blender/release/scripts/image_bake_from_uvs.py
Campbell Barton a7a3285235 Much needed update to flt_import.py
* NMesh to Mesh
* Optimized vertex importing
* Import NGons properly and make them blender FGons
* lots of other small updates

image_bake_from_uvs - ignore meshes without faceUV's
2006-07-28 08:17:04 +00:00

238 lines
6.5 KiB
Python
Executable File

#!BPY
"""
Name: 'Bake Image from UVs (vcol/img/nor)'
Blender: 241
Group: 'Image'
Tooltip: 'Save the active or selected meshes meshes images, vertex colors or normals to an image.'
"""
__author__= ['Campbell Barton']
__url__= ('blender', 'elysiun', 'http://www.gametutorials.com')
__version__= '0.95'
__bpydoc__= '''\
Bake from UVs to image
This script makes an image from a meshes vertex colors, using the UV coordinates
to draw the faces into the image.
This makes it possible to bake radiosity into a texture.
Make sure your UV Coordinates do not overlap. LSCM Unwrapper or archimap unwrapper work well
to automaticaly do this.
'''
import Blender
import BPyRender
import BPyMesh
Vector= Blender.Mathutils.Vector
Create= Blender.Draw.Create
def vcol2image(me_s,\
PREF_IMAGE_PATH,\
PREF_IMAGE_SIZE,\
PREF_IMAGE_BLEED,\
PREF_IMAGE_SMOOTH,\
PREF_IMAGE_WIRE,\
PREF_USE_IMAGE,\
PREF_USE_VCOL,\
PREF_USE_MATCOL,\
PREF_USE_NORMAL):
def rnd_mat():
render_mat= Blender.Material.New()
mode= render_mat.mode
# Dont use lights ever
mode |= Blender.Material.Modes.SHADELESS
if PREF_IMAGE_WIRE:
mode |= Blender.Material.Modes.WIRE
if PREF_USE_VCOL or PREF_USE_MATCOL: # both vcol and material color use vertex cols to avoid the 16 max limit in materials
mode |= Blender.Material.Modes.VCOL_PAINT
if PREF_USE_IMAGE:
mode |= Blender.Material.Modes.TEXFACE
# Copy back the mode
render_mat.mode |= mode
return render_mat
BLEED_PIXEL= 1.0/PREF_IMAGE_SIZE
render_me= Blender.Mesh.New()
render_me.verts.extend( [Vector(0,0,0),] ) # 0 vert uv bugm dummy vert
for me in me_s:
# Multiple mesh support.
if PREF_USE_NORMAL:
BPyMesh.meshCalcNormals(me)
vert_offset= len(render_me.verts)
render_me.verts.extend( [ Vector(uv.x-BLEED_PIXEL, uv.y-BLEED_PIXEL/2, 0) for f in me.faces for uv in f.uv ] )
tmp_faces= []
for f in me.faces:
tmp_faces.append( [ii+vert_offset for ii in xrange(len(f))] )
vert_offset+= len(f)
face_offset= len(render_me.faces)
render_me.faces.extend(tmp_faces)
if PREF_USE_MATCOL:
materials= []
for mat in me.materials:
if mat==None:
materials.append((1.0, 1.0, 1.0)) # white
else:
materials.append(mat.rgbCol)
if not materials: # Well need a dummy material so the index works if we have no materials.
materials= [(1.0, 1.0, 1.0)]
for i, f in enumerate(me.faces):
frnd= render_me.faces[face_offset+i]
if PREF_USE_IMAGE:
ima= f.image
if ima:
frnd.image= ima
frnd.uv= f.uv
# Use normals excludes other color operations
if PREF_USE_NORMAL:
for ii, v in enumerate(f.v):
nx, ny, nz= v.no
c= frnd.col[ii]
# Modified to adjust from the current color
c.r= int((nx+1)*128)-1
c.g= int((ny+1)*128)-1
c.b= int((nz+1)*128)-1
else:
# Initialize color
if PREF_USE_VCOL:
frnd.col= f.col
# Mix with vert color
if PREF_USE_MATCOL:
# Multiply with existing color
r,g,b= materials[f.mat]
for col in frnd.col:
col.r= int(col.r*r)
col.g= int(col.g*g)
col.b= int(col.b*b)
elif PREF_USE_MATCOL: # Mat color only
# Multiply with existing color
r,g,b= materials[f.mat]
for col in frnd.col:
col.r= int(255*r)
col.g= int(255*g)
col.b= int(255*b)
render_ob= Blender.Object.New('Mesh')
render_ob.link(render_me)
obs= [render_ob]
# EVIL BLEEDING CODE!! - Just do copys of the mesh and place behind. Crufty but better then many other methods I have seen.
if PREF_IMAGE_BLEED and not PREF_IMAGE_WIRE:
z_offset= 0.0
for i in xrange(PREF_IMAGE_BLEED):
for diag1, diag2 in ((-1,-1),(-1,1),(1,-1),(1,1), (1,0), (0,1), (-1,0), (0, -1)): # This line extends the object in 8 different directions, top avoid bleeding.
render_ob= Blender.Object.New('Mesh')
render_ob.link(render_me)
render_ob.LocX= (i+1)*diag1*BLEED_PIXEL
render_ob.LocY= (i+1)*diag2*BLEED_PIXEL
render_ob.LocZ= -z_offset
obs.append(render_ob)
z_offset += 0.01
render_me.materials= [rnd_mat()]
im= BPyRender.imageFromObjectsOrtho(obs, PREF_IMAGE_PATH, PREF_IMAGE_SIZE, PREF_IMAGE_SIZE, PREF_IMAGE_SMOOTH)
# Clear from memory as best as we can
render_me.verts= None
def main():
# Create the variables.
# Filename without path or extension.
scn= Blender.Scene.GetCurrent()
act_ob= scn.getActiveObject()
obsel= [ob for ob in Blender.Object.GetSelected() if ob.getType()=='Mesh']
if not act_ob or act_ob.getType() != 'Mesh' or not act_ob.getData(mesh=1).faceUV:
Blender.Draw.PupMenu('Error, no active mesh selected.')
return
newpath= Blender.Get('filename').split('/')[-1].split('\\')[-1].replace('.blend', '')
PREF_IMAGE_PATH = Create('//%s_grp' % newpath)
PREF_IMAGE_SIZE = Create(1024)
PREF_IMAGE_BLEED = Create(6)
PREF_IMAGE_SMOOTH= Create(1)
PREF_IMAGE_WIRE= Create(0)
PREF_USE_IMAGE = Create(1)
PREF_USE_VCOL = Create(1)
PREF_USE_MATCOL = Create(0)
PREF_USE_NORMAL = Create(0)
if len(obsel)>1: PREF_USE_MULIOB = Create(0)
pup_block = [\
'Image Path: (no ext)',\
('', PREF_IMAGE_PATH, 3, 100, 'Path to new Image. "//" for curent blend dir.'),\
'Image Options',
('Pixel Size:', PREF_IMAGE_SIZE, 64, 4096, 'Image Width and Height.'),\
('Pixel Bleed:', PREF_IMAGE_BLEED, 0, 64, 'Extend pixels from boundry edges to avoid mipmapping errors on rendering.'),\
('Smooth lines', PREF_IMAGE_SMOOTH, 'Render smooth lines.'),\
('Wire Only', PREF_IMAGE_WIRE, 'Renders a wireframe from the mesh, implys bleed is zero.'),\
'Color Source',\
('Image Texface', PREF_USE_IMAGE, 'Render the faces image in the output.'),\
('Vertex Colors', PREF_USE_VCOL, 'Use Normals instead of VCols.'),\
('Material Color', PREF_USE_MATCOL, 'Use the materials color.'),\
('Normal Map', PREF_USE_NORMAL, 'Use Normals instead of VCols.'),\
]
if len(obsel)>1:
pup_block.append('')
pup_block.append(('All Selected Meshes', PREF_USE_MULIOB, 'Use faces from all selcted meshes, Make sure UV coords dont overlap between objects.'))
if not Blender.Draw.PupBlock('VCol to Image', pup_block):
return
if not PREF_USE_MULIOB.val:
me_s= [act_ob.getData(mesh=1)]
else:
# Make double sure datas unique
me_s = dict([(ob.getData(name_only=1), ob.getData(mesh=1)) for ob in obsel]).values()
me_s = [me for me in me_s if me.faceUV]
vcol2image(me_s,\
PREF_IMAGE_PATH.val,\
PREF_IMAGE_SIZE.val,\
PREF_IMAGE_BLEED.val,\
PREF_IMAGE_SMOOTH.val,\
PREF_IMAGE_WIRE.val,\
PREF_USE_IMAGE.val,\
PREF_USE_VCOL.val,\
PREF_USE_MATCOL.val,\
PREF_USE_NORMAL.val)
Blender.Window.RedrawAll()
if __name__ == '__main__':
main()