Ejemplo n.º 1
0
 def get_normal_map(self, material, shader):
     # Normal Map [Normal] -> [Normal] Principled BSDF
     normal_map = get_from_node(material.node_tree,
                                'NORMAL_MAP',
                                to_node=shader,
                                from_socket_name='Normal',
                                to_socket_name='Normal')
     if normal_map:
         # Image Texture [Color] -> [Color] Normal Map
         return get_from_node(material.node_tree,
                              'TEX_IMAGE',
                              to_node=normal_map,
                              from_socket_name='Color',
                              to_socket_name='Color')
Ejemplo n.º 2
0
 def get_diffuse(self, material, shader):
     for i in ('Color', 'Alpha'):
         # Image Texture [Color/Alpha] -> [Socket] Principled BSDF
         return get_from_node(material.node_tree,
                              'TEX_IMAGE',
                              to_node=shader,
                              from_socket_name=i,
                              to_socket_name='Base Color')
Ejemplo n.º 3
0
 def get_normal_strength(self, material, shader):
     # Normal Map [Normal] -> [Normal] Principled BSDF
     normal_map = get_from_node(material.node_tree,
                                'NORMAL_MAP',
                                to_node=shader,
                                from_socket_name='Normal',
                                to_socket_name='Normal')
     if normal_map:
         return normal_map.inputs['Strength'].default_value
     else:
         return 1
Ejemplo n.º 4
0
 def get_roughness_map(self, material, shader):
     # Math [Value] -> [Roughness] Principled BSDF
     math_node = get_from_node(material.node_tree,
                               'MATH',
                               to_node=shader,
                               from_socket_name='Value',
                               to_socket_name='Roughness')
     if math_node:
         # Image Texture [Color] -> [Input] Math
         return get_from_node(material.node_tree,
                              'TEX_IMAGE',
                              to_node=math_node,
                              from_socket_name='Color',
                              to_socket_name='Value')
     else:
         # Image Texture [Color] -> [Roughness] Principled BSDF
         return get_from_node(material.node_tree,
                              'TEX_IMAGE',
                              to_node=shader,
                              from_socket_name='Color',
                              to_socket_name='Roughness')
Ejemplo n.º 5
0
 def get_roughness(self, material, shader):
     # Math [Value] -> [Roughness] Principled BSDF
     math_node = get_from_node(material.node_tree,
                               'MATH',
                               to_node=shader,
                               from_socket_name='Value',
                               to_socket_name='Roughness')
     if math_node:
         for input_ in math_node.inputs:
             if input_.name == 'Value' and not input_.is_linked:
                 return input_.default_value
     else:
         return shader.inputs['Roughness'].default_value
Ejemplo n.º 6
0
    def make_textures(self, material):
        results = []

        shader = None
        if material.node_tree is not None:
            output = get_root_node(material.node_tree, 'OUTPUT_MATERIAL')
            if output:
                shader = get_from_node(material.node_tree,
                                       'BSDF_PRINCIPLED',
                                       to_node=output,
                                       from_socket_name='BSDF',
                                       to_socket_name='Surface')

        if shader:
            image_textures = self.get_images(material, shader)
            last_texid = 0
            for i, (type_,
                    image_texture) in enumerate(reversed(image_textures)):
                if image_texture is not None:
                    last_texid = len(image_textures) - i - 1
                    break

            for i, (type_, image_texture) in enumerate(image_textures):
                if image_texture is None:
                    if self._empty_textures:  # fill empty slot
                        result = self.make_empty_texture(type_)
                        results.append((type_, ) + result)
                    else:
                        break

                elif image_texture:
                    result = self.make_texture(type_, image_texture)
                    results.append((type_, ) + result)

                if i >= last_texid:
                    break

        return results
    def make_material(self, material):
        gltf_material = {
            'name': material.name,
            'alphaMode': 'OPAQUE',
            'alphaCutoff': material.alpha_threshold,
            'doubleSided': not material.use_backface_culling,
            'pbrMetallicRoughness': {
                'extras': {},
            },
        }

        gltf_material['alphaMode'] = {
            'OPAQUE': 'OPAQUE',
            'BLEND': 'BLEND',
            'CLIP': 'MASK'
        }.get(material.blend_method, 'OPAQUE')

        shader = None
        if material.node_tree is not None:
            output = get_root_node(material.node_tree, 'OUTPUT_MATERIAL')
            shader = None
            if output:
                shader = get_from_node(material.node_tree,
                                       'BSDF_PRINCIPLED',
                                       to_node=output,
                                       from_socket_name='BSDF',
                                       to_socket_name='Surface')

        if not shader:
            return gltf_material

        if self._render_type == 'rp':  # RenderPipeline
            # emission = tuple(shader.inputs['Emission'].default_value)[:3]
            emission = (0, 0, 0)
            # alpha = shader.inputs['Alpha'].default_value
            alpha = 1
            clearcoat = shader.inputs['Clearcoat'].default_value
            normal_strength = self.get_normal_strength(material, shader)

            if sum(emission) > 0:  # emission
                gltf_material['pbrMetallicRoughness'].update({
                    'baseColorFactor':
                    emission + (1, ),
                    'metallicFactor':
                    0,
                    'roughnessFactor':
                    1,
                })
                gltf_material['pbrMetallicRoughness']['extras']['ior'] = 1.51

                if alpha < 1:
                    emit = [
                        SHADING_MODEL_TRANSPARENT_EMISSIVE, normal_strength,
                        alpha
                    ]
                else:
                    emit = [SHADING_MODEL_EMISSIVE, normal_strength, 0]
                gltf_material['emissiveFactor'] = tuple(emit)

            else:  # not emission
                gltf_material['pbrMetallicRoughness'].update({
                    'baseColorFactor': (1, 1, 1, 1),
                    'metallicFactor':
                    self.get_metallic(material, shader),
                    'roughnessFactor':
                    self.get_roughness(material, shader),
                })
                gltf_material['pbrMetallicRoughness']['extras'][
                    'ior'] = shader.inputs['IOR'].default_value

                if alpha < 1:
                    emit = [
                        SHADING_MODEL_TRANSPARENT_GLASS, normal_strength, alpha
                    ]
                elif clearcoat:
                    emit = [SHADING_MODEL_CLEARCOAT, normal_strength, 0]
                else:
                    emit = [SHADING_MODEL_DEFAULT, normal_strength, 0]
                gltf_material['emissiveFactor'] = tuple(emit)

        else:  # not RenderPipeline
            emission = (0, 0, 0)
            alpha = 1

            gltf_material['pbrMetallicRoughness'].update({
                'baseColorFactor': (1, 1, 1, alpha),
                'metallicFactor':
                self.get_metallic(material, shader),
                'roughnessFactor':
                self.get_roughness(material, shader),
            })

            gltf_material['emissiveFactor'] = tuple(emission)
            # if alpha < 1:
            #     gltf_material['alphaMode'] = 'BLEND'
            #     gltf_material['alphaCutoff'] = alpha
            # else:
            #     gltf_material['alphaMode'] = 'OPAQUE'
            #     gltf_material['alphaCutoff'] = 0

        return gltf_material