[Bf-extensions-cvs] [c93a9a7f] master: uv_bake_texture_to_vcols: moved to contrib: T63750
meta-androcto
noreply at git.blender.org
Fri May 24 11:03:24 CEST 2019
Commit: c93a9a7fb0e08225dd9c8c811267727a325ee2d9
Author: meta-androcto
Date: Fri May 24 19:03:02 2019 +1000
Branches: master
https://developer.blender.org/rBACc93a9a7fb0e08225dd9c8c811267727a325ee2d9
uv_bake_texture_to_vcols: moved to contrib: T63750
===================================================================
A uv_bake_texture_to_vcols.py
===================================================================
diff --git a/uv_bake_texture_to_vcols.py b/uv_bake_texture_to_vcols.py
new file mode 100644
index 00000000..9a83c6dc
--- /dev/null
+++ b/uv_bake_texture_to_vcols.py
@@ -0,0 +1,360 @@
+# ##### 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>
+
+"""
+Bake UV-Texture to Vertex Colors Addon
+
+Contact: p_boelens at msn.com
+Information: https://developer.blender.org/T28211
+
+Contributor(s): Patrick Boelens, CoDEmanX.
+
+All rights reserved.
+"""
+
+bl_info = {
+ "name": "Bake UV-Texture to Vertex Colors",
+ "description": "Bakes the colors of the active UV Texture "
+ "to a Vertex Color layer.",
+ "author": "Patrick Boelens, CoDEmanX",
+ "version": (0, 6),
+ "blender": (2, 63, 0),
+ "location": "3D View > Vertex Paint > Toolshelf > Bake",
+ "warning": "Requires image texture, generated textures aren't supported.",
+ "wiki_url": "http://wiki.blender.org/index.php?title=Extensions:2.6/Py/"
+ "Scripts/UV/Bake_Texture_to_Vertex_Colors",
+ "category": "UV",
+}
+
+import bpy
+from bpy.props import BoolProperty, EnumProperty, FloatVectorProperty
+from math import fabs
+from colorsys import rgb_to_hsv, hsv_to_rgb
+
+class UV_OT_bake_texture_to_vcols(bpy.types.Operator):
+ bl_idname = "uv.bake_texture_to_vcols"
+ bl_label = "Bake UV-Texture to Vertex Colors"
+ bl_description = "Bake active UV-Texture to new Vertex Color layer "\
+ "(requires image texture)"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ replace_active_layer: BoolProperty(
+ name="Replace layer",
+ description="Overwrite active Vertex Color layer",
+ default=True)
+
+ mappingModes = [
+ ("CLIP", "Clip", "Don't affect vertices who's UV-coordinates are out of bounds."),
+ ("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
+ ("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")]
+
+ mappingMode: EnumProperty(
+ items=mappingModes,
+ default="CLIP",
+ name="Mapping",
+ description="The mode to use for baking vertices who's UV-coordinates are out of bounds")
+
+ blendingModes = [("MIX", "Mix", ""),
+ ("ADD", "Add", ""),
+ ("SUBTRACT", "Subtract", ""),
+ ("MULTIPLY", "Multiply", ""),
+ ("SCREEN", "Screen", ""),
+ ("OVERLAY", "Overlay", ""),
+ ("DIFFERENCE", "Difference", ""),
+ ("DIVIDE", "Divide", ""),
+ ("DARKEN", "Darken", ""),
+ ("LIGHTEN", "Lighten", ""),
+ ("HUE", "Hue", ""),
+ ("SATURATION", "Saturation", ""),
+ ("VALUE", "Value", ""),
+ ("COLOR", "Color", ""),
+ ("SOFT_LIGHT", "Soft Light", ""),
+ ("LINEAR_LIGHT", "Linear Light", "")
+ ]
+
+ blendingMode: EnumProperty(
+ items=blendingModes,
+ default="MULTIPLY",
+ name="Blend Type",
+ description="The blending mode to use when baking")
+
+ mirror_x: BoolProperty(name="Mirror X", description="Mirror the image on the X-axis")
+ mirror_y: BoolProperty(name="Mirror Y", description="Mirror the image on the Y-axis")
+
+ @classmethod
+ def poll(self, context):
+ return (context.object and
+ context.object.type == 'MESH' and
+ context.mode != 'EDIT_MESH' and
+ context.object.data.uv_layers.active and
+ context.object.data.uv_textures.active)
+
+ def execute(self, context):
+ obdata = context.object.data
+
+ if self.replace_active_layer and obdata.vertex_colors.active:
+ vertex_colors = obdata.vertex_colors.active
+ else:
+ vertex_colors = obdata.vertex_colors.new(name="Baked UV texture")
+
+ if not vertex_colors:
+
+ # Can't add more than 17 VCol layers
+ self.report({'ERROR'},
+ "Couldn't add another Vertex Color layer,\n"
+ "Please remove an existing layer or replace active.")
+
+ return {'CANCELLED'}
+
+ obdata.vertex_colors.active = vertex_colors
+
+ uv_images = {}
+ for uv_tex in obdata.uv_textures.active.data:
+ if (uv_tex.image and
+ uv_tex.image.name not in uv_images and
+ uv_tex.image.pixels):
+
+ uv_images[uv_tex.image.name] = (
+ uv_tex.image.size[0],
+ uv_tex.image.size[1],
+ uv_tex.image.pixels[:]
+ # Accessing pixels directly is far too slow.
+ # Copied to new array for massive performance-gain.
+ )
+
+ for p in obdata.polygons:
+ img = obdata.uv_textures.active.data[p.index].image
+ if not img:
+ continue
+
+ image_size_x, image_size_y, uv_pixels = uv_images[img.name]
+
+ for loop in p.loop_indices:
+
+ co = obdata.uv_layers.active.data[loop].uv
+ x_co = round(co[0] * (image_size_x - 1))
+ y_co = round(co[1] * (image_size_y - 1))
+
+ if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
+ if self.mappingMode == 'CLIP':
+ continue
+
+ elif self.mappingMode == 'REPEAT':
+ x_co %= image_size_x
+ y_co %= image_size_y
+
+ elif self.mappingMode == 'EXTEND':
+ if x_co > image_size_x - 1:
+ x_co = image_size_x - 1
+ if x_co < 0:
+ x_co = 0
+ if y_co > image_size_y - 1:
+ y_co = image_size_y - 1
+ if y_co < 0:
+ y_co = 0
+
+ if self.mirror_x:
+ x_co = image_size_x -1 - x_co
+
+ if self.mirror_y:
+ y_co = image_size_y -1 - y_co
+
+ col_out = vertex_colors.data[loop].color
+
+ pixelNumber = (image_size_x * y_co) + x_co
+ r = uv_pixels[pixelNumber*4]
+ g = uv_pixels[pixelNumber*4 + 1]
+ b = uv_pixels[pixelNumber*4 + 2]
+ a = uv_pixels[pixelNumber*4 + 3]
+
+ col_in = r, g, b # texture-color
+ col_result = [r,g,b] # existing / 'base' color
+
+ if self.blendingMode == 'MIX':
+ col_result = col_in
+
+ elif self.blendingMode == 'ADD':
+ col_result[0] = col_in[0] + col_out[0]
+ col_result[1] = col_in[1] + col_out[1]
+ col_result[2] = col_in[2] + col_out[2]
+
+ elif self.blendingMode == 'SUBTRACT':
+ col_result[0] = col_in[0] - col_out[0]
+ col_result[1] = col_in[1] - col_out[1]
+ col_result[2] = col_in[2] - col_out[2]
+
+ elif self.blendingMode == 'MULTIPLY':
+ col_result[0] = col_in[0] * col_out[0]
+ col_result[1] = col_in[1] * col_out[1]
+ col_result[2] = col_in[2] * col_out[2]
+
+ elif self.blendingMode == 'SCREEN':
+ col_result[0] = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
+ col_result[1] = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
+ col_result[2] = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
+
+ elif self.blendingMode == 'OVERLAY':
+ if col_out[0] < 0.5:
+ col_result[0] = col_out[0] * (2.0 * col_in[0])
+ else:
+ col_result[0] = 1.0 - (2.0 * (1.0 - col_in[0])) * (1.0 - col_out[0])
+ if col_out[1] < 0.5:
+ col_result[1] = col_out[1] * (2.0 * col_in[1])
+ else:
+ col_result[1] = 1.0 - (2.0 * (1.0 - col_in[1])) * (1.0 - col_out[1])
+ if col_out[2] < 0.5:
+ col_result[2] = col_out[2] * (2.0 * col_in[2])
+ else:
+ col_result[2] = 1.0 - (2.0 * (1.0 - col_in[2])) * (1.0 - col_out[2])
+
+ elif self.blendingMode == 'DIFFERENCE':
+ col_result[0] = fabs(col_in[0] - col_out[0])
+ col_result[1] = fabs(col_in[1] - col_out[1])
+ col_result[2] = fabs(col_in[2] - col_out[2])
+
+ elif self.blendingMode == 'DIVIDE':
+ if(col_in[0] != 0.0):
+ col_result[0] = col_out[0] / col_in[0]
+ if(col_in[1] != 0.0):
+ col_result[0] = col_out[1] / col_in[1]
+ if(col_in[2] != 0.0):
+ col_result[2] = col_out[2] / col_in[2]
+
+ elif self.blendingMode == 'DARKEN':
+ if col_in[0] < col_out[0]:
+ col_result[0] = col_in[0]
+ else:
+ col_result[0] = col_out[0]
+ if col_in[1] < col_out[1]:
+ col_result[1] = col_in[1]
@@ Diff output truncated at 10240 characters. @@
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