Hot Fix
fix texture atlas having registry problems, and the normal maps not looking good after being atlased.
This commit is contained in:
+39
-5
@@ -1,11 +1,19 @@
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import bpy
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from ..functions.translations import t, get_languages_list, update_language
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from ..functions.translations import t, get_languages_list, update_ui
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from ..core.register import register_property
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from bpy.types import Scene, Object, Material, TextureNode, Context, SceneObjects, PropertyGroup
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from bpy.props import BoolProperty, EnumProperty, FloatProperty, IntProperty, CollectionProperty, StringProperty, FloatVectorProperty, PointerProperty
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from bpy.utils import register_class
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from ..core.register import register_wrap
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from ..core.addon_preferences import get_preference
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from .common import get_armatures
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def register():
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default_language = get_preference("language", 0)
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from ..core.common import SceneMatClass, material_list_bool, get_armatures
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def register() -> None:
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default_language = get_preference("language", 0)
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bpy.types.Scene.avatar_toolkit_language = bpy.props.EnumProperty(
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name=t("Settings.language.label", "Language"),
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description=t("Settings.language.desc", "Select the language for the addon"),
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@@ -21,6 +29,31 @@ def register():
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name="Selected Armature",
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description="The currently selected armature for Avatar Toolkit operations"
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)
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#happy with how compressed this get_texture_node_list method is - @989onan
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def get_texture_node_list(self: Material, context: Context) -> list[set[3]]:
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if self.use_nodes:
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Object.Enum = [((i.image.name if i.image else i.name+"_image"),(i.image.name if i.image else "node with no image..."),(i.image.name if i.image else i.name),index+1) for index,i in enumerate(self.node_tree.nodes) if i.bl_idname == "ShaderNodeTexImage"]
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if not len(Object.Enum):
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Object.Enum = [("ERROR", "THIS MATERIAL HAS NO IMAGES!", "ERROR", 0)]
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else:
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Object.Enum = [("ERROR", "THIS MATERIAL DOES NOT USE NODES!", "ERROR", 0)]
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Object.Enum.append(("None", "None", "None", 0))
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return Object.Enum
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register_property((Material, "texture_atlas_albedo", EnumProperty(name="Albedo", description="The texture that will be used for the albedo map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_normal", EnumProperty(name="Normal", description="The texture that will be used for the normal map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_emission", EnumProperty(name="Emission", description="The texture that will be used for the emission map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_ambient_occlusion", EnumProperty(name="Ambient Occlusion", description="The texture that will be used for the ambient occlusion map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_height", EnumProperty(name="Height", description="The texture that will be used for the height map atlas", default=0, items=get_texture_node_list)))
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register_property((Material, "texture_atlas_roughness", EnumProperty(name="Roughness", description="The texture that will be used for the roughness map atlas", default=0, items=get_texture_node_list)))
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register_property((Scene, "texture_atlas_material_index", IntProperty(default=-1, get=(lambda self : -1), set=(lambda self,context : None))))
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register_property((Scene, "materials", CollectionProperty(type=SceneMatClass)))
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register_property((Scene, "texture_atlas_Has_Mat_List_Shown", BoolProperty(default=False, get=material_list_bool.get_bool, set=material_list_bool.set_bool)))
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def unregister():
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if hasattr(bpy.types.Scene, "avatar_toolkit_language"):
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@@ -31,3 +64,4 @@ def unregister():
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if hasattr(bpy.types.Scene, "selected_armature"):
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del bpy.types.Scene.selected_armature
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