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Implement Compify Footage material building function.
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126
__init__.py
126
__init__.py
@ -36,9 +36,12 @@ from .node_groups import \
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ensure_camera_project_group, \
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ensure_feathered_square_group
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MATERIAL_NAME = "Compify Footage"
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MAIN_NODE_NAME = "Compify Footage"
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BAKE_IMAGE_NODE_NAME = "Delight Image"
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BAKE_IMAGE_NODE_NAME = "Baked Lighting"
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# Gets the Compify Material name for the active scene.
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def compify_mat_name(context):
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return "Compify Footage | " + context.scene.name
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#========================================================
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@ -61,14 +64,20 @@ class CompifyPanel(bpy.types.Panel):
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layout = self.layout
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col = layout.column()
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col.template_ID(context.scene, "compify_footage", open="image.open")
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if context.scene.compify_footage != None:
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col.prop(context.scene.compify_footage.colorspace_settings, "name")
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col.separator_spacer()
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col.prop(context.scene, "compify_footage_camera")
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col.prop(context.scene, "compify_footage")
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col.prop(context.scene, "compify_proxy_collection")
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col.prop(context.scene, "compify_lights_collection")
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col.separator_spacer()
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col.operator("material.compify_material_new")
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col.operator("material.compify_temp")
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col.operator("material.compify_bake")
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@ -93,24 +102,91 @@ class CompifyCameraPanel(bpy.types.Panel):
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#========================================================
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# Ensures that the Compify Footage material exists for this scene.
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#
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# It will create it if it doesn't exist, and returns the material.
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def ensure_compify_material(context):
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name = compify_mat_name(context)
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if name in bpy.data.materials:
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return bpy.data.materials[name]
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else:
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return create_compify_material(
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name,
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context.scene.compify_footage_camera,
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context.scene.compify_footage,
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)
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# Builds a material with the Compify footage configuration.
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def make_compify_material(name, context):
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# Creates a Compify Footage material.
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def create_compify_material(name, camera, footage):
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# Create a new completely empty node-based material.
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mat = bpy.data.materials.new(name)
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mat.use_nodes = True
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mat.blend_method = 'HASHED'
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mat.shadow_method = 'HASHED'
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for node in mat.node_tree.nodes:
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mat.node_tree.nodes.remove(node)
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# Create the nodes we need.
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# Create the nodes.
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output = mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
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footage = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
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lighting_bake = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
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diffuse = mat.node_tree.nodes.new(type='ShaderNodeBsdfDiffuse')
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delight_group = mat.node_tree.nodes.new(type='ShaderNodeGroup')
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delight_group.node_tree = ensure_footage_group()
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camera_project = mat.node_tree.nodes.new(type='ShaderNodeGroup')
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input_footage = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
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feathered_square = mat.node_tree.nodes.new(type='ShaderNodeGroup')
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baked_lighting = mat.node_tree.nodes.new(type='ShaderNodeTexImage')
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compify_footage = mat.node_tree.nodes.new(type='ShaderNodeGroup')
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# Label and name the nodes.
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camera_project.label = "Camera Project"
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input_footage.label = "Input Footage"
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feathered_square.label = "Feathered Square"
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baked_lighting.label = BAKE_IMAGE_NODE_NAME
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compify_footage.label = MAIN_NODE_NAME
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camera_project.name = "Camera Project"
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input_footage.name = "Input Footage"
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feathered_square.name = "Feathered Square"
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baked_lighting.name = BAKE_IMAGE_NODE_NAME
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compify_footage.name = MAIN_NODE_NAME
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# Position the nodes.
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hs = 400.0
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x = 0.0
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camera_project.location = (x, 0.0)
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x += hs
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input_footage.location = (x, 400.0)
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feathered_square.location = (x, 0.0)
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baked_lighting.location = (x, -200.0)
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x += hs
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compify_footage.location = (x, 0.0)
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x += hs
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output.location = (x, 0.0)
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# Configure the nodes.
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camera_project.node_tree = ensure_camera_project_group(camera)
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camera_project.inputs['Aspect Ratio'].default_value = footage.size[0] / footage.size[1]
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input_footage.image = footage
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input_footage.interpolation = 'Closest'
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input_footage.projection = 'FLAT'
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input_footage.extension = 'EXTEND'
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input_footage.image_user.frame_duration = footage.frame_duration
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input_footage.image_user.use_auto_refresh = True
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feathered_square.node_tree = ensure_feathered_square_group()
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feathered_square.inputs['Feather'].default_value = 0.05
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feathered_square.inputs['Dilate'].default_value = 0.0
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baked_lighting.image = None # TODO
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compify_footage.node_tree = ensure_footage_group()
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# Hook up the nodes.
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mat.node_tree.links.new(camera_project.outputs['Vector'], input_footage.inputs['Vector'])
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mat.node_tree.links.new(camera_project.outputs['Vector'], feathered_square.inputs['Vector'])
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mat.node_tree.links.new(input_footage.outputs['Color'], compify_footage.inputs['Footage'])
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mat.node_tree.links.new(feathered_square.outputs['Value'], compify_footage.inputs['Footage-Background Mask'])
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mat.node_tree.links.new(baked_lighting.outputs['Color'], compify_footage.inputs['Baked Lighting'])
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mat.node_tree.links.new(compify_footage.outputs['Shader'], output.inputs['Surface'])
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class CompifyMaterialNew(bpy.types.Operator):
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@ -124,9 +200,10 @@ class CompifyMaterialNew(bpy.types.Operator):
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return True
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def execute(self, context):
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make_compify_material(MATERIAL_NAME_PREFIX, context)
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ensure_compify_material(context)
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return {'FINISHED'}
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class CompifyBake(bpy.types.Operator):
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"""Does the Compify lighting baking for proxy geometry."""
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bl_idname = "material.compify_bake"
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@ -162,7 +239,7 @@ class CompifyBake(bpy.types.Operator):
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proxy_lights = []
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if context.scene.compify_lights_collection != None:
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proxy_lights = context.scene.compify_lights_collection.objects
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material = bpy.data.materials[MATERIAL_NAME]
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material = bpy.data.materials[compify_mat_name(context)]
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self.main_node = material.node_tree.nodes[MAIN_NODE_NAME]
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delight_image_node = material.node_tree.nodes[BAKE_IMAGE_NODE_NAME]
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@ -252,21 +329,6 @@ class CompifyBake(bpy.types.Operator):
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return {'PASS_THROUGH'}
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class CompifyTemp(bpy.types.Operator):
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"""Temp for testing.."""
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bl_idname = "material.compify_temp"
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bl_label = "Compify Temp"
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bl_options = {'UNDO'}
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@classmethod
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def poll(cls, context):
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return True
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def execute(self, context):
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ensure_footage_group()
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return {'FINISHED'}
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class CompifyCameraProjectGroupNew(bpy.types.Operator):
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"""Creates a new camera projection node group from the current selected camera"""
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bl_idname = "material.compify_camera_project_new"
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@ -291,7 +353,6 @@ def register():
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bpy.utils.register_class(CompifyMaterialNew)
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bpy.utils.register_class(CompifyBake)
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bpy.utils.register_class(CompifyCameraProjectGroupNew)
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bpy.utils.register_class(CompifyTemp)
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# Custom properties.
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bpy.types.Scene.compify_footage_camera = bpy.props.PointerProperty(
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@ -317,7 +378,6 @@ def unregister():
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bpy.utils.unregister_class(CompifyMaterialNew)
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bpy.utils.unregister_class(CompifyBake)
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bpy.utils.unregister_class(CompifyCameraProjectGroupNew)
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bpy.utils.unregister_class(CompifyTemp)
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if __name__ == "__main__":
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