Implement Compify Footage material building function.

This commit is contained in:
Nathan Vegdahl 2022-04-04 14:53:50 -07:00
parent a51a00fbf5
commit afcbeb1ff7

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@ -36,9 +36,12 @@ from .node_groups import \
ensure_camera_project_group, \
ensure_feathered_square_group
MATERIAL_NAME = "Compify Footage"
MAIN_NODE_NAME = "Compify Footage"
BAKE_IMAGE_NODE_NAME = "Delight Image"
BAKE_IMAGE_NODE_NAME = "Baked Lighting"
# Gets the Compify Material name for the active scene.
def compify_mat_name(context):
return "Compify Footage | " + context.scene.name
#========================================================
@ -61,14 +64,20 @@ class CompifyPanel(bpy.types.Panel):
layout = self.layout
col = layout.column()
col.template_ID(context.scene, "compify_footage", open="image.open")
if context.scene.compify_footage != None:
col.prop(context.scene.compify_footage.colorspace_settings, "name")
col.separator_spacer()
col.prop(context.scene, "compify_footage_camera")
col.prop(context.scene, "compify_footage")
col.prop(context.scene, "compify_proxy_collection")
col.prop(context.scene, "compify_lights_collection")
col.separator_spacer()
col.operator("material.compify_material_new")
col.operator("material.compify_temp")
col.operator("material.compify_bake")
@ -93,24 +102,91 @@ class CompifyCameraPanel(bpy.types.Panel):
#========================================================
# Ensures that the Compify Footage material exists for this scene.
#
# It will create it if it doesn't exist, and returns the material.
def ensure_compify_material(context):
name = compify_mat_name(context)
if name in bpy.data.materials:
return bpy.data.materials[name]
else:
return create_compify_material(
name,
context.scene.compify_footage_camera,
context.scene.compify_footage,
)
# Builds a material with the Compify footage configuration.
def make_compify_material(name, context):
# Creates a Compify Footage material.
def create_compify_material(name, camera, footage):
# Create a new completely empty node-based material.
mat = bpy.data.materials.new(name)
mat.use_nodes = True
mat.blend_method = 'HASHED'
mat.shadow_method = 'HASHED'
for node in mat.node_tree.nodes:
mat.node_tree.nodes.remove(node)
# Create the nodes we need.
# Create the nodes.
output = mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
footage = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
lighting_bake = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
diffuse = mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
delight_group = mat.node_tree.nodes.new(type='ShaderNodeGroup')
delight_group.node_tree = ensure_footage_group()
camera_project = mat.node_tree.nodes.new(type='ShaderNodeGroup')
input_footage = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
feathered_square = mat.node_tree.nodes.new(type='ShaderNodeGroup')
baked_lighting = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
compify_footage = mat.node_tree.nodes.new(type='ShaderNodeGroup')
# Label and name the nodes.
camera_project.label = "Camera Project"
input_footage.label = "Input Footage"
feathered_square.label = "Feathered Square"
baked_lighting.label = BAKE_IMAGE_NODE_NAME
compify_footage.label = MAIN_NODE_NAME
camera_project.name = "Camera Project"
input_footage.name = "Input Footage"
feathered_square.name = "Feathered Square"
baked_lighting.name = BAKE_IMAGE_NODE_NAME
compify_footage.name = MAIN_NODE_NAME
# Position the nodes.
hs = 400.0
x = 0.0
camera_project.location = (x, 0.0)
x += hs
input_footage.location = (x, 400.0)
feathered_square.location = (x, 0.0)
baked_lighting.location = (x, -200.0)
x += hs
compify_footage.location = (x, 0.0)
x += hs
output.location = (x, 0.0)
# Configure the nodes.
camera_project.node_tree = ensure_camera_project_group(camera)
camera_project.inputs['Aspect Ratio'].default_value = footage.size[0] / footage.size[1]
input_footage.image = footage
input_footage.interpolation = 'Closest'
input_footage.projection = 'FLAT'
input_footage.extension = 'EXTEND'
input_footage.image_user.frame_duration = footage.frame_duration
input_footage.image_user.use_auto_refresh = True
feathered_square.node_tree = ensure_feathered_square_group()
feathered_square.inputs['Feather'].default_value = 0.05
feathered_square.inputs['Dilate'].default_value = 0.0
baked_lighting.image = None # TODO
compify_footage.node_tree = ensure_footage_group()
# Hook up the nodes.
mat.node_tree.links.new(camera_project.outputs['Vector'], input_footage.inputs['Vector'])
mat.node_tree.links.new(camera_project.outputs['Vector'], feathered_square.inputs['Vector'])
mat.node_tree.links.new(input_footage.outputs['Color'], compify_footage.inputs['Footage'])
mat.node_tree.links.new(feathered_square.outputs['Value'], compify_footage.inputs['Footage-Background Mask'])
mat.node_tree.links.new(baked_lighting.outputs['Color'], compify_footage.inputs['Baked Lighting'])
mat.node_tree.links.new(compify_footage.outputs['Shader'], output.inputs['Surface'])
class CompifyMaterialNew(bpy.types.Operator):
@ -124,9 +200,10 @@ class CompifyMaterialNew(bpy.types.Operator):
return True
def execute(self, context):
make_compify_material(MATERIAL_NAME_PREFIX, context)
ensure_compify_material(context)
return {'FINISHED'}
class CompifyBake(bpy.types.Operator):
"""Does the Compify lighting baking for proxy geometry."""
bl_idname = "material.compify_bake"
@ -162,7 +239,7 @@ class CompifyBake(bpy.types.Operator):
proxy_lights = []
if context.scene.compify_lights_collection != None:
proxy_lights = context.scene.compify_lights_collection.objects
material = bpy.data.materials[MATERIAL_NAME]
material = bpy.data.materials[compify_mat_name(context)]
self.main_node = material.node_tree.nodes[MAIN_NODE_NAME]
delight_image_node = material.node_tree.nodes[BAKE_IMAGE_NODE_NAME]
@ -252,21 +329,6 @@ class CompifyBake(bpy.types.Operator):
return {'PASS_THROUGH'}
class CompifyTemp(bpy.types.Operator):
"""Temp for testing.."""
bl_idname = "material.compify_temp"
bl_label = "Compify Temp"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
ensure_footage_group()
return {'FINISHED'}
class CompifyCameraProjectGroupNew(bpy.types.Operator):
"""Creates a new camera projection node group from the current selected camera"""
bl_idname = "material.compify_camera_project_new"
@ -291,7 +353,6 @@ def register():
bpy.utils.register_class(CompifyMaterialNew)
bpy.utils.register_class(CompifyBake)
bpy.utils.register_class(CompifyCameraProjectGroupNew)
bpy.utils.register_class(CompifyTemp)
# Custom properties.
bpy.types.Scene.compify_footage_camera = bpy.props.PointerProperty(
@ -317,7 +378,6 @@ def unregister():
bpy.utils.unregister_class(CompifyMaterialNew)
bpy.utils.unregister_class(CompifyBake)
bpy.utils.unregister_class(CompifyCameraProjectGroupNew)
bpy.utils.unregister_class(CompifyTemp)
if __name__ == "__main__":