License Headers: use SPDX-FileCopyrightText for mesh_tissue
[blender-addons.git] / io_coat3D / tex.py
blobeba7d6ac4fb0fe5a0d5dcf2378841bf38076f709
1 # SPDX-FileCopyrightText: 2010-2022 Blender Foundation
3 # SPDX-License-Identifier: GPL-2.0-or-later
5 import bpy
6 import os
7 import re
8 import json
9 from io_coat3D import updateimage
11 def find_index(objekti):
13 luku = 0
14 for tex in objekti.active_material.texture_slots:
15 if(not(hasattr(tex,'texture'))):
16 break
17 luku = luku +1
18 return luku
21 def RemoveFbxNodes(objekti):
22 Node_Tree = objekti.active_material.node_tree
23 for node in Node_Tree.nodes:
24 if node.type != 'OUTPUT_MATERIAL':
25 Node_Tree.nodes.remove(node)
26 else:
27 output = node
28 output.location = 340,400
29 Prin_mat = Node_Tree.nodes.new(type="ShaderNodeBsdfPrincipled")
30 Prin_mat.location = 13, 375
32 Node_Tree.links.new(Prin_mat.outputs[0], output.inputs[0])
35 def updatetextures(objekti): # Update 3DC textures
37 for index_mat in objekti.material_slots:
39 for node in index_mat.material.node_tree.nodes:
40 if (node.type == 'TEX_IMAGE'):
41 if (node.name == '3DC_color' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
42 or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
43 try:
44 node.image.reload()
45 except:
46 pass
48 for index_node_group in bpy.data.node_groups:
50 for node in index_node_group.nodes:
51 if (node.type == 'TEX_IMAGE'):
52 if (node.name == '3DC_color' or node.name == '3DC_metalness' or node.name == '3DC_rough' or node.name == '3DC_nmap'
53 or node.name == '3DC_displacement' or node.name == '3DC_emissive' or node.name == '3DC_AO' or node.name == '3DC_alpha'):
54 try:
55 node.image.reload()
56 except:
57 pass
59 def testi(objekti, texture_info, index_mat_name, uv_MODE_mat, mat_index):
60 if uv_MODE_mat == 'UV':
62 uv_set_founded = False
63 for uvset in objekti.data.uv_layers:
65 if(uvset.name == texture_info):
66 uv_set_founded = True
68 break
70 if(uv_set_founded):
71 for uv_poly in objekti.data.uv_layers[texture_info].id_data.polygons:
72 if(mat_index == uv_poly.material_index):
73 return True
74 else:
75 return False
77 elif uv_MODE_mat == 'MAT':
78 return (texture_info == index_mat_name)
80 def readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures, udim_len): #read textures from texture file
82 # Let's check are we UVSet or MATERIAL mode
83 create_nodes = False
84 for ind, index_mat in enumerate(objekti.material_slots):
86 texcoat = {}
87 texcoat['color'] = []
88 texcoat['ao'] = []
89 texcoat['rough'] = []
90 texcoat['metalness'] = []
91 texcoat['nmap'] = []
92 texcoat['emissive'] = []
93 texcoat['emissive_power'] = []
94 texcoat['displacement'] = []
95 texcoat['alpha'] = []
97 create_group_node = False
98 if(udim_textures == False):
99 for slot_index, texture_info in enumerate(texturelist):
101 uv_MODE_mat = 'MAT'
102 for index, layer in enumerate(objekti.data.uv_layers):
103 if(layer.name == texturelist[slot_index][0]):
104 uv_MODE_mat = 'UV'
105 break
108 if(testi(objekti, texturelist[slot_index][0], index_mat.name, uv_MODE_mat, ind)) :
109 if (os.path.isfile(texture_info[3])):
110 if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
111 if(index_mat.material.coat3D_diffuse):
113 texcoat['color'].append(texture_info[3])
114 create_nodes = True
115 else:
116 os.remove(texture_info[3])
118 elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[2] == 'reflection':
119 if (index_mat.material.coat3D_metalness):
120 texcoat['metalness'].append(texture_info[3])
121 create_nodes = True
122 else:
123 os.remove(texture_info[3])
125 elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
126 if (index_mat.material.coat3D_roughness):
127 texcoat['rough'].append(texture_info[3])
128 create_nodes = True
129 else:
130 os.remove(texture_info[3])
132 elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[2] == 'normal_map' or texture_info[2] == 'normal':
133 if (index_mat.material.coat3D_normal):
134 texcoat['nmap'].append(texture_info[3])
135 create_nodes = True
136 else:
137 os.remove(texture_info[3])
139 elif texture_info[2] == 'emissive':
140 if (index_mat.material.coat3D_emissive):
141 texcoat['emissive'].append(texture_info[3])
142 create_nodes = True
143 else:
144 os.remove(texture_info[3])
146 elif texture_info[2] == 'emissive_power':
147 if (index_mat.material.coat3D_emissive):
148 texcoat['emissive_power'].append(texture_info[3])
149 create_nodes = True
150 else:
151 os.remove(texture_info[3])
153 elif texture_info[2] == 'ao':
154 if (index_mat.material.coat3D_ao):
155 texcoat['ao'].append(texture_info[3])
156 create_nodes = True
157 else:
158 os.remove(texture_info[3])
160 elif texture_info[2].startswith('displacement'):
161 if (index_mat.material.coat3D_displacement):
162 texcoat['displacement'].append(texture_info[3])
163 create_nodes = True
164 else:
165 os.remove(texture_info[3])
167 elif texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
168 if (index_mat.material.coat3D_alpha):
169 texcoat['alpha'].append(texture_info[3])
170 create_nodes = True
171 else:
172 os.remove(texture_info[3])
174 create_group_node = True
177 else:
178 for texture_info in texturelist:
179 if (os.path.isfile(texture_info[3])):
180 if texture_info[2] == 'color' or texture_info[2] == 'diffuse':
181 if texcoat['color'] == [] and texture_info[1] == '1001':
182 texcoat['color'].append(texture_info[3])
183 create_nodes = True
184 elif texture_info[2] == 'metalness' or texture_info[2] == 'specular' or texture_info[
185 2] == 'reflection':
186 if texcoat['metalness'] == [] and texture_info[1] == '1001':
187 texcoat['metalness'].append(texture_info[3])
188 create_nodes = True
189 elif texture_info[2] == 'rough' or texture_info[2] == 'roughness':
190 if texcoat['rough'] == [] and texture_info[1] == '1001':
191 texcoat['rough'].append(texture_info[3])
192 create_nodes = True
193 elif texture_info[2] == 'nmap' or texture_info[2] == 'normalmap' or texture_info[
194 2] == 'normal_map' or texture_info[2] == 'normal':
195 if texcoat['nmap'] == [] and texture_info[1] == '1001':
196 texcoat['nmap'].append(texture_info[3])
197 create_nodes = True
198 elif texture_info[2] == 'emissive':
199 if texcoat['emissive'] == [] and texture_info[1] == '1001':
200 texcoat['emissive'].append(texture_info[3])
201 create_nodes = True
202 elif texture_info[2] == 'emissive_power':
203 if texcoat['emissive_power'] == [] and texture_info[1] == '1001':
204 texcoat['emissive_power'].append(texture_info[3])
205 create_nodes = True
206 elif texture_info[2] == 'ao':
207 if texcoat['ao'] == [] and texture_info[1] == '1001':
208 texcoat['ao'].append(texture_info[3])
209 create_nodes = True
210 elif texture_info[2].startswith('displacement'):
211 if texcoat['displacement'] == [] and texture_info[1] == '1001':
212 texcoat['displacement'].append(texture_info[3])
213 create_nodes = True
214 if texture_info[2] == 'alpha' or texture_info[2] == 'opacity':
215 if texcoat['alpha'] == [] and texture_info[1] == '1001':
216 texcoat['alpha'].append(texture_info[3])
217 create_nodes = True
218 create_group_node = True
220 if(create_nodes):
221 coat3D = bpy.context.scene.coat3D
222 path3b_n = coat3D.exchangeFolder
223 path3b_n += ('%slast_saved_3b_file.txt' % (os.sep))
225 if (os.path.isfile(path3b_n)):
226 export_file = open(path3b_n)
227 for line in export_file:
228 objekti.coat3D.applink_3b_path = line
229 export_file.close()
230 coat3D.remove_path = True
231 createnodes(index_mat, texcoat, create_group_node, objekti, ind, is_new, udim_textures, udim_len)
233 def createnodes(active_mat,texcoat, create_group_node, objekti, ind, is_new, udim_textures, udim_len): # Creates new nodes and link textures into them
234 bring_color = True # Meaning of these is to check if we can only update textures or do we need to create new nodes
235 bring_metalness = True
236 bring_roughness = True
237 bring_normal = True
238 bring_displacement = True
239 bring_emissive = True
240 bring_AO = True
241 bring_alpha = True
243 active_mat.material.show_transparent_back = False # HACK FOR BLENDER BUG
245 coat3D = bpy.context.scene.coat3D
246 coatMat = active_mat.material
248 coatMat.blend_method = 'BLEND'
250 if(coatMat.use_nodes == False):
251 coatMat.use_nodes = True
252 act_material = coatMat.node_tree
253 main_material = coatMat.node_tree
254 applink_group_node = False
256 # First go through all image nodes and let's check if it starts with 3DC and reload if needed
258 for node in coatMat.node_tree.nodes:
259 if (node.type == 'OUTPUT_MATERIAL'):
260 out_mat = node
261 break
263 for node in act_material.nodes:
264 if(node.name == '3DC_Applink' and node.type == 'GROUP'):
265 applink_group_node = True
266 act_material = node.node_tree
267 applink_tree = node
268 break
271 for node in act_material.nodes:
272 if (node.type != 'GROUP'):
273 if (node.type != 'GROUP_OUTPUT'):
274 if (node.type == 'TEX_IMAGE'):
275 if (node.name == '3DC_color'):
276 bring_color = False
277 updateimage.update(texcoat, 'color', node, udim_textures, udim_len)
278 elif (node.name == '3DC_metalness'):
279 bring_metalness = False
280 updateimage.update(texcoat, 'metalness', node, udim_textures, udim_len)
281 elif (node.name == '3DC_rough'):
282 bring_roughness = False
283 updateimage.update(texcoat, 'rough', node, udim_textures, udim_len)
284 elif (node.name == '3DC_nmap'):
285 bring_normal = False
286 updateimage.update(texcoat, 'nmap', node, udim_textures, udim_len)
287 elif (node.name == '3DC_displacement'):
288 bring_displacement = False
289 updateimage.update(texcoat, 'displacement', node, udim_textures, udim_len)
290 elif (node.name == '3DC_emissive'):
291 bring_emissive = False
292 updateimage.update(texcoat, 'emissive', node, udim_textures, udim_len)
293 elif (node.name == '3DC_AO'):
294 bring_AO = False
295 updateimage.update(texcoat, 'ao', node, udim_textures, udim_len)
296 elif (node.name == '3DC_alpha'):
297 bring_alpha = False
298 updateimage.update(texcoat, 'alpha', node, udim_textures, udim_len)
301 elif (node.type == 'GROUP' and node.name.startswith('3DC_')):
302 if (node.name == '3DC_color'):
303 bring_color = False
304 elif (node.name == '3DC_metalness'):
305 bring_metalness = False
306 elif (node.name == '3DC_rough'):
307 bring_roughness = False
308 elif (node.name == '3DC_nmap'):
309 bring_normal = False
310 elif (node.name == '3DC_displacement'):
311 bring_displacement = False
312 elif (node.name == '3DC_emissive'):
313 bring_emissive = False
314 elif (node.name == '3DC_AO'):
315 bring_AO = False
316 elif (node.name == '3DC_alpha'):
317 bring_alpha = False
319 #Let's start to build new node tree. Let's start linking with Material Output
321 if(create_group_node):
322 if(applink_group_node == False):
323 main_mat2 = out_mat.inputs['Surface'].links[0].from_node
324 for input_ind in main_mat2.inputs:
325 if(input_ind.is_linked):
326 main_mat3 = input_ind.links[0].from_node
327 if(main_mat3.type == 'BSDF_PRINCIPLED'):
328 main_mat = main_mat3
330 group_tree = bpy.data.node_groups.new( type="ShaderNodeTree", name="3DC_Applink")
331 group_tree.outputs.new("NodeSocketColor", "Color")
332 group_tree.outputs.new("NodeSocketColor", "Metallic")
333 group_tree.outputs.new("NodeSocketColor", "Roughness")
334 group_tree.outputs.new("NodeSocketVector", "Normal map")
335 group_tree.outputs.new("NodeSocketColor", "Emissive")
336 group_tree.outputs.new("NodeSocketColor", "Displacement")
337 group_tree.outputs.new("NodeSocketColor", "Emissive Power")
338 group_tree.outputs.new("NodeSocketColor", "AO")
339 group_tree.outputs.new("NodeSocketColor", "Alpha")
340 applink_tree = act_material.nodes.new('ShaderNodeGroup')
341 applink_tree.name = '3DC_Applink'
342 applink_tree.node_tree = group_tree
343 applink_tree.location = -400, -100
344 act_material = group_tree
345 notegroup = act_material.nodes.new('NodeGroupOutput')
346 notegroup.location = 220, -260
348 if(texcoat['emissive'] != []):
349 from_output = out_mat.inputs['Surface'].links[0].from_node
350 if(from_output.type == 'BSDF_PRINCIPLED'):
351 add_shader = main_material.nodes.new('ShaderNodeAddShader')
352 emission_shader = main_material.nodes.new('ShaderNodeEmission')
354 emission_shader.name = '3DC_Emission'
356 add_shader.location = 420, 110
357 emission_shader.location = 70, -330
358 out_mat.location = 670, 130
360 main_material.links.new(from_output.outputs[0], add_shader.inputs[0])
361 main_material.links.new(add_shader.outputs[0], out_mat.inputs[0])
362 main_material.links.new(emission_shader.outputs[0], add_shader.inputs[1])
363 main_mat = from_output
364 else:
365 main_mat = out_mat.inputs['Surface'].links[0].from_node
367 else:
368 main_mat = out_mat.inputs['Surface'].links[0].from_node
369 index = 0
370 for node in coatMat.node_tree.nodes:
371 if (node.type == 'GROUP' and node.name =='3DC_Applink'):
372 for in_node in node.node_tree.nodes:
373 if(in_node.type == 'GROUP_OUTPUT'):
374 notegroup = in_node
375 index = 1
376 break
377 if(index == 1):
378 break
380 # READ DATA.JSON FILE
381 platform = os.sys.platform
383 if(platform == 'darwin'):
384 json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
385 json_address = json_address.replace('MacOS', 'Resources')
387 else:
388 json_address = os.path.dirname(bpy.app.binary_path) + os.sep + str(bpy.app.version[0]) + '.' + str(bpy.app.version[1]) + os.sep + 'scripts' + os.sep + 'addons' + os.sep + 'io_coat3D' + os.sep + 'data.json'
391 with open(json_address, encoding='utf-8') as data_file:
392 data = json.loads(data_file.read())
394 if(out_mat.inputs['Surface'].is_linked == True):
395 if(bring_color == True and texcoat['color'] != []):
396 CreateTextureLine(data['color'], act_material, main_mat, texcoat, coat3D, notegroup,
397 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
399 if(bring_metalness == True and texcoat['metalness'] != []):
400 CreateTextureLine(data['metalness'], act_material, main_mat, texcoat, coat3D, notegroup,
401 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
403 if(bring_roughness == True and texcoat['rough'] != []):
404 CreateTextureLine(data['rough'], act_material, main_mat, texcoat, coat3D, notegroup,
405 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
407 if(bring_normal == True and texcoat['nmap'] != []):
408 CreateTextureLine(data['nmap'], act_material, main_mat, texcoat, coat3D, notegroup,
409 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
411 if (bring_emissive == True and texcoat['emissive'] != []):
412 CreateTextureLine(data['emissive'], act_material, main_mat, texcoat, coat3D, notegroup,
413 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
415 if (bring_displacement == True and texcoat['displacement'] != []):
416 CreateTextureLine(data['displacement'], act_material, main_mat, texcoat, coat3D, notegroup,
417 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
418 if (bring_alpha == True and texcoat['alpha'] != []):
419 CreateTextureLine(data['alpha'], act_material, main_mat, texcoat, coat3D, notegroup,
420 main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len)
423 def CreateTextureLine(type, act_material, main_mat, texcoat, coat3D, notegroup, main_material, applink_tree, out_mat, coatMat, objekti, ind, is_new, udim_textures, udim_len):
425 node = act_material.nodes.new('ShaderNodeTexImage')
426 uv_node = act_material.nodes.new('ShaderNodeUVMap')
427 if (is_new):
428 uv_node.uv_map = objekti.data.uv_layers[ind].name
429 else:
430 uv_node.uv_map = objekti.data.uv_layers[0].name
431 act_material.links.new(uv_node.outputs[0], node.inputs[0])
432 uv_node.use_custom_color = True
433 uv_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
435 node.use_custom_color = True
436 node.color = (type['node_color'][0],type['node_color'][1],type['node_color'][2])
439 if type['name'] == 'nmap':
440 normal_node = act_material.nodes.new('ShaderNodeNormalMap')
441 normal_node.use_custom_color = True
442 normal_node.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
444 node.location = -671, -510
445 uv_node.location = -750, -600
446 normal_node.location = -350, -350
447 normal_node.name = '3DC_normalnode'
449 elif type['name'] == 'displacement':
450 disp_node = main_material.nodes.new('ShaderNodeDisplacement')
452 node.location = -630, -1160
453 disp_node.location = 90, -460
454 disp_node.inputs[2].default_value = 0.1
455 disp_node.name = '3DC_dispnode'
457 node.name = '3DC_' + type['name']
458 node.label = type['name']
460 if (type['name'] != 'displacement'):
461 for input_index in type['find_input']:
462 input_color = main_mat.inputs.find(input_index)
463 if(input_color != -1):
464 break
466 load_image = True
468 for image in bpy.data.images:
470 if(os.path.normpath(texcoat[type['name']][0]) == os.path.normpath(image.filepath)):
472 load_image = False
473 node.image = image
475 if(udim_textures):
476 node.image.source = 'TILED'
477 for udim_index in udim_len:
478 if (udim_index != 1001):
479 node.image.tiles.new(udim_index)
481 node.image.reload()
483 break
485 if (load_image):
487 node.image = bpy.data.images.load(os.path.normpath(texcoat[type['name']][0]))
489 if(udim_textures):
490 node.image.source = 'TILED'
492 for udim_index in udim_len:
493 if (udim_index != 1001):
494 node.image.tiles.new(udim_index)
497 if node.image and type['colorspace'] == 'noncolor':
498 node.image.colorspace_settings.is_data = True
500 if (coat3D.createnodes):
502 if(type['name'] == 'nmap'):
503 act_material.links.new(node.outputs[0], normal_node.inputs[1])
504 if(input_color != -1):
505 act_material.links.new(normal_node.outputs[0], main_mat.inputs[input_color])
507 act_material.links.new(normal_node.outputs[0], notegroup.inputs[type['input']])
508 if (main_mat.inputs[input_color].name == 'Normal' and input_color != -1):
509 main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
511 elif (type['name'] == 'displacement'):
513 rampnode = act_material.nodes.new('ShaderNodeValToRGB')
514 rampnode.name = '3DC_ColorRamp'
515 rampnode.use_custom_color = True
516 rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
517 rampnode.location = -270, -956
519 act_material.links.new(node.outputs[0], rampnode.inputs[0])
520 act_material.links.new(rampnode.outputs[0], notegroup.inputs[5])
522 main_material.links.new(applink_tree.outputs[5], disp_node.inputs[0])
523 main_material.links.new(disp_node.outputs[0], out_mat.inputs[2])
524 coatMat.displacement_method = 'BOTH'
526 else:
527 if (texcoat['alpha'] != []):
528 if (type['name'] == 'alpha'):
529 act_material.links.new(node.outputs[1], notegroup.inputs[8])
530 else:
531 if (type['name'] == 'color'):
532 act_material.links.new(node.outputs[1], notegroup.inputs[8])
533 if(type['name'] != 'alpha'):
534 huenode = createExtraNodes(act_material, node, type)
535 else:
536 huenode = node
537 huenode.location = -100, -800
539 if(type['name'] != 'alpha'):
540 act_material.links.new(huenode.outputs[0], notegroup.inputs[type['input']])
541 if (main_mat.type != 'MIX_SHADER' and input_color != -1):
542 main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
543 if(type['name'] == 'color'): #Alpha connection into Principled shader
544 main_material.links.new(applink_tree.outputs['Alpha'], main_mat.inputs['Alpha'])
546 else:
547 location = main_mat.location
548 #applink_tree.location = main_mat.location[0], main_mat.location[1] + 200
550 if(type['name'] == 'emissive'):
551 for material in main_material.nodes:
552 if(material.name == '3DC_Emission'):
553 main_material.links.new(applink_tree.outputs[type['input']], material.inputs[0])
554 break
556 uv_node.location = node.location
557 uv_node.location[0] -= 300
558 uv_node.location[1] -= 200
560 else:
561 node.location = type['node_location'][0], type['node_location'][1]
562 if (tile_list == []):
563 uv_node.location = node.location
564 uv_node.location[0] -= 300
565 act_material.links.new(node.outputs[0], notegroup.inputs[type['input']])
566 if (input_color != -1):
567 main_material.links.new(applink_tree.outputs[type['input']], main_mat.inputs[input_color])
570 def createExtraNodes(act_material, node, type):
572 curvenode = act_material.nodes.new('ShaderNodeRGBCurve')
573 curvenode.name = '3DC_RGBCurve'
574 curvenode.use_custom_color = True
575 curvenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
577 if(type['huenode'] == 'yes'):
578 huenode = act_material.nodes.new('ShaderNodeHueSaturation')
579 huenode.name = '3DC_HueSaturation'
580 huenode.use_custom_color = True
581 huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
582 else:
583 huenode = act_material.nodes.new('ShaderNodeMath')
584 huenode.name = '3DC_HueSaturation'
585 huenode.operation = 'MULTIPLY'
586 huenode.inputs[1].default_value = 1
587 huenode.use_custom_color = True
588 huenode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
591 if(type['rampnode'] == 'yes'):
592 rampnode = act_material.nodes.new('ShaderNodeValToRGB')
593 rampnode.name = '3DC_ColorRamp'
594 rampnode.use_custom_color = True
595 rampnode.color = (type['node_color'][0], type['node_color'][1], type['node_color'][2])
597 if (type['rampnode'] == 'yes'):
598 act_material.links.new(node.outputs[0], curvenode.inputs[1])
599 act_material.links.new(curvenode.outputs[0], rampnode.inputs[0])
600 if(type['huenode'] == 'yes'):
601 act_material.links.new(rampnode.outputs[0], huenode.inputs[4])
602 else:
603 act_material.links.new(rampnode.outputs[0], huenode.inputs[0])
604 else:
605 act_material.links.new(node.outputs[0], curvenode.inputs[1])
606 if (type['huenode'] == 'yes'):
607 act_material.links.new(curvenode.outputs[0], huenode.inputs[4])
608 else:
609 act_material.links.new(curvenode.outputs[0], huenode.inputs[0])
611 if type['name'] == 'metalness':
612 node.location = -1300, 119
613 curvenode.location = -1000, 113
614 rampnode.location = -670, 115
615 huenode.location = -345, 118
617 elif type['name'] == 'rough':
618 node.location = -1300, -276
619 curvenode.location = -1000, -245
620 rampnode.location = -670, -200
621 huenode.location = -340, -100
623 elif type['name'] == 'color':
624 node.location = -990, 530
625 curvenode.location = -660, 480
626 huenode.location = -337, 335
628 elif type['name'] == 'emissive':
629 node.location = -1200, -900
630 curvenode.location = -900, -900
631 huenode.location = -340, -700
633 elif type['name'] == 'alpha':
634 node.location = -1200, -1200
635 curvenode.location = -900, -1250
636 rampnode.location = -600, -1200
637 huenode.location = -300, -1200
639 return huenode
641 def matlab(objekti,mat_list,texturelist,is_new):
643 # FBX Materials: remove all nodes and create principle node
645 if(is_new):
646 RemoveFbxNodes(objekti)
648 updatetextures(objekti)
650 # Count udim tiles
652 if(texturelist != []):
654 udim_textures = False
655 udim_count = 0
656 udim_indexs = []
658 if texturelist[0][0].startswith('10') and len(texturelist[0][0]) == 4:
659 udim_textures = True
661 udim_target = ''
662 udim_target = texturelist[0][2]
663 for texture in texturelist:
664 if texture[2] == udim_target:
665 udim_indexs.append(int(texture[0]))
667 udim_indexs.sort() # sort tiles list -> 1001, 1002, 1003...
669 # Main loop for creating nodes
671 readtexturefolder(objekti, mat_list, texturelist, is_new, udim_textures, udim_indexs)
674 return('FINISHED')