compify/__init__.py
Nathan Vegdahl a51a00fbf5 Implemented footage lighting baking.
I'm not totally happy with this implementation, because it's pretty
hacky.  But I think it's about the best we can do with the current
limitations of Blender's modal operator APIs.
2022-04-04 11:14:48 -07:00

325 lines
11 KiB
Python

#====================== 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": "Compify",
"version": (0, 1, 0),
"author": "Nathan Vegdahl, Ian Hubert",
"blender": (3, 0, 0),
"description": "Do compositing in 3D space.",
"location": "Scene properties",
# "doc_url": "",
"category": "Compositing",
}
import re
import bpy
from .node_groups import \
ensure_footage_group, \
ensure_camera_project_group, \
ensure_feathered_square_group
MATERIAL_NAME = "Compify Footage"
MAIN_NODE_NAME = "Compify Footage"
BAKE_IMAGE_NODE_NAME = "Delight Image"
#========================================================
class CompifyPanel(bpy.types.Panel):
"""Composite in 3D space."""
bl_label = "Compify"
bl_idname = "DATA_PT_compify"
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.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.operator("material.compify_material_new")
col.operator("material.compify_temp")
col.operator("material.compify_bake")
class CompifyCameraPanel(bpy.types.Panel):
"""Configure cameras for 3D compositing."""
bl_label = "Comp Tools"
bl_idname = "DATA_PT_comp_tools_camera"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.active_object.type == 'CAMERA'
def draw(self, context):
wm = context.window_manager
layout = self.layout
col = layout.column()
col.operator("material.compify_camera_project_new")
#========================================================
# Builds a material with the Compify footage configuration.
def make_compify_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_footage_group()
class CompifyMaterialNew(bpy.types.Operator):
"""Creates a new Compify material"""
bl_idname = "material.compify_material_new"
bl_label = "New Compify material"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return True
def execute(self, context):
make_compify_material(MATERIAL_NAME_PREFIX, context)
return {'FINISHED'}
class CompifyBake(bpy.types.Operator):
"""Does the Compify lighting baking for proxy geometry."""
bl_idname = "material.compify_bake"
bl_label = "Bake Footage Lighting"
bl_options = {'UNDO'}
# Operator fields, for keeping track of state during modal operation.
_timer = None
is_started = False
hide_render_list = {}
main_node = None
# Note: we use a modal technique inspired by this to keep the baking
# from blocking the UI:
# https://blender.stackexchange.com/questions/71454/is-it-possible-to-make-a-sequence-of-renders-and-give-the-user-the-option-to-can
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
def execute(self, context):
# Clear operator fields. Not strictly necessary, since they
# should be cleared at the end of the bake. But just in case.
self._timer = None
self.is_started = False
self.hide_render_list = {}
self.main_node = None
# Misc setup and checks.
if context.scene.compify_proxy_collection == None:
return {'CANCELLED'}
proxy_objects = context.scene.compify_proxy_collection.objects
proxy_lights = []
if context.scene.compify_lights_collection != None:
proxy_lights = context.scene.compify_lights_collection.objects
material = bpy.data.materials[MATERIAL_NAME]
self.main_node = material.node_tree.nodes[MAIN_NODE_NAME]
delight_image_node = material.node_tree.nodes[BAKE_IMAGE_NODE_NAME]
if len(proxy_objects) == 0:
return {'CANCELLED'}
# Configure the material for baking mode.
self.main_node.inputs["Do Bake"].default_value = 1.0
self.main_node.inputs["Debug"].default_value = 0.0
delight_image_node.select = True
material.node_tree.nodes.active = delight_image_node
# Select all proxy geometry objects, and nothing else.
for obj in context.scene.objects:
obj.select_set(False)
for obj in proxy_objects:
obj.select_set(True)
context.view_layer.objects.active = proxy_objects[0]
# Build a dictionary of the visibility of non-proxy objects so that
# we can restore it afterwards.
for obj in context.scene.objects:
if obj.name not in proxy_objects and obj.name not in proxy_lights:
self.hide_render_list[obj.name] = obj.hide_render
# Make all non-proxy objects invisible.
for obj_name in self.hide_render_list:
bpy.data.objects[obj_name].hide_render = True
# Set up the timer.
self._timer = context.window_manager.event_timer_add(0.5, window=context.window)
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
def modal(self, context, event):
if event.type == 'TIMER':
if not self.is_started:
self.is_started = True
# Do the bake.
bpy.ops.object.bake(
"INVOKE_DEFAULT",
type='DIFFUSE',
# pass_filter={},
# filepath='',
# width=512,
# height=512,
margin=4,
margin_type='EXTEND',
use_selected_to_active=False,
max_ray_distance=0.0,
cage_extrusion=0.0,
cage_object='',
normal_space='TANGENT',
normal_r='POS_X',
normal_g='POS_Y',
normal_b='POS_Z',
target='IMAGE_TEXTURES',
save_mode='INTERNAL',
use_clear=True,
use_cage=False,
use_split_materials=False,
use_automatic_name=False,
uv_layer='',
)
# elif not self.is_baking:
else:
# Clean up the handlers and timer.
context.window_manager.event_timer_remove(self._timer)
self._timer = None
# Restore visibility of non-proxy objects.
for obj_name in self.hide_render_list:
bpy.data.objects[obj_name].hide_render = self.hide_render_list[obj_name]
self.hide_render_list = {}
# Set material to non-bake mode.
self.main_node.inputs["Do Bake"].default_value = 0.0
self.main_node = None
# Reset other self properties.
self.is_started = False
return {'FINISHED'}
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"
bl_label = "New Camera Project Node Group"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return context.active_object != None and context.active_object.type == 'CAMERA'
def execute(self, context):
ensure_camera_project_group(context.active_object)
return {'FINISHED'}
#========================================================
def register():
bpy.utils.register_class(CompifyPanel)
bpy.utils.register_class(CompifyCameraPanel)
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(
type=bpy.types.Object,
name="Footage Camera",
)
bpy.types.Scene.compify_footage = bpy.props.PointerProperty(
type=bpy.types.Image,
name="Footage Texture",
)
bpy.types.Scene.compify_proxy_collection = bpy.props.PointerProperty(
type=bpy.types.Collection,
name="Footage Proxy Collection",
)
bpy.types.Scene.compify_lights_collection = bpy.props.PointerProperty(
type=bpy.types.Collection,
name="Footage Lights Collection",
)
def unregister():
bpy.utils.unregister_class(CompifyPanel)
bpy.utils.unregister_class(CompifyCameraPanel)
bpy.utils.unregister_class(CompifyMaterialNew)
bpy.utils.unregister_class(CompifyBake)
bpy.utils.unregister_class(CompifyCameraProjectGroupNew)
bpy.utils.unregister_class(CompifyTemp)
if __name__ == "__main__":
register()