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version_update.py « addon « blender « cycles « intern - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
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#
# Copyright 2011-2014 Blender Foundation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#

# <pep8 compliant>

import bpy
import math

from bpy.app.handlers import persistent


def foreach_cycles_nodetree_group(nodetree, traversed):
    for node in nodetree.nodes:
        if node.bl_idname == 'ShaderNodeGroup':
            group = node.node_tree
            if group and group not in traversed:
                traversed.add(group)
                yield group, group.library
                yield from foreach_cycles_nodetree_group(group, traversed)


def foreach_cycles_nodetree():
    traversed = set()

    for material in bpy.data.materials:
        nodetree = material.node_tree
        if nodetree:
            yield nodetree, material.library
            yield from foreach_cycles_nodetree_group(nodetree, traversed)

    for world in bpy.data.worlds:
        nodetree = world.node_tree
        if nodetree:
            yield nodetree, world.library
            foreach_cycles_nodetree_group(nodetree, traversed)

    for lamp in bpy.data.lamps:
        nodetree = lamp.node_tree
        if nodetree:
            yield nodetree, lamp.library
            foreach_cycles_nodetree_group(nodetree, traversed)


def displacement_node_insert(nodetree):
    # Gather links to replace
    displacement_links = []
    for link in nodetree.links:
        if (
           link.to_node.bl_idname == 'ShaderNodeOutputMaterial' and
           link.from_node.bl_idname != 'ShaderNodeDisplacement' and
           link.to_socket.identifier == 'Displacement'
           ):
            displacement_links.append(link)

    # Replace links with displacement node
    for link in displacement_links:
        from_node = link.from_node
        from_socket = link.from_socket
        to_node = link.to_node
        to_socket = link.to_socket

        nodetree.links.remove(link)

        node = nodetree.nodes.new(type='ShaderNodeDisplacement')
        node.location[0] = 0.5 * (from_node.location[0] + to_node.location[0])
        node.location[1] = 0.5 * (from_node.location[1] + to_node.location[1])
        node.inputs['Scale'].default_value = 0.1
        node.inputs['Midlevel'].default_value = 0.0

        nodetree.links.new(from_socket, node.inputs['Height'])
        nodetree.links.new(node.outputs['Displacement'], to_socket)



def displacement_principled_nodes(node):
    if node.bl_idname == 'ShaderNodeDisplacement':
        if node.space != 'WORLD':
            node.space = 'OBJECT'
    if node.bl_idname == 'ShaderNodeBsdfPrincipled':
        if node.subsurface_method != 'RANDOM_WALK':
            node.subsurface_method = 'BURLEY'


def square_roughness_node_insert(nodetree):
    roughness_node_types = {
        'ShaderNodeBsdfAnisotropic',
        'ShaderNodeBsdfGlass',
        'ShaderNodeBsdfGlossy',
        'ShaderNodeBsdfRefraction'}

    # Update default values
    for node in nodetree.nodes:
        if node.bl_idname in roughness_node_types:
            roughness_input = node.inputs['Roughness']
            roughness_input.default_value = math.sqrt(max(roughness_input.default_value, 0.0))

    # Gather roughness links to replace
    roughness_links = []
    for link in nodetree.links:
        if link.to_node.bl_idname in roughness_node_types and \
           link.to_socket.identifier == 'Roughness':
            roughness_links.append(link)

    # Replace links with sqrt node
    for link in roughness_links:
        from_node = link.from_node
        from_socket = link.from_socket
        to_node = link.to_node
        to_socket = link.to_socket

        nodetree.links.remove(link)

        node = nodetree.nodes.new(type='ShaderNodeMath')
        node.operation = 'POWER'
        node.location[0] = 0.5 * (from_node.location[0] + to_node.location[0])
        node.location[1] = 0.5 * (from_node.location[1] + to_node.location[1])

        nodetree.links.new(from_socket, node.inputs[0])
        node.inputs[1].default_value = 0.5
        nodetree.links.new(node.outputs['Value'], to_socket)


def mapping_node_order_flip(node):
    """
    Flip euler order of mapping shader node
    """
    if node.bl_idname == 'ShaderNodeMapping':
        rot = node.rotation.copy()
        rot.order = 'ZYX'
        quat = rot.to_quaternion()
        node.rotation = quat.to_euler('XYZ')


def vector_curve_node_remap(node):
    """
    Remap values of vector curve node from normalized to absolute values
    """
    if node.bl_idname == 'ShaderNodeVectorCurve':
        node.mapping.use_clip = False
        for curve in node.mapping.curves:
            for point in curve.points:
                point.location.x = (point.location.x * 2.0) - 1.0
                point.location.y = (point.location.y - 0.5) * 2.0
        node.mapping.update()


def custom_bake_remap(scene):
    """
    Remap bake types into the new types and set the flags accordingly
    """
    bake_lookup = (
        'COMBINED',
        'AO',
        'SHADOW',
        'NORMAL',
        'UV',
        'EMIT',
        'ENVIRONMENT',
        'DIFFUSE_DIRECT',
        'DIFFUSE_INDIRECT',
        'DIFFUSE_COLOR',
        'GLOSSY_DIRECT',
        'GLOSSY_INDIRECT',
        'GLOSSY_COLOR',
        'TRANSMISSION_DIRECT',
        'TRANSMISSION_INDIRECT',
        'TRANSMISSION_COLOR',
        'SUBSURFACE_DIRECT',
        'SUBSURFACE_INDIRECT',
        'SUBSURFACE_COLOR')

    diffuse_direct_idx = bake_lookup.index('DIFFUSE_DIRECT')

    cscene = scene.cycles

    # Old bake type
    bake_type_idx = cscene.get("bake_type")

    if bake_type_idx is None:
        cscene.bake_type = 'COMBINED'
        return

    # File doesn't need versioning
    if bake_type_idx < diffuse_direct_idx:
        return

    # File needs versioning
    bake_type = bake_lookup[bake_type_idx]
    cscene.bake_type, end = bake_type.split('_')

    if end == 'DIRECT':
        scene.render.bake.use_pass_indirect = False
        scene.render.bake.use_pass_color = False

    elif end == 'INDIRECT':
        scene.render.bake.use_pass_direct = False
        scene.render.bake.use_pass_color = False

    elif end == 'COLOR':
        scene.render.bake.use_pass_direct = False
        scene.render.bake.use_pass_indirect = False


def ambient_occlusion_node_relink(nodetree):
    for node in nodetree.nodes:
        if node.bl_idname == 'ShaderNodeAmbientOcclusion':
            node.samples = 1
            node.only_local = False
            node.inputs['Distance'].default_value = 0.0

    # Gather links to replace
    ao_links = []
    for link in nodetree.links:
        if link.from_node.bl_idname == 'ShaderNodeAmbientOcclusion':
            ao_links.append(link)

    # Replace links
    for link in ao_links:
        from_node = link.from_node
        to_socket = link.to_socket

        nodetree.links.remove(link)
        nodetree.links.new(from_node.outputs['Color'], to_socket)


@persistent
def do_versions(self):
    if bpy.context.user_preferences.version <= (2, 78, 1):
        prop = bpy.context.user_preferences.addons[__package__].preferences
        system = bpy.context.user_preferences.system
        if not prop.is_property_set("compute_device_type"):
            # Device might not currently be available so this can fail
            try:
                if system.legacy_compute_device_type == 1:
                    prop.compute_device_type = 'OPENCL'
                elif system.legacy_compute_device_type == 2:
                    prop.compute_device_type = 'CUDA'
                else:
                    prop.compute_device_type = 'NONE'
            except:
                pass

            # Init device list for UI
            prop.get_devices()

    # We don't modify startup file because it assumes to
    # have all the default values only.
    if not bpy.data.is_saved:
        return

    # Map of versions used by libraries.
    library_versions = {}
    library_versions[bpy.data.version] = [None]
    for library in bpy.data.libraries:
        library_versions.setdefault(library.version, []).append(library)

    # Do versioning per library, since they might have different versions.
    max_need_versioning = (2, 79, 6)
    for version, libraries in library_versions.items():
        if version > max_need_versioning:
            continue

        # Scenes
        for scene in bpy.data.scenes:
            if scene.library not in libraries:
                continue

            # Clamp Direct/Indirect separation in 270
            if version <= (2, 70, 0):
                cscene = scene.cycles
                sample_clamp = cscene.get("sample_clamp", False)
                if (
                    sample_clamp and
                    not cscene.is_property_set("sample_clamp_direct") and
                        not cscene.is_property_set("sample_clamp_indirect")
                ):

                    cscene.sample_clamp_direct = sample_clamp
                    cscene.sample_clamp_indirect = sample_clamp

            # Change of Volume Bounces in 271
            if version <= (2, 71, 0):
                cscene = scene.cycles
                if not cscene.is_property_set("volume_bounces"):
                    cscene.volume_bounces = 1

            # Caustics Reflective/Refractive separation in 272
            if version <= (2, 72, 0):
                cscene = scene.cycles
                if (
                    cscene.get("no_caustics", False) and
                    not cscene.is_property_set("caustics_reflective") and
                    not cscene.is_property_set("caustics_refractive")
                ):
                    cscene.caustics_reflective = False
                    cscene.caustics_refractive = False

            # Baking types changed
            if version <= (2, 76, 6):
                custom_bake_remap(scene)

            # Several default changes for 2.77
            if version <= (2, 76, 8):
                cscene = scene.cycles

                # Samples
                if not cscene.is_property_set("samples"):
                    cscene.samples = 10

                # Preview Samples
                if not cscene.is_property_set("preview_samples"):
                    cscene.preview_samples = 10

                # Filter
                if not cscene.is_property_set("filter_type"):
                    cscene.pixel_filter_type = 'GAUSSIAN'

                # Tile Order
                if not cscene.is_property_set("tile_order"):
                    cscene.tile_order = 'CENTER'

            if version <= (2, 76, 10):
                cscene = scene.cycles
                if cscene.is_property_set("filter_type"):
                    if not cscene.is_property_set("pixel_filter_type"):
                        cscene.pixel_filter_type = cscene.filter_type
                    if cscene.filter_type == 'BLACKMAN_HARRIS':
                        cscene.filter_type = 'GAUSSIAN'

            if version <= (2, 78, 2):
                cscene = scene.cycles
                if not cscene.is_property_set("light_sampling_threshold"):
                    cscene.light_sampling_threshold = 0.0

            if version <= (2, 79, 0):
                cscene = scene.cycles
                # Default changes
                if not cscene.is_property_set("aa_samples"):
                    cscene.aa_samples = 4
                if not cscene.is_property_set("preview_aa_samples"):
                    cscene.preview_aa_samples = 4
                if not cscene.is_property_set("blur_glossy"):
                    cscene.blur_glossy = 0.0
                if not cscene.is_property_set("sample_clamp_indirect"):
                    cscene.sample_clamp_indirect = 0.0

        # Lamps
        for lamp in bpy.data.lamps:
            if lamp.library not in libraries:
                continue

            if version <= (2, 76, 5):
                clamp = lamp.cycles

                # MIS
                if not clamp.is_property_set("use_multiple_importance_sampling"):
                    clamp.use_multiple_importance_sampling = False

        # Worlds
        for world in bpy.data.worlds:
            if world.library not in libraries:
                continue

            if version <= (2, 76, 9):
                cworld = world.cycles

                # World MIS Samples
                if not cworld.is_property_set("samples"):
                    cworld.samples = 4

                # World MIS Resolution
                if not cworld.is_property_set("sample_map_resolution"):
                    cworld.sample_map_resolution = 256

            if version <= (2, 79, 4):
                cworld = world.cycles
                # World MIS
                if not cworld.is_property_set("sampling_method"):
                    if cworld.get("sample_as_light", True):
                        cworld.sampling_method = 'MANUAL'
                    else:
                        cworld.sampling_method = 'NONE'

        # Materials
        for mat in bpy.data.materials:
            if mat.library not in libraries:
                continue

            if version <= (2, 76, 5):
                cmat = mat.cycles
                # Volume Sampling
                if not cmat.is_property_set("volume_sampling"):
                    cmat.volume_sampling = 'DISTANCE'

            if version <= (2, 79, 2):
                cmat = mat.cycles
                if not cmat.is_property_set("displacement_method"):
                    cmat.displacement_method = 'BUMP'

            # Change default to bump again.
            if version <= (2, 79, 6):
                cmat = mat.cycles
                if not cmat.is_property_set("displacement_method"):
                    cmat.displacement_method = 'DISPLACEMENT'

        # Nodes
        for nodetree, library in foreach_cycles_nodetree():
            if library not in libraries:
                continue

            # Euler order was ZYX in previous versions.
            if version <= (2, 73, 4):
                for node in nodetree.nodes:
                    mapping_node_order_flip(node)

            if version <= (2, 76, 5):
                for node in nodetree.nodes:
                    vector_curve_node_remap(node)

            if version <= (2, 79, 1):
                displacement_node_insert(nodetree)

            if version <= (2, 79, 2):
                for node in nodetree.nodes:
                    displacement_principled_nodes(node)

            if version <= (2, 79, 3):
                # Switch to squared roughness convention
                square_roughness_node_insert(nodetree)

            if version <= (2, 79, 4):
                ambient_occlusion_node_relink(nodetree)