Files
Avatar-Toolkit/core/mmd/operators/material.py
T
Yusarina f40b2faacb Migrate to Blender 5.0 API
- 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
2025-11-15 02:45:37 +00:00

452 lines
18 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.
import bpy
from bpy.props import BoolProperty, StringProperty, FloatProperty
from bpy.types import Operator, Context, Object, Material
from typing import Set, Dict, Any, List, Tuple, Optional, Union, cast
from .. import cycles_converter
from ..core.exceptions import MaterialNotFoundError
from ..core.material import FnMaterial
from ..core.shader import _NodeGroupUtils
from ....core.logging_setup import logger
import traceback
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: 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: 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: Context) -> bool:
return next((x for x in context.selected_objects if x.type == "MESH"), None) is not None
def draw(self, context: Context) -> None:
layout = self.layout
layout.prop(self, "use_principled")
layout.prop(self, "clean_nodes")
def execute(self, context: Context) -> Set[str]:
try:
context.scene.render.engine = "CYCLES"
except Exception:
logger.error(f"Failed to change to Cycles render engine: {traceback.format_exc()}")
self.report({"ERROR"}, " * Failed to change to Cycles render engine.")
return {"CANCELLED"}
logger.info(f"Converting materials for Cycles with principled={self.use_principled}, clean_nodes={self.clean_nodes}")
for obj in (x for x in context.selected_objects if x.type == "MESH"):
logger.debug(f"Converting materials for object: {obj.name}")
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: 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: BoolProperty(
name="Clean Nodes",
description="Remove redundant nodes as well if enabled. Disable it to keep node data.",
default=True,
options={"SKIP_SAVE"},
)
subsurface: FloatProperty(
name="Subsurface",
default=0.001,
soft_min=0.000,
soft_max=1.000,
precision=3,
options={"SKIP_SAVE"},
)
@classmethod
def poll(cls, context: Context) -> bool:
return next((x for x in context.selected_objects if x.type == "MESH"), None) is not None
def execute(self, context: Context) -> Set[str]:
logger.info(f"Converting materials with principled={self.use_principled}, clean_nodes={self.clean_nodes}, subsurface={self.subsurface}")
for obj in context.selected_objects:
if obj.type != "MESH":
continue
logger.debug(f"Converting materials for object: {obj.name}")
cycles_converter.convertToBlenderShader(obj, use_principled=self.use_principled, clean_nodes=self.clean_nodes, subsurface=self.subsurface)
return {"FINISHED"}
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: Context) -> bool:
return next((x for x in context.selected_objects if x.type == 'MESH'), None) is not None
def execute(self, context: Context) -> Set[str]:
logger.info("Converting BSDF materials to MMD shader")
for obj in context.selected_objects:
if obj.type != 'MESH':
continue
logger.debug(f"Converting BSDF materials for object: {obj.name}")
cycles_converter.convertToMMDShader(obj)
return {'FINISHED'}
class _OpenTextureBase:
"""Create a texture for mmd model material."""
bl_options: Set[str] = {"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: Context, event: Any) -> Set[str]:
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: Context) -> Set[str]:
mat = context.active_object.active_material
if not mat:
logger.error("No active material found")
return {"CANCELLED"}
logger.info(f"Creating texture for material: {mat.name} from {self.filepath}")
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: Context) -> Set[str]:
mat = context.active_object.active_material
if not mat:
logger.error("No active material found")
return {"CANCELLED"}
logger.info(f"Removing texture from material: {mat.name}")
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: Context) -> Set[str]:
mat = context.active_object.active_material
if not mat:
logger.error("No active material found")
return {"CANCELLED"}
logger.info(f"Creating sphere texture for material: {mat.name} from {self.filepath}")
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: Context) -> Set[str]:
mat = context.active_object.active_material
if not mat:
logger.error("No active material found")
return {"CANCELLED"}
logger.info(f"Removing sphere texture from material: {mat.name}")
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: Context) -> bool:
obj = context.active_object
valid_mesh = obj and obj.type == "MESH" and obj.mmd_type == "NONE"
return bool(valid_mesh and obj.active_material_index > 0)
def execute(self, context: Context) -> Set[str]:
obj = context.active_object
current_idx = obj.active_material_index
prev_index = current_idx - 1
logger.debug(f"Moving material {current_idx} up to position {prev_index} for object {obj.name}")
try:
FnMaterial.swap_materials(obj, current_idx, prev_index, reverse=True, swap_slots=True)
except MaterialNotFoundError:
logger.error(f"Materials not found for indices {current_idx} and {prev_index}")
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: Context) -> bool:
obj = context.active_object
valid_mesh = obj and obj.type == "MESH" and obj.mmd_type == "NONE"
return bool(valid_mesh and obj.active_material_index < len(obj.material_slots) - 1)
def execute(self, context: Context) -> Set[str]:
obj = context.active_object
current_idx = obj.active_material_index
next_index = current_idx + 1
logger.debug(f"Moving material {current_idx} down to position {next_index} for object {obj.name}")
try:
FnMaterial.swap_materials(obj, current_idx, next_index, reverse=True, swap_slots=True)
except MaterialNotFoundError:
logger.error(f"Materials not found for indices {current_idx} and {next_index}")
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: Context) -> Set[str]:
from ..core.model import FnModel
root = FnModel.find_root_object(context.active_object)
if root is None:
logger.error("No MMD model root found")
self.report({"ERROR"}, "Select a MMD model")
return {"CANCELLED"}
if self.action == "CLEAN":
logger.info(f"Cleaning toon edge for model: {root.name}")
for obj in FnModel.iterate_mesh_objects(root):
self.__clean_toon_edge(obj)
else:
from ..bpyutils import Props
logger.info(f"Creating toon edge for model: {root.name}")
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))
logger.info(f"Created {counts} toon edge(s)")
self.report({"INFO"}, "Created %d toon edge(s)" % counts)
return {"FINISHED"}
def __clean_toon_edge(self, obj: Object) -> None:
logger.debug(f"Cleaning toon edge for object: {obj.name}")
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: Object, scale: float = 1.0) -> int:
logger.debug(f"Creating toon edge for object: {obj.name} with scale {scale}")
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: Object) -> None:
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: Dict[int, float] = {}
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: str, edge_color: Tuple[float, float, float, float], materials: List[Material]) -> Material:
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: Material) -> None:
# Note: material.use_nodes is deprecated in Blender 5.0 - materials always use nodes
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) -> bpy.types.NodeTree:
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)
node_input = ng.new_node("NodeGroupInput", (-5, 0))
node_output = 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