コード例 #1
0
ファイル: day.py プロジェクト: miranbox/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        # init parent
        DifSpecAddEnv.init(node_tree)

        geom_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        spec_col_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]

        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE])

        # create nodes
        uv_recalc_gn = node_tree.nodes.new("ShaderNodeGroup")
        uv_recalc_gn.name = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.label = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.location = (start_pos_x, start_pos_y + 1500)
        uv_recalc_gn.node_tree = window_uv_offset.get_node_group()

        # create links
        node_tree.links.new(out_mat_n.inputs["Spec"], spec_col_n.outputs["Color"])

        node_tree.links.new(uv_recalc_gn.inputs["UV"], geom_n.outputs["UV"])
        node_tree.links.new(uv_recalc_gn.inputs["Normal"], geom_n.outputs["Normal"])

        node_tree.links.new(base_tex_n.inputs["Vector"], uv_recalc_gn.outputs["UV Final"])
コード例 #2
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parent
        DifSpecAddEnv.init(node_tree)
コード例 #3
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parents
        DifSpecAddEnv.init(node_tree)
        Lamp.init(node_tree, init_dif_spec=False, start_pos_x=0, start_pos_y=500)
コード例 #4
0
ファイル: nofresnel.py プロジェクト: P-casper1/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parent
        DifSpecAddEnv.init(node_tree)

        # set fresnel factor to 0
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs['Apply Fresnel'].default_value = 0.0
コード例 #5
0
ファイル: nofresnel.py プロジェクト: Mocaimi/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parent
        DifSpecAddEnv.init(node_tree)

        # set fresnel factor to 0
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs[
            'Apply Fresnel'].default_value = 0.0
コード例 #6
0
ファイル: add_env_day.py プロジェクト: tiagofer/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parent
        DifSpecAddEnv.init(node_tree)

        geometry_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        refl_tex_n = node_tree.nodes[DifSpecAddEnv.REFL_TEX_NODE]

        # change mapping of reflection texture to View coordinates, it gives better effect for plain surfaces
        node_tree.links.new(refl_tex_n.inputs['Vector'], geometry_n.outputs['View'])
コード例 #7
0
ファイル: add_env.py プロジェクト: P-casper1/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parents
        DifSpecAddEnv.init(node_tree)
        Lamp.init(node_tree, init_dif_spec=False, start_pos_x=0, start_pos_y=500)

        out_add_lampmask_n = node_tree.nodes[Lamp.OUT_ADD_LAMPMASK_NODE]
        out_add_lampmask_n.location.y -= 300
        out_add_refl_n = node_tree.nodes[DifSpecAddEnv.OUT_ADD_REFL_NODE]

        # links fixing
        node_tree.links.new(out_add_lampmask_n.inputs["Color2"], out_add_refl_n.outputs["Color"])
コード例 #8
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        # init parents
        DifSpecAddEnv.init(node_tree)
        Lamp.init(node_tree, init_dif_spec=False, start_pos_x=0, start_pos_y=500)

        out_add_lampmask_n = node_tree.nodes[Lamp.OUT_ADD_LAMPMASK_NODE]
        out_add_lampmask_n.location.y -= 300
        compose_lighting_n = node_tree.nodes[DifSpecAddEnv.COMPOSE_LIGHTING_NODE]

        # links fixing
        node_tree.links.new(out_add_lampmask_n.inputs["Color2"], compose_lighting_n.outputs["Composed Color"])
コード例 #9
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        # init parent
        DifSpecAddEnv.init(node_tree)

        geom_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        uv_map_n = node_tree.nodes[DifSpecAddEnv.UVMAP_NODE]
        spec_col_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        compose_lighting_n = node_tree.nodes[
            DifSpecAddEnv.COMPOSE_LIGHTING_NODE]

        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE])

        # create nodes
        uv_recalc_n = node_tree.nodes.new("ShaderNodeGroup")
        uv_recalc_n.name = window_uv_offset_ng.WINDOW_UV_OFFSET_G
        uv_recalc_n.label = window_uv_offset_ng.WINDOW_UV_OFFSET_G
        uv_recalc_n.location = (start_pos_x, start_pos_y + 1500)
        uv_recalc_n.node_tree = window_uv_offset_ng.get_node_group()

        # create links
        node_tree.links.new(compose_lighting_n.inputs['Specular Color'],
                            spec_col_n.outputs['Color'])

        node_tree.links.new(uv_recalc_n.inputs['UV'], uv_map_n.outputs['UV'])
        node_tree.links.new(uv_recalc_n.inputs['Normal'],
                            geom_n.outputs['Normal'])
        node_tree.links.new(uv_recalc_n.inputs['Incoming'],
                            geom_n.outputs['Incoming'])

        node_tree.links.new(base_tex_n.inputs['Vector'],
                            uv_recalc_n.outputs['UV Final'])
コード例 #10
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        # init parent
        DifSpecAddEnv.init(node_tree)

        geom_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        spec_col_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]

        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE])

        # create nodes
        uv_recalc_gn = node_tree.nodes.new("ShaderNodeGroup")
        uv_recalc_gn.name = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.label = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.location = (start_pos_x, start_pos_y + 1500)
        uv_recalc_gn.node_tree = window_uv_offset.get_node_group()

        # create links
        node_tree.links.new(out_mat_n.inputs["Spec"],
                            spec_col_n.outputs["Color"])

        node_tree.links.new(uv_recalc_gn.inputs["UV"], geom_n.outputs["UV"])
        node_tree.links.new(uv_recalc_gn.inputs["Normal"],
                            geom_n.outputs["Normal"])

        node_tree.links.new(base_tex_n.inputs["Vector"],
                            uv_recalc_gn.outputs["UV Final"])
コード例 #11
0
ファイル: night.py プロジェクト: dmitriy2601/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        pos_x_shift = 185

        start_pos_x = 0
        start_pos_y = 0

        # init parent
        DifSpecAddEnv.init(node_tree)

        geom_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        spec_col_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        compose_lighting_n = node_tree.nodes[
            DifSpecAddEnv.COMPOSE_LIGHTING_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        output_n.location.x += pos_x_shift
        out_mat_n.location.y -= 150

        # remove existing
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOL_GROUP_NODE])
        node_tree.nodes.remove(
            node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOLOR_MULT_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.OPACITY_NODE])

        for link in node_tree.links:
            if link.from_node == diff_mult_n and link.to_node == out_mat_n:
                node_tree.links.remove(link)
                break

        # create nodes
        uv_recalc_gn = node_tree.nodes.new("ShaderNodeGroup")
        uv_recalc_gn.name = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.label = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.location = (start_pos_x, start_pos_y + 1500)
        uv_recalc_gn.node_tree = window_uv_offset.get_node_group()

        sec_geom_n = node_tree.nodes.new("ShaderNodeGeometry")
        sec_geom_n.name = sec_geom_n.label = WindowNight.SEC_GEOM_NODE
        sec_geom_n.location = (start_pos_x - pos_x_shift, start_pos_y + 1200)
        sec_geom_n.uv_layer = _MESH_consts.none_uv

        lightmap_tex_n = node_tree.nodes.new("ShaderNodeTexture")
        lightmap_tex_n.name = lightmap_tex_n.label = WindowNight.LIGHTMAP_TEX_NODE
        lightmap_tex_n.location = (start_pos_x + pos_x_shift,
                                   start_pos_y + 1200)

        base_lightmap_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        base_lightmap_mult_n.name = base_lightmap_mult_n.label = WindowNight.BASE_LIGHTMAP_MULT_NODE
        base_lightmap_mult_n.location = (start_pos_x + pos_x_shift * 3,
                                         start_pos_y + 1300)
        base_lightmap_mult_n.blend_type = "MULTIPLY"
        base_lightmap_mult_n.inputs["Fac"].default_value = 1.0

        base_alpha_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        base_alpha_mult_n.name = base_alpha_mult_n.label = WindowNight.BASE_ALPHA_MULT_NODE
        base_alpha_mult_n.location = (start_pos_x + pos_x_shift * 4,
                                      start_pos_y + 1500)
        base_alpha_mult_n.blend_type = "MULTIPLY"
        base_alpha_mult_n.inputs["Fac"].default_value = 1.0

        out_add_spec_n = node_tree.nodes.new("ShaderNodeMixRGB")
        out_add_spec_n.name = out_add_spec_n.label = WindowNight.BASE_ALPHA_MULT_NODE
        out_add_spec_n.location = (start_pos_x + pos_x_shift * 9,
                                   start_pos_y + 1900)
        out_add_spec_n.blend_type = "ADD"
        out_add_spec_n.inputs["Fac"].default_value = 1.0

        # create links
        node_tree.links.new(uv_recalc_gn.inputs["UV"], geom_n.outputs["UV"])
        node_tree.links.new(uv_recalc_gn.inputs["Normal"],
                            geom_n.outputs["Normal"])

        node_tree.links.new(base_tex_n.inputs["Vector"],
                            uv_recalc_gn.outputs["UV Final"])
        node_tree.links.new(lightmap_tex_n.inputs["Vector"],
                            sec_geom_n.outputs["UV"])

        # pass 1
        node_tree.links.new(base_lightmap_mult_n.inputs["Color1"],
                            base_tex_n.outputs["Color"])
        node_tree.links.new(base_lightmap_mult_n.inputs["Color2"],
                            lightmap_tex_n.outputs["Color"])

        # pass 2
        node_tree.links.new(base_alpha_mult_n.inputs["Color1"],
                            base_tex_n.outputs["Value"])
        node_tree.links.new(base_alpha_mult_n.inputs["Color2"],
                            base_lightmap_mult_n.outputs["Color"])

        # pass 3
        node_tree.links.new(diff_mult_n.inputs["Color2"],
                            base_alpha_mult_n.outputs["Color"])

        # output material
        node_tree.links.new(out_mat_n.inputs["Spec"],
                            spec_col_n.outputs["Color"])

        # post pass 1
        node_tree.links.new(compose_lighting_n.inputs["Diffuse Color"],
                            diff_mult_n.outputs["Color"])
        node_tree.links.new(compose_lighting_n.inputs["Material Color"],
                            diff_mult_n.outputs["Color"])

        # post pass 2
        node_tree.links.new(out_add_spec_n.inputs["Color1"],
                            compose_lighting_n.outputs["Composed Color"])
        node_tree.links.new(out_add_spec_n.inputs["Color2"],
                            out_mat_n.outputs["Spec"])

        # output pass
        node_tree.links.new(output_n.inputs["Color"],
                            out_add_spec_n.outputs["Color"])
コード例 #12
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        pos_x_shift = 185

        # init parent
        DifSpecAddEnv.init(node_tree)

        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        env_color_n = node_tree.nodes[DifSpecAddEnv.ENV_COLOR_NODE]
        spec_color_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        add_refl_gn = node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE]
        spec_mult_n = node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE]
        vcol_scale_n = node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE]
        opacity_n = node_tree.nodes[DifSpecAddEnv.OPACITY_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        compose_lighting_n = node_tree.nodes[
            DifSpecAddEnv.COMPOSE_LIGHTING_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        add_refl_gn.location.x += pos_x_shift * 3
        spec_mult_n.location.x += pos_x_shift * 3
        out_mat_n.location.x += pos_x_shift * 2
        compose_lighting_n.location.x += pos_x_shift * 2
        output_n.location.x += pos_x_shift * 2

        # set fresnel factor to 1
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs[
            'Apply Fresnel'].default_value = 1.0

        # node creation - level 3
        env_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        env_vcol_mix_n.name = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.label = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                   start_pos_y + 2000)
        env_vcol_mix_n.blend_type = "MULTIPLY"
        env_vcol_mix_n.inputs['Fac'].default_value = 1

        spec_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        spec_vcol_mix_n.name = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.label = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                    start_pos_y + 1750)
        spec_vcol_mix_n.blend_type = "MULTIPLY"
        spec_vcol_mix_n.inputs['Fac'].default_value = 1

        opacity_vcol_n = node_tree.nodes.new("ShaderNodeMath")
        opacity_vcol_n.name = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.label = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.location = (start_pos_x + pos_x_shift * 4,
                                   start_pos_y + 1300)
        opacity_vcol_n.operation = "MULTIPLY"

        # node creation - level 5
        base_paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        base_paint_mult_n.name = Truckpaint.BASE_PAINT_MULT_NODE
        base_paint_mult_n.label = Truckpaint.BASE_PAINT_MULT_NODE
        base_paint_mult_n.location = (start_pos_x + pos_x_shift * 6,
                                      start_pos_y + 1500)
        base_paint_mult_n.blend_type = "MULTIPLY"
        base_paint_mult_n.inputs['Fac'].default_value = 1
        base_paint_mult_n.inputs[
            'Color2'].default_value = _convert_utils.to_node_color(
                _get_scs_globals().base_paint_color)

        # node creation - level 6
        paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        paint_mult_n.name = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.label = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.location = (start_pos_x + pos_x_shift * 7,
                                 start_pos_y + 1400)
        paint_mult_n.blend_type = "MULTIPLY"
        paint_mult_n.inputs['Fac'].default_value = 0

        # make links - level 2
        node_tree.links.new(env_vcol_mix_n.inputs['Color1'],
                            env_color_n.outputs['Color'])
        node_tree.links.new(env_vcol_mix_n.inputs['Color2'],
                            vcol_scale_n.outputs['Color'])

        node_tree.links.new(spec_vcol_mix_n.inputs['Color1'],
                            base_tex_n.outputs['Value'])
        node_tree.links.new(spec_vcol_mix_n.inputs['Color2'],
                            vcol_scale_n.outputs['Color'])

        # make links - level 3
        node_tree.links.new(add_refl_gn.inputs['Env Factor Color'],
                            env_vcol_mix_n.outputs['Color'])

        node_tree.links.new(spec_mult_n.inputs['Color1'],
                            spec_color_n.outputs['Color'])
        node_tree.links.new(spec_mult_n.inputs['Color2'],
                            spec_vcol_mix_n.outputs['Color'])

        node_tree.links.new(opacity_vcol_n.inputs[0],
                            vcol_scale_n.outputs['Color'])
        node_tree.links.new(opacity_vcol_n.inputs[1], opacity_n.outputs[0])

        # make links - level 4
        node_tree.links.new(base_paint_mult_n.inputs['Color1'],
                            diff_mult_n.outputs['Color'])

        # make links - level 5
        node_tree.links.new(paint_mult_n.inputs['Color1'],
                            base_paint_mult_n.outputs['Color'])

        # make links - output
        node_tree.links.new(out_mat_n.inputs['Color'],
                            paint_mult_n.outputs['Color'])
        node_tree.links.new(compose_lighting_n.inputs['Diffuse Color'],
                            paint_mult_n.outputs['Color'])
コード例 #13
0
ファイル: __init__.py プロジェクト: paypink/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        pos_x_shift = 185

        # init parent
        DifSpecAddEnv.init(node_tree)

        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        env_color_n = node_tree.nodes[DifSpecAddEnv.ENV_COLOR_NODE]
        spec_color_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        add_refl_gn = node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE]
        spec_mult_n = node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE]
        vcol_scale_n = node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE]
        opacity_n = node_tree.nodes[DifSpecAddEnv.OPACITY_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        out_add_refl_n = node_tree.nodes[DifSpecAddEnv.OUT_ADD_REFL_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        add_refl_gn.location.x += pos_x_shift * 2
        spec_mult_n.location.x += pos_x_shift * 2
        out_mat_n.location.x += pos_x_shift
        out_add_refl_n.location.x += pos_x_shift
        output_n.location.x += pos_x_shift

        # set fresnel factor to 0
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs['Apply Fresnel'].default_value = 0.0

        # node creation - level 0
        paint_geom_n = node_tree.nodes.new("ShaderNodeGeometry")
        paint_geom_n.name = Truckpaint.PAINT_GEOM_NODE
        paint_geom_n.label = Truckpaint.PAINT_GEOM_NODE
        paint_geom_n.location = (start_pos_x - pos_x_shift, start_pos_y + 950)
        paint_geom_n.uv_layer = _MESH_consts.none_uv

        # node creation - level 1
        paint_base_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_base_col_n.name = Truckpaint.PAINT_BASE_COL_NODE
        paint_base_col_n.label = Truckpaint.PAINT_BASE_COL_NODE
        paint_base_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 950)

        paint_tex_n = node_tree.nodes.new("ShaderNodeTexture")
        paint_tex_n.name = Truckpaint.PAINT_TEX_NODE
        paint_tex_n.label = Truckpaint.PAINT_TEX_NODE
        paint_tex_n.location = (start_pos_x + pos_x_shift, start_pos_y + 750)

        paint_b_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_b_col_n.name = Truckpaint.PAINT_B_COL_NODE
        paint_b_col_n.label = Truckpaint.PAINT_B_COL_NODE
        paint_b_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 450)

        paint_g_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_g_col_n.name = Truckpaint.PAINT_G_COL_NODE
        paint_g_col_n.label = Truckpaint.PAINT_G_COL_NODE
        paint_g_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 250)

        paint_r_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_r_col_n.name = Truckpaint.PAINT_R_COL_NODE
        paint_r_col_n.label = Truckpaint.PAINT_R_COL_NODE
        paint_r_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 50)

        # node creation - level 2
        paint_tex_sep = node_tree.nodes.new("ShaderNodeSeparateRGB")
        paint_tex_sep.name = Truckpaint.PAINT_TEX_SEP_NODE
        paint_tex_sep.label = Truckpaint.PAINT_TEX_SEP_NODE
        paint_tex_sep.location = (start_pos_x + pos_x_shift * 3, start_pos_y + 650)

        # node creation - level 3
        env_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        env_vcol_mix_n.name = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.label = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 2000)
        env_vcol_mix_n.blend_type = "MULTIPLY"
        env_vcol_mix_n.inputs['Fac'].default_value = 1

        spec_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        spec_vcol_mix_n.name = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.label = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1750)
        spec_vcol_mix_n.blend_type = "MULTIPLY"
        spec_vcol_mix_n.inputs['Fac'].default_value = 1

        opacity_vcol_n = node_tree.nodes.new("ShaderNodeMath")
        opacity_vcol_n.name = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.label = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1300)
        opacity_vcol_n.operation = "MULTIPLY"

        airbrush_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        airbrush_mix_n.name = Truckpaint.AIRBRUSH_MIX_NODE
        airbrush_mix_n.label = Truckpaint.AIRBRUSH_MIX_NODE
        airbrush_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1000)
        airbrush_mix_n.blend_type = "MIX"

        col_mask_b_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_b_mix_n.name = Truckpaint.COL_MASK_B_MIX_NODE
        col_mask_b_mix_n.label = Truckpaint.COL_MASK_B_MIX_NODE
        col_mask_b_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 600)
        col_mask_b_mix_n.blend_type = "MIX"

        col_mask_g_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_g_mix_n.name = Truckpaint.COL_MASK_G_MIX_NODE
        col_mask_g_mix_n.label = Truckpaint.COL_MASK_G_MIX_NODE
        col_mask_g_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 400)
        col_mask_g_mix_n.blend_type = "MIX"

        col_mask_r_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_r_mix_n.name = Truckpaint.COL_MASK_R_MIX_NODE
        col_mask_r_mix_n.label = Truckpaint.COL_MASK_R_MIX_NODE
        col_mask_r_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 200)
        col_mask_r_mix_n.blend_type = "MIX"

        # node creation - level 4
        blend_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        blend_mix_n.name = Truckpaint.BLEND_MIX_NODE
        blend_mix_n.label = Truckpaint.BLEND_MIX_NODE
        blend_mix_n.location = (start_pos_x + pos_x_shift * 5, start_pos_y + 800)
        blend_mix_n.inputs['Fac'].default_value = 1.0
        blend_mix_n.blend_type = "MIX"

        # node creation - level 5
        paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        paint_mult_n.name = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.label = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.location = (start_pos_x + pos_x_shift * 6, start_pos_y + 1400)
        paint_mult_n.blend_type = "MULTIPLY"
        paint_mult_n.inputs['Fac'].default_value = 0

        # make links - level 0
        node_tree.links.new(paint_tex_n.inputs['Vector'], paint_geom_n.outputs['UV'])

        # make links - level 1
        node_tree.links.new(paint_tex_sep.inputs['Image'], paint_tex_n.outputs['Color'])

        # make links - level 2
        node_tree.links.new(env_vcol_mix_n.inputs['Color1'], env_color_n.outputs['Color'])
        node_tree.links.new(env_vcol_mix_n.inputs['Color2'], vcol_scale_n.outputs['Color'])

        node_tree.links.new(spec_vcol_mix_n.inputs['Color1'], base_tex_n.outputs['Value'])
        node_tree.links.new(spec_vcol_mix_n.inputs['Color2'], vcol_scale_n.outputs['Color'])

        node_tree.links.new(airbrush_mix_n.inputs['Fac'], paint_tex_n.outputs['Value'])
        node_tree.links.new(airbrush_mix_n.inputs['Color1'], paint_base_col_n.outputs['Color'])
        node_tree.links.new(airbrush_mix_n.inputs['Color2'], paint_tex_n.outputs['Color'])

        node_tree.links.new(col_mask_b_mix_n.inputs['Fac'], paint_tex_sep.outputs['B'])
        node_tree.links.new(col_mask_b_mix_n.inputs['Color1'], paint_base_col_n.outputs['Color'])
        node_tree.links.new(col_mask_b_mix_n.inputs['Color2'], paint_b_col_n.outputs['Color'])

        node_tree.links.new(col_mask_g_mix_n.inputs['Fac'], paint_tex_sep.outputs['G'])
        node_tree.links.new(col_mask_g_mix_n.inputs['Color1'], col_mask_b_mix_n.outputs['Color'])
        node_tree.links.new(col_mask_g_mix_n.inputs['Color2'], paint_g_col_n.outputs['Color'])

        node_tree.links.new(col_mask_r_mix_n.inputs['Fac'], paint_tex_sep.outputs['R'])
        node_tree.links.new(col_mask_r_mix_n.inputs['Color1'], col_mask_g_mix_n.outputs['Color'])
        node_tree.links.new(col_mask_r_mix_n.inputs['Color2'], paint_r_col_n.outputs['Color'])

        # make links - level 3
        node_tree.links.new(add_refl_gn.inputs['Env Factor Color'], env_vcol_mix_n.outputs['Color'])

        node_tree.links.new(spec_mult_n.inputs['Color1'], spec_color_n.outputs['Color'])
        node_tree.links.new(spec_mult_n.inputs['Color2'], spec_vcol_mix_n.outputs['Color'])

        node_tree.links.new(opacity_vcol_n.inputs[0], vcol_scale_n.outputs['Color'])
        node_tree.links.new(opacity_vcol_n.inputs[1], opacity_n.outputs[0])

        node_tree.links.new(blend_mix_n.inputs['Color1'], airbrush_mix_n.outputs['Color'])
        node_tree.links.new(blend_mix_n.inputs['Color2'], col_mask_r_mix_n.outputs['Color'])

        # make links - level 4
        node_tree.links.new(paint_mult_n.inputs['Color1'], diff_mult_n.outputs['Color'])
        node_tree.links.new(paint_mult_n.inputs['Color2'], blend_mix_n.outputs['Color'])

        # make links - output
        node_tree.links.new(out_mat_n.inputs['Color'], paint_mult_n.outputs['Color'])
コード例 #14
0
ファイル: night.py プロジェクト: miranbox/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        pos_x_shift = 185

        start_pos_x = 0
        start_pos_y = 0

        # init parent
        DifSpecAddEnv.init(node_tree)

        geom_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        spec_col_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        out_add_refl_n = node_tree.nodes[DifSpecAddEnv.OUT_ADD_REFL_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        output_n.location.x += pos_x_shift
        out_mat_n.location.y -= 150

        # remove existing
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOL_GROUP_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOLOR_MULT_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.OPACITY_NODE])

        for link in node_tree.links:
            if link.from_node == diff_mult_n and link.to_node == out_mat_n:
                node_tree.links.remove(link)
                break

        # create nodes
        uv_recalc_gn = node_tree.nodes.new("ShaderNodeGroup")
        uv_recalc_gn.name = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.label = window_uv_offset.WINDOW_UV_OFFSET_G
        uv_recalc_gn.location = (start_pos_x, start_pos_y + 1500)
        uv_recalc_gn.node_tree = window_uv_offset.get_node_group()

        sec_geom_n = node_tree.nodes.new("ShaderNodeGeometry")
        sec_geom_n.name = sec_geom_n.label = WindowNight.SEC_GEOM_NODE
        sec_geom_n.location = (start_pos_x - pos_x_shift, start_pos_y + 1200)
        sec_geom_n.uv_layer = _MESH_consts.none_uv

        lightmap_tex_n = node_tree.nodes.new("ShaderNodeTexture")
        lightmap_tex_n.name = lightmap_tex_n.label = WindowNight.LIGHTMAP_TEX_NODE
        lightmap_tex_n.location = (start_pos_x + pos_x_shift, start_pos_y + 1200)

        base_lightmap_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        base_lightmap_mult_n.name = base_lightmap_mult_n.label = WindowNight.BASE_LIGHTMAP_MULT_NODE
        base_lightmap_mult_n.location = (start_pos_x + pos_x_shift * 3, start_pos_y + 1300)
        base_lightmap_mult_n.blend_type = "MULTIPLY"
        base_lightmap_mult_n.inputs["Fac"].default_value = 1.0

        base_alpha_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        base_alpha_mult_n.name = base_alpha_mult_n.label = WindowNight.BASE_ALPHA_MULT_NODE
        base_alpha_mult_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1500)
        base_alpha_mult_n.blend_type = "MULTIPLY"
        base_alpha_mult_n.inputs["Fac"].default_value = 1.0

        out_add_spec_n = node_tree.nodes.new("ShaderNodeMixRGB")
        out_add_spec_n.name = out_add_spec_n.label = WindowNight.BASE_ALPHA_MULT_NODE
        out_add_spec_n.location = (start_pos_x + pos_x_shift * 9, start_pos_y + 1900)
        out_add_spec_n.blend_type = "ADD"
        out_add_spec_n.inputs["Fac"].default_value = 1.0

        # create links
        node_tree.links.new(uv_recalc_gn.inputs["UV"], geom_n.outputs["UV"])
        node_tree.links.new(uv_recalc_gn.inputs["Normal"], geom_n.outputs["Normal"])

        node_tree.links.new(base_tex_n.inputs["Vector"], uv_recalc_gn.outputs["UV Final"])
        node_tree.links.new(lightmap_tex_n.inputs["Vector"], sec_geom_n.outputs["UV"])

        # pass 1
        node_tree.links.new(base_lightmap_mult_n.inputs["Color1"], base_tex_n.outputs["Color"])
        node_tree.links.new(base_lightmap_mult_n.inputs["Color2"], lightmap_tex_n.outputs["Color"])

        # pass 2
        node_tree.links.new(base_alpha_mult_n.inputs["Color1"], base_tex_n.outputs["Value"])
        node_tree.links.new(base_alpha_mult_n.inputs["Color2"], base_lightmap_mult_n.outputs["Color"])

        # pass 3
        node_tree.links.new(diff_mult_n.inputs["Color2"], base_alpha_mult_n.outputs["Color"])

        # output material
        node_tree.links.new(out_mat_n.inputs["Spec"], spec_col_n.outputs["Color"])

        # post pass 1
        node_tree.links.new(out_add_refl_n.inputs["Color2"], diff_mult_n.outputs["Color"])

        # post pass 2
        node_tree.links.new(out_add_spec_n.inputs["Color1"], out_add_refl_n.outputs["Color"])
        node_tree.links.new(out_add_spec_n.inputs["Color2"], out_mat_n.outputs["Spec"])

        # output pass
        node_tree.links.new(output_n.inputs["Color"], out_add_spec_n.outputs["Color"])
コード例 #15
0
ファイル: __init__.py プロジェクト: miranbox/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        pos_x_shift = 185

        # init parent
        DifSpecAddEnv.init(node_tree)

        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        env_color_n = node_tree.nodes[DifSpecAddEnv.ENV_COLOR_NODE]
        spec_color_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        add_refl_gn = node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE]
        spec_mult_n = node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE]
        vcol_scale_n = node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE]
        opacity_n = node_tree.nodes[DifSpecAddEnv.OPACITY_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        out_add_refl_n = node_tree.nodes[DifSpecAddEnv.OUT_ADD_REFL_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        add_refl_gn.location.x += pos_x_shift * 3
        spec_mult_n.location.x += pos_x_shift * 3
        out_mat_n.location.x += pos_x_shift * 2
        out_add_refl_n.location.x += pos_x_shift * 2
        output_n.location.x += pos_x_shift * 2

        # set fresnel factor to 0
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs['Apply Fresnel'].default_value = 0.0

        # node creation - level 3
        env_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        env_vcol_mix_n.name = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.label = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 2000)
        env_vcol_mix_n.blend_type = "MULTIPLY"
        env_vcol_mix_n.inputs['Fac'].default_value = 1

        spec_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        spec_vcol_mix_n.name = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.label = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1750)
        spec_vcol_mix_n.blend_type = "MULTIPLY"
        spec_vcol_mix_n.inputs['Fac'].default_value = 1

        opacity_vcol_n = node_tree.nodes.new("ShaderNodeMath")
        opacity_vcol_n.name = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.label = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1300)
        opacity_vcol_n.operation = "MULTIPLY"

        # node creation - level 5
        base_paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        base_paint_mult_n.name = Truckpaint.BASE_PAINT_MULT_NODE
        base_paint_mult_n.label = Truckpaint.BASE_PAINT_MULT_NODE
        base_paint_mult_n.location = (start_pos_x + pos_x_shift * 6, start_pos_y + 1500)
        base_paint_mult_n.blend_type = "MULTIPLY"
        base_paint_mult_n.inputs['Fac'].default_value = 1
        base_paint_mult_n.inputs['Color2'].default_value = _convert_utils.to_node_color(_get_scs_globals().base_paint_color)

        # node creation - level 6
        paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        paint_mult_n.name = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.label = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.location = (start_pos_x + pos_x_shift * 7, start_pos_y + 1400)
        paint_mult_n.blend_type = "MULTIPLY"
        paint_mult_n.inputs['Fac'].default_value = 0

        # make links - level 2
        node_tree.links.new(env_vcol_mix_n.inputs['Color1'], env_color_n.outputs['Color'])
        node_tree.links.new(env_vcol_mix_n.inputs['Color2'], vcol_scale_n.outputs['Color'])

        node_tree.links.new(spec_vcol_mix_n.inputs['Color1'], base_tex_n.outputs['Value'])
        node_tree.links.new(spec_vcol_mix_n.inputs['Color2'], vcol_scale_n.outputs['Color'])

        # make links - level 3
        node_tree.links.new(add_refl_gn.inputs['Env Factor Color'], env_vcol_mix_n.outputs['Color'])

        node_tree.links.new(spec_mult_n.inputs['Color1'], spec_color_n.outputs['Color'])
        node_tree.links.new(spec_mult_n.inputs['Color2'], spec_vcol_mix_n.outputs['Color'])

        node_tree.links.new(opacity_vcol_n.inputs[0], vcol_scale_n.outputs['Color'])
        node_tree.links.new(opacity_vcol_n.inputs[1], opacity_n.outputs[0])

        # make links - level 4
        node_tree.links.new(base_paint_mult_n.inputs['Color1'], diff_mult_n.outputs['Color'])

        # make links - level 5
        node_tree.links.new(paint_mult_n.inputs['Color1'], base_paint_mult_n.outputs['Color'])

        # make links - output
        node_tree.links.new(out_mat_n.inputs['Color'], paint_mult_n.outputs['Color'])
コード例 #16
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        pos_x_shift = 185

        # init parent
        DifSpecAddEnv.init(node_tree)

        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        out_add_refl_n = node_tree.nodes[DifSpecAddEnv.OUT_ADD_REFL_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        out_mat_n.location.x += pos_x_shift
        out_add_refl_n.location.x += pos_x_shift
        output_n.location.x += pos_x_shift

        # set fresnel factor to 0
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs['Apply Fresnel'].default_value = 0.0

        # node creation - level 0
        paint_geom_n = node_tree.nodes.new("ShaderNodeGeometry")
        paint_geom_n.name = Truckpaint.PAINT_GEOM_NODE
        paint_geom_n.label = Truckpaint.PAINT_GEOM_NODE
        paint_geom_n.location = (start_pos_x - pos_x_shift, start_pos_y + 950)

        # node creation - level 1
        paint_base_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_base_col_n.name = Truckpaint.PAINT_BASE_COL_NODE
        paint_base_col_n.label = Truckpaint.PAINT_BASE_COL_NODE
        paint_base_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 1150)

        paint_tex_n = node_tree.nodes.new("ShaderNodeTexture")
        paint_tex_n.name = Truckpaint.PAINT_TEX_NODE
        paint_tex_n.label = Truckpaint.PAINT_TEX_NODE
        paint_tex_n.location = (start_pos_x + pos_x_shift, start_pos_y + 950)

        paint_b_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_b_col_n.name = Truckpaint.PAINT_B_COL_NODE
        paint_b_col_n.label = Truckpaint.PAINT_B_COL_NODE
        paint_b_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 650)

        paint_g_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_g_col_n.name = Truckpaint.PAINT_G_COL_NODE
        paint_g_col_n.label = Truckpaint.PAINT_G_COL_NODE
        paint_g_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 450)

        paint_r_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_r_col_n.name = Truckpaint.PAINT_R_COL_NODE
        paint_r_col_n.label = Truckpaint.PAINT_R_COL_NODE
        paint_r_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 250)

        # node creation - level 2
        paint_tex_sep = node_tree.nodes.new("ShaderNodeSeparateRGB")
        paint_tex_sep.name = Truckpaint.PAINT_TEX_SEP_NODE
        paint_tex_sep.label = Truckpaint.PAINT_TEX_SEP_NODE
        paint_tex_sep.location = (start_pos_x + pos_x_shift * 3, start_pos_y + 850)

        # node creation - level 3
        airbrush_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        airbrush_mix_n.name = Truckpaint.AIRBRUSH_MIX_NODE
        airbrush_mix_n.label = Truckpaint.AIRBRUSH_MIX_NODE
        airbrush_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 1200)
        airbrush_mix_n.blend_type = "MIX"

        col_mask_b_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_b_mix_n.name = Truckpaint.COL_MASK_B_MIX_NODE
        col_mask_b_mix_n.label = Truckpaint.COL_MASK_B_MIX_NODE
        col_mask_b_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 800)
        col_mask_b_mix_n.blend_type = "MIX"

        col_mask_g_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_g_mix_n.name = Truckpaint.COL_MASK_G_MIX_NODE
        col_mask_g_mix_n.label = Truckpaint.COL_MASK_G_MIX_NODE
        col_mask_g_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 600)
        col_mask_g_mix_n.blend_type = "MIX"

        col_mask_r_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_r_mix_n.name = Truckpaint.COL_MASK_R_MIX_NODE
        col_mask_r_mix_n.label = Truckpaint.COL_MASK_R_MIX_NODE
        col_mask_r_mix_n.location = (start_pos_x + pos_x_shift * 4, start_pos_y + 400)
        col_mask_r_mix_n.blend_type = "MIX"

        # node creation - level 4
        blend_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        blend_mix_n.name = Truckpaint.BLEND_MIX_NODE
        blend_mix_n.label = Truckpaint.BLEND_MIX_NODE
        blend_mix_n.location = (start_pos_x + pos_x_shift * 5, start_pos_y + 1000)
        blend_mix_n.inputs['Fac'].default_value = 1.0
        blend_mix_n.blend_type = "MIX"

        # node creation - level 5
        paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        paint_mult_n.name = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.label = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.location = (start_pos_x + pos_x_shift * 6, start_pos_y + 1400)
        paint_mult_n.blend_type = "MULTIPLY"
        paint_mult_n.inputs['Fac'].default_value = 1

        # make links - level 0
        node_tree.links.new(paint_tex_n.inputs['Vector'], paint_geom_n.outputs['UV'])

        # make links - level 1
        node_tree.links.new(paint_tex_sep.inputs['Image'], paint_tex_n.outputs['Color'])

        # make links - level 2
        node_tree.links.new(airbrush_mix_n.inputs['Fac'], paint_tex_n.outputs['Value'])
        node_tree.links.new(airbrush_mix_n.inputs['Color1'], paint_base_col_n.outputs['Color'])
        node_tree.links.new(airbrush_mix_n.inputs['Color2'], paint_tex_n.outputs['Color'])

        node_tree.links.new(col_mask_b_mix_n.inputs['Fac'], paint_tex_sep.outputs['B'])
        node_tree.links.new(col_mask_b_mix_n.inputs['Color1'], paint_base_col_n.outputs['Color'])
        node_tree.links.new(col_mask_b_mix_n.inputs['Color2'], paint_b_col_n.outputs['Color'])

        node_tree.links.new(col_mask_g_mix_n.inputs['Fac'], paint_tex_sep.outputs['G'])
        node_tree.links.new(col_mask_g_mix_n.inputs['Color1'], col_mask_b_mix_n.outputs['Color'])
        node_tree.links.new(col_mask_g_mix_n.inputs['Color2'], paint_g_col_n.outputs['Color'])

        node_tree.links.new(col_mask_r_mix_n.inputs['Fac'], paint_tex_sep.outputs['R'])
        node_tree.links.new(col_mask_r_mix_n.inputs['Color1'], col_mask_g_mix_n.outputs['Color'])
        node_tree.links.new(col_mask_r_mix_n.inputs['Color2'], paint_r_col_n.outputs['Color'])

        # make links - level 3
        node_tree.links.new(blend_mix_n.inputs['Color1'], airbrush_mix_n.outputs['Color'])
        node_tree.links.new(blend_mix_n.inputs['Color2'], col_mask_r_mix_n.outputs['Color'])

        # make links - level 4
        node_tree.links.new(paint_mult_n.inputs['Color1'], diff_mult_n.outputs['Color'])
        node_tree.links.new(paint_mult_n.inputs['Color2'], blend_mix_n.outputs['Color'])

        # make links - output
        node_tree.links.new(out_mat_n.inputs['Color'], paint_mult_n.outputs['Color'])
コード例 #17
0
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        start_pos_x = 0
        start_pos_y = 0

        pos_x_shift = 185

        # init parent
        DifSpecAddEnv.init(node_tree)

        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        env_color_n = node_tree.nodes[DifSpecAddEnv.ENV_COLOR_NODE]
        spec_color_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        add_refl_gn = node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE]
        spec_mult_n = node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE]
        vcol_scale_n = node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE]
        opacity_n = node_tree.nodes[DifSpecAddEnv.OPACITY_NODE]
        out_mat_n = node_tree.nodes[DifSpecAddEnv.OUT_MAT_NODE]
        out_add_refl_n = node_tree.nodes[DifSpecAddEnv.OUT_ADD_REFL_NODE]
        output_n = node_tree.nodes[DifSpecAddEnv.OUTPUT_NODE]

        # move existing
        add_refl_gn.location.x += pos_x_shift * 2
        spec_mult_n.location.x += pos_x_shift * 2
        out_mat_n.location.x += pos_x_shift
        out_add_refl_n.location.x += pos_x_shift
        output_n.location.x += pos_x_shift

        # set fresnel factor to 0
        node_tree.nodes[DifSpecAddEnv.ADD_ENV_GROUP_NODE].inputs[
            'Apply Fresnel'].default_value = 0.0

        # node creation - level 0
        paint_geom_n = node_tree.nodes.new("ShaderNodeGeometry")
        paint_geom_n.name = Truckpaint.PAINT_GEOM_NODE
        paint_geom_n.label = Truckpaint.PAINT_GEOM_NODE
        paint_geom_n.location = (start_pos_x - pos_x_shift, start_pos_y + 950)
        paint_geom_n.uv_layer = _MESH_consts.none_uv

        # node creation - level 1
        paint_base_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_base_col_n.name = Truckpaint.PAINT_BASE_COL_NODE
        paint_base_col_n.label = Truckpaint.PAINT_BASE_COL_NODE
        paint_base_col_n.location = (start_pos_x + pos_x_shift,
                                     start_pos_y + 950)

        paint_tex_n = node_tree.nodes.new("ShaderNodeTexture")
        paint_tex_n.name = Truckpaint.PAINT_TEX_NODE
        paint_tex_n.label = Truckpaint.PAINT_TEX_NODE
        paint_tex_n.location = (start_pos_x + pos_x_shift, start_pos_y + 750)

        paint_b_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_b_col_n.name = Truckpaint.PAINT_B_COL_NODE
        paint_b_col_n.label = Truckpaint.PAINT_B_COL_NODE
        paint_b_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 450)

        paint_g_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_g_col_n.name = Truckpaint.PAINT_G_COL_NODE
        paint_g_col_n.label = Truckpaint.PAINT_G_COL_NODE
        paint_g_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 250)

        paint_r_col_n = node_tree.nodes.new("ShaderNodeRGB")
        paint_r_col_n.name = Truckpaint.PAINT_R_COL_NODE
        paint_r_col_n.label = Truckpaint.PAINT_R_COL_NODE
        paint_r_col_n.location = (start_pos_x + pos_x_shift, start_pos_y + 50)

        # node creation - level 2
        paint_tex_sep = node_tree.nodes.new("ShaderNodeSeparateRGB")
        paint_tex_sep.name = Truckpaint.PAINT_TEX_SEP_NODE
        paint_tex_sep.label = Truckpaint.PAINT_TEX_SEP_NODE
        paint_tex_sep.location = (start_pos_x + pos_x_shift * 3,
                                  start_pos_y + 650)

        # node creation - level 3
        env_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        env_vcol_mix_n.name = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.label = Truckpaint.ENV_VCOL_MULT_NODE
        env_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                   start_pos_y + 2000)
        env_vcol_mix_n.blend_type = "MULTIPLY"
        env_vcol_mix_n.inputs['Fac'].default_value = 1

        spec_vcol_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        spec_vcol_mix_n.name = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.label = Truckpaint.SPEC_VCOL_MULT_NODE
        spec_vcol_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                    start_pos_y + 1750)
        spec_vcol_mix_n.blend_type = "MULTIPLY"
        spec_vcol_mix_n.inputs['Fac'].default_value = 1

        opacity_vcol_n = node_tree.nodes.new("ShaderNodeMath")
        opacity_vcol_n.name = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.label = Truckpaint.OPACITY_VCOL_MULT_NODE
        opacity_vcol_n.location = (start_pos_x + pos_x_shift * 4,
                                   start_pos_y + 1300)
        opacity_vcol_n.operation = "MULTIPLY"

        airbrush_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        airbrush_mix_n.name = Truckpaint.AIRBRUSH_MIX_NODE
        airbrush_mix_n.label = Truckpaint.AIRBRUSH_MIX_NODE
        airbrush_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                   start_pos_y + 1000)
        airbrush_mix_n.blend_type = "MIX"

        col_mask_b_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_b_mix_n.name = Truckpaint.COL_MASK_B_MIX_NODE
        col_mask_b_mix_n.label = Truckpaint.COL_MASK_B_MIX_NODE
        col_mask_b_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                     start_pos_y + 600)
        col_mask_b_mix_n.blend_type = "MIX"

        col_mask_g_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_g_mix_n.name = Truckpaint.COL_MASK_G_MIX_NODE
        col_mask_g_mix_n.label = Truckpaint.COL_MASK_G_MIX_NODE
        col_mask_g_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                     start_pos_y + 400)
        col_mask_g_mix_n.blend_type = "MIX"

        col_mask_r_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        col_mask_r_mix_n.name = Truckpaint.COL_MASK_R_MIX_NODE
        col_mask_r_mix_n.label = Truckpaint.COL_MASK_R_MIX_NODE
        col_mask_r_mix_n.location = (start_pos_x + pos_x_shift * 4,
                                     start_pos_y + 200)
        col_mask_r_mix_n.blend_type = "MIX"

        # node creation - level 4
        blend_mix_n = node_tree.nodes.new("ShaderNodeMixRGB")
        blend_mix_n.name = Truckpaint.BLEND_MIX_NODE
        blend_mix_n.label = Truckpaint.BLEND_MIX_NODE
        blend_mix_n.location = (start_pos_x + pos_x_shift * 5,
                                start_pos_y + 800)
        blend_mix_n.inputs['Fac'].default_value = 1.0
        blend_mix_n.blend_type = "MIX"

        # node creation - level 5
        paint_mult_n = node_tree.nodes.new("ShaderNodeMixRGB")
        paint_mult_n.name = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.label = Truckpaint.PAINT_MULT_NODE
        paint_mult_n.location = (start_pos_x + pos_x_shift * 6,
                                 start_pos_y + 1400)
        paint_mult_n.blend_type = "MULTIPLY"
        paint_mult_n.inputs['Fac'].default_value = 0

        # make links - level 0
        node_tree.links.new(paint_tex_n.inputs['Vector'],
                            paint_geom_n.outputs['UV'])

        # make links - level 1
        node_tree.links.new(paint_tex_sep.inputs['Image'],
                            paint_tex_n.outputs['Color'])

        # make links - level 2
        node_tree.links.new(env_vcol_mix_n.inputs['Color1'],
                            env_color_n.outputs['Color'])
        node_tree.links.new(env_vcol_mix_n.inputs['Color2'],
                            vcol_scale_n.outputs['Color'])

        node_tree.links.new(spec_vcol_mix_n.inputs['Color1'],
                            base_tex_n.outputs['Value'])
        node_tree.links.new(spec_vcol_mix_n.inputs['Color2'],
                            vcol_scale_n.outputs['Color'])

        node_tree.links.new(airbrush_mix_n.inputs['Fac'],
                            paint_tex_n.outputs['Value'])
        node_tree.links.new(airbrush_mix_n.inputs['Color1'],
                            paint_base_col_n.outputs['Color'])
        node_tree.links.new(airbrush_mix_n.inputs['Color2'],
                            paint_tex_n.outputs['Color'])

        node_tree.links.new(col_mask_b_mix_n.inputs['Fac'],
                            paint_tex_sep.outputs['B'])
        node_tree.links.new(col_mask_b_mix_n.inputs['Color1'],
                            paint_base_col_n.outputs['Color'])
        node_tree.links.new(col_mask_b_mix_n.inputs['Color2'],
                            paint_b_col_n.outputs['Color'])

        node_tree.links.new(col_mask_g_mix_n.inputs['Fac'],
                            paint_tex_sep.outputs['G'])
        node_tree.links.new(col_mask_g_mix_n.inputs['Color1'],
                            col_mask_b_mix_n.outputs['Color'])
        node_tree.links.new(col_mask_g_mix_n.inputs['Color2'],
                            paint_g_col_n.outputs['Color'])

        node_tree.links.new(col_mask_r_mix_n.inputs['Fac'],
                            paint_tex_sep.outputs['R'])
        node_tree.links.new(col_mask_r_mix_n.inputs['Color1'],
                            col_mask_g_mix_n.outputs['Color'])
        node_tree.links.new(col_mask_r_mix_n.inputs['Color2'],
                            paint_r_col_n.outputs['Color'])

        # make links - level 3
        node_tree.links.new(add_refl_gn.inputs['Env Factor Color'],
                            env_vcol_mix_n.outputs['Color'])

        node_tree.links.new(spec_mult_n.inputs['Color1'],
                            spec_color_n.outputs['Color'])
        node_tree.links.new(spec_mult_n.inputs['Color2'],
                            spec_vcol_mix_n.outputs['Color'])

        node_tree.links.new(opacity_vcol_n.inputs[0],
                            vcol_scale_n.outputs['Color'])
        node_tree.links.new(opacity_vcol_n.inputs[1], opacity_n.outputs[0])

        node_tree.links.new(blend_mix_n.inputs['Color1'],
                            airbrush_mix_n.outputs['Color'])
        node_tree.links.new(blend_mix_n.inputs['Color2'],
                            col_mask_r_mix_n.outputs['Color'])

        # make links - level 4
        node_tree.links.new(paint_mult_n.inputs['Color1'],
                            diff_mult_n.outputs['Color'])
        node_tree.links.new(paint_mult_n.inputs['Color2'],
                            blend_mix_n.outputs['Color'])

        # make links - output
        node_tree.links.new(out_mat_n.inputs['Color'],
                            paint_mult_n.outputs['Color'])
コード例 #18
0
ファイル: night.py プロジェクト: MariusMyburg/BlenderTools
    def init(node_tree):
        """Initialize node tree with links for this shader.

        :param node_tree: node tree on which this shader should be created
        :type node_tree: bpy.types.NodeTree
        """

        pos_x_shift = 185

        start_pos_x = 0
        start_pos_y = 0

        # init parent
        DifSpecAddEnv.init(node_tree)

        uv_map_n = node_tree.nodes[DifSpecAddEnv.UVMAP_NODE]
        geom_n = node_tree.nodes[DifSpecAddEnv.GEOM_NODE]
        spec_col_n = node_tree.nodes[DifSpecAddEnv.SPEC_COL_NODE]
        base_tex_n = node_tree.nodes[DifSpecAddEnv.BASE_TEX_NODE]
        diff_mult_n = node_tree.nodes[DifSpecAddEnv.DIFF_MULT_NODE]
        compose_lighting_n = node_tree.nodes[
            DifSpecAddEnv.COMPOSE_LIGHTING_NODE]

        # remove existing
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.SPEC_MULT_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOL_GROUP_NODE])
        node_tree.nodes.remove(
            node_tree.nodes[DifSpecAddEnv.VCOLOR_SCALE_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.VCOLOR_MULT_NODE])
        node_tree.nodes.remove(node_tree.nodes[DifSpecAddEnv.OPACITY_NODE])

        # create nodes
        uv_recalc_n = node_tree.nodes.new("ShaderNodeGroup")
        uv_recalc_n.name = window_uv_offset_ng.WINDOW_UV_OFFSET_G
        uv_recalc_n.label = window_uv_offset_ng.WINDOW_UV_OFFSET_G
        uv_recalc_n.location = (start_pos_x, start_pos_y + 1500)
        uv_recalc_n.node_tree = window_uv_offset_ng.get_node_group()

        sec_uv_map_n = node_tree.nodes.new("ShaderNodeUVMap")
        sec_uv_map_n.name = sec_uv_map_n.label = WindowNight.SEC_UV_MAP
        sec_uv_map_n.location = (start_pos_x - pos_x_shift, start_pos_y + 1000)
        sec_uv_map_n.uv_map = _MESH_consts.none_uv

        lightmap_tex_n = node_tree.nodes.new("ShaderNodeTexImage")
        lightmap_tex_n.name = lightmap_tex_n.label = WindowNight.LIGHTMAP_TEX_NODE
        lightmap_tex_n.location = (start_pos_x + pos_x_shift,
                                   start_pos_y + 1200)
        lightmap_tex_n.width = 140

        base_lightmap_mult_n = node_tree.nodes.new("ShaderNodeVectorMath")
        base_lightmap_mult_n.name = base_lightmap_mult_n.label = WindowNight.BASE_LIGHTMAP_MULT_NODE
        base_lightmap_mult_n.location = (start_pos_x + pos_x_shift * 3,
                                         start_pos_y + 1300)
        base_lightmap_mult_n.operation = "MULTIPLY"

        base_alpha_mult_n = node_tree.nodes.new("ShaderNodeVectorMath")
        base_alpha_mult_n.name = base_alpha_mult_n.label = WindowNight.BASE_ALPHA_MULT_NODE
        base_alpha_mult_n.location = (start_pos_x + pos_x_shift * 4,
                                      start_pos_y + 1500)
        base_alpha_mult_n.operation = "MULTIPLY"

        # create links
        node_tree.links.new(uv_recalc_n.inputs['UV'], uv_map_n.outputs['UV'])
        node_tree.links.new(uv_recalc_n.inputs['Normal'],
                            geom_n.outputs['Normal'])
        node_tree.links.new(uv_recalc_n.inputs['Incoming'],
                            geom_n.outputs['Incoming'])

        node_tree.links.new(base_tex_n.inputs['Vector'],
                            uv_recalc_n.outputs['UV Final'])
        node_tree.links.new(lightmap_tex_n.inputs['Vector'],
                            sec_uv_map_n.outputs['UV'])

        # pass 1
        node_tree.links.new(base_lightmap_mult_n.inputs[0],
                            base_tex_n.outputs['Color'])
        node_tree.links.new(base_lightmap_mult_n.inputs[1],
                            lightmap_tex_n.outputs['Color'])

        # pass 2
        node_tree.links.new(base_alpha_mult_n.inputs[0],
                            base_tex_n.outputs['Alpha'])
        node_tree.links.new(base_alpha_mult_n.inputs[1],
                            base_lightmap_mult_n.outputs[0])

        # pass 3
        node_tree.links.new(diff_mult_n.inputs[1],
                            base_alpha_mult_n.outputs[0])

        # pass 4
        node_tree.links.new(compose_lighting_n.inputs['Specular Color'],
                            spec_col_n.outputs['Color'])