cg: update pipeline to lcs property 2 WIP
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6 changed files with 120 additions and 102 deletions
74
cg/blender/processing/render_assets.py
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74
cg/blender/processing/render_assets.py
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# coding: utf-8
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# Copyright (C) 2023 Ilia Kurochkin <brothermechanic@yandex.com>
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#
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# This program is free software; you can redistribute it and/or modify
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# it under the terms of the GNU General Public License as published by
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# the Free Software Foundation; either version 3 of the License, or
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# (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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'''
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DESCRIPTION.
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Mesh processing for original tesselated assets for render.
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'''
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__version__ = '0.3'
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import logging
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import bpy
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import math
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logger = logging.getLogger(__name__)
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def setup_meshes(obj_names, cleanup=False, sharpness=False, shading=False):
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''' Setup raw meshes list after importing '''
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logger.info('Render assets setup launched...')
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fixed_obj_names = []
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for obj_name in obj_names:
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if not bpy.data.objects.get(obj_name):
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continue
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obj = bpy.data.objects[obj_name]
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bpy.ops.object.select_all(action='DESELECT')
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obj.select_set(state=True)
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bpy.context.view_layer.objects.active = obj
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if cleanup:
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# remove doubles
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.mesh.remove_doubles(threshold=0.00001)
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.mesh.select_mode(type='FACE')
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bpy.ops.mesh.select_interior_faces()
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bpy.ops.mesh.delete(type='FACE')
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bpy.ops.object.mode_set(mode='OBJECT')
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if sharpness:
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# set shaps and unwrap
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.mesh.select_mode(type='EDGE')
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bpy.ops.mesh.edges_select_sharp(sharpness=math.radians(12))
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bpy.ops.mesh.mark_sharp()
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.uv.smart_project()
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bpy.ops.object.mode_set(mode='OBJECT')
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if shading:
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# fix shading TODO
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bpy.ops.object.shade_smooth()
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bpy.context.view_layer.objects.active.data.use_auto_smooth = 1
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bpy.context.view_layer.objects.active.modifiers.new(type='DECIMATE', name='decimate')
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bpy.context.view_layer.objects.active.modifiers['decimate'].decimate_type = 'DISSOLVE'
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bpy.context.view_layer.objects.active.modifiers['decimate'].angle_limit = 0.00872665
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bpy.context.object.modifiers['decimate'].show_expanded = 0
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bpy.context.view_layer.objects.active.modifiers.new(type='TRIANGULATE', name='triangulate')
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bpy.context.object.modifiers['triangulate'].keep_custom_normals = 1
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bpy.context.object.modifiers['triangulate'].show_expanded = 0
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fixed_obj_names.append(obj_name)
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return logger.info('Setup of %s meshes is finished!', len(fixed_obj_names))
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