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utilities_bake.py
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utilities_bake.py
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import bpy
import bmesh
from mathutils import Vector
from math import pi
from . import utilities_color
from . import settings
keywords_low = ['lowpoly','low','lowp','lp','lo'] #excluded 'l' since TexTools v1.4
keywords_high = ['highpoly','high','highp','hp','hi'] #excluded 'h' since TexTools v1.4
keywords_cage = ['cage'] #excluded 'c' since TexTools v1.4
keywords_float = ['floater','float'] #excluded 'f' since TexTools v1.4
split_chars = [' ','_','.','-']
if settings.bversion >= 4.0:
chs = {'ech':26, 'rch':2, 'trch':2, 'ssch':7, 'scch':0, 'mch':1, 'sch':12, 'stch':13, 'ach':14, 'arch':15, 'shch':23, 'shtch':25, 'cch':18, 'crch':19, 'esch':27, 'alch':4}
else:
sh = 0 # shift of channels, depends on the Blender version
if settings.bversion >= 3.0:
sh = 2
chs = {'ech':17+sh, 'rch':7+sh, 'ssch':1, 'scch':3, 'mch':4+sh, 'sch':5+sh, 'stch':0, 'shtch':0, 'ach':8+sh, 'arch':9+sh, 'shch':10+sh, 'cch':12+sh, 'crch':13+sh, 'trch':16+sh, 'esch':18+sh, 'alch':19+sh}
allMaterials = []
allMaterialsNames = []
elementsCount = 0
class BakeMode:
material = "" #Material name from external blend file
type = 'EMIT'
normal_space = 'TANGENT'
setVColor = None #Set Vertex color method
color = (0.23, 0.23, 0.23, 1) #Background color
engine = 'CYCLES' #render engine, by default CYCLES
composite = None #use composite scene to process end result
use_project = False #Bake projected?
invert = False
relink = {'needed':False}
params = [] #UI Parameters from scene settings
def __init__(self, material="", type='EMIT', normal_space='TANGENT', setVColor=None, color= (0.23, 0.23, 0.23, 1), engine='CYCLES', params = [], composite=None, use_project=False, invert=False, relink = {'needed':False}):
self.material = material
self.type = type
self.normal_space = normal_space
self.setVColor = setVColor
self.color = color
self.engine = engine
self.params = params
self.composite = composite
self.use_project = use_project
self.invert = invert
self.relink = relink
def on_select_bake_mode(mode):
print("Mode changed {}".format(mode))
if len(settings.sets) > 0:
name_texture = "{}_{}".format(settings.sets[0].name, mode)
if name_texture in bpy.data.images:
image = bpy.data.images[name_texture]
# Set background image
for area in bpy.context.screen.areas:
if area.ui_type == 'UV':
area.spaces[0].image = image
def store_bake_settings():
# Render Settings
settings.bake_render_engine = bpy.context.scene.render.engine
settings.bake_cycles_device = bpy.context.scene.cycles.device
settings.bake_cycles_samples = bpy.context.scene.cycles.samples
if settings.bversion >= 2.92:
settings.bake_target_mode = bpy.context.scene.render.bake.target
if settings.bversion < 3:
settings.use_progressive_refine = bpy.context.scene.cycles.use_progressive_refine
if settings.bversion >= 3:
settings.use_denoising = bpy.context.scene.cycles.use_denoising
# Disable Objects that are meant to be hidden
sets = settings.sets
objects_sets = []
for bset in sets:
for obj in bset.objects_low:
if obj not in objects_sets:
objects_sets.append(obj)
for obj in bset.objects_high:
if obj not in objects_sets:
objects_sets.append(obj)
for obj in bset.objects_cage:
if obj not in objects_sets:
objects_sets.append(obj)
settings.bake_objects_hide_render = []
# for obj in bpy.context.view_layer.objects:
# if obj.hide_render == False and obj not in objects_sets:
# Check if layer is active:
# for l in range(0, len(obj.layers)):
# if obj.layers[l] and bpy.context.scene.layers[l]:
# settings.bake_objects_hide_render.append(obj)
# break #sav
for obj in settings.bake_objects_hide_render:
obj.hide_render = True
# obj.cycles_visibility.shadow = False
def restore_bake_settings():
# Render Settings
if settings.bake_render_engine != '':
bpy.context.scene.render.engine = settings.bake_render_engine
bpy.context.scene.cycles.device = settings.bake_cycles_device
bpy.context.scene.cycles.samples = settings.bake_cycles_samples
if settings.bversion >= 2.92:
bpy.context.scene.render.bake.target = settings.bake_target_mode
if settings.bversion < 3:
bpy.context.scene.cycles.use_progressive_refine = settings.use_progressive_refine
if settings.bversion >= 3:
bpy.context.scene.cycles.use_denoising = settings.use_denoising
# Restore Objects that were hidden for baking
for obj in settings.bake_objects_hide_render:
if obj:
obj.hide_render = False
# obj.cycles_visibility.shadow = True
def get_set_name_base(obj):
def remove_digits(name):
# Remove blender naming digits, e.g. cube.001, cube.002,...
if len(name) > 4 and name[-4] == '.' and name[-3:].isdigit():
return name[:-4]
return name
# Reference parent as base name
if obj.parent and obj.parent in bpy.context.selected_objects:
return remove_digits(obj.parent.name).lower()
# Reference group name as base name
elif len(obj.users_collection) == 2:
return remove_digits(obj.users_collection[0].name).lower()
# Use Object name
else:
return remove_digits(obj.name).lower()
def get_set_name(obj):
if bpy.context.scene.texToolsSettings.bake_force == "Multi":
return obj.name
# Get Basic name
name = get_set_name_base(obj)
# Split by ' ','_','.' etc.
split = name.lower()
for char in split_chars:
split = split.replace(char,' ')
strings = split.split(' ')
# Remove all keys from name
keys = keywords_cage + keywords_high + keywords_low + keywords_float
new_strings = []
for string in strings:
is_found = False
for key in keys:
if string == key:
is_found = True
break
if not is_found:
new_strings.append(string)
elif len(new_strings) > 0:
# No more strings once key is found if we have already something
break
return "_".join(new_strings)
def get_object_type(obj):
if bpy.context.scene.texToolsSettings.bake_force == "Multi":
return 'low'
name = get_set_name_base(obj)
# Detect by name pattern
split = name.lower()
for char in split_chars:
split = split.replace(char,' ')
strings = split.split(' ')
# Detect float, more rare than low
for string in strings:
for key in keywords_float:
if key == string:
return 'float'
# Detect by modifiers (Only if more than 1 object selected)
if bpy.context.preferences.addons[__package__].preferences.bool_modifier_auto_high:
if len(bpy.context.selected_objects) > 1:
if obj.modifiers:
for modifier in obj.modifiers:
if modifier.type == 'SUBSURF' and modifier.render_levels > 0:
return 'high'
elif modifier.type == 'BEVEL':
return 'high'
# Detect High first, more rare
for string in strings:
for key in keywords_high:
if key == string:
return 'high'
# Detect cage, more rare than low
for string in strings:
for key in keywords_cage:
if key == string:
return 'cage'
# Detect low
for string in strings:
for key in keywords_low:
if key == string:
return 'low'
# if nothing was detected, assume it is low
return 'low'
def get_baked_images(sets):
images = []
for bset in sets:
name_texture = "{}_".format(bset.name)
for image in bpy.data.images:
if name_texture in image.name:
images.append(image)
return images
def get_bake_sets():
filtered = {}
if len(bpy.context.selected_objects) == 0:
if bpy.context.active_object is not None:
if bpy.context.active_object.mode == 'EDIT' and bpy.context.active_object.type == 'MESH':
filtered[bpy.context.active_object] = get_object_type(bpy.context.active_object)
else:
for obj in bpy.context.selected_objects:
if obj.type == 'MESH':
filtered[obj] = get_object_type(obj)
groups = []
# Group by names
for obj in filtered:
name = get_set_name(obj)
if not groups:
groups.append([obj])
else:
isFound = False
for group in groups:
groupName = get_set_name(group[0])
if name == groupName:
group.append(obj)
isFound = True
break
if not isFound:
groups.append([obj])
# Sort groups alphabetically
keys = [get_set_name(group[0]) for group in groups]
keys.sort()
sorted_groups = []
for key in keys:
for group in groups:
if key == get_set_name(group[0]):
sorted_groups.append(group)
break
groups = sorted_groups
bake_sets = []
for group in groups:
low = []
high = []
cage = []
float = []
for obj in group:
if filtered[obj] == 'low':
low.append(obj)
elif filtered[obj] == 'high':
high.append(obj)
elif filtered[obj] == 'cage':
cage.append(obj)
elif filtered[obj] == 'float':
float.append(obj)
name = get_set_name(group[0])
bake_sets.append(BakeSet(name, low, cage, high, float))
return bake_sets
class BakeSet:
objects_low = [] #low poly geometry
objects_cage = [] #Cage low poly geometry
objects_high = [] #High poly geometry
objects_float = [] #Floating geometry
name = ""
has_issues = False
def __init__(self, name, objects_low, objects_cage, objects_high, objects_float):
self.objects_low = objects_low
self.objects_cage = objects_cage
self.objects_high = objects_high
self.objects_float = objects_float
self.name = name
# Needs low poly objects to bake onto
if len(objects_low) == 0:
self.has_issues = True
# Check Cage Object count to low poly count
if len(objects_cage) > 0 and len(objects_low) != len(objects_cage):
self.has_issues = True
# Check for UV maps
for obj in objects_low:
if len(obj.data.uv_layers) == 0:
self.has_issues = True
break
def assign_vertex_color(obj):
if len(obj.data.vertex_colors) > 0 :
vclsNames = [vcl.name for vcl in obj.data.vertex_colors]
if 'TexTools_temp' in vclsNames:
obj.data.vertex_colors['TexTools_temp'].active = True
obj.data.vertex_colors['TexTools_temp'].active_render = True
else:
obj.data.vertex_colors.new(name='TexTools_temp')
obj.data.vertex_colors['TexTools_temp'].active = True
obj.data.vertex_colors['TexTools_temp'].active_render = True
else:
obj.data.vertex_colors.new(name='TexTools_temp')
obj.data.vertex_colors['TexTools_temp'].active = True
obj.data.vertex_colors['TexTools_temp'].active_render = True
def setup_vertex_color_selection(obj):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
bpy.context.tool_settings.vertex_paint.brush.color = (0, 0, 0)
bpy.context.object.data.use_paint_mask = False
bpy.ops.paint.vertex_color_set()
bpy.context.tool_settings.vertex_paint.brush.color = (1, 1, 1)
bpy.context.object.data.use_paint_mask = True
bpy.ops.paint.vertex_color_set()
bpy.context.object.data.use_paint_mask = False
bpy.ops.object.mode_set(mode='OBJECT')
def setup_vertex_color_dirty(obj):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
# Fill white then,
bm = bmesh.from_edit_mesh(obj.data)
if settings.bversion >= 3.4:
colorLayerIndex = obj.data.attributes.active_color_index
colorLayer = bm.loops.layers.color[colorLayerIndex]
else:
colorLayer = bm.loops.layers.color.active
color = utilities_color.safe_color( (1, 1, 1) )
for face in bm.faces:
for loop in face.loops:
loop[colorLayer] = color
obj.data.update()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.paint.vertex_color_dirt(dirt_angle=pi/2)
bpy.ops.paint.vertex_color_dirt()
def setup_vertex_color_id_material(obj, previous_materials):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
# bm = bmesh.from_edit_mesh(obj.data)
# colorLayer = bm.loops.layers.color.active
for i, mtlname in enumerate(previous_materials[obj]):
if mtlname is not None:
# Select related faces
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bm = bmesh.from_edit_mesh(bpy.context.active_object.data)
for face in bm.faces:
if face.material_index == i:
face.select = True
color = utilities_color.get_color_id(allMaterials.index(bpy.data.materials[mtlname]), 256, jitter=True)
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
bpy.context.tool_settings.vertex_paint.brush.color = color
bpy.context.object.data.use_paint_mask = True
bpy.ops.paint.vertex_color_set()
obj.data.update()
bpy.ops.object.mode_set(mode='OBJECT')
def setup_vertex_color_id_element(obj):
bpy.ops.object.select_all(action='DESELECT')
obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
bm = bmesh.from_edit_mesh(obj.data)
if settings.bversion >= 3.4:
colorLayerIndex = obj.data.attributes.active_color_index
colorLayer = bm.loops.layers.color[colorLayerIndex]
else:
colorLayer = bm.loops.layers.color.active
# Collect elements
processed = set([])
groups = []
for face in bm.faces:
if face not in processed:
bpy.ops.mesh.select_all(action='DESELECT')
face.select = True
bpy.ops.mesh.select_linked(delimit={'NORMAL'})
linked = [face for face in bm.faces if face.select]
for link in linked:
processed.add(link)
groups.append(linked)
global elementsCount
# Color each group
for i in range(0,len(groups)):
color = utilities_color.get_color_id(elementsCount + i, 256, jitter=True)
color = utilities_color.safe_color( color )
for face in groups[i]:
for loop in face.loops:
loop[colorLayer] = color
elementsCount += len(groups)
obj.data.update()
bpy.ops.object.mode_set(mode='OBJECT')
def get_image_material(image):
# Clear & Create new material
material = None
if image.name in bpy.data.materials:
# Incorrect existing material, delete first and create new for cycles
material = bpy.data.materials[image.name]
bpy.data.materials.remove(material, do_unlink=True)
material = bpy.data.materials.new(image.name)
else:
material = bpy.data.materials.new(image.name)
# Cycles Material
if bpy.context.scene.render.engine == 'CYCLES' or bpy.context.scene.render.engine == 'BLENDER_EEVEE':
material.use_nodes = True
# Image Node
node_image = None
if "image" in material.node_tree.nodes:
node_image = material.node_tree.nodes["image"]
else:
node_image = material.node_tree.nodes.new("ShaderNodeTexImage")
node_image.name = "image"
node_image.select = True
node_image.image = image
material.node_tree.nodes.active = node_image
#Base Diffuse BSDF
bsdf_node = None
for n in material.node_tree.nodes:
if n.bl_idname == "ShaderNodeBsdfPrincipled":
bsdf_node = n
if "_normal_" in image.name:
# Add Normal Map Nodes
node_normal_map = None
if "normal_map" in material.node_tree.nodes:
node_normal_map = material.node_tree.nodes["normal_map"]
else:
node_normal_map = material.node_tree.nodes.new("ShaderNodeNormalMap")
node_normal_map.name = "normal_map"
# Tangent or World space
if(image.name.endswith("normal_tangent")):
node_normal_map.space = 'TANGENT'
elif(image.name.endswith("normal_object")):
node_normal_map.space = 'WORLD'
# image to normal_map link
material.node_tree.links.new(node_image.outputs[0], node_normal_map.inputs[1])
# normal_map to diffuse_bsdf link
if settings.bversion < 2.91:
material.node_tree.links.new(node_normal_map.outputs[0], bsdf_node.inputs[19])
else:
material.node_tree.links.new(node_normal_map.outputs[0], bsdf_node.inputs[20])
node_normal_map.location = bsdf_node.location - Vector((200, 0))
node_image.location = node_normal_map.location - Vector((200, 0))
else:
# Other images display as Color
# dump(node_image.color_mapping.bl_rna.property_tags)
# image node to diffuse node link
material.node_tree.links.new(node_image.outputs[0], bsdf_node.inputs[0])
return material
elif bpy.context.scene.render.engine == 'BLENDER_EEVEE':
material.use_nodes = True
texture = None
if image.name in bpy.data.textures:
texture = bpy.data.textures[image.name]
else:
texture = bpy.data.textures.new(image.name, 'IMAGE')
texture.image = image
slot = material.texture_slot.add()
slot.texture = texture
slot.mapping = 'FLAT'
# return material