First commit with code.

Just the skeleton so far, with a bit of code that makes a
useless node-based material.
This commit is contained in:
Nathan Vegdahl 2022-03-05 20:04:52 -08:00
parent edbed349a7
commit cd1751aca5

151
__init__.py Normal file
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#====================== BEGIN GPL LICENSE BLOCK ======================
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
#======================= END GPL LICENSE BLOCK ========================
bl_info = {
"name": "GI Comp",
"version": (0, 1, 0),
"author": "Nathan Vegdahl, Ian Hubert",
"blender": (3, 0, 0),
"description": "Composite CG elements into your footage with GI lighting",
"location": "Scene properties",
# "doc_url": "",
"category": "Compositing",
}
import re
import math
import bpy
MATERIAL_NAME_PREFIX = "GICompFootage"
#========================================================
class GICompPanel(bpy.types.Panel):
"""Composite with GI lighting."""
bl_label = "GI Comp"
bl_idname = "DATA_PT_gi_comp"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(cls, context):
return True
def draw(self, context):
wm = context.window_manager
layout = self.layout
col = layout.column()
col.operator("material.gi_comp_material_new")
#========================================================
# Builds a material with the GI Comp footage configuration..
def make_gi_comp_material(name, context):
# Create a new completely empty node-based material.
mat = bpy.data.materials.new(name)
mat.use_nodes = True
for node in mat.node_tree.nodes:
mat.node_tree.nodes.remove(node)
# Create the nodes we need.
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_delight_bake_group()
# Ensures that the Delight Bake shader group exists.
#
# It will create it if it doesn't exist, and returns the group.
def ensure_delight_baker_group():
NAME = "Delight Baker"
if NAME in bpy.data.node_groups:
return bpy.data.node_groups[NAME]
else:
group = bpy.data.node_groups.new(NAME, type='ShaderNodeTree')
for node in group.nodes:
group.nodes.remove(node)
# Create the nodes.
input = group.nodes.new(type='NodeGroupInput')
output = group.nodes.new(type='NodeGroupOutput')
lightpath = group.nodes.new(type='ShaderNodeLightPath')
diffuse = group.nodes.new(type='ShaderNodeBsdfDiffuse')
mix = group.nodes.new(type='ShaderNodeMixShader')
# Position the nodes.
input.location = (-400.0, 0.0)
output.location = (200.0, 0.0)
lightpath.location = (-200.0, 400.0)
diffuse.location = (-200.0, -100.0)
mix.location = (0.0, 0.0)
# Configure the nodes.
group.inputs.new(type="NodeSocketShader", name="Shader")
group.outputs.new(type="NodeSocketShader", name="Shader")
diffuse.inputs['Color'].default_value = [1.0, 1.0, 1.0, 1.0]
diffuse.inputs['Roughness'].default_value = 0.0
# Hook up the nodes.
group.links.new(lightpath.outputs['Is Camera Ray'], mix.inputs['Fac'])
group.links.new(input.outputs['Shader'], mix.inputs[1])
group.links.new(diffuse.outputs['BSDF'], mix.inputs[2])
group.links.new(mix.outputs['Shader'], output.inputs['Shader'])
return group
class GICompMaterialNew(bpy.types.Operator):
"""Creates a new GI Comp material"""
bl_idname = "material.gi_comp_material_new"
bl_label = "New GI Comp material"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
make_gi_comp_material(MATERIAL_NAME_PREFIX, context)
return {'FINISHED'}
#========================================================
def register():
bpy.utils.register_class(GICompPanel)
bpy.utils.register_class(GICompMaterialNew)
def unregister():
bpy.utils.unregister_class(GICompPanel)
bpy.utils.unregister_class(GICompMaterialNew)
if __name__ == "__main__":
register()