rcg-pipeline/rcg_pipeline/material_generators.py

165 lines
5.5 KiB
Python

# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2021-2024 Robossembler LLC
#
# Created by Ilia Kurochkin (brothermechanic)
# contact: brothermechanic@yandex.com
#
# This file is part of Robossembler Framework
# project repo: https://gitlab.com/robossembler/framework
#
# Robossembler Framework is free software;
# you can redistribute it and/or modify
# it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, see <https://www.gnu.org/licenses/>.
#
# ***** END GPL LICENSE BLOCK *****
#
# coding: utf-8
'''
DESCRIPTION.
Blender material generation functions.
'''
__version__ = '1.0'
import configparser
import logging
import os
import bpy
from bpy_extras.node_shader_utils import PrincipledBSDFWrapper
from .utils.shininess_to_roughness import shiny_to_rough
logger = logging.getLogger(__name__)
def black_material(obj):
''' Generate absolute black body shader '''
mat_name = 'Robossembler_Black_Body'
if mat_name in bpy.data.materials:
# assign material to object
if len(obj.material_slots) < 1:
obj.data.materials.append(bpy.data.materials[mat_name])
else:
obj.material_slots[0].material = bpy.data.materials[mat_name]
else:
bmat = bpy.data.materials.new(name=mat_name)
bmat.use_nodes = True
bmat.diffuse_color = (0, 0, 0, 1)
principled = bmat.node_tree.nodes['Principled BSDF']
principled.inputs['Base Color'].default_value = (0, 0, 0, 1)
principled.inputs['Specular IOR Level'].default_value = 0.0
principled.inputs['Roughness'].default_value = 1.0
# assign material to object
if len(obj.material_slots) < 1:
obj.data.materials.append(bmat)
else:
obj.material_slots[0].material = bmat
logger.debug('Material was assigned to object: %s -> %s', bmat.name, obj.name)
return bmat
def material_generator(obj, material_path):
''' Generate shader from FreeCAD's FEM material '''
material = configparser.ConfigParser()
with open(material_path, encoding='utf-8') as data:
material.read_file(data)
mat_name = os.path.splitext(os.path.basename(material_path))[0]
if mat_name != material['General']['Name']:
logger.warning(
'Material %s is not supported! '
'For Robossembler CG Pipeline material should have '
'a same Name and FCMat filename!',
mat_name)
return black_material(obj)
if mat_name in bpy.data.materials:
# assign material to object
if len(obj.material_slots) < 1:
obj.data.materials.append(bpy.data.materials[mat_name])
else:
obj.material_slots[0].material = bpy.data.materials[mat_name]
logger.debug('Material was assigned to object: %s -> %s', mat_name, obj.name)
return obj
if 'Rendering' not in material:
logger.warning(
'Material %s is not supported! '
'For Robossembler CG Pipeline material should have '
'Rendering category with shading parameters!',
mat_name)
return black_material(obj)
rendering = material['Rendering']
if rendering.get('DiffuseColor'):
d_col_str = rendering['DiffuseColor']
d_col4 = tuple(map(float, d_col_str[1:-1].split(', ')))
d_col = d_col4[:-1]
else:
logger.warning(
'DiffuseColor not found for %s %s.', mat_name, obj.name)
d_col = (1.0, 0.0, 0.0)
if rendering.get('Father'):
if rendering['Father'] == 'Metal':
me = 1
else:
me = 0
else:
me = 0
if rendering.get('Shininess'):
shiny = float(rendering['Shininess'])
if shiny == 0:
rg = 0.5
else:
rg = shiny_to_rough(shiny)
else:
rg = 0.5
if rendering.get('EmissiveColor'):
e_col_str = rendering['EmissiveColor']
e_col4 = tuple(map(float, e_col_str[1:-1].split(', ')))
e_col = e_col4[:-1]
else:
e_col = (0.0, 0.0, 0.0)
if rendering.get('Transparency'):
tr_str = rendering['Transparency']
alpha = 1.0 - float(tr_str)
else:
alpha = 1.0
bmat = bpy.data.materials.new(name=mat_name)
bmat.use_nodes = True
principled = PrincipledBSDFWrapper(bmat, is_readonly=False)
principled.base_color = d_col
principled.metallic = me
principled.roughness = rg
principled.emission_color = e_col
principled.alpha = alpha
bevel = bmat.node_tree.nodes.new(type="ShaderNodeBevel")
bevel.location = -300, -300
bevel.samples = 32
bevel.inputs[0].default_value = 0.001
principled_node = bmat.node_tree.nodes["Principled BSDF"]
bmat.node_tree.links.new(bevel.outputs['Normal'], principled_node.inputs['Normal'])
# assign material to object
if len(obj.material_slots) < 1:
obj.data.materials.append(bmat)
else:
obj.material_slots[0].material = bmat
logger.debug('Material was assigned to object: %s -> %s', bmat.name, obj.name)
return bmat