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BS_MaterialBaker.py
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"""
BS_MaterialBaker
Author: Bone-Studio
Programmer: Juan Gea
Version 0.15
"""
import bpy
#print(bpy.context.active_object.active_material)
#print(bpy.context.active_object.material_slots)
# TRUE = Bakea al objeto seleccionado
# FALSE = Bakea a un plano cuadrado con coordenadas UV 1,1, para ser utilizado en objetos tileados, puede requerir de ajustes en el tile si la textura de origen no tenia proporciones 1:1
BakePlane = ""
OldActive = ""
matToMod = ""
imagesToSave = []
def dump(obj):
for attr in dir(obj):
print("obj.%s = %r" % (attr, getattr(obj, attr)))
def createBakePlane():
OldActive = bpy.context.scene.objects.active
bpy.ops.mesh.primitive_plane_add(radius=1, view_align=False, enter_editmode=False, location=(0,0,0))
ob = bpy.context.object
me = ob.data
ob.name = 'BS_BakePlane'
me.name = 'BS_BakePlaneMesh'
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.unwrap(method='ANGLE_BASED', margin=0)
bpy.ops.object.mode_set(mode='OBJECT')
BakePlane = bpy.data.objects["BS_BakePlane"]
bpy.context.scene.objects.active = OldActive
def MaterialToBakePlane(tgt_mat):
print("EN ASIGNAR MATERIAL")
BakePlane = bpy.data.objects["BS_BakePlane"]
print(BakePlane)
if BakePlane.data.materials:
BakePlane.data.materials[0] = tgt_mat
else:
BakePlane.data.materials.append(tgt_mat)
#START EL PROBLEMA ESTA AQUI---------------------------------------------------------------------------------------------------
def bake_slot(reconNodes,viewerNode,img_name,resx,rexy,mat,parent_node,parent_input,isNormalMap,format):
matNodesF = mat.node_tree.nodes
matLinksF = mat.node_tree.links
node_imageTexture = ""
tgt_image = ""
bpy.ops.image.new(name=img_name,width=resx,height=rexy)
tgt_image = bpy.data.images[img_name]
imagesToSave.append(img_name)
node_imageTexture = matNodesF.new(type="ShaderNodeTexImage")
node_imageTexture.image = tgt_image
node_imageTexture.select = True
matNodesF.active = node_imageTexture
bpy.context.scene.render.resolution_x = resx
bpy.context.scene.render.resolution_y = rexy
bake_type = ""
if isNormalMap == "true":
bake_type="NORMAL"
else:
bake_type="EMIT"
bpy.ops.object.bake(type=bake_type)
if isNormalMap == "true":
node_imageTexture.color_space = "NONE"
node_normalNode = matNodesF.new(type="ShaderNodeNormalMap")
normal_link = matLinksF.new(node_imageTexture.outputs[0], node_normalNode.inputs[1])
if reconNodes == "true":
link = matLinksF.new(node_normalNode.outputs[0], parent_node.inputs[parent_input])
else:
if reconNodes == "true":
link = matLinksF.new(node_imageTexture.outputs[0], parent_node.inputs[parent_input])
#END EL PROBLEMA ESTA AQUI---------------------------------------------------------------------------------------------------
def saveImages(saveFolder,format):
for img in imagesToSave:
#print(saveFolder)
tgt_path = saveFolder+"\\"+img+"."+format
print(tgt_path)
bpy.data.images[img].filepath_raw = tgt_path
#bpy.data.images[img].file_format = format
bpy.data.images[img].save()
def MaterialBaker(reconNodes,BakeToObject,bakeResX,bakeResY,saveFolder,format):
if len(bpy.context.selected_objects) == 1:
#print("ES UNO")
BakeMaterial(reconNodes,BakeToObject,bakeResX,bakeResY,saveFolder,format)
elif len(bpy.context.selected_objects) >= 1:
for obj in bpy.context.selected_objects:
bpy.context.scene.objects.active = obj
BakeMaterial(reconNodes,BakeToObject,bakeResX,bakeResY,saveFolder,format)
#print("SON VARIOS")
#print(bpy.context.scene.objects.active)
else:
print("PLEASE SELECT AN OBJECT")
def BakeMaterial(reconNodes,BakeToObject,bakeResX,bakeResY,saveFolder,format):
print("EMPIEZA")
OldActive = bpy.context.scene.objects.active
midx = 0
if BakeToObject == "false":
createBakePlane()
try:
BakePlane = bpy.data.objects["BS_BakePlane"]
except:
print("No hay BakePlane")
for slot in bpy.context.active_object.material_slots:
bpy.context.active_object.active_material_index = midx
print("MATERIALES")
print("-----------------------------")
print(slot.material)
matToMod = slot.material
matNodes = matToMod.node_tree.nodes
matLinks = matToMod.node_tree.links
if BakeToObject == "false":
MaterialToBakePlane(matToMod)
bpy.context.scene.objects.active = BakePlane
#nBaker = matNodes.new("ShaderNodeEmission")
#nBaker.location = (100,100)
#nBakerTarget =
print("-----------------------------")
#DETECT OUTPUT NODE
out_node = ""
for node in matNodes:
if node.type == "OUTPUT_MATERIAL":
out_node = node
print("FOUND OUTPUT")
#END DETECT OUTPUT NODE
for node in matNodes:
print(node.type)
if node.type == "BSDF_PRINCIPLED":
print("PRINCIPLED FOUND")
#print(slot.material.name)
#dump(slot.material)
#print(node.inputs)
#print("END PRINCIPLED FOUND")
idx = 0
print("CANTIDAD DE INPUTS")
print(len(node.inputs))
for ipt in node.inputs:
try:
print(ipt.name)
print(ipt.default_value)
value_node = ""
#CREA LINK EN LOS VALORES QUE NO TENGAN LINK PARA LOS MAPAS QUE NOS IMPORTAN
if ipt.name == "Base Color":
if len(ipt.links) == 0 :
value_node = matNodes.new(type="ShaderNodeRGB")
value_node.outputs[0].default_value = (ipt.default_value[0],ipt.default_value[1],ipt.default_value[2],1.0)
value_link = matLinks.new(value_node.outputs[0], node.inputs[idx])
elif ipt.name == "Specular":
if ipt.default_value != 0:
if len(ipt.links) == 0 :
value_node = matNodes.new(type="ShaderNodeRGB")
value_node.outputs[0].default_value = (ipt.default_value,ipt.default_value,ipt.default_value,1.0)
value_link = matLinks.new(value_node.outputs[0], node.inputs[idx])
elif ipt.name == "Roughness":
if len(ipt.links) == 0 :
value_node = matNodes.new(type="ShaderNodeRGB")
value_node.outputs[0].default_value = (ipt.default_value,ipt.default_value,ipt.default_value,1.0)
value_link = matLinks.new(value_node.outputs[0], node.inputs[idx])
elif ipt.name == "Metallic":
if ipt.default_value != 0:
if len(ipt.links) == 0 :
value_node = matNodes.new(type="ShaderNodeRGB")
value_node.outputs[0].default_value = (ipt.default_value,ipt.default_value,ipt.default_value,1.0)
value_link = matLinks.new(value_node.outputs[0], node.inputs[idx])
#SACA LOS BAKES DE TODO LO QUE TENGA LINK
for lnk in ipt.links:
print("VA UN INPUT")
print(ipt.name)
print(lnk)
print("TERMINA UN INPUT")
sufix = ""
isNormal = "false"
if ipt.name == "Base Color":
sufix = "_C"
elif ipt.name == "Specular":
sufix = "_S"
elif ipt.name == "Roughness":
sufix = "_R"
elif ipt.name == "Metallic":
sufix = "_M"
elif ipt.name == "Normal":
sufix = "_N"
isNormal = "true"
else:
print("No es un input normal, avisa al developer, hay que implementarlo")
target_name = matToMod.name + sufix
node_viewer = matNodes.new(type='ShaderNodeEmission')
old_node = lnk.from_node
if isNormal == "false":
vw_link = matLinks.new(old_node.outputs[0], node_viewer.inputs[0])
out_link = matLinks.new(node_viewer.outputs[0], out_node.inputs[0])
print("BAKING")
bake_slot(reconNodes,node_viewer,target_name,bakeResX,bakeResY,matToMod,node,idx,isNormal,format)
print("BAKED")
if reconNodes == "false":
reconOldNodes = matLinks.new(old_node.outputs[0], node.inputs[idx])
#old_link = matLinks.new(old_node.outputs[0], node.inputs[idx])
matNodes.remove(node_viewer)
if isNormal == "false":
old_princ_link = matLinks.new(node.outputs[0], out_node.inputs[0])
idx = idx + 1
#break
except RuntimeError as ex:
print(ex)
midx = midx +1
if BakeToObject == "false":
bpy.context.scene.objects.active = OldActive
bpy.data.objects.remove(BakePlane)
saveImages(saveFolder,format)
"""
else:
for ipt in node.inputs:
try:
for lnk in ipt.links:
print(ipt)
print(ipt.name)
print(lnk.from_node)
except:
print("except")
"""
"""
Los parametros son los siguientes, por orden de aparición:
MaterialBaker([CONECTA LAS NUEVAS TEXTURAS],[A PLANO O NO],[TAMAÑO BAKE X],[TAMAÑO BAKE Y],[CARPETA DE DESTINO DE LAS TEXTURAS],[FORMATO DE IMAGEN])
Ejemplo:
MaterialBaker("false",1024,1024,"C:\\Blender_Resources\\BS_MaterialBaker\\tx","PNG")
Documentación detallada:
[CONECTA LAS NUEVAS TEXTURAS]
# "true" = reemplaza los arboles de nodos por las texturas bakeadas
# "false" = Las texturas bakeadas estarán presentes en el arbol de nodos del material, pero no sustituiran los links existentes
[A PLANO O NO]
# "true" = Bakea al objeto seleccionado respetando las UV´s originales del objeto
# "false" = Bakea a un plano cuadrado con coordenadas UV 1,1, para ser utilizado en objetos tileados, puede requerir de ajustes en el tile mediante UV si la textura de origen no tenia proporciones 1:1
[TAMAÑO BAKE X]
Tamaño en X de la textura de destino
[TAMAÑO BAKE Y]
Tamaño en Y de la textura de destino
[CARPETA DE DESTINO DE LAS TEXTURAS]
La carpeta de destino de las texturas, es IMPORTANTE poner la DOBLE BARRA con la inclinación correcta
[FORMATO DE IMAGEN]
El formato final de las texturas, "PNG" "EXR" "BMP" "JPG", etc... No estoy seguro de que funcione, de momento "PNG" funciona seguro.
"""
#CON ESTO SE EJECUTA
MaterialBaker("false","false",2048,2048,"X:\\BS_VRArq\\Blender\\FBX\\Textures\\MarDeSoto\\Room03","PNG")