diff options
author | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-10-12 16:39:56 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-10-12 16:55:09 +0300 |
commit | 78390f7724086851da04db7f806b4223e8049cbf (patch) | |
tree | e33339dfb1bda21717ce278ac010b5f4f42eb405 /release/scripts | |
parent | 86635402d516be80acbf4116c507968e214de690 (diff) |
Python: change node_shader_utils diffuse RGBA to base_color RGB.
Best to give its actual name so it's clear that the Principled BSDF does
not have a diffuse color exactly, and does not have an alpha component.
Also image textures use UVs by default, so avoid creating a texture
coordinate node for that.
Diffstat (limited to 'release/scripts')
-rw-r--r-- | release/scripts/modules/bpy_extras/node_shader_utils.py | 30 |
1 files changed, 19 insertions, 11 deletions
diff --git a/release/scripts/modules/bpy_extras/node_shader_utils.py b/release/scripts/modules/bpy_extras/node_shader_utils.py index 456c38921a7..f8f0efdef8a 100644 --- a/release/scripts/modules/bpy_extras/node_shader_utils.py +++ b/release/scripts/modules/bpy_extras/node_shader_utils.py @@ -19,7 +19,7 @@ # <pep8 compliant> import bpy -from mathutils import Vector +from mathutils import Color, Vector __all__ = ( "PrincipledBSDFWrapper", @@ -37,6 +37,11 @@ def _set_check(func): return func(self, *args, **kwargs) return wrapper +def rgb_to_rgba(rgb): + return list(rgb) + [1.0] + +def rgba_to_rgb(rgba): + return Color((rgba[0], rgba[1], rgba[2])) class ShaderWrapper(): """ @@ -232,21 +237,21 @@ class PrincipledBSDFWrapper(ShaderWrapper): node_normalmap = property(node_normalmap_get) # -------------------------------------------------------------------- - # Diffuse. + # Base Color. - def diffuse_color_get(self): + def base_color_get(self): if not self.use_nodes or self.node_principled_bsdf is None: return self.material.diffuse_color - return self.node_principled_bsdf.inputs["Base Color"].default_value + return rgba_to_rgb(self.node_principled_bsdf.inputs["Base Color"].default_value) @_set_check - def diffuse_color_set(self, color): + def base_color_set(self, color): self.material.diffuse_color = color if self.use_nodes and self.node_principled_bsdf is not None: - self.node_principled_bsdf.inputs["Base Color"].default_value = color - diffuse_color = property(diffuse_color_get, diffuse_color_set) + self.node_principled_bsdf.inputs["Base Color"].default_value = rgb_to_rgba(color) + base_color = property(base_color_get, base_color_set) - def diffuse_texture_get(self): + def base_color_texture_get(self): if not self.use_nodes or self.node_principled_bsdf is None: return None return ShaderImageTextureWrapper( @@ -254,7 +259,7 @@ class PrincipledBSDFWrapper(ShaderWrapper): self.node_principled_bsdf.inputs["Base Color"], grid_row_diff=1, ) - diffuse_texture = property(diffuse_texture_get) + base_color_texture = property(base_color_texture_get) # -------------------------------------------------------------------- # Specular. @@ -274,12 +279,12 @@ class PrincipledBSDFWrapper(ShaderWrapper): def specular_tint_get(self): if not self.use_nodes or self.node_principled_bsdf is None: return 0.0 - return self.node_principled_bsdf.inputs["Specular Tint"].default_value + return rgba_to_rgb(self.node_principled_bsdf.inputs["Specular Tint"].default_value) @_set_check def specular_tint_set(self, value): if self.use_nodes and self.node_principled_bsdf is not None: - self.node_principled_bsdf.inputs["Specular Tint"].default_value = value + self.node_principled_bsdf.inputs["Specular Tint"].default_value = rgb_to_rgba(value) specular_tint = property(specular_tint_get, specular_tint_set) # Will only be used as gray-scale one... @@ -524,6 +529,9 @@ class ShaderImageTextureWrapper(): @_set_check def texcoords_set(self, texcoords): + # Image texture node already defaults to UVs, no extra node needed. + if texcoords == 'UV': + return tree = self.node_image.id_data links = tree.links node_dst = self.node_mapping if self._node_mapping is not None else self.node_image |