-
Notifications
You must be signed in to change notification settings - Fork 10
/
BakeLab_1_2.py
2428 lines (2209 loc) · 113 KB
/
BakeLab_1_2.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
bl_info = {
"name": "BakeLab",
"description": "Bake Multiple Different Types Of Maps in One Click",
"author": "Shahzod Boyxonov",
"version": (1, 2, 0),
"blender": (2, 79, 0),
"location": "View3D > Tools Panel > BakeLab",
"category": "Render"
}
import bpy
import bgl
import blf
def BakeLab_DrawProgressBar(y_shift,progress,text):
bgl.glColor4f(0,0,0,1.0)
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(19, y_shift-1)
bgl.glVertex2i(161, y_shift-1)
bgl.glVertex2i(161, y_shift+31)
bgl.glVertex2i(19, y_shift+31)
bgl.glEnd()
bgl.glColor4f(0.7,0.5,0.3, 1.0)
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(20, y_shift)
bgl.glVertex2i(160, y_shift)
bgl.glVertex2i(160, y_shift+30)
bgl.glVertex2i(20, y_shift+30)
bgl.glEnd()
bgl.glColor4f(0.05,0.1,0.15, 1.0)
bgl.glBegin(bgl.GL_QUADS)
bgl.glVertex2i(21, y_shift+1)
bgl.glVertex2i(159, y_shift+1)
bgl.glVertex2i(159, y_shift+29)
bgl.glVertex2i(21, y_shift+29)
bgl.glEnd()
bgl.glColor4f(0.7,0.5,0.3, 1.0)
bgl.glBegin(bgl.GL_QUADS)
x_loc = (157-23)*progress+23
bgl.glVertex2i(23, y_shift+3)
bgl.glVertex2i(int(x_loc), y_shift+3)
bgl.glVertex2i(int(x_loc), y_shift+27)
bgl.glVertex2i(23, y_shift+27)
bgl.glEnd()
blf.position(0, 170, y_shift+10, 0)
blf.draw(0, text)
def BakeLab_DrawCallback(self, context):
props = context.scene.BakeLabProps
ww = context.area.width
wh = context.area.height
bgl.glEnable(bgl.GL_BLEND)
blf.enable(0,blf.SHADOW)
blf.shadow(0,5,0,0.0,0.0,1)
######### Title {
bgl.glBegin(bgl.GL_QUADS)
bgl.glColor4f(0.88, 0.87, 0.85, 0.1)
for i in range(0,20):
bgl.glVertex2i(0, wh)
bgl.glVertex2i(120+i*3, wh)
bgl.glVertex2i(120+i*3, wh-70)
bgl.glVertex2i(0, wh-70)
bgl.glColor4f(0.7,0.1,0.3, 0.1)
for i in range(0,20):
bgl.glVertex2i(0, wh-70)
bgl.glVertex2i(140+i*3, wh-70)
bgl.glVertex2i(140+i*3, wh-75)
bgl.glVertex2i(0, wh-75)
bgl.glEnd()
blf.size(0, 30, 72)
bgl.glColor4f(0.7,0.1,0.3, 1.0)
blf.position(0, 15, context.area.height-58, 0)
blf.draw(0, 'BakeLab')
######### }
######### Progress {
blf.size(0, 15, 72)
y_shift = 15
#######################################################################
cur = self.bake_item_id
max = len(context.scene.BakeLabMapColl)
BakeLab_DrawProgressBar(y_shift,cur/max,'Map: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
if not props.s_to_a and not props.all_in_one:
cur = self.bake_obj_id
max = len(self.bake_objs)
BakeLab_DrawProgressBar(y_shift,cur/max,'Object: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
if props.use_list:
cur = self.ObjListIndex
max = len(context.scene.BakeLabObjColl)
BakeLab_DrawProgressBar(y_shift,cur/max,'List: '+ str(cur)+' of '+str(max))
y_shift += 30
#######################################################################
######### }
blf.disable(0,blf.SHADOW)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
class baker:
def __init__(self, type, image, item,
engine = 'CYCLES', samples = 16):
self.type = type
self.image = image
self.item = item
self.engine = engine
self.samples = samples
def bake(self):
if self.engine == 'CYCLES':
############################ CYCLES ###############################
bpy.context.scene.cycles.samples = self.samples
if bpy.ops.object.bake('INVOKE_DEFAULT',type = self.type)=={'CANCELLED'}:
return False
else:
############################ BI ###############################
if bpy.context.scene.world:
bpy.context.scene.world.light_settings.samples = self.samples
bpy.context.scene.render.bake_type = self.type
if bpy.ops.object.bake_image('INVOKE_DEFAULT')=={'CANCELLED'}:
return False
return True
############################################################################################
############################################################################################
############################################################################################
############################################################################################
############################################################################################
class BakeLab(bpy.types.Operator):
bl_idname = 'bakelab.bake'
bl_label = 'BakeLab'
bl_options = {'REGISTER','UNDO'}
TMP_IMG_NODE_NAME = 'BAKELAB_IMAGE_NODE_TMP'
TMP_COPY_MAT_NAME = 'BAKELAB_TMP_COPY_MAT_'
def save_defaults(self,context):
self.cur_engine = bpy.context.scene.render.engine
self.cycles_device = bpy.context.scene.cycles.device
self.s2a = context.scene.render.use_bake_selected_to_active
self.c_s2a = context.scene.render.bake.use_selected_to_active
self.b_bake_margin = context.scene.render.bake_margin
self.c_bake_margin = context.scene.render.bake.margin
self.bake_type = context.scene.render.bake_type
self.active_object = context.scene.objects.active
self.selected_objects = [i for i in context.selected_objects]
self.normalize = context.scene.render.use_bake_normalize
self.normal_space = context.scene.render.bake_normal_space
self.c_normal_space = context.scene.render.bake.normal_space
self.use_pass_direct = context.scene.render.bake.use_pass_direct
self.use_pass_indirect = context.scene.render.bake.use_pass_indirect
self.use_pass_color = context.scene.render.bake.use_pass_color
self.use_pass_diffuse = context.scene.render.bake.use_pass_diffuse
self.use_pass_glossy = context.scene.render.bake.use_pass_glossy
self.use_pass_trans = context.scene.render.bake.use_pass_transmission
self.use_pass_sss = context.scene.render.bake.use_pass_subsurface
self.use_pass_ao = context.scene.render.bake.use_pass_ambient_occlusion
self.use_pass_emit = context.scene.render.bake.use_pass_emit
self.bake_distance = context.scene.render.bake_distance
self.use_cage = context.scene.render.bake.use_cage
self.cage_extrusion = context.scene.render.bake.cage_extrusion
self.cage_object = context.scene.render.bake.cage_object
if bpy.context.scene.world:
self.bi_samples = bpy.context.scene.world.light_settings.samples
self.cy_samples = bpy.context.scene.cycles.samples
def restore_defaults(self,context):
bpy.context.scene.render.engine = self.cur_engine
bpy.context.scene.cycles.device = self.cycles_device
context.scene.render.use_bake_selected_to_active = self.s2a
context.scene.render.bake.use_selected_to_active = self.c_s2a
context.scene.render.bake_margin = self.b_bake_margin
context.scene.render.bake.margin = self.c_bake_margin
context.scene.render.bake_type = self.bake_type
context.scene.objects.active = self.active_object
bpy.ops.object.select_all(action = 'DESELECT')
for obj in self.selected_objects:
obj.select = True
context.scene.render.use_bake_normalize = self.normalize
context.scene.render.bake_normal_space = self.normal_space
context.scene.render.bake.normal_space = self.c_normal_space
context.scene.render.bake.use_pass_direct = self.use_pass_direct
context.scene.render.bake.use_pass_indirect = self.use_pass_indirect
context.scene.render.bake.use_pass_color = self.use_pass_color
context.scene.render.bake.use_pass_diffuse = self.use_pass_diffuse
context.scene.render.bake.use_pass_glossy = self.use_pass_glossy
context.scene.render.bake.use_pass_transmission = self.use_pass_trans
context.scene.render.bake.use_pass_subsurface = self.use_pass_sss
context.scene.render.bake.use_pass_ambient_occlusion = self.use_pass_ao
context.scene.render.bake.use_pass_emit = self.use_pass_emit
context.scene.render.bake_distance = self.bake_distance
context.scene.render.bake.use_cage = self.use_cage
context.scene.render.bake.cage_extrusion = self.cage_extrusion
context.scene.render.bake.cage_object = self.cage_object
if bpy.context.scene.world:
bpy.context.scene.world.light_settings.samples = self.bi_samples
bpy.context.scene.cycles.samples = self.cy_samples
def unwrap(self,props,obj):
if props.newuv:
obj.data.uv_textures.active = obj.data.uv_textures.new(name = 'UVMap_BAKELAB')
elif obj.data.uv_textures.active:
return
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action = 'SELECT')
if props.unwrap_mode == 'smart_uv':
bpy.ops.uv.smart_project(angle_limit = props.smart_uv_angle,
island_margin = props.smart_uv_margin)
elif props.unwrap_mode == 'lightmap':
bpy.ops.uv.lightmap_pack(PREF_BOX_DIV = props.lightmap_quality,
PREF_MARGIN_DIV = props.lightmap_margin)
bpy.ops.object.mode_set(mode='OBJECT')
def createTmpImageNodes(self,obj,image):
for slot in obj.material_slots:
mat = slot.material
mat.use_nodes = True
nodes = mat.node_tree.nodes
for node in nodes:
node.select = False
if self.TMP_IMG_NODE_NAME in nodes:
imgNode = nodes[self.TMP_IMG_NODE_NAME]
else:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.name = self.TMP_IMG_NODE_NAME
imgNode.select = True
nodes.active = imgNode
imgNode.image = image
def removeTmpImageNodes(self,obj_list):
for obj in obj_list:
for slot in obj.material_slots:
mat = slot.material
if not mat: continue
if not mat.node_tree: continue
nodes = mat.node_tree.nodes
if self.TMP_IMG_NODE_NAME in nodes:
nodes.remove(nodes[self.TMP_IMG_NODE_NAME])
def add_empty_mat(self,obj):
if len(obj.material_slots)==0:
bpy.ops.object.material_slot_add()
if not self.empty_mat:
self.empty_mat = bpy.data.materials.new('BAKELAB_EMPTY_MAT')
self.trash_mats.append(self.empty_mat)
for slot in obj.material_slots:
if slot.material is None:
slot.material = self.empty_mat
def passes_to_rgb(self,node,src_socket,nodes,links,passes,multiplier,addend):
has_bsdf = False
for input in node.inputs:
if input.type == 'SHADER':
has_bsdf = True
if len(input.links):
self.passes_to_rgb(input.links[0].from_node,input,
nodes,links,passes,multiplier,addend)
if not has_bsdf:
emit = nodes.new(type = 'ShaderNodeEmission')
final_value = 0.0 * multiplier + addend
emit.inputs[0].default_value = final_value,final_value,final_value,final_value
links.new(emit.outputs[0],src_socket)
####### Find Pass Input Socket{
pass_input = None
for Pass in passes:
pass_input = node.inputs.get(Pass)
if pass_input: break
####### }
if pass_input:
if len(pass_input.links):
out_socket = pass_input.links[0].from_socket
mul = nodes.new(type = 'ShaderNodeMixRGB')
add = nodes.new(type = 'ShaderNodeMixRGB')
mul.inputs[0].default_value = 1
add.inputs[0].default_value = 1
mul.blend_type = 'MULTIPLY'
mul.inputs[2].default_value = multiplier,multiplier,multiplier,multiplier
if addend >= 0:
add.blend_type = 'ADD'
add.inputs[2].default_value = addend,addend,addend,addend
else:
add.blend_type = 'SUBTRACT'
add.inputs[2].default_value = -addend,-addend,-addend,-addend
links.new(out_socket, mul.inputs[1])
links.new(mul.outputs[0], add.inputs[1])
links.new(add.outputs[0], emit.inputs[0])
else:
if pass_input.type == 'RGBA':
emit.inputs[0].default_value[0] = pass_input.default_value[0] * multiplier + addend
emit.inputs[0].default_value[1] = pass_input.default_value[1] * multiplier + addend
emit.inputs[0].default_value[2] = pass_input.default_value[2] * multiplier + addend
emit.inputs[0].default_value[3] = pass_input.default_value[3] * multiplier + addend
elif pass_input.type == 'VECTOR':
emit.inputs[0].default_value[0] = pass_input.default_value[0] * multiplier + addend
emit.inputs[0].default_value[1] = pass_input.default_value[1] * multiplier + addend
emit.inputs[0].default_value[2] = pass_input.default_value[2] * multiplier + addend
emit.inputs[0].default_value[3] = 1
elif pass_input.type == 'VALUE':
emit.inputs[0].default_value[0] = pass_input.default_value * multiplier + addend
emit.inputs[0].default_value[1] = pass_input.default_value * multiplier + addend
emit.inputs[0].default_value[2] = pass_input.default_value * multiplier + addend
emit.inputs[0].default_value[3] = 1
def passes_to_emit_node(self,obj,passes,multiplier,addend):
for slot in obj.material_slots:
nodes = slot.material.node_tree.nodes
links = slot.material.node_tree.links
##### Find Output Node
out = None
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
out = node
break
if out:
#### Modify Nodes
self.passes_to_rgb(out,None,nodes,links,passes,multiplier,addend)
else:
#### Create Default Texture Nodes
out = nodes.new(type = 'ShaderNodeOutputMaterial')
emit = nodes.new(type = 'ShaderNodeEmission')
final_value = 0.0 * multiplier + addend
emit.inputs[0].default_value = final_value,final_value,final_value,final_value
links.new(emit.outputs[0],out.inputs[0])
def normal_to_rgb(self,node,src_socket,nodes,links,normal_socket):
has_bsdf = False
for input in node.inputs:
if input.type == 'SHADER':
has_bsdf = True
if len(input.links):
self.normal_to_rgb(input.links[0].from_node,input,
nodes,links,normal_socket)
else:
emit = nodes.new(type = 'ShaderNodeEmission')
links.new(normal_socket,emit.inputs[0])
links.new(emit.outputs[0],input)
if not has_bsdf:
emit = nodes.new(type = 'ShaderNodeEmission')
links.new(emit.outputs[0],src_socket)
normal_input = node.inputs.get('Normal')
if normal_input:
if len(normal_input.links):
out_socket = normal_input.links[0].from_socket
add = nodes.new(type = 'ShaderNodeMixRGB')
div = nodes.new(type = 'ShaderNodeMixRGB')
add.blend_type = 'ADD'
div.blend_type = 'DIVIDE'
add.inputs[0].default_value = 1
div.inputs[0].default_value = 1
add.inputs[2].default_value = 1,1,1,1
div.inputs[2].default_value = 2,2,2,1
links.new(out_socket ,add.inputs[1])
links.new(add.outputs[0],div.inputs[1])
links.new(div.outputs[0],emit.inputs[0])
else:
links.new(normal_socket,emit.inputs[0])
else:
links.new(normal_socket,emit.inputs[0])
def normals_to_emit_node(self,obj):
for slot in obj.material_slots:
nodes = slot.material.node_tree.nodes
links = slot.material.node_tree.links
###### Create Default Normal Socket
geo = nodes.new(type = 'ShaderNodeNewGeometry')
add = nodes.new(type = 'ShaderNodeMixRGB')
div = nodes.new(type = 'ShaderNodeMixRGB')
add.blend_type = 'ADD'
div.blend_type = 'DIVIDE'
add.inputs[0].default_value = 1
div.inputs[0].default_value = 1
add.inputs[2].default_value = 1,1,1,1
div.inputs[2].default_value = 2,2,2,1
links.new(geo.outputs[1],add.inputs[1])
links.new(add.outputs[0],div.inputs[1])
normal_socket = div.outputs[0]
##### Find Output Node
out = None
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
out = node
break
if out:
#### Modify Nodes
self.normal_to_rgb(out,None,nodes,links,normal_socket)
else:
#### Create Default Normal Nodes
out = nodes.new(type = 'ShaderNodeOutputMaterial')
emit = nodes.new(type = 'ShaderNodeEmission')
links.new(normal_socket,emit.inputs[0])
links.new(emit.outputs[0],out.inputs[0])
def create_normal_transfer_material(self,src_image,dst_image,normal_space):
mat = bpy.data.materials.new('BAKELAB_NORMAL_TRANSFER_MAT')
mat.use_nodes = True
nodes = mat.node_tree.nodes
links = mat.node_tree.links
nodes.clear()
src = nodes.new(type = 'ShaderNodeTexImage') # Source Image
src.image = src_image
mul = nodes.new(type = 'ShaderNodeMixRGB')
sub = nodes.new(type = 'ShaderNodeMixRGB')
mul.blend_type = 'MULTIPLY'
sub.blend_type = 'SUBTRACT'
mul.inputs[0].default_value = 1
sub.inputs[0].default_value = 1
mul.inputs[2].default_value = 2,2,2,1
sub.inputs[2].default_value = 1,1,1,1
links.new(src.outputs[0],mul.inputs[1])
links.new(mul.outputs[0],sub.inputs[1])
bump_normal = sub.outputs[0]
if normal_space == 'TANGENT':
geo = nodes.new(type = 'ShaderNodeNewGeometry')
tan = nodes.new(type = 'ShaderNodeTangent')
c_b = nodes.new(type = 'ShaderNodeVectorMath')
tan.direction_type = 'UV_MAP'
c_b.operation = 'CROSS_PRODUCT'
normal = geo.outputs[1] # Normal
tangent = tan.outputs[0] # Tangent
binormal = c_b.outputs[0] # Binormal
links.new(normal,c_b.inputs[0])
links.new(tangent,c_b.inputs[1])
d_t = nodes.new(type = 'ShaderNodeVectorMath')
d_b = nodes.new(type = 'ShaderNodeVectorMath')
d_n = nodes.new(type = 'ShaderNodeVectorMath')
d_t.operation = 'DOT_PRODUCT'
d_b.operation = 'DOT_PRODUCT'
d_n.operation = 'DOT_PRODUCT'
links.new(tangent, d_t.inputs[0])
links.new(binormal,d_b.inputs[0])
links.new(normal, d_n.inputs[0])
links.new(bump_normal,d_t.inputs[1])
links.new(bump_normal,d_b.inputs[1])
links.new(bump_normal,d_n.inputs[1])
xyz = nodes.new(type = 'ShaderNodeCombineXYZ')
links.new(d_t.outputs[1], xyz.inputs[0])
links.new(d_b.outputs[1], xyz.inputs[1])
links.new(d_n.outputs[1], xyz.inputs[2])
final_normal_socket = xyz.outputs[0]
else:
w2o = nodes.new(type = 'ShaderNodeVectorTransform')
w2o.vector_type = 'NORMAL'
w2o.convert_from = 'WORLD'
w2o.convert_to = 'OBJECT'
links.new(bump_normal,w2o.inputs[0])
final_normal_socket = w2o.outputs[0]
add = nodes.new(type = 'ShaderNodeMixRGB')
div = nodes.new(type = 'ShaderNodeMixRGB')
gam = nodes.new(type = 'ShaderNodeGamma')
emt = nodes.new(type = 'ShaderNodeEmission')
out = nodes.new(type = 'ShaderNodeOutputMaterial')
add.blend_type = 'ADD'
div.blend_type = 'DIVIDE'
add.inputs[0].default_value = 1
div.inputs[0].default_value = 1
add.inputs[2].default_value = 1,1,1,1
div.inputs[2].default_value = 2,2,2,1
gam.inputs[1].default_value = 2.2
emt.inputs[1].default_value = 1
links.new(final_normal_socket, add.inputs[1])
links.new(add.outputs[0], div.inputs[1])
links.new(div.outputs[0], gam.inputs[0])
links.new(gam.outputs[0], emt.inputs[0])
links.new(emt.outputs[0], out.inputs[0])
dst = nodes.new(type = 'ShaderNodeTexImage') # Destination Image
dst.image = dst_image
for node in nodes:
node.select = False
dst.select = True
nodes.active = dst
return mat
def generate_mat(self,name):
new_mat = bpy.data.materials.new(name+'_BAKED')
self.add_texs(name,new_mat)
if bpy.context.scene.render.engine == 'CYCLES':
new_mat.use_nodes = True
else:
new_mat.use_nodes = False
return new_mat
def add_texs(self,name,mat):
######################### BI materials #####################################
if self.BAKED_texture:
slot = mat.texture_slots.add()
slot.texture = bpy.data.textures.new(name+'_D',type = 'IMAGE')
slot.texture.image = self.BAKED_texture.image
slot.texture_coords = 'UV'
if self.BAKED_normal:
slot = mat.texture_slots.add()
slot.texture = bpy.data.textures.new(name+'_N',type = 'IMAGE')
slot.texture.image = self.BAKED_normal.image
slot.texture.use_normal_map = True
slot.use_map_color_diffuse = False
slot.use_map_normal = True
slot.normal_map_space = self.BAKED_normal.item.normal_space
slot.texture_coords = 'UV'
if self.BAKED_ambient:
slot = mat.texture_slots.add()
slot.texture = bpy.data.textures.new(name+'_AO',type = 'IMAGE')
slot.texture.image = self.BAKED_ambient.image
slot.blend_type = 'MULTIPLY'
slot.texture_coords = 'UV'
if self.BAKED_glossy:
slot = mat.texture_slots.add()
slot.texture = bpy.data.textures.new(name+'_S',type = 'IMAGE')
slot.texture.image = self.BAKED_glossy.image
slot.use_map_color_diffuse = False
slot.use_map_color_spec = True
slot.texture_coords = 'UV'
if self.BAKED_full:
for slot in mat.texture_slots:
if slot:
slot.use = False
slot = mat.texture_slots.add()
slot.texture = bpy.data.textures.new(name+'_F',type = 'IMAGE')
slot.texture.image = self.BAKED_full.image
mat.use_shadeless = True
slot.texture_coords = 'UV'
if self.BAKED_alpha:
slot = mat.texture_slots.add()
slot.texture = bpy.data.textures.new(name+'_A',type = 'IMAGE')
slot.texture.image = self.BAKED_alpha.image
slot.use_map_color_diffuse = False
slot.use_map_alpha = True
mat.use_transparency = True
mat.alpha = 0
mat.specular_alpha = 0
slot.texture_coords = 'UV'
######################### CYCLES materials #################################
mat.use_nodes = True
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 = -200,400
links.new(pbr.outputs[0],out.inputs[0])
uvm = nodes.new(type = 'ShaderNodeTexCoord')
uvm.location = -1500,400
if self.BAKED_texture:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = -600,600
imgNode.image = self.BAKED_texture.image
links.new(imgNode.outputs[0],pbr.inputs[0])
links.new(uvm.outputs[2],imgNode.inputs[0])
if self.BAKED_normal:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = -600,-400
imgNode.image = self.BAKED_normal.image
imgNode.color_space = 'NONE'
nmNode = nodes.new(type = 'ShaderNodeNormalMap')
nmNode.location = -400,-200
nmNode.space = self.BAKED_normal.item.normal_space
if self.BAKED_normal.engine == 'BI' and self.BAKED_normal.item.normal_space == 'OBJECT':
nmNode.space = 'BLENDER_OBJECT'
links.new(imgNode.outputs[0],nmNode.inputs[1])
links.new(nmNode.outputs[0],pbr.inputs[17])
links.new(uvm.outputs[2],imgNode.inputs[0])
if self.BAKED_ambient:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = -600,200
imgNode.image = self.BAKED_ambient.image
mul = nodes.new(type = 'ShaderNodeMixRGB')
mul.location = -400,400
mul.blend_type = 'MULTIPLY'
mul.inputs[0].default_value = 1
mul.inputs[1].default_value = 1,1,1,1
mul.inputs[2].default_value = 1,1,1,1
diff_socket = None
if len(pbr.inputs[0].links):
diff_socket = pbr.inputs[0].links[0].from_socket
links.new(mul.outputs[0],pbr.inputs[0])
links.new(imgNode.outputs[0],mul.inputs[2])
links.new(uvm.outputs[2],imgNode.inputs[0])
if diff_socket is not None:
links.new(diff_socket,mul.inputs[1])
if self.BAKED_glossy:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = -400,0
imgNode.image = self.BAKED_glossy.image
links.new(imgNode.outputs[0],pbr.inputs[5])
links.new(uvm.outputs[2],imgNode.inputs[0])
if self.BAKED_full:
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = -600,1000
imgNode.image = self.BAKED_full.image
EmitNode = nodes.new(type = 'ShaderNodeEmission')
EmitNode.location = -200,600
links.new(imgNode.outputs[0],EmitNode.inputs[0])
links.new(EmitNode.outputs[0],out.inputs[0])
links.new(uvm.outputs[2],imgNode.inputs[0])
if self.BAKED_alpha:
if len(out.inputs[0].links):
from_socket = out.inputs[0].links[0].from_socket
transparent = nodes.new(type = 'ShaderNodeBsdfTransparent')
transparent.location = -200, -100
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = -200, -200
imgNode.image = self.BAKED_alpha.image
mix_shader = nodes.new(type = 'ShaderNodeMixShader')
mix_shader.location = out.location[:]
out.location[0] += 200
links.new(imgNode.outputs[0], mix_shader.inputs[0])
links.new(transparent.outputs[0], mix_shader.inputs[1])
links.new(from_socket, mix_shader.inputs[2])
links.new(mix_shader.outputs[0], out.inputs[0])
links.new(uvm.outputs[2], imgNode.inputs[0])
mat.game_settings.alpha_blend = 'ALPHA'
###### Custom Passes{
node_y_shift = 500
for baker in self.BAKED_passes:
####### Find Pass Input Socket{
pass_input = None
passes = baker.item.pass_name.split('|')
for Pass in passes:
pass_input = pbr.inputs.get(Pass)
if pass_input: break
if pass_input:
if len(pass_input.links)==0:
node_x_shift = -800
pass_input_shift = pass_input
if baker.item.pass_multiplier != 1:
multiplier = baker.item.pass_multiplier
mul = nodes.new(type = 'ShaderNodeMixRGB')
mul.location = node_x_shift,node_y_shift
mul.inputs[0].default_value = 1
mul.blend_type = 'DIVIDE'
mul.inputs[2].default_value = multiplier,multiplier,multiplier,multiplier
links.new(mul.outputs[0],pass_input_shift)
pass_input_shift = mul.inputs[1]
node_x_shift -= 200
if baker.item.pass_addend != 0:
addend = baker.item.pass_addend
add = nodes.new(type = 'ShaderNodeMixRGB')
add.location = node_x_shift,node_y_shift
add.inputs[0].default_value = 1
if addend >= 0:
add.blend_type = 'SUBTRACT'
add.inputs[2].default_value = addend,addend,addend,addend
else:
add.blend_type = 'ADD'
add.inputs[2].default_value = -addend,-addend,-addend,-addend
links.new(add.outputs[0],pass_input_shift)
pass_input_shift = add.inputs[1]
node_x_shift -= 200
imgNode = nodes.new(type = 'ShaderNodeTexImage')
imgNode.location = node_x_shift,node_y_shift
imgNode.image = baker.image
links.new(imgNode.outputs[0],pass_input_shift)
links.new(uvm.outputs[2],imgNode.inputs[0])
node_y_shift -= 350
####### }
###### }
#######################################################################################
def get_file_extension(self,format):
extension = ''
if format == 'PNG':
extension = '.png'
if format == 'JPEG':
extension = '.jpg'
if format == 'TARGA':
extension = '.tar'
if format == 'TIFF':
extension = '.tiff'
if format == 'BMP':
extension = '.bmp'
return extension
def save_image(self,context,image,settings):
if settings:
img_settings = context.scene.render.image_settings
img_settings.file_format = settings.format
if settings.format == 'PNG':
img_settings.color_mode = settings.channels3
img_settings.compression = settings.compression
img_settings.color_depth = settings.c_depth
if settings.format == 'JPEG':
img_settings.color_mode = settings.channels2
img_settings.quality = settings.quality
if settings.format == 'TARGA':
img_settings.color_mode = settings.channels3
if settings.format == 'TIFF':
img_settings.color_mode = settings.channels3
img_settings.tiff_codec = settings.tiff_codec
img_settings.color_depth = settings.c_depth
try:
image.save()
image.save_render(image.filepath,context.scene)
except:
self.report(type = {'ERROR'},
message = 'Could Not Save '+image.name+' to '+image.filepath)
self.running = False
#######################################################################################
def check_passes_enabled(self,settings,direct,indirect,color,combined):
enabled = False
if direct:
if settings.use_pass_direct:
enabled = True
if indirect:
if settings.use_pass_indirect:
enabled = True
if color:
if settings.use_pass_color:
enabled = True
if not enabled:
return False
if combined:
enabled = False
if settings.use_pass_diffuse:
enabled = True
if settings.use_pass_glossy:
enabled = True
if settings.use_pass_transmission:
enabled = True
if settings.use_pass_subsurface:
enabled = True
if settings.use_pass_ambient_occlusion:
enabled = True
if settings.use_pass_emit:
enabled = True
if not enabled:
return False
return True
#######################################################################################
def bake(self,context,obj_list,name,s_to_a):
if self.bake_sub_step == 0 or self.bake_sub_step == 10:
while True:
if self.bake_item_id >= len(context.scene.BakeLabMapColl):
return True
bake_item = context.scene.BakeLabMapColl[self.bake_item_id]
if bake_item.enabled:
self.bake_sub_step = 1
break
self.bake_item_id += 1
else:
bake_item = context.scene.BakeLabMapColl[self.bake_item_id]
props = context.scene.BakeLabProps
#### Final Variables{
final_name = bake_item.img_name.replace('*',name)
final_samples = bake_item.samples * self.sample_scale
if self.override_image_size:
final_image_width = self.override_image_width * props.aa_samples
final_image_height = self.override_image_height * props.aa_samples
else:
final_image_width = bake_item.width * self.image_scale * props.aa_samples
final_image_height = bake_item.height * self.image_scale * props.aa_samples
#### }
if not self.img_cancelled and self.bake_sub_step >= 0:
last_baked_image = self.current_image
self.current_image = bpy.data.images.new(final_name,
width = final_image_width, height = final_image_height)
self.current_image.filepath = props.out_path + \
self.current_image.name + \
self.get_file_extension(bake_item.format)
self.current_image.file_format = bake_item.format
########################################################################
if not self.img_cancelled:
self.new_bake_sub_step = 0
self.new_use_s_to_a = s_to_a
if bake_item.engine == 'CYCLES':
bpy.context.scene.render.engine = 'CYCLES'
for obj in obj_list:
for slot in obj.material_slots:
mat = slot.material
if not mat: continue
mat.use_nodes = True
if s_to_a:
active_obj = context.scene.objects.active
self.createTmpImageNodes(active_obj,self.current_image)
else:
for obj in obj_list:
self.createTmpImageNodes(obj,self.current_image)
bake_settings = context.scene.render.bake
bake_settings.use_pass_direct = bake_item.cycles_direct
bake_settings.use_pass_indirect = bake_item.cycles_indirect
bake_settings.use_pass_color = bake_item.cycles_color
if bake_item.type == 'Full':
bake_settings.use_pass_diffuse = bake_item.cycles_diffuse
bake_settings.use_pass_glossy = bake_item.cycles_glossy
bake_settings.use_pass_transmission = bake_item.cycles_transmission
bake_settings.use_pass_subsurface = bake_item.cycles_subsurface
bake_settings.use_pass_ambient_occlusion = bake_item.cycles_ambient_occlusion
bake_settings.use_pass_emit = bake_item.cycles_emit
if not self.check_passes_enabled(bake_settings,True,True,False,True):
self.report(type = {'ERROR'},
message = 'Nothing to bake to '+final_name)
self.bake_sub_step = 0
self.bake_item_id += 1
return False
texture_type = 'COMBINED'
elif bake_item.type == 'Diffuse':
if not self.check_passes_enabled(bake_settings,True,True,True,False):
self.report(type = {'ERROR'},
message = 'Nothing to bake to '+final_name)
self.bake_sub_step = 0
self.bake_item_id += 1
return False
texture_type = 'DIFFUSE'
elif bake_item.type == 'Specular':
if not self.check_passes_enabled(bake_settings,True,True,True,False):
self.report(type = {'ERROR'},
message = 'Nothing to bake to '+final_name)
self.bake_sub_step = 0
self.bake_item_id += 1
return False
texture_type = 'GLOSSY'
elif bake_item.type == 'Alpha':
if not self.check_passes_enabled(bake_settings,True,True,True,False):
self.report(type = {'ERROR'},
message = 'Nothing to bake to '+final_name)
self.bake_sub_step = 0
self.bake_item_id += 1
return False
texture_type = 'TRANSMISSION'
elif bake_item.type == 'Subsurface':
if not self.check_passes_enabled(bake_settings,True,True,True,False):
self.report(type = {'ERROR'},
message = 'Nothing to bake to '+final_name)
self.bake_sub_step = 0
self.bake_item_id += 1
return False
texture_type = 'SUBSURFACE'
elif bake_item.type == 'Emission': texture_type = 'EMIT'
elif bake_item.type == 'Ambient': texture_type = 'AO'
elif bake_item.type == 'Shadow': texture_type = 'SHADOW'
elif bake_item.type == 'UV': texture_type = 'UV'
elif bake_item.type == 'Environment': texture_type = 'ENVIRONMENT'
elif bake_item.type == 'Normal':
if bake_item.tricky:
texture_type = 'EMIT'
#################################################
if self.bake_sub_step == 1:
self.original_mats = []
self.old_active_render_uvs = []
self.current_image.name = 'TMP_WORLD_NORMAL_' + self.current_image.name
self.current_image.filepath = props.out_path + \
self.current_image.name + \
self.get_file_extension(bake_item.format)
for obj in obj_list:
if s_to_a:
if obj == context.scene.objects.active:
continue
active_render_uv = None
for uv in obj.data.uv_textures:
if uv.active_render:
active_render_uv = uv
self.old_active_render_uvs.append(active_render_uv)
for slot in obj.material_slots:
self.original_mats.append(slot.material)
slot.material = slot.material.copy()
for obj in obj_list:
if s_to_a:
if obj == context.scene.objects.active:
continue
self.normals_to_emit_node(obj)
self.new_bake_sub_step = 2
#################################################
elif self.bake_sub_step == 2:
self.trash_imgs.append(last_baked_image)
transfer_mat = self.create_normal_transfer_material(last_baked_image,
self.current_image,bake_item.normal_space)
if s_to_a:
self.new_use_s_to_a = False
active_obj = context.scene.objects.active
for obj in obj_list:
if obj != active_obj:
obj.select = False
active_obj.data.uv_textures.active.active_render = True
for slot in active_obj.material_slots:
tmp_mat = slot.material
slot.material = transfer_mat
self.trash_mats.append(tmp_mat)
else:
for obj in obj_list:
obj.data.uv_textures.active.active_render = True
for slot in obj.material_slots:
tmp_mat = slot.material
slot.material = transfer_mat
self.trash_mats.append(tmp_mat)
self.new_bake_sub_step = -1
#################################################
elif self.bake_sub_step == -1:
for uv in self.old_active_render_uvs:
if uv:
uv.active_render = True
i = 0
for obj in obj_list:
obj.select = True
if s_to_a:
if obj == context.scene.objects.active:
continue
for slot in obj.material_slots:
tmp_mat = slot.material
slot.material = self.original_mats[i]
self.trash_mats.append(tmp_mat)
i += 1
self.new_bake_sub_step = 10
else:
context.scene.render.bake.normal_space = bake_item.normal_space
texture_type = 'NORMAL'
elif bake_item.type in {'Texture','Passes'}:
texture_type = 'EMIT'
#################################################
if self.bake_sub_step == 1:
self.original_mats = []
for obj in obj_list:
if s_to_a:
if obj == context.scene.objects.active:
continue
for slot in obj.material_slots:
self.original_mats.append(slot.material)
slot.material = slot.material.copy()
for obj in obj_list:
if s_to_a:
if obj == context.scene.objects.active:
continue
if bake_item.type == 'Texture':
self.passes_to_emit_node(obj,['Color','Base Color','Paint Color'],1,0)
else:
self.passes_to_emit_node(obj,bake_item.pass_name.split('|'),
bake_item.pass_multiplier,bake_item.pass_addend)
self.new_bake_sub_step = -1
#################################################
elif self.bake_sub_step == -1:
i = 0
for obj in obj_list:
obj.select = True
if s_to_a:
if obj == context.scene.objects.active:
continue
for slot in obj.material_slots:
tmp_mat = slot.material
slot.material = self.original_mats[i]
self.trash_mats.append(tmp_mat)
i += 1
self.new_bake_sub_step = 10
else:
self.report(type = {'ERROR'},
message = 'Unknown Bake Type: '+bake_item.type)
self.bake_sub_step = 0
self.bake_item_id += 1
return False
else:#####################################################################
bpy.context.scene.render.engine = 'BLENDER_RENDER'
for obj in obj_list: