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texture_palette.py
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texture_palette.py
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#Copyright (c) 2021 Victor "NegInfinity" Eremin
#Permission is hereby granted, free of charge, to any person obtaining a copy
#of this software and associated documentation files (the "Software"), to deal
#in the Software without restriction, including without limitation the rights
#to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
#copies of the Software, and to permit persons to whom the Software is
#furnished to do so, subject to the following conditions:
#The above copyright notice and this permission notice shall be included in all
#copies or substantial portions of the Software.
#THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
#IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
#FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
#AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
#LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
#OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
#SOFTWARE.
"""
This file is under MIT license.
This is a simple tool for generating multi-material meshes for game engines,
using low-polygonal style.
The main idea is that in any material you can define multiple 'sub-materials',
and then based on the sub-material configuration, the script will generate a
combined 'palette' texture, that will store albedo color, metallic and roughness,
and emission, along with emission power.
The reason why this exists is because FBX exporters do not correctly transfer
PBR data into game engines, and usually it has to be typed in by hand. This is
not much of a problem in a traditional workflow, where everything is painted on
a texture, but it is a pain to deal with when you have a model with LARGE
number of simple untextured materails. Also, having multiple materials increases
number of drawcalls, which is something you'd want to avoid.
To use the tool, create any blank material, unfold "Multitexture" panel, click
"Build Material". This will create node network, all the required textures, and
it will also connect them correctly to each other.
You can destroy all the nodes if you want, just click "build" again, and it will
regenrate the shader. You update the texture by pressing the same button.
The textures will not be rebuilt automatically.
To start adding materials, click "add sub material" button. This will
create a new sub material where you can configure indifividual parameters.
You can remove it with "remove", move up/down in the list, and so on.
Assign and select buttons work in mesh edit mode pretty much the same way
normal material list does. If you have UV generated,
pressing Assign will stuff the UVs in question into related square, OR reassign
it into a new square. This will properly scale down the UVs the first time you do it,
so you can just pretty much "Unwrap" and then "Assign", which should work fairly quickly.
Select will selct all faces that fit into a specific material square for that
particular material.
Multitexture settings:
Num Column and Num Rows specify how many rows and columns are in the texture,
which affects how many materials are stuffe into it.
Be aware, that if you change those UVs will NOT be recalculated and you'll have to redo
all of them.
Cell size is size of a single square in pixels.
Now, max emission affects a multiplier you apply to emissive color. The idea is to store
emission color in RGB, and multiplier in alpha channel, where ALPHA 1.0 will mean
the maximum emission power. This is something that you'll need to replicate in the
game engine, and won't work out of the box. If you don't need emission overbrightening,
just leave it at 1.
Generated texture formats.
Albedo texture stores albedo in RGB, and Alpha in alpha channel.
Metallic texture stores Metallic in RG channels, and Roughness in BA channel.
Emissive texture stores emission color in RGB and emission power in alpha.
Value stored in alpha channel is based on emission strength and max emission.
And that should be all. Have fun.
"""
import bpy
import bmesh
import os.path
import json
bl_info = {
"name": "Texture Palette",
"blender": (2, 93, 0),
"version": (0, 0, 1),
"description": "Multi-material texture palette for low poly models",
"author": "Victor \"NegInfinity\" Eremin",
"category": "Material"
}
class MultiTexSubMatProps(bpy.types.PropertyGroup):
subMatName: bpy.props.StringProperty(
name = "Name",
description = "Submaterial name"
)
albedo: bpy.props.FloatVectorProperty(
name = "Albedo",
subtype = 'COLOR',
default = (1.0, 1.0, 1.0),
description = "albedo color",
min = 0.0,
max = 1.0
)
alpha: bpy.props.FloatProperty(
name = "Alpha",
description = "Alpha transparency",
default = 1.0,
min = 0.0,
max = 1.0
)
metallic: bpy.props.FloatProperty(
name = "Metallic",
description = "Metallic PBR parameter",
default = 0.0,
min = 0.0,
max = 1.0
)
roughness: bpy.props.FloatProperty(
name = "Roughness",
description = "Roughness PBR parameter",
default = 0.5,
min = 0.0,
max = 1.0
)
emissive: bpy.props.FloatVectorProperty(
name = "Emissive",
subtype = 'COLOR',
default = (0.0, 0.0, 0.0),
description = "Emissive Color",
min = 0.0,
max = 1.0
)
emission_strength: bpy.props.FloatProperty(
name = "Strength",
description = "Emission strength of this material",
default = 1.0,
min = 0.0,
max = 256.0
)
class MultiTexProps(bpy.types.PropertyGroup):
numColumns: bpy.props.IntProperty(
name = "Num Columns",
description = "Number of columns in final texture",
default = 4,
min = 1,
max = 16
)
numRows: bpy.props.IntProperty(
name = "Num Rows",
description = "Number of rows in final texture",
default = 4,
min = 1,
max = 16
)
cellSize: bpy.props.IntProperty(
name = "Cell Size",
description = "Number of pixels per cell",
default = 4,
min = 1,
max = 32
)
maxEmissionStrength: bpy.props.IntProperty(
name = "Max Emission",
description = "Maximum Emission Strength",
default = 1,
min = 1,
max = 32
)
useRgbRoughness: bpy.props.BoolProperty(
name = "Rgb Roughness",
description = "Encode metallic and roughness into RGB in this material",
default = True
)
useSmoothness: bpy.props.BoolProperty(
name = "Use Smoothness",
description = "Use Smoothness instead of Roughness (Unity style)",
default = False
)
texNamePrefix: bpy.props.StringProperty(
name = "Texture Prefix",
description = "Prefix used when generating texture names",
default = "multiTex"
)
saveTexDir: bpy.props.StringProperty(
name = "Save to Dir",
description = "Save textures to directory",
default = "//",
subtype = 'DIR_PATH'
)
useMaterialName: bpy.props.BoolProperty(
name = "Use Mat Name",
description = "Use material name for prefix",
default = False
)
useShortTexNames: bpy.props.BoolProperty(
name = "Use Short Names",
description = "Use short text names (al instead of Albedo, etc)",
default = False
)
useLinearSpace: bpy.props.BoolProperty(
name = "Linear color",
description = "Use linear colorspace for new textures.",
default = True
)
useTga: bpy.props.BoolProperty(
name = "Use tga",
description = "Save color textures to tga instead of png",
default = False
)
compactUi: bpy.props.BoolProperty(
name = "Compact ui",
description = "Use compact ui layout",
default = False
)
submats: bpy.props.CollectionProperty(type=MultiTexSubMatProps)
def genTexName(self, longName: str, shortName: str, matName: str = ""):
prefix = matName if (matName and self.useMaterialName) else self.texNamePrefix
if self.useShortTexNames:
return prefix + shortName
return prefix + longName
def getTextureSize(self) -> tuple[int, int]:
return (self.numColumns * self.cellSize, self.numRows * self.cellSize)
def getMatRowCol(self, matIndex: int) -> tuple[int, int]:
matX = matIndex % self.numColumns
#matY = int(matIndex / self.numColumns)
matY = self.numRows - 1 - int(matIndex / self.numColumns)
return (matX, matY)
def getMatIndexFromRowCol(self, rowCol) -> int:
return rowCol[0] + (self.numRows - 1 - rowCol[1]) * self.numColumns
#return rowCol[0] + rowCol[1] * self.numColumns
def getMatRect(self, matIndex: int) -> tuple[int, int]:
return self.getRowColRect(self.getMatRowCol(matIndex))
def getMatRectUv(self, matIndex: int) -> tuple[float, float]:
return self.getRowColRectUv(self.getMatRowCol(matIndex))
def getRowColRect(self, rowCol: tuple[int, int]) -> tuple[int, int, int, int]:
texSize = self.getTextureSize()
x0 = rowCol[0] * self.cellSize
y0 = rowCol[1] * self.cellSize
return (x0, y0, x0 + self.cellSize, y0 + self.cellSize)
def getRowColRectUv(self, rowCol: tuple[int, int]) -> tuple[float, float, float, float]:
pixelRect = self.getRowColRect(rowCol)
sizes = self.getTextureSize()
return (pixelRect[0]/sizes[0], pixelRect[1]/sizes[1],
pixelRect[2]/sizes[0], pixelRect[3]/sizes[1]
)
def getRowColFromUv(self, uv: tuple[float, float]) -> tuple[int, int]:
return (int(uv[0] * self.numColumns), int(uv[1]*self.numRows))
class Utils:
@staticmethod
def getObjectFromContext(context) -> bpy.types.Material:
return context.material
@staticmethod
def getObjectProps(obj) -> MultiTexProps:
return obj.multiTexProps
@staticmethod
def getPropsFromContext(context) -> MultiTexProps:
obj = Utils.getObjectFromContext(context)
props = Utils.getObjectProps(obj)
return props
@staticmethod
def objectHasProps(obj) -> bool:
return obj.multiTexProps is not None
@staticmethod
def initObjectProps(obj) -> bool:
if not (obj.multiTexProps is None):
return False
obj.multiTexProps = bpy.props.PointerProperty(type=MultiTexProps)
return True
@staticmethod
def contextHasData(context) -> bool:
return Utils.getObjectFromContext(context) is not None
@staticmethod
def uvRectApplyMargin(uvRect: tuple[float, float, float, float], margin:float = 0.25)->tuple[float, float, float, float]:
midPoint = (
(uvRect[0] + uvRect[2])*0.5,
(uvRect[1] + uvRect[3])*0.5
)
scale = 1.0 - margin
return(
(uvRect[0] - midPoint[0])*scale + midPoint[0],
(uvRect[1] - midPoint[1])*scale + midPoint[1],
(uvRect[2] - midPoint[0])*scale + midPoint[0],
(uvRect[3] - midPoint[1])*scale + midPoint[1],
)
@staticmethod
def applyUvRect(uv:tuple[float, float], uvRect: tuple[float, float, float, float]) -> tuple[float, float]:
return(
uvRect[0] + (uvRect[2] - uvRect[0])*uv[0],
uvRect[1] + (uvRect[3] - uvRect[1])*uv[1],
)
@staticmethod
def unApplyUvRect(uv:tuple[float, float], uvRect: tuple[float, float, float, float]) -> tuple[float, float]:
return(
(uv[0] - uvRect[0])/(uvRect[2] - uvRect[0]),
(uv[1] - uvRect[1])/(uvRect[3] - uvRect[1])
)
class MatKeys:
NAME = "name"
ALBEDO_R = "albedoR"
ALBEDO_G = "albedoG"
ALBEDO_B = "albedoB"
ALPHA = "alpha"
EMISSIVE_R = "emissiveR"
EMISSIVE_G = "emissiveG"
EMISSIVE_B = "emissiveB"
EMISSIVE_STRENGTH = "emissiveStrength"
METALLIC = "metallic"
ROUGHNESS = "roughness"
class BsdfInputNames:
albedo = 'Base Color'
metallic = 'Metallic'
roughness = 'Roughness'
alpha = 'Alpha'
emission = 'Emission'
emissionStrength = 'Emission Strength'
class TexNodeNames:
albedo = 'multitex_albedo'
metallic = 'multitex_metallic'
emissive = 'multitex_emissive'
class MatNodeNames:
outputMat = 'OUTPUT_MATERIAL'
bsdf = 'BSDF_PRINCIPLED'
class MultiTexAddMat(bpy.types.Operator):
bl_label = "Add New Sub Material"
bl_idname = "multitex.add_new_submat"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(self, context):
return Utils.contextHasData(context)
def execute(self, context):
props = Utils.getPropsFromContext(context)
newMat: MultiTexSubMatProps = props.submats.add()
newMat.subMatName = "Mat {0}".format(len(props.submats)-1)
return {'FINISHED'}
class MultiTexInitProps(bpy.types.Operator):
bl_label = "Init Multitexture"
bl_idname = "multitex.init_props"
@classmethod
def poll(self, context):
obj = Utils.getObjectFromContext(context)
return (obj is not None) and not Utils.objectHasProps(obj)
def execute(self, context):
obj = Utils.getObjectFromContext(context)
Utils.initObjectProps(obj)
return {'FINISHED'}
class MultiTexRemoveMat(bpy.types.Operator):
bl_label = "Remove"
bl_idname = "multitex.remove_submat"
bl_description = "Remove"
bl_options = {'REGISTER', 'UNDO'}
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context) and (context.mode != 'EDIT_MESH')
def execute(self, context):
props = Utils.getPropsFromContext(context)
props.submats.remove(self.index)
return {'FINISHED'}
class MultiTexMoveMatUp(bpy.types.Operator):
bl_label = "Move Up"
bl_idname = "multitex.move_mat_up"
bl_description = "Move Up"
bl_options = {'REGISTER', 'UNDO'}
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context) and (context.mode != 'EDIT_MESH')
def execute(self, context):
props = Utils.getPropsFromContext(context)
if (self.index > 0):
props.submats.move(self.index, self.index-1)
return {'FINISHED'}
class MultiTexMoveMatDown(bpy.types.Operator):
bl_label = "Move Down"
bl_idname = "multitex.move_mat_down"
bl_description = "Move Down"
bl_options = {'REGISTER', 'UNDO'}
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context) and (context.mode != 'EDIT_MESH')
def execute(self, context):
props = Utils.getPropsFromContext(context)
if (self.index < (len(props.submats) - 1)):
props.submats.move(self.index, self.index+1)
return {'FINISHED'}
class MultiTexAssignMat(bpy.types.Operator):
bl_label = "Assign"
bl_idname = "multitex.assign_mat"
bl_description = "Assign material to selected faces"
bl_options = {'REGISTER', 'UNDO'}
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context) \
and (context.mode == 'EDIT_MESH') and context.edit_object
def execute(self, context):
props = Utils.getPropsFromContext(context)
uvRect = props.getMatRectUv(self.index)
obj = context.edit_object
rect = props.get
bm = bmesh.from_edit_mesh(obj.data)
uvLay = bm.loops.layers.uv.active
minUv = (0.0, 0.0)
maxUv = (0.0, 0.0)
foundFaces = False
for face in bm.faces:
if not face.select:
continue
for loop in face.loops:
curUv = loop[uvLay].uv
if not foundFaces:
minUv = (curUv[0], curUv[1])
maxUv = (curUv[0], curUv[1])
foundFaces = True
else:
minUv = (
min(minUv[0], curUv[0]),
min(minUv[1], curUv[1])
)
maxUv = (
max(maxUv[0], curUv[0]),
max(maxUv[1], curUv[1])
)
pass
if not foundFaces:
self.report({'WARNING'}, 'No selected faces found')
return {'FINISHED'}
minRowCol = props.getRowColFromUv(minUv)
maxRowCol = props.getRowColFromUv(maxUv)
if minRowCol == maxRowCol:
print("uv reassignment")
origRowCol = minRowCol
newRowCol = props.getMatRowCol(self.index)
#print(origRowCol, newRowCol)
origUvRect = props.getRowColRectUv(origRowCol)
newUvRect = props.getRowColRectUv(newRowCol)
#print(origUvRect, newUvRect)
for face in bm.faces:
if not face.select:
continue
for loop in face.loops:
curUv = loop[uvLay].uv
newUv = Utils.applyUvRect(
Utils.unApplyUvRect(
curUv,
origUvRect
),
newUvRect
)
#print(curUv, newUv)
loop[uvLay].uv = newUv
pass
else:
print("first time uv assignment")
newRowCol = props.getMatRowCol(self.index)
uvRect = props.getRowColRectUv(newRowCol)
uvRect = Utils.uvRectApplyMargin(uvRect)
for face in bm.faces:
if not face.select:
continue
for loop in face.loops:
curUv = loop[uvLay].uv
newUv = Utils.applyUvRect(curUv, uvRect)
#print(curUv, newUv)
loop[uvLay].uv = newUv
pass
bmesh.update_edit_mesh(obj.data, True)
return {'FINISHED'}
class MultiTexSelectByMat(bpy.types.Operator):
bl_label = "Select"
bl_idname = "multitex.select_by_mat"
bl_description = "Select faces used by this material"
bl_options = {'REGISTER', 'UNDO'}
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context) \
and (context.mode == 'EDIT_MESH') and context.edit_object
def execute(self, context):
obj = context.edit_object
bm = bmesh.from_edit_mesh(obj.data)
props = Utils.getPropsFromContext(context)
uvLay = bm.loops.layers.uv.active
for face in bm.faces:
face.select = False
firstUv = True
minUv = (0.0, 0.0)
maxUv = (0.0, 0.0)
for loop in face.loops:
curUv = loop[uvLay].uv
if firstUv:
firstUv = False
minUv = maxUv = (curUv[0], curUv[1])
else:
minUv = (
min(minUv[0], curUv[0]),
min(minUv[1], curUv[1])
)
maxUv = (
max(maxUv[0], curUv[0]),
max(maxUv[1], curUv[1])
)
minRowCol = props.getRowColFromUv(minUv)
maxRowCol = props.getRowColFromUv(maxUv)
if minRowCol != maxRowCol:
continue
matIndex = props.getMatIndexFromRowCol(minRowCol)
if matIndex == self.index:
face.select = True
bmesh.update_edit_mesh(obj.data, True)
return {'FINISHED'}
class MultiTexBuild(bpy.types.Operator):
bl_label = "Build Material"
bl_idname = "multitex.build"
@classmethod
def poll(self, context):
return Utils.contextHasData(context)
def execute(self, context):
obj = Utils.getObjectFromContext(context)
props = Utils.getPropsFromContext(context)
buildMultiTexMaterial(obj, props)
return {'FINISHED'}
class MultiTexSaveTextures(bpy.types.Operator):
bl_label = "Save textures"
bl_idname = "multitex.save_textures"
bl_description = "Saves texture files to specific folder. Files with same name will be overwritten!"
@classmethod
def poll(self, context):
return Utils.contextHasData(context)
def saveTexNodeToFile(self, nodeName: str, obj: bpy.types.Material, props:MultiTexProps, colorTexture: bool):
texNode = obj.node_tree.nodes.get(nodeName)
if not texNode or not texNode.image:
self.report({'WARNING'}, 'Could not find texture node {0}'.format(nodeName))
return
image: bpy.types.Image = texNode.image
name, ext = os.path.splitext(image.name)
colorExt = ".tga" if props.useTga else ".png"
colorFormat = 'TARGA' if props.useTga else 'PNG'
newExt = colorExt if colorTexture else ".exr"
fullPath = os.path.join(props.saveTexDir, name + newExt)
image.filepath_raw = fullPath
image.file_format = colorFormat if colorTexture else 'OPEN_EXR'
image.save()
pass
def execute(self, context):
obj = Utils.getObjectFromContext(context)
props = Utils.getPropsFromContext(context)
emissiveTexNode = obj.node_tree.nodes.get(TexNodeNames.emissive)
metallicTexNode = obj.node_tree.nodes.get(TexNodeNames.metallic)
self.saveTexNodeToFile(TexNodeNames.albedo, obj, props, True)
self.saveTexNodeToFile(TexNodeNames.emissive, obj, props, True)
self.saveTexNodeToFile(TexNodeNames.metallic, obj, props, False)
print("plug")
return {'FINISHED'}
class MultiTexCopyMat(bpy.types.Operator):
bl_label = "Copy Material Settings"
bl_idname = "multitex.copy_mat_settings"
bl_description = "Copy material settings into json string. Can be pasted later as a submaterial"
@classmethod
def poll(self, context):
return Utils.contextHasData(context)
def execute(self, context):
obj = Utils.getObjectFromContext(context)
props = Utils.getPropsFromContext(context)
bsdfNode: bpy.types.ShaderNodeBsdfPrincipled = findMatTreeNode(obj, MatNodeNames.bsdf)
if not bsdfNode:
self.report({'WARNING'}, 'BSDF node not found')
return {'FINISHED'}
s = bsdfToJson(obj, bsdfNode)
print(s)
bpy.context.window_manager.clipboard = s
return {'FINISHED'}
class MultiTexCopySubMat(bpy.types.Operator):
bl_label = "Copy"
bl_idname = "multitex.copy_sub_mat"
bl_description = "Copy sub material settings into json string. Can be pasted later into another submaterial"
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context)
def execute(self, context):
obj = Utils.getObjectFromContext(context)
props = Utils.getPropsFromContext(context)
if (self.index >= 0) and (self.index < len(props.submats)):
submat = props.submats[self.index]
s = subMatToJson(submat)
print(s)
bpy.context.window_manager.clipboard = s
return {'FINISHED'}
class MultiTexPasteSubMat(bpy.types.Operator):
bl_label = "Paste"
bl_idname = "multitex.paste_sub_mat"
bl_description = "Paste sub material settings"
bl_options = {'REGISTER', 'UNDO'}
index: bpy.props.IntProperty(
min = 0
)
@classmethod
def poll(self, context):
return Utils.contextHasData(context) and bpy.context.window_manager.clipboard
def execute(self, context):
obj = Utils.getObjectFromContext(context)
props = Utils.getPropsFromContext(context)
if (self.index >= 0) and (self.index < len(props.submats)):
submat = props.submats[self.index]
try:
js = bpy.context.window_manager.clipboard
jsonToSubMat(submat, js)
pass
except ValueError:
self.report({'WARNING'}, 'Could not decode json')
return {'FINISHED'}
class MultiTexCombineMeshes(bpy.types.Operator):
"""Takes currently selected meshes and combines their materials into one master material"""
bl_idname = "multitex.combine_meshes"
bl_label = "Combine Mesh Materials"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: bpy.context):
print("processing")
scene = context.scene
objs = []
if not context.selected_objects:
for x in context.scene.objects:
objs.append(x)
print(x)
else:
for x in context.selected_objects:
objs.append(x)
print(x)
def matHasMultiTex(mat: bpy.types.Material)-> bool:
multiTex: MultiTexProps = mat.multiTexProps
if multiTex and len(multiTex.submats) > 0:
return True
return False
meshObjs = [x for x in objs if x and (x.type == 'MESH')]
mats = []
for x in meshObjs:
curObj: bpy.types.Object = x
print(curObj, curObj.type, curObj.data)
mesh: bpy.types.Mesh = curObj.data
print(mesh.materials)
for mat in mesh.materials:
if mat and not mat in mats and not matHasMultiTex(mat):
mats.append(mat)
if not mats:
self.report({'ERROR'}, "No materials to combine")
print("No materials to combine")
return {'CANCELLED'}
# print(mats)
mats.sort(key=lambda x: x.name)
numMats = len(mats)
def findPow2(num: int):
result = 1
while result*result < num:
result *= 2
return result
pow2 = findPow2(numMats)
print(numMats, pow2)
combinedMat = bpy.data.materials.new(name = "Combined Material")
#multiTex:MultiTexProps = bpy.props.PointerProperty(type=MultiTexProps)
#combinedMat.multiTexProps = multiTex
multiTex:MultiTexProps = combinedMat.multiTexProps
multiTex.numRows = pow2
multiTex.numColumns = pow2
multiTex.cellSize = 1
print(mats)
for curMat in mats:
subMat: MultiTexSubMatProps = multiTex.submats.add()
bsdf = findMatTreeNode(curMat, MatNodeNames.bsdf)
if bsdf:
js = bsdfToJson(curMat, bsdf)
jsonToSubMat(subMat, js)
matRects = [multiTex.getMatRectUv(x) for x in range(len(mats))]
def objHasMultiTex(obj: bpy.types.Object) -> bool:
if obj.data and obj.type == 'MESH':
mesh: bpy.types.Mesh = obj.data
if mesh.materials:
for mat in mesh.materials:
if matHasMultiTex(mat):
return True
return False
newObjs = []
for x in meshObjs:
curObj: bpy.types.Object = x
if objHasMultiTex(curObj):
self.report({'INFO'}, "obj {0} already has multitex material, skipping".format(curObj.name))
print("obj {0} already has multitex material, skipping".format(curObj.name))
continue
newObj: bpy.types.Object = curObj.copy()
newObjs.append(newObj)
newObj.data = curObj.data.copy()
context.collection.objects.link(newObj)
newMesh: bpy.types.Mesh = newObj.data
bm = bmesh.new()
bm.from_mesh(newMesh)
uvLay = bm.loops.layers.uv.active
meshMats = newMesh.materials
meshMatIdx = [mats.index(x) for x in meshMats]
for face in bm.faces:
matIdx = meshMatIdx[face.material_index]
uvRect = matRects[matIdx]
print(uvRect)
face.material_index = 0
for loop in face.loops:
curUv = loop[uvLay].uv
newUv = Utils.applyUvRect(curUv, uvRect)
loop[uvLay].uv = newUv
bm.to_mesh(newMesh)
newMesh.materials.clear()
newMesh.materials.append(combinedMat)
print("num mats: {0}".format(len(mats)))
if not newObjs:
self.report({'ERROR'}, "No objects were created")
print("No objects were created")
return {'CANCELLED'}
multiTex.useShortTexNames = True
multiTex.useTga = True
multiTex.compactUi = True
buildMultiTexMaterial(combinedMat, multiTex)
for x in bpy.context.selected_objects:
x.select_set(False)
for x in newObjs:
x.select_set(True)
return {'FINISHED'}
pass
def findMatTreeNode(mat: bpy.types.Material, type: str):
for node in mat.node_tree.nodes:
if node.type == type:
return node
return None
def getOrCreateNode(nodeName, nodeTree: bpy.types.NodeTree, nodeClassName, location=[0.0, 0.0]):
node = nodeTree.nodes.get(nodeName)
if not node:
node = nodeTree.nodes.new(nodeClassName)
node.name = nodeName
node.location = location
return node
def getOrCreateTexNode(nodeName: str, nodeTree: bpy.types.NodeTree,
interpolation='Closest', location=[0.0,0.0]) -> bpy.types.ShaderNodeTexImage:
texNode: bpy.types.ShaderNodeTexImage = nodeTree.nodes.get(nodeName)
if not texNode:
texNode = nodeTree.nodes.new('ShaderNodeTexImage')
texNode.name = nodeName
texNode.interpolation = interpolation
texNode.location = location
return texNode
def fillRgbaRect(image: bpy.types.Image, x0, y0, xSize, ySize, r, g, b, a):
for y in range(0, ySize):
lineStart = (y0 + y) * image.size[0] * image.channels
offset = x0 * image.channels + lineStart
for x in range(0, xSize):
image.pixels[offset + 0] = r
image.pixels[offset + 1] = g
image.pixels[offset + 2] = b
image.pixels[offset + 3] = a
offset += image.channels
def adjustOrCreateTexture(tex: bpy.types.Image, sizeX: int, sizeY: int, numChannels: int, alpha: bool, newTexName: str, linear: bool):
if not tex or (tex and (tex.channels != numChannels)):
tex = bpy.data.images.new(
newTexName,
width=sizeX,
height=sizeY,
alpha=alpha
)
if linear:
tex.colorspace_settings.name = 'Linear'
if (tex.size[0] != sizeX) or (tex.size[1] != sizeY):
tex.scale(sizeX, sizeY)
return tex
def buildMultiTexMaterial(mat: bpy.types.Material, props: MultiTexProps):
if not mat.use_nodes:
print("Enabling nodes")
mat.use_nodes = True
outputNode = findMatTreeNode(mat, MatNodeNames.outputMat)
bsdfNode = findMatTreeNode(mat, MatNodeNames.bsdf)
nodeTree = mat.node_tree
needToLink = False
if not outputNode:
needToLink = True
outputNode = nodeTree.nodes.new('ShaderNodeOutputMaterial')
outputNode.location = [300.0, 0.0]
if not bsdfNode:
needToLink = True
bsdfNode = nodeTree.nodes.new('ShaderNodeBsdfPrincipled')
if needToLink:
nodeTree.links.new(outputNode.inputs['Surface'], bsdfNode.outputs['BSDF'])
albedoSocket = bsdfNode.inputs[BsdfInputNames.albedo]
metallicSocket = bsdfNode.inputs[BsdfInputNames.metallic]
roughnessSocket = bsdfNode.inputs[BsdfInputNames.roughness]
alphaSocket = bsdfNode.inputs[BsdfInputNames.alpha]
albedoTexNode = getOrCreateTexNode(TexNodeNames.albedo,
nodeTree, 'Closest', [-600.0, 100.0]
)
nodeTree.links.new(albedoTexNode.outputs['Color'], albedoSocket)
nodeTree.links.new(albedoTexNode.outputs['Alpha'], alphaSocket)
#metallic chain
metallicTexNode = getOrCreateTexNode(TexNodeNames.metallic,
nodeTree, 'Closest', [-600.0, -200.0]
)
invertRoughnessNode = getOrCreateNode("multitex_roughness_invert", nodeTree,
"ShaderNodeMath", [-300, -300]
)
invertRoughnessNode.operation = 'SUBTRACT'
invertRoughnessNode.inputs[0].default_value = 1.0
invertRoughnessNode.inputs[1].default_value = 0.0
nodeTree.links.new(metallicTexNode.outputs['Color'], metallicSocket)
nodeTree.links.new(metallicTexNode.outputs['Alpha'], invertRoughnessNode.inputs[1])
if props.useSmoothness:
nodeTree.links.new(invertRoughnessNode.outputs[0], roughnessSocket)
else:
nodeTree.links.new(metallicTexNode.outputs['Alpha'], roughnessSocket)
#emission chain
emissiveMaxPower = getOrCreateNode("multitex_emissive_maxpower", nodeTree,
'ShaderNodeValue', [-500.0, -800.0]
)
emissiveMaxPower.outputs[0].default_value = props.maxEmissionStrength
emissiveMul1 = getOrCreateNode("multitex_emissive_mul1", nodeTree,
'ShaderNodeMath', [-300.0, -600.0]
)
emissiveMul1.operation = 'MULTIPLY'
nodeTree.links.new(emissiveMaxPower.outputs[0], emissiveMul1.inputs[1])
emissiveTexNode = getOrCreateTexNode(TexNodeNames.emissive,
nodeTree, 'Closest', [-600.0, -500.0]
)
nodeTree.links.new(emissiveTexNode.outputs['Alpha'], emissiveMul1.inputs[0])
nodeTree.links.new(emissiveMul1.outputs[0], bsdfNode.inputs[BsdfInputNames.emissionStrength])
nodeTree.links.new(emissiveTexNode.outputs['Color'], bsdfNode.inputs[BsdfInputNames.emission])
cellSize = props.cellSize
sizeX = props.numColumns * cellSize
sizeY = props.numRows * cellSize
albedoTexNode.image = adjustOrCreateTexture(
albedoTexNode.image,
sizeX, sizeY, 4, True,
props.genTexName("Albedop", "_al", mat.name),
props.useLinearSpace
)
metallicTexNode.image = adjustOrCreateTexture(
metallicTexNode.image,
sizeX, sizeY, 4, True,
props.genTexName("Metallic", "_mt", mat.name),
True
)
emissiveTexNode.image = adjustOrCreateTexture(
emissiveTexNode.image,
sizeX, sizeY, 4, True,
props.genTexName("Emissive", "_em", mat.name),
props.useLinearSpace
)
albedoImage = albedoTexNode.image
metallicImage = metallicTexNode.image