodeHueSaturation') huenode.name = '3DC_HueSaturation' act_material.links.new(curvenode.outputs[0], huenode.inputs[4]) act_material.links.new(node.outputs[0], curvenode.inputs[1]) ''' if (coat3D.creategroup): act_material.links.new(node.outputs[0], notegroup.inputs[4]) #if (main_mat.type == 'BSDF_PRINCIPLED'): #main_material.links.new(applink_tree.outputs[2], main_mat.inputs[input_color]) #else: #act_material.links.new(huenode.outputs[0], main_mat.inputs[input_color]) node.location = -276, -579 else: if (coat3D.creategroup): node.location = -550, 0 act_material.links.new(node.outputs[0], notegroup.inputs[len(notegroup.inputs) - 1]) def matlab(objekti,mat_list,texturelist,is_new): ''' FBX Materials: remove all nodes and create princibles node''' if(is_new): RemoveFbxNodes(objekti) '''Main Loop for Texture Update''' #checkmaterial(mat_list, objekti) readtexturefolder(objekti,mat_list,texturelist,is_new) return('FINISHED')