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# ##### 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 #####
# <pep8 compliant>
bl_info = {
"name": "Clay Render",
"author": "Fabio Russo <ruesp83@libero.it>",
"version": (1, 2),
"blender": (2, 56, 0),
"location": "Render > Clay Render",
"description": "This script, applies a temporary material to all objects"\
" of the scene.",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Clay_Render",
"tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
"category": "Render"}
import bpy
from bpy.props import BoolProperty
def Create_Mat():
id = bpy.data.materials.new("Clay_Render")
#diffuse
id.diffuse_shader = "OREN_NAYAR"
id.diffuse_color = 0.800, 0.741, 0.536
id.diffuse_intensity = 1
id.roughness = 0.909
#specular
id.specular_shader = "COOKTORR"
id.specular_color = 1, 1, 1
id.specular_hardness = 10
id.specular_intensity = 0.115
def Alternative_Clay(self, msg):
Find = False
AM = None
i = 0
for mat in bpy.data.materials:
if (mat.Mat_Clay) and (not Find):
Find = True
AM = mat
i += 1
else:
if (mat.Mat_Clay):
i += 1
if msg is True:
if (i == 1):
self.report({'INFO'}, "The material \"" + AM.name + "\" is set "\
"as Clay!")
else:
if (i > 1):
self.report({'WARNING'}, "Two or more materials are set as "\
"Clay. \"" + AM.name + "\" will be used!")
return AM
def Get_Mat():
Mat = bpy.data.materials["Clay_Render"]
return Mat
def Exist_Mat():
if bpy.data.materials.get("Clay_Render"):
return True
else:
return False
class ClayPinned(bpy.types.Operator):
bl_idname = "render.clay_pinned"
bl_label = "Clay Pinned"
bl_description = "Clay Material Stores"
def execute(self, context):
if bpy.types.Scene.Clay_Pinned:
bpy.types.Scene.Clay_Pinned = False
else:
if bpy.types.Scene.Clay:
if bpy.data.materials[0].users == 0:
bpy.data.materials.remove(Get_Mat())
bpy.types.Scene.Clay_Pinned = True
else:
bpy.types.Scene.Clay_Pinned = True
return {'FINISHED'}
class CheckClay(bpy.types.Operator):
bl_idname = "render.clay"
bl_label = "Clay Render"
bl_description = "Use Clay Render"
def execute(self, context):
if bpy.types.Scene.Clay:
#Clay Attivato
ac = Alternative_Clay(self, True)
if ac is None:
if not Exist_Mat():
Create_Mat()
rl = context.scene.render.layers
rl.active.material_override = Get_Mat()
else:
context.scene.render.layers.active.material_override = ac
bpy.types.Scene.Clay = False
else:
context.scene.render.layers.active.material_override = None
if bpy.types.Scene.Clay_Pinned:
if bpy.data.materials[0].users == 0:
bpy.data.materials.remove(Get_Mat())
bpy.types.Scene.Clay = True
return {'FINISHED'}
def draw_clay_render(self, context):
ok_clay = not bpy.types.Scene.Clay
pin = not bpy.types.Scene.Clay_Pinned
rnl = context.scene.render.layers.active
split = self.layout.split()
col = split.column()
col.operator(CheckClay.bl_idname, emboss=False, icon='CHECKBOX_HLT'\
if ok_clay else 'CHECKBOX_DEHLT')
col = split.column()
if Alternative_Clay(self, False) is None:
if Exist_Mat():
if (bpy.data.materials[0].users == 0) or (ok_clay):
row = col.row(align=True)
im = Get_Mat()
row.prop(im, "diffuse_color", text="")
row.operator(ClayPinned.bl_idname, text="", icon='PINNED'\
if pin else 'UNPINNED')
if ok_clay:
row.active = True
else:
row.active = False
else:
col.label('Clay Material applied to an object')
else:
col.label('Custom Material Clay')
self.layout.separator()
def draw_clay_options(self, context):
cm = context.material
layout = self.layout
layout.prop(cm, "Mat_Clay", text="Clay")
def draw_clay_warning(self, context):
if not bpy.types.Scene.Clay:
self.layout.label("Render Clay Enabled", "ERROR")
def register():
bpy.types.Scene.Clay = BoolProperty(
name='Clay Render',
description='Use Clay Render',
default=False)
bpy.types.Scene.Clay_Pinned = BoolProperty(
name='Clay Pinned',
description='Clay Material Stores',
default=False)
bpy.types.Material.Mat_Clay = bpy.props.BoolProperty(
name='Use as Clay',
description='Use as Clay',
default=False)
bpy.utils.register_class(ClayPinned)
bpy.utils.register_class(CheckClay)
bpy.types.RENDER_PT_render.prepend(draw_clay_render)
bpy.types.MATERIAL_PT_options.append(draw_clay_options)
bpy.types.INFO_HT_header.append(draw_clay_warning)
def unregister():
bpy.context.scene.render.layers.active.material_override = None
if (Exist_Mat()) and (bpy.data.materials[0].users == 0):
bpy.data.materials.remove(Get_Mat())
del bpy.types.Scene.Clay
del bpy.types.Scene.Clay_Pinned
del bpy.types.Material.Mat_Clay
bpy.utils.unregister_class(ClayPinned)
bpy.utils.unregister_class(CheckClay)
bpy.types.RENDER_PT_render.remove(draw_clay_render)
bpy.types.MATERIAL_PT_options.remove(draw_clay_options)
bpy.types.INFO_HT_header.remove(draw_clay_warning)
if __name__ == "__main__":
register()
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