# (c) 2010 Michael Williamson (michaelw) # ported from original by Michael Williamson # ##### 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 ##### bl_info = { "name": "Material Utils", "author": "michaelw", "version": (1, 6), "blender": (2, 74, 0), "location": "View3D > shift-Q key", "description": "Menu of material tools (assign, select..) in the 3D View", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/" "Scripts/3D interaction/Materials Utils", "category": "Material", } """ This script has several functions and operators, grouped for convenience: * assign material: offers the user a list of ALL the materials in the blend file and an additional "new" entry the chosen material will be assigned to all the selected objects in object mode. in edit mode the selected polygons get the selected material applied. if the user chose "new" the new material can be renamed using the "last operator" section of the toolbox. After assigning the material "clean material slots" and "material to texface" are auto run to keep things tidy (see description bellow) * select by material in object mode this offers the user a menu of all materials in the blend file any objects using the selected material will become selected, any objects without the material will be removed from selection. in edit mode: the menu offers only the materials attached to the current object. It will select the polygons that use the material and deselect those that do not. * clean material slots for all selected objects any empty material slots or material slots with materials that are not used by the mesh polygons will be removed. * remove material slots removes all material slots of the active object. * material to texface transfers material assignments to the UV editor. This is useful if you assigned materials in the properties editor, as it will use the already set up materials to assign the UV images per-face. It will use the first enabled image texture it finds. * texface to materials creates texture materials from images assigned in UV editor. * replace materials lets your replace one material by another. Optionally for all objects in the blend, otherwise for selected editable objects only. An additional option allows you to update object selection, to indicate which objects were affected and which not. * set fake user enable/disable fake user for materials. You can chose for which materials it shall be set, materials of active / selected / objects in current scene or used / unused / all materials. """ import bpy from bpy.props import StringProperty, BoolProperty, EnumProperty def fake_user_set(fake_user='ON', materials='UNUSED'): if materials == 'ALL': mats = (mat for mat in bpy.data.materials if mat.library is None) elif materials == 'UNUSED': mats = (mat for mat in bpy.data.materials if mat.library is None and mat.users == 0) else: mats = [] if materials == 'ACTIVE': objs = [bpy.context.active_object] elif materials == 'SELECTED': objs = bpy.context.selected_objects elif materials == 'SCENE': objs = bpy.context.scene.objects else: # materials == 'USED' objs = bpy.data.objects # Maybe check for users > 0 instead? """ more reable than the following generator: for ob in objs: if hasattr(ob.data, "materials"): for mat in ob.data.materials: if mat.library is None: #and not in mats: mats.append(mat) """ mats = (mat for ob in objs if hasattr(ob.data, "materials") for mat in ob.data.materials if mat.library is None) for mat in mats: mat.use_fake_user = fake_user == 'ON' for area in bpy.context.screen.areas: if area.type in ('PROPERTIES', 'NODE_EDITOR'): area.tag_redraw() def replace_material(m1, m2, all_objects=False, update_selection=False): # 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 scn = bpy.context.scene 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: # print('Replace material: nothing to replace') 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 ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META'}: 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 # found = False # UNUSED for m in ms: if m.material == find_mat: slot_indeces.append(i) # found = True # UNUSED 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(): # 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() 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: print('noimage on', m.name) images.append(None) # now we have the images # applythem 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[f.material_index] is not None: uvtex[f.index].image = images[f.material_index] else: uvtex[f.index].image = None me.update() if editmode: bpy.ops.object.mode_set(mode='EDIT') def assignmatslots(ob, matlist): #given an object and a list of material names #removes all material slots form 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 i = 0 for m in matlist: mat = bpy.data.materials[m] ob.data.materials.append(mat) i += 1 # restore active object: scn.objects.active = ob_active def cleanmatslots(): #check for edit mode editmode = False actob = bpy.context.active_object if actob.mode == 'EDIT': editmode = True bpy.ops.object.mode_set() objs = bpy.context.selected_editable_objects for ob in objs: if ob.type == 'MESH': mats = ob.material_slots.keys() #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 = 0 for m in usedMatIndex: if m == faceindex: found = 1 #break if found == 0: #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 if editmode: bpy.ops.object.mode_set(mode='EDIT') def assign_mat(matname="Default"): # get active object so we can restore it later actob = bpy.context.active_object # 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 for ob in objs: # 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 == 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 if editmode: bpy.ops.object.mode_set(mode='EDIT') 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(): # 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 = [] # get the texface images and store indices if (ob.data.uv_textures): 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) # 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') def remove_materials(): for ob in bpy.data.objects: print (ob.name) try: bpy.ops.object.material_slot_remove() print ("removed material from " + ob.name) except: print (ob.name + " does not have materials.") # ----------------------------------------------------------------------------- # operator classes: class VIEW3D_OT_texface_to_material(bpy.types.Operator): """Create texture materials for images assigned in UV editor""" bl_idname = "view3d.texface_to_material" bl_label = "Texface Images to Material/Texture (Material Utils)" bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): if context.selected_editable_objects: texface_to_mat() return {'FINISHED'} else: self.report({'WARNING'}, "No editable selected objects, could not finish") return {'CANCELLED'} class VIEW3D_OT_assign_material(bpy.types.Operator): """Assign a material to the selection""" bl_idname = "view3d.assign_material" bl_label = "Assign Material (Material Utils)" bl_options = {'REGISTER', 'UNDO'} matname = StringProperty( name='Material Name', description='Name of Material to Assign', default="", maxlen=63, ) @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): mn = self.matname print(mn) assign_mat(mn) cleanmatslots() mat_to_texface() return {'FINISHED'} class VIEW3D_OT_clean_material_slots(bpy.types.Operator): """Removes any material slots from selected objects """ \ """that are not used by the mesh""" bl_idname = "view3d.clean_material_slots" bl_label = "Clean Material Slots (Material Utils)" bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): cleanmatslots() return {'FINISHED'} class VIEW3D_OT_material_to_texface(bpy.types.Operator): """Transfer material assignments to UV editor""" bl_idname = "view3d.material_to_texface" bl_label = "Material Images to Texface (Material Utils)" bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): mat_to_texface() return {'FINISHED'} class VIEW3D_OT_material_remove(bpy.types.Operator): """Remove all material slots from active objects""" bl_idname = "view3d.material_remove" bl_label = "Remove All Material Slots (Material Utils)" bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): remove_materials() return {'FINISHED'} class VIEW3D_OT_select_material_by_name(bpy.types.Operator): """Select geometry with this material assigned to it""" bl_idname = "view3d.select_material_by_name" bl_label = "Select Material By Name (Material Utils)" bl_options = {'REGISTER', 'UNDO'} matname = StringProperty( name='Material Name', description='Name of Material to Select', maxlen=63, ) @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): mn = self.matname select_material_by_name(mn) return {'FINISHED'} class VIEW3D_OT_replace_material(bpy.types.Operator): """Replace a material by name""" bl_idname = "view3d.replace_material" bl_label = "Replace Material (Material Utils)" 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, ) # Allow to replace all objects even without a selection / active object #@classmethod #def poll(cls, context): # return context.active_object is not None 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) return {'FINISHED'} class VIEW3D_OT_fake_user_set(bpy.types.Operator): """Enable/disable fake user for materials""" bl_idname = "view3d.fake_user_set" bl_label = "Set Fake User (Material Utils)" 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' ) 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) return {'FINISHED'} # ----------------------------------------------------------------------------- # menu classes class VIEW3D_MT_master_material(bpy.types.Menu): bl_label = "Material Utils Menu" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.menu("VIEW3D_MT_assign_material", icon='ZOOMIN') layout.menu("VIEW3D_MT_select_material", icon='HAND') layout.separator() layout.operator("view3d.clean_material_slots", text="Clean Material Slots", icon='CANCEL') layout.operator("view3d.material_remove", text="Remove Material Slots", icon='CANCEL') layout.operator("view3d.material_to_texface", text="Material to Texface", icon='MATERIAL_DATA') layout.operator("view3d.texface_to_material", text="Texface to Material", icon='MATERIAL_DATA') layout.separator() layout.operator("view3d.replace_material", text='Replace Material', icon='ARROW_LEFTRIGHT') layout.operator("view3d.fake_user_set", text='Set Fake User', icon='UNPINNED') class VIEW3D_MT_assign_material(bpy.types.Menu): bl_label = "Assign Material" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' for material_name in bpy.data.materials.keys(): layout.operator("view3d.assign_material", text=material_name, icon='MATERIAL_DATA').matname = material_name layout.operator("view3d.assign_material", text="Add New", icon='ZOOMIN') class VIEW3D_MT_select_material(bpy.types.Menu): bl_label = "Select by Material" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' ob = context.object layout.label 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 def register(): bpy.utils.register_module(__name__) 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" def unregister(): bpy.utils.unregister_module(__name__) 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 if __name__ == "__main__": register()