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|
# 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('ShaderNodeValToRGB')
shader.location = 0, 270
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:
coordout = 2
map = TreeNodes.nodes.new('ShaderNodeMapping')
map.location = -500, 570
map.width = 240
coord = TreeNodes.nodes.new('ShaderNodeTexCoord')
coord.location = -800, 570
links.new(shtext.outputs[0], shader.inputs[0])
links.new(map.outputs[0], shtext.inputs[0])
links.new(coord.outputs[coordout], map.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[1], 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()
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