[Bf-extensions-cvs] [e3b63b9a] master: supports UVTiling texture workflow
Kalle-Samuli Riihikoski
noreply at git.blender.org
Sun Jan 6 15:47:55 CET 2019
Commit: e3b63b9ab06f33f6d1f263dc719d4edf13c7430c
Author: Kalle-Samuli Riihikoski
Date: Sun Jan 6 16:44:01 2019 +0200
Branches: master
https://developer.blender.org/rBAe3b63b9ab06f33f6d1f263dc719d4edf13c7430c
supports UVTiling texture workflow
===================================================================
M io_coat3D/__init__.py
M io_coat3D/tex.py
===================================================================
diff --git a/io_coat3D/__init__.py b/io_coat3D/__init__.py
index 6db1a531..8c4784e4 100644
--- a/io_coat3D/__init__.py
+++ b/io_coat3D/__init__.py
@@ -439,10 +439,35 @@ class SCENE_OT_export(bpy.types.Operator):
objekti.name = name_boxs[0]
objekti.data.name = name_boxs[0]
objekti.coat3D.applink_name = objekti.data.name
-
+ mod_mat_list = {}
for objekti in bpy.context.selected_objects:
+ mod_mat_list[objekti.name] = []
objekti.coat3D.applink_scale = objekti.scale
+ ''' Checks what materials are linked into UV '''
+
+ if(coat3D.type == 'ppp'):
+ final_material_indexs = []
+ uvtiles_index = []
+ for poly in objekti.data.polygons:
+ if(poly.material_index not in final_material_indexs):
+ final_material_indexs.append(poly.material_index)
+ loop_index = poly.loop_indices[0]
+ uvtiles_index.append([poly.material_index,objekti.data.uv_layers.active.data[loop_index].uv[0]])
+ if(len(final_material_indexs) == len(objekti.material_slots)):
+ break
+ print(final_material_indexs)
+
+ material_index = 0
+ if (len(final_material_indexs) != len(objekti.material_slots)):
+ for material in objekti.material_slots:
+ if material_index not in final_material_indexs:
+ temp_mat = material.material
+ material.material = objekti.material_slots[0].material
+ mod_mat_list[objekti.name].append([material_index, temp_mat])
+ material_index = material_index + 1
+
+ print('uvtiles_index', uvtiles_index)
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
if(len(bpy.context.selected_objects) > 1 and coat3D.type != 'vox'):
bpy.ops.object.transforms_to_deltas(mode='ROT')
@@ -467,10 +492,11 @@ class SCENE_OT_export(bpy.types.Operator):
objekti.coat3D.applink_onlyone = True
objekti.coat3D.type = coat3D.type
objekti.coat3D.applink_mesh = True
- objekti.coat3D.applink_address = coa.applink_address
objekti.coat3D.obj_mat = ''
objekti.coat3D.applink_firsttime = True
- objekti.coat3D.objecttime = str(os.path.getmtime(objekti.coat3D.applink_address))
+ if(coat3D.type != 'autopo'):
+ objekti.coat3D.applink_address = coa.applink_address
+ objekti.coat3D.objecttime = str(os.path.getmtime(objekti.coat3D.applink_address))
objekti.data.coat3D.name = '3DC'
if(coat3D.type != 'vox'):
@@ -481,6 +507,14 @@ class SCENE_OT_export(bpy.types.Operator):
if(node.name.startswith('3DC_') == True):
material.material.node_tree.nodes.remove(node)
+ print('halloo', mod_mat_list)
+ for ind, mat_list in enumerate(mod_mat_list):
+ print('terve', mat_list)
+ if(mat_list == objekti.name):
+ for ind, mat in enumerate(mod_mat_list[mat_list]):
+ objekti.material_slots[mod_mat_list[mat_list][ind][0]].material = mod_mat_list[mat_list][ind][1]
+ print('hipphhhuurrei', mod_mat_list[mat_list][ind][0], mod_mat_list[mat_list][ind][1])
+
return {'FINISHED'}
class SCENE_OT_import(bpy.types.Operator):
diff --git a/io_coat3D/tex.py b/io_coat3D/tex.py
index 7af4d68e..aae5ba84 100644
--- a/io_coat3D/tex.py
+++ b/io_coat3D/tex.py
@@ -42,9 +42,43 @@ def RemoveFbxNodes(objekti):
Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
+def UVTiling(objekti, texturelist):
+ """ Checks what materials are linked into UV """
+
+ objekti.coat3D.applink_scale = objekti.scale
+ final_material_indexs = []
+ uvtiles_index = []
+
+ for poly in objekti.data.polygons:
+ if (poly.material_index not in final_material_indexs):
+ final_material_indexs.append(poly.material_index)
+ loop_index = poly.loop_indices[0]
+ uvtiles_index.append([poly.material_index, objekti.data.uv_layers.active.data[loop_index].uv[0]])
+ if (len(final_material_indexs) == len(objekti.material_slots)):
+ break
+ print(final_material_indexs)
+
+ for texture_info in texturelist:
+ name = texture_info[0]
+ final_name = name[1:]
+ tiling_number = int(final_name)
+ for list_tiles in uvtiles_index:
+ if(list_tiles[1] >= (tiling_number - 1) and list_tiles[1] <= tiling_number ):
+ texture_info[0] = objekti.material_slots[list_tiles[0]].material.name
+
+
+ print('uvtiles_index', uvtiles_index)
+ return texturelist
+
def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures from texture file
create_nodes = False
+
+ if texturelist[0][0] == '1001':
+ print('This is UVTiling')
+ texturelist = UVTiling(objekti, texturelist)
+ print('texturelist:', texturelist)
+
for index_mat in objekti.material_slots:
texcoat = {}
@@ -58,7 +92,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
texcoat['emissive_power'] = []
texcoat['displacement'] = []
-
+ create_group_node = False
for texture_info in texturelist:
if texture_info[0] == index_mat.name:
if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
@@ -70,7 +104,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
if texture_info[2] == 'rough' or texture_info[2] == 'roughness':
texcoat['rough'].append(texture_info[3])
create_nodes = True
- if texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map':
+ if texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
texcoat['nmap'].append(texture_info[3])
create_nodes = True
if texture_info[2] == 'emissive':
@@ -85,6 +119,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
if texture_info[2].startswith('displacement'):
texcoat['displacement'].append(texture_info[3])
create_nodes = True
+ create_group_node = True
if(create_nodes):
coat3D = bpy.context.scene.coat3D
path3b_n = coat3D.exchangedir
@@ -96,7 +131,7 @@ def readtexturefolder(objekti, mat_list, texturelist, is_new): #read textures fr
objekti.coat3D.applink_3b_path = line
export_file.close()
coat3D.remove_path = True
- createnodes(index_mat, texcoat)
+ createnodes(index_mat, texcoat, create_group_node)
def checkmaterial(mat_list, objekti): #check how many materials object has
mat_list = []
@@ -105,7 +140,7 @@ def checkmaterial(mat_list, objekti): #check how many materials object has
if(obj_mate.material.use_nodes == False):
obj_mate.material.use_nodes = True
-def createnodes(active_mat,texcoat): # Cretes new nodes and link textures into them
+def createnodes(active_mat,texcoat, create_group_node): # Cretes new nodes and link textures into them
bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
bring_metalness = True
bring_roughness = True
@@ -159,228 +194,228 @@ def createnodes(active_mat,texcoat): # Cretes new nodes and link textures into t
node.image.reload()
#seuraavaksi lahdemme rakentamaan node tree. Lahdetaan Material Outputista rakentaa
-
- if(applink_group_node == False and coat3D.creategroup):
- group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
- group_tree.outputs.new("NodeSocketColor", "Color")
- group_tree.outputs.new("NodeSocketColor", "Metallic")
- group_tree.outputs.new("NodeSocketColor", "Roughness")
- group_tree.outputs.new("NodeSocketVector", "Normal map")
- group_tree.outputs.new("NodeSocketColor", "Displacement")
- group_tree.outputs.new("NodeSocketColor", "Emissive")
- group_tree.outputs.new("NodeSocketColor", "Emissive Power")
- group_tree.outputs.new("NodeSocketColor", "AO")
- applink_tree = act_material.nodes.new('ShaderNodeGroup')
- applink_tree.name = '3DC_Applink'
- applink_tree.node_tree = group_tree
- applink_tree.location = -400, 300
- act_material = group_tree
- notegroup = act_material.nodes.new('NodeGroupOutput')
- notegroup.location = 220, -260
- else:
- index = 0
- for node in coatMat.node_tree.nodes:
- if (node.type == 'GROUP' and node.name =='3DC_Applink'):
- for in_node in node.node_tree.nodes:
- if(in_node.type == 'GROUP_OUTPUT'):
- notegroup = in_node
- index = 1
- break
- if(index == 1):
- break
-
- if(out_mat.inputs['Surface'].is_linked == True):
- main_mat = out_mat.inputs['Surface'].links[0].from_node
- if(main_mat.inputs.find('Base Color') == -1):
- input_color = main_mat.inputs.find('Color')
+ if(create_group_node):
+ if(applink_group_node == False and coat3D.creategroup):
+ group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
+ group_tree.outputs.new("NodeSocketColor", "Color")
+ group_tree.outputs.new("NodeSocketColor", "Metallic")
+ group_tree.outputs.new("NodeSocketColor", "Roughness")
+ group_tree.outputs.new("NodeSocketVector", "Normal map")
+ group_tree.outpu
@@ Diff output truncated at 10240 characters. @@
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