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Layer.py
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Layer.py
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import bpy, time, re, os, random, numpy
from bpy.props import *
from bpy_extras.io_utils import ImportHelper
from . import Modifier, lib, Mask, transition, ImageAtlas, UDIM, NormalMapModifier
from .common import *
#from .bake_common import *
from .node_arrangements import *
from .node_connections import *
from .subtree import *
from .input_outputs import *
DEFAULT_NEW_IMG_SUFFIX = ' Layer'
DEFAULT_NEW_VCOL_SUFFIX = ' VCol'
DEFAULT_NEW_VDM_SUFFIX = ' VDM'
def channel_items(self, context):
node = get_active_ypaint_node()
yp = node.node_tree.yp
items = []
for i, ch in enumerate(yp.channels):
# Add two spaces to prevent text from being translated
text_ch_name = ch.name + ' '
icon_name = lib.channel_custom_icon_dict[ch.type]
items.append((str(i), text_ch_name, '', lib.get_icon(icon_name), i))
items.append(('-1', 'All Channels', '', lib.get_icon('channels'), len(items)))
return items
def get_normal_map_type_items(self, context):
items = []
if is_bl_newer_than(2, 80):
items.append(('BUMP_MAP', 'Bump Map', ''))
items.append(('NORMAL_MAP', 'Normal Map', ''))
items.append(('BUMP_NORMAL_MAP', 'Bump + Normal Map', ''))
items.append(('VECTOR_DISPLACEMENT_MAP', 'Vector Displacement Map', ''))
else:
items.append(('BUMP_MAP', 'Bump Map', '', 'MATCAP_09', 0))
items.append(('NORMAL_MAP', 'Normal Map', '', 'MATCAP_23', 1))
items.append(('BUMP_NORMAL_MAP', 'Bump + Normal Map', '', 'MATCAP_23', 2))
items.append(('VECTOR_DISPLACEMENT_MAP', 'Vector Displacement Map', '', 'MATCAP_23', 3))
return items
def load_hemi_props(layer, source):
norm = source.node_tree.nodes.get('Normal')
if norm: norm.outputs[0].default_value = layer.hemi_vector
trans = source.node_tree.nodes.get('Vector Transform')
if trans: trans.convert_from = layer.hemi_space
def add_new_layer(
group_tree, layer_name, layer_type, channel_idx,
blend_type, normal_blend_type, normal_map_type,
texcoord_type, uv_name='', image=None, vcol=None, segment=None,
solid_color=(1, 1, 1),
add_mask=False, mask_type='IMAGE', mask_image_filepath='', mask_relative=True,
mask_texcoord_type='UV', mask_color='BLACK', mask_use_hdr=False,
mask_uv_name='', mask_width=1024, mask_height=1024, use_image_atlas_for_mask=False,
hemi_space='WORLD', hemi_use_prev_normal=True,
mask_color_id=(1, 0, 1), mask_vcol_data_type='BYTE_COLOR', mask_vcol_domain='CORNER',
use_divider_alpha=False, use_udim_for_mask=False,
interpolation='Linear', mask_interpolation='Linear', mask_edge_detect_radius=0.05,
normal_space = 'TANGENT'
):
yp = group_tree.yp
ypup = get_user_preferences()
obj = bpy.context.object
mat = obj.active_material
# Halt rearrangements and reconnections until all nodes already created
yp.halt_reconnect = True
#yp.halt_update = True
# Get parent and index dict
parent_dict = get_parent_dict(yp)
index_dict = get_index_dict(yp)
# Get active layer
try: active_layer = yp.layers[yp.active_layer_index]
except: active_layer = None
# Get a possible parent layer group
parent_layer = None
if active_layer:
if active_layer.type == 'GROUP':
parent_layer = active_layer
elif active_layer.parent_idx != -1:
parent_layer = yp.layers[active_layer.parent_idx]
# Get parent index
if parent_layer:
parent_idx = get_layer_index(parent_layer)
has_parent = True
else:
parent_idx = -1
has_parent = False
# Add layer to group
layer = yp.layers.add()
layer.type = layer_type
layer.name = get_unique_name(layer_name, yp.layers)
layer.uv_name = uv_name
check_uvmap_on_other_objects_with_same_mat(mat, uv_name)
if segment:
layer.segment_name = segment.name
if image:
layer.image_name = image.name
# Move new layer to current index
last_index = len(yp.layers)-1
if active_layer and active_layer.type == 'GROUP':
index = yp.active_layer_index + 1
else: index = yp.active_layer_index
# Set parent index
parent_dict = set_parent_dict_val(yp, parent_dict, layer.name, parent_idx)
yp.layers.move(last_index, index)
layer = yp.layers[index] # Repoint to new index
# Remap parents
for lay in yp.layers:
lay.parent_idx = get_layer_index_by_name(yp, parent_dict[lay.name])
# Remap fcurves
remap_layer_fcurves(yp, index_dict)
# New layer tree
tree = bpy.data.node_groups.new(LAYERGROUP_PREFIX + layer_name, 'ShaderNodeTree')
tree.yp.is_ypaint_layer_node = True
tree.yp.version = get_current_version_str()
# New layer node group
group_node = new_node(group_tree, layer, 'group_node', 'ShaderNodeGroup', layer_name)
group_node.node_tree = tree
# Create info nodes
create_info_nodes(tree)
# Tree start and end
create_essential_nodes(tree, True, False, True)
# Uniform Scale
if is_bl_newer_than(2, 81) and is_layer_using_vector(layer):
layer.enable_uniform_scale = ypup.enable_uniform_uv_scale_by_default
# Add source
if layer_type == 'VCOL':
source = new_node(tree, layer, 'source', get_vcol_bl_idname(), 'Source')
else: source = new_node(tree, layer, 'source', layer_node_bl_idnames[layer_type], 'Source')
if layer_type == 'IMAGE':
# Always set non color to image node because of linear pipeline
if hasattr(source, 'color_space'):
source.color_space = 'NONE'
# Add new image if it's image layer
source.image = image
# Set interpolation
source.interpolation = interpolation
elif layer_type == 'VCOL':
if vcol: set_source_vcol_name(source, vcol.name)
else: set_source_vcol_name(source, layer_name)
elif layer_type == 'COLOR':
col = (solid_color[0], solid_color[1], solid_color[2], 1.0)
source.outputs[0].default_value = col
elif layer_type == 'HEMI':
source.node_tree = get_node_tree_lib(lib.HEMI)
duplicate_lib_node_tree(source)
load_hemi_props(layer, source)
layer.hemi_space = hemi_space
layer.hemi_use_prev_normal = hemi_use_prev_normal
# Add texcoord node
#texcoord = new_node(tree, layer, 'texcoord', 'NodeGroupInput', 'TexCoord Inputs')
# Add mapping node
if is_mapping_possible(layer.type):
mapping = new_node(tree, layer, 'mapping', 'ShaderNodeMapping', 'Mapping')
mapping.vector_type = 'POINT' #if segment else 'TEXTURE'
# Set layer coordinate type
layer.texcoord_type = texcoord_type
# Set layer spread fix
#if image and image.is_float:
# layer.divide_rgb_by_alpha = True
#else:
layer.divide_rgb_by_alpha = use_divider_alpha
# Add channels to current layer
for root_ch in yp.channels:
ch = layer.channels.add()
if add_mask:
#mask_name = 'Mask ' + layer.name
mask_name = Mask.get_new_mask_name(obj, layer, mask_type)
mask_image = None
mask_vcol = None
mask_segment = None
if mask_type == 'IMAGE':
if not mask_image_filepath:
color = (0, 0, 0, 0)
if mask_color == 'WHITE':
color = (1, 1, 1, 1)
elif mask_color == 'BLACK':
color = (0, 0, 0, 1)
if use_udim_for_mask:
objs = get_all_objects_with_same_materials(mat)
tilenums = UDIM.get_tile_numbers(objs, mask_uv_name)
if use_image_atlas_for_mask:
if use_udim_for_mask:
mask_segment = UDIM.get_set_udim_atlas_segment(
tilenums, mask_width, mask_height, color,
colorspace=get_noncolor_name(), hdr=mask_use_hdr, yp=yp
)
else:
mask_segment = ImageAtlas.get_set_image_atlas_segment(
mask_width, mask_height, mask_color, mask_use_hdr, yp=yp
)
mask_image = mask_segment.id_data
else:
if use_udim_for_mask:
mask_image = bpy.data.images.new(
mask_name, width=mask_width, height=mask_height,
alpha=False, float_buffer=mask_use_hdr, tiled=True
)
# Fill tiles
for tilenum in tilenums:
UDIM.fill_tile(mask_image, tilenum, color, mask_width, mask_height)
UDIM.initial_pack_udim(mask_image, color)
else:
mask_image = bpy.data.images.new(
mask_name, width=mask_width, height=mask_height,
alpha=False, float_buffer=mask_use_hdr
)
mask_image.generated_color = color
if hasattr(mask_image, 'use_alpha'):
mask_image.use_alpha = False
else:
if not os.path.isfile(mask_image_filepath):
print("There's no image with address '" + mask_image_filepath + "'!")
return {'CANCELLED'}
path = os.path.basename(mask_image_filepath)
directory = os.path.dirname(mask_image_filepath)
mask_image = load_image(path, directory)
if mask_relative and bpy.data.filepath != '':
try: mask_image.filepath = bpy.path.relpath(mask_image.filepath)
except: pass
if mask_image.colorspace_settings.name != get_noncolor_name() and not mask_image.is_dirty:
mask_image.colorspace_settings.name = get_noncolor_name()
# New vertex color
elif mask_type in {'VCOL', 'COLOR_ID'}:
objs = [obj] if obj.type == 'MESH' else []
if mat.users > 1:
for o in get_scene_objects():
if o.type != 'MESH': continue
if mat.name in o.data.materials and o not in objs:
objs.append(o)
if mask_type == 'VCOL':
for o in objs:
if mask_name not in get_vertex_colors(o):
if not is_bl_newer_than(3, 3) and len(get_vertex_colors(o)) >= 8: continue
mask_vcol = new_vertex_color(o, mask_name, mask_vcol_data_type, mask_vcol_domain)
if mask_color == 'WHITE':
set_obj_vertex_colors(o, mask_vcol.name, (1.0, 1.0, 1.0, 1.0))
elif mask_color == 'BLACK':
set_obj_vertex_colors(o, mask_vcol.name, (0.0, 0.0, 0.0, 1.0))
set_active_vertex_color(o, mask_vcol)
elif mask_type == 'COLOR_ID':
check_colorid_vcol(objs)
mask = Mask.add_new_mask(
layer, mask_name, mask_type, mask_texcoord_type,
mask_uv_name, mask_image, mask_vcol, mask_segment,
interpolation=mask_interpolation, color_id=mask_color_id,
edge_detect_radius=mask_edge_detect_radius
)
mask.active_edit = True
# Fill channel layer props
shortcut_created = False
for i, ch in enumerate(layer.channels):
root_ch = yp.channels[i]
# Set some props to selected channel
if layer.type in {'GROUP', 'BACKGROUND'} or channel_idx == i or channel_idx == -1:
ch.enable = True
if root_ch.type == 'NORMAL':
ch.normal_blend_type = normal_blend_type
ch.normal_space = normal_space
else:
ch.blend_type = blend_type
else:
ch.enable = False
if root_ch.type == 'NORMAL':
ch.normal_map_type = normal_map_type
# Background layer has default bump distance of 0.0
if layer.type in {'BACKGROUND'}:
ch.bump_distance = 0.0
# Set linear node of layer channel
check_layer_channel_linear_node(ch, layer, root_ch)
# Check uv maps
check_uv_nodes(yp)
# Check image projections
check_layer_projections(layer)
# Check and create layer channel nodes
check_all_layer_channel_io_and_nodes(layer, tree) #, has_parent=has_parent)
# Refresh paint image by updating the index
yp.active_layer_index = index
# Unhalt rearrangements and reconnections since all nodes already created
yp.halt_reconnect = False
#yp.halt_update = False
# Check layer IO
check_all_layer_channel_io_and_nodes(layer)
check_start_end_root_ch_nodes(group_tree)
# Rearrange node inside layers
reconnect_layer_nodes(layer)
rearrange_layer_nodes(layer)
return layer
class YRefreshNeighborUV(bpy.types.Operator):
"""Refresh Neighbor UV"""
bl_idname = "node.y_refresh_neighbor_uv"
bl_label = "Refresh Neighbor UV"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return hasattr(context, 'layer') and hasattr(context, 'channel') and hasattr(context, 'image') and context.image
def execute(self, context):
set_uv_neighbor_resolution(context.layer)
return {'FINISHED'}
class YUseLinearColorSpace(bpy.types.Operator):
"""This addon need to linear color space image to works properly"""
bl_idname = "node.y_use_linear_color_space"
bl_label = "Use Linear Color Space"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return hasattr(context, 'layer') #and hasattr(context, 'channel') and hasattr(context, 'image') and context.image
def execute(self, context):
yp = context.layer.id_data.yp
check_yp_linear_nodes(yp)
return {'FINISHED'}
class YNewVcolToOverrideChannel(bpy.types.Operator):
bl_idname = "node.y_new_vcol_to_override_channel"
bl_label = "New Vertex Color To Override Channel Layer"
bl_description = "New Vertex Color To Override Channel Layer"
bl_options = {'UNDO'}
name : StringProperty(default='')
data_type : EnumProperty(
name = 'Vertex Color Data Type',
description = 'Vertex color data type',
items = vcol_data_type_items,
default = 'BYTE_COLOR'
)
domain : EnumProperty(
name = 'Vertex Color Domain',
description = 'Vertex color domain',
items = vcol_domain_items,
default = 'CORNER'
)
@classmethod
def poll(cls, context):
return get_active_ypaint_node()
@classmethod
def description(self, context, properties):
return get_operator_description(self)
def invoke(self, context, event):
self.ch = context.parent
yp = self.ch.id_data.yp
m = re.match(r'yp\.layers\[(\d+)\]\.channels\[(\d+)\]', self.ch.path_from_id())
if not m: return []
layer = yp.layers[int(m.group(1))]
root_ch = yp.channels[int(m.group(2))]
self.tree = get_tree(layer)
self.name = layer.name + ' ' + root_ch.name + ' Override'
if get_user_preferences().skip_property_popups and not event.shift:
return self.execute(context)
return context.window_manager.invoke_props_dialog(self, width=320)
def draw(self, context):
row = split_layout(self.layout, 0.4)
col = row.column()
col.label(text='Name:')
if is_bl_newer_than(3, 2):
col.label(text='Domain:')
col.label(text='Data Type:')
col = row.column()
col.prop(self, 'name', text='')
if is_bl_newer_than(3, 2):
crow = col.row(align=True)
crow.prop(self, 'domain', expand=True)
crow = col.row(align=True)
crow.prop(self, 'data_type', expand=True)
def execute(self, context):
T = time.time()
ch = self.ch
yp = ch.id_data.yp
tree = self.tree
obj = context.object
mat = obj.active_material
wm = context.window_manager
if self.name == '' :
self.report({'ERROR'}, "Vertex color cannot be empty!")
return {'CANCELLED'}
# Make sure channel is on
if not ch.enable:
ch.enable = True
# Make sure override is on
if not ch.override:
ch.override = True
objs = [obj] if obj.type == 'MESH' else []
if mat.users > 1:
for o in get_scene_objects():
if o.type != 'MESH': continue
if mat.name in o.data.materials and o not in objs:
objs.append(o)
for o in objs:
if self.name not in get_vertex_colors(o):
if not is_bl_newer_than(3, 3) and len(get_vertex_colors(o)) >= 8: continue
vcol = new_vertex_color(o, self.name, self.data_type, self.domain)
set_obj_vertex_colors(o, vcol.name, (1.0, 1.0, 1.0, 1.0))
set_active_vertex_color(o, vcol)
# Update vcol cache
if ch.override_type == 'VCOL':
source_label = root_ch.name + ' Override : ' + ch.override_type
vcol_node, dirty = check_new_node(tree, ch, 'source', get_vcol_bl_idname(), source_label, True)
else: vcol_node, dirty = check_new_node(tree, ch, 'cache_vcol', get_vcol_bl_idname(), '', True)
set_source_vcol_name(vcol_node, self.name)
# Set vcol name attribute
yp.halt_update = True
ch.override_vcol_name = self.name
yp.halt_update = False
ch.override_type = 'VCOL'
ch.active_edit = True
# Update UI
wm.ypui.need_update = True
print('INFO: Vertex Color is created in', '{:0.2f}'.format((time.time() - T) * 1000), 'ms!')
wm.yptimer.time = str(time.time())
return {'FINISHED'}
def update_new_layer_uv_map(self, context):
if not UDIM.is_udim_supported(): return
if hasattr(self, 'type') and self.type != 'IMAGE':
self.use_udim = False
return
if get_user_preferences().enable_auto_udim_detection:
mat = get_active_material()
objs = get_all_objects_with_same_materials(mat)
self.use_udim = UDIM.is_uvmap_udim(objs, self.uv_map)
def update_new_layer_mask_uv_map(self, context):
if not UDIM.is_udim_supported(): return
if self.mask_type != 'IMAGE':
self.use_udim_for_mask = False
return
if get_user_preferences().enable_auto_udim_detection:
mat = get_active_material()
objs = get_all_objects_with_same_materials(mat)
self.use_udim_for_mask = UDIM.is_uvmap_udim(objs, self.mask_uv_name)
def update_channel_idx_new_layer(self, context):
node = get_active_ypaint_node()
yp = node.node_tree.yp
# Bump map will use cubic interpolation
channel_idx = int(self.channel_idx)
if channel_idx != -1 and channel_idx < len(yp.channels):
channel = yp.channels[channel_idx]
else: channel = None
if channel and channel.type == 'NORMAL' and self.normal_map_type == 'BUMP_MAP':
self.interpolation = 'Cubic'
class YNewVDMLayer(bpy.types.Operator):
bl_idname = "node.y_new_vdm_layer"
bl_label = "New VDM Layer"
bl_description = "New Vector Displacement Layer"
bl_options = {'UNDO'}
name : StringProperty(default='')
width : IntProperty(name='Width', default=1024, min=1, max=16384)
height : IntProperty(name='Height', default=1024, min=1, max=16384)
image_resolution : EnumProperty(
name = 'Image Resolution',
items = image_resolution_items,
default = '1024'
)
use_custom_resolution : BoolProperty(
name = 'Custom Resolution',
description = 'Use custom Resolution to adjust the width and height individually',
default = False
)
blend_type : EnumProperty(
name = 'Blend Type',
items = normal_blend_items,
default = 'OVERLAY'
)
use_udim : BoolProperty(
name = 'Use UDIM Tiles',
description = 'Use UDIM Tiles',
default = False
)
enable_subdiv_setup : BoolProperty(
name = 'Enable Displacement Setup',
description = 'Enable Displacement Setup on Normal channel',
default = True
)
# NOTE: UDIM is not supported yet, so no UDIM checking
uv_map : StringProperty(default='') #, update=update_new_layer_uv_map)
uv_map_coll : CollectionProperty(type=bpy.types.PropertyGroup)
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'MESH' and get_active_ypaint_node()
@classmethod
def description(self, context, properties):
return get_operator_description(self)
def invoke(self, context, event):
ypup = get_user_preferences()
obj = context.object
node = self.node = get_active_ypaint_node()
yp = self.yp = node.node_tree.yp
# Set default name
name = obj.active_material.name + DEFAULT_NEW_VDM_SUFFIX
self.name = get_unique_name(name, bpy.data.images)
# Use user preference default image size
if ypup.default_image_resolution == 'CUSTOM':
self.use_custom_resolution = True
self.width = self.height = ypup.default_new_image_size
elif ypup.default_image_resolution != 'DEFAULT':
self.image_resolution = ypup.default_image_resolution
# Set default UV name
#uv_name = get_default_uv_name(obj, yp)
uv_name = get_active_render_uv(obj)
self.uv_map = uv_name
# UV Map collections update
self.uv_map_coll.clear()
for uv in get_uv_layers(obj):
if not uv.name.startswith(TEMP_UV):
self.uv_map_coll.add().name = uv.name
if get_user_preferences().skip_property_popups and not event.shift:
return self.execute(context)
return context.window_manager.invoke_props_dialog(self, width=320)
def draw(self, context):
yp = self.yp
first_vdm = get_first_vdm_layer(yp)
row = split_layout(self.layout, 0.4)
col = row.column(align=False)
col.label(text='Name:')
col.label(text='')
if not self.use_custom_resolution:
col.label(text='Resolution:')
else:
col.label(text='Width:')
col.label(text='Height:')
col.label(text='Blend Type:')
col.label(text='UV Map:')
col = row.column(align=False)
col.prop(self, 'name', text='')
col.prop(self, 'use_custom_resolution')
if not self.use_custom_resolution:
crow = col.row(align=True)
crow.prop(self, 'image_resolution', expand=True)
else:
col.prop(self, 'width', text='')
col.prop(self, 'height', text='')
col.prop(self, 'blend_type', text='')
if not first_vdm:
col.prop_search(self, "uv_map", self, "uv_map_coll", text='', icon='GROUP_UVS')
else:
col.label(text=self.uv_map + '*') # + ' (used by other VDM)')
self.layout.label(text='* Only one UV map is currently supported')
# NOTE: UDIM is not supported yet
if False:
col.prop(self, 'use_udim')
height_root_ch = get_root_height_channel(yp)
if height_root_ch and not height_root_ch.enable_subdiv_setup:
col = self.layout.column()
col.label(text='Displacement Setup is not enabled yet!', icon='ERROR')
col.prop(self, 'enable_subdiv_setup')
def check(self, context):
if not self.use_custom_resolution:
self.width = int(self.image_resolution)
self.height = int(self.image_resolution)
return True
def execute(self, context):
T = time.time()
wm = context.window_manager
node = self.node
yp = self.yp
mat = get_active_material()
objs = get_all_objects_with_same_materials(mat)
height_root_ch = get_root_height_channel(yp)
if not height_root_ch:
self.report({'ERROR'}, "There should be a normal channel!")
return {'CANCELLED'}
channel_idx = get_channel_index(height_root_ch)
alpha = True
color = (0, 0, 0, 0)
if self.use_udim:
tilenums = UDIM.get_tile_numbers(objs, self.uv_map)
img = bpy.data.images.new(
name=self.name, width=self.width, height=self.height,
alpha=alpha, float_buffer=True, tiled=True
)
# Fill tiles
for tilenum in tilenums:
UDIM.fill_tile(img, tilenum, color, self.width, self.height)
UDIM.initial_pack_udim(img, color)
else:
img = bpy.data.images.new(
name=self.name, width=self.width, height=self.height,
alpha=alpha, float_buffer=True
)
#img.generated_type = self.generated_type
img.generated_type = 'BLANK'
img.generated_color = color
if hasattr(img, 'use_alpha'):
img.use_alpha = True
update_image_editor_image(context, img)
yp.halt_update = True
layer = add_new_layer(
node.node_tree, self.name, 'IMAGE',
channel_idx, 'MIX', self.blend_type,
'VECTOR_DISPLACEMENT_MAP', 'UV', self.uv_map, img,
interpolation = 'Cubic'
)
yp.halt_update = False
if not height_root_ch.enable_subdiv_setup and self.enable_subdiv_setup:
height_root_ch.enable_subdiv_setup = True
# Reconnect and rearrange nodes
reconnect_yp_nodes(node.node_tree)
rearrange_yp_nodes(node.node_tree)
# Update UI
ypui = context.window_manager.ypui
ypui.layer_ui.expand_channels = False
ypui.layer_ui.expand_content = False
ypui.layer_ui.expand_source = False
ch = layer.channels[channel_idx]
ch.expand_content = True
ypui.need_update = True
# Set uv map active render
for obj in objs:
uv_layers = get_uv_layers(obj)
uv = uv_layers.get(self.uv_map)
if uv and not uv.active_render:
uv.active_render = True
print('INFO: VDM Layer', layer.name, 'is created in', '{:0.2f}'.format((time.time() - T) * 1000), 'ms!')
wm.yptimer.time = str(time.time())
return {'FINISHED'}
class YNewLayer(bpy.types.Operator):
bl_idname = "node.y_new_layer"
bl_label = "New Layer"
bl_description = "New Layer"
bl_options = {'REGISTER', 'UNDO'}
name : StringProperty(default='')
type : EnumProperty(
name = 'Layer Type',
items = layer_type_items,
default = 'IMAGE'
)
# For image layer
width : IntProperty(name='Width', default=1024, min=1, max=16384)
height : IntProperty(name='Height', default=1024, min=1, max=16384)
#color : FloatVectorProperty(name='Color', size=4, subtype='COLOR', default=(0.0,0.0,0.0,0.0), min=0.0, max=1.0)
#alpha : BoolProperty(name='Alpha', default=True)
hdr : BoolProperty(name='32 bit Float', default=False)
interpolation : EnumProperty(
name = 'Image Interpolation Type',
description = 'Image interpolation type',
items = interpolation_type_items,
default = 'Linear'
)
texcoord_type : EnumProperty(
name = 'Layer Coordinate Type',
description = 'Layer Coordinate Type',
items = texcoord_type_items,
default = 'UV'
)
channel_idx : EnumProperty(
name = 'Channel',
description = 'Channel of new layer, can be changed later',
items = channel_items,
update = update_channel_idx_new_layer
)
blend_type : EnumProperty(
name = 'Blend',
description = 'Blend type',
items = blend_type_items,
)
normal_blend_type : EnumProperty(
name = 'Normal Blend Type',
items = normal_blend_items,
default = 'MIX'
)
solid_color : FloatVectorProperty(
name = 'Solid Color',
size = 3,
subtype = 'COLOR',
default=(1.0, 1.0, 1.0), min=0.0, max=1.0
)
add_mask : BoolProperty(
name = 'Add Mask',
description = 'Add mask to new layer',
default = False
)
mask_type : EnumProperty(
name = 'Mask Type',
description = 'Mask type',
items = (
('IMAGE', 'Image', '', 'IMAGE_DATA', 0),
('VCOL', 'Vertex Color', '', 'GROUP_VCOL', 1),
('COLOR_ID', 'Color ID', '', 'COLOR', 2),
('EDGE_DETECT', 'Edge Detect', '', 'MESH_CUBE', 3)
),
default = 'IMAGE'
)
mask_color : EnumProperty(
name = 'Mask Color',
description = 'Mask Color',
items = (
('WHITE', 'White (Full Opacity)', ''),
('BLACK', 'Black (Full Transparency)', ''),
),
default = 'BLACK'
)
mask_width : IntProperty(name='Mask Width', default=1024, min=1, max=4096)
mask_height : IntProperty(name='Mask Height', default=1024, min=1, max=4096)
mask_image_resolution : EnumProperty(
name = 'Image Resolution',
items = image_resolution_items,
default = '1024'
)
mask_use_custom_resolution : BoolProperty(
name = 'Custom Resolution',
description= 'Use custom Resolution to adjust the width and height individually',
default = False
)
mask_interpolation : EnumProperty(
name = 'Mask Image Interpolation Type',
description = 'Mask image interpolation type',
items = interpolation_type_items,
default = 'Linear'
)
mask_texcoord_type : EnumProperty(
name = 'Mask Coordinate Type',
description = 'Mask Coordinate Type',
items = texcoord_type_items,
default = 'UV'
)
mask_uv_name : StringProperty(default='', update=update_new_layer_mask_uv_map)
mask_use_hdr : BoolProperty(name='32 bit Float', default=False)
mask_color_id : FloatVectorProperty(
name = 'Color ID',
size = 3,
subtype = 'COLOR',
default=(1.0, 0.0, 1.0), min=0.0, max=1.0
)
mask_image_filepath : StringProperty(
name = 'Mask Image Path',
description = 'Path to mask image',
default = '',
subtype = 'FILE_PATH',
options = {'SKIP_SAVE'}
)
mask_relative : BoolProperty(name="Relative Mask Path", default=True, description="Apply relative paths")
uv_map : StringProperty(default='', update=update_new_layer_uv_map)
normal_map_type : EnumProperty(
name = 'Normal Map Type',
description = 'Normal map type of this layer',
items = get_normal_map_type_items
)
use_udim : BoolProperty(
name = 'Use UDIM Tiles',
description = 'Use UDIM Tiles',
default = False
)
use_udim_for_mask : BoolProperty(
name = 'Use UDIM Tiles for Mask',
description='Use UDIM Tiles for Mask',
default = False
)
use_image_atlas : BoolProperty(
name = 'Use Image Atlas',
description='Use Image Atlas',
default = False
)
use_image_atlas_for_mask : BoolProperty(
name = 'Use Image Atlas for Mask',
description='Use Image Atlas for Mask',
default = False
)
hemi_space : EnumProperty(
name = 'Fake Lighting Space',
description = 'Fake lighting space',
items = hemi_space_items,
default = 'WORLD'
)
hemi_use_prev_normal : BoolProperty(
name = 'Use previous Normal',
description = 'Take account previous Normal',
default = True
)
vcol_data_type : EnumProperty(
name = 'Vertex Color Data Type',
description = 'Vertex color data type',
items = vcol_data_type_items,
default = 'BYTE_COLOR'
)
vcol_domain : EnumProperty(
name = 'Vertex Color Domain',
description = 'Vertex color domain',
items = vcol_domain_items,
default = 'CORNER'
)
mask_vcol_data_type : EnumProperty(
name = 'Mask Vertex Color Data Type',
description = 'Mask Vertex color data type',
items = vcol_data_type_items,
default = 'BYTE_COLOR'
)
mask_vcol_domain : EnumProperty(
name = 'Mask Vertex Color Domain',
description = 'Mask Vertex color domain',
items = vcol_domain_items,
default = 'CORNER'
)
use_divider_alpha : BoolProperty(
name = 'Divide RGB by Alpha',
description='Divide RGB by its alpha value (very recommended for vertex color layer)',
default = False
)
# For edge detection
mask_edge_detect_radius : FloatProperty(
name = 'Edge Detect Mask Radius',
description = 'Edge detect mask radius',
default=0.05, min=0.0, max=10.0
)
uv_map_coll : CollectionProperty(type=bpy.types.PropertyGroup)