compify/__init__.py
Nathan Vegdahl d7aa7cc8ca Add UV margin setting.
It's a little hacky, but mostly works.
2022-04-09 13:20:31 -07:00

608 lines
22 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 math
import bpy
from .node_groups import \
ensure_footage_group, \
ensure_camera_project_group, \
ensure_feathered_square_group
from .uv_utils import leftmost_u
MAIN_NODE_NAME = "Compify Footage"
BAKE_IMAGE_NODE_NAME = "Baked Lighting"
UV_LAYER_NAME = 'Compify Baked Lighting'
# Gets the Compify Material name for the active scene.
def compify_mat_name(context):
return "Compify Footage | " + context.scene.name
# Gets the Compify baked lighting image name for the active scene.
def compify_baked_texture_name(context):
return "Compify Bake | " + context.scene.name
#========================================================
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.label(text=" Footage:")
box = col.box()
box.template_ID(context.scene.compify_config, "footage", open="image.open")
box.use_property_split = True
if context.scene.compify_config.footage != None:
box.prop(context.scene.compify_config.footage.colorspace_settings, "name", text=" Color Space")
box.prop(context.scene.compify_config, "camera", text=" Camera")
layout.separator(factor=0.5)
#--------
col = layout.column()
col.label(text=" Collections:")
box = col.box()
box.use_property_split = True
row1 = box.row()
row1.prop(context.scene.compify_config, "geo_collection", text=" Footage Geo")
row1.operator("scene.compify_add_footage_geo_collection", text="", icon='ADD')
row2 = box.row()
row2.prop(context.scene.compify_config, "lights_collection", text=" Footage Lights")
row2.operator("scene.compify_add_footage_lights_collection", text="", icon='ADD')
layout.separator(factor=1.0)
layout.use_property_split = True
layout.prop(context.scene.compify_config, "bake_uv_margin")
layout.prop(context.scene.compify_config, "bake_image_res")
layout.separator(factor=1.0)
#--------
layout.operator("material.compify_prep_scene")
layout.operator("material.compify_bake")
class CompifyCameraPanel(bpy.types.Panel):
"""Configure cameras for 3D compositing."""
bl_label = "Compify"
bl_idname = "DATA_PT_compify_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")
#========================================================
# Fetches the current scene's compify material if it exists.
#
# Returns the material if it exists and None if it doesn't.
def get_compify_material(context):
name = compify_mat_name(context)
if name in bpy.data.materials:
return bpy.data.materials[name]
else:
return None
# 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):
mat = get_compify_material(context)
if mat != None:
return mat
else:
return create_compify_material(
compify_mat_name(context),
context.scene.compify_config.camera,
context.scene.compify_config.footage,
)
# 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.
output = mat.node_tree.nodes.new(type='ShaderNodeOutputMaterial')
camera_project = mat.node_tree.nodes.new(type='ShaderNodeGroup')
baking_uv_map = mat.node_tree.nodes.new(type='ShaderNodeUVMap')
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"
baking_uv_map.label = "Baking UV Map"
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"
baking_uv_map.label = "Baking UV Map"
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)
baking_uv_map.location = (x, -200.0)
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]
baking_uv_map.uv_map = UV_LAYER_NAME
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
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(baking_uv_map.outputs['UV'], baked_lighting.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'])
return mat
def change_footage_material_clip(config, context):
if config.footage == None:
return
mat = get_compify_material(context)
if mat != None:
footage_node = mat.node_tree.nodes["Input Footage"]
footage_node.image = config.footage
footage_node.image_user.frame_duration = config.footage.frame_duration
def change_footage_camera(config, context):
if config.camera == None or config.camera.type != 'CAMERA':
return
mat = get_compify_material(context)
if mat != None:
group = ensure_camera_project_group(config.camera)
mat.node_tree.nodes["Camera Project"].node_tree = group
class CompifyPrepScene(bpy.types.Operator):
"""Prepares the scene for compification."""
bl_idname = "material.compify_prep_scene"
bl_label = "Prep Scene"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT' \
and context.scene.compify_config.footage != None \
and context.scene.compify_config.camera != None \
and context.scene.compify_config.geo_collection != None \
and len(context.scene.compify_config.geo_collection.all_objects) > 0
def execute(self, context):
proxy_collection = context.scene.compify_config.geo_collection
lights_collection = context.scene.compify_config.lights_collection
material = ensure_compify_material(context)
# Deselect all objects.
for obj in context.scene.objects:
obj.select_set(False)
# Set up proxy objects.
for obj in proxy_collection.all_objects:
if obj.type == 'MESH':
# Select it.
obj.select_set(True)
context.view_layer.objects.active = obj
# Ensure it has a compify UV layer and that
# it's selected.
if UV_LAYER_NAME not in obj.data.uv_layers:
obj.data.uv_layers.new(name=UV_LAYER_NAME)
obj.data.uv_layers.active = obj.data.uv_layers[UV_LAYER_NAME]
# Set it up with the footage material.
obj.data.materials.clear()
obj.data.materials.append(material)
# UV unwrap the proxy objects.
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.smart_project(
angle_limit=(math.pi/180)*60, # 60 degrees
island_margin=0.001,
area_weight=0.0,
correct_aspect=False,
scale_to_bounds=False,
)
bpy.ops.object.mode_set(mode='OBJECT')
# We have to do the UV island margins twice, because Blender's
# `island_margin` is stupid beyond belief and corresponds to
# nothing absolute that we can depend on. So what we're doing
# here is saying, "Hey, what was the actual margin achieved
# with `island_margin=0.001`? Okay, now let's redo it based on
# that result." It's still not 100% precise even with this,
# but with a bit of buffer it's close enough.
actual_margin = leftmost_u(context.selected_objects, UV_LAYER_NAME)
actual_margin_pixels = actual_margin * context.scene.compify_config.bake_image_res
target_margin_with_buffer = context.scene.compify_config.bake_uv_margin * (5.0 / 4.0)
correction_factor = target_margin_with_buffer / actual_margin_pixels
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.uv.select_all(action='SELECT')
bpy.ops.uv.pack_islands(rotate=False, margin = 0.001 * correction_factor)
bpy.ops.object.mode_set(mode='OBJECT')
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' \
and context.scene.compify_config.footage != None \
and context.scene.compify_config.camera != None \
and context.scene.compify_config.geo_collection != None \
and len(context.scene.compify_config.geo_collection.all_objects) > 0 \
and compify_mat_name(context) in bpy.data.materials
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_config.geo_collection == None:
return {'CANCELLED'}
proxy_objects = context.scene.compify_config.geo_collection.objects
proxy_lights = []
if context.scene.compify_config.lights_collection != None:
proxy_lights = context.scene.compify_config.lights_collection.objects
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]
if len(proxy_objects) == 0:
return {'CANCELLED'}
# Ensure we have an image of the right resolution to bake to.
bake_image_name = compify_baked_texture_name(context)
bake_res = context.scene.compify_config.bake_image_res
if bake_image_name in bpy.data.images \
and bpy.data.images[bake_image_name].resolution[0] != bake_res:
bpy.data.images.remove(bpy.data.images[bake_image_name])
bake_image = None
if bake_image_name in bpy.data.images:
bake_image = bpy.data.images[bake_image_name]
else:
bake_image = bpy.data.images.new(
bake_image_name,
bake_res, bake_res,
alpha=False,
float_buffer=True,
stereo3d=False,
is_data=False,
tiled=False,
)
delight_image_node.image = bake_image
# 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=context.scene.compify_config.bake_uv_margin,
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 CompifyAddFootageGeoCollection(bpy.types.Operator):
"""Creates and assigns a new empty collection for footage geometry."""
bl_idname = "scene.compify_add_footage_geo_collection"
bl_label = "Add Footage Geo Collection"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return context.scene.compify_config.geo_collection == None
def execute(self, context):
collection = bpy.data.collections.new("Footage Geo")
context.scene.collection.children.link(collection)
context.scene.compify_config.geo_collection = collection
return {'FINISHED'}
class CompifyAddFootageLightsCollection(bpy.types.Operator):
"""Creates and assigns a new empty collection for footage lights."""
bl_idname = "scene.compify_add_footage_lights_collection"
bl_label = "Add Footage Lights Collection"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return context.scene.compify_config.lights_collection == None
def execute(self, context):
collection = bpy.data.collections.new("Footage Lights")
context.scene.collection.children.link(collection)
context.scene.compify_config.lights_collection = collection
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'}
#========================================================
class CompifyFootageConfig(bpy.types.PropertyGroup):
footage: bpy.props.PointerProperty(
type=bpy.types.Image,
name="Footage Texture",
update=change_footage_material_clip,
)
camera: bpy.props.PointerProperty(
type=bpy.types.Object,
name="Footage Camera",
poll=lambda scene, obj : obj.type == 'CAMERA',
update=change_footage_camera,
)
geo_collection: bpy.props.PointerProperty(
type=bpy.types.Collection,
name="Footage Geo Collection",
)
lights_collection: bpy.props.PointerProperty(
type=bpy.types.Collection,
name="Footage Lights Collection",
)
bake_uv_margin: bpy.props.IntProperty(
name="Bake UV Margin",
subtype='PIXEL',
options=set(), # Not animatable.
default=4,
min=0,
max=2**16,
soft_max=32,
)
bake_image_res: bpy.props.IntProperty(
name="Bake Resolution",
subtype='PIXEL',
options=set(), # Not animatable.
default=1024,
min=64,
max=2**16,
soft_max=8192,
)
#========================================================
def register():
bpy.utils.register_class(CompifyPanel)
bpy.utils.register_class(CompifyCameraPanel)
bpy.utils.register_class(CompifyAddFootageGeoCollection)
bpy.utils.register_class(CompifyAddFootageLightsCollection)
bpy.utils.register_class(CompifyPrepScene)
bpy.utils.register_class(CompifyBake)
bpy.utils.register_class(CompifyCameraProjectGroupNew)
bpy.utils.register_class(CompifyFootageConfig)
# Custom properties.
bpy.types.Scene.compify_config = bpy.props.PointerProperty(type=CompifyFootageConfig)
def unregister():
bpy.utils.unregister_class(CompifyPanel)
bpy.utils.unregister_class(CompifyCameraPanel)
bpy.utils.unregister_class(CompifyAddFootageGeoCollection)
bpy.utils.unregister_class(CompifyAddFootageLightsCollection)
bpy.utils.unregister_class(CompifyPrepScene)
bpy.utils.unregister_class(CompifyBake)
bpy.utils.unregister_class(CompifyCameraProjectGroupNew)
bpy.utils.unregister_class(CompifyFootageConfig)
# Custom properties.
del bpy.types.Scene.compify_config
if __name__ == "__main__":
register()