├── .gitattributes
├── .github
└── workflows
│ ├── release.yml
│ └── test.yml
├── .gitignore
├── Assets
├── custom_properties_example.png
├── icon.png
├── lightshaft_test_ref.png
├── panel.png
├── raw-mode.png
└── shaderspanel.png
├── FUNDING.yml
├── LICENSE
├── MeddleTools.code-workspace
├── MeddleTools
├── __init__.py
├── blend_import.py
├── blender_manifest.toml
├── gltf_import.py
├── node_groups.py
├── panel.py
├── shader_fix.py
├── shaders.blend
└── shaders.blend1
└── README.md
/.gitattributes:
--------------------------------------------------------------------------------
1 | # Auto detect text files and perform LF normalization
2 | * text=auto
3 |
--------------------------------------------------------------------------------
/.github/workflows/release.yml:
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1 | name: Release
2 |
3 | # Add a concurrency group incase a tag is created, deleted, and then recreated while a release is in progress.
4 | concurrency:
5 | group: ${{ github.workflow }}-${{ github.ref }}
6 | cancel-in-progress: true
7 |
8 | # Only run this workflow when a tag is pushed when the tag starts with "v".
9 | on:
10 | push:
11 | tags:
12 | - "*"
13 |
14 | # So we can use the GitHub API to create releases with the run token.
15 | permissions:
16 | contents: write
17 |
18 | jobs:
19 | Release:
20 | runs-on: ubuntu-latest
21 | defaults:
22 | run:
23 | shell: bash
24 |
25 | steps:
26 | - name: Checkout Repository
27 | uses: actions/checkout@v4
28 |
29 | - name: Update blender_manifest.toml
30 | working-directory: MeddleTools/
31 | run: |
32 | sed -i "s/^version = .*/version = \"${{ github.ref_name }}\"/" blender_manifest.toml
33 |
34 | - name: Zip Blender Plugin
35 | run: |
36 | ls
37 | zip -r MeddleTools-${{ github.ref_name }}.zip MeddleTools/
38 |
39 | - name: Create GitHub Release
40 | uses: softprops/action-gh-release@v1
41 | with:
42 | files: |
43 | MeddleTools-${{ github.ref_name }}.zip
44 | prerelease: false
45 | append_body: true # Append the release notes to the release body
46 | generate_release_notes: true # Automatically makes a release body from PRs since the last release.
47 | fail_on_unmatched_files: true # If the files arent found, fail the workflow and abort the release.
48 |
49 | - name: Upload Artifacts
50 | uses: actions/upload-artifact@v4
51 | with:
52 | name: Release Artifacts
53 | path: |
54 | MeddleTools-${{ github.ref_name }}.zip
55 |
56 | - name: Push Changes to Main
57 | working-directory: MeddleTools/
58 | run: |
59 | git add blender_manifest.toml
60 |
61 | git config --local user.name "github-actions [bot]"
62 | git config --local user.email "github-actions@users.noreply.github.com"
63 | git commit -m "Update blender_manifest.toml for ${{ github.ref_name }}"
64 |
65 | git push origin HEAD:main
66 |
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/.github/workflows/test.yml:
--------------------------------------------------------------------------------
1 | name: Release
2 |
3 | # Add a concurrency group incase a tag is created, deleted, and then recreated while a release is in progress.
4 | concurrency:
5 | group: ${{ github.workflow }}-${{ github.ref }}
6 | cancel-in-progress: true
7 |
8 | # on every commit to the main branch
9 | on:
10 | push:
11 | branches:
12 | - main
13 |
14 | # So we can use the GitHub API to create releases with the run token.
15 | permissions:
16 | contents: write
17 |
18 | jobs:
19 | Test:
20 | runs-on: ubuntu-latest
21 | defaults:
22 | run:
23 | shell: bash
24 |
25 | steps:
26 | - name: Checkout Repository
27 | uses: actions/checkout@v4
28 |
29 | - name: Update blender_manifest.toml
30 | working-directory: MeddleTools/
31 | run: |
32 | sed -i "s/^version = .*/version = \"${{ github.ref_name }}\"/" blender_manifest.toml
33 |
34 | - name: Zip Blender Plugin
35 | run: |
36 | ls
37 | zip -r MeddleTools-${{ github.ref_name }}.zip MeddleTools/
38 |
39 | - name: Upload Artifacts
40 | uses: actions/upload-artifact@v4
41 | with:
42 | name: Release Artifacts
43 | path: |
44 | MeddleTools-${{ github.ref_name }}.zip
45 |
--------------------------------------------------------------------------------
/.gitignore:
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1 | # Byte-compiled / optimized / DLL files
2 | __pycache__/
3 | *.py[cod]
4 | *$py.class
5 |
6 | # C extensions
7 | *.so
8 |
9 | # Distribution / packaging
10 | .Python
11 | build/
12 | develop-eggs/
13 | dist/
14 | downloads/
15 | eggs/
16 | .eggs/
17 | lib/
18 | lib64/
19 | parts/
20 | sdist/
21 | var/
22 | wheels/
23 | share/python-wheels/
24 | *.egg-info/
25 | .installed.cfg
26 | *.egg
27 | MANIFEST
28 |
29 | # PyInstaller
30 | # Usually these files are written by a python script from a template
31 | # before PyInstaller builds the exe, so as to inject date/other infos into it.
32 | *.manifest
33 | *.spec
34 |
35 | # Installer logs
36 | pip-log.txt
37 | pip-delete-this-directory.txt
38 |
39 | # Unit test / coverage reports
40 | htmlcov/
41 | .tox/
42 | .nox/
43 | .coverage
44 | .coverage.*
45 | .cache
46 | nosetests.xml
47 | coverage.xml
48 | *.cover
49 | *.py,cover
50 | .hypothesis/
51 | .pytest_cache/
52 | cover/
53 |
54 | # Translations
55 | *.mo
56 | *.pot
57 |
58 | # Django stuff:
59 | *.log
60 | local_settings.py
61 | db.sqlite3
62 | db.sqlite3-journal
63 |
64 | # Flask stuff:
65 | instance/
66 | .webassets-cache
67 |
68 | # Scrapy stuff:
69 | .scrapy
70 |
71 | # Sphinx documentation
72 | docs/_build/
73 |
74 | # PyBuilder
75 | .pybuilder/
76 | target/
77 |
78 | # Jupyter Notebook
79 | .ipynb_checkpoints
80 |
81 | # IPython
82 | profile_default/
83 | ipython_config.py
84 |
85 | # pyenv
86 | # For a library or package, you might want to ignore these files since the code is
87 | # intended to run in multiple environments; otherwise, check them in:
88 | # .python-version
89 |
90 | # pipenv
91 | # According to pypa/pipenv#598, it is recommended to include Pipfile.lock in version control.
92 | # However, in case of collaboration, if having platform-specific dependencies or dependencies
93 | # having no cross-platform support, pipenv may install dependencies that don't work, or not
94 | # install all needed dependencies.
95 | #Pipfile.lock
96 |
97 | # poetry
98 | # Similar to Pipfile.lock, it is generally recommended to include poetry.lock in version control.
99 | # This is especially recommended for binary packages to ensure reproducibility, and is more
100 | # commonly ignored for libraries.
101 | # https://python-poetry.org/docs/basic-usage/#commit-your-poetrylock-file-to-version-control
102 | #poetry.lock
103 |
104 | # pdm
105 | # Similar to Pipfile.lock, it is generally recommended to include pdm.lock in version control.
106 | #pdm.lock
107 | # pdm stores project-wide configurations in .pdm.toml, but it is recommended to not include it
108 | # in version control.
109 | # https://pdm.fming.dev/#use-with-ide
110 | .pdm.toml
111 |
112 | # PEP 582; used by e.g. github.com/David-OConnor/pyflow and github.com/pdm-project/pdm
113 | __pypackages__/
114 |
115 | # Celery stuff
116 | celerybeat-schedule
117 | celerybeat.pid
118 |
119 | # SageMath parsed files
120 | *.sage.py
121 |
122 | # Environments
123 | .env
124 | .venv
125 | env/
126 | venv/
127 | ENV/
128 | env.bak/
129 | venv.bak/
130 |
131 | # Spyder project settings
132 | .spyderproject
133 | .spyproject
134 |
135 | # Rope project settings
136 | .ropeproject
137 |
138 | # mkdocs documentation
139 | /site
140 |
141 | # mypy
142 | .mypy_cache/
143 | .dmypy.json
144 | dmypy.json
145 |
146 | # Pyre type checker
147 | .pyre/
148 |
149 | # pytype static type analyzer
150 | .pytype/
151 |
152 | # Cython debug symbols
153 | cython_debug/
154 |
155 | # PyCharm
156 | # JetBrains specific template is maintained in a separate JetBrains.gitignore that can
157 | # be found at https://github.com/github/gitignore/blob/main/Global/JetBrains.gitignore
158 | # and can be added to the global gitignore or merged into this file. For a more nuclear
159 | # option (not recommended) you can uncomment the following to ignore the entire idea folder.
160 | #.idea/
161 |
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/FUNDING.yml:
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1 | github: [PassiveModding]
2 | ko_fi: ramen_au
3 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
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620 |
621 | How to Apply These Terms to Your New Programs
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623 | If you develop a new program, and you want it to be of the greatest
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631 |
632 |
633 | Copyright (C)
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635 | This program is free software: you can redistribute it and/or modify
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660 | For more information on this, and how to apply and follow the GNU AGPL, see
661 | .
662 |
--------------------------------------------------------------------------------
/MeddleTools.code-workspace:
--------------------------------------------------------------------------------
1 | {
2 | "folders": [
3 | {
4 | "path": "."
5 | }
6 | ]
7 | }
--------------------------------------------------------------------------------
/MeddleTools/__init__.py:
--------------------------------------------------------------------------------
1 | from . import panel
2 |
3 | def register():
4 | panel.register()
5 |
6 | def unregister():
7 | panel.unregister()
8 |
9 | if __name__ == "__main__":
10 | register()
--------------------------------------------------------------------------------
/MeddleTools/blend_import.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from os import path
3 | from . import node_groups
4 |
5 |
6 |
7 | def import_shaders():
8 | blendfile = path.join(path.dirname(path.abspath(__file__)), "shaders.blend")
9 |
10 | with bpy.data.libraries.load(blendfile, link=False) as (data_from, data_to):
11 | for node_group in data_from.node_groups:
12 | if node_group in bpy.data.node_groups:
13 | print(f"Node group {node_group} already exists")
14 | continue
15 | bpy.ops.wm.append(filename=node_group, directory=blendfile + "/NodeTree/", do_reuse_local_id=True)
16 |
17 | class ImportShaders(bpy.types.Operator):
18 |
19 | bl_idname = "meddle.import_shaders"
20 | bl_label = "Import Shaders"
21 |
22 | def execute(self, context):
23 | import_shaders()
24 |
25 | return {'FINISHED'}
26 |
27 | def replace_shaders():
28 | blendfile = path.join(path.dirname(path.abspath(__file__)), "shaders.blend")
29 |
30 | with bpy.data.libraries.load(blendfile, link=False) as (data_from, data_to):
31 | for node_group in data_from.node_groups:
32 | if node_group in bpy.data.node_groups:
33 | print(f"Node group {node_group} already exists, replacing")
34 | bpy.data.node_groups.remove(bpy.data.node_groups[node_group])
35 | bpy.ops.wm.append(filename=node_group, directory=blendfile + "/NodeTree/", do_reuse_local_id=True)
36 |
37 | class ReplaceShaders(bpy.types.Operator):
38 |
39 | bl_idname = "meddle.replace_shaders"
40 | bl_label = "Replace Shaders"
41 |
42 | def execute(self, context):
43 | replace_shaders()
44 |
45 | return {'FINISHED'}
46 |
47 |
48 | class ShaderHelper(bpy.types.Operator):
49 |
50 | bl_idname = "meddle.shader_helper"
51 | bl_label = "map selected"
52 |
53 | def execute(self, context):
54 |
55 | if context is None:
56 | return {'CANCELLED'}
57 |
58 | if context.active_object is None or context.active_object.active_material is None or context.active_object.active_material.node_tree is None:
59 | return {'CANCELLED'}
60 |
61 |
62 | # if group is selected, get selected noded within group
63 | node_group: bpy.types.ShaderNodeGroup | None = None
64 | for n in context.active_object.active_material.node_tree.nodes:
65 | if n.select:
66 | if n.type == "GROUP" and isinstance(n, bpy.types.ShaderNodeGroup):
67 | node_group = n
68 |
69 | if node_group is None:
70 | print("No group selected")
71 | return {'CANCELLED'}
72 |
73 | selected_bsdf: bpy.types.ShaderNodeBsdfPrincipled | None = None
74 | for n in node_group.node_tree.nodes:
75 | if n.select:
76 | if n.type == "BSDF_PRINCIPLED":
77 | selected_bsdf = n
78 |
79 | if selected_bsdf is None:
80 | print("No bsdf selected")
81 | return {'CANCELLED'}
82 |
83 | group_output = None
84 | for n in node_group.node_tree.nodes:
85 | if n.type == "GROUP_OUTPUT":
86 | group_output = n
87 |
88 | # get selected bsdf inputs
89 | inputs = selected_bsdf.inputs
90 |
91 | for i in inputs:
92 | if not isinstance(i, bpy.types.NodeSocket):
93 | continue
94 | if i.hide or not i.enabled:
95 | print(f"Input {i.name} is hidden or disabled")
96 | continue
97 |
98 | print(f"Mapping {i.name}")
99 |
100 | if i.name in node_group.inputs:
101 | print(f"Input {i.name} already exists")
102 | continue
103 |
104 | mappedType = self.mapType(i.type)
105 | output = node_group.node_tree.interface.new_socket(name=i.name, socket_type=mappedType, in_out='OUTPUT')
106 | # set default value of output to value of i
107 | mapped_value = i.default_value
108 | node_group.outputs[i.name].default_value = mapped_value
109 | group_output.inputs[i.name].default_value = mapped_value
110 | output.default_value = mapped_value
111 | if i.is_linked:
112 | node_group.node_tree.links.new(i.links[0].from_socket, group_output.inputs[i.name])
113 |
114 |
115 | return {'FINISHED'}
116 |
117 | raise Exception(f"Unknown type: {i.type}, {type(i)}")
118 |
119 | def mapType(self, type: str):
120 | # ('NodeSocketBool', 'NodeSocketVector', 'NodeSocketInt', 'NodeSocketShader', 'NodeSocketFloat', 'NodeSocketColor')
121 | if (type == "RGBA"):
122 | return "NodeSocketColor"
123 |
124 | if (type == "VALUE"):
125 | return "NodeSocketFloat"
126 |
127 | if (type == "VECTOR"):
128 | return "NodeSocketVector"
129 |
130 | error = "Unknown type: " + type
131 | print(error)
132 | raise Exception(error)
--------------------------------------------------------------------------------
/MeddleTools/blender_manifest.toml:
--------------------------------------------------------------------------------
1 | schema_version = "0.0.1"
2 |
3 | id = "meddle_tools"
4 | version = "0.0.30"
5 | name = "Meddle Tools"
6 | tagline = "This is another extension"
7 | maintainer = "PassiveModding"
8 | type = "add-on"
9 | website = "https://github.com/PassiveModding/MeddleTools"
10 |
11 | tags = ["Material"]
12 |
13 | blender_version_min = "4.2.0"
14 |
15 | license = [
16 | "SPDX:AGPL-3.0-or-later",
17 | ]
18 |
19 | [permissions]
20 | files = "Import files from meddle cache directory"
--------------------------------------------------------------------------------
/MeddleTools/gltf_import.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from os import path
3 |
4 | from . import shader_fix
5 | from . import blend_import
6 |
7 | def registerModelImportSettings():
8 | bpy.utils.register_class(ModelImportSettings)
9 | bpy.utils.register_class(ModelImportHelpHover)
10 | bpy.types.Scene.model_import_settings = bpy.props.PointerProperty(type=ModelImportSettings)
11 |
12 | def unregisterModelImportSettings():
13 | bpy.utils.unregister_class(ModelImportSettings)
14 | bpy.utils.unregister_class(ModelImportHelpHover)
15 | del bpy.types.Scene.model_import_settings
16 |
17 | def drawModelImportHelp(layout):
18 | box = layout.box()
19 | col = box.column()
20 | col.label(text="Import and automatically apply shaders")
21 | col.label(text="Navigate to your Meddle export folder")
22 | col.label(text="and select the .gltf or .glb file")
23 | col.separator()
24 | col.label(text="Make sure you exported in 'raw' mode")
25 | col.label(text="from the Meddle ffxiv plugin")
26 |
27 | class ModelImportHelpHover(bpy.types.Operator):
28 | bl_idname = "meddle.model_import_help_hover"
29 | bl_label = "Import Help"
30 | bl_description = "Import and automatically apply shaders. Navigate to your Meddle export folder and select the .gltf or .glb file. Make sure you exported in 'raw' mode from the Meddle ffxiv plugin."
31 |
32 | def execute(self, context):
33 | # toggle the display of the import help
34 | context.scene.model_import_settings.displayImportHelp = not context.scene.model_import_settings.displayImportHelp
35 | return {'FINISHED'}
36 |
37 |
38 | class ModelImportSettings(bpy.types.PropertyGroup):
39 | gltfImportMode: bpy.props.EnumProperty(
40 | items=[
41 | ('BLENDER', 'Blender', 'Blender (Bone tips are placed on their local +Y axis (In gLTF space))'),
42 | ('TEMPERANCE', 'Temperance', 'Temperance (A bone with one child has its tip placed on the axis closest to its child)'),
43 | ],
44 | name='Import Mode',
45 | default='BLENDER',
46 | )
47 |
48 | displayImportHelp: bpy.props.BoolProperty(
49 | name="Display Import Help",
50 | default=False,
51 | )
52 |
53 | deduplicateMaterials: bpy.props.BoolProperty(
54 | name="Deduplicate Materials",
55 | default=True,
56 | )
57 |
58 | class ModelImport(bpy.types.Operator):
59 | bl_idname = "meddle.import_gltf"
60 | bl_label = "Import Model"
61 | bl_description = "Import GLTF/GLB files exported from Meddle, automatically applying shaders"
62 | #filepath: bpy.props.StringProperty(subtype='FILE_PATH')
63 | files: bpy.props.CollectionProperty(name="File Path Collection", type=bpy.types.OperatorFileListElement)
64 | directory: bpy.props.StringProperty(subtype='DIR_PATH')
65 | filter_glob: bpy.props.StringProperty(default='*.gltf;*.glb', options={'HIDDEN'})
66 |
67 | def invoke(self, context, event):
68 | if context is None:
69 | return {'CANCELLED'}
70 |
71 | context.window_manager.fileselect_add(self)
72 | return {'RUNNING_MODAL'}
73 |
74 | def execute(self, context):
75 | if context is None:
76 | return {'CANCELLED'}
77 |
78 | bpy.context.window.cursor_set('WAIT')
79 | try:
80 | blend_import.import_shaders()
81 |
82 | def import_gltf(filepath):
83 | print(f"GLTF Path: {filepath}")
84 |
85 | cache_dir = path.join(path.dirname(filepath), "cache")
86 |
87 | #bpy.ops.import_scene.gltf(filepath=self.filepath, disable_bone_shape=True)
88 | if context.scene.model_import_settings.gltfImportMode == 'BLENDER':
89 | bpy.ops.import_scene.gltf(filepath=filepath, disable_bone_shape=True)
90 | elif context.scene.model_import_settings.gltfImportMode == 'TEMPERANCE':
91 | bpy.ops.import_scene.gltf(filepath=filepath, bone_heuristic='TEMPERANCE')
92 |
93 | imported_meshes = [obp for obp in context.selected_objects if obp.type == 'MESH']
94 | deduplicate: bool = context.scene.model_import_settings.deduplicateMaterials
95 |
96 | # for obj in context.selected_objects:
97 | # if "RealScale" in obj:
98 | # obj.scale = [obj["RealScale"]["X"], obj["RealScale"]["Y"], obj["RealScale"]["Z"]]
99 |
100 | for mesh in imported_meshes:
101 | if mesh is None:
102 | continue
103 |
104 | for slot in mesh.material_slots:
105 | if slot.material is not None:
106 | try:
107 | shader_fix.handleShaderFix(mesh, slot.material, deduplicate, cache_dir)
108 | except Exception as e:
109 | print(e)
110 |
111 | imported_lights = [obp for obp in context.selected_objects if obp.name.startswith("Light")]
112 |
113 | for light in imported_lights:
114 | if light is None:
115 | continue
116 |
117 | try:
118 | shader_fix.handleLightFix(light)
119 | except Exception as e:
120 | print(e)
121 |
122 | for file in self.files:
123 | filepath = path.join(self.directory, file.name)
124 | import_gltf(filepath)
125 |
126 | return {'FINISHED'}
127 | finally:
128 | bpy.context.window.cursor_set('DEFAULT')
--------------------------------------------------------------------------------
/MeddleTools/node_groups.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from os import path
3 |
4 | def setInputSafe(node, input_name: str, value):
5 | if node is None:
6 | print("Node is None")
7 | return
8 |
9 | if input_name is None:
10 | print("Input name is None")
11 | return
12 |
13 | if input_name in node.inputs:
14 | node.inputs[input_name].default_value = value
15 | else:
16 | print(f"Input {input_name} not found in node {node.name}")
17 |
18 | def linkInputSafe(material, source, groupNode, input_name):
19 | if input_name in groupNode.inputs:
20 | material.links.new(source, groupNode.inputs[input_name])
21 | else:
22 | print(f"Input {input_name} not found in group node {groupNode.name}")
23 |
24 | class NodeGroup:
25 | def __init__(self, name: str, mapping_definitions: list):
26 | self.name = name
27 | self.mapping_definitions = mapping_definitions
28 |
29 | class PngMapping:
30 | def __init__(self, property_name: str, color_dest: str | None, alpha_dest: str | None, color_space: str, interpolation: str = 'Linear', optional: bool = False):
31 | self.property_name = property_name
32 | self.color_dest = color_dest
33 | self.alpha_dest = alpha_dest
34 | self.color_space = color_space
35 | self.interpolation = interpolation
36 | self.optional = optional
37 |
38 | def __repr__(self):
39 | return f"PngMapping({self.property_name}, {self.color_dest}, {self.alpha_dest}, {self.color_space})"
40 |
41 | def apply(self, material, groupNode, properties, directory, node_height):
42 | if self.color_dest is not None and self.color_dest not in groupNode.inputs:
43 | print(f"Property {self.color_dest} not found in group node")
44 | return node_height - 300
45 |
46 | if self.alpha_dest is not None and self.alpha_dest not in groupNode.inputs:
47 | print(f"Property {self.alpha_dest} not found in group node")
48 | return node_height - 300
49 |
50 | if self.property_name not in properties:
51 | if self.optional:
52 | return node_height
53 | print(f"Property {self.property_name} not found in material")
54 | return node_height - 300
55 |
56 | pathStr = bpy.path.native_pathsep(properties[self.property_name])
57 |
58 | if pathStr is None or not isinstance(pathStr, str):
59 | print(f"Property {self.property_name} is not a string")
60 | return node_height - 300
61 |
62 | if pathStr.endswith('.tex'):
63 | print(f"Property {self.property_name} is a .tex file, amending to .png")
64 | pathStr = pathStr + '.png'
65 |
66 | texture = material.nodes.new('ShaderNodeTexImage')
67 |
68 | # if image exists in scene, use that instead of loading from file
69 | for img in bpy.data.images:
70 | if img.filepath == path.join(directory, pathStr) and img.colorspace_settings.name == self.color_space:
71 | texture.image = img
72 | break
73 | else:
74 | if not path.exists(path.join(directory, pathStr)):
75 | print(f"Texture {path.join(directory, pathStr)} not found")
76 | return node_height - 300
77 | texture.image = bpy.data.images.load(path.join(directory, pathStr))
78 | texture.name = self.property_name
79 | texture.label = self.property_name
80 | texture.location = (-500, node_height)
81 | texture.image.colorspace_settings.name = self.color_space
82 | texture.interpolation = self.interpolation
83 |
84 | if self.alpha_dest is not None:
85 | #material.links.new(texture.outputs['Alpha'], groupNode.inputs[self.alpha_dest])
86 | linkInputSafe(material, texture.outputs['Alpha'], groupNode, self.alpha_dest)
87 | if self.color_dest is not None:
88 | #material.links.new(texture.outputs['Color'], groupNode.inputs[self.color_dest])
89 | linkInputSafe(material, texture.outputs['Color'], groupNode, self.color_dest)
90 |
91 | return node_height - 300
92 |
93 | class VertexPropertyMapping:
94 | def __init__(self, property_name: str, color_dest: str | None, alpha_dest: str | None, default_color: tuple = (0.5, 0.5, 0.5, 1.0)):
95 | self.property_name = property_name
96 | self.color_dest = color_dest
97 | self.alpha_dest = alpha_dest
98 | self.default_color = default_color
99 |
100 | def __repr__(self):
101 | return f"VertexPropertyMapping({self.property_name}, {self.color_dest})"
102 |
103 | def apply(self, material, mesh, groupNode, node_height):
104 | if mesh is None:
105 | return node_height - 300
106 |
107 | if not isinstance(mesh, bpy.types.Mesh):
108 | print(f"Object {mesh.name} is not a Mesh")
109 | return node_height - 300
110 |
111 | use_default_colors = False
112 | if self.property_name not in mesh.vertex_colors:
113 | use_default_colors = True
114 |
115 |
116 | if use_default_colors:
117 | if self.color_dest is not None:
118 | #groupNode.inputs[self.color_dest].default_value = self.default_color
119 | setInputSafe(groupNode, self.color_dest, self.default_color)
120 | if self.alpha_dest is not None:
121 | #groupNode.inputs[self.alpha_dest].default_value = self.default_color[3]
122 | setInputSafe(groupNode, self.alpha_dest, self.default_color[3])
123 | return node_height - 300
124 | else:
125 | vertexColor = material.nodes.new('ShaderNodeVertexColor')
126 | if not isinstance(vertexColor, bpy.types.ShaderNodeVertexColor):
127 | print(f"Node {vertexColor.name} is not a ShaderNodeVertexColor")
128 | return node_height - 300
129 |
130 | vertexColor.layer_name = self.property_name
131 | vertexColor.location = (-500, node_height)
132 |
133 | if self.color_dest is not None:
134 | #material.links.new(vertexColor.outputs['Color'], groupNode.inputs[self.color_dest])
135 | linkInputSafe(material, vertexColor.outputs['Color'], groupNode, self.color_dest)
136 | if self.alpha_dest is not None:
137 | #material.links.new(vertexColor.outputs['Alpha'], groupNode.inputs[self.alpha_dest])
138 | linkInputSafe(material, vertexColor.outputs['Alpha'], groupNode, self.alpha_dest)
139 | return node_height - 300
140 |
141 |
142 | class FloatRgbMapping:
143 | def __init__(self, property_name: str, color_dest: str):
144 | self.property_name = property_name
145 | self.color_dest = color_dest
146 |
147 | def __repr__(self):
148 | return f"FloatRgbMapping({self.property_name}, {self.color_dest})"
149 |
150 | def apply(self, groupNode, properties):
151 | value_arr = [0.5, 0.5, 0.5, 1.0]
152 | if self.property_name in properties:
153 | value_arr = properties[self.property_name].to_list()
154 | else:
155 | print(f"Property {self.property_name} not found in material")
156 | return
157 |
158 | if len(value_arr) == 3:
159 | value_arr.append(1.0)
160 |
161 | #groupNode.inputs[self.color_dest].default_value = value_arr
162 | setInputSafe(groupNode, self.color_dest, value_arr)
163 |
164 | class FloatArrayMapping:
165 | def __init__(self, property_name: str, dest: str, destLength: int):
166 | self.property_name = property_name
167 | self.dest = dest
168 | self.destLength = destLength
169 |
170 | def __repr__(self) -> str:
171 | return f"FloatArrayMapping({self.property_name}, {self.dest})"
172 |
173 | def apply(self, groupNode, properties):
174 | if self.property_name not in properties:
175 | print(f"Property {self.property_name} not found in material")
176 | return
177 |
178 | value_arr = properties[self.property_name].to_list()
179 |
180 | # pad to destLength
181 | while len(value_arr) < self.destLength:
182 | value_arr.append(0.0)
183 |
184 | #groupNode.inputs[self.dest].default_value = value_arr
185 | setInputSafe(groupNode, self.dest, value_arr)
186 |
187 | class FloatRgbaAlphaMapping:
188 | def __init__(self, property_name: str, color_dest: str):
189 | self.property_name = property_name
190 | self.color_dest = color_dest
191 |
192 | def __repr__(self):
193 | return f"FloatRgbAlphaMapping({self.property_name}, {self.color_dest})"
194 |
195 | def apply(self, groupNode, properties):
196 | value_arr = [0.5, 0.5, 0.5, 1.0]
197 | if self.property_name in properties:
198 | value_arr = properties[self.property_name].to_list()
199 | else:
200 | print(f"Property {self.property_name} not found in material")
201 | return
202 |
203 | if len(value_arr) == 3:
204 | value_arr.append(1.0)
205 |
206 | #groupNode.inputs[self.color_dest].default_value = value_arr[3]
207 | setInputSafe(groupNode, self.color_dest, value_arr[3])
208 |
209 | class FloatValueMapping:
210 | def __init__(self, value: float, property_dest: str):
211 | self.value = value
212 | self.property_dest = property_dest
213 |
214 | def __repr__(self):
215 | return f"FloatValueMappping({self.value}, {self.property_dest})"
216 |
217 | def apply(self, groupNode):
218 | #groupNode.inputs[self.property_dest].default_value = self.value
219 | setInputSafe(groupNode, self.property_dest, self.value)
220 |
221 | class ColorSetMapping2:
222 | def __init__(self, index_texture_name: str = 'g_SamplerIndex_PngCachePath', color_table_name: str = 'ColorTable'):
223 | self.index_texture_name = index_texture_name
224 | self.color_table_name = color_table_name
225 |
226 | def apply(self, material, groupNode, properties, directory, node_height):
227 | if self.color_table_name not in properties:
228 | print(f"Property ColorTable not found in material")
229 | return node_height - 300
230 |
231 | colorTableProp = properties[self.color_table_name]
232 | if 'ColorTable' not in colorTableProp:
233 | print(f"Property ColorTable does not contain ColorTable")
234 | return node_height - 300
235 |
236 | colorSet = colorTableProp['ColorTable']
237 |
238 | if 'Rows' not in colorSet:
239 | print(f"Property ColorTable does not contain Rows")
240 | return node_height - 300
241 |
242 | rows = colorSet['Rows']
243 | if len(rows) == 0:
244 | print(f"Property ColorTable contains no Rows")
245 | return node_height - 300
246 |
247 | # spawn index texture
248 | texture = material.nodes.new('ShaderNodeTexImage')
249 | pathStr = bpy.path.native_pathsep(properties[self.index_texture_name])
250 | if pathStr is None or not isinstance(pathStr, str):
251 | return node_height - 300
252 |
253 | texture.image = bpy.data.images.load(path.join(directory, pathStr))
254 | texture.location = (-500, node_height)
255 | texture.name = self.index_texture_name
256 | # set to closest
257 | texture.interpolation = 'Closest'
258 | texture.image.colorspace_settings.name = 'Non-Color'
259 |
260 | # separate color
261 | textureSeparate = material.nodes.new('ShaderNodeSeparateColor')
262 | textureSeparate.location = (-300, node_height)
263 | #material.links.new(texture.outputs['Color'], textureSeparate.inputs['Color'])
264 | linkInputSafe(material, texture.outputs['Color'], textureSeparate, 'Color')
265 |
266 | odds = []
267 | evens = []
268 | for i, row in enumerate(rows):
269 | if i % 2 == 0:
270 | evens.append(row)
271 | else:
272 | odds.append(row)
273 |
274 | pairGroups = []
275 | pairHorizontalPos = 0
276 | pairPositions = []
277 | for i, row in enumerate(evens):
278 | even = evens[i]
279 | odd = odds[i]
280 |
281 | # spawn colortablepair group
282 | pairNode = material.nodes.new('ShaderNodeGroup')
283 | pairNodeData = bpy.data.node_groups['meddle colortablepair']
284 | pairNode.node_tree = pairNodeData
285 | pairGroups.append(pairNode)
286 | pairNode.location = (pairHorizontalPos, node_height)
287 | pairPositions.append(pairHorizontalPos)
288 |
289 | # link index green to id_mix
290 | #material.links.new(textureSeparate.outputs['Green'], pairNode.inputs['id_mix'])
291 | linkInputSafe(material, textureSeparate.outputs['Green'], pairNode, 'id_mix')
292 |
293 | # map inputs
294 | # 'Diffuse': {'X': 0.03692627, 'Y': 0.029800415, 'Z': 0.012779236}, 'Specular': {'X': 0.48999023, 'Y': 0.48999023, 'Z': 0.48999023}, 'Emissive': {'X': 0, 'Y': 0, 'Z': 0}, 'SheenRate': 0.099975586, 'SheenTint': 0.19995117, 'SheenAptitude': 5, 'Roughness': 0.5, 'Metalness': 0, 'Anisotropy': 0, 'SphereMask': 0, 'ShaderId': 0, 'TileIndex': 12, 'TileAlpha': 1, 'SphereIndex': 0, 'TileMatrix': {'UU': 4.3320312, 'UV': 2.5, 'VU': -50, 'VV': 86.625}}
295 | evenInputs = self.getRowInputs(even, '_0')
296 | oddInputs = self.getRowInputs(odd, '_1')
297 |
298 | tileIndex0 = even['TileIndex']
299 | tileIndex1 = odd['TileIndex']
300 | # lookup tile index textures under
301 | # array_textures\chara\common\texture\tile_norm_array\tile_norm_array.{index}.png
302 | # array_textures\chara\common\texture\tile_orb_array\tile_orb_array.{index}.png
303 | # create texture nodes for each if not already in nodes
304 | # link to pairNode inputs
305 | tileIndexNormPath0 = path.join(directory, f'array_textures/chara/common/texture/tile_norm_array/tile_norm_array.{tileIndex0}.png')
306 | tileIndexOrbPath0 = path.join(directory, f'array_textures/chara/common/texture/tile_orb_array/tile_orb_array.{tileIndex0}.png')
307 | tileIndexNormPath1 = path.join(directory, f'array_textures/chara/common/texture/tile_norm_array/tile_norm_array.{tileIndex1}.png')
308 | tileIndexOrbPath1 = path.join(directory, f'array_textures/chara/common/texture/tile_orb_array/tile_orb_array.{tileIndex1}.png')
309 |
310 | def loadImage(path):
311 | for img in bpy.data.images:
312 | if img.filepath == path:
313 | return img
314 | return bpy.data.images.load(path)
315 |
316 | def setupImageNode(path, location, name):
317 | img = loadImage(path)
318 | node = material.nodes.new('ShaderNodeTexImage')
319 | node.image = img
320 | node.location = location
321 | node.name = name
322 | node.image.colorspace_settings.name = 'Non-Color'
323 | return node
324 |
325 | tileIndexNorm0Node = setupImageNode(tileIndexNormPath0, (pairHorizontalPos - 300, node_height), f'tile_norm_array_{tileIndex0}')
326 | tileIndexOrb0Node = setupImageNode(tileIndexOrbPath0, (pairHorizontalPos - 300, node_height - 300), f'tile_orb_array_{tileIndex0}')
327 | tileIndexNorm1Node = setupImageNode(tileIndexNormPath1, (pairHorizontalPos - 300, node_height - 600), f'tile_norm_array_{tileIndex1}')
328 | tileIndexOrb1Node = setupImageNode(tileIndexOrbPath1, (pairHorizontalPos - 300, node_height - 900), f'tile_orb_array_{tileIndex1}')
329 |
330 | # material.links.new(tileIndexNorm0Node.outputs['Color'], pairNode.inputs['tile_norm_array_texture_0'])
331 | # material.links.new(tileIndexOrb0Node.outputs['Color'], pairNode.inputs['tile_orb_array_texture_0'])
332 | # material.links.new(tileIndexNorm1Node.outputs['Color'], pairNode.inputs['tile_norm_array_texture_1'])
333 | # material.links.new(tileIndexOrb1Node.outputs['Color'], pairNode.inputs['tile_orb_array_texture_1'])
334 | linkInputSafe(material, tileIndexNorm0Node.outputs['Color'], pairNode, 'tile_norm_array_texture_0')
335 | linkInputSafe(material, tileIndexOrb0Node.outputs['Color'], pairNode, 'tile_orb_array_texture_0')
336 | linkInputSafe(material, tileIndexNorm1Node.outputs['Color'], pairNode, 'tile_norm_array_texture_1')
337 | linkInputSafe(material, tileIndexOrb1Node.outputs['Color'], pairNode, 'tile_orb_array_texture_1')
338 |
339 | for key, value in evenInputs.items():
340 | if key in pairNode.inputs:
341 | #pairNode.inputs[key].default_value = value
342 | setInputSafe(pairNode, key, value)
343 | for key, value in oddInputs.items():
344 | if key in pairNode.inputs:
345 | #pairNode.inputs[key].default_value = value
346 | setInputSafe(pairNode, key, value)
347 |
348 | pairHorizontalPos += 600
349 |
350 | # map outputs of pairGroups to pairMixer i.e. pair0 -> tile_norm_array_texture_0, pair1 -> tile_norm_array_texture_1, use red channel of index texture as factor
351 | # set idx_0 to index of pair0, idx_1 to index of pair1
352 | # set id_mix to mapIndex
353 | # if id_mix == idx_0, use pair0, if id_mix == idx_1, use pair1, otherwise use pair0
354 | prev_pair = pairGroups[0]
355 | node_height -= 1500
356 | prev_idx = 0
357 |
358 | for i, pair in enumerate(pairGroups):
359 | if i == 0:
360 | continue
361 | pairMixer = material.nodes.new('ShaderNodeGroup')
362 | pairMixer.node_tree = bpy.data.node_groups['meddle colortablepair_mixer']
363 | horizontal_pos = pairPositions[i]
364 | pairMixer.location = (horizontal_pos + 200, node_height)
365 | #material.links.new(textureSeparate.outputs['Red'], pairMixer.inputs['id_mix'])
366 | linkInputSafe(material, textureSeparate.outputs['Red'], pairMixer, 'id_mix')
367 | #pairMixer.inputs['idx_0'].default_value = prev_idx
368 | #pairMixer.inputs['idx_1'].default_value = i
369 | setInputSafe(pairMixer, 'idx_0', prev_idx)
370 | setInputSafe(pairMixer, 'idx_1', i)
371 | self.mapPairMixer(material, pairMixer, pair, prev_pair)
372 | prev_pair = pairMixer
373 | prev_idx = i
374 |
375 | # connect final mixer to 'meddle character.shpk' inputs
376 | for output in prev_pair.outputs:
377 | if output.name in groupNode.inputs:
378 | material.links.new(output, groupNode.inputs[output.name])
379 |
380 | return node_height - 300
381 |
382 | def mapPairMixer(self, material, pairMixer, pair, prev_pair):
383 | for output in prev_pair.outputs:
384 | mappedName = f'{output.name}_0'
385 | if mappedName in pairMixer.inputs:
386 | #material.links.new(output, pairMixer.inputs[mappedName])
387 | linkInputSafe(material, output, pairMixer, mappedName)
388 | for output in pair.outputs:
389 | mappedName = f'{output.name}_1'
390 | if mappedName in pairMixer.inputs:
391 | #material.links.new(output, pairMixer.inputs[mappedName])
392 | linkInputSafe(material, output, pairMixer, mappedName)
393 |
394 |
395 | def fixColorArray(self, color):
396 | return (color['X'], color['Y'], color['Z'], 1.0)
397 |
398 | def getRowInputs(self, row, suffix):
399 | diffuse = self.fixColorArray(row['Diffuse'])
400 | specular = self.fixColorArray(row['Specular'])
401 | emissive = self.fixColorArray(row['Emissive'])
402 | sheenRate = row['SheenRate']
403 | sheenTint = row['SheenTint']
404 | sheenAptitude = row['SheenAptitude']
405 | roughness = row['Roughness']
406 | metalness = row['Metalness']
407 | anisotropy = row['Anisotropy']
408 | sphereMask = row['SphereMask']
409 | shaderId = row['ShaderId']
410 | tileIndex = row['TileIndex']
411 | tileAlpha = row['TileAlpha']
412 | sphereIndex = row['SphereIndex']
413 | tileMatrix = row['TileMatrix']
414 |
415 | return {
416 | f'diffuse_color{suffix}': diffuse,
417 | f'specular_color{suffix}': specular,
418 | f'emissive_color{suffix}': emissive,
419 | f'sheen_rate{suffix}': sheenRate,
420 | f'sheen_tint{suffix}': sheenTint,
421 | f'sheen_aptitude{suffix}': sheenAptitude,
422 | f'roughness{suffix}': roughness,
423 | f'metallic{suffix}': metalness,
424 | f'anisotropy{suffix}': anisotropy,
425 | f'sphere_mask{suffix}': sphereMask,
426 | f'shader_id{suffix}': shaderId,
427 | f'tile_index{suffix}': tileIndex,
428 | f'tile_alpha{suffix}': tileAlpha,
429 | f'sphere_index{suffix}': sphereIndex,
430 | f'tile_matrix{suffix}': tileMatrix
431 | }
432 |
433 | class BoolToFloatMapping:
434 | def __init__(self, property_name: str, float_dest: str):
435 | self.property_name = property_name
436 | self.float_dest = float_dest
437 |
438 | def __repr__(self):
439 | return f"BoolToFloatMapping({self.property_name}, {self.float_dest})"
440 |
441 | def apply(self, groupNode, properties):
442 | if properties[self.property_name]:
443 | setInputSafe(groupNode, self.float_dest, 1.0)
444 | else:
445 | setInputSafe(groupNode, self.float_dest, 0.0)
446 |
447 | class FloatMapping:
448 | def __init__(self, property_name: str, float_dest: str):
449 | self.property_name = property_name
450 | self.float_dest = float_dest
451 |
452 | def __repr__(self):
453 | return f"FloatMapping({self.property_name}, {self.float_dest})"
454 |
455 | def apply(self, groupNode, properties):
456 | if self.property_name not in properties:
457 | print(f"Property {self.property_name} not found in material")
458 | return
459 |
460 | def getFixedValueFloat(properties, property_name):
461 | val_arr = properties[property_name].to_list()
462 | return val_arr[0]
463 |
464 | #groupNode.inputs[self.float_dest].default_value = getFixedValueFloat(properties, self.property_name)
465 | setInputSafe(groupNode, self.float_dest, getFixedValueFloat(properties, self.property_name))
466 |
467 | class FloatArrayIndexedValueMapping:
468 | def __init__(self, property_name: str, float_dest: str, index: int):
469 | self.property_name = property_name
470 | self.float_dest = float_dest
471 | self.index = index
472 |
473 | def __repr__(self):
474 | return f"FloatArrayIndexedValueMapping({self.property_name}, {self.float_dest}, {self.index})"
475 |
476 | def apply(self, groupNode, properties):
477 | if self.property_name not in properties:
478 | print(f"Property {self.property_name} not found in material")
479 | return
480 |
481 | def getFixedValueFloat(properties, property_name, index):
482 | val_arr = properties[property_name].to_list()
483 | return val_arr[index]
484 |
485 | #groupNode.inputs[self.float_dest].default_value = getFixedValueFloat(properties, self.property_name, self.index)
486 | setInputSafe(groupNode, self.float_dest, getFixedValueFloat(properties, self.property_name, self.index))
487 |
488 | class UVMapping:
489 | def __init__(self, uv_map_name: str, uv_dest: str):
490 | self.uv_map_name = uv_map_name
491 | self.uv_dest = uv_dest
492 |
493 | def __repr__(self):
494 | return f"UVMapping({self.uv_map_name}, {self.uv_dest})"
495 |
496 | def apply(self, material, mesh, groupNode, node_height):
497 | if mesh is None:
498 | return node_height - 300
499 |
500 | if not isinstance(mesh, bpy.types.Mesh):
501 | print(f"Object {mesh.name} is not a Mesh")
502 | return node_height - 300
503 |
504 | if self.uv_map_name not in mesh.uv_layers:
505 | print(f"UV Map {self.uv_map_name} not found in mesh")
506 | return node_height - 300
507 |
508 | uvMap = mesh.uv_layers[self.uv_map_name]
509 | uvMapNode = material.nodes.new('ShaderNodeUVMap')
510 | uvMapNode.uv_map = self.uv_map_name
511 | uvMapNode.location = (-500, node_height)
512 | #material.links.new(uvMapNode.outputs['UV'], groupNode.inputs[self.uv_dest])
513 | linkInputSafe(material, uvMapNode.outputs['UV'], groupNode, self.uv_dest)
514 |
515 | return node_height - 300
516 |
517 |
518 | class BgMapping:
519 | def __init__(self):
520 | pass
521 |
522 | def __repr__(self):
523 | return f"BgMapping"
524 |
525 | def apply(self, material, mesh, groupNode, properties, directory, node_height):
526 |
527 | # UVMAP -> Vector Mapping Vector
528 | # UVMAP -> Vornoi Texture Vector
529 | # Vornoi Texture Color -> Vector Mapping Rotation
530 | # Vector Mapping Vector -> Texture Vector
531 |
532 | vectorMapping = None
533 | if '0x36F72D5F' in properties and properties['0x36F72D5F'] == '0x9807BAC4':
534 | uvMapNode = material.nodes.new('ShaderNodeUVMap')
535 | uvMapNode.uv_map = 'UVMap'
536 | uvMapNode.location = (-500, node_height)
537 |
538 | voronoiTexture = material.nodes.new('ShaderNodeTexVoronoi')
539 | voronoiTexture.location = (-300, node_height)
540 |
541 | vectorMapping = material.nodes.new('ShaderNodeMapping')
542 | vectorMapping.location = (0, node_height)
543 |
544 | # material.links.new(uvMapNode.outputs['UV'], vectorMapping.inputs['Vector'])
545 | # material.links.new(uvMapNode.outputs['UV'], voronoiTexture.inputs['Vector'])
546 | # material.links.new(voronoiTexture.outputs['Color'], vectorMapping.inputs['Rotation'])
547 | linkInputSafe(material, uvMapNode.outputs['UV'], vectorMapping, 'Vector')
548 | linkInputSafe(material, uvMapNode.outputs['UV'], voronoiTexture, 'Vector')
549 | linkInputSafe(material, voronoiTexture.outputs['Color'], vectorMapping, 'Rotation')
550 |
551 | # connect 0 maps.
552 | # only connect vertex property mapping IF 1 maps exist
553 | def mapTextureIfExists(texture_name, dest_name, alpha_dest_name, colorSpace): # returns node height if exists, otherwise none
554 | if texture_name not in properties:
555 | return None
556 |
557 | pathStr = bpy.path.native_pathsep(properties[texture_name])
558 |
559 | if properties[texture_name] is None:
560 | return None
561 |
562 | # if path contains dummy_ string, skip
563 | if 'dummy_' in properties[texture_name]:
564 | return None
565 |
566 | # if image loaded already, use that
567 | img = None
568 | for image in bpy.data.images:
569 | if image.filepath == path.join(directory, pathStr):
570 | img = image
571 | break
572 | else:
573 | img = bpy.data.images.load(path.join(directory, pathStr))
574 |
575 | texture = material.nodes.new('ShaderNodeTexImage')
576 | texture.image = img
577 | texture.location = (-500, node_height)
578 | texture.image.colorspace_settings.name = colorSpace
579 |
580 | if alpha_dest_name is not None:
581 | material.links.new(texture.outputs['Alpha'], groupNode.inputs[alpha_dest_name])
582 |
583 | if dest_name is not None:
584 | material.links.new(texture.outputs['Color'], groupNode.inputs[dest_name])
585 |
586 | if vectorMapping is not None:
587 | material.links.new(vectorMapping.outputs['Vector'], texture.inputs['Vector'])
588 |
589 | return node_height - 300
590 |
591 | should_connect_vertex = False
592 | new_height = mapTextureIfExists('g_SamplerColorMap0_PngCachePath', 'g_SamplerColorMap0', 'g_SamplerColorMap0_alpha', 'sRGB')
593 | if new_height is not None:
594 | node_height = new_height
595 |
596 | new_height = mapTextureIfExists('g_SamplerNormalMap0_PngCachePath', 'g_SamplerNormalMap0', None, 'Non-Color')
597 | if new_height is not None:
598 | node_height = new_height
599 |
600 | new_height = mapTextureIfExists('g_SamplerSpecularMap0_PngCachePath', 'g_SamplerSpecularMap0', None, 'Non-Color')
601 | if new_height is not None:
602 | node_height = new_height
603 |
604 | new_height = mapTextureIfExists('g_SamplerColorMap1_PngCachePath', 'g_SamplerColorMap1', 'g_SamplerColorMap1_alpha', 'sRGB')
605 | if new_height is not None:
606 | node_height = new_height
607 | should_connect_vertex = True
608 |
609 | new_height = mapTextureIfExists('g_SamplerNormalMap1_PngCachePath', 'g_SamplerNormalMap1', None, 'Non-Color')
610 | if new_height is not None:
611 | node_height = new_height
612 | should_connect_vertex = True
613 |
614 | new_height = mapTextureIfExists('g_SamplerSpecularMap1_PngCachePath', 'g_SamplerSpecularMap1', None, 'Non-Color')
615 | if new_height is not None:
616 | node_height = new_height
617 | should_connect_vertex = True
618 |
619 | if should_connect_vertex:
620 | vertexProperty = VertexPropertyMapping('Color', None, 'vertex_alpha', (0.5, 0.5, 0.5, 0))
621 | new_height = vertexProperty.apply(material, mesh, groupNode, node_height)
622 | if new_height is not None:
623 | node_height = new_height
624 |
625 | return node_height - 300
626 |
627 |
628 | def clearMaterialNodes(node_tree: bpy.types.ShaderNodeTree):
629 | for node in node_tree.nodes:
630 | node_tree.nodes.remove(node)
631 |
632 | def createBsdfNode(node_tree: bpy.types.ShaderNodeTree):
633 | bsdf_node: bpy.types.ShaderNodeBsdfPrincipled = node_tree.nodes.new('ShaderNodeBsdfPrincipled') # type: ignore
634 | bsdf_node.width = 300
635 | try:
636 | bsdf_node.subsurface_method = 'BURLEY'
637 | except:
638 | print("Subsurface method not found")
639 | return bsdf_node
640 |
641 | def mapBsdfOutput(mat: bpy.types.Material, material_output: bpy.types.ShaderNodeOutputMaterial, bsdf_node: bpy.types.ShaderNodeBsdfPrincipled, targetIdentifier: str):
642 | source = None
643 | for output in bsdf_node.outputs:
644 | if output.identifier == 'BSDF':
645 | source = output
646 | break
647 |
648 | if source is None:
649 | print("BSDF output not found")
650 | return
651 |
652 | target = None
653 | for input in material_output.inputs:
654 | if input.identifier == targetIdentifier:
655 | target = input
656 | break
657 |
658 | if target is None:
659 | print("Surface input not found")
660 | return
661 |
662 | if mat.node_tree is None:
663 | print("Material has no node tree")
664 | return
665 |
666 | mat.node_tree.links.new(source, target)
667 |
668 | def mapGroupOutputs(mat: bpy.types.Material, group_target: bpy.types.ShaderNode, group_node: bpy.types.ShaderNodeGroup):
669 | for output in group_node.outputs:
670 | inputMatch = None
671 | for input in group_target.inputs:
672 | if input.identifier == output.name:
673 | inputMatch = input
674 | break
675 |
676 | if inputMatch is None:
677 | for input in group_target.inputs:
678 | if input.name == output.name:
679 | inputMatch = input
680 | break
681 |
682 | if inputMatch is None:
683 | print(f"Input {output.name} not found in target node")
684 | continue
685 |
686 | if mat.node_tree is None:
687 | print("Material has no node tree")
688 | return
689 |
690 | mat.node_tree.links.new(output, inputMatch)
691 |
692 | def mapMappings(mat: bpy.types.Material, mesh, targetNode: bpy.types.ShaderNode, directory, mappings: list):
693 | node_tree = mat.node_tree
694 | if node_tree is None:
695 | print(f"Material {mat.name} has no node tree")
696 | return {'CANCELLED'}
697 |
698 | node_height = 0
699 |
700 | for mapping in mappings:
701 | if isinstance(mapping, PngMapping):
702 | node_height = mapping.apply(node_tree, targetNode, mat, directory, node_height)
703 | elif isinstance(mapping, FloatRgbMapping):
704 | mapping.apply(targetNode, mat)
705 | elif isinstance(mapping, BoolToFloatMapping):
706 | mapping.apply(targetNode, mat)
707 | elif isinstance(mapping, VertexPropertyMapping):
708 | node_height = mapping.apply(node_tree, mesh, targetNode, node_height)
709 | elif isinstance(mapping, FloatValueMapping):
710 | mapping.apply(targetNode)
711 | elif isinstance(mapping, FloatRgbaAlphaMapping):
712 | mapping.apply(targetNode, mat)
713 | elif isinstance(mapping, ColorSetMapping2):
714 | node_height = mapping.apply(node_tree, targetNode, mat, directory, node_height)
715 | elif isinstance(mapping, BgMapping):
716 | node_height = mapping.apply(node_tree, mesh, targetNode, mat, directory, node_height)
717 | elif isinstance(mapping, FloatMapping):
718 | mapping.apply(targetNode, mat)
719 | elif isinstance(mapping, UVMapping):
720 | node_height = mapping.apply(node_tree, mesh, targetNode, node_height)
721 | elif isinstance(mapping, FloatArrayIndexedValueMapping):
722 | mapping.apply(targetNode, mat)
723 | elif isinstance(mapping, FloatHdrMapping):
724 | mapping.apply(targetNode, mat)
725 | elif isinstance(mapping, FloatArrayMapping):
726 | mapping.apply(targetNode, mat)
727 | else:
728 | print(f"Unknown mapping type {type(mapping)}")
729 |
730 | def getEastModePosition(node_tree: bpy.types.ShaderNodeTree):
731 | east = 0
732 | for node in node_tree.nodes:
733 | if node.location[0] > east:
734 | east = node.location[0]
735 |
736 | return east
737 |
738 | def handleSkin(mat: bpy.types.Material, mesh, directory):
739 | group_name = "meddle skin2.shpk"
740 | base_mappings = [
741 | PngMapping('g_SamplerDiffuse_PngCachePath', 'g_SamplerDiffuse', 'g_SamplerDiffuse_alpha', 'sRGB'),
742 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', 'g_SamplerNormal_alpha', 'Non-Color'),
743 | PngMapping('g_SamplerMask_PngCachePath', 'g_SamplerMask', 'g_SamplerMask_alpha', 'Non-Color'),
744 | FloatRgbMapping('SkinColor', 'Skin Color'),
745 | FloatRgbMapping('LipColor', 'Lip Color'),
746 | FloatRgbaAlphaMapping('LipColor', 'Lip Color Strength'),
747 | FloatRgbMapping('MainColor', 'Hair Color'),
748 | FloatRgbMapping('MeshColor', 'Highlights Color'),
749 | ]
750 |
751 | node_tree = mat.node_tree
752 | if node_tree is None:
753 | print(f"Material {mat.name} has no node tree")
754 | return {'CANCELLED'}
755 |
756 | if group_name not in bpy.data.node_groups:
757 | print(f"Node group {group_name} not found")
758 | return {'CANCELLED'}
759 |
760 | mappings = [FloatValueMapping(1.0, 'IS_FACE')]
761 | if 'GetMaterialValue' in mat:
762 | if mat["GetMaterialValue"] == 'GetMaterialValueBody':
763 | mappings = []
764 | elif mat["GetMaterialValue"] == 'GetMaterialValueFace':
765 | mappings = [FloatValueMapping(1.0, 'IS_FACE')]
766 | elif mat["GetMaterialValue"] == 'GetMaterialValueBodyJJM':
767 | mappings = [FloatValueMapping(1.0, 'IS_HROTHGAR')]
768 | elif mat["GetMaterialValue"] == 'GetMaterialValueFaceEmissive':
769 | mappings = [FloatValueMapping(1.0, 'IS_EMISSIVE')]
770 |
771 | if 'CategorySkinType' in mat:
772 | if mat["CategorySkinType"] == 'Body':
773 | mappings = []
774 | elif mat["CategorySkinType"] == 'Face':
775 | mappings = [FloatValueMapping(1.0, 'IS_FACE')]
776 | elif mat["CategorySkinType"] == 'Hrothgar':
777 | mappings = [FloatValueMapping(1.0, 'IS_HROTHGAR')]
778 |
779 | clearMaterialNodes(node_tree)
780 |
781 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
782 |
783 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
784 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
785 | group_node.width = 300
786 |
787 | bsdf_node = createBsdfNode(node_tree)
788 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
789 | mapGroupOutputs(mat, bsdf_node, group_node)
790 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
791 | east = getEastModePosition(node_tree)
792 | group_node.location = (east + 300, 300)
793 | bsdf_node.location = (east + 600, 300)
794 | material_output.location = (east + 1000, 300)
795 | return {'FINISHED'}
796 |
797 | def handleHair(mat: bpy.types.Material, mesh, directory):
798 | group_name = "meddle hair2.shpk"
799 | base_mappings = [
800 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', 'g_SamplerNormal_alpha', 'Non-Color'),
801 | PngMapping('g_SamplerMask_PngCachePath', 'g_SamplerMask', 'g_SamplerMask_alpha', 'Non-Color'),
802 | FloatRgbMapping('MainColor', 'Hair Color'),
803 | FloatRgbMapping('MeshColor', 'Highlights Color'),
804 | ]
805 |
806 | node_tree = mat.node_tree
807 | if node_tree is None:
808 | print(f"Material {mat.name} has no node tree")
809 | return {'CANCELLED'}
810 |
811 | if group_name not in bpy.data.node_groups:
812 | print(f"Node group {group_name} not found")
813 | return {'CANCELLED'}
814 |
815 | mappings = [FloatValueMapping(1.0, 'IS_FACE')]
816 | if 'GetSubColor' in mat:
817 | if mat["GetSubColor"] == 'GetSubColorFace':
818 | mappings = [FloatValueMapping(1.0, 'IS_FACE')]
819 | if mat["GetSubColor"] == 'GetSubColorHair':
820 | mappings = []
821 |
822 | if 'CategoryHairType' in mat:
823 | if mat["CategoryHairType"] == 'Face':
824 | mappings = [FloatValueMapping(1.0, 'IS_FACE')]
825 | if mat["CategoryHairType"] == 'Hair':
826 | mappings = []
827 |
828 | clearMaterialNodes(node_tree)
829 |
830 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
831 |
832 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
833 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
834 | group_node.width = 300
835 |
836 | bsdf_node = createBsdfNode(node_tree)
837 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
838 | mapGroupOutputs(mat, bsdf_node, group_node)
839 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
840 | east = getEastModePosition(node_tree)
841 | group_node.location = (east + 300, 300)
842 | bsdf_node.location = (east + 600, 300)
843 | material_output.location = (east + 1000, 300)
844 | return {'FINISHED'}
845 |
846 | def handleIris(mat: bpy.types.Material, mesh, directory):
847 | group_name = "meddle iris2.shpk"
848 | base_mappings = [
849 | PngMapping('g_SamplerDiffuse_PngCachePath', 'g_SamplerDiffuse', None, 'sRGB'),
850 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', None, 'Non-Color'),
851 | PngMapping('g_SamplerMask_PngCachePath', 'g_SamplerMask', None, 'Non-Color'),
852 | VertexPropertyMapping('Color', 'vertex_color', None, (1.0, 0, 0, 1)),
853 | FloatRgbMapping('g_WhiteEyeColor', 'g_WhiteEyeColor'),
854 | FloatRgbMapping('LeftIrisColor', 'left_iris_color'),
855 | FloatRgbMapping('RightIrisColor', 'right_iris_color'),
856 | FloatRgbaAlphaMapping('LeftIrisColor', 'left_iris_limbal_ring_intensity'),
857 | FloatRgbaAlphaMapping('RightIrisColor', 'right_iris_limbal_ring_intensity'),
858 | FloatRgbMapping('g_IrisRingColor', 'g_IrisRingColor'),
859 | FloatMapping('g_IrisRingEmissiveIntensity', 'g_IrisRingEmissiveIntensity'),
860 | UVMapping('UVMap', 'UVMap'),
861 | FloatArrayIndexedValueMapping('unk_LimbalRingRange', 'unk_LimbalRingRange_start', 0),
862 | FloatArrayIndexedValueMapping('unk_LimbalRingRange', 'unk_LimbalRingRange_end', 1),
863 | FloatArrayIndexedValueMapping('unk_LimbalRingFade', 'unk_LimbalRingFade_start', 0),
864 | FloatArrayIndexedValueMapping('unk_LimbalRingFade', 'unk_LimbalRingFade_end', 1),
865 | ]
866 |
867 | node_tree = mat.node_tree
868 | if node_tree is None:
869 | print(f"Material {mat.name} has no node tree")
870 | return {'CANCELLED'}
871 |
872 | if group_name not in bpy.data.node_groups:
873 | print(f"Node group {group_name} not found")
874 | return {'CANCELLED'}
875 |
876 | mappings = []
877 |
878 | clearMaterialNodes(node_tree)
879 |
880 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
881 |
882 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
883 |
884 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
885 | group_node.width = 300
886 |
887 | bsdf_node = createBsdfNode(node_tree)
888 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
889 | mapGroupOutputs(mat, bsdf_node, group_node)
890 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
891 | east = getEastModePosition(node_tree)
892 | group_node.location = (east + 300, 300)
893 | bsdf_node.location = (east + 600, 300)
894 | material_output.location = (east + 1000, 300)
895 | return {'FINISHED'}
896 |
897 | def handleCharacter(mat: bpy.types.Material, mesh, directory):
898 | group_name = "meddle character.shpk"
899 | base_mappings = [
900 | ColorSetMapping2(),
901 | PngMapping('g_SamplerDiffuse_PngCachePath', 'g_SamplerDiffuse', 'g_SamplerDiffuse_alpha', 'sRGB'),
902 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', None, 'Non-Color'),
903 | PngMapping('g_SamplerMask_PngCachePath', 'g_SamplerMask', None, 'Non-Color'),
904 | ]
905 |
906 | node_tree = mat.node_tree
907 | if node_tree is None:
908 | print(f"Material {mat.name} has no node tree")
909 | return {'CANCELLED'}
910 |
911 | if group_name not in bpy.data.node_groups:
912 | print(f"Node group {group_name} not found")
913 | return {'CANCELLED'}
914 |
915 | mappings = []
916 | if 'GetValues' in mat:
917 | if mat["GetValues"] == 'GetValuesCompatibility':
918 | mappings = [FloatValueMapping(1.0, 'IS_COMPATIBILITY')]
919 |
920 | if 'GetValuesTextureType' in mat:
921 | if mat["GetValuesTextureType"] == 'Compatibility':
922 | mappings = [FloatValueMapping(1.0, 'IS_COMPATIBILITY')]
923 |
924 | clearMaterialNodes(node_tree)
925 |
926 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
927 |
928 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
929 |
930 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
931 | group_node.width = 300
932 |
933 | bsdf_node = createBsdfNode(node_tree)
934 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
935 | mapGroupOutputs(mat, bsdf_node, group_node)
936 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
937 | east = getEastModePosition(node_tree)
938 | group_node.location = (east + 300, 300)
939 | bsdf_node.location = (east + 600, 300)
940 | material_output.location = (east + 1000, 300)
941 | return {'FINISHED'}
942 |
943 | def handleCharacterSimple(mat: bpy.types.Material, mesh, directory, shader_package: str):
944 | group_name = "meddle character.shpk"
945 | is_legacy = shader_package == 'characterlegacy.shpk'
946 | is_legacy_value = 1.0 if is_legacy else 0.0
947 | is_stocking = shader_package == 'characterstockings.shpk'
948 | is_stocking_value = 1.0 if is_stocking else 0.0
949 | base_mappings = [
950 | PngMapping('g_SamplerDiffuse_PngCachePath', 'g_SamplerDiffuse', 'g_SamplerDiffuse_alpha', 'sRGB', optional=True),
951 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', None, 'Non-Color'),
952 | PngMapping('g_SamplerMask_PngCachePath', 'g_SamplerMask', None, 'Non-Color'),
953 | FloatValueMapping(is_legacy_value, 'IS_LEGACY'),
954 | FloatValueMapping(is_stocking_value, 'IS_STOCKING'),
955 | ]
956 |
957 | node_tree = mat.node_tree
958 | if node_tree is None:
959 | print(f"Material {mat.name} has no node tree")
960 | return {'CANCELLED'}
961 |
962 | if group_name not in bpy.data.node_groups:
963 | print(f"Node group {group_name} not found")
964 | return {'CANCELLED'}
965 |
966 | mappings = []
967 | if 'GetValues' in mat:
968 | if mat["GetValues"] == 'GetValuesCompatibility':
969 | mappings.extend([FloatValueMapping(1.0, 'IS_COMPATIBILITY')])
970 |
971 | if 'GetValuesTextureType' in mat:
972 | if mat["GetValuesTextureType"] == 'Compatibility':
973 | mappings.extend([FloatValueMapping(1.0, 'IS_COMPATIBILITY')])
974 |
975 | if 'SkinColor' in mat:
976 | mappings.extend([FloatRgbMapping('SkinColor', 'SkinColor')])
977 |
978 | def setupRamp(node_height, material, name):
979 | ramp = None
980 | for node in material.nodes:
981 | if node.name == name:
982 | ramp = node
983 | break
984 |
985 | if ramp is None:
986 | ramp = material.nodes.new('ShaderNodeValToRGB')
987 |
988 | ramp.location = (0, node_height)
989 | ramp.name = name
990 | ramp.label = name
991 | ramp.color_ramp.interpolation = 'CONSTANT'
992 |
993 | while len(ramp.color_ramp.elements) > 1:
994 | ramp.color_ramp.elements.remove(ramp.color_ramp.elements[0])
995 |
996 | return ramp
997 |
998 | def mapRamp(rampA, rampB, rows, rowProp, type):
999 | def getValueForType(row, type):
1000 | if type == 'XYZ':
1001 | return (row[rowProp]['X'], row[rowProp]['Y'], row[rowProp]['Z'], 1.0)
1002 | elif type == 'Float':
1003 | return (row[rowProp], row[rowProp], row[rowProp], 1.0)
1004 | elif type == 'FloatPct':
1005 | return (row[rowProp] / 100, row[rowProp] / 100, row[rowProp] / 100, 1.0)
1006 |
1007 | odds = []
1008 | evens = []
1009 |
1010 | for i, row in enumerate(rows):
1011 | if i % 2 == 0:
1012 | evens.append(row)
1013 | else:
1014 | odds.append(row)
1015 |
1016 | for i, row in enumerate(evens):
1017 | if rowProp not in row:
1018 | print(f"Row {i} does not have property {rowProp}")
1019 | continue
1020 | pos = i / len(evens)
1021 | if i == 0:
1022 | rampA.color_ramp.elements[0].position = pos
1023 | rampA.color_ramp.elements[0].color = getValueForType(row, type)
1024 | else:
1025 | elementA = rampA.color_ramp.elements.new(pos)
1026 | elementA.color = getValueForType(row, type)
1027 |
1028 | for i, row in enumerate(odds):
1029 | if rowProp not in row:
1030 | print(f"Row {i} does not have property {rowProp}")
1031 | continue
1032 | pos = i / len(odds)
1033 | if i == 0:
1034 | rampB.color_ramp.elements[0].position = pos
1035 | rampB.color_ramp.elements[0].color = getValueForType(row, type)
1036 | else:
1037 | element = rampB.color_ramp.elements.new(pos)
1038 | element.color = getValueForType(row, type)
1039 |
1040 | if 'ColorTable' not in mat:
1041 | print("ColorTable prop not found")
1042 | return {'CANCELLED'}
1043 |
1044 | colorSet = mat['ColorTable']
1045 | if 'ColorTable' not in colorSet:
1046 | print("ColorTable not found in colorset")
1047 | return {'CANCELLED'}
1048 |
1049 | colorTable = colorSet['ColorTable']
1050 |
1051 | if 'Rows' not in colorTable:
1052 | print("Rows not found in colorTable")
1053 | return {'CANCELLED'}
1054 |
1055 | rows = colorTable['Rows']
1056 |
1057 | if len(rows) == 0:
1058 | print("No rows found in colorTable")
1059 | return {'CANCELLED'}
1060 |
1061 | clearMaterialNodes(node_tree)
1062 | indexMapping = PngMapping('g_SamplerIndex_PngCachePath', None, None, 'Non-Color', 'Closest')
1063 | indexMapping.apply(node_tree, None, mat, directory, 300)
1064 |
1065 | indexTexture = None
1066 | for node in node_tree.nodes:
1067 | if node.name == 'g_SamplerIndex_PngCachePath':
1068 | indexTexture = node
1069 | break
1070 |
1071 | if indexTexture is None:
1072 | print("Index texture not found")
1073 | return {'CANCELLED'}
1074 |
1075 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1076 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1077 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1078 | group_node.width = 300
1079 | bsdf_node = createBsdfNode(node_tree)
1080 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1081 | mapGroupOutputs(mat, bsdf_node, group_node)
1082 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1083 |
1084 | colorRampA = setupRamp(0, node_tree, 'ColorRampA')
1085 | colorRampB = setupRamp(-300, node_tree, 'ColorRampB')
1086 | specularRampA = setupRamp(-600, node_tree, 'SpecularRampA')
1087 | specularRampB = setupRamp(-900, node_tree, 'SpecularRampB')
1088 | emissionRampA = setupRamp(-1200, node_tree, 'EmissionRampA')
1089 | emissionRampB = setupRamp(-1500, node_tree, 'EmissionRampB')
1090 | metalnessRampA = setupRamp(-1800, node_tree, 'MetalnessRampA')
1091 | metalnessRampB = setupRamp(-2100, node_tree, 'MetalnessRampB')
1092 | roughnessRampA = setupRamp(-2400, node_tree, 'RoughnessRampA')
1093 | roughnessRampB = setupRamp(-2700, node_tree, 'RoughnessRampB')
1094 | glossRampA = setupRamp(-3000, node_tree, 'GlossRampA')
1095 | glossRampB = setupRamp(-3300, node_tree, 'GlossRampB')
1096 | specStrengthRampA = setupRamp(-3600, node_tree, 'SpecStrengthRampA')
1097 | specStrengthRampB = setupRamp(-3900, node_tree, 'SpecStrengthRampB')
1098 | sheenRateRampA = setupRamp(-4200, node_tree, 'SheenRateRampA')
1099 | sheenRateRampB = setupRamp(-4500, node_tree, 'SheenRateRampB')
1100 | sheenTintRampA = setupRamp(-4800, node_tree, 'SheenTintRampA')
1101 | sheenTintRampB = setupRamp(-5100, node_tree, 'SheenTintRampB')
1102 | sheenAptitudeRampA = setupRamp(-5400, node_tree, 'SheenAptitudeRampA')
1103 | sheenAptitudeRampB = setupRamp(-5700, node_tree, 'SheenAptitudeRampB')
1104 | anisotropyRampA = setupRamp(-6000, node_tree, 'AnisotropyRampA')
1105 | anisotropyRampB = setupRamp(-6300, node_tree, 'AnisotropyRampB')
1106 |
1107 | mapRamp(colorRampA, colorRampB, rows, 'Diffuse', 'XYZ')
1108 | mapRamp(specularRampA, specularRampB, rows, 'Specular', 'XYZ')
1109 | mapRamp(emissionRampA, emissionRampB, rows, 'Emissive', 'XYZ')
1110 | mapRamp(metalnessRampA, metalnessRampB, rows, 'Metalness', 'Float')
1111 | mapRamp(roughnessRampA, roughnessRampB, rows, 'Roughness', 'Float')
1112 | mapRamp(glossRampA, glossRampB, rows, 'GlossStrength', 'FloatPct')
1113 | mapRamp(specStrengthRampA, specStrengthRampB, rows, 'SpecularStrength', 'Float')
1114 | mapRamp(sheenRateRampA, sheenRateRampB, rows, 'SheenRate', 'Float')
1115 | mapRamp(sheenTintRampA, sheenTintRampB, rows, 'SheenTint', 'Float')
1116 | mapRamp(sheenAptitudeRampA, sheenAptitudeRampB, rows, 'SheenAptitude', 'Float')
1117 | mapRamp(anisotropyRampA, anisotropyRampB, rows, 'Anisotropy', 'Float')
1118 |
1119 | textureSeparate: bpy.types.ShaderNodeSeparateColor = node_tree.nodes.new('ShaderNodeSeparateColor') # type: ignore
1120 | textureSeparate.location = (-200, -300)
1121 | node_tree.links.new(indexTexture.outputs['Color'], textureSeparate.inputs['Color'])
1122 |
1123 | allRamps = [
1124 | colorRampA, colorRampB,
1125 | specularRampA, specularRampB,
1126 | emissionRampA, emissionRampB,
1127 | metalnessRampA, metalnessRampB,
1128 | roughnessRampA, roughnessRampB,
1129 | glossRampA, glossRampB,
1130 | specStrengthRampA, specStrengthRampB,
1131 | sheenRateRampA, sheenRateRampB,
1132 | sheenTintRampA, sheenTintRampB,
1133 | sheenAptitudeRampA, sheenAptitudeRampB,
1134 | anisotropyRampA, anisotropyRampB
1135 | ]
1136 |
1137 | for ramp in allRamps:
1138 | node_tree.links.new(textureSeparate.outputs['Red'], ramp.inputs['Fac'])
1139 |
1140 | pair_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1141 | pair_node.node_tree = bpy.data.node_groups["meddle colortablepair"] # type: ignore
1142 | pair_node.width = 300
1143 |
1144 | node_tree.links.new(textureSeparate.outputs['Green'], pair_node.inputs['id_mix'])
1145 | node_tree.links.new(colorRampA.outputs['Color'], pair_node.inputs['diffuse_color_0'])
1146 | node_tree.links.new(colorRampB.outputs['Color'], pair_node.inputs['diffuse_color_1'])
1147 | node_tree.links.new(specularRampA.outputs['Color'], pair_node.inputs['specular_color_0'])
1148 | node_tree.links.new(specularRampB.outputs['Color'], pair_node.inputs['specular_color_1'])
1149 | node_tree.links.new(emissionRampA.outputs['Color'], pair_node.inputs['emissive_color_0'])
1150 | node_tree.links.new(emissionRampB.outputs['Color'], pair_node.inputs['emissive_color_1'])
1151 | node_tree.links.new(glossRampA.outputs['Color'], pair_node.inputs['gloss_strength_0'])
1152 | node_tree.links.new(glossRampB.outputs['Color'], pair_node.inputs['gloss_strength_1'])
1153 | node_tree.links.new(specStrengthRampA.outputs['Color'], pair_node.inputs['specular_strength_0'])
1154 | node_tree.links.new(specStrengthRampB.outputs['Color'], pair_node.inputs['specular_strength_1'])
1155 | node_tree.links.new(metalnessRampA.outputs['Color'], pair_node.inputs['metallic_0'])
1156 | node_tree.links.new(metalnessRampB.outputs['Color'], pair_node.inputs['metallic_1'])
1157 | node_tree.links.new(roughnessRampA.outputs['Color'], pair_node.inputs['roughness_0'])
1158 | node_tree.links.new(roughnessRampB.outputs['Color'], pair_node.inputs['roughness_1'])
1159 | node_tree.links.new(sheenRateRampA.outputs['Color'], pair_node.inputs['sheen_rate_0'])
1160 | node_tree.links.new(sheenRateRampB.outputs['Color'], pair_node.inputs['sheen_rate_1'])
1161 | node_tree.links.new(sheenTintRampA.outputs['Color'], pair_node.inputs['sheen_tint_0'])
1162 | node_tree.links.new(sheenTintRampB.outputs['Color'], pair_node.inputs['sheen_tint_1'])
1163 | node_tree.links.new(sheenAptitudeRampA.outputs['Color'], pair_node.inputs['sheen_apt_0'])
1164 | node_tree.links.new(sheenAptitudeRampB.outputs['Color'], pair_node.inputs['sheen_apt_1'])
1165 | node_tree.links.new(anisotropyRampA.outputs['Color'], pair_node.inputs['anisotropy_0'])
1166 | node_tree.links.new(anisotropyRampB.outputs['Color'], pair_node.inputs['anisotropy_1'])
1167 | mapGroupOutputs(mat, group_node, pair_node)
1168 |
1169 | east = getEastModePosition(node_tree)
1170 | pair_node.location = (east + 300, 300)
1171 | group_node.location = (east + 700, 300)
1172 | bsdf_node.location = (east + 1000, 300)
1173 | material_output.location = (east + 1300, 300)
1174 |
1175 | return {'FINISHED'}
1176 |
1177 |
1178 |
1179 | class FloatHdrMapping:
1180 | def __init__(self, identifier: str, destRgb: str, destMagnitude: str):
1181 | self.identifier = identifier
1182 | self.destRgb = destRgb
1183 | self.destMagnitude = destMagnitude
1184 |
1185 | def apply(self, targetNode: bpy.types.ShaderNode, mat: bpy.types.Material):
1186 | if self.identifier not in mat:
1187 | return
1188 |
1189 | if targetNode is None:
1190 | return
1191 |
1192 | value = mat[self.identifier]
1193 | magnitude = 0
1194 | for val in value:
1195 | if val > magnitude:
1196 | magnitude = val
1197 |
1198 | if magnitude == 0:
1199 | return
1200 |
1201 | adjustedValue = [val / magnitude for val in value]
1202 |
1203 | if len(adjustedValue) == 3:
1204 | adjustedValue.append(1.0)
1205 |
1206 | #targetNode.inputs[self.destRgb].default_value = adjustedValue
1207 | #targetNode.inputs[self.destMagnitude].default_value = magnitude
1208 | setInputSafe(targetNode, self.destRgb, adjustedValue)
1209 | setInputSafe(targetNode, self.destMagnitude, magnitude)
1210 |
1211 | def handleBg(mat: bpy.types.Material, mesh, directory):
1212 | group_name = "meddle bg.shpk"
1213 | base_mappings = [
1214 | BgMapping(),
1215 | FloatRgbMapping('g_DiffuseColor', 'g_DiffuseColor'),
1216 | FloatHdrMapping('g_EmissiveColor', 'g_EmissiveColor', 'g_EmissiveColor_magnitude'),
1217 | ]
1218 |
1219 | node_tree = mat.node_tree
1220 | if node_tree is None:
1221 | print(f"Material {mat.name} has no node tree")
1222 | return {'CANCELLED'}
1223 |
1224 | if group_name not in bpy.data.node_groups:
1225 | print(f"Node group {group_name} not found")
1226 | return {'CANCELLED'}
1227 |
1228 | mappings = []
1229 |
1230 | clearMaterialNodes(node_tree)
1231 |
1232 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1233 |
1234 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1235 |
1236 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1237 | group_node.width = 300
1238 |
1239 | bsdf_node = createBsdfNode(node_tree)
1240 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1241 | mapGroupOutputs(mat, bsdf_node, group_node)
1242 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1243 | east = getEastModePosition(node_tree)
1244 | group_node.location = (east + 300, 300)
1245 | bsdf_node.location = (east + 600, 300)
1246 | material_output.location = (east + 1000, 300)
1247 | return {'FINISHED'}
1248 |
1249 | def handleCharacterTattoo(mat: bpy.types.Material, mesh, directory):
1250 | group_name = "meddle charactertattoo.shpk"
1251 | base_mappings = [
1252 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', 'g_SamplerNormal_alpha', 'Non-Color'),
1253 | FloatRgbMapping('OptionColor', 'OptionColor'),
1254 | # DecalColor mapping to g_DecalColor <- not implemented
1255 | ]
1256 |
1257 | node_tree = mat.node_tree
1258 | if node_tree is None:
1259 | print(f"Material {mat.name} has no node tree")
1260 | return {'CANCELLED'}
1261 |
1262 | if group_name not in bpy.data.node_groups:
1263 | print(f"Node group {group_name} not found")
1264 | return {'CANCELLED'}
1265 |
1266 | mappings = []
1267 |
1268 | clearMaterialNodes(node_tree)
1269 |
1270 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1271 |
1272 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1273 |
1274 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1275 | group_node.width = 300
1276 |
1277 | bsdf_node = createBsdfNode(node_tree)
1278 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1279 | mapGroupOutputs(mat, bsdf_node, group_node)
1280 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1281 | east = getEastModePosition(node_tree)
1282 | group_node.location = (east + 300, 300)
1283 | bsdf_node.location = (east + 600, 300)
1284 | material_output.location = (east + 1000, 300)
1285 | return {'FINISHED'}
1286 |
1287 | def handleCharacterOcclusion(mat: bpy.types.Material, mesh, directory):
1288 | group_name = "meddle characterocclusion.shpk"
1289 | base_mappings = [
1290 | PngMapping('g_SamplerNormal_PngCachePath', 'g_SamplerNormal', 'g_SamplerNormal_alpha', 'Non-Color'),
1291 | ]
1292 |
1293 | node_tree = mat.node_tree
1294 | if node_tree is None:
1295 | print(f"Material {mat.name} has no node tree")
1296 | return {'CANCELLED'}
1297 |
1298 | if group_name not in bpy.data.node_groups:
1299 | print(f"Node group {group_name} not found")
1300 | return {'CANCELLED'}
1301 |
1302 | mappings = []
1303 |
1304 | clearMaterialNodes(node_tree)
1305 |
1306 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1307 |
1308 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1309 |
1310 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1311 | group_node.width = 300
1312 |
1313 | bsdf_node = createBsdfNode(node_tree)
1314 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1315 | mapGroupOutputs(mat, bsdf_node, group_node)
1316 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1317 | east = getEastModePosition(node_tree)
1318 | group_node.location = (east + 300, 300)
1319 | bsdf_node.location = (east + 600, 300)
1320 | material_output.location = (east + 1000, 300)
1321 | return {'FINISHED'}
1322 |
1323 | def handleBgProp(mat: bpy.types.Material, mesh, directory):
1324 | group_name = "meddle bgprop.shpk"
1325 | base_mappings = [
1326 | PngMapping('g_SamplerColorMap0', 'g_SamplerColorMap0', 'g_SamplerColorMap0_alpha', 'sRGB'),
1327 | PngMapping('g_SamplerNormalMap0', 'g_SamplerNormalMap0', None, 'Non-Color'),
1328 | PngMapping('g_SamplerSpecularMap0', 'g_SamplerSpecularMap0', None, 'Non-Color'),
1329 | ]
1330 |
1331 | node_tree = mat.node_tree
1332 | if node_tree is None:
1333 | print(f"Material {mat.name} has no node tree")
1334 | return {'CANCELLED'}
1335 |
1336 | if group_name not in bpy.data.node_groups:
1337 | print(f"Node group {group_name} not found")
1338 | return {'CANCELLED'}
1339 |
1340 | mappings = []
1341 |
1342 | clearMaterialNodes(node_tree)
1343 |
1344 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1345 |
1346 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1347 |
1348 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1349 | group_node.width = 300
1350 |
1351 | bsdf_node = createBsdfNode(node_tree)
1352 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1353 | mapGroupOutputs(mat, bsdf_node, group_node)
1354 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1355 | east = getEastModePosition(node_tree)
1356 | group_node.location = (east + 300, 300)
1357 | bsdf_node.location = (east + 600, 300)
1358 | material_output.location = (east + 1000, 300)
1359 | return {'FINISHED'}
1360 |
1361 | def handleBgColorChange(mat: bpy.types.Material, mesh, directory):
1362 | group_name = "meddle bgcolorchange.shpk"
1363 | base_mappings = [
1364 | PngMapping('g_SamplerColorMap0', 'g_SamplerColorMap0', 'g_SamplerColorMap0_alpha', 'sRGB'),
1365 | PngMapping('g_SamplerNormalMap0', 'g_SamplerNormalMap0', 'g_SamplerNormalMap0_alpha', 'Non-Color'),
1366 | PngMapping('g_SamplerSpecularMap0', 'g_SamplerSpecularMap0', None, 'Non-Color'),
1367 | FloatRgbMapping('StainColor', 'StainColor'),
1368 | FloatRgbMapping('g_DiffuseColor', 'g_DiffuseColor'),
1369 | ]
1370 |
1371 | node_tree = mat.node_tree
1372 | if node_tree is None:
1373 | print(f"Material {mat.name} has no node tree")
1374 | return {'CANCELLED'}
1375 |
1376 | if group_name not in bpy.data.node_groups:
1377 | print(f"Node group {group_name} not found")
1378 | return {'CANCELLED'}
1379 |
1380 | mappings = []
1381 |
1382 | clearMaterialNodes(node_tree)
1383 |
1384 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1385 |
1386 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1387 |
1388 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1389 | group_node.width = 300
1390 |
1391 | bsdf_node = createBsdfNode(node_tree)
1392 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1393 | mapGroupOutputs(mat, bsdf_node, group_node)
1394 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1395 | east = getEastModePosition(node_tree)
1396 | group_node.location = (east + 300, 300)
1397 | bsdf_node.location = (east + 600, 300)
1398 | material_output.location = (east + 1000, 300)
1399 | return {'FINISHED'}
1400 |
1401 | def handleLightShaft(mat: bpy.types.Material, mesh, directory):
1402 | group_name = "meddle lightshaft.shpk"
1403 | base_mappings = [
1404 | PngMapping('g_Sampler0_PngCachePath', 'g_Sampler0', 'g_Sampler0_alpha', 'sRGB'),
1405 | PngMapping('g_Sampler1_PngCachePath', 'g_Sampler1', 'g_Sampler1_alpha', 'sRGB'),
1406 | FloatRgbMapping('g_Color', 'g_Color'),
1407 | VertexPropertyMapping('Color', 'vertex_color', 'vertex_alpha'),
1408 | FloatArrayMapping('g_TexAnim', 'g_TexAnim', 3),
1409 | FloatArrayMapping('g_TexU', 'g_TexU', 3),
1410 | FloatArrayMapping('g_TexV', 'g_TexV', 3),
1411 | FloatArrayMapping('g_Ray', 'g_Ray', 3),
1412 | ]
1413 |
1414 | node_tree = mat.node_tree
1415 | if node_tree is None:
1416 | print(f"Material {mat.name} has no node tree")
1417 | return {'CANCELLED'}
1418 |
1419 | if group_name not in bpy.data.node_groups:
1420 | print(f"Node group {group_name} not found")
1421 | return {'CANCELLED'}
1422 |
1423 | mappings = []
1424 |
1425 | clearMaterialNodes(node_tree)
1426 |
1427 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1428 |
1429 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1430 |
1431 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1432 | group_node.width = 300
1433 |
1434 | bsdf_node = createBsdfNode(node_tree)
1435 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1436 | mapGroupOutputs(mat, bsdf_node, group_node)
1437 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1438 | east = getEastModePosition(node_tree)
1439 | group_node.location = (east + 300, 300)
1440 | bsdf_node.location = (east + 600, 300)
1441 | material_output.location = (east + 1000, 300)
1442 | return {'FINISHED'}
1443 |
1444 | def handleCrystal(mat: bpy.types.Material, mesh, directory):
1445 | group_name = "meddle crystal.shpk"
1446 | base_mappings = [
1447 | PngMapping('g_SamplerColorMap0', 'g_SamplerColorMap0', None, 'sRGB'),
1448 | PngMapping('g_SamplerEnvMap', 'g_SamplerEnvMap', None, 'Non-Color'),
1449 | PngMapping('g_SamplerNormalMap0', 'g_SamplerNormalMap0', None, 'Non-Color'),
1450 | PngMapping('g_SamplerSpecularMap0', 'g_SamplerSpecularMap0', None, 'Non-Color'),
1451 | ]
1452 |
1453 | node_tree = mat.node_tree
1454 | if node_tree is None:
1455 | print(f"Material {mat.name} has no node tree")
1456 | return {'CANCELLED'}
1457 |
1458 | if group_name not in bpy.data.node_groups:
1459 | print(f"Node group {group_name} not found")
1460 | return {'CANCELLED'}
1461 |
1462 | mappings = []
1463 |
1464 | clearMaterialNodes(node_tree)
1465 |
1466 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1467 |
1468 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1469 |
1470 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1471 | group_node.width = 300
1472 |
1473 | bsdf_node = createBsdfNode(node_tree)
1474 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1475 | mapGroupOutputs(mat, bsdf_node, group_node)
1476 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1477 | east = getEastModePosition(node_tree)
1478 | group_node.location = (east + 300, 300)
1479 | bsdf_node.location = (east + 600, 300)
1480 | material_output.location = (east + 1000, 300)
1481 | return {'FINISHED'}
1482 |
1483 | def handleWater(mat: bpy.types.Material, mesh, directory):
1484 | group_name = "meddle water.shpk"
1485 | base_mappings = [
1486 | FloatRgbMapping('0xD315E728', 'unk_WaterColor'),
1487 | FloatRgbMapping('unk_WaterColor', 'unk_WaterColor'),
1488 |
1489 | FloatRgbMapping('g_RefractionColor', 'g_RefractionColor'),
1490 | FloatRgbMapping('g_WhitecapColor', 'g_WhitecapColor'),
1491 | FloatMapping('g_Transparency', 'g_Transparency'),
1492 | PngMapping('g_SamplerWaveMap_PngCachePath', 'g_SamplerWaveMap', 'g_SamplerWaveMap_alpha', 'Non-Color'), # water river
1493 | PngMapping('g_SamplerWaveMap1_PngCachePath', 'g_SamplerWaveMap1', 'g_SamplerWaveMap1_alpha', 'Non-Color'), # water only
1494 | PngMapping('g_SamplerWhitecapMap_PngCachePath', 'g_SamplerWhitecapMap', 'g_SamplerWhitecapMap_alpha', 'Non-Color'), # water river
1495 | ]
1496 |
1497 | node_tree = mat.node_tree
1498 | if node_tree is None:
1499 | print(f"Material {mat.name} has no node tree")
1500 | return {'CANCELLED'}
1501 |
1502 | if group_name not in bpy.data.node_groups:
1503 | print(f"Node group {group_name} not found")
1504 | return {'CANCELLED'}
1505 |
1506 | mappings = []
1507 |
1508 | clearMaterialNodes(node_tree)
1509 |
1510 | material_output: bpy.types.ShaderNodeOutputMaterial = node_tree.nodes.new('ShaderNodeOutputMaterial') # type: ignore
1511 |
1512 | group_node: bpy.types.ShaderNodeGroup = node_tree.nodes.new('ShaderNodeGroup') # type: ignore
1513 |
1514 | group_node.node_tree = bpy.data.node_groups[group_name] # type: ignore
1515 | group_node.width = 300
1516 |
1517 | bsdf_node = createBsdfNode(node_tree)
1518 | mapBsdfOutput(mat, material_output, bsdf_node, 'Surface')
1519 | mapGroupOutputs(mat, bsdf_node, group_node)
1520 | mapMappings(mat, mesh, group_node, directory, base_mappings + mappings)
1521 | east = getEastModePosition(node_tree)
1522 | group_node.location = (east + 300, 300)
1523 | bsdf_node.location = (east + 600, 300)
1524 | material_output.location = (east + 1000, 300)
1525 |
1526 | return {'FINISHED'}
1527 |
1528 | def spawnFallbackTextures(mat: bpy.types.Material, directory):
1529 | # check props for _PngCachePath, spawn image texture nodes for each
1530 | node_tree = mat.node_tree
1531 | if node_tree is None:
1532 | print(f"Material {mat.name} has no node tree")
1533 | return {'CANCELLED'}
1534 |
1535 | clearMaterialNodes(node_tree)
1536 | node_height = 0
1537 |
1538 | try:
1539 | for prop in mat.keys():
1540 | if prop.endswith('_PngCachePath'):
1541 | print(f"Spawning texture node for {prop}")
1542 | mapping = PngMapping(prop, None, None, 'sRGB', optional=True)
1543 | node_height = mapping.apply(node_tree, None, mat, directory, node_height)
1544 |
1545 | except Exception as e:
1546 | print(f"Error spawning texture nodes: {e}")
1547 | return {'CANCELLED'}
1548 |
1549 | return {'FINISHED'}
1550 |
1551 | def handleShader(mat: bpy.types.Material, mesh, object, deduplicate: bool, directory):
1552 | if mat is None:
1553 | return {'CANCELLED'}
1554 |
1555 | shader_package = mat["ShaderPackage"]
1556 | if shader_package is None:
1557 | return {'CANCELLED'}
1558 |
1559 | print(f"Handling shader package {shader_package} on material {mat.name}")
1560 |
1561 | if shader_package == 'skin.shpk':
1562 | handleSkin(mat, mesh, directory)
1563 | return {'FINISHED'}
1564 |
1565 | if shader_package == 'hair.shpk':
1566 | handleHair(mat, mesh, directory)
1567 | return {'FINISHED'}
1568 |
1569 | if shader_package == 'iris.shpk':
1570 | handleIris(mat, mesh, directory)
1571 | return {'FINISHED'}
1572 |
1573 | if shader_package == 'charactertattoo.shpk':
1574 | handleCharacterTattoo(mat, mesh, directory)
1575 | return {'FINISHED'}
1576 |
1577 | if shader_package == 'characterocclusion.shpk':
1578 | handleCharacterOcclusion(mat, mesh, directory)
1579 | return {'FINISHED'}
1580 |
1581 | if shader_package in ('character.shpk', 'characterlegacy.shpk', 'characterscroll.shpk',
1582 | 'characterglass.shpk', 'characterinc.shpk', 'characterstockings.shpk'):
1583 | handleCharacterSimple(mat, mesh, directory, shader_package)
1584 | return {'FINISHED'}
1585 |
1586 | if shader_package == 'bgcolorchange.shpk':
1587 | handleBgColorChange(mat, mesh, directory)
1588 | return {'FINISHED'}
1589 |
1590 | if shader_package in ('water.shpk', 'river.shpk'):
1591 | handleWater(mat, mesh, directory)
1592 | return {'FINISHED'}
1593 |
1594 | # check if material exists already in scene by same name
1595 | # note: any materials with additional inputs outside the .mtrl values, should not be deduplicated as they should be unique to the object
1596 | if 'Material' in mat and deduplicate:
1597 | for obj in (o for o in bpy.data.objects if o.type == 'MESH'):
1598 | for slot in obj.material_slots:
1599 | if slot.material is None:
1600 | continue
1601 | if 'Material' in slot.material and slot.material['Material'] == mat['Material'] and 'MeddleApplied' in slot.material and slot.material['MeddleApplied'] == True:
1602 | # there is another object in the scene with the same material as this. Replace object material with the one in the scene
1603 | for objSlot in object.material_slots:
1604 | if objSlot.material.name == mat.name:
1605 | objSlot.material = slot.material
1606 | print(f"Material {mat.name} already exists in scene, using existing material")
1607 | return {'FINISHED'}
1608 |
1609 |
1610 | if shader_package == 'bg.shpk' or shader_package == 'bguvscroll.shpk' or shader_package == 'bgcrestchange.shpk':
1611 | handleBg(mat, mesh, directory)
1612 | mat['MeddleApplied'] = True
1613 | return {'FINISHED'}
1614 |
1615 | if shader_package == 'lightshaft.shpk':
1616 | handleLightShaft(mat, mesh, directory)
1617 | mat['MeddleApplied'] = True
1618 | return {'FINISHED'}
1619 |
1620 | if shader_package == 'bgprop.shpk':
1621 | handleBgProp(mat, mesh, directory)
1622 | mat['MeddleApplied'] = True
1623 | return {'FINISHED'}
1624 |
1625 | if shader_package == 'crystal.shpk':
1626 | handleCrystal(mat, mesh, directory)
1627 | mat['MeddleApplied'] = True
1628 | return {'FINISHED'}
1629 |
1630 | spawnFallbackTextures(mat, directory)
1631 | print(f"No suitable shader found for {shader_package} on material {mat.name}")
1632 | return {'CANCELLED'}
1633 |
--------------------------------------------------------------------------------
/MeddleTools/panel.py:
--------------------------------------------------------------------------------
1 | import glob
2 | import bpy
3 | from . import blend_import
4 | from . import shader_fix
5 | from . import gltf_import
6 | import requests
7 | import addon_utils
8 |
9 | repo_url = "https://github.com/PassiveModding/MeddleTools"
10 | repo_release_download_url = "https://github.com/PassiveModding/MeddleTools/releases"
11 | repo_release_url = "https://api.github.com/repos/PassiveModding/MeddleTools/releases/latest"
12 | repo_issues_url = "https://github.com/PassiveModding/MeddleTools/issues"
13 | sponsor_url = "https://github.com/sponsors/PassiveModding"
14 | current_version = "Unknown"
15 | latest_version = "Unknown"
16 | latest_version_blob = None
17 |
18 |
19 | def getLatestVersion():
20 | response = requests.get(repo_release_url)
21 | if response.status_code != 200:
22 | raise Exception(f"Failed to get latest version: {response.status_code}")
23 | data = response.json()
24 | return data
25 |
26 | class MeddleImportPanel(bpy.types.Panel):
27 | bl_idname = "OBJECT_PT_MeddlePanel"
28 | bl_label = "Meddle Import"
29 | bl_space_type = 'VIEW_3D'
30 | bl_region_type = 'UI'
31 | bl_context = "objectmode"
32 | bl_category = "Meddle Tools"
33 |
34 | blender_import: bpy.props.BoolProperty(name="Blender Import", default=True)
35 |
36 |
37 | def draw(self, context):
38 | if context is None:
39 | return {'CANCELLED'}
40 |
41 | layout = self.layout
42 |
43 | layout.prop(context.scene.model_import_settings, 'gltfImportMode', text='Import Mode', expand=True)
44 | layout.prop(context.scene.model_import_settings, 'deduplicateMaterials', text='Deduplicate Materials')
45 | row = layout.row()
46 | row.operator(gltf_import.ModelImport.bl_idname, text='Import .gltf/.glb', icon='IMPORT')
47 | row.operator(gltf_import.ModelImportHelpHover.bl_idname, text='', icon='QUESTION')
48 |
49 | if context.scene.model_import_settings.displayImportHelp:
50 | gltf_import.drawModelImportHelp(layout)
51 |
52 |
53 | class MeddleShaderImportPanel(bpy.types.Panel):
54 | bl_idname = "OBJECT_PT_MeddleShaderImportPanel"
55 | bl_label = "Meddle Shaders"
56 | bl_space_type = 'VIEW_3D'
57 | bl_region_type = 'UI'
58 | bl_context = "objectmode"
59 | bl_category = "Meddle Tools"
60 | bl_options = {'DEFAULT_CLOSED'}
61 |
62 | def draw(self, context):
63 | layout = self.layout
64 |
65 | row = layout.row()
66 | section = layout.box()
67 | col = section.column()
68 |
69 | row = col.row()
70 | row.operator(shader_fix.ShaderFixSelected.bl_idname, text='Apply Shaders to Selected Objects')
71 |
72 | row = col.row()
73 | row.operator(shader_fix.ShaderFixActive.bl_idname, text='Apply Shaders to Current Material')
74 |
75 | row = col.row()
76 | row.label(text="Navigate to the 'cache' folder")
77 | row = col.row()
78 | row.label(text="in the same folder as your model")
79 |
80 | row = layout.row()
81 | row.operator(blend_import.ImportShaders.bl_idname, text='Import Shaders')
82 |
83 | row = layout.row()
84 | row.operator(blend_import.ReplaceShaders.bl_idname, text='Replace Shaders')
85 |
86 | box = layout.box()
87 | col = box.column()
88 |
89 | row = col.row()
90 | row.label(text="Imports the Meddle shader node groups")
91 |
92 | row = layout.row()
93 | row.operator(shader_fix.LightingBoost.bl_idname, text='Reparse Lights')
94 |
95 | row = layout.row()
96 | row.operator(shader_fix.MeddleClear.bl_idname, text='Clear Applied Status')
97 |
98 | class MeddleCreditPanel(bpy.types.Panel):
99 | bl_idname = "OBJECT_PT_MeddleVersionPanel"
100 | bl_label = "Credits"
101 | bl_space_type = 'VIEW_3D'
102 | bl_region_type = 'UI'
103 | bl_context = "objectmode"
104 | bl_category = "Meddle Tools"
105 |
106 | def draw(self, context):
107 | layout = self.layout
108 |
109 | if latest_version != "Unknown" and current_version != "Unknown":
110 | if latest_version != current_version:
111 | box = layout.box()
112 | col = box.column()
113 | row = col.row()
114 | row.label(text=f"New version available: {latest_version}")
115 | row = col.row()
116 | row.operator("wm.url_open", text="Download").url = repo_release_download_url
117 | else:
118 | row = layout.row()
119 | row.label(text="Failed to check for updates")
120 |
121 | section = layout.box()
122 | col = section.column()
123 | row = col.row()
124 | row.label(text=f"Version: {current_version}")
125 | row = col.row()
126 | row.label(text=f"Latest Release ({latest_version})")
127 | row = col.row()
128 | if latest_version_blob is not None:
129 | latest_version_name = latest_version_blob["name"]
130 | row.label(text=f"{latest_version_name}")
131 | else:
132 | row.label(text="Unknown")
133 |
134 | layout.separator()
135 |
136 | # credits
137 | box = layout.box()
138 | col = box.column()
139 |
140 | row = col.row()
141 | row.label(text="Developed by:")
142 | row = col.row()
143 | row.label(text=" - PassiveModding/Ramen")
144 | row = col.row()
145 | row.label(text="Special thanks to:")
146 | row = col.row()
147 | row.label(text=" - SkulblakaDrotningu for Lizzer Tools Meddle")
148 |
149 | layout.separator()
150 |
151 | row = layout.row()
152 | row.operator("wm.url_open", text="MeddleTools Github").url = repo_url
153 | row.operator("wm.url_open", text="Report Issues").url = repo_issues_url
154 |
155 | row = layout.row()
156 | row.operator("wm.url_open", text="Support Meddle").url = sponsor_url
157 |
158 | classes = [
159 | blend_import.ImportShaders,
160 | blend_import.ReplaceShaders,
161 | blend_import.ShaderHelper,
162 | shader_fix.ShaderFixActive,
163 | shader_fix.ShaderFixSelected,
164 | shader_fix.LightingBoost,
165 | shader_fix.MeddleClear,
166 | gltf_import.ModelImport,
167 | MeddleImportPanel,
168 | MeddleShaderImportPanel,
169 | MeddleCreditPanel
170 | ]
171 |
172 | def register():
173 | try:
174 | latest_version_info = getLatestVersion()
175 | global latest_version
176 | latest_version = latest_version_info["tag_name"]
177 | global latest_version_blob
178 | latest_version_blob = latest_version_info
179 | print(f"Latest version: {latest_version}")
180 | except Exception as e:
181 | print(f"Failed to get latest version: {e}")
182 |
183 | try:
184 | global current_version
185 | version_set = False
186 | for mod in addon_utils.modules():
187 | if mod.bl_info.get("name") == "Meddle Tools":
188 | print(f"Found MeddleTools: {mod.bl_info.get('version')}")
189 | current_version = ".".join([str(v) for v in mod.bl_info.get("version")])
190 | version_set = True
191 | if not version_set:
192 | current_version = "Unknown"
193 | print(f"Current version: {current_version}")
194 | except Exception as e:
195 | print(f"Failed to read current version: {e}")
196 |
197 | for cls in classes:
198 | bpy.utils.register_class(cls)
199 |
200 | gltf_import.registerModelImportSettings()
201 |
202 |
203 | def unregister():
204 | for cls in classes:
205 | bpy.utils.unregister_class(cls)
206 |
207 | gltf_import.unregisterModelImportSettings()
208 |
209 |
--------------------------------------------------------------------------------
/MeddleTools/shader_fix.py:
--------------------------------------------------------------------------------
1 | import bpy
2 | from os import path
3 |
4 | from numpy import isin
5 | from . import blend_import
6 | from . import node_groups
7 |
8 | class ShaderFixActive(bpy.types.Operator):
9 | bl_idname = "meddle.use_shaders_active_material"
10 | bl_label = "Use Shaders"
11 |
12 | directory: bpy.props.StringProperty(subtype='DIR_PATH')
13 |
14 | def invoke(self, context, event):
15 | if context is None:
16 | return {'CANCELLED'}
17 |
18 | context.window_manager.fileselect_add(self)
19 | return {'RUNNING_MODAL'}
20 |
21 | def execute(self, context):
22 | if context is None:
23 | return {'CANCELLED'}
24 |
25 | active = context.active_object
26 |
27 | blend_import.import_shaders()
28 |
29 | print(f"Folder selected: {self.directory}")
30 |
31 | if active is None:
32 | return {'CANCELLED'}
33 |
34 | if active.active_material is None:
35 | return {'CANCELLED'}
36 |
37 | return handleShaderFix(active, active.active_material, False, self.directory)
38 |
39 | class ShaderFixSelected(bpy.types.Operator):
40 | bl_idname = "meddle.use_shaders_selected_objects"
41 | bl_label = "Use Shaders on Selected"
42 |
43 | directory: bpy.props.StringProperty(subtype='DIR_PATH')
44 |
45 | def invoke(self, context, event):
46 | if context is None:
47 | return {'CANCELLED'}
48 |
49 | context.window_manager.fileselect_add(self)
50 | return {'RUNNING_MODAL'}
51 |
52 | def execute(self, context):
53 | if context is None:
54 | return {'CANCELLED'}
55 |
56 | # copy of selected objects
57 | selected = context.selected_objects.copy()
58 |
59 | blend_import.import_shaders()
60 |
61 | print(f"Folder selected: {self.directory}")
62 | deduplicate: bool = context.scene.model_import_settings.deduplicateMaterials
63 |
64 | for obj in selected:
65 | if obj is None:
66 | continue
67 |
68 | for slot in obj.material_slots:
69 | if slot.material is not None:
70 | try:
71 | handleShaderFix(obj, slot.material, deduplicate, self.directory)
72 | #shpkMtrlFixer(obj, slot.material, self.directory)
73 | except Exception as e:
74 | print(f"Error on {slot.material.name}: {e}")
75 |
76 | return {'FINISHED'}
77 |
78 | def handleShaderFix(object: bpy.types.Object, mat: bpy.types.Material, deduplicate: bool, directory: str):
79 | if mat is None:
80 | return {'CANCELLED'}
81 |
82 | mesh = object.data
83 | if mesh is None:
84 | return {'CANCELLED'}
85 |
86 | if not isinstance(mesh, bpy.types.Mesh):
87 | return {'CANCELLED'}
88 |
89 | return node_groups.handleShader(mat, mesh, object, deduplicate, directory)
90 |
91 | class MeddleClear(bpy.types.Operator):
92 | bl_idname = "meddle.clear_applied"
93 | bl_label = "Clear"
94 |
95 | def execute(self, context):
96 | # removes the 'MeddleApplied' custom property from all objects
97 | for obj in bpy.data.objects:
98 | if obj.type == 'MESH':
99 | # get materials
100 | for slot in obj.material_slots:
101 | if slot.material is not None:
102 | if 'MeddleApplied' in slot.material:
103 | print(f"Removing MeddleApplied from {slot.material.name}")
104 | del slot.material['MeddleApplied']
105 |
106 | return {'FINISHED'}
107 |
108 | class LightingBoost(bpy.types.Operator):
109 | bl_idname = "meddle.lighting_boost"
110 | bl_label = "Lighting Boost"
111 |
112 | def execute(self, context):
113 | if context is None:
114 | return {'CANCELLED'}
115 |
116 | for obj in context.selected_objects:
117 | if obj is None:
118 | continue
119 |
120 | if obj.type == 'LIGHT':
121 | handleLightFix(obj)
122 |
123 | return {'FINISHED'}
124 |
125 | def handleLightFix(light: bpy.types.Object):
126 | if light is None:
127 | return {'CANCELLED'}
128 |
129 | lightData: bpy.types.Light = light.data # type: ignore
130 | if lightData is None:
131 | return {'CANCELLED'}
132 |
133 | if "LightType" in light:
134 | if light["LightType"] == "AreaLight":
135 | newLight = bpy.data.lights.new(name=light.name, type='AREA')
136 | newLight.size = light["ShadowNear"]
137 | newLight.energy = light["HDRIntensity"]
138 | rgbCol = light["ColorRGB"]
139 | newLight.color = [rgbCol["X"], rgbCol["Y"], rgbCol["Z"]]
140 | newLight.use_custom_distance = True
141 | newLight.cutoff_distance = light["Range"]
142 | lightData.use_shadow = False
143 |
144 | # parent new lightData to the object
145 | light.data = newLight
146 | # remove old light
147 | bpy.data.lights.remove(lightData)
148 | if light["LightType"] == "PointLight":
149 | lightData.use_custom_distance = True
150 | lightData.cutoff_distance = light["Range"]
151 | lightData.shadow_soft_size = light["ShadowNear"]
152 | lightData.use_soft_falloff = False
153 | lightData.use_shadow = False
154 | lightData.energy = light["HDRIntensity"]
155 | if light["LightType"] == "SpotLight":
156 | lightData.use_custom_distance = True
157 | lightData.cutoff_distance = light["Range"]
158 | lightData.shadow_soft_size = light["ShadowNear"]
159 | lightData.use_soft_falloff = False
160 | lightData.use_shadow = False
161 | lightData.energy = light["HDRIntensity"]
162 | if light["LightType"] == "CapsuleLight":
163 | newLight = bpy.data.lights.new(name=light.name, type='AREA')
164 | newLight.shape = 'RECTANGLE'
165 | newLight.energy = light["HDRIntensity"]
166 | newLight.size = (light["BoundsMax"]["X"] / 10)
167 | newLight.size_y = (light["BoundsMax"]["X"] / 10)
168 | rgbCol = light["ColorRGB"]
169 | newLight.color = [rgbCol["X"], rgbCol["Y"], rgbCol["Z"]]
170 | newLight.use_custom_distance = True
171 | newLight.cutoff_distance = light["Range"]
172 | lightData.use_shadow = False
173 |
174 | # parent new lightData to the object
175 | light.data = newLight
176 | # remove old light
177 | bpy.data.lights.remove(lightData)
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/MeddleTools/shaders.blend:
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https://raw.githubusercontent.com/PassiveModding/MeddleTools/55d10fb8c188b1ad12e9dc7d983fab2a8b3bb17f/MeddleTools/shaders.blend
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/MeddleTools/shaders.blend1:
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https://raw.githubusercontent.com/PassiveModding/MeddleTools/55d10fb8c188b1ad12e9dc7d983fab2a8b3bb17f/MeddleTools/shaders.blend1
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/README.md:
--------------------------------------------------------------------------------
1 | # Meddle Tools
2 |
3 |
4 |
5 |
6 | This project is a Blender addon that provides various helper functions to assist working with [Meddle](https://github.com/PassiveModding/Meddle) exports.
7 |
8 | ## Installation
9 | - Head to [Releases](https://github.com/PassiveModding/MeddleTools/releases)
10 | - Download the latest MeddleTools.zip
11 | - Install the zip in blender 4.2+ via `Edit > Preferences > Add-Ons > Install From Disk...`
12 |
13 | ## Usage
14 |
15 | Simply click `Import .gltf/.glb` and navigate to the same folder you exported from meddle and select the `.gltf` or `.glb` file, you can select multiple files from the same folder if you need.
16 |
17 | 
18 |
19 | If you need to re-apply the shaders, you can use the shaders panel. If applying to multiple meshes, select them in the Layout view and click the 'Apply Shaders to Selected Objects' button. If you are in the shader view and have a material already open, select the 'Apply Shaders to Current Material' button to update only the active material. The import shaders and re-import shaders aren't typically needed as it is performed automatically.
20 |
21 | 
22 |
23 | > NOTE: Make sure you export with Character Texture Mode set to 'raw' from the Meddle plugin
24 |
25 | 
26 |
27 | # How does MeddleTools work?
28 | Any models/meshes exported by the Meddle XIV plugin will have the relevant keys and values supplied by the in-game shaders attached under Custom Properties of the material once imported into Blender.
29 |
30 | In general, Meddle will spawn textures for all cached textures by referencing the `/cache` folder in your export directory. It will then make use of the other properties and hand crafted node groups imported from [MeddleTools/shaders.blend](MeddleTools/shaders.blend) to set up each material.
31 |
32 | 
33 |
34 | # Limitations
35 |
36 | ## Array textures
37 | Certain materials have properties (or color tables) which include indexes into array textures. Blender does not support indexed texture arrays so MeddleTools will spawn an individual texture for each referenced array index. Currently MeddleTools does not make use of these outside spawning the textures due to difficulties in testing and validating accuracy.
38 |
39 | ## Lights
40 | A lot of properties of in-game lights do not translate well to blender, I have listed them below
41 |
42 | ### Shadows
43 | In-game Lights have properties such as ShadowNear and ShadowFar, some lights are placed within meshes which would typically occlude them, but if the ShadowNear value exceeds the distance from the source of the light to the mesh, it would not be occluded (this is an assumption but from testing appears true). There does not appear to be a blender supported method of handling this.
44 |
45 | These lights can affect characters and objects differently, and have toggles which indicate whether or not to cast shadows for Characters/Objects independently. This doesn't appear achievable in blender without significantly more complex setup and light linking.
46 |
47 | ### Light types
48 | - Area: Supported in blender but does not translate to KHR_lights_punctual (glTF)
49 | - Capsule: Generally equivalent to Area light but with an ellipse shape, does not translate to KHR_lights_punctual (glTF)
50 | - Point: Supported
51 | - Spotlight: Supported
52 | - Directional: Supported
53 |
54 | ### Light intensity
55 | Light color/intensity is represented as a HDR, i.e. values could be RGB (0.5, 1.0, 23.5), this does not translate well to Blender despite it supporting HDR under the hood. Current approximations use reinhardt tone mapping (L / (1+L)) to convert the HDR light to RGB. This works to a degree but is far from accurate to in-game.
56 |
57 | ## LODs and Mips
58 | Lower lods are not exported by Meddle and as such filling a scene with lower poly models is not achievable.
59 | Meddle exported PNG files are exported using the Highest Mip level for the texture, therefore dynamic mip levels are not achievable
60 |
61 | ## Animated materials
62 | Lightshaft and bguvscroll materials can be animated in-game. This is not currently supported as it is rather difficult to animate these for rendering. It is technically feasable but would require significantly more reverse engineering of these shaders to get something accurate which can be translated to frame-based instead of time-based in blender.
63 |
64 | ## Unsupported shaders
65 | Some shaders are not yet supported. If you wish to get support them, please attempt to recreate them yourself and make a pull request or submit an issue with your research. It is extremely time consuming to reverse engineer in-game shaders and any support is welcome.
66 |
67 | ## Attributions
68 | ### [Lizzer_Tools_Meddle](https://github.com/SkulblakaDrotningu/Lizzer_Tools_Meddle) - [GNU GPL v3.0](https://github.com/SkulblakaDrotningu/Lizzer_Tools_Meddle/blob/main/LICENSE.txt)
69 | Initial [Character Shaders](./MeddleTools/shaders.blend) and logic for character shaders + starting point for embedded blender file, shader node setups for skin, face, hair and variants.
70 |
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