1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
|
# -*- coding: utf-8 -*-
import bpy
import math
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:
link.new(newNode.outputs['BSDF'], link.to_socket)
for link in oldNode.inputs['Color'].links:
link.new(newNode.inputs['Color'], link.from_socket)
for link in oldNode.inputs['Normal'].links:
link.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', override=True)
else:
warning_messages(operator, 'CONV_NO_SC_MAT', override=True)
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 = math.sqrt(max(cmat.specular_intensity, 0.0))
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 connected 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\n"
"Needs saving the .blend file first")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (bpy.data.filepath != "" and 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\n"
"Needs saving the .blend file first")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (bpy.data.filepath != "" and 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()
|