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export_datasmith.py
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export_datasmith.py
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# Copyright Andrés Botero 2019
import bpy
import idprop
import bmesh
import math
import os
import time
import hashlib
import shutil
from os import path
from .data_types import UDMesh, Node, sanitize_name
from mathutils import Matrix, Vector, Euler
import logging
log = logging.getLogger("bl_datasmith")
matrix_datasmith = Matrix.Scale(100, 4)
matrix_datasmith[1][1] *= -1.0
matrix_normals = [
[1, 0, 0],
[0, -1, 0],
[0, 0, 1],
]
# used for lights and cameras, whose forward is (0, 0, -1) and its right is (1, 0, 0)
matrix_forward = Matrix((
(0, 1, 0, 0),
(0, 0, -1, 0),
(-1, 0, 0, 0),
(0, 0, 0, 1)
))
def exp_vector(value, exp_list):
# n = Node("Color", {
# nocheckin: may not work
n = Node("Color", {
# "Name": name,
"constant": "(R=%.6f,G=%.6f,B=%.6f,A=1.0)"%tuple(value)
})
return exp_list.push(n)
def exp_color(value, exp_list, name=None):
n = Node("Color", {
"constant": "(R=%.6f,G=%.6f,B=%.6f,A=%.6f)"%tuple(value)
})
if name:
n["Name"] = name
return exp_list.push(n)
def exp_scalar(value, exp_list):
n = Node("Scalar", {
# "Name": "",
"constant": "%f"%value
})
return exp_list.push(n)
def exp_texcoord(exp_list, index=0, u_tiling=1.0, v_tiling=1.0):
n = Node("TextureCoordinate")
n["Index"] = index
n["UTiling"] = u_tiling
n["VTiling"] = v_tiling
pad = Node("AppendVector")
pad.push(Node("0", {"expression": exp_list.push(n) }))
zero = exp_scalar(0, exp_list)
pad.push(Node("1", {"expression": zero }))
return {"expression": exp_list.push(pad) }
def exp_texcoord_node(socket, exp_list):
socket_name = socket.name
if socket_name == "Generated":
n = Node("FunctionCall", { "Function": "/Engine/Functions/Engine_MaterialFunctions02/UVs/BoundingBoxBased_0-1_UVW"})
return { "expression": exp_list.push(n) }
# if socket_name == "Normal":
if socket_name == "UV":
return exp_texcoord(exp_list)
if socket_name == "Object":
n = Node("FunctionCall", { "Function": op_custom_functions["LOCAL_POSITION"]})
return { "expression": exp_list.push(n) }
# if socket_name == "Camera":
# `position from camera in camera space (blue is camera forward, green is camera up`
# if socket_name == "Window":
# seems to be viewport coordinates
# if socket_name == "Reflection":
# direction of reflection in world coordinates
log.warn("Texcoord node doesn't implement %s yet" % socket_name)
def exp_tex_noise(socket, exp_list):
# default if socket.name == "Fac"
function_path = "/DatasmithBlenderContent/MaterialFunctions/TexNoise"
out_socket = 0
if socket.name == "Color":
out_socket = 1
n = Node("FunctionCall", { "Function": function_path})
exp_1 = get_expression(socket.node.inputs['Vector'], exp_list)
exp_2 = get_expression(socket.node.inputs['Scale'], exp_list)
if exp_1:
n.push(Node("0", exp_1))
n.push(Node("1", exp_2))
return { "expression": exp_list.push(n), "OutputIndex":out_socket }
def exp_tex_checker(socket, exp_list):
if socket.node in cached_nodes:
exp = { "expression": cached_nodes[socket.node] }
else:
exp = exp_function_call(
"/DatasmithBlenderContent/MaterialFunctions/TexChecker",
exp_list=exp_list,
inputs=socket.node.inputs,
force_default=True,
)
cached_nodes[socket.node] = exp["expression"]
# could be faster by comparing to constants instead?
exp["OutputIndex"] = socket.node.outputs.find(socket.name)
return exp
def exp_uvmap(node, exp_list):
channel_name = node.uv_map
owner = datasmith_context["material_owner"]
uv_index = 0
m = owner.data
if type(m) is bpy.types.Mesh:
for idx, uv in enumerate(m.uv_layers):
if uv.name == id:
uv_index = idx
return exp_texcoord(exp_list, uv_index)
# instead of setting coordinates here, use coordinates when creating
# the texture expression instead
def exp_texture(path, name=None): # , tex_coord_exp):
n = Node("Texture")
if name:
n["Name"] = name
n["PathName"] = path
#n.push(Node("Coordinates", tex_coord_exp))
return n
def exp_rgb_to_bw(socket, exp_list):
input_exp = get_expression(socket.node.inputs[0], exp_list)
n = Node("DotProduct")
n.push(Node("0", input_exp))
exp_1 = exp_vector( (0.2126, 0.7152, 0.0722), exp_list )
n.push( Node( "1", { "expression": exp_1 } ) )
dot_exp = exp_list.push(n)
return { "expression": dot_exp }
def exp_make_vec3(socket, exp_list):
node = socket.node
output = Node("FunctionCall", { "Function": "/Engine/Functions/Engine_MaterialFunctions02/Utility/MakeFloat3" })
output.push(Node("0", get_expression(node.inputs[0], exp_list)))
output.push(Node("1", get_expression(node.inputs[1], exp_list)))
output.push(Node("2", get_expression(node.inputs[2], exp_list)))
return { "expression": exp_list.push(output) }
def exp_make_hsv(socket, exp_list):
vec3_input = exp_make_vec3(socket, exp_list)
output = Node("FunctionCall", { "Function": "/DatasmithBlenderContent/MaterialFunctions/HSV_To_RGB" })
output.push(Node("0", vec3_input))
return { "expression": exp_list.push(output) }
def exp_break_vec3(socket, exp_list):
expression_idx = -1
if socket.node in cached_nodes:
expression_idx = cached_nodes[socket.node]
else:
output = Node("FunctionCall", { "Function": "/Engine/Functions/Engine_MaterialFunctions02/Utility/BreakOutFloat3Components" })
output.push(Node("0", get_expression(socket.node.inputs[0], exp_list)))
expression_idx = exp_list.push(output)
cached_nodes[socket.node] = expression_idx
output_index = socket.node.outputs.find(socket.name) # could be faster by comparing to constants instead?
return { "expression": expression_idx, "OutputIndex": output_index }
def exp_break_hsv(socket, exp_list):
expression_idx = -1
if socket.node in cached_nodes:
expression_idx = cached_nodes[socket.node]
else:
input = Node("FunctionCall", { "Function": "/DatasmithBlenderContent/MaterialFunctions/RGB_To_HSV" })
hsv_expression_idx = input.push(Node("0", get_expression(socket.node.inputs[0], exp_list)))
output = Node("FunctionCall", { "Function": "/Engine/Functions/Engine_MaterialFunctions02/Utility/BreakOutFloat3Components" })
output.push(Node("0", { "expression": hsv_expression_idx }))
expression_idx = exp_list.push(output)
cached_nodes[socket.node] = expression_idx
output_index = socket.node.outputs.find(socket.name) # could be faster by comparing to constants instead?
return { "expression": expression_idx, "OutputIndex": output_index }
MATH_CUSTOM_FUNCTIONS = {
'INVERSE_SQRT': (1, "/DatasmithBlenderContent/MaterialFunctions/MathInvSqrt"),
'EXPONENT': (1, "/DatasmithBlenderContent/MaterialFunctions/MathExp"),
'SINH': (1, "/DatasmithBlenderContent/MaterialFunctions/MathSinH"),
'COSH': (1, "/DatasmithBlenderContent/MaterialFunctions/MathCosH"),
'TANH': (1, "/DatasmithBlenderContent/MaterialFunctions/MathTanH"),
'MULTIPLY_ADD': (3, "/DatasmithBlenderContent/MaterialFunctions/MathMultiplyAdd"),
'COMPARE': (3, "/DatasmithBlenderContent/MaterialFunctions/MathCompare"),
'SMOOTH_MIN': (3, "/DatasmithBlenderContent/MaterialFunctions/MathSmoothMin"),
'SMOOTH_MAX': (3, "/DatasmithBlenderContent/MaterialFunctions/MathSmoothMax"),
'WRAP': (3, "/DatasmithBlenderContent/MaterialFunctions/MathWrap"),
'SNAP': (2, "/DatasmithBlenderContent/MaterialFunctions/MathSnap"),
'PINGPONG': (2, "/DatasmithBlenderContent/MaterialFunctions/MathPingPong"),
}
# these map 1:1 with UE4 nodes:
MATH_TWO_INPUTS = {
'ADD': "Add",
'SUBTRACT': "Subtract",
'MULTIPLY': "Multiply",
'DIVIDE': "Divide",
'POWER': "Power",
'MINIMUM': "Min",
'MAXIMUM': "Max",
'MODULO': "Fmod",
'ARCTAN2': "Arctangent2",
}
# these use only one input in UE4
MATH_ONE_INPUT = {
'SQRT': "SquareRoot",
'ABSOLUTE': "Abs",
'ROUND': "Round",
'FLOOR': "Floor",
'CEIL': "Ceil",
'FRACT': "Frac",
'SINE': "Sine",
'COSINE': "Cosine",
'TANGENT': "Tangent",
'ARCSINE': "Arcsine",
'ARCCOSINE': "Arccosine",
'ARCTANGENT': "Arctangent",
'SIGN': "Sign",
'TRUNC': "Truncate",
}
# these require specific implementations:
MATH_CUSTOM_IMPL = {
'LOGARITHM', # ue4 only has log2 and log10
'LESS_THAN', # use UE4 If node
'GREATER_THAN', # use UE4 If node
'RADIANS',
'DEGREES',
}
def exp_generic(name, inputs, exp_list, force_default=False):
n = Node(name)
for idx, input in enumerate(inputs):
input_exp = get_expression(input, exp_list, force_default)
n.push(Node(str(idx), input_exp))
return { "expression": exp_list.push(n) }
def exp_function_call(path, inputs, exp_list, force_default=False):
n = Node("FunctionCall", {"Function": path})
for idx, input in enumerate(inputs):
input_exp = get_expression(input, exp_list, force_default)
n.push(Node(str(idx), input_exp))
return { "expression": exp_list.push(n) }
def exp_math(node, exp_list):
op = node.operation
exp = None
if op in MATH_TWO_INPUTS:
exp = exp_generic(
name= MATH_TWO_INPUTS[op],
inputs= node.inputs[:2],
exp_list=exp_list,
force_default=True,
)
elif op in MATH_ONE_INPUT:
exp = exp_generic(
name= MATH_ONE_INPUT[op],
inputs= node.inputs[:1],
exp_list=exp_list,
force_default=True,
)
elif op in MATH_CUSTOM_FUNCTIONS:
size, path = MATH_CUSTOM_FUNCTIONS[op]
exp = exp_function_call(
path,
inputs= node.inputs[:size],
exp_list=exp_list,
)
elif op in MATH_CUSTOM_IMPL:
in_0 = get_expression(node.inputs[0], exp_list)
n = None
if op == 'RADIANS':
n = Node("Multiply")
n.push(Node("0", in_0))
n.push(Node("1", { "expression": exp_scalar(math.tau / 360, exp_list)}))
elif op == 'DEGREES':
n = Node("Multiply")
n.push(Node("0", in_0))
n.push(Node("1", { "expression": exp_scalar(360 / math.tau, exp_list)}))
else:
# these use two inputs
in_1 = get_expression(node.inputs[1], exp_list)
if op == 'LOGARITHM': # take two logarithms and divide
log0 = Node("Logarithm2")
log0.push(Node("0", in_0))
exp_0 = exp_list.push(log0)
log1 = Node("Logarithm2")
log1.push(Node("0", in_1))
exp_1 = exp_list.push(log1)
n = Node("Divide")
n.push(Node("0", {"expression": exp_0}))
n.push(Node("1", {"expression": exp_1}))
elif op == 'LESS_THAN':
n = Node("If")
one = {"expression": exp_scalar(1.0, exp_list)}
zero = {"expression": exp_scalar(0.0, exp_list)}
n.push(Node("0", in_0)) # A
n.push(Node("1", in_1)) # B
n.push(Node("2", zero)) # A > B
n.push(Node("3", one)) # A == B
n.push(Node("4", one)) # A < B
elif op == 'GREATER_THAN':
n = Node("If")
one = {"expression": exp_scalar(1.0, exp_list)}
zero = {"expression": exp_scalar(0.0, exp_list)}
n.push(Node("0", in_0)) # A
n.push(Node("1", in_1)) # B
n.push(Node("2", one)) # A > B
n.push(Node("3", zero)) # A == B
n.push(Node("4", zero)) # A < B
assert n
exp = { "expression": exp_list.push(n) }
assert exp, "unrecognized math operation: %s" % op
if getattr(node, "use_clamp", False):
clamp = Node("Saturate")
clamp.push(Node("0", exp))
exp = { "expression": exp_list.push(clamp) }
return exp
# these nodes should only be built-ins (green nodes)
VECT_MATH_SAME_AS_SCALAR = {
'ADD',
'SUBTRACT',
'MULTIPLY',
'DIVIDE',
'ABSOLUTE',
'MINIMUM',
'MAXIMUM',
'FLOOR',
'CEIL',
'MODULO',
'SINE',
'COSINE',
'TANGENT',
}
VECT_MATH_NODES = {
'CROSS_PRODUCT': (2, "CrossProduct"),
'DOT_PRODUCT': (2, "DotProduct"),
'DISTANCE': (2, "Distance"),
'NORMALIZE': (1, "Normalize"),
'FRACTION': (1, "Frac"),
}
VECT_MATH_FUNCTIONS = { # tuples are (input_count, path)
'WRAP': (3, "/DatasmithBlenderContent/MaterialFunctions/VectWrap"),
'SNAP': (2, "/DatasmithBlenderContent/MaterialFunctions/VectSnap"),
'PROJECT': (2, "/DatasmithBlenderContent/MaterialFunctions/VectProject"),
'REFLECT': (2, "/DatasmithBlenderContent/MaterialFunctions/VectReflect"),
}
def exp_vect_math(node, exp_list):
node_op = node.operation
if node_op in VECT_MATH_SAME_AS_SCALAR:
return exp_math(node, exp_list)
elif node_op in VECT_MATH_NODES:
size, name = VECT_MATH_NODES[node_op]
return exp_generic(
name=name,
inputs=node.inputs[:size],
exp_list=exp_list,
force_default=True,
)
elif node_op in VECT_MATH_FUNCTIONS:
size, path = VECT_MATH_FUNCTIONS[node_op]
return exp_function_call(
path,
inputs= node.inputs[:size],
exp_list=exp_list,
force_default=True,
)
elif node_op == 'SCALE':
return exp_generic(
name= "Multiply",
inputs= (node.inputs[0], node.inputs[3]),
exp_list=exp_list,
force_default=True,
)
elif node_op == 'LENGTH':
n = Node("Distance")
n.push(Node("0", get_expression(node.inputs[0], exp_list) ))
n.push(Node("1", { "expression": exp_vector((0,0,0), exp_list) } ))
return { "expression": exp_list.push(n) }
log.error("VECT_MATH node operation:%s not found" % node_op)
# TODO: make test cases for all math nodes
def exp_gamma(node, exp_list):
n = Node(MATH_TWO_INPUTS['POWER'])
exp_0 = get_expression(node.inputs["Color"], exp_list)
n.push(Node("0", exp_0))
exp_1 = get_expression(node.inputs["Gamma"], exp_list)
n.push(Node("1", exp_1))
return {"expression": exp_list.push(n)}
op_map_color = {
# MIX is handled manually
'DARKEN': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_Darken",
# MULTIPLY is handled in MATH_TWO_INPUTS
'BURN': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_ColorBurn",
# TODO: check for blender implementation of burn, it could mean this:
#'BURN': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_LinearBurn",
'LIGHTEN': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_Lighten",
'SCREEN': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_Screen",
'DODGE': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_ColorDodge",
'OVERLAY': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_Overlay",
# ADD is handled in MATH_TWO_INPUTS
'SOFT_LIGHT': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_SoftLight",
'LINEAR_LIGHT': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_LinearLight",
'DIFFERENCE': "/Engine/Functions/Engine_MaterialFunctions03/Blends/Blend_Difference",
# SUBTRACT is handled in MATH_TWO_INPUTS
# DIVIDE is handled in MATH_TWO_INPUTS
'HUE': "/DatasmithBlenderContent/MaterialFunctions/Blend_Hue",
'SATURATION': "/DatasmithBlenderContent/MaterialFunctions/Blend_Saturation",
'COLOR': "/DatasmithBlenderContent/MaterialFunctions/Blend_Color",
'VALUE': "/DatasmithBlenderContent/MaterialFunctions/Blend_Value",
}
def exp_blend(exp_0, exp_1, blend_type, exp_list):
if blend_type == 'MIX':
return exp_1
n = None
if blend_type in {'ADD', 'SUBTRACT', 'MULTIPLY', 'DIVIDE'}:
n = Node(MATH_TWO_INPUTS[blend_type])
else:
n = Node("FunctionCall", { "Function": op_map_color[blend_type]})
assert n
n.push(Node("0", exp_0))
n.push(Node("1", exp_1))
return {"expression": exp_list.push(n)}
def exp_mixrgb(node, exp_list):
exp_1 = get_expression(node.inputs['Color1'], exp_list)
exp_2 = get_expression(node.inputs['Color2'], exp_list)
# TODO: optimize case fac is disconnected and equals one (or zero)
# TODO: add logic for clamp
exp_result = exp_blend(exp_1, exp_2, node.blend_type, exp_list)
lerp = Node("LinearInterpolate")
lerp.push(Node("0", exp_1))
lerp.push(Node("1", exp_result))
exp_fac = get_expression(node.inputs['Fac'], exp_list)
lerp.push(Node("2", exp_fac))
return exp_list.push(lerp)
op_custom_functions = {
"BRIGHTCONTRAST": "/DatasmithBlenderContent/MaterialFunctions/BrightContrast",
"COLOR_RAMP": "/DatasmithBlenderContent/MaterialFunctions/ColorRamp",
"CURVE_RGB": "/DatasmithBlenderContent/MaterialFunctions/RGBCurveLookup2",
"FRESNEL": "/DatasmithBlenderContent/MaterialFunctions/BlenderFresnel",
"HUE_SAT": "/DatasmithBlenderContent/MaterialFunctions/AdjustHSV",
"LAYER_WEIGHT": "/DatasmithBlenderContent/MaterialFunctions/LayerWeight",
"LOCAL_POSITION": "/DatasmithBlenderContent/MaterialFunctions/BlenderLocalPosition",
"MAPPING_POINT2D": "/DatasmithBlenderContent/MaterialFunctions/MappingPoint2D_2",
"MAPPING_POINT3D": "/DatasmithBlenderContent/MaterialFunctions/MappingPoint3D",
"MAPPING_TEX2D": "/DatasmithBlenderContent/MaterialFunctions/MappingTexture2D_2",
"MAPPING_TEX3D": "/DatasmithBlenderContent/MaterialFunctions/MappingTexture3D",
"MAPPING_NORMAL": "/DatasmithBlenderContent/MaterialFunctions/MappingNormal",
"NORMAL_FROM_HEIGHT": "/Engine/Functions/Engine_MaterialFunctions03/Procedurals/NormalFromHeightmap",
"WORLD_POSITION": "/DatasmithBlenderContent/MaterialFunctions/BlenderWorldPosition",
}
def exp_generic_function(node, exp_list, node_type, socket_names):
n = Node("FunctionCall", { "Function": op_custom_functions[node_type]})
for idx, socket_name in enumerate(socket_names):
input_expression = get_expression(node.inputs[socket_name], exp_list)
n.push(Node(str(idx), input_expression))
return {"expression": exp_list.push(n) }
def exp_bright_contrast(node, exp_list):
return exp_generic_function(node, exp_list, 'BRIGHTCONTRAST', ('Color', 'Bright', 'Contrast'))
def exp_hsv(node, exp_list):
n = Node("FunctionCall", { "Function": op_custom_functions["HUE_SAT"]})
exp_hue = get_expression(node.inputs['Hue'], exp_list)
n.push(Node("0", exp_hue))
exp_sat = get_expression(node.inputs['Saturation'], exp_list)
n.push(Node("1", exp_sat))
exp_value = get_expression(node.inputs['Value'], exp_list)
n.push(Node("2", exp_value))
exp_fac = get_expression(node.inputs['Fac'], exp_list)
n.push(Node("3", exp_fac))
exp_color = get_expression(node.inputs['Color'], exp_list)
n.push(Node("4", exp_color))
return exp_list.push(n)
def exp_invert(node, exp_list):
n = Node("OneMinus")
exp_color = get_expression(node.inputs['Color'], exp_list)
n.push(Node("0", exp_color))
invert_exp = exp_list.push(n)
blend = Node("LinearInterpolate")
exp_fac = get_expression(node.inputs['Fac'], exp_list)
blend.push(Node("0", exp_color))
blend.push(Node("1", {"expression": invert_exp}))
blend.push(Node("2", exp_fac))
return exp_list.push(blend)
def exp_mapping(node, exp_list):
if node.vector_type == 'NORMAL':
mapping_type = 'MAPPING_NORMAL'
else:
node_input_rot = node.inputs["Rotation"]
default_rot = node_input_rot.default_value
uses_3d_rot = default_rot.x != 0 or default_rot.y != 0
use_2d_node = not node_input_rot.links and not uses_3d_rot
if node.vector_type == 'POINT' or node.vector_type == 'VECTOR':
if use_2d_node:
mapping_type = 'MAPPING_POINT2D'
else:
mapping_type = 'MAPPING_POINT3D'
elif node.vector_type == 'TEXTURE':
if use_2d_node:
mapping_type = 'MAPPING_TEX2D'
else:
mapping_type = 'MAPPING_TEX3D'
n = Node("FunctionCall", { "Function": op_custom_functions[mapping_type]})
input_vector = get_expression(node.inputs['Vector'], exp_list)
input_location = get_expression(node.inputs['Location'], exp_list)
input_rotation = get_expression(node.inputs['Rotation'], exp_list)
input_scale = get_expression(node.inputs['Scale'], exp_list)
n.push(Node("0", input_vector))
n.push(Node("1", input_location))
n.push(Node("2", input_rotation))
n.push(Node("3", input_scale))
return {"expression": exp_list.push(n)}
def exp_normal_map(socket, exp_list):
node_input = socket.node.inputs['Color']
# hack: is it safe to assume that everything under here is normal?
# maybe not, because it could be masks to mix normals
# most certainly, these wouldn't be colors (so should be non-srgb)
push_context("NORMAL")
return_exp = get_expression(node_input, exp_list)
pop_context()
strength_input = socket.node.inputs["Strength"]
if strength_input.links or strength_input.default_value != 1.0:
node_strength = Node("FunctionCall", {"Function": "/DatasmithBlenderContent/MaterialFunctions/NormalStrength"})
node_strength.push(Node("0", return_exp))
node_strength.push(Node("1", get_expression(strength_input, exp_list)))
return_exp = { "expression": exp_list.push(node_strength) }
return return_exp
def exp_new_geometry(socket, exp_list):
socket_name = socket.name
if socket_name == "Position":
blend = Node("FunctionCall", { "Function": op_custom_functions["WORLD_POSITION"]})
n = exp_list.push(blend)
return { "expression": n }
if socket_name == "Normal":
blend = Node("PixelNormalWS")
n = exp_list.push(blend)
return { "expression": n }
if socket_name == "Tangent":
blend = Node("VertexTangentWS")
n = exp_list.push(blend)
return { "expression": n }
if socket_name == "True Normal":
blend = Node("VertexNormalWS")
n = exp_list.push(blend)
return { "expression": n }
# if socket_name == "Incoming":
# this would be cameraposition - worldposition
# if socket_name == "Parametric":
# this appears to be per-triangle barycentric coordinates
# if socket_name == "Backfacing":
# exactly what it says, I thought UE4 had this
if socket_name == "Pointiness":
exp = exp_scalar(0, exp_list)
return {"expression": exp}
# if socket_name == "Random Per Island":
log.error("Node NEW_GEOMETRY has unhanded socket:%s" % socket_name)
def exp_texture_coordinates(socket, exp_list):
socket_name = socket.name
if socket_name == "Position":
blend = Node("FunctionCall", { "Function": op_custom_functions["WORLD_POSITION"]})
n = exp_list.push(blend)
return { "expression": n }
if socket_name == "Normal":
blend = Node("PixelNormalWS")
n = exp_list.push(blend)
return { "expression": n }
if socket_name == "Tangent":
blend = Node("VertexTangentWS")
n = exp_list.push(blend)
return { "expression": n }
if socket_name == "True Normal":
blend = Node("VertexNormalWS")
n = exp_list.push(blend)
return { "expression": n }
# if socket_name == "Incoming":
# this would be cameraposition - worldposition
# if socket_name == "Parametric":
# this appears to be per-triangle barycentric coordinates
# if socket_name == "Backfacing":
# exactly what it says, I thought UE4 had this
if socket_name == "Pointiness":
exp = exp_scalar(0, exp_list)
return {"expression": exp}
# if socket_name == "Random Per Island":
log.error("Node NEW_GEOMETRY has unhanded socket:%s" % socket_name)
def exp_layer_weight(socket, exp_list):
expr = None
if socket.node in reverse_expressions:
expr = reverse_expressions[socket.node]
else:
exp_blend = get_expression(socket.node.inputs['Blend'], exp_list)
n = Node("FunctionCall", { "Function": op_custom_functions['LAYER_WEIGHT']})
n.push(Node("0", exp_blend))
expr = exp_list.push(n)
reverse_expressions[socket.node] = expr
log.warn("layer weight missing normal input")
if socket.name == "Fresnel":
return {"expression": expr, "OutputIndex": 0}
elif socket.name == "Facing":
return {"expression": expr, "OutputIndex": 1}
log.error("LAYER_WEIGHT node from unknown socket")
return {"expression": expr, "OutputIndex": 0}
def exp_light_path(socket, exp_list):
log.warn("incomplete node implementation: LIGHT_PATH")
n = exp_scalar(1, exp_list)
return {"expression": n}
def exp_object_info(socket, exp_list):
field = socket.name
if field == "Location":
# TODO: check if we need to transform these to blender space
exp = exp_list.push(Node("ObjectPositionWS"))
elif field == "Random":
exp = exp_list.push(Node("PerInstanceRandom"))
elif field == "Object Index":
log.warning("Node Object Info>Object Index translated to random as it is used to randomize too")
exp = exp_list.push(Node("PerInstanceRandom"))
else:
log.error("Can't write Material node 'Object Info' field:%s" % field)
exp = exp_scalar(0, exp_list)
return {"expression": exp, "OutputIndex": 0}
DATASMITH_TEXTURE_SIZE = 1024
def add_material_curve2(curve):
# do some material curves initialization
material_curves = datasmith_context["material_curves"]
if material_curves is None:
material_curves = np.zeros((DATASMITH_TEXTURE_SIZE, DATASMITH_TEXTURE_SIZE, 4))
datasmith_context["material_curves"] = material_curves
datasmith_context["material_curves_count"] = 0
mat_curve_idx = datasmith_context["material_curves_count"]
datasmith_context["material_curves_count"] = mat_curve_idx + 1
log.info("writing curve:%s" % mat_curve_idx)
# write texture from top
row_idx = DATASMITH_TEXTURE_SIZE - mat_curve_idx - 1
values = material_curves[row_idx]
factor = DATASMITH_TEXTURE_SIZE - 1
# check for curve type, do sampling
curve_type = type(curve)
if curve_type == bpy.types.ColorRamp:
for idx in range(DATASMITH_TEXTURE_SIZE):
values[idx] = curve.evaluate(idx/factor)
elif curve_type == bpy.types.CurveMapping:
curves = curve.curves
position = 0
for idx in range(DATASMITH_TEXTURE_SIZE):
position = idx/factor
values[idx, 0] = curve.evaluate(curves[0], position)
values[idx, 1] = curve.evaluate(curves[1], position)
values[idx, 2] = curve.evaluate(curves[2], position)
values[idx, 3] = curve.evaluate(curves[3], position)
return mat_curve_idx
def exp_blackbody(from_node, exp_list):
n = Node("BlackBody")
exp_0 = get_expression(from_node.inputs[0], exp_list)
n.push(Node("0", exp_0))
exp = exp_list.push(n)
return {"expression": exp}
def exp_color_ramp(from_node, exp_list):
ramp = from_node.color_ramp
idx = add_material_curve2(ramp)
level = get_expression(from_node.inputs['Fac'], exp_list)
curve_idx = exp_scalar(idx, exp_list)
compatibility_mode = datasmith_context["compatibility_mode"]
if compatibility_mode:
pixel_offset = exp_scalar(0.5, exp_list)
vertical_res = exp_scalar(1/DATASMITH_TEXTURE_SIZE, exp_list) # curves texture size
n = Node("Add")
n.push(Node("0", {"expression": curve_idx}))
n.push(Node("1", {"expression": pixel_offset}))
curve_y = exp_list.push(n)
n2 = Node("Multiply")
n2.push(Node("0", {"expression": curve_y}))
n2.push(Node("1", {"expression": vertical_res}))
curve_v = exp_list.push(n2)
n3 = Node("AppendVector")
n3.push(Node("0", level))
n3.push(Node("1", {"expression": curve_v}))
tex_coord = exp_list.push(n3)
texture_exp = exp_texture("datasmith_curves", "datasmith_curves")
texture_exp.push(Node("Coordinates", {"expression":tex_coord}))
return exp_list.push(texture_exp)
else:
vertical_res = exp_scalar(DATASMITH_TEXTURE_SIZE, exp_list) # curves texture size
texture = exp_texture_object("datasmith_curves", exp_list)
lookup = Node("FunctionCall", { "Function": op_custom_functions["COLOR_RAMP"]})
lookup.push(Node("0", level))
lookup.push(Node("1", {"expression": curve_idx } ))
lookup.push(Node("2", {"expression": vertical_res } ))
lookup.push(Node("3", {"expression": texture } ))
result = exp_list.push(lookup)
return result
def exp_curvergb(from_node, exp_list):
mapping = from_node.mapping
mapping.initialize()
idx = add_material_curve2(mapping)
factor = get_expression(from_node.inputs['Fac'], exp_list)
color = get_expression(from_node.inputs['Color'], exp_list)
curve_idx = exp_scalar(idx, exp_list)
vertical_res = exp_scalar(DATASMITH_TEXTURE_SIZE, exp_list) # curves texture size
texture = exp_texture_object("datasmith_curves", exp_list)
lookup = Node("FunctionCall", { "Function": op_custom_functions["CURVE_RGB"]})
lookup.push(Node("0", color))
lookup.push(Node("1", {"expression": curve_idx}))
lookup.push(Node("2", {"expression": vertical_res}))
lookup.push(Node("3", {"expression": texture}))
blend_exp = exp_list.push(lookup)
blend = Node("LinearInterpolate")
blend.push(Node("0", color))
blend.push(Node("1", {"expression": blend_exp}))
blend.push(Node("2", factor))
result = exp_list.push(blend)
return result
def exp_texture_object(name, exp_list):
n = Node("TextureObject")
n.push(Node("0", {
"name": "Texture",
"type": "Texture",
"val": name,
}))
return exp_list.push(n)
def exp_bump(node, exp_list):
height_input = node.inputs['Height']
if height_input.links:
from_node = height_input.links[0].from_node
if from_node.type == 'TEX_IMAGE':
image = from_node.image
name = sanitize_name(image.name)
# ensure that texture is exported
get_or_create_texture(name, image)
image_object = exp_texture_object(name, exp_list)
bump_node = Node("FunctionCall", { "Function": op_custom_functions["NORMAL_FROM_HEIGHT"]})
bump_node.push(Node("0", {"expression": image_object}))
bump_node.push(Node("1", get_expression(node.inputs['Strength'], exp_list)))
bump_node.push(Node("2", get_expression(node.inputs['Distance'], exp_list)))
bump_node.push(Node("3", get_expression(from_node.inputs['Vector'], exp_list)))
exp = exp_list.push(bump_node)
return {"expression": exp}
else:
log.warn("trying to export bump node, but input is not an image")
else:
log.warn("trying to export bump node without connections")
group_context = {}
def exp_group(socket, exp_list):
node = socket.node
global group_context
global reverse_expressions
global cached_nodes
new_context = {}
new_cached_nodes = {}
for input in node.inputs:
new_context[input.name] = get_expression(input, exp_list)
previous_reverse = reverse_expressions
reverse_expressions = {}
previous_context = group_context
previous_cached_nodes = cached_nodes
group_context = new_context
cached_nodes = new_cached_nodes
# now traverse the inner graph
output_name = socket.name
node_tree = node.node_tree
# search for active output node:
output_node = None
for node in node_tree.nodes:
if type(node) == bpy.types.NodeGroupOutput:
if node.is_active_output or output_node is None:
output_node = node
# TODO: handle case when output_node is None
inner_socket = output_node.inputs[output_name]
inner_exp = get_expression(inner_socket, exp_list)
group_context = previous_context
cached_nodes = previous_cached_nodes
reverse_expressions = previous_reverse
return inner_exp
def exp_group_input(socket, exp_list):
outer_expression = group_context[socket.name]
return outer_expression
def exp_attribute(socket, exp_list):
exp = exp_list.push(Node("VertexColor"))
ret = {"expression": exp, "OutputIndex": 0}
# average channels if socket is Fac
if socket.name == "Fac":
#TODO: check if we should do some colorimetric aware convertion to grayscale
n = Node("DotProduct")
n.push(Node("0", ret))
exp_1 = exp_vector((0.333333, 0.333333, 0.333333), exp_list)
n.push(Node("1", {"expression": exp_1}))
dot_exp = exp_list.push(n)
ret = {"expression": dot_exp}
return ret
def exp_vertex_color(socket, exp_list):
exp = exp_list.push(Node("VertexColor"))
if socket.name == "Color":
return {"expression": exp, "OutputIndex": 0}
elif socket.name == "Alpha":
return {"expression": exp, "OutputIndex": 4}
def exp_fresnel(node, exp_list):
n = Node("FunctionCall", { "Function": op_custom_functions["FRESNEL"]})
exp_ior = get_expression(node.inputs['IOR'], exp_list)
n.push(Node("0", exp_ior))
return exp_list.push(n)
context_stack = []
def push_context(context):
context_stack.append(context)
def pop_context():
context_stack.pop()
def get_context():
if context_stack:
return context_stack[-1]
expression_log_prefix = ""
def get_expression(field, exp_list, force_default=False):
# this may return none for fields without default value
# most of the time blender doesn't have default value for vector
# node inputs, but it does for scalars and colors
# TODO: check which cases we should be careful
global expression_log_prefix
field_path = f"{field.node.name}/{field.name}:{field.type}"
log.debug(expression_log_prefix + field_path)
if not field.links:
if field.type == 'VALUE':
exp = exp_scalar(field.default_value, exp_list)
return {"expression": exp, "OutputIndex": 0}
elif field.type == 'RGBA':
exp = exp_color(field.default_value, exp_list)
return {"expression": exp, "OutputIndex": 0}
elif field.type == 'VECTOR':
use_vector_default = force_default or type(field.default_value) in {Vector, Euler}
if use_vector_default:
exp = exp_vector(field.default_value, exp_list)
return {"expression": exp, "OutputIndex": 0}
elif field.type == 'SHADER':
# same as holdout shader
bsdf = {
"BaseColor": {"expression": exp_scalar(0.0, exp_list)},
"Roughness": {"expression": exp_scalar(1.0, exp_list)},
}
return bsdf
log.debug("field has no links, and no default value " + str(field))
return None
prev_prefix = expression_log_prefix
expression_log_prefix += "| "
return_exp = get_expression_inner(field, exp_list)
expression_log_prefix = prev_prefix
# if a color output is connected to a scalar input, average by using dot product
if field.type == 'VALUE':
other_output = field.links[0].from_socket
if other_output.type == 'RGBA' or other_output.type == 'VECTOR':
#TODO: check if we should do some colorimetric aware convertion to grayscale
n = Node("DotProduct")
exp_0 = return_exp
n.push(Node("0", exp_0))
exp_1 = exp_vector((0.333333, 0.333333, 0.333333), exp_list)
n.push(Node("1", {"expression": exp_1}))
dot_exp = exp_list.push(n)
return_exp = {"expression": dot_exp}
socket = field.links[0].from_socket
reverse_expressions[socket] = return_exp
log.debug("%send field:%s = %s" % (expression_log_prefix, field_path, return_exp))
return return_exp
def get_expression_inner(field, exp_list):
node = field.links[0].from_node
socket = field.links[0].from_socket
log.debug(f"{expression_log_prefix} get_expression_inner {node.name} {socket.name}")
# if this node is already exported, connect to that instead
# I am considering in
if socket in reverse_expressions:
return reverse_expressions[socket]
# The cases are ordered like in blender Add menu, others first, shaders second, then the rest
# these are handled first as these can refer bsdfs
if node.type == 'GROUP':
# exp = exp_group(node, exp_list)
# as exp_group can output shaders (dicts with basecolor/roughness)
# or other types of values (dicts with expression:)