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Bake.py
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Bake.py
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import bpy, re, time, math, numpy
from bpy.props import *
from mathutils import *
from .common import *
from .bake_common import *
from .subtree import *
from .node_connections import *
from .node_arrangements import *
from .input_outputs import *
from . import lib, Layer, Mask, Modifier, MaskModifier, image_ops
def transfer_uv(objs, mat, entity, uv_map, is_entity_baked=False):
yp = entity.id_data.yp
scene = bpy.context.scene
# Check entity
m1 = re.match(r'^yp\.layers\[(\d+)\]$', entity.path_from_id())
m2 = re.match(r'^yp\.layers\[(\d+)\]\.masks\[(\d+)\]$', entity.path_from_id())
if m1:
if is_entity_baked:
tree = get_tree(entity)
source = tree.nodes.get(entity.baked_source)
else: source = get_layer_source(entity)
mapping = get_layer_mapping(entity)
index = int(m1.group(1))
elif m2:
if is_entity_baked:
tree = get_mask_tree(entity)
source = tree.nodes.get(entity.baked_source)
else: source = get_mask_source(entity)
mapping = get_mask_mapping(entity)
index = int(m2.group(2))
else: return
image = source.image
if not image: return
# Merge objects if necessary
temp_objs = []
if len(objs) > 1 and not is_join_objects_problematic(yp):
objs = temp_objs = [get_merged_mesh_objects(scene, objs)]
# Set active uv
for obj in objs:
uv_layers = get_uv_layers(obj)
uv_layers.active = uv_layers.get(uv_map)
# Get tile numbers
tilenums = UDIM.get_tile_numbers(objs, uv_map)
# Get image settings
segment = None
use_alpha = False
if image.yia.is_image_atlas and entity.segment_name != '':
segment = image.yia.segments.get(entity.segment_name)
width = segment.width
height = segment.height
if image.yia.color == 'WHITE':
col = (1.0, 1.0, 1.0, 1.0)
elif image.yia.color == 'BLACK':
col = (0.0, 0.0, 0.0, 1.0)
else:
col = (0.0, 0.0, 0.0, 0.0)
use_alpha = True
elif image.yua.is_udim_atlas and entity.segment_name != '':
segment = image.yua.segments.get(entity.segment_name)
segment_tilenums = UDIM.get_udim_segment_tilenums(segment)
# Get the highest resolution
for i, st in enumerate(segment_tilenums):
if i == 0 : width = height = 1
tile = image.tiles.get(st)
if tile.size[0] > width: width = tile.size[0]
if tile.size[1] > height: height = tile.size[1]
col = segment.base_color
use_alpha = True if col[3] < 0.5 else False
else:
width = image.size[0]
height = image.size[1]
# Change color if baked image is found
if 'Pointiness' in image.name:
col = (0.73, 0.73, 0.73, 1.0)
elif 'AO' in image.name:
col = (1.0, 1.0, 1.0, 1.0)
elif m2:
col = get_image_mask_base_color(entity, image, index)
else:
col = (0.0, 0.0, 0.0, 0.0)
use_alpha = True
# Create temp image as bake target
if len(tilenums) > 1 or (segment and image.source == 'TILED'):
temp_image = bpy.data.images.new(
name='__TEMP', width=width, height=height,
alpha=True, float_buffer=image.is_float, tiled=True
)
# Fill tiles
for tilenum in tilenums:
UDIM.fill_tile(temp_image, tilenum, col, width, height)
# Initial pack
if image.yua.is_udim_atlas:
UDIM.initial_pack_udim(temp_image, col)
else: UDIM.initial_pack_udim(temp_image, col, image.name)
else:
temp_image = bpy.data.images.new(
name='__TEMP', width=width, height=height,
alpha=True, float_buffer=image.is_float
)
temp_image.colorspace_settings.name = image.colorspace_settings.name
temp_image.generated_color = col
# Create bake nodes
tex = mat.node_tree.nodes.new('ShaderNodeTexImage')
emit = mat.node_tree.nodes.new('ShaderNodeEmission')
# Set image to temp nodes
src = mat.node_tree.nodes.new('ShaderNodeTexImage')
src.image = image
src_uv = mat.node_tree.nodes.new('ShaderNodeUVMap')
src_uv.uv_map = entity.uv_name
# Copy mapping
mapp = mat.node_tree.nodes.new('ShaderNodeMapping')
if is_bl_newer_than(2, 81):
mapp.inputs[1].default_value[0] = mapping.inputs[1].default_value[0]
mapp.inputs[1].default_value[1] = mapping.inputs[1].default_value[1]
mapp.inputs[1].default_value[2] = mapping.inputs[1].default_value[2]
mapp.inputs[2].default_value[0] = mapping.inputs[2].default_value[0]
mapp.inputs[2].default_value[1] = mapping.inputs[2].default_value[1]
mapp.inputs[2].default_value[2] = mapping.inputs[2].default_value[2]
mapp.inputs[3].default_value[0] = mapping.inputs[3].default_value[0]
mapp.inputs[3].default_value[1] = mapping.inputs[3].default_value[1]
mapp.inputs[3].default_value[2] = mapping.inputs[3].default_value[2]
else:
mapp.translation[0] = mapping.translation[0]
mapp.translation[1] = mapping.translation[1]
mapp.translation[2] = mapping.translation[2]
mapp.rotation[0] = mapping.rotation[0]
mapp.rotation[1] = mapping.rotation[1]
mapp.rotation[2] = mapping.rotation[2]
mapp.scale[0] = mapping.scale[0]
mapp.scale[1] = mapping.scale[1]
mapp.scale[2] = mapping.scale[2]
# Get material output
output = get_active_mat_output_node(mat.node_tree)
ori_bsdf = output.inputs[0].links[0].from_socket
straight_over = None
if use_alpha:
straight_over = mat.node_tree.nodes.new('ShaderNodeGroup')
straight_over.node_tree = get_node_tree_lib(lib.STRAIGHT_OVER)
straight_over.inputs[1].default_value = 0.0
# Set temp image node
tex.image = temp_image
mat.node_tree.nodes.active = tex
# Links
if not is_entity_baked:
mat.node_tree.links.new(src_uv.outputs[0], mapp.inputs[0])
mat.node_tree.links.new(mapp.outputs[0], src.inputs[0])
else: mat.node_tree.links.new(src_uv.outputs[0], src.inputs[0])
rgb = src.outputs[0]
alpha = src.outputs[1]
if straight_over:
mat.node_tree.links.new(rgb, straight_over.inputs[2])
mat.node_tree.links.new(alpha, straight_over.inputs[3])
rgb = straight_over.outputs[0]
mat.node_tree.links.new(rgb, emit.inputs[0])
mat.node_tree.links.new(emit.outputs[0], output.inputs[0])
# Bake!
bake_object_op()
# Bake alpha if using alpha
if use_alpha:
# Create another temp image
temp_image1 = temp_image.copy()
tex.image = temp_image1
if temp_image1.source == 'TILED':
temp_image1.name = '__TEMP1'
UDIM.initial_pack_udim(temp_image1)
mat.node_tree.links.new(src.outputs[1], emit.inputs[0])
# Temp image should use linear to properly bake alpha
temp_image1.colorspace_settings.name = get_noncolor_name()
# Bake again!
bake_object_op()
# Set tile pixels
for tilenum in tilenums:
# Swap tile
if tilenum != 1001:
UDIM.swap_tile(temp_image, 1001, tilenum)
UDIM.swap_tile(temp_image1, 1001, tilenum)
# Copy the result to original temp image
copy_image_channel_pixels(temp_image1, temp_image, 0, 3)
# Swap tile again to recover
if tilenum != 1001:
UDIM.swap_tile(temp_image, 1001, tilenum)
UDIM.swap_tile(temp_image1, 1001, tilenum)
# Remove temp image 1
remove_datablock(bpy.data.images, temp_image1, user=tex, user_prop='image')
if segment and image.source == 'TILED':
# Remove original segment
UDIM.remove_udim_atlas_segment_by_name(image, segment.name, yp)
# Create new segment
new_segment = UDIM.get_set_udim_atlas_segment(
tilenums,
width=width, height=height, color=col,
colorspace=image.colorspace_settings.name, hdr=image.is_float, yp=yp,
source_image=temp_image, source_tilenums=tilenums
)
# Set image
if image != new_segment.id_data:
source.image = new_segment.id_data
# Remove temp image
remove_datablock(bpy.data.images, temp_image, user=tex, user_prop='image')
elif temp_image.source == 'TILED' or image.source == 'TILED':
# Replace image if any of the images is using UDIM
replace_image(image, temp_image)
else:
# Copy back temp/baked image to original image
copy_image_pixels(temp_image, image, segment)
# Remove temp image
remove_datablock(bpy.data.images, temp_image, user=tex, user_prop='image')
# HACK: Pack and refresh to update image in Blender 2.77 and lower
if not is_bl_newer_than(2, 78) and (image.packed_file or image.filepath == ''):
if image.is_float:
image_ops.pack_float_image(image)
else: image.pack(as_png=True)
image.reload()
# Remove temp nodes
simple_remove_node(mat.node_tree, tex)
simple_remove_node(mat.node_tree, emit)
simple_remove_node(mat.node_tree, src)
simple_remove_node(mat.node_tree, src_uv)
simple_remove_node(mat.node_tree, mapp)
if straight_over:
simple_remove_node(mat.node_tree, straight_over)
mat.node_tree.links.new(ori_bsdf, output.inputs[0])
if not is_entity_baked:
# Update entity transform
entity.translation = (0.0, 0.0, 0.0)
entity.rotation = (0.0, 0.0, 0.0)
entity.scale = (1.0, 1.0, 1.0)
# Update mapping
update_mapping(entity)
# Change uv of entity
entity.uv_name = uv_map
# Remove temporary objects
if temp_objs:
for o in temp_objs:
remove_mesh_obj(o)
def set_entities_which_using_the_same_image_or_segment(entity, target_uv_name):
yp = entity.id_data.yp
if entity.type == 'IMAGE':
m = re.match(r'yp\.layers\[(\d+)\]\.masks\[(\d+)\]', entity.path_from_id())
if m: source = get_mask_source(entity)
else: source = get_layer_source(entity)
image = source.image
segment_mix_name = image.name + entity.segment_name if image and (image.yia.is_image_atlas or image.yua.is_udim_atlas) else ''
for layer in yp.layers:
for mask in layer.masks:
if mask == entity or mask.type != 'IMAGE': continue
src = get_mask_source(mask)
img = src.image
if img.yia.is_image_atlas or img.yua.is_udim_atlas:
if img.name + mask.segment_name == segment_mix_name:
mask.uv_name = target_uv_name
else:
if img == image:
mask.uv_name = target_uv_name
if layer == entity or layer.type != 'IMAGE': continue
src = get_layer_source(layer)
img = src.image
if img.yia.is_image_atlas or img.yua.is_udim_atlas:
if img.name + layer.segment_name == segment_mix_name:
layer.uv_name = target_uv_name
else:
if img == image:
layer.uv_name = target_uv_name
def get_entities_to_transfer(yp, from_uv_map, to_uv_map):
# Check the same images used by multiple layers or masks
used_images = []
used_segments = []
entities = []
for layer in yp.layers:
if layer.baked_source != '' and layer.baked_uv_name == from_uv_map:
if layer not in entities: entities.append(layer)
if layer.type == 'IMAGE' and layer.uv_name == from_uv_map:
source = get_layer_source(layer)
if source and source.image:
image = source.image
if image.yia.is_image_atlas or image.yua.is_udim_atlas:
if image.name + layer.segment_name not in used_segments:
used_segments.append(image.name + layer.segment_name)
if layer not in entities: entities.append(layer)
else:
if image not in used_images:
used_images.append(image)
if layer not in entities: entities.append(layer)
if layer not in entities:
layer.uv_name = to_uv_map
for mask in layer.masks:
if mask.baked_source != '' and mask.baked_uv_name == from_uv_map:
if mask not in entities: entities.append(mask)
if mask.type == 'IMAGE' and mask.uv_name == from_uv_map:
source = get_mask_source(mask)
if source and source.image:
image = source.image
if image.yia.is_image_atlas or image.yua.is_udim_atlas:
if image.name + mask.segment_name not in used_segments:
used_segments.append(image.name + mask.segment_name)
if mask not in entities: entities.append(mask)
else:
if image not in used_images:
used_images.append(image)
if mask not in entities: entities.append(mask)
if mask not in entities:
mask.uv_name = to_uv_map
return entities
class YTransferSomeLayerUV(bpy.types.Operator, BaseBakeOperator):
bl_idname = "node.y_transfer_some_layer_uv"
bl_label = "Transfer Some Layer UV"
bl_description = "Transfer some layers/masks UV by baking it to other uv (this will take quite some time to finish)"
bl_options = {'REGISTER', 'UNDO'}
from_uv_map : StringProperty(default='')
uv_map : StringProperty(default='')
uv_map_coll : CollectionProperty(type=bpy.types.PropertyGroup)
remove_from_uv : BoolProperty(
name = 'Delete From UV',
description = "Remove 'From UV' from objects",
default = False
)
reorder_uv_list : BoolProperty(
name = 'Reorder UV',
description = "Reorder 'To UV' so it will have the same index as 'From UV'",
default = True
)
@classmethod
def poll(cls, context):
return get_active_ypaint_node() and context.object.type == 'MESH' # and hasattr(context, 'layer')
def invoke(self, context, event):
self.invoke_operator(context)
obj = self.obj = context.object
scene = self.scene = context.scene
if hasattr(context, 'mask'):
self.entity = context.mask
elif hasattr(context, 'layer'):
self.entity = context.layer
# Use active uv layer name by default
uv_layers = get_uv_layers(obj)
# UV Map collections update
self.uv_map_coll.clear()
for uv in uv_layers:
if not uv.name.startswith(TEMP_UV):
self.uv_map_coll.add().name = uv.name
self.from_uv_map = self.entity.uv_name
return context.window_manager.invoke_props_dialog(self, width=320)
def check(self, context):
return True
def draw(self, context):
row = split_layout(self.layout, 0.4)
col = row.column(align=False)
col.label(text='From UV:')
col.label(text='To UV:')
col.label(text='Samples:')
col.label(text='Margin:')
col.label(text='')
if self.remove_from_uv:
col.label(text='')
col = row.column(align=False)
col.prop_search(self, "from_uv_map", self, "uv_map_coll", text='', icon='GROUP_UVS')
col.prop_search(self, "uv_map", self, "uv_map_coll", text='', icon='GROUP_UVS')
col.prop(self, 'samples', text='')
if is_bl_newer_than(3, 1):
split = split_layout(col, 0.4, align=True)
split.prop(self, 'margin', text='')
split.prop(self, 'margin_type', text='')
else:
col.prop(self, 'margin', text='')
col.prop(self, 'remove_from_uv')
if self.remove_from_uv:
col.prop(self, 'reorder_uv_list')
def execute(self, context):
T = time.time()
if self.from_uv_map == '' or self.uv_map == '':
self.report({'ERROR'}, "From or To UV Map cannot be empty!")
return {'CANCELLED'}
if self.from_uv_map == self.uv_map:
self.report({'ERROR'}, "From and To UV cannot have same value!")
return {'CANCELLED'}
mat = get_active_material()
node = get_active_ypaint_node()
yp = node.node_tree.yp
objs = get_all_objects_with_same_materials(mat)
# Check if all uv are available on all objects
for obj in objs:
uv_layers = get_uv_layers(obj)
from_uv = uv_layers.get(self.from_uv_map)
to_uv = uv_layers.get(self.uv_map)
if not from_uv or not to_uv:
self.report({'ERROR'}, "Some uvs are not found in some objects!")
return {'CANCELLED'}
# Prepare bake settings
book = remember_before_bake(yp)
prepare_bake_settings(
book, objs, yp, samples=self.samples, margin=self.margin,
uv_map=self.uv_map, bake_type='EMIT', bake_device=self.bake_device, margin_type=self.margin_type
)
# Get entites to transfer
entities = get_entities_to_transfer(yp, self.from_uv_map, self.uv_map)
for entity in entities:
if entity.type == 'IMAGE':
print('TRANSFER UV: Transferring entity ' + entity.name + '...')
transfer_uv(objs, mat, entity, self.uv_map)
if entity.baked_source != '':
print('TRANSFER UV: Transferring baked entity ' + entity.name + '...')
transfer_uv(objs, mat, entity, self.uv_map, is_entity_baked=True)
if entity.uv_name != self.uv_map:
entity.uv_name = self.uv_map
#return {'FINISHED'}
if self.remove_from_uv:
for obj in objs:
uv_layers = get_uv_layers(obj)
ori_index = get_uv_layer_index(obj, self.from_uv_map)
from_uv = uv_layers.get(self.from_uv_map)
uv_layers.remove(from_uv)
# Reorder UV
if self.reorder_uv_list and ori_index != -1:
uv_index = get_uv_layer_index(obj, self.uv_map)
if ori_index > uv_index:
ori_index -= 1
move_uv(obj, uv_index, ori_index)
# Recover bake settings
recover_bake_settings(book, yp)
# Check height channel uv
height_ch = get_root_height_channel(yp)
if height_ch and height_ch.main_uv == self.from_uv_map:
height_ch.main_uv = self.uv_map
#height_ch.enable_smooth_bump = height_ch.enable_smooth_bump
# Refresh mapping and stuff
yp.active_layer_index = yp.active_layer_index
print(
'INFO: All layers and masks using', self.from_uv_map,
'are transferred to', self.uv_map,
'in', '{:0.2f}'.format(time.time() - T), 'seconds!'
)
return {'FINISHED'}
class YTransferLayerUV(bpy.types.Operator, BaseBakeOperator):
bl_idname = "node.y_transfer_layer_uv"
bl_label = "Transfer Layer UV"
bl_description = "Transfer Layer UV by baking it to other uv (this will take quite some time to finish)"
bl_options = {'REGISTER', 'UNDO'}
uv_map : StringProperty(default='')
uv_map_coll : CollectionProperty(type=bpy.types.PropertyGroup)
@classmethod
def poll(cls, context):
return get_active_ypaint_node() and context.object.type == 'MESH' # and hasattr(context, 'layer')
def invoke(self, context, event):
self.invoke_operator(context)
obj = self.obj = context.object
scene = self.scene = context.scene
if hasattr(context, 'mask'):
self.entity = context.mask
elif hasattr(context, 'layer'):
self.entity = context.layer
if not self.entity:
return self.execute(context)
# Use active uv layer name by default
uv_layers = get_uv_layers(obj)
# UV Map collections update
self.uv_map_coll.clear()
for uv in uv_layers:
if not uv.name.startswith(TEMP_UV) and uv.name != self.entity.uv_name:
self.uv_map_coll.add().name = uv.name
return context.window_manager.invoke_props_dialog(self, width=320)
def check(self, context):
return True
def draw(self, context):
row = split_layout(self.layout, 0.4)
col = row.column(align=False)
col.label(text='Target UV:')
col.label(text='Samples:')
col.label(text='Margin:')
col = row.column(align=False)
col.prop_search(self, "uv_map", self, "uv_map_coll", text='', icon='GROUP_UVS')
col.prop(self, 'samples', text='')
if is_bl_newer_than(3, 1):
split = split_layout(col, 0.4, align=True)
split.prop(self, 'margin', text='')
split.prop(self, 'margin_type', text='')
else:
col.prop(self, 'margin', text='')
def execute(self, context):
T = time.time()
if not hasattr(self, 'entity'):
return {'CANCELLED'}
if self.entity.type != 'IMAGE' or self.entity.texcoord_type != 'UV':
self.report({'ERROR'}, "Only works with image layer/mask with UV Mapping")
return {'CANCELLED'}
if self.uv_map == '':
self.report({'ERROR'}, "Target UV Map cannot be empty!")
return {'CANCELLED'}
if self.uv_map == self.entity.uv_name:
self.report({'ERROR'}, "This layer/mask already use " + self.uv_map + "!")
return {'CANCELLED'}
mat = get_active_material()
yp = self.entity.id_data.yp
objs = get_all_objects_with_same_materials(mat)
# Prepare bake settings
book = remember_before_bake(yp)
prepare_bake_settings(
book, objs, yp, samples=self.samples, margin=self.margin,
uv_map=self.uv_map, bake_type='EMIT', bake_device=self.bake_device, margin_type=self.margin_type
)
if self.entity.type == 'IMAGE':
# Set other entites uv that using the same image or segment
set_entities_which_using_the_same_image_or_segment(self.entity, self.uv_map)
# Transfer UV
#for ent in entities:
transfer_uv(objs, mat, self.entity, self.uv_map)
if self.entity.baked_source != '':
transfer_uv(objs, mat, self.entity, self.uv_map, is_entity_baked=True)
# Recover bake settings
recover_bake_settings(book, yp)
# Refresh mapping and stuff
yp.active_layer_index = yp.active_layer_index
print(
'INFO:', self.entity.name,
'UV is transferred from', self.entity.uv_name,
'to', self.uv_map,
'in', '{:0.2f}'.format(time.time() - T), 'seconds!'
)
return {'FINISHED'}
def get_resize_image_entity_and_image(self, context):
yp = get_active_ypaint_node().node_tree.yp
entity = yp.layers.get(self.layer_name)
image = bpy.data.images.get(self.image_name)
if entity:
for mask in entity.masks:
if mask.active_edit:
entity = mask
break
return entity, image
def update_resize_image_tile_number(self, context):
entity, image = get_resize_image_entity_and_image(self, context)
if image and image.source == 'TILED':
tile = image.tiles.get(int(self.tile_number))
if tile:
self.width = tile.size[0]
self.height = tile.size[1]
class YResizeImage(bpy.types.Operator, BaseBakeOperator):
bl_idname = "node.y_resize_image"
bl_label = "Resize Image Layer/Mask"
bl_description = "Resize image of layer or mask"
bl_options = {'REGISTER', 'UNDO'}
layer_name : StringProperty(default='')
image_name : StringProperty(default='')
width : IntProperty(name='Width', default=1024, min=1, max=16384)
height : IntProperty(name='Height', default=1024, min=1, max=16384)
all_tiles : BoolProperty(
name = 'Resize All Tiles',
description = 'Resize all tiles (when using UDIM atlas, only segment tiles will be resized)',
default = False
)
tile_number : EnumProperty(
name = 'Tile Number',
description = 'Tile number that will be resized',
items = UDIM.udim_tilenum_items,
update = update_resize_image_tile_number
)
@classmethod
def poll(cls, context):
return get_active_ypaint_node() and context.object.type == 'MESH'
def invoke(self, context, event):
self.invoke_operator(context)
entity, image = get_resize_image_entity_and_image(self, context)
if image:
self.width = image.size[0]
self.height = image.size[1]
if image.source == 'TILED':
tile = image.tiles.get(int(self.tile_number))
if tile:
self.width = tile.size[0]
self.height = tile.size[1]
elif entity and image.yia.is_image_atlas:
segment = image.yia.segments.get(entity.segment_name)
self.width = segment.width
self.height = segment.height
return context.window_manager.invoke_props_dialog(self, width=320)
def draw(self, context):
image = bpy.data.images.get(self.image_name)
row = split_layout(self.layout, 0.4)
col = row.column(align=False)
col.label(text='Width:')
col.label(text='Height:')
if image:
if image.yia.is_image_atlas or not is_bl_newer_than(2, 81):
col.label(text='Samples:')
if image.source == 'TILED':
col.label(text='')
if not self.all_tiles:
col.label(text='Tile Number:')
col = row.column(align=False)
col.prop(self, 'width', text='')
col.prop(self, 'height', text='')
if image:
if image.yia.is_image_atlas or not is_bl_newer_than(2, 81):
col.prop(self, 'samples', text='')
if image.source == 'TILED':
if image.yua.is_udim_atlas:
col.prop(self, 'all_tiles', text='Resize All Atlas Segment Tiles')
else: col.prop(self, 'all_tiles')
if not self.all_tiles:
col.prop(self, 'tile_number', text='')
def execute(self, context):
yp = get_active_ypaint_node().node_tree.yp
entity, image = get_resize_image_entity_and_image(self, context)
if not entity or not image:
self.report({'ERROR'}, "There is no active image!")
return {'CANCELLED'}
# Get original size
segment = None
if image.yia.is_image_atlas:
segment = image.yia.segments.get(entity.segment_name)
ori_width = segment.width
ori_height = segment.height
if image.source == 'TILED':
tile = image.tiles.get(int(self.tile_number))
ori_width = tile.size[0]
ori_height = tile.size[1]
else:
ori_width = image.size[0]
ori_height = image.size[1]
if ori_width == self.width and ori_height == self.height:
self.report({'ERROR'}, "This image already had the same size!")
return {'CANCELLED'}
override_context = None
space = None
ori_space_image = None
if not image.yia.is_image_atlas and is_bl_newer_than(2, 81):
tilenums = [int(self.tile_number)]
if image.source == 'TILED' and self.all_tiles:
if image.yua.is_udim_atlas:
segment = image.yua.segments.get(entity.segment_name)
tilenums = UDIM.get_udim_segment_tilenums(segment)
else:
tilenums = [t.number for t in image.tiles]
ori_ui_type = bpy.context.area.ui_type
bpy.context.area.ui_type = 'UV'
bpy.context.space_data.image = image
for tilenum in tilenums:
if image.source == 'TILED':
tile = image.tiles.get(tilenum)
if not tile: continue
image.tiles.active = tile
bpy.ops.image.resize(size=(self.width, self.height))
bpy.context.area.ui_type = ori_ui_type
else:
scaled_img, new_segment = resize_image(
image, self.width, self.height, image.colorspace_settings.name,
self.samples, 0, segment, bake_device=self.bake_device, yp=yp
)
if new_segment:
entity.segment_name = new_segment.name
source = get_entity_source(entity)
source.image = scaled_img
segment.unused = True
update_mapping(entity)
# Update UV neighbor resolution
set_uv_neighbor_resolution(entity)
# Refresh active layer
yp.active_layer_index = yp.active_layer_index
return {'FINISHED'}
class YBakeChannelToVcol(bpy.types.Operator, BaseBakeOperator):
"""Bake Channel to Vertex Color"""
bl_idname = "node.y_bake_channel_to_vcol"
bl_label = "Bake channel to vertex color"
bl_options = {'REGISTER', 'UNDO'}
all_materials : BoolProperty(
name = 'Bake All Materials',
description = 'Bake all materials with ucupaint nodes rather than just the active one',
default = False
)
vcol_name : StringProperty(
name = 'Target Vertex Color Name',
description = "Target vertex color name, it will create one if it doesn't exist",
default = ''
)
add_emission : BoolProperty(
name = 'Add Emission',
description = 'Add the result with Emission Channel',
default = False
)
emission_multiplier : FloatProperty(
name = 'Emission Multiplier',
description = 'Emission multiplier so the emission can be more visible on the result',
default=1.0, min=0.0
)
force_first_index : BoolProperty(
name = 'Force First Index',
description = "Force target vertex color to be first on the vertex colors list (useful for exporting)",
default = True
)
include_alpha : BoolProperty(
name = 'Include Alpha',
description = "Bake channel alpha to result (need channel enable alpha)",
default = False
)
bake_to_alpha_only : BoolProperty(
name = 'Bake To Alpha Only',
description = "Bake value into the alpha",
default = False
)
@classmethod
def poll(cls, context):
return get_active_ypaint_node() and context.object.type == 'MESH'
@classmethod
def description(self, context, properties):
return get_operator_description(self)
def invoke(self, context, event):
self.invoke_operator(context)
node = get_active_ypaint_node()
yp = node.node_tree.yp
channel = yp.channels[yp.active_channel_index]
self.vcol_name = 'Baked ' + channel.name
# Add emission will only be available if it's on Color channel
self.show_emission_option = False
if channel.name == 'Color':
for ch in yp.channels:
if ch.name == 'Emission':
self.show_emission_option = True
# Only the 'RGB' type has alpha data
self.show_include_alpha_option = False
if channel.type == 'RGB':
self.show_include_alpha_option = True
# The type 'VALUE' can optionally be directly into the alpha channel
self.show_bake_to_alpha_only_option = False
if channel.type == 'VALUE':
self.show_bake_to_alpha_only_option = True
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 check(self, context):
return True
def draw(self, context):
row = split_layout(self.layout, 0.4)
col = row.column(align=True)
col.label(text='Target Vertex Color:')
if self.show_emission_option:
col.label(text='Add Emission:')
col.label(text='Emission Multiplier:')
if self.show_include_alpha_option:
col.label(text='Include Alpha:')
if self.show_bake_to_alpha_only_option:
col.label(text='Bake to Alpha:')
if not is_bl_equal(3, 2):
col.label(text='Force First Index:')
col = row.column(align=True)
col.prop(self, 'vcol_name', text='')
if self.show_emission_option:
col.prop(self, 'add_emission', text='')
col.prop(self, 'emission_multiplier', text='')
if self.show_include_alpha_option:
col.prop(self, 'include_alpha', text='')
if self.show_bake_to_alpha_only_option:
col.prop(self, 'bake_to_alpha_only', text='')
if not is_bl_equal(3, 2):
col.prop(self, 'force_first_index', text='')
def execute(self, context):
if not is_bl_newer_than(2, 92):
self.report({'ERROR'}, "You need at least Blender 2.92 to use this feature!")
return {'CANCELLED'}
mat = get_active_material()
node = get_active_ypaint_node()
yp = node.node_tree.yp
channel = yp.channels[yp.active_channel_index]
channel_name = channel.name
book = remember_before_bake(yp)
if self.all_materials:
mats = get_all_materials_with_yp_nodes()
else: mats = [mat]
for mat in mats:
for node in mat.node_tree.nodes:
if node.type != 'GROUP' or not node.node_tree or not node.node_tree.yp.is_ypaint_node: continue
tree = node.node_tree
yp = tree.yp
channel = yp.channels.get(channel_name)
if not channel: continue
# Get all objects using material
objs = []
meshes = []
for ob in get_scene_objects():