Better material generation for basic rendertypes

This commit is contained in:
William Herald Snyder 2022-09-21 06:22:49 -04:00
parent f69ed3f143
commit abd727d39a
6 changed files with 145 additions and 36 deletions

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@ -64,6 +64,7 @@ from .msh_skeleton_properties import *
from .msh_collision_prim_properties import *
from .msh_to_blend import *
from .zaa_to_blend import *
from .material_props_to_nodes_op import GenerateMaterialFromSWBFProperties
class ExportMSH(Operator, ExportHelper):
@ -282,6 +283,8 @@ def register():
bpy.utils.register_class(VIEW3D_MT_SWBF)
bpy.types.VIEW3D_MT_object_context_menu.append(draw_matfill_menu)
bpy.utils.register_class(GenerateMaterialFromSWBFProperties)
def unregister():
@ -304,6 +307,9 @@ def unregister():
bpy.utils.unregister_class(VIEW3D_MT_SWBF)
bpy.types.VIEW3D_MT_object_context_menu.remove(draw_matfill_menu)
bpy.utils.unregister_class(GenerateMaterialFromSWBFProperties)
if __name__ == "__main__":
register()

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@ -0,0 +1,71 @@
""" Operator for creating/modifying nodes to approximate appearance of SWBF material.
Only relevant if the builtin Eevee renderer is being used. """
import bpy
from typing import Dict
from .msh_material import *
from .msh_material_gather import *
from .msh_material_properties import *
from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
from math import sqrt
from bpy.props import BoolProperty, EnumProperty, StringProperty
from bpy.types import Operator, Menu
class GenerateMaterialFromSWBFProperties(bpy.types.Operator):
bl_idname = "swbf_msh.generate_material"
bl_label = "Generate SWBF Material"
bl_description = "Generate a Blender material from SWBF material properties."
material_name: StringProperty(name = "Material Name", description = "Name of material whose SWBF properties nodes will be generated from.")
def execute(self, context):
material = bpy.data.materials[self.material_name]
if material and material.swbf_msh_mat:
mat_props = material.swbf_msh_mat
material.node_tree.nodes.clear()
bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
diffuse_texture_path = mat_props.diffuse_map
if diffuse_texture_path:
texImage = material.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path)
texImage.image.alpha_mode = 'CHANNEL_PACKED'
material.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
bsdf.inputs["Roughness"].default_value = 1.0
bsdf.inputs["Specular"].default_value = 0.0
if mat_props.hardedged_transparency:
material.blend_method = "CLIP"
material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
material.use_backface_culling = not bool(mat_props.doublesided)
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])
return {'FINISHED'}

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@ -7,6 +7,8 @@ from .msh_material import *
from .msh_material_utilities import _RENDERTYPES_MAPPING
import os
def gather_materials() -> Dict[str, Material]:
""" Gathers the Blender materials and returns them as
a dictionary of strings and Material objects. """
@ -35,16 +37,16 @@ def read_material(blender_material: bpy.types.Material) -> Material:
result.data = _read_material_props_data(props)
if "UNSUPPORTED" not in props.rendertype:
result.texture0 = props.diffuse_map
result.texture0 = os.path.basename(props.diffuse_map)
result.texture1 = _read_normal_map_or_distortion_map_texture(props)
result.texture2 = _read_detail_texture(props)
result.texture3 = _read_envmap_texture(props)
else:
result.texture0 = props.texture_0
result.texture1 = props.texture_1
result.texture2 = props.texture_2
result.texture3 = props.texture_3
result.texture0 = os.path.basename(props.texture_0)
result.texture1 = os.path.basename(props.texture_1)
result.texture2 = os.path.basename(props.texture_2)
result.texture3 = os.path.basename(props.texture_3)
return result
@ -96,11 +98,13 @@ def _read_material_props_data(props) -> Tuple[int, int]:
return (props.detail_map_tiling_u, props.detail_map_tiling_v)
def _read_normal_map_or_distortion_map_texture(props) -> str:
if "REFRACTION" in props.rendertype:
return props.distortion_map
return os.path.basename(props.distortion_map)
if "NORMALMAPPED" in props.rendertype:
return props.normal_map
return os.path.basename(props.normal_map)
return ""
@ -108,10 +112,10 @@ def _read_detail_texture(props) -> str:
if "REFRACTION" in props.rendertype:
return ""
return props.detail_map
return os.path.basename(props.detail_map)
def _read_envmap_texture(props) -> str:
if "ENVMAPPED" not in props.rendertype:
return ""
return props.environment_map
return os.path.basename(props.environment_map)

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@ -9,6 +9,10 @@ from .msh_material_ui_strings import *
from .msh_material_utilities import _REVERSE_RENDERTYPES_MAPPING
from .material_props_to_nodes_op import GenerateMaterialFromSWBFProperties
UI_MATERIAL_RENDERTYPES = (
('NORMAL_BF2', "00 Standard (SWBF2)", UI_RENDERTYPE_NORMAL_BF2_DESC),
('SCROLLING_BF2', "03 Scrolling (SWBF2)", UI_RENDERTYPE_SCROLLING_BF2_DESC),
@ -167,7 +171,8 @@ class MaterialProperties(PropertyGroup):
description="The basic diffuse map for the material. The alpha channel "
"is either the Transparency Map, Glow Map or Gloss Map, "
"depending on the selected rendertype and flags.",
default="white.tga")
default="white.tga",
subtype='FILE_PATH')
detail_map: StringProperty(name="Detail Map",
description="Detail maps allow you to add in 'detail' to the diffuse "
@ -285,3 +290,7 @@ class MaterialPropertiesPanel(bpy.types.Panel):
layout.prop(material_props, "texture_2")
layout.prop(material_props, "texture_3")
op_props = layout.operator("swbf_msh.generate_material", text="Generate Nodes")
op_props.material_name = context.material.name

View File

@ -33,8 +33,38 @@ def find_texture_path(folder_path : str, name : str) -> str:
return ""
def swbf_material_to_blend(material_name : str, material : Material, folder_path : str) -> bpy.types.Material:
def fill_material_props(material : Material, material_properties):
new_mat = bpy.data.materials.new(name=material_name)
new_mat.use_nodes = True
bsdf = new_mat.node_tree.nodes["Principled BSDF"]
diffuse_texture_path = find_texture_path(folder_path, material.texture0)
if diffuse_texture_path:
texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path)
texImage.image.alpha_mode = 'CHANNEL_PACKED'
new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
bsdf.inputs["Roughness"].default_value = 1.0
bsdf.inputs["Specular"].default_value = 0.0
if material.flags & MaterialFlags.HARDEDGED_TRANSPARENCY:
new_mat.blend_method = "CLIP"
new_mat.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
new_mat.use_backface_culling = not bool(material.flags & MaterialFlags.DOUBLESIDED)
fill_material_props(material, new_mat.swbf_msh_mat, folder_path)
return new_mat
def fill_material_props(material : Material, material_properties, folder_path):
""" Fills MaterialProperties from Material instance """
if material_properties is None or material is None:
@ -47,7 +77,7 @@ def fill_material_props(material : Material, material_properties):
_fill_material_props_rendertype(material, material_properties)
_fill_material_props_flags(material, material_properties)
_fill_material_props_data(material, material_properties)
_fill_material_props_texture_maps(material, material_properties)
_fill_material_props_texture_maps(material, material_properties, folder_path)
@ -102,14 +132,16 @@ def _fill_material_props_data(material, material_properties):
material_properties.detail_map_tiling_v = material.data[1]
def _fill_material_props_texture_maps(material, material_properties):
def _fill_material_props_texture_maps(material, material_properties, folder_path):
material_properties.texture_0 = material.texture0
t0path = find_texture_path(folder_path, material.texture0)
material_properties.texture_0 = t0path if t0path else material.texture0
material_properties.texture_1 = material.texture1
material_properties.texture_2 = material.texture2
material_properties.texture_3 = material.texture3
material_properties.diffuse_map = material.texture0
material_properties.diffuse_map = t0path
material_properties.distortion_map = material.texture1
material_properties.normal_map = material.texture1
material_properties.detail_map = material.texture2

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@ -159,20 +159,7 @@ def extract_materials(folder_path: str, scene: Scene) -> Dict[str, bpy.types.Mat
for material_name, material in scene.materials.items():
new_mat = bpy.data.materials.new(name=material_name)
new_mat.use_nodes = True
bsdf = new_mat.node_tree.nodes["Principled BSDF"]
diffuse_texture_path = find_texture_path(folder_path, material.texture0)
if diffuse_texture_path:
texImage = new_mat.node_tree.nodes.new('ShaderNodeTexImage')
texImage.image = bpy.data.images.load(diffuse_texture_path)
new_mat.node_tree.links.new(bsdf.inputs['Base Color'], texImage.outputs['Color'])
fill_material_props(material, new_mat.swbf_msh_mat)
extracted_materials[material_name] = new_mat
extracted_materials[material_name] = swbf_material_to_blend(material_name, material, folder_path)
return extracted_materials