Files
Avatar-Toolkit/functions/atlas_materials.py
T
Yusarina e4f3cdbf17 Fix texture atlas crash caused by premature image removal
- Changed image replacement logic to reuse existing placeholder images instead of deleting and recreating them. This should prevents ReferenceError when multiple materials reference the same replacement image
2025-11-12 16:44:07 +00:00

327 lines
17 KiB
Python

from pathlib import Path
import numpy
import bpy
import os
from typing import List, Optional
from bpy.types import Material, Operator, Context, Object, Image, Mesh, MeshUVLoopLayer, Float2AttributeValue, ShaderNodeTexImage, ShaderNodeBsdfPrincipled, ShaderNodeNormalMap
from ..core.common import SceneMatClass, MaterialListBool, ProgressTracker
from ..core.packer.rectangle_packer import MaterialImageList, BinPacker
from ..core.translations import t
from ..core.logging_setup import logger
import traceback
class MaterialImageList:
def __init__(self):
self.albedo: Image = None
self.normal: Image = None
self.emission: Image = None
self.ambient_occlusion: Image = None
self.height: Image = None
self.roughness: Image = None
self.material: Material = None
self.parent_mesh: Object = None
self.w: int = 0
self.h: int = 0
self.fit = None
def scale_images_to_largest(images: List[Image]) -> tuple[int, int]:
x: int = 0
y: int = 0
valid_images = []
for img in images:
if img:
try:
if img.has_data:
valid_images.append(img)
except ReferenceError:
# Image has been removed from Blender's memory
pass
if not valid_images:
return 0, 0
for image in valid_images:
x = max(x, image.size[0])
y = max(y, image.size[1])
for image in valid_images:
image.scale(width=int(x), height=int(y))
return x, y
def MaterialImageList_to_Image_list(classitem: MaterialImageList) -> List[Image]:
return [
classitem.albedo,
classitem.normal,
classitem.emission,
classitem.ambient_occlusion,
classitem.height,
classitem.roughness
]
def get_material_images_from_scene(context: Context) -> list[MaterialImageList]:
material_image_list: list[MaterialImageList] = []
with ProgressTracker(context, len(context.scene.objects), "Processing Materials") as progress:
for obj in context.scene.objects:
if obj.type == 'MESH':
for mat_slot in obj.material_slots:
# Only process materials that are selected for atlas
if mat_slot.material and mat_slot.material.include_in_atlas is True:
new_mat_image_item = MaterialImageList()
try:
new_mat_image_item.albedo = bpy.data.images[mat_slot.material.texture_atlas_albedo]
except Exception:
name = mat_slot.material.name + "_albedo_replacement"
if name not in bpy.data.images:
new_mat_image_item.albedo = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
new_mat_image_item.albedo.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
else:
new_mat_image_item.albedo = bpy.data.images[name]
try:
new_mat_image_item.normal = bpy.data.images[mat_slot.material.texture_atlas_normal]
except Exception:
name = mat_slot.material.name + "_normal_replacement"
if name not in bpy.data.images:
new_mat_image_item.normal = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
new_mat_image_item.normal.pixels[:] = numpy.tile(numpy.array([0.5,0.5,1.0,1.0]), 32*32)
else:
new_mat_image_item.normal = bpy.data.images[name]
try:
new_mat_image_item.emission = bpy.data.images[mat_slot.material.texture_atlas_emission]
except Exception:
name = mat_slot.material.name + "_emission_replacement"
if name not in bpy.data.images:
new_mat_image_item.emission = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
new_mat_image_item.emission.pixels[:] = numpy.tile(numpy.array([0.0,0.0,0.0,1.0]), 32*32)
else:
new_mat_image_item.emission = bpy.data.images[name]
try:
new_mat_image_item.ambient_occlusion = bpy.data.images[mat_slot.material.texture_atlas_ambient_occlusion]
except Exception:
name = mat_slot.material.name + "_ambient_occlusion_replacement"
if name not in bpy.data.images:
new_mat_image_item.ambient_occlusion = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
new_mat_image_item.ambient_occlusion.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,1.0]), 32*32)
else:
new_mat_image_item.ambient_occlusion = bpy.data.images[name]
try:
new_mat_image_item.height = bpy.data.images[mat_slot.material.texture_atlas_height]
except Exception:
name = mat_slot.material.name + "_height_replacement"
if name not in bpy.data.images:
new_mat_image_item.height = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
new_mat_image_item.height.pixels[:] = numpy.tile(numpy.array([0.5,0.5,0.5,1.0]), 32*32)
else:
new_mat_image_item.height = bpy.data.images[name]
try:
new_mat_image_item.roughness = bpy.data.images[mat_slot.material.texture_atlas_roughness]
except Exception:
name = mat_slot.material.name + "_roughness_replacement"
if name not in bpy.data.images:
new_mat_image_item.roughness = bpy.data.images.new(name=name, width=32, height=32, alpha=True)
new_mat_image_item.roughness.pixels[:] = numpy.tile(numpy.array([1.0,1.0,1.0,0.0]), 32*32)
else:
new_mat_image_item.roughness = bpy.data.images[name]
new_mat_image_item.material = mat_slot.material
new_mat_image_item.parent_mesh = obj
material_image_list.append(new_mat_image_item)
progress.step(f"Processed {obj.name}")
return material_image_list
def prep_images_in_scene(context: Context) -> List[MaterialImageList]:
preped_images = get_material_images_from_scene(context)
with ProgressTracker(context, len(preped_images), "Preparing Images") as progress:
for MaterialImageClass in preped_images:
ImageList = MaterialImageList_to_Image_list(MaterialImageClass)
MaterialImageClass.w, MaterialImageClass.h = scale_images_to_largest(ImageList)
progress.step(f"Scaled images for {MaterialImageClass.material.name}")
return preped_images
class AvatarToolKit_OT_AtlasMaterials(Operator):
bl_idname = "avatar_toolkit.atlas_materials"
bl_label = t("TextureAtlas.atlas_materials")
bl_description = t("TextureAtlas.atlas_materials_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
# Only allow operation if the file is saved and materials are selected.
if not bpy.data.filepath:
cls.poll_message_set(t("TextureAtlas.save_file_first"))
return False
return context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown
def execute(self, context: Context) -> set:
try:
selected_materials = [m for m in prep_images_in_scene(context)
if m.material and m.material.include_in_atlas]
if not selected_materials:
self.report({'WARNING'}, t("TextureAtlas.no_materials_selected"))
return {'CANCELLED'}
logger.info("Starting material atlas creation")
packer = BinPacker(selected_materials)
mat_images = packer.fit()
size = [
max([matimg.fit.w + matimg.albedo.size[0] for matimg in mat_images]),
max([matimg.fit.h + matimg.albedo.size[1] for matimg in mat_images])
]
atlased_mat = MaterialImageList()
# UV Remapping
with ProgressTracker(context, len(bpy.data.objects), "Remapping UVs") as progress:
for mat in mat_images:
x, y = int(mat.fit.x), int(mat.fit.y)
w, h = int(mat.albedo.size[0]), int(mat.albedo.size[1])
for obj in bpy.data.objects:
if obj.type == 'MESH':
mesh = obj.data
for layer in mesh.polygons:
if (obj.material_slots[layer.material_index].material and
obj.material_slots[layer.material_index].material == mat.material):
for loop_idx in layer.loop_indices:
for layer_loops in mesh.uv_layers:
uv_item = layer_loops.uv[loop_idx]
uv_item.vector.x = (uv_item.vector.x*(w/size[0]))+(x/size[0])
uv_item.vector.y = (uv_item.vector.y*(h/size[1]))+(y/size[1])
progress.step(f"Processed UVs for {obj.name}")
# Create atlas textures
texture_types = ["albedo", "normal", "emission", "ambient_occlusion", "height", "roughness"]
with ProgressTracker(context, len(texture_types), "Creating Atlas Textures") as progress:
for type_name in texture_types:
new_image_name = f"Atlas_{type_name}_{context.scene.name}_{Path(bpy.data.filepath).stem}"
logger.debug(f"Processing {type_name} atlas image")
if new_image_name in bpy.data.images:
bpy.data.images.remove(bpy.data.images[new_image_name])
canvas = bpy.data.images.new(name=new_image_name, width=int(size[0]),
height=int(size[1]), alpha=True)
c_w = canvas.size[0]
canvas_pixels = list(canvas.pixels[:])
for mat in mat_images:
x, y = int(mat.fit.x), int(mat.fit.y)
w, h = int(mat.albedo.size[0]), int(mat.albedo.size[1])
image_var = getattr(mat, type_name)
image_pixels = list(image_var.pixels[:])
for k in range(h):
for i in range(w):
for channel in range(4):
canvas_pixels[int((((k+y)*c_w)+(i+x))*4)+channel] = \
image_pixels[int(((k*w)+i)*4)+channel]
canvas.pixels[:] = canvas_pixels[:]
try:
save_dir = os.path.dirname(bpy.data.filepath)
canvas.save(filepath=os.path.join(save_dir, new_image_name+".png"))
except Exception as save_error:
logger.error(f"Failed to save atlas texture: {str(save_error)}")
self.report({'WARNING'}, f"Could not save texture to disk, This may be due to a lack of permissions.")
setattr(atlased_mat, type_name, canvas)
progress.step(f"Created {type_name} atlas")
# Create material nodes
atlased_mat.material = bpy.data.materials.new(
name=f"Atlas_Final_{context.scene.name}_{Path(bpy.data.filepath).stem}")
atlased_mat.material.use_nodes = True
atlased_mat.material.node_tree.nodes.clear()
principled_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeBsdfPrincipled")
principled_node.location.x = 7.29706335067749
principled_node.location.y = 298.918212890625
output_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeOutputMaterial")
output_node.location.x = 297.29705810546875
output_node.location.y = 298.918212890625
albedo_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
albedo_node.location.x = -588.6177978515625
albedo_node.location.y = 414.1948547363281
albedo_node.image = atlased_mat.albedo
emission_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
emission_node.location.x = -588.6177978515625
emission_node.location.y = -173.9259033203125
emission_node.image = atlased_mat.emission
normal_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
normal_node.location.x = -941.4189453125
normal_node.location.y = -20.8391780853271
normal_node.image = atlased_mat.normal
normal_map_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeNormalMap")
normal_map_node.location.x = -545.550537109375
normal_map_node.location.y = -0.7543716430664062
roughness_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
roughness_node.location.x = -592.1703491210938
roughness_node.location.y = 206.74075317382812
roughness_node.image = atlased_mat.roughness
ambient_occlusion_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
ambient_occlusion_node.location.x = -906.4371337890625
ambient_occlusion_node.location.y = -389.9602355957031
ambient_occlusion_node.image = atlased_mat.ambient_occlusion
height_node = atlased_mat.material.node_tree.nodes.new(type="ShaderNodeTexImage")
height_node.location.x = -1222.383056640625
height_node.location.y = -375.48406982421875
height_node.image = atlased_mat.height
atlased_mat.material.node_tree.links.new(principled_node.inputs["Base Color"], albedo_node.outputs["Color"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Metallic"], roughness_node.outputs["Alpha"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Roughness"], roughness_node.outputs["Color"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Alpha"], albedo_node.outputs["Alpha"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Normal"], normal_map_node.outputs["Normal"])
atlased_mat.material.node_tree.links.new(principled_node.inputs["Emission Color"], emission_node.outputs["Color"])
atlased_mat.material.node_tree.links.new(output_node.inputs["Surface"], principled_node.outputs["BSDF"])
atlased_mat.material.node_tree.links.new(normal_map_node.inputs["Color"], normal_node.outputs["Color"])
# Update materials
with ProgressTracker(context, len(context.scene.objects), "Updating Materials") as progress:
for obj in context.scene.objects:
if obj.type == 'MESH':
mesh = obj.data
for i, mat_slot in enumerate(obj.material_slots):
if mat_slot.material and mat_slot.material.include_in_atlas:
mesh.materials[i] = atlased_mat.material
progress.step(f"Updated materials for {obj.name}")
MaterialListBool.old_list.pop(context.scene.name, None)
was_open = context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown
context.scene.avatar_toolkit.texture_atlas_Has_Mat_List_Shown = False
if was_open:
bpy.ops.avatar_toolkit.expand_section_materials()
for area in context.screen.areas:
if area.type == 'VIEW_3D':
area.tag_redraw()
logger.info("Material atlas creation completed successfully")
self.report({'INFO'}, t("TextureAtlas.atlas_completed"))
return {"FINISHED"}
except Exception as e:
logger.error(f"Error creating material atlas: {traceback.format_exc()}", exc_info=True)
self.report({'ERROR'}, t("TextureAtlas.atlas_error"))
raise e