f40b2faacb
- Replaced action.fcurves with channelbag system - Updated EEVEE_NEXT to EEVEE render engine - Removed deprecated material.use_nodes and use_shadeless - Fixed bone selection/hide API for Pose mode
259 lines
12 KiB
Python
259 lines
12 KiB
Python
# -*- coding: utf-8 -*-
|
|
# Copyright 2014 MMD Tools authors
|
|
# This file was originally part of the MMD Tools add-on for Blender
|
|
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
|
|
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
|
|
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
|
|
|
|
from typing import Iterable, Optional, Any, List, Tuple, Union
|
|
|
|
import bpy
|
|
from bpy.types import Material, NodeTree, Node, NodeSocket, ShaderNodeGroup, ShaderNodeOutputMaterial, NodeLink
|
|
|
|
from ..logging_setup import logger
|
|
from .core.shader import _NodeGroupUtils
|
|
from .core.material import FnMaterial
|
|
|
|
|
|
def __switchToCyclesRenderEngine() -> None:
|
|
if bpy.context.scene.render.engine != "CYCLES":
|
|
logger.debug("Switching render engine to Cycles")
|
|
bpy.context.scene.render.engine = "CYCLES"
|
|
|
|
|
|
def __exposeNodeTreeInput(in_socket: NodeSocket, name: str, default_value: Any, node_input: Node, shader: NodeTree) -> None:
|
|
_NodeGroupUtils(shader).new_input_socket(name, in_socket, default_value)
|
|
|
|
|
|
def __exposeNodeTreeOutput(out_socket: NodeSocket, name: str, node_output: Node, shader: NodeTree) -> None:
|
|
_NodeGroupUtils(shader).new_output_socket(name, out_socket)
|
|
|
|
|
|
def __getMaterialOutput(nodes: bpy.types.Nodes, bl_idname: str) -> Node:
|
|
o = next((n for n in nodes if n.bl_idname == bl_idname and n.is_active_output), None) or nodes.new(bl_idname)
|
|
o.is_active_output = True
|
|
return o
|
|
|
|
|
|
def create_MMDAlphaShader() -> NodeTree:
|
|
__switchToCyclesRenderEngine()
|
|
|
|
if "MMDAlphaShader" in bpy.data.node_groups:
|
|
logger.debug("Using existing MMDAlphaShader node group")
|
|
return bpy.data.node_groups["MMDAlphaShader"]
|
|
|
|
logger.info("Creating new MMDAlphaShader node group")
|
|
shader = bpy.data.node_groups.new(name="MMDAlphaShader", type="ShaderNodeTree")
|
|
|
|
node_input = shader.nodes.new("NodeGroupInput")
|
|
node_output = shader.nodes.new("NodeGroupOutput")
|
|
node_output.location.x += 250
|
|
node_input.location.x -= 500
|
|
|
|
trans = shader.nodes.new("ShaderNodeBsdfTransparent")
|
|
trans.location.x -= 250
|
|
trans.location.y += 150
|
|
mix = shader.nodes.new("ShaderNodeMixShader")
|
|
|
|
shader.links.new(mix.inputs[1], trans.outputs["BSDF"])
|
|
|
|
__exposeNodeTreeInput(mix.inputs[2], "Shader", None, node_input, shader)
|
|
__exposeNodeTreeInput(mix.inputs["Fac"], "Alpha", 1.0, node_input, shader)
|
|
__exposeNodeTreeOutput(mix.outputs["Shader"], "Shader", node_output, shader)
|
|
|
|
return shader
|
|
|
|
|
|
def create_MMDBasicShader() -> NodeTree:
|
|
__switchToCyclesRenderEngine()
|
|
|
|
if "MMDBasicShader" in bpy.data.node_groups:
|
|
logger.debug("Using existing MMDBasicShader node group")
|
|
return bpy.data.node_groups["MMDBasicShader"]
|
|
|
|
logger.info("Creating new MMDBasicShader node group")
|
|
shader: NodeTree = bpy.data.node_groups.new(name="MMDBasicShader", type="ShaderNodeTree")
|
|
|
|
node_input: Node = shader.nodes.new("NodeGroupInput")
|
|
node_output: Node = shader.nodes.new("NodeGroupOutput")
|
|
node_output.location.x += 250
|
|
node_input.location.x -= 500
|
|
|
|
dif: Node = shader.nodes.new("ShaderNodeBsdfDiffuse")
|
|
dif.location.x -= 250
|
|
dif.location.y += 150
|
|
glo: Node = shader.nodes.new("ShaderNodeBsdfAnisotropic")
|
|
glo.location.x -= 250
|
|
glo.location.y -= 150
|
|
mix: Node = shader.nodes.new("ShaderNodeMixShader")
|
|
shader.links.new(mix.inputs[1], dif.outputs["BSDF"])
|
|
shader.links.new(mix.inputs[2], glo.outputs["BSDF"])
|
|
|
|
__exposeNodeTreeInput(dif.inputs["Color"], "diffuse", [1.0, 1.0, 1.0, 1.0], node_input, shader)
|
|
__exposeNodeTreeInput(glo.inputs["Color"], "glossy", [1.0, 1.0, 1.0, 1.0], node_input, shader)
|
|
__exposeNodeTreeInput(glo.inputs["Roughness"], "glossy_rough", 0.0, node_input, shader)
|
|
__exposeNodeTreeInput(mix.inputs["Fac"], "reflection", 0.02, node_input, shader)
|
|
__exposeNodeTreeOutput(mix.outputs["Shader"], "shader", node_output, shader)
|
|
|
|
return shader
|
|
|
|
|
|
def __enum_linked_nodes(node: Node) -> Iterable[Node]:
|
|
yield node
|
|
if node.parent:
|
|
yield node.parent
|
|
for n in set(l.from_node for i in node.inputs for l in i.links):
|
|
yield from __enum_linked_nodes(n)
|
|
|
|
|
|
def __cleanNodeTree(material: Material) -> None:
|
|
logger.debug(f"Cleaning node tree for material: {material.name}")
|
|
nodes = material.node_tree.nodes
|
|
node_names = set(n.name for n in nodes)
|
|
for o in (n for n in nodes if n.bl_idname in {"ShaderNodeOutput", "ShaderNodeOutputMaterial"}):
|
|
if any(i.is_linked for i in o.inputs):
|
|
node_names -= set(linked.name for linked in __enum_linked_nodes(o))
|
|
for name in node_names:
|
|
nodes.remove(nodes[name])
|
|
|
|
|
|
def convertToCyclesShader(obj: bpy.types.Object, use_principled: bool = False, clean_nodes: bool = False, subsurface: float = 0.001) -> None:
|
|
logger.info(f"Converting {obj.name} to Cycles shader (use_principled={use_principled}, clean_nodes={clean_nodes})")
|
|
__switchToCyclesRenderEngine()
|
|
convertToBlenderShader(obj, use_principled, clean_nodes, subsurface)
|
|
|
|
|
|
def convertToBlenderShader(obj: bpy.types.Object, use_principled: bool = False, clean_nodes: bool = False, subsurface: float = 0.001) -> None:
|
|
for i in obj.material_slots:
|
|
if not i.material:
|
|
continue
|
|
# Note: material.use_nodes is deprecated in Blender 5.0 - materials always use nodes
|
|
if not i.material.node_tree or len(i.material.node_tree.nodes) == 0:
|
|
logger.debug(f"Setting up node tree for material: {i.material.name}")
|
|
__convertToMMDBasicShader(i.material)
|
|
if use_principled:
|
|
logger.debug(f"Converting material to Principled BSDF: {i.material.name}")
|
|
__convertToPrincipledBsdf(i.material, subsurface)
|
|
if clean_nodes:
|
|
__cleanNodeTree(i.material)
|
|
|
|
def convertToMMDShader(obj: bpy.types.Object) -> None:
|
|
"""BSDF -> MMDShaderDev conversion."""
|
|
logger.info(f"Converting {obj.name} to MMD shader")
|
|
for i in obj.material_slots:
|
|
if not i.material:
|
|
continue
|
|
# Note: material.use_nodes is deprecated in Blender 5.0 - materials always use nodes
|
|
FnMaterial.convert_to_mmd_material(i.material)
|
|
|
|
def __convertToMMDBasicShader(material: Material) -> None:
|
|
logger.debug(f"Converting material to MMD Basic Shader: {material.name}")
|
|
# TODO: test me
|
|
mmd_basic_shader_grp = create_MMDBasicShader()
|
|
mmd_alpha_shader_grp = create_MMDAlphaShader()
|
|
|
|
if not any(filter(lambda x: isinstance(x, ShaderNodeGroup) and x.node_tree.name in {"MMDBasicShader", "MMDAlphaShader"}, material.node_tree.nodes)):
|
|
# Add nodes for Cycles Render
|
|
shader: ShaderNodeGroup = material.node_tree.nodes.new("ShaderNodeGroup")
|
|
shader.node_tree = mmd_basic_shader_grp
|
|
shader.inputs[0].default_value[:3] = material.diffuse_color[:3]
|
|
shader.inputs[1].default_value[:3] = material.specular_color[:3]
|
|
shader.inputs["glossy_rough"].default_value = 1.0 / getattr(material, "specular_hardness", 50)
|
|
outplug = shader.outputs[0]
|
|
|
|
location = shader.location.copy()
|
|
location.x -= 1000
|
|
|
|
alpha_value = 1.0
|
|
if len(material.diffuse_color) > 3:
|
|
alpha_value = material.diffuse_color[3]
|
|
|
|
if alpha_value < 1.0:
|
|
logger.debug(f"Material has alpha: {material.name}, alpha={alpha_value}")
|
|
alpha_shader: ShaderNodeGroup = material.node_tree.nodes.new("ShaderNodeGroup")
|
|
alpha_shader.location.x = shader.location.x + 250
|
|
alpha_shader.location.y = shader.location.y - 150
|
|
alpha_shader.node_tree = mmd_alpha_shader_grp
|
|
alpha_shader.inputs[1].default_value = alpha_value
|
|
material.node_tree.links.new(alpha_shader.inputs[0], outplug)
|
|
outplug = alpha_shader.outputs[0]
|
|
|
|
material_output: ShaderNodeOutputMaterial = __getMaterialOutput(material.node_tree.nodes, "ShaderNodeOutputMaterial")
|
|
material.node_tree.links.new(material_output.inputs["Surface"], outplug)
|
|
material_output.location.x = shader.location.x + 500
|
|
material_output.location.y = shader.location.y - 150
|
|
|
|
|
|
def __convertToPrincipledBsdf(material: Material, subsurface: float) -> None:
|
|
logger.debug(f"Converting material to Principled BSDF: {material.name}")
|
|
node_names = set()
|
|
for s in (n for n in material.node_tree.nodes if isinstance(n, ShaderNodeGroup)):
|
|
if s.node_tree.name == "MMDBasicShader":
|
|
l: NodeLink
|
|
for l in s.outputs[0].links:
|
|
to_node = l.to_node
|
|
# assuming there is no bpy.types.NodeReroute between MMDBasicShader and MMDAlphaShader
|
|
if isinstance(to_node, ShaderNodeGroup) and to_node.node_tree.name == "MMDAlphaShader":
|
|
__switchToPrincipledBsdf(material.node_tree, s, subsurface, node_alpha=to_node)
|
|
node_names.add(to_node.name)
|
|
else:
|
|
__switchToPrincipledBsdf(material.node_tree, s, subsurface)
|
|
node_names.add(s.name)
|
|
elif s.node_tree.name == "MMDShaderDev":
|
|
__switchToPrincipledBsdf(material.node_tree, s, subsurface)
|
|
node_names.add(s.name)
|
|
# remove MMD shader nodes
|
|
nodes = material.node_tree.nodes
|
|
for name in node_names:
|
|
nodes.remove(nodes[name])
|
|
|
|
|
|
def __switchToPrincipledBsdf(node_tree: NodeTree, node_basic: ShaderNodeGroup, subsurface: float, node_alpha: Optional[ShaderNodeGroup] = None) -> None:
|
|
logger.debug(f"Switching to Principled BSDF: {node_basic.name}")
|
|
shader: Node = node_tree.nodes.new("ShaderNodeBsdfPrincipled")
|
|
shader.parent = node_basic.parent
|
|
shader.location.x = node_basic.location.x
|
|
shader.location.y = node_basic.location.y
|
|
|
|
alpha_socket_name = "Alpha"
|
|
if node_basic.node_tree.name == "MMDShaderDev":
|
|
node_alpha, alpha_socket_name = node_basic, "Base Alpha"
|
|
if "Base Tex" in node_basic.inputs and node_basic.inputs["Base Tex"].is_linked:
|
|
node_tree.links.new(node_basic.inputs["Base Tex"].links[0].from_socket, shader.inputs["Base Color"])
|
|
elif "Diffuse Color" in node_basic.inputs:
|
|
shader.inputs["Base Color"].default_value[:3] = node_basic.inputs["Diffuse Color"].default_value[:3]
|
|
elif "diffuse" in node_basic.inputs:
|
|
shader.inputs["Base Color"].default_value[:3] = node_basic.inputs["diffuse"].default_value[:3]
|
|
if node_basic.inputs["diffuse"].is_linked:
|
|
node_tree.links.new(node_basic.inputs["diffuse"].links[0].from_socket, shader.inputs["Base Color"])
|
|
|
|
shader.inputs["IOR"].default_value = 1.0
|
|
shader.inputs["Subsurface Weight"].default_value = subsurface
|
|
|
|
output_links = node_basic.outputs[0].links
|
|
if node_alpha:
|
|
output_links = node_alpha.outputs[0].links
|
|
shader.parent = node_alpha.parent or shader.parent
|
|
shader.location.x = node_alpha.location.x
|
|
|
|
if alpha_socket_name in node_alpha.inputs:
|
|
if "Alpha" in shader.inputs:
|
|
shader.inputs["Alpha"].default_value = node_alpha.inputs[alpha_socket_name].default_value
|
|
if node_alpha.inputs[alpha_socket_name].is_linked:
|
|
node_tree.links.new(node_alpha.inputs[alpha_socket_name].links[0].from_socket, shader.inputs["Alpha"])
|
|
else:
|
|
shader.inputs["Transmission"].default_value = 1 - node_alpha.inputs[alpha_socket_name].default_value
|
|
if node_alpha.inputs[alpha_socket_name].is_linked:
|
|
node_invert = node_tree.nodes.new("ShaderNodeMath")
|
|
node_invert.parent = shader.parent
|
|
node_invert.location.x = node_alpha.location.x - 250
|
|
node_invert.location.y = node_alpha.location.y - 300
|
|
node_invert.operation = "SUBTRACT"
|
|
node_invert.use_clamp = True
|
|
node_invert.inputs[0].default_value = 1
|
|
node_tree.links.new(node_alpha.inputs[alpha_socket_name].links[0].from_socket, node_invert.inputs[1])
|
|
node_tree.links.new(node_invert.outputs[0], shader.inputs["Transmission"])
|
|
|
|
for l in output_links:
|
|
node_tree.links.new(shader.outputs[0], l.to_socket)
|