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Avatar-Toolkit/core/mmd/cycles_converter.py
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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
import bpy
from .core.shader import _NodeGroupUtils
from .core.material import FnMaterial
def __switchToCyclesRenderEngine():
if bpy.context.scene.render.engine != "CYCLES":
bpy.context.scene.render.engine = "CYCLES"
def __exposeNodeTreeInput(in_socket, name, default_value, node_input, shader):
_NodeGroupUtils(shader).new_input_socket(name, in_socket, default_value)
def __exposeNodeTreeOutput(out_socket, name, node_output, shader):
_NodeGroupUtils(shader).new_output_socket(name, out_socket)
def __getMaterialOutput(nodes, bl_idname):
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():
__switchToCyclesRenderEngine()
if "MMDAlphaShader" in bpy.data.node_groups:
return bpy.data.node_groups["MMDAlphaShader"]
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():
__switchToCyclesRenderEngine()
if "MMDBasicShader" in bpy.data.node_groups:
return bpy.data.node_groups["MMDBasicShader"]
shader: bpy.types.ShaderNodeTree = bpy.data.node_groups.new(name="MMDBasicShader", type="ShaderNodeTree")
node_input: bpy.types.NodeGroupInput = shader.nodes.new("NodeGroupInput")
node_output: bpy.types.NodeGroupOutput = shader.nodes.new("NodeGroupOutput")
node_output.location.x += 250
node_input.location.x -= 500
dif: bpy.types.ShaderNodeBsdfDiffuse = shader.nodes.new("ShaderNodeBsdfDiffuse")
dif.location.x -= 250
dif.location.y += 150
glo: bpy.types.ShaderNodeBsdfAnisotropic = shader.nodes.new("ShaderNodeBsdfAnisotropic")
glo.location.x -= 250
glo.location.y -= 150
mix: bpy.types.ShaderNodeMixShader = 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: bpy.types.Node) -> Iterable[bpy.types.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: bpy.types.Material):
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=False, clean_nodes=False, subsurface=0.001):
__switchToCyclesRenderEngine()
convertToBlenderShader(obj, use_principled, clean_nodes, subsurface)
def convertToBlenderShader(obj: bpy.types.Object, use_principled=False, clean_nodes=False, subsurface=0.001):
for i in obj.material_slots:
if not i.material:
continue
if not i.material.use_nodes:
i.material.use_nodes = True
__convertToMMDBasicShader(i.material)
if use_principled:
__convertToPrincipledBsdf(i.material, subsurface)
if clean_nodes:
__cleanNodeTree(i.material)
def convertToMMDShader(obj):
"""BSDF -> MMDShaderDev conversion."""
for i in obj.material_slots:
if not i.material:
continue
if not i.material.use_nodes:
i.material.use_nodes = True
FnMaterial.convert_to_mmd_material(i.material)
def __convertToMMDBasicShader(material: bpy.types.Material):
# TODO: test me
mmd_basic_shader_grp = create_MMDBasicShader()
mmd_alpha_shader_grp = create_MMDAlphaShader()
if not any(filter(lambda x: isinstance(x, bpy.types.ShaderNodeGroup) and x.node_tree.name in {"MMDBasicShader", "MMDAlphaShader"}, material.node_tree.nodes)):
# Add nodes for Cycles Render
shader: bpy.types.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:
alpha_shader: bpy.types.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: bpy.types.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: bpy.types.Material, subsurface: float):
node_names = set()
for s in (n for n in material.node_tree.nodes if isinstance(n, bpy.types.ShaderNodeGroup)):
if s.node_tree.name == "MMDBasicShader":
l: bpy.types.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, bpy.types.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: bpy.types.NodeTree, node_basic: bpy.types.ShaderNodeGroup, subsurface: float, node_alpha: Optional[bpy.types.ShaderNodeGroup] = None):
shader: bpy.types.ShaderNodeBsdfPrincipled = 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)