Better material generation for basic rendertypes
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@ -64,6 +64,7 @@ from .msh_skeleton_properties import *
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from .msh_collision_prim_properties import *
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from .msh_to_blend import *
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from .zaa_to_blend import *
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from .material_props_to_nodes_op import GenerateMaterialFromSWBFProperties
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class ExportMSH(Operator, ExportHelper):
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@ -282,6 +283,8 @@ def register():
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bpy.utils.register_class(VIEW3D_MT_SWBF)
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bpy.types.VIEW3D_MT_object_context_menu.append(draw_matfill_menu)
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bpy.utils.register_class(GenerateMaterialFromSWBFProperties)
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def unregister():
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@ -304,6 +307,9 @@ def unregister():
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bpy.utils.unregister_class(VIEW3D_MT_SWBF)
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bpy.types.VIEW3D_MT_object_context_menu.remove(draw_matfill_menu)
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bpy.utils.unregister_class(GenerateMaterialFromSWBFProperties)
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if __name__ == "__main__":
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register()
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@ -0,0 +1,71 @@
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""" Operator for creating/modifying nodes to approximate appearance of SWBF material.
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Only relevant if the builtin Eevee renderer is being used. """
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import bpy
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from typing import Dict
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from .msh_material import *
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from .msh_material_gather import *
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from .msh_material_properties import *
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from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
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from math import sqrt
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from bpy.props import BoolProperty, EnumProperty, StringProperty
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from bpy.types import Operator, Menu
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class GenerateMaterialFromSWBFProperties(bpy.types.Operator):
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bl_idname = "swbf_msh.generate_material"
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bl_label = "Generate SWBF Material"
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bl_description = "Generate a Blender material from SWBF material properties."
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material_name: StringProperty(name = "Material Name", description = "Name of material whose SWBF properties nodes will be generated from.")
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def execute(self, context):
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material = bpy.data.materials[self.material_name]
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if material and material.swbf_msh_mat:
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mat_props = material.swbf_msh_mat
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material.node_tree.nodes.clear()
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bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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diffuse_texture_path = mat_props.diffuse_map
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if diffuse_texture_path:
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texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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texImage.image.alpha_mode = 'CHANNEL_PACKED'
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material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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bsdf.inputs["Roughness"].default_value = 1.0
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bsdf.inputs["Specular"].default_value = 0.0
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if mat_props.hardedged_transparency:
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material.blend_method = "CLIP"
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material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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material.use_backface_culling = not bool(mat_props.doublesided)
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output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
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material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])
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return {'FINISHED'}
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@ -7,6 +7,8 @@ from .msh_material import *
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from .msh_material_utilities import _RENDERTYPES_MAPPING
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import os
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def gather_materials() -> Dict[str, Material]:
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""" Gathers the Blender materials and returns them as
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a dictionary of strings and Material objects. """
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@ -35,16 +37,16 @@ def read_material(blender_material: bpy.types.Material) -> Material:
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result.data = _read_material_props_data(props)
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if "UNSUPPORTED" not in props.rendertype:
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result.texture0 = props.diffuse_map
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result.texture0 = os.path.basename(props.diffuse_map)
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result.texture1 = _read_normal_map_or_distortion_map_texture(props)
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result.texture2 = _read_detail_texture(props)
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result.texture3 = _read_envmap_texture(props)
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else:
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result.texture0 = props.texture_0
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result.texture1 = props.texture_1
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result.texture2 = props.texture_2
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result.texture3 = props.texture_3
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result.texture0 = os.path.basename(props.texture_0)
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result.texture1 = os.path.basename(props.texture_1)
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result.texture2 = os.path.basename(props.texture_2)
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result.texture3 = os.path.basename(props.texture_3)
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return result
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@ -96,11 +98,13 @@ def _read_material_props_data(props) -> Tuple[int, int]:
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return (props.detail_map_tiling_u, props.detail_map_tiling_v)
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def _read_normal_map_or_distortion_map_texture(props) -> str:
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if "REFRACTION" in props.rendertype:
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return props.distortion_map
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return os.path.basename(props.distortion_map)
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if "NORMALMAPPED" in props.rendertype:
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return props.normal_map
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return os.path.basename(props.normal_map)
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return ""
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@ -108,10 +112,10 @@ def _read_detail_texture(props) -> str:
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if "REFRACTION" in props.rendertype:
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return ""
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return props.detail_map
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return os.path.basename(props.detail_map)
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def _read_envmap_texture(props) -> str:
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if "ENVMAPPED" not in props.rendertype:
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return ""
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return props.environment_map
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return os.path.basename(props.environment_map)
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@ -9,6 +9,10 @@ from .msh_material_ui_strings import *
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from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
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from .material_props_to_nodes_op import GenerateMaterialFromSWBFProperties
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UI_MATERIAL_RENDERTYPES = (
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('NORMAL_BF2', "00 Standard (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
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('SCROLLING_BF2', "03 Scrolling (SWBF2)", UI_RENDERTYPE_SCROLLING_BF2_DESC),
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@ -167,7 +171,8 @@ class MaterialProperties(PropertyGroup):
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description="The basic diffuse map for the material. The alpha channel "
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"is either the Transparency Map, Glow Map or Gloss Map, "
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"depending on the selected rendertype and flags.",
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default="white.tga")
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default="white.tga",
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subtype='FILE_PATH')
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detail_map: StringProperty(name="Detail Map",
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description="Detail maps allow you to add in 'detail' to the diffuse "
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@ -285,3 +290,7 @@ class MaterialPropertiesPanel(bpy.types.Panel):
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layout.prop(material_props, "texture_2")
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layout.prop(material_props, "texture_3")
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op_props = layout.operator("swbf_msh.generate_material", text="Generate Nodes")
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op_props.material_name = context.material.name
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@ -33,8 +33,38 @@ def find_texture_path(folder_path : str, name : str) -> str:
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return ""
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def swbf_material_to_blend(material_name : str, material : Material, folder_path : str) -> bpy.types.Material:
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def fill_material_props(material : Material, material_properties):
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new_mat = bpy.data.materials.new(name=material_name)
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new_mat.use_nodes = True
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bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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diffuse_texture_path = find_texture_path(folder_path, material.texture0)
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if diffuse_texture_path:
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texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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texImage.image.alpha_mode = 'CHANNEL_PACKED'
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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bsdf.inputs["Roughness"].default_value = 1.0
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bsdf.inputs["Specular"].default_value = 0.0
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if material.flags & MaterialFlags.HARDEDGED_TRANSPARENCY:
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new_mat.blend_method = "CLIP"
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new_mat.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
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new_mat.use_backface_culling = not bool(material.flags & MaterialFlags.DOUBLESIDED)
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fill_material_props(material, new_mat.swbf_msh_mat, folder_path)
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return new_mat
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def fill_material_props(material : Material, material_properties, folder_path):
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""" Fills MaterialProperties from Material instance """
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if material_properties is None or material is None:
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@ -47,7 +77,7 @@ def fill_material_props(material : Material, material_properties):
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_fill_material_props_rendertype(material, material_properties)
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_fill_material_props_flags(material, material_properties)
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_fill_material_props_data(material, material_properties)
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_fill_material_props_texture_maps(material, material_properties)
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_fill_material_props_texture_maps(material, material_properties, folder_path)
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@ -102,15 +132,17 @@ def _fill_material_props_data(material, material_properties):
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material_properties.detail_map_tiling_v = material.data[1]
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def _fill_material_props_texture_maps(material, material_properties):
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def _fill_material_props_texture_maps(material, material_properties, folder_path):
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material_properties.texture_0 = material.texture0
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material_properties.texture_1 = material.texture1
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material_properties.texture_2 = material.texture2
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material_properties.texture_3 = material.texture3
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t0path = find_texture_path(folder_path, material.texture0)
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material_properties.diffuse_map = material.texture0
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material_properties.distortion_map = material.texture1
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material_properties.normal_map = material.texture1
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material_properties.detail_map = material.texture2
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material_properties.environment_map = material.texture3
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material_properties.texture_0 = t0path if t0path else material.texture0
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material_properties.texture_1 = material.texture1
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material_properties.texture_2 = material.texture2
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material_properties.texture_3 = material.texture3
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material_properties.diffuse_map = t0path
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material_properties.distortion_map = material.texture1
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material_properties.normal_map = material.texture1
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material_properties.detail_map = material.texture2
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material_properties.environment_map = material.texture3
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@ -159,20 +159,7 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
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for material_name, material in scene.materials.items():
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new_mat = bpy.data.materials.new(name=material_name)
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new_mat.use_nodes = True
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bsdf = new_mat.node_tree.nodes["Principled BSDF"]
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diffuse_texture_path = find_texture_path(folder_path, material.texture0)
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if diffuse_texture_path:
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texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
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texImage.image = bpy.data.images.load(diffuse_texture_path)
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new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
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fill_material_props(material, new_mat.swbf_msh_mat)
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extracted_materials[material_name] = new_mat
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extracted_materials[material_name] = swbf_material_to_blend(material_name, material, folder_path)
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return extracted_materials
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