TexTools is a UV and Texture tool set for 3dsMax created several years ago. This open repository will port in time several of the UV tools to Blender in python. http://renderhjs.net/textools/blender
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import bpy
import bmesh
import operator
import time
from mathutils import Vector
from collections import defaultdict
from math import pi
from mathutils import Color
from . import settings
material_prefix = "TT_color_"
gamma = 2.2
def assign_slot(obj, index):
if index < len(obj.material_slots):
obj.material_slots[index].material = get_material(index)
# Verify color
assign_color(index)
def safe_color(color):
if len(color) == 3:
if bpy.app.version > (2, 80, 0):
# Newer blender versions use RGBA
return (color[0], color[1], color[2], 1)
else:
return color
elif len(color) == 4:
if bpy.app.version > (2, 80, 0):
# Newer blender versions use RGBA
return color
else:
return (color[0], color[1], color[2])
return color
def assign_color(index):
material = get_material(index)
if material:
# material.use_nodes = False
rgb = get_color(index)
rgba = (rgb[0], rgb[1], rgb[2], 1)
if material.use_nodes and bpy.context.scene.render.engine == 'CYCLES' or material.use_nodes and bpy.context.scene.render.engine == 'BLENDER_EEVEE':
# Cycles material (Preferred for baking)
material.node_tree.nodes["Principled BSDF"].inputs[0].default_value = rgba
material.diffuse_color = rgba
elif not material.use_nodes and bpy.context.scene.render.engine == 'BLENDER_EEVEE':
# Legacy render engine, not suited for baking
material.diffuse_color = rgba
def get_material(index):
name = get_name(index)
# Material already exists?
if name in bpy.data.materials:
material = bpy.data.materials[name]
# Check for incorrect matreials for current render engine
if not material:
replace_material(index)
if not material.use_nodes and bpy.context.scene.render.engine == 'CYCLES':
replace_material(index)
elif material.use_nodes and bpy.context.scene.render.engine == 'BLENDER_EEVEE':
replace_material(index)
else:
return material
print("Could nt find {} , create a new one??".format(name))
material = create_material(index)
assign_color(index)
return material
# Replaace an existing material with a new one
# This is sometimes necessary after switching the render engine
def replace_material(index):
name = get_name(index)
print("Replace material and create new")
# Check if material exists
if name in bpy.data.materials:
material = bpy.data.materials[name]
# Collect material slots we have to re-assign
slots = []
for obj in bpy.context.view_layer.objects:
for slot in obj.material_slots:
if slot.material == material:
slots.append(slot)
# Get new material
material.user_clear()
bpy.data.materials.remove(material)
# Re-assign new material to all previous slots
material = create_material(index)
for slot in slots:
slot.material = material
def create_material(index):
name = get_name(index)
# Create new image instead
material = bpy.data.materials.new(name)
material.preview_render_type = 'FLAT'
if bpy.context.scene.render.engine == 'CYCLES':
# Cycles: prefer nodes as it simplifies baking
material.use_nodes = True
return material
def get_name(index):
return (material_prefix+"{:02d}").format(index)
def get_color(index):
if index < bpy.context.scene.texToolsSettings.color_ID_count:
return getattr(bpy.context.scene.texToolsSettings, "color_ID_color_{}".format(index))
# Default return (Black)
return (0, 0, 0)
def set_color(index, color):
if index < bpy.context.scene.texToolsSettings.color_ID_count:
setattr(bpy.context.scene.texToolsSettings,
"color_ID_color_{}".format(index), color)
def validate_face_colors(obj):
# Validate face colors and material slots
previous_mode = bpy.context.object.mode
count = bpy.context.scene.texToolsSettings.color_ID_count
# Verify enough material slots
if len(obj.material_slots) < count:
for i in range(count):
if len(obj.material_slots) < count:
bpy.ops.object.material_slot_add()
assign_slot(obj, len(obj.material_slots)-1)
else:
break
# TODO: Check face.material_index
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(obj.data)
for face in bm.faces:
face.material_index %= count
obj.data.update()
# Remove material slots that are not used
if len(obj.material_slots) > count:
bpy.ops.object.mode_set(mode='OBJECT')
for i in range(len(obj.material_slots) - count):
if len(obj.material_slots) > count:
# Remove last
bpy.context.object.active_material_index = len(
obj.material_slots)-1
bpy.ops.object.material_slot_remove()
# Restore previous mode
bpy.ops.object.mode_set(mode=previous_mode)
def hex_to_color(hex):
hex = hex.strip('#')
lv = len(hex)
fin = list(int(hex[i:i + lv // 3], 16) for i in range(0, lv, lv // 3))
r = pow(fin[0] / 255, gamma)
g = pow(fin[1] / 255, gamma)
b = pow(fin[2] / 255, gamma)
fin.clear()
fin.append(r)
fin.append(g)
fin.append(b)
return tuple(fin)
def color_to_hex(color):
rgb = []
for i in range(3):
rgb.append(pow(color[i], 1.0/gamma))
r = int(rgb[0]*255)
g = int(rgb[1]*255)
b = int(rgb[2]*255)
return "#{:02X}{:02X}{:02X}".format(r, g, b)
def get_color_id(index, count):
# Get unique color
color = Color()
color.hsv = (index / (count)), 0.9, 1.0
return color