Glow flag supported via mixing emission and BSDF. TODO: poll GT on automatically setting renderer to Eevee, find out if both emission and BSDF are necessary or just the latter when glow is enabled, find out if rendertype 1 is relevant, outline general implementation of props to nodes mapping procedure

This commit is contained in:
William Herald Snyder 2022-10-02 15:55:47 -04:00
parent 6e05bba9e5
commit ea82d24356

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@ -107,45 +107,82 @@ to provide an exact emulation"""
def execute(self, context):
material = bpy.data.materials[self.material_name]
material = bpy.data.materials.get(self.material_name, None)
if material and material.swbf_msh_mat:
if not material or not material.swbf_msh_mat:
return {'CANCELLED'}
mat_props = material.swbf_msh_mat
mat_props = material.swbf_msh_mat
diffuse_texture_path = mat_props.diffuse_map
if diffuse_texture_path and os.path.exists(diffuse_texture_path):
material.use_nodes = True
material.node_tree.nodes.clear()
bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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'])
texture_input_nodes = []
surface_output_nodes = []
bsdf.inputs["Roughness"].default_value = 1.0
bsdf.inputs["Specular"].default_value = 0.0
diffuse_texture_path = mat_props.diffuse_map
if diffuse_texture_path and os.path.exists(diffuse_texture_path):
material.use_nodes = True
material.node_tree.nodes.clear()
if mat_props.hardedged_transparency:
material.blend_method = "CLIP"
material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
bsdf = material.node_tree.nodes.new("ShaderNodeBsdfPrincipled")
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'])
material.use_backface_culling = not bool(mat_props.doublesided)
bsdf.inputs["Roughness"].default_value = 1.0
bsdf.inputs["Specular"].default_value = 0.0
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
material.node_tree.links.new(output.inputs['Surface'], bsdf.outputs['BSDF'])
if mat_props.hardedged_transparency and not mat_props.glow:
material.blend_method = "CLIP"
material.node_tree.links.new(bsdf.inputs['Alpha'], texImage.outputs['Alpha'])
material.use_backface_culling = not bool(mat_props.doublesided)
surface_output_nodes.append(tuple(('BSDF', bsdf)))
if mat_props.glow:
emission = material.node_tree.nodes.new("ShaderNodeEmission")
material.node_tree.links.new(emission.inputs['Color'], texImage.outputs['Color'])
emission_strength_multiplier = material.node_tree.nodes.new("ShaderNodeMath")
emission_strength_multiplier.operation = 'MULTIPLY'
emission_strength_multiplier.inputs[1].default_value = 32.0
material.node_tree.links.new(emission_strength_multiplier.inputs[0], texImage.outputs['Alpha'])
material.node_tree.links.new(emission.inputs['Strength'], emission_strength_multiplier.outputs[0])
surface_output_nodes.append(tuple(("Emission", emission)))
surfaces_output = None
if (len(surface_output_nodes) == 1):
surfaces_output = surface_output_nodes[0][1]
else:
mix = material.node_tree.nodes.new("ShaderNodeMixShader")
material.node_tree.links.new(mix.inputs[1], surface_output_nodes[0][1].outputs[0])
material.node_tree.links.new(mix.inputs[2], surface_output_nodes[1][1].outputs[0])
surfaces_output = mix
output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
material.node_tree.links.new(output.inputs['Surface'], surfaces_output.outputs[0])
'''
else:
# Todo: figure out some way to raise an error but continue operator execution...
if self.fail_silently:
return {'CANCELLED'}
else:
# Todo: figure out some way to raise an error but continue operator execution...
if self.fail_silently:
return {'CANCELLED'}
else:
raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.")
raise RuntimeError(f"Diffuse texture at path: '{diffuse_texture_path}' was not found.")
'''
return {'FINISHED'}