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Blender-TexTools/op_bake.py

582 lines
19 KiB
Python

import bpy
import os
import bmesh
from mathutils import Vector
from collections import defaultdict
from math import pi
from random import random
from . import utilities_ui
from . import settings
from . import utilities_bake as ub #Use shorthand ub = utitlites_bake
# Notes: https://docs.blender.org/manual/en/dev/render/blender_render/bake.html
modes={
'normal_tangent': ub.BakeMode('', type='NORMAL', color=(0.5, 0.5, 1, 1), use_project=True),
'normal_object': ub.BakeMode('', type='NORMAL', color=(0.5, 0.5, 1, 1), normal_space='OBJECT' ),
'cavity': ub.BakeMode('bake_cavity', type='EMIT', setVColor=ub.setup_vertex_color_dirty),
'paint_base': ub.BakeMode('bake_paint_base', type='EMIT'),
'dust': ub.BakeMode('bake_dust', type='EMIT', setVColor=ub.setup_vertex_color_dirty),
'id_element': ub.BakeMode('bake_vertex_color',type='EMIT', setVColor=ub.setup_vertex_color_id_element),
'id_material': ub.BakeMode('bake_vertex_color',type='EMIT', setVColor=ub.setup_vertex_color_id_material),
'selection': ub.BakeMode('bake_vertex_color',type='EMIT', color=(0, 0, 0, 1), setVColor=ub.setup_vertex_color_selection),
'diffuse': ub.BakeMode('', type='DIFFUSE'),
# 'displacment': ub.BakeMode('', type='DISPLACEMENT', use_project=True, color=(0, 0, 0, 1), engine='CYCLES'),
'ao': ub.BakeMode('', type='AO', params=["bake_samples"], engine='CYCLES'),
'ao_legacy': ub.BakeMode('', type='AO', params=["bake_samples"], engine='CYCLES'),
'position': ub.BakeMode('bake_position', type='EMIT'),
'curvature': ub.BakeMode('', type='NORMAL', use_project=True, params=["bake_curvature_size"], composite="curvature"),
'wireframe': ub.BakeMode('bake_wireframe', type='EMIT', color=(0, 0, 0, 1), params=["bake_wireframe_size"])
}
if hasattr(bpy.types,"ShaderNodeBevel"):
# Has newer bevel shader (2.7 nightly build series)
modes['bevel_mask'] = ub.BakeMode('bake_bevel_mask', type='EMIT', color=(0, 0, 0, 1), params=["bake_bevel_samples","bake_bevel_size"])
modes['normal_tangent_bevel'] = ub.BakeMode('bake_bevel_normal', type='NORMAL', color=(0.5, 0.5, 1, 1), params=["bake_bevel_samples","bake_bevel_size"])
modes['normal_object_bevel'] = ub.BakeMode('bake_bevel_normal', type='NORMAL', color=(0.5, 0.5, 1, 1), normal_space='OBJECT', params=["bake_bevel_samples","bake_bevel_size"])
class op(bpy.types.Operator):
bl_idname = "uv.textools_bake"
bl_label = "Bake"
bl_description = "Bake selected objects"
@classmethod
def poll(cls, context):
if len(settings.sets) == 0:
return False
return True
def execute(self, context):
bake_mode = utilities_ui.get_bake_mode()
if bake_mode not in modes:
self.report({'ERROR_INVALID_INPUT'}, "Uknown mode '{}' only available: '{}'".format(bake_mode, ", ".join(modes.keys() )) )
return
# Store Selection
selected_objects = [obj for obj in bpy.context.selected_objects]
active_object = bpy.context.view_layer.objects.active
ub.store_bake_settings()
# Render sets
bake(
self = self,
mode = bake_mode,
size = bpy.context.scene.texToolsSettings.size,
bake_single = bpy.context.scene.texToolsSettings.bake_force_single,
sampling_scale = int(bpy.context.scene.texToolsSettings.bake_sampling),
samples = bpy.context.scene.texToolsSettings.bake_samples,
ray_distance = bpy.context.scene.texToolsSettings.bake_ray_distance
)
# Restore selection
ub.restore_bake_settings()
bpy.ops.object.select_all(action='DESELECT')
for obj in selected_objects:
obj.select_set( state = True, view_layer = None)
if active_object:
bpy.context.view_layer.objects.active = active_object
return {'FINISHED'}
def bake(self, mode, size, bake_single, sampling_scale, samples, ray_distance):
print("Bake '{}'".format(mode))
bpy.context.scene.render.engine = modes[mode].engine #Switch render engine
# Disable edit mode
if bpy.context.view_layer.objects.active != None and bpy.context.object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
ub.store_materials_clear()
# Get the baking sets / pairs
sets = settings.sets
render_width = sampling_scale * size[0]
render_height = sampling_scale * size[1]
for s in range(0,len(sets)):
set = sets[s]
# Get image name
name_texture = "{}_{}".format(set.name, mode)
if bake_single:
name_texture = "{}_{}".format(sets[0].name, mode)# In Single mode bake into same texture
path = bpy.path.abspath("//{}.tga".format(name_texture))
# Requires 1+ low poly objects
if len(set.objects_low) == 0:
self.report({'ERROR_INVALID_INPUT'}, "No low poly object as part of the '{}' set".format(set.name) )
return
# Check for UV maps
for obj in set.objects_low:
if not obj.data.uv_layers or len(obj.data.uv_layers) == 0:
self.report({'ERROR_INVALID_INPUT'}, "No UV map available for '{}'".format(obj.name))
return
# Check for cage inconsistencies
if len(set.objects_cage) > 0 and (len(set.objects_low) != len(set.objects_cage)):
self.report({'ERROR_INVALID_INPUT'}, "{}x cage objects do not match {}x low poly objects for '{}'".format(len(set.objects_cage), len(set.objects_low), obj.name))
return
# Get Materials
material_loaded = get_material(mode)
material_empty = None
if "TT_bake_node" in bpy.data.materials:
material_empty = bpy.data.materials["TT_bake_node"]
else:
material_empty = bpy.data.materials.new(name="TT_bake_node")
# Assign Materials to Objects
if (len(set.objects_high) + len(set.objects_float)) == 0:
# Low poly bake: Assign material to lowpoly
for obj in set.objects_low:
assign_vertex_color(mode, obj)
assign_material(mode, obj, material_loaded, material_empty)
else:
# High to low poly: Low poly require empty material to bake into image
for obj in set.objects_low:
assign_material(mode, obj, None, material_empty)
# Assign material to highpoly
for obj in (set.objects_high+set.objects_float):
assign_vertex_color(mode, obj)
assign_material(mode, obj, material_loaded)
# Setup Image
is_clear = (not bake_single) or (bake_single and s==0)
image = setup_image(mode, name_texture, render_width, render_height, path, is_clear)
# Assign bake node to Material
setup_image_bake_node(set.objects_low[0], image)
print("Bake '{}' = {}".format(set.name, path))
# Hide all cage objects i nrender
for obj_cage in set.objects_cage:
obj_cage.hide_render = True
# Bake each low poly object in this set
for i in range(len(set.objects_low)):
obj_low = set.objects_low[i]
obj_cage = None if i >= len(set.objects_cage) else set.objects_cage[i]
# Disable hide render
obj_low.hide_render = False
bpy.ops.object.select_all(action='DESELECT')
obj_low.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj_low
if modes[mode].engine == 'BLENDER_EEVEE':
# Assign image to texture faces
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
for area in bpy.context.screen.areas:
if area.type == 'IMAGE_EDITOR':
area.spaces[0].image = image
# bpy.data.screens['UV Editing'].areas[1].spaces[0].image = image
bpy.ops.object.mode_set(mode='OBJECT')
for obj_high in (set.objects_high):
obj_high.select_set( state = True, view_layer = None)
cycles_bake(
mode,
bpy.context.scene.texToolsSettings.padding,
sampling_scale,
samples,
ray_distance,
len(set.objects_high) > 0,
obj_cage
)
# Bake Floaters seperate bake
if len(set.objects_float) > 0:
bpy.ops.object.select_all(action='DESELECT')
for obj_high in (set.objects_float):
obj_high.select_set( state = True, view_layer = None)
obj_low.select_set( state = True, view_layer = None)
cycles_bake(
mode,
0,
sampling_scale,
samples,
ray_distance,
len(set.objects_float) > 0,
obj_cage
)
# Set background image (CYCLES & BLENDER_EEVEE)
for area in bpy.context.screen.areas:
if area.type == 'IMAGE_EDITOR':
area.spaces[0].image = image
# Restore renderable for cage objects
for obj_cage in set.objects_cage:
obj_cage.hide_render = False
# Downsample image?
if not bake_single or (bake_single and s == len(sets)-1):
# When baking single, only downsample on last bake
if render_width != size[0] or render_height != size[1]:
image.scale(size[0],size[1])
# Apply composite nodes on final image result
if modes[mode].composite:
apply_composite(image, modes[mode].composite, bpy.context.scene.texToolsSettings.bake_curvature_size)
# image.save()
# Restore non node materials
ub.restore_materials()
def apply_composite(image, scene_name, size):
previous_scene = bpy.context.window.scene
# Get Scene with compositing nodes
scene = None
if scene_name in bpy.data.scenes:
scene = bpy.data.scenes[scene_name]
else:
path = os.path.join(os.path.dirname(__file__), "resources/compositing.blend")+"\\Scene\\"
bpy.ops.wm.append(filename=scene_name, directory=path, link=False, autoselect=False)
scene = bpy.data.scenes[scene_name]
if scene:
# Switch scene
bpy.context.window.scene = scene
#Setup composite nodes for Curvature
if "Image" in scene.node_tree.nodes:
scene.node_tree.nodes["Image"].image = image
if "Offset" in scene.node_tree.nodes:
scene.node_tree.nodes["Offset"].outputs[0].default_value = size
print("Assign offset: {}".format(scene.node_tree.nodes["Offset"].outputs[0].default_value))
# Render image
bpy.ops.render.render(use_viewport=False)
# Get last images of viewer node and render result
image_viewer_node = get_last_item("Viewer Node", bpy.data.images)
image_render_result = get_last_item("Render Result", bpy.data.images)
#Copy pixels
image.pixels = image_viewer_node.pixels[:]
image.update()
if image_viewer_node:
bpy.data.images.remove(image_viewer_node)
if image_render_result:
bpy.data.images.remove(image_render_result)
#Restore scene & remove other scene
bpy.context.window.scene = previous_scene
# Delete compositing scene
bpy.data.scenes.remove(scene)
def get_last_item(key_name, collection):
# bpy.data.images
# Get last image of a series, e.g. .001, .002, 003
keys = []
for item in collection:
if key_name in item.name:
keys.append(item.name)
print("Search for {}x : '{}'".format(len(keys), ",".join(keys) ) )
if len(keys) > 0:
return collection[keys[-1]]
return None
def setup_image(mode, name, width, height, path, is_clear):
image = None
print("Path "+path)
if name in bpy.data.images:
image = bpy.data.images[name]
if image.source == 'FILE':
# Clear image if it was deleted outside
if not os.path.isfile(image.filepath):
image.user_clear()
bpy.data.images.remove(image)
# bpy.data.images[name].update()
# if bpy.data.images[name].has_data == False:
# Previous image does not have data, remove first
# print("Image pointer exists but no data "+name)
# image = bpy.data.images[name]
# image.update()
# image.generated_height = height
# bpy.data.images.remove(bpy.data.images[name])
if name not in bpy.data.images:
# Create new image with 32 bit float
is_float_32 = bpy.context.preferences.addons["textools"].preferences.bake_32bit_float == '32'
image = bpy.data.images.new(name, width=width, height=height, float_buffer=is_float_32)
if "_normal_" in image.name:
image.colorspace_settings.name = 'Non-Color'
else:
image.colorspace_settings.name = 'sRGB'
else:
# Reuse existing Image
image = bpy.data.images[name]
# Reisze?
if image.size[0] != width or image.size[1] != height or image.generated_width != width or image.generated_height != height:
image.generated_width = width
image.generated_height = height
image.scale(width, height)
# Fill with plain color
if is_clear:
image.generated_color = modes[mode].color
image.generated_type = 'BLANK'
image.file_format = 'TARGA'
# TODO: Verify that the path exists
# image.filepath_raw = path
return image
def setup_image_bake_node(obj, image):
if len(obj.data.materials) <= 0:
print("ERROR, need spare material to setup active image texture to bake!!!")
else:
for slot in obj.material_slots:
if slot.material:
if(slot.material.use_nodes == False):
slot.material.use_nodes = True
# Assign bake node
tree = slot.material.node_tree
node = None
if "bake" in tree.nodes:
node = tree.nodes["bake"]
else:
node = tree.nodes.new("ShaderNodeTexImage")
node.name = "bake"
node.select = True
node.image = image
tree.nodes.active = node
def assign_vertex_color(mode, obj):
if modes[mode].setVColor:
modes[mode].setVColor(obj)
def assign_material(mode, obj, material_bake=None, material_empty=None):
ub.store_materials(obj)
bpy.context.view_layer.objects.active = obj
obj.select_set( state = True, view_layer = None)
# Select All faces
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
faces = [face for face in bm.faces if face.select]
bpy.ops.mesh.select_all(action='SELECT')
if material_bake:
# Setup properties of bake materials
if mode == 'wireframe':
if "Value" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Value"].outputs[0].default_value = bpy.context.scene.texToolsSettings.bake_wireframe_size
if mode == 'bevel_mask':
if "Bevel" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Bevel"].inputs[0].default_value = bpy.context.scene.texToolsSettings.bake_bevel_size
material_bake.node_tree.nodes["Bevel"].samples = bpy.context.scene.texToolsSettings.bake_bevel_samples
if mode == 'normal_tangent_bevel':
if "Bevel" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Bevel"].inputs[0].default_value = bpy.context.scene.texToolsSettings.bake_bevel_size
material_bake.node_tree.nodes["Bevel"].samples = bpy.context.scene.texToolsSettings.bake_bevel_samples
if mode == 'normal_object_bevel':
if "Bevel" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Bevel"].inputs[0].default_value = bpy.context.scene.texToolsSettings.bake_bevel_size
material_bake.node_tree.nodes["Bevel"].samples = bpy.context.scene.texToolsSettings.bake_bevel_samples
# Don't apply in diffuse mode
if mode != 'diffuse':
if material_bake:
# Override with material_bake
if len(obj.material_slots) == 0:
obj.data.materials.append(material_bake)
else:
obj.material_slots[0].material = material_bake
obj.active_material_index = 0
bpy.ops.object.material_slot_assign()
elif material_empty:
#Assign material_empty if no material available
if len(obj.material_slots) == 0:
obj.data.materials.append(material_empty)
else: # not obj.material_slots[0].material:
obj.material_slots[0].material = material_empty
obj.active_material_index = 0
bpy.ops.object.material_slot_assign()
# Restore Face selection
bpy.ops.mesh.select_all(action='DESELECT')
for face in faces:
face.select = True
bpy.ops.object.mode_set(mode='OBJECT')
def get_material(mode):
if modes[mode].material == "":
return None # No material setup requires
# Find or load material
name = modes[mode].material
path = os.path.join(os.path.dirname(__file__), "resources/materials.blend")+"\\Material\\"
if "bevel" in mode:
path = os.path.join(os.path.dirname(__file__), "resources/materials_2.80.blend")+"\\Material\\"
print("Get mat {}\n{}".format(mode, path))
if bpy.data.materials.get(name) is None:
print("Material not yet loaded: "+mode)
bpy.ops.wm.append(filename=name, directory=path, link=False, autoselect=False)
return bpy.data.materials.get(name)
def cycles_bake(mode, padding, sampling_scale, samples, ray_distance, is_multi, obj_cage):
# if modes[mode].engine == 'BLENDER_EEVEE':
# # Snippet: https://gist.github.com/AndrewRayCode/760c4634a77551827de41ed67585064b
# bpy.context.scene.render.bake_margin = padding
# # AO Settings
# bpy.context.scene.render.bake_type = modes[mode].type
# bpy.context.scene.render.use_bake_normalize = True
# if modes[mode].type == 'AO':
# bpy.context.scene.world.light_settings.use_ambient_occlusion = True
# bpy.context.scene.world.light_settings.gather_method = 'RAYTRACE'
# bpy.context.scene.world.light_settings.samples = samples
# bpy.context.scene.render.use_bake_selected_to_active = is_multi
# bpy.context.scene.render.bake_distance = ray_distance
# bpy.context.scene.render.use_bake_clear = False
# bpy.ops.object.bake_image()
if modes[mode].engine == 'CYCLES' or modes[mode].engine == 'BLENDER_EEVEE' :
if modes[mode].normal_space == 'OBJECT':
#See: https://twitter.com/Linko_3D/status/963066705584054272
bpy.context.scene.render.bake.normal_r = 'POS_X'
bpy.context.scene.render.bake.normal_g = 'POS_Z'
bpy.context.scene.render.bake.normal_b = 'NEG_Y'
elif modes[mode].normal_space == 'TANGENT':
bpy.context.scene.render.bake.normal_r = 'POS_X'
bpy.context.scene.render.bake.normal_b = 'POS_Z'
# Adjust Y swizzle from Addon preferences
swizzle_y = bpy.context.preferences.addons["textools"].preferences.swizzle_y_coordinate
if swizzle_y == 'Y-':
bpy.context.scene.render.bake.normal_g = 'NEG_Y'
elif swizzle_y == 'Y+':
bpy.context.scene.render.bake.normal_g = 'POS_Y'
# Set samples
bpy.context.scene.cycles.samples = samples
# Speed up samples for simple render modes
if modes[mode].type == 'EMIT' or modes[mode].type == 'DIFFUSE':
bpy.context.scene.cycles.samples = 1
# Pixel Padding
bpy.context.scene.render.bake.margin = padding * sampling_scale
# Disable Direct and Indirect for all 'DIFFUSE' bake types
if modes[mode].type == 'DIFFUSE':
bpy.context.scene.render.bake.use_pass_direct = False
bpy.context.scene.render.bake.use_pass_indirect = False
bpy.context.scene.render.bake.use_pass_color = True
if obj_cage is None:
# Bake with Cage
bpy.ops.object.bake(
type=modes[mode].type,
use_clear=False,
cage_extrusion=ray_distance,
use_selected_to_active=is_multi,
normal_space=modes[mode].normal_space
)
else:
# Bake without Cage
bpy.ops.object.bake(
type=modes[mode].type,
use_clear=False,
cage_extrusion=ray_distance,
use_selected_to_active=is_multi,
normal_space=modes[mode].normal_space,
#Use Cage and assign object
use_cage=True,
cage_object=obj_cage.name
)
bpy.utils.register_class(op)