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bakelab_post.py
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bakelab_post.py
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import bpy
from bpy.types import (
Operator
)
from bpy.props import (
IntProperty,
EnumProperty,
BoolProperty,
FloatProperty,
StringProperty,
PointerProperty,
CollectionProperty
)
from .bakelab_tools import (
SelectObject,
SelectObjects
)
class BakeLab_GenerateMaterials(Operator):
"""Generate materials based on baked datas"""
bl_idname = "bakelab.generate_mats"
bl_label = "Generate Materials"
bl_options = {'REGISTER','UNDO'}
def generate_mat(self, bakeMapData, name):
new_mat = bpy.data.materials.new(name+'_BAKED')
new_mat.use_nodes = True
if self.add_nodes(bakeMapData, new_mat):
return new_mat
else:
bpy.data.materials.remove(new_mat)
return None
def add_nodes(self, bakeMapData, mat):
nodes = mat.node_tree.nodes
links = mat.node_tree.links
for node in nodes:
nodes.remove(node)
out = nodes.new(type = 'ShaderNodeOutputMaterial')
out.location = 0, 0
pbr = nodes.new(type = 'ShaderNodeBsdfPrincipled')
pbr.location = -400, 0
links.new(pbr.outputs[0],out.inputs[0])
uvm = nodes.new(type = 'ShaderNodeTexCoord')
uvm.location = -1800, 0
pass_available = False
node_y_shift = 0
for data in bakeMapData:
bake_map = data.bake_map
bake_image = data.image
if bake_map.type != 'CustomPass' and bake_map.type in self.baked_types:
continue
self.baked_types.append(bake_map.type)
if bake_map.type == 'Albedo':
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000,-100
imgNode.image = bake_image
links.new(imgNode.outputs[0], pbr.inputs[0])
links.new(uvm.outputs[2], imgNode.inputs[0])
pass_available = True
if bake_map.type == 'Combined':
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000, 300
imgNode.image = bake_image
EmitNode = nodes.new(type = 'ShaderNodeEmission')
EmitNode.location = -400, 300
EmitNode.width = pbr.width
EmitNode.hide = True
links.new(imgNode.outputs[0], EmitNode.inputs[0])
links.new(EmitNode.outputs[0], out.inputs[0])
links.new(uvm.outputs[2], imgNode.inputs[0])
pass_available = True
if bake_map.type == 'Normal':
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000, -500
imgNode.image = bake_image
nmNode = nodes.new(type = 'ShaderNodeNormalMap')
nmNode.hide = True
nmNode.location = -700, -500
nmNode.space = bake_map.normal_space
links.new(imgNode.outputs[0], nmNode.inputs[1])
links.new(nmNode.outputs[0], pbr.inputs[20])
links.new(uvm.outputs[2], imgNode.inputs[0])
pass_available = True
if bake_map.type == 'AO':
out.location[0] += 250
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000, 150
imgNode.image = bake_image
reroute = nodes.new(type = 'NodeReroute')
reroute.location = -150, 150
ao_mix = nodes.new(type = 'ShaderNodeMixShader')
ao_mix.location = 0, 0
ao_dark = nodes.new(type = 'ShaderNodeEmission')
ao_dark.label = 'Dark'
ao_dark.location = -400, 100
ao_dark.width = pbr.width
ao_dark.hide = True
ao_dark.inputs[0].default_value = 0,0,0,0
ao_dark.inputs[1].default_value = 0
links.new(uvm.outputs[2],imgNode.inputs[0])
links.new(imgNode.outputs[0], reroute.inputs[0])
links.new(reroute.outputs[0], ao_mix.inputs[0])
links.new(ao_dark.outputs[0], ao_mix.inputs[1])
links.new(pbr.outputs[0], ao_mix.inputs[2])
links.new(ao_mix.outputs[0], out.inputs[0])
pass_available = True
if bake_map.type == 'Glossy':
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000, -200
imgNode.image = bake_image
links.new(imgNode.outputs[0],pbr.inputs[5])
links.new(uvm.outputs[2],imgNode.inputs[0])
pass_available = True
if bake_map.type == 'Roughness':
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000, -250
imgNode.image = bake_image
links.new(imgNode.outputs[0],pbr.inputs[7])
links.new(uvm.outputs[2],imgNode.inputs[0])
pass_available = True
if bake_map.type == 'Transmission':
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1000, -900
imgNode.image = bake_image
links.new(imgNode.outputs[0],pbr.inputs[15])
links.new(uvm.outputs[2],imgNode.inputs[0])
pass_available = True
###### Custom Passes{
if bake_map.type == 'CustomPass':
####### Find Pass Input Socket{
split_passes = bake_map.pass_name.split(',')
for i in range(len(split_passes)):
split_passes[i] = split_passes[i].strip().casefold()
pass_input = None
for Pass in split_passes:
for tmp_input in pbr.inputs:
if tmp_input.name.casefold() == Pass:
pass_input = tmp_input
break
# }
if pass_input:
if len(pass_input.links) == 0:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.location = -1400,node_y_shift
imgNode.image = bake_image
links.new(imgNode.outputs[0], pass_input)
links.new(uvm.outputs[2],imgNode.inputs[0])
node_y_shift -= 100
pass_available = True
####### }
###### }
return pass_available
def execute(self, context):
props = context.scene.BakeLabProps
active_obj = context.active_object
selected_objects = context.selected_objects
baked_data = context.scene.BakeLab_Data
materials_created = False
for data in baked_data:
if data == None:
continue
self.baked_types = []
name = context.scene.BakeLabProps.global_image_name
if len(data.obj_list) == 1:
if data.obj_list[0].obj != None:
name = data.obj_list[0].obj.name
if len(data.obj_list) == 0: # Just in case
continue
mat = self.generate_mat(data.map_list, name)
if mat is None:
continue
materials_created = True
for objData in data.obj_list:
obj = objData.obj
if obj == None:
continue
if 'Normal' in self.baked_types:
obj.data.use_auto_smooth = False
if props.apply_only_selected:
if obj not in selected_objects:
continue
SelectObject(obj)
if props.make_single_user:
bpy.ops.object.make_single_user(object=True, obdata=True)
if obj.data.uv_layers.active is not None:
obj.data.uv_layers.active.active_render = True
for slot in obj.material_slots:
slot.material = mat
SelectObjects(active_obj, selected_objects)
if materials_created:
return {'FINISHED'}
else:
self.report(type = {'ERROR'}, message = 'No valid baked images to create materials')
return {'CANCELLED'}
class BakeLab_ApplyAO(Operator):
"""Add ambient occlusion materials"""
bl_idname = "bakelab.apply_ao"
bl_label = "Apply AO"
bl_options = {'REGISTER','UNDO'}
def add_ao(self, bake_image, mat):
nodes = mat.node_tree.nodes
links = mat.node_tree.links
out = None
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
out = node
break
if out == None:
return
if len(out.inputs) == 0:
return
if len(out.inputs[0].links) == 0:
return
bsdf = out.inputs[0].links[0].from_node
uvm = nodes.new(type = 'ShaderNodeTexCoord')
uvm.hide = True
uvm.width = bsdf.width
uvm.location = bsdf.location[0], bsdf.location[1]+160
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.hide = True
imgNode.width = bsdf.width
imgNode.location = bsdf.location[0], bsdf.location[1]+100
imgNode.image = bake_image
ao_mix = nodes.new(type = 'ShaderNodeMixShader')
ao_mix.location = out.location[:]
out.location[0] += 200
ao_dark = nodes.new(type = 'ShaderNodeEmission')
ao_dark.label = 'Dark'
ao_dark.location = bsdf.location[0], bsdf.location[1]+50
ao_dark.width = bsdf.width
ao_dark.hide = True
ao_dark.inputs[0].default_value = 0,0,0,0
ao_dark.inputs[1].default_value = 0
links.new(uvm.outputs[2],imgNode.inputs[0])
links.new(imgNode.outputs[0], ao_mix.inputs[0])
links.new(ao_dark.outputs[0], ao_mix.inputs[1])
links.new(bsdf.outputs[0], ao_mix.inputs[2])
links.new(ao_mix.outputs[0], out.inputs[0])
def execute(self, context):
props = context.scene.BakeLabProps
active_obj = context.active_object
selected_objects = context.selected_objects
baked_data = context.scene.BakeLab_Data
materials_modified = False
for data in baked_data:
if data == None:
continue
for mapData in data.map_list:
if mapData.bake_map == None:
continue
if mapData.bake_map.type != 'AO':
continue
for objData in data.obj_list:
obj = objData.obj
if obj == None:
continue
if props.apply_only_selected:
if obj not in selected_objects:
continue
SelectObject(obj)
if props.make_single_user:
bpy.ops.object.make_single_user(object=True, obdata=True)
if obj.data.uv_layers.active is not None:
obj.data.uv_layers.active.active_render = True
if len(obj.material_slots) == 0:
bpy.ops.object.material_slot_add()
for slot in obj.material_slots:
if slot.material == None:
slot.material = bpy.data.materials.new(obj.name+'_AO')
slot.material.use_nodes = True
if slot.material.users > 1:
mat_name = slot.material.name
slot.material = slot.material.copy()
slot.material.name = mat_name + '_' + obj.name + '_AO'
self.add_ao(mapData.image, slot.material)
materials_modified = True
break
SelectObjects(active_obj, selected_objects)
if materials_modified:
return {'FINISHED'}
else:
self.report(type = {'ERROR'}, message = 'No valid baked images or objects to add AO')
return {'CANCELLED'}
class BakeLab_ApplyDisplace(Operator):
"""Apply material displacement as real geometry"""
bl_idname = "bakelab.apply_displace"
bl_label = "Apply Displacement"
bl_options = {'REGISTER','UNDO'}
def add_displacement(self, texture, obj):
mod = obj.modifiers.new(name = 'Displacement', type = 'DISPLACE')
mod.direction = 'RGB_TO_XYZ'
mod.texture_coords = 'UV'
mod.texture = texture
mod.show_in_editmode = True
mod.show_on_cage = True
def execute(self, context):
props = context.scene.BakeLabProps
baked_data = context.scene.BakeLab_Data
objects_modified = False
for data in baked_data:
if data == None:
continue
for mapData in data.map_list:
if mapData.bake_map == None:
continue
if mapData.bake_map.type != 'Displacement':
continue
name = context.scene.BakeLabProps.global_image_name
if len(data.obj_list) == 1:
if data.obj_list[0].obj != None:
name = data.obj_list[0].obj.name
tex = bpy.data.textures.new(name = name, type = 'IMAGE')
tex.intensity = 1.5
tex.image = mapData.image
for objData in data.obj_list:
obj = objData.obj
if obj == None:
continue
if props.apply_only_selected:
if not obj.select_get():
continue
self.add_displacement(tex, obj)
objects_modified = True
break
if objects_modified:
return {'FINISHED'}
else:
self.report(type = {'ERROR'}, message = 'No valid baked images or objects to add Displacement')
return {'CANCELLED'}
class BakeLab_Finish(Operator):
"""Finish"""
bl_label = "Finish"
bl_idname = "bakelab.finish"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
props = context.scene.BakeLabProps
context.scene.BakeLab_Data.clear()
props.bake_state = 'NONE'
return {'FINISHED'}