Files
Avatar-Toolkit/core/mmd/operators/material.py
T
Yusarina a929f68ad4 Holy shit this was a pain
- Truly fixes PMX Import lol, i messed up completely
- Updated MMD Tools to use Cats One
2025-11-19 06:35:06 +00:00

496 lines
19 KiB
Python

# Copyright 2014 MMD Tools authors
# This file is part of MMD Tools.
from collections import defaultdict
import bpy
from bpy.props import BoolProperty, StringProperty
from bpy.types import Operator
from .. import cycles_converter
from ..core.exceptions import MaterialNotFoundError
from ..core.material import FnMaterial
from ..core.shader import _NodeGroupUtils
class ConvertMaterialsForCycles(Operator):
bl_idname = "mmd_tools.convert_materials_for_cycles"
bl_label = "Convert Materials For Cycles"
bl_description = "Convert materials of selected objects for Cycles."
bl_options = {"REGISTER", "UNDO"}
use_principled: bpy.props.BoolProperty(
name="Convert to Principled BSDF",
description="Convert MMD shader nodes to Principled BSDF as well if enabled",
default=False,
options={"SKIP_SAVE"},
)
clean_nodes: bpy.props.BoolProperty(
name="Clean Nodes",
description="Remove redundant nodes as well if enabled. Disable it to keep node data.",
default=False,
options={"SKIP_SAVE"},
)
@classmethod
def poll(cls, context):
return any(x.type == "MESH" for x in context.selected_objects)
def draw(self, context):
layout = self.layout
layout.prop(self, "use_principled")
layout.prop(self, "clean_nodes")
def execute(self, context):
try:
context.scene.render.engine = "CYCLES"
except Exception:
self.report({"ERROR"}, " * Failed to change to Cycles render engine.")
return {"CANCELLED"}
for obj in (x for x in context.selected_objects if x.type == "MESH"):
cycles_converter.convertToCyclesShader(obj, use_principled=self.use_principled, clean_nodes=self.clean_nodes)
return {"FINISHED"}
class ConvertMaterials(Operator):
bl_idname = "mmd_tools.convert_materials"
bl_label = "Convert Materials"
bl_description = "Convert materials of selected objects."
bl_options = {"REGISTER", "UNDO"}
use_principled: bpy.props.BoolProperty(
name="Convert to Principled BSDF",
description="Convert MMD shader nodes to Principled BSDF as well if enabled",
default=True,
options={"SKIP_SAVE"},
)
clean_nodes: bpy.props.BoolProperty(
name="Clean Nodes",
description="Remove redundant nodes as well if enabled. Disable it to keep node data.",
default=True,
options={"SKIP_SAVE"},
)
subsurface: bpy.props.FloatProperty(
name="Subsurface",
default=0.001,
soft_min=0.000,
soft_max=1.000,
precision=3,
options={"SKIP_SAVE"},
)
@classmethod
def poll(cls, context):
return any(x.type == "MESH" for x in context.selected_objects)
def execute(self, context):
for obj in context.selected_objects:
if obj.type != "MESH":
continue
cycles_converter.convertToBlenderShader(obj, use_principled=self.use_principled, clean_nodes=self.clean_nodes, subsurface=self.subsurface)
return {"FINISHED"}
class MergeMaterials(Operator):
bl_idname = "mmd_tools.merge_materials"
bl_label = "Merge Materials"
bl_description = "Merge materials with the same texture in selected objects. Only merges materials with exactly one texture node. Materials with no texture or with multiple textures are not merged. Please convert to Blender materials first."
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return any(x.type == "MESH" for x in context.selected_objects)
def execute(self, context):
# Process all selected mesh objects
for obj in context.selected_objects:
if obj.type != "MESH":
continue
self.merge_materials_for_object(context, obj)
return {"FINISHED"}
def merge_materials_for_object(self, context, obj):
"""Merge materials with same texture for a single object"""
if not obj.data.materials:
self.report({"INFO"}, f"Object '{obj.name}' has no materials")
return
# Map texture paths to material indices and names
texture_to_materials = defaultdict(list)
# Check each material
for i, material in enumerate(obj.data.materials):
# use_nodes is deprecated in 5.0 but always returns True, so check is safe
if not material or not material.use_nodes:
continue
# 1. Check texture node count (must be exactly 1)
texture_nodes = [node for node in material.node_tree.nodes if node.type == "TEX_IMAGE"]
if len(texture_nodes) != 1:
continue
# 2. Record texture path and material info
texture_node = texture_nodes[0]
if texture_node.image:
texture_path = bpy.path.abspath(texture_node.image.filepath)
texture_to_materials[texture_path].append({"index": i, "name": material.name})
# Find material groups that need merging
materials_to_merge = {path: materials for path, materials in texture_to_materials.items() if len(materials) > 1}
if not materials_to_merge:
self.report({"INFO"}, f"No materials to merge in object '{obj.name}'")
return
# Process each texture group
context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode="EDIT")
merge_details = []
for texture_path, materials in materials_to_merge.items():
# Use first material as target
target_material = materials[0]
target_index = target_material["index"]
target_name = target_material["name"]
source_materials = []
# Reassign faces from other materials to target material
for source_material in materials[1:]:
source_index = source_material["index"]
source_name = source_material["name"]
source_materials.append(source_name)
bpy.ops.mesh.select_all(action="DESELECT")
obj.active_material_index = source_index
bpy.ops.object.material_slot_select()
obj.active_material_index = target_index
bpy.ops.object.material_slot_assign()
# Record merge details
texture_name = bpy.path.basename(texture_path)
merge_details.append({"texture": texture_name, "target": target_name, "sources": source_materials})
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.material_slot_remove_unused()
merged_count = sum(len(details["sources"]) for details in merge_details)
self.report({"INFO"}, f"Object '{obj.name}': Merged {merged_count} materials")
for details in merge_details:
sources_text = ", ".join(details["sources"])
self.report({"INFO"}, f"Same Texture '{details['texture']}': Merged materials [{sources_text}] into '{details['target']}'")
class ConvertBSDFMaterials(Operator):
bl_idname = "mmd_tools.convert_bsdf_materials"
bl_label = "Convert Blender Materials"
bl_description = "Convert materials of selected objects."
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return any(x.type == "MESH" for x in context.selected_objects)
def execute(self, context):
for obj in context.selected_objects:
if obj.type != "MESH":
continue
cycles_converter.convertToMMDShader(obj)
return {"FINISHED"}
class _OpenTextureBase:
"""Create a texture for mmd model material."""
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
filepath: StringProperty(
name="File Path",
description="Filepath used for importing the file",
maxlen=1024,
subtype="FILE_PATH",
)
use_filter_image: BoolProperty(
default=True,
options={"HIDDEN"},
)
def invoke(self, context, event):
context.window_manager.fileselect_add(self)
return {"RUNNING_MODAL"}
class OpenTexture(Operator, _OpenTextureBase):
bl_idname = "mmd_tools.material_open_texture"
bl_label = "Open Texture"
bl_description = "Create main texture of active material"
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.create_texture(self.filepath)
return {"FINISHED"}
class RemoveTexture(Operator):
"""Create a texture for mmd model material."""
bl_idname = "mmd_tools.material_remove_texture"
bl_label = "Remove Texture"
bl_description = "Remove main texture of active material"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.remove_texture()
return {"FINISHED"}
class OpenSphereTextureSlot(Operator, _OpenTextureBase):
"""Create a texture for mmd model material."""
bl_idname = "mmd_tools.material_open_sphere_texture"
bl_label = "Open Sphere Texture"
bl_description = "Create sphere texture of active material"
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.create_sphere_texture(self.filepath, context.active_object)
return {"FINISHED"}
class RemoveSphereTexture(Operator):
"""Create a texture for mmd model material."""
bl_idname = "mmd_tools.material_remove_sphere_texture"
bl_label = "Remove Sphere Texture"
bl_description = "Remove sphere texture of active material"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
mat = context.active_object.active_material
fnMat = FnMaterial(mat)
fnMat.remove_sphere_texture()
return {"FINISHED"}
class MoveMaterialUp(Operator):
bl_idname = "mmd_tools.move_material_up"
bl_label = "Move Material Up"
bl_description = "Moves selected material one slot up"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
obj = context.active_object
return obj is not None and obj.type == "MESH" and obj.mmd_type == "NONE" and obj.active_material_index > 0
def execute(self, context):
obj = context.active_object
current_idx = obj.active_material_index
prev_index = current_idx - 1
try:
FnMaterial.swap_materials(obj, current_idx, prev_index, reverse=True, swap_slots=True)
except MaterialNotFoundError:
self.report({"ERROR"}, "Materials not found")
return {"CANCELLED"}
obj.active_material_index = prev_index
return {"FINISHED"}
class MoveMaterialDown(Operator):
bl_idname = "mmd_tools.move_material_down"
bl_label = "Move Material Down"
bl_description = "Moves the selected material one slot down"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
obj = context.active_object
return obj is not None and obj.type == "MESH" and obj.mmd_type == "NONE" and obj.active_material_index < len(obj.material_slots) - 1
def execute(self, context):
obj = context.active_object
current_idx = obj.active_material_index
next_index = current_idx + 1
try:
FnMaterial.swap_materials(obj, current_idx, next_index, reverse=True, swap_slots=True)
except MaterialNotFoundError:
self.report({"ERROR"}, "Materials not found")
return {"CANCELLED"}
obj.active_material_index = next_index
return {"FINISHED"}
class EdgePreviewSetup(Operator):
bl_idname = "mmd_tools.edge_preview_setup"
bl_label = "Edge Preview Setup"
bl_description = 'Preview toon edge settings of active model using "Solidify" modifier'
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
action: bpy.props.EnumProperty(
name="Action",
description="Select action",
items=[
("CREATE", "Create", "Create toon edge", 0),
("CLEAN", "Clean", "Clear toon edge", 1),
],
default="CREATE",
)
def execute(self, context):
from ..core.model import FnModel
root = FnModel.find_root_object(context.active_object)
if root is None:
self.report({"ERROR"}, "Select a MMD model")
return {"CANCELLED"}
if self.action == "CLEAN":
for obj in FnModel.iterate_mesh_objects(root):
self.__clean_toon_edge(obj)
else:
from ..bpyutils import Props
scale = 0.2 * getattr(root, Props.empty_display_size)
counts = sum(self.__create_toon_edge(obj, scale) for obj in FnModel.iterate_mesh_objects(root))
self.report({"INFO"}, "Created %d toon edge(s)" % counts)
return {"FINISHED"}
def __clean_toon_edge(self, obj):
if "mmd_edge_preview" in obj.modifiers:
obj.modifiers.remove(obj.modifiers["mmd_edge_preview"])
if "mmd_edge_preview" in obj.vertex_groups:
obj.vertex_groups.remove(obj.vertex_groups["mmd_edge_preview"])
FnMaterial.clean_materials(obj, can_remove=lambda m: m and m.name.startswith("mmd_edge."))
def __create_toon_edge(self, obj, scale=1.0):
self.__clean_toon_edge(obj)
materials = obj.data.materials
material_offset = len(materials)
for m in tuple(materials):
if m and m.mmd_material.enabled_toon_edge:
mat_edge = self.__get_edge_material("mmd_edge." + m.name, m.mmd_material.edge_color, materials)
materials.append(mat_edge)
elif material_offset > 1:
mat_edge = self.__get_edge_material("mmd_edge.disabled", (0, 0, 0, 0), materials)
materials.append(mat_edge)
if len(materials) > material_offset:
mod = obj.modifiers.get("mmd_edge_preview", None)
if mod is None:
mod = obj.modifiers.new("mmd_edge_preview", "SOLIDIFY")
mod.material_offset = material_offset
mod.thickness_vertex_group = 1e-3 # avoid overlapped faces
mod.use_flip_normals = True
mod.use_rim = False
mod.offset = 1
self.__create_edge_preview_group(obj)
mod.thickness = scale
mod.vertex_group = "mmd_edge_preview"
return len(materials) - material_offset
def __create_edge_preview_group(self, obj):
vertices, materials = obj.data.vertices, obj.data.materials
weight_map = {i: m.mmd_material.edge_weight for i, m in enumerate(materials) if m}
scale_map = {}
vg_scale_index = obj.vertex_groups.find("mmd_edge_scale")
if vg_scale_index >= 0:
scale_map = {v.index: g.weight for v in vertices for g in v.groups if g.group == vg_scale_index}
vg_edge_preview = obj.vertex_groups.new(name="mmd_edge_preview")
for i, mi in {v: f.material_index for f in reversed(obj.data.polygons) for v in f.vertices}.items():
weight = scale_map.get(i, 1.0) * weight_map.get(mi, 1.0) * 0.02
vg_edge_preview.add(index=[i], weight=weight, type="REPLACE")
def __get_edge_material(self, mat_name, edge_color, materials):
if mat_name in materials:
return materials[mat_name]
mat = bpy.data.materials.get(mat_name, None)
if mat is None:
mat = bpy.data.materials.new(mat_name)
mmd_mat = mat.mmd_material
# note: edge affects ground shadow
mmd_mat.is_double_sided = mmd_mat.enabled_drop_shadow = False
mmd_mat.enabled_self_shadow_map = mmd_mat.enabled_self_shadow = False
# mmd_mat.enabled_self_shadow_map = True # for blender 2.78+ BI viewport only
mmd_mat.diffuse_color = mmd_mat.specular_color = (0, 0, 0)
mmd_mat.ambient_color = edge_color[:3]
mmd_mat.alpha = edge_color[3]
mmd_mat.edge_color = edge_color
self.__make_shader(mat)
return mat
def __make_shader(self, m):
m.use_nodes = True
nodes, links = m.node_tree.nodes, m.node_tree.links
node_shader = nodes.get("mmd_edge_preview", None)
if node_shader is None or not any(s.is_linked for s in node_shader.outputs):
XPOS, YPOS = 210, 110
nodes.clear()
node_shader = nodes.new("ShaderNodeGroup")
node_shader.name = "mmd_edge_preview"
node_shader.location = (0, 0)
node_shader.width = 200
node_shader.node_tree = self.__get_edge_preview_shader()
node_out = nodes.new("ShaderNodeOutputMaterial")
node_out.location = (XPOS * 2, YPOS * 0)
links.new(node_shader.outputs["Shader"], node_out.inputs["Surface"])
node_shader.inputs["Color"].default_value = m.mmd_material.edge_color
node_shader.inputs["Alpha"].default_value = m.mmd_material.edge_color[3]
def __get_edge_preview_shader(self):
group_name = "MMDEdgePreview"
shader = bpy.data.node_groups.get(group_name, None) or bpy.data.node_groups.new(name=group_name, type="ShaderNodeTree")
if len(shader.nodes):
return shader
ng = _NodeGroupUtils(shader)
ng.new_node("NodeGroupInput", (-5, 0))
ng.new_node("NodeGroupOutput", (3, 0))
############################################################################
node_color = ng.new_node("ShaderNodeMixRGB", (-1, -1.5))
node_color.mute = True
ng.new_input_socket("Color", node_color.inputs["Color1"])
############################################################################
node_ray = ng.new_node("ShaderNodeLightPath", (-3, 1.5))
node_geo = ng.new_node("ShaderNodeNewGeometry", (-3, 0))
node_max = ng.new_math_node("MAXIMUM", (-2, 1.5))
node_max.mute = True
node_gt = ng.new_math_node("GREATER_THAN", (-1, 1))
node_alpha = ng.new_math_node("MULTIPLY", (0, 1))
node_trans = ng.new_node("ShaderNodeBsdfTransparent", (0, 0))
node_rgb = ng.new_node("ShaderNodeBackground", (0, -0.5))
node_mix = ng.new_node("ShaderNodeMixShader", (1, 0.5))
links = ng.links
links.new(node_ray.outputs["Is Camera Ray"], node_max.inputs[0])
links.new(node_ray.outputs["Is Glossy Ray"], node_max.inputs[1])
links.new(node_max.outputs["Value"], node_gt.inputs[0])
links.new(node_geo.outputs["Backfacing"], node_gt.inputs[1])
links.new(node_gt.outputs["Value"], node_alpha.inputs[0])
links.new(node_alpha.outputs["Value"], node_mix.inputs["Fac"])
links.new(node_trans.outputs["BSDF"], node_mix.inputs[1])
links.new(node_rgb.outputs[0], node_mix.inputs[2])
links.new(node_color.outputs["Color"], node_rgb.inputs["Color"])
ng.new_input_socket("Alpha", node_alpha.inputs[1])
ng.new_output_socket("Shader", node_mix.outputs["Shader"])
return shader