948 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			948 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
import bpy, math, time
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from . import cache
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from .. utility import *
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def assemble():
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    configure_world()
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    configure_lights()
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    configure_meshes()
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def init(self, prev_container):
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    store_existing(prev_container)
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    set_settings()
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    configure_world()
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    configure_lights()
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    configure_meshes(self)
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    print("Config mesh catch omitted: REMEMBER TO SET IT BACK NAXELA")
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    # try:
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    #     configure_meshes(self)
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    # except Exception as e:
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    #     print("An error occured during mesh configuration. See error below:")
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    #     print(f"{type(e).__name__} at line {e.__traceback__.tb_lineno} of {__file__}: {e}")
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    #     if not bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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    #         print("Turn on verbose mode to get more detail.")
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def configure_world():
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    pass
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def configure_lights():
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    pass
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def configure_meshes(self):
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    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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        print("Configuring meshes: Start")
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    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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        print("Configuring meshes: Material restore")
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    for obj in bpy.context.scene.objects:
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        if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
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            if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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                cache.backup_material_restore(obj)
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    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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        print("Configuring meshes: Material rename check")
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    for obj in bpy.context.scene.objects:
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        if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
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            if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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                cache.backup_material_rename(obj)
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    for mat in bpy.data.materials:
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        if mat.users < 1:
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            bpy.data.materials.remove(mat)
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    for mat in bpy.data.materials:
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        if mat.name.startswith("."):
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            if "_Original" in mat.name:
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                bpy.data.materials.remove(mat)
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    #for image in bpy.data.images:
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    #    if image.name.endswith("_baked"):
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    #        bpy.data.images.remove(image, do_unlink=True)
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    iterNum = 0
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    currentIterNum = 0
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    scene = bpy.context.scene
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    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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        print("Object: Setting UV, converting modifiers and prepare channels")
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    #OBJECT: Set UV, CONVERT AND PREPARE
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    for obj in bpy.context.scene.objects:
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        if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
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            hidden = False
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            #We check if the object is hidden
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            if obj.hide_get():
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                hidden = True
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            if obj.hide_viewport:
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                hidden = True
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            if obj.hide_render:
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                hidden = True
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            #We check if the object's collection is hidden
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            collections = obj.users_collection
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            for collection in collections:
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                if collection.hide_viewport:
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                    hidden = True
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                if collection.hide_render:
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                    hidden = True
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                try:
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                    if collection.name in bpy.context.scene.view_layers[0].layer_collection.children:
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                        if bpy.context.scene.view_layers[0].layer_collection.children[collection.name].hide_viewport:
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                            hidden = True
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                except:
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                    print("Error: Could not find collection: " + collection.name)
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            #Additional check for zero poly meshes
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            mesh = obj.data
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            if (len(mesh.polygons)) < 1:
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                print("Found an object with zero polygons. Skipping object: " + obj.name)
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                obj.TLM_ObjectProperties.tlm_mesh_lightmap_use = False
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            if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use and not hidden:
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                print("Preparing: UV initiation for object: " + obj.name)
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                if len(obj.data.vertex_colors) < 1:
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                    obj.data.vertex_colors.new(name="TLM")
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                if scene.TLM_SceneProperties.tlm_reset_uv:
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                    uv_layers = obj.data.uv_layers
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                    uv_channel = "UVMap_Lightmap"
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                    for uvlayer in uv_layers:
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                        if uvlayer.name == uv_channel:
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                            uv_layers.remove(uvlayer)
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                if scene.TLM_SceneProperties.tlm_apply_on_unwrap:
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                    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                        print("Applying transform to: " + obj.name)
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                    bpy.context.view_layer.objects.active = obj
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                    obj.select_set(True)
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                    bpy.ops.object.transform_apply(location=False, rotation=True, scale=True)
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                if scene.TLM_SceneProperties.tlm_apply_modifiers:
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                    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                        print("Applying modifiers to: " + obj.name)
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                    bpy.context.view_layer.objects.active = obj
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                    obj.select_set(True)
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                    bpy.ops.object.convert(target='MESH')
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                for slot in obj.material_slots:
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                    material = slot.material
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                    skipIncompatibleMaterials(material)
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                obj.hide_select = False #Remember to toggle this back
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                for slot in obj.material_slots:
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                    if "." + slot.name + '_Original' in bpy.data.materials:
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                        if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                            print("The material: " + slot.name + " shifted to " + "." + slot.name + '_Original')
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                        slot.material = bpy.data.materials["." + slot.name + '_Original']
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    #ATLAS UV PROJECTING
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    print("PREPARE: ATLAS")
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    for atlasgroup in scene.TLM_AtlasList:
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        print("Adding UV Projection for Atlas group: " + atlasgroup.name)
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        atlas = atlasgroup.name
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        atlas_items = []
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        bpy.ops.object.select_all(action='DESELECT')
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        #Atlas: Set UV, CONVERT AND PREPARE
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        for obj in bpy.context.scene.objects:
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            if obj.TLM_ObjectProperties.tlm_atlas_pointer == atlasgroup.name:
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                hidden = False
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                #We check if the object is hidden
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                if obj.hide_get():
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                    hidden = True
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                if obj.hide_viewport:
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                    hidden = True
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                if obj.hide_render:
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                    hidden = True
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                #We check if the object's collection is hidden
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                collections = obj.users_collection
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                for collection in collections:
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                    if collection.hide_viewport:
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                        hidden = True
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                    if collection.hide_render:
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                        hidden = True
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                    try:
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                        if collection.name in bpy.context.scene.view_layers[0].layer_collection.children:
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                            if bpy.context.scene.view_layers[0].layer_collection.children[collection.name].hide_viewport:
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                                hidden = True
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                    except:
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                        print("Error: Could not find collection: " + collection.name)
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                if obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA" and not hidden:
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                    uv_layers = obj.data.uv_layers
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                    if not obj.TLM_ObjectProperties.tlm_use_default_channel:
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                        uv_channel = obj.TLM_ObjectProperties.tlm_uv_channel
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                    else:
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                        uv_channel = "UVMap_Lightmap"
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                    if not uv_channel in uv_layers:
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                        if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                            print("UV map created for object: " + obj.name)
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                        uvmap = uv_layers.new(name=uv_channel)
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                        uv_layers.active_index = len(uv_layers) - 1
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                    else:
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                        print("Existing UV map found for object: " + obj.name)
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                        for i in range(0, len(uv_layers)):
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                            if uv_layers[i].name == 'UVMap_Lightmap':
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                                uv_layers.active_index = i
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                                break
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                    atlas_items.append(obj)
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                    obj.select_set(True)
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                if atlasgroup.tlm_atlas_lightmap_unwrap_mode == "SmartProject":
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                    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                        print("Atlasgroup Smart Project for: " + str(atlas_items))
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                    for obj in atlas_items:
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                        print("Applying Smart Project to: ")
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                        print(obj.name + ": Active UV: " + obj.data.uv_layers[obj.data.uv_layers.active_index].name)
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                    if len(atlas_items) > 0:
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                        bpy.context.view_layer.objects.active = atlas_items[0]
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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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                    #API changes in 2.91 causes errors:
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                    if (2, 91, 0) > bpy.app.version:
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                        bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
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                    else:
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                        angle = math.radians(45.0)
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                        bpy.ops.uv.smart_project(angle_limit=angle, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, area_weight=1.0, correct_aspect=True, scale_to_bounds=False)
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                    bpy.ops.mesh.select_all(action='DESELECT')
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                    bpy.ops.object.mode_set(mode='OBJECT')
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                    print("Smart project done.")
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                elif atlasgroup.tlm_atlas_lightmap_unwrap_mode == "Lightmap":
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                    bpy.ops.object.mode_set(mode='EDIT')
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                    bpy.ops.uv.lightmap_pack('EXEC_SCREEN', PREF_CONTEXT='ALL_FACES', PREF_MARGIN_DIV=atlasgroup.tlm_atlas_unwrap_margin)
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                    bpy.ops.mesh.select_all(action='DESELECT')
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                    bpy.ops.object.mode_set(mode='OBJECT')
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                elif atlasgroup.tlm_atlas_lightmap_unwrap_mode == "Xatlas":
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                    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                        print("Using Xatlas on Atlas Group: " + atlas)
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                    for obj in atlas_items:
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                        obj.select_set(True)
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                    if len(atlas_items) > 0:
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                        bpy.context.view_layer.objects.active = atlas_items[0]
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                    bpy.ops.object.mode_set(mode='EDIT')
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                    Unwrap_Lightmap_Group_Xatlas_2_headless_call(obj)
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                    bpy.ops.object.mode_set(mode='OBJECT')
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                else:
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                    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                        print("Copied Existing UV Map for Atlas Group: " + atlas)
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                if atlasgroup.tlm_use_uv_packer:
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                    bpy.ops.object.select_all(action='DESELECT')
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                    for obj in atlas_items:
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                        obj.select_set(True)
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                    if len(atlas_items) > 0:
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                        bpy.context.view_layer.objects.active = atlas_items[0]
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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.context.scene.UVPackerProps.uvp_padding = atlasgroup.tlm_uv_packer_padding
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                    bpy.context.scene.UVPackerProps.uvp_engine = atlasgroup.tlm_uv_packer_packing_engine
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                    #print(x)
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                    print("!!!!!!!!!!!!!!!!!!!!! Using UV Packer on: " + obj.name)
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                    if uv_layers.active == "UVMap_Lightmap":
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                        print("YES")
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                    else:
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                        print("NO")
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                        uv_layers.active_index = len(uv_layers) - 1
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                    if uv_layers.active == "UVMap_Lightmap":
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                        print("YES")
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                    else:
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                        print("NO")
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                        uv_layers.active_index = len(uv_layers) - 1
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                    bpy.ops.uvpackeroperator.packbtn()
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                    # if bpy.context.scene.UVPackerProps.uvp_engine == "OP0":
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                    #     time.sleep(1)
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                    # else:
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                    #     time.sleep(2)
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                    time.sleep(2)
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                    #FIX THIS! MAKE A SEPARATE CALL. THIS IS A THREADED ASYNC
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                    bpy.ops.mesh.select_all(action='DESELECT')
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                    bpy.ops.object.mode_set(mode='OBJECT')
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                    #print(x)
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    for obj in bpy.context.scene.objects:
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        if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
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            if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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                iterNum = iterNum + 1
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    #OBJECT UV PROJECTING
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    print("PREPARE: OBJECTS")
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    for obj in bpy.context.scene.objects:
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        if obj.name in bpy.context.view_layer.objects: #Possible fix for view layer error
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            if obj.type == 'MESH' and obj.name in bpy.context.view_layer.objects:
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                hidden = False
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                #We check if the object is hidden
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                if obj.hide_get():
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                    hidden = True
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                if obj.hide_viewport:
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                    hidden = True
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                if obj.hide_render:
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                    hidden = True
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                #We check if the object's collection is hidden
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                collections = obj.users_collection
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                for collection in collections:
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                    if collection.hide_viewport:
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                        hidden = True
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                    if collection.hide_render:
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                        hidden = True
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                    try:
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                        if collection.name in bpy.context.scene.view_layers[0].layer_collection.children:
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                            if bpy.context.scene.view_layers[0].layer_collection.children[collection.name].hide_viewport:
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                                hidden = True
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                    except:
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                        print("Error: Could not find collection: " + collection.name)
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                if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use and not hidden:
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                    objWasHidden = False
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                    #For some reason, a Blender bug might prevent invisible objects from being smart projected
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                    #We will turn the object temporarily visible
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                    obj.hide_viewport = False
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                    obj.hide_set(False)
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                    currentIterNum = currentIterNum + 1
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                    #Configure selection
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                    bpy.ops.object.select_all(action='DESELECT')
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                    bpy.context.view_layer.objects.active = obj
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                    obj.select_set(True)
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                    obs = bpy.context.view_layer.objects
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                    active = obs.active
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                    #Provide material if none exists
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                    print("Preprocessing material for: " + obj.name)
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                    preprocess_material(obj, scene)
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                    #UV Layer management here
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                    if not obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
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                        print("Managing layer for Obj: " + obj.name)
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                        uv_layers = obj.data.uv_layers
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                        if not obj.TLM_ObjectProperties.tlm_use_default_channel:
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                            uv_channel = obj.TLM_ObjectProperties.tlm_uv_channel
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                        else:
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                            uv_channel = "UVMap_Lightmap"
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                        if not uv_channel in uv_layers:
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                            if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                                print("UV map created for obj: " + obj.name)
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                            uvmap = uv_layers.new(name=uv_channel)
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                            uv_layers.active_index = len(uv_layers) - 1
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                            #If lightmap
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                            if obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "Lightmap":
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                                bpy.ops.uv.lightmap_pack('EXEC_SCREEN', PREF_CONTEXT='ALL_FACES', PREF_MARGIN_DIV=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin)
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                            #If smart project
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                            elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "SmartProject":
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                                if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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                                    print("Smart Project B")
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                                bpy.ops.object.select_all(action='DESELECT')
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                                obj.select_set(True)
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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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                                #API changes in 2.91 causes errors:
 | 
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                                if (2, 91, 0) > bpy.app.version:
 | 
						|
                                    bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
 | 
						|
                                else:
 | 
						|
                                    angle = math.radians(45.0)
 | 
						|
                                    bpy.ops.uv.smart_project(angle_limit=angle, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, area_weight=1.0, correct_aspect=True, scale_to_bounds=False)
 | 
						|
 | 
						|
                                bpy.ops.mesh.select_all(action='DESELECT')
 | 
						|
                                bpy.ops.object.mode_set(mode='OBJECT')
 | 
						|
                            
 | 
						|
                            elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "Xatlas":
 | 
						|
                                
 | 
						|
                                Unwrap_Lightmap_Group_Xatlas_2_headless_call(obj)
 | 
						|
 | 
						|
                            elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
 | 
						|
 | 
						|
                                if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                    print("ATLAS GROUP: " + obj.TLM_ObjectProperties.tlm_atlas_pointer)
 | 
						|
                                
 | 
						|
                            else: #if copy existing
 | 
						|
 | 
						|
                                if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                    print("Copied Existing UV Map for object: " + obj.name)
 | 
						|
 | 
						|
                        if obj.TLM_ObjectProperties.tlm_use_uv_packer:
 | 
						|
                            bpy.ops.object.select_all(action='DESELECT')
 | 
						|
                            obj.select_set(True)
 | 
						|
                            bpy.context.view_layer.objects.active = obj
 | 
						|
                            bpy.ops.object.mode_set(mode='EDIT')
 | 
						|
                            bpy.ops.mesh.select_all(action='SELECT')
 | 
						|
 | 
						|
                            bpy.context.scene.UVPackerProps.uvp_padding = obj.TLM_ObjectProperties.tlm_uv_packer_padding
 | 
						|
                            bpy.context.scene.UVPackerProps.uvp_engine = obj.TLM_ObjectProperties.tlm_uv_packer_packing_engine
 | 
						|
 | 
						|
                            #print(x)
 | 
						|
 | 
						|
                            print("!!!!!!!!!!!!!!!!!!!!! Using UV Packer on: " + obj.name)
 | 
						|
 | 
						|
                            if uv_layers.active == "UVMap_Lightmap":
 | 
						|
                                print("YES")
 | 
						|
                            else:
 | 
						|
                                print("NO")
 | 
						|
                                uv_layers.active_index = len(uv_layers) - 1
 | 
						|
 | 
						|
                            if uv_layers.active == "UVMap_Lightmap":
 | 
						|
                                print("YES")
 | 
						|
                            else:
 | 
						|
                                print("NO")
 | 
						|
                                uv_layers.active_index = len(uv_layers) - 1
 | 
						|
 | 
						|
                            bpy.ops.uvpackeroperator.packbtn()
 | 
						|
 | 
						|
                            if bpy.context.scene.UVPackerProps.uvp_engine == "OP0":
 | 
						|
                                time.sleep(1)
 | 
						|
                            else:
 | 
						|
                                time.sleep(2)
 | 
						|
 | 
						|
                            #FIX THIS! MAKE A SEPARATE CALL. THIS IS A THREADED ASYNC
 | 
						|
 | 
						|
                            bpy.ops.mesh.select_all(action='DESELECT')
 | 
						|
                            bpy.ops.object.mode_set(mode='OBJECT')
 | 
						|
 | 
						|
                            #print(x)
 | 
						|
 | 
						|
                        else:
 | 
						|
                            if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                print("Existing UV map found for obj: " + obj.name)
 | 
						|
                            for i in range(0, len(uv_layers)):
 | 
						|
                                if uv_layers[i].name == uv_channel:
 | 
						|
                                    uv_layers.active_index = i
 | 
						|
                                    break
 | 
						|
 | 
						|
                    #print(x)
 | 
						|
 | 
						|
                    #Sort out nodes
 | 
						|
                    for slot in obj.material_slots:
 | 
						|
 | 
						|
                        nodetree = slot.material.node_tree
 | 
						|
 | 
						|
                        outputNode = nodetree.nodes[0] #Presumed to be material output node
 | 
						|
 | 
						|
                        if(outputNode.type != "OUTPUT_MATERIAL"):
 | 
						|
                            for node in nodetree.nodes:
 | 
						|
                                if node.type == "OUTPUT_MATERIAL":
 | 
						|
                                    outputNode = node
 | 
						|
                                    break
 | 
						|
 | 
						|
                        mainNode = outputNode.inputs[0].links[0].from_node
 | 
						|
 | 
						|
                        if mainNode.type not in ['BSDF_PRINCIPLED','BSDF_DIFFUSE','GROUP']:
 | 
						|
 | 
						|
                            #TODO! FIND THE PRINCIPLED PBR
 | 
						|
                            self.report({'INFO'}, "The primary material node is not supported. Seeking first principled.")
 | 
						|
 | 
						|
                            if len(find_node_by_type(nodetree.nodes, Node_Types.pbr_node)) > 0: 
 | 
						|
                                mainNode = find_node_by_type(nodetree.nodes, Node_Types.pbr_node)[0]
 | 
						|
                            else:
 | 
						|
                                self.report({'INFO'}, "No principled found. Seeking diffuse")
 | 
						|
                                if len(find_node_by_type(nodetree.nodes, Node_Types.diffuse)) > 0: 
 | 
						|
                                    mainNode = find_node_by_type(nodetree.nodes, Node_Types.diffuse)[0]
 | 
						|
                                else:
 | 
						|
                                    self.report({'INFO'}, "No supported nodes. Continuing anyway.")
 | 
						|
 | 
						|
                        if mainNode.type == 'GROUP':
 | 
						|
                            if mainNode.node_tree != "Leenkx PBR":
 | 
						|
                                if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                    print("The material group is not supported!")
 | 
						|
 | 
						|
                        if (mainNode.type == "ShaderNodeMix"):
 | 
						|
                            if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                print("Mix shader found")
 | 
						|
 | 
						|
                            #Skip for now
 | 
						|
                            slot.material.TLM_ignore = True
 | 
						|
 | 
						|
                        if (mainNode.type == "BSDF_PRINCIPLED"):
 | 
						|
                            if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                print("BSDF_Principled")
 | 
						|
                            if scene.TLM_EngineProperties.tlm_directional_mode == "None":
 | 
						|
                                if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                    print("Directional mode")
 | 
						|
                                if not len(mainNode.inputs[22].links) == 0:
 | 
						|
                                    if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                        print("NOT LEN 0")
 | 
						|
                                    ninput = mainNode.inputs[22].links[0]
 | 
						|
                                    noutput = mainNode.inputs[22].links[0].from_node
 | 
						|
                                    nodetree.links.remove(noutput.outputs[0].links[0])
 | 
						|
 | 
						|
                            #Clamp metallic
 | 
						|
                            if bpy.context.scene.TLM_SceneProperties.tlm_metallic_clamp == "limit":
 | 
						|
 | 
						|
                                MainMetNodeSocket = mainNode.inputs.get("Metallic")
 | 
						|
                                if not len(MainMetNodeSocket.links) == 0:
 | 
						|
 | 
						|
                                    print("Creating new clamp node")
 | 
						|
 | 
						|
                                    nodes = nodetree.nodes
 | 
						|
                                    MetClampNode = nodes.new('ShaderNodeClamp')
 | 
						|
                                    MetClampNode.location = (-200,150)
 | 
						|
                                    MetClampNode.inputs[2].default_value = 0.9
 | 
						|
                                    minput = mainNode.inputs.get("Metallic").links[0] #Metal input socket
 | 
						|
                                    moutput = mainNode.inputs.get("Metallic").links[0].from_socket #Output socket
 | 
						|
                                    
 | 
						|
                                    nodetree.links.remove(minput)
 | 
						|
 | 
						|
                                    nodetree.links.new(moutput, MetClampNode.inputs[0]) #minput node to clamp node
 | 
						|
                                    nodetree.links.new(MetClampNode.outputs[0], MainMetNodeSocket) #clamp node to metinput
 | 
						|
 | 
						|
                                elif mainNode.type == "PRINCIPLED_BSDF" and MainMetNodeSocket.links[0].from_node.type == "CLAMP":
 | 
						|
 | 
						|
                                    pass
 | 
						|
 | 
						|
                                else:
 | 
						|
 | 
						|
                                    print("New clamp node NOT made")
 | 
						|
 | 
						|
                                    if mainNode.inputs[4].default_value > 0.9:
 | 
						|
                                        mainNode.inputs[4].default_value = 0.9
 | 
						|
 | 
						|
                            elif bpy.context.scene.TLM_SceneProperties.tlm_metallic_clamp == "zero":
 | 
						|
 | 
						|
                                MainMetNodeSocket = mainNode.inputs[4]
 | 
						|
                                if not len(MainMetNodeSocket.links) == 0:
 | 
						|
                                    nodes = nodetree.nodes
 | 
						|
                                    MetClampNode = nodes.new('ShaderNodeClamp')
 | 
						|
                                    MetClampNode.location = (-200,150)
 | 
						|
                                    MetClampNode.inputs[2].default_value = 0.0
 | 
						|
                                    minput = mainNode.inputs[4].links[0] #Metal input socket
 | 
						|
                                    moutput = mainNode.inputs[4].links[0].from_socket #Output socket
 | 
						|
 | 
						|
                                    nodetree.links.remove(minput)
 | 
						|
 | 
						|
                                    nodetree.links.new(moutput, MetClampNode.inputs[0]) #minput node to clamp node
 | 
						|
                                    nodetree.links.new(MetClampNode.outputs[0], MainMetNodeSocket) #clamp node to metinput
 | 
						|
                                else:
 | 
						|
                                    mainNode.inputs[4].default_value = 0.0
 | 
						|
 | 
						|
                            else: #Skip
 | 
						|
                                pass
 | 
						|
 | 
						|
                        if (mainNode.type == "BSDF_DIFFUSE"):
 | 
						|
                            if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                                print("BSDF_Diffuse")
 | 
						|
 | 
						|
                        # if (mainNode.type == "BSDF_DIFFUSE"):
 | 
						|
                        #     if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
                        #         print("BSDF_Diffuse")
 | 
						|
 | 
						|
                    #TODO FIX THIS PART!
 | 
						|
                    #THIS IS USED IN CASES WHERE FOR SOME REASON THE USER FORGETS TO CONNECT SOMETHING INTO THE OUTPUT MATERIAL
 | 
						|
                    for slot in obj.material_slots:
 | 
						|
 | 
						|
                        nodetree = bpy.data.materials[slot.name].node_tree
 | 
						|
                        nodes = nodetree.nodes
 | 
						|
 | 
						|
                        #First search to get the first output material type
 | 
						|
                        for node in nodetree.nodes:
 | 
						|
                            if node.type == "OUTPUT_MATERIAL":
 | 
						|
                                mainNode = node
 | 
						|
                                break
 | 
						|
 | 
						|
                        #Fallback to get search
 | 
						|
                        if not mainNode.type == "OUTPUT_MATERIAL":
 | 
						|
                            mainNode = nodetree.nodes.get("Material Output")
 | 
						|
 | 
						|
                        #Last resort to first node in list
 | 
						|
                        if not mainNode.type == "OUTPUT_MATERIAL":
 | 
						|
                            mainNode = nodetree.nodes[0].inputs[0].links[0].from_node
 | 
						|
 | 
						|
                    #     for node in nodes:
 | 
						|
                    #         if "LM" in node.name:
 | 
						|
                    #             nodetree.links.new(node.outputs[0], mainNode.inputs[0])
 | 
						|
 | 
						|
                    #     for node in nodes:
 | 
						|
                    #         if "Lightmap" in node.name:
 | 
						|
                    #                 nodes.remove(node)
 | 
						|
 | 
						|
def preprocess_material(obj, scene):
 | 
						|
    if len(obj.material_slots) == 0:
 | 
						|
        single = False
 | 
						|
        number = 0
 | 
						|
        while single == False:
 | 
						|
            matname = obj.name + ".00" + str(number)
 | 
						|
            if matname in bpy.data.materials:
 | 
						|
                single = False
 | 
						|
                number = number + 1
 | 
						|
            else:
 | 
						|
                mat = bpy.data.materials.new(name=matname)
 | 
						|
                mat.use_nodes = True
 | 
						|
                obj.data.materials.append(mat)
 | 
						|
                single = True
 | 
						|
 | 
						|
    #We copy the existing material slots to an ordered array, which corresponds to the slot index
 | 
						|
    matArray = []
 | 
						|
    for slot in obj.material_slots:
 | 
						|
        matArray.append(slot.name)
 | 
						|
    
 | 
						|
    obj["TLM_PrevMatArray"] = matArray
 | 
						|
 | 
						|
    #We check and safeguard against NoneType
 | 
						|
    for slot in obj.material_slots:
 | 
						|
        if slot.material is None:
 | 
						|
            matName = obj.name + ".00" + str(0)
 | 
						|
            bpy.data.materials.new(name=matName)
 | 
						|
            slot.material = bpy.data.materials[matName]
 | 
						|
            slot.material.use_nodes = True
 | 
						|
 | 
						|
    for slot in obj.material_slots:
 | 
						|
 | 
						|
        cache.backup_material_copy(slot)
 | 
						|
 | 
						|
        mat = slot.material
 | 
						|
        if mat.users > 1:
 | 
						|
                copymat = mat.copy()
 | 
						|
                slot.material = copymat
 | 
						|
 | 
						|
    #SOME ATLAS EXCLUSION HERE?
 | 
						|
    ob = obj
 | 
						|
    for slot in ob.material_slots:
 | 
						|
        #If temporary material already exists
 | 
						|
        if slot.material.name.endswith('_temp'):
 | 
						|
            continue
 | 
						|
        n = slot.material.name + '_' + ob.name + '_temp'
 | 
						|
        if not n in bpy.data.materials:
 | 
						|
            slot.material = slot.material.copy()
 | 
						|
        slot.material.name = n
 | 
						|
 | 
						|
    #Add images for baking
 | 
						|
    img_name = obj.name + '_baked'
 | 
						|
    #Resolution is object lightmap resolution divided by global scaler
 | 
						|
 | 
						|
    if scene.TLM_EngineProperties.tlm_setting_supersample == "2x":
 | 
						|
        supersampling_scale = 2
 | 
						|
    elif scene.TLM_EngineProperties.tlm_setting_supersample == "4x":
 | 
						|
        supersampling_scale = 4
 | 
						|
    else:
 | 
						|
        supersampling_scale = 1
 | 
						|
 | 
						|
 | 
						|
    if (obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA" and obj.TLM_ObjectProperties.tlm_atlas_pointer != ""):
 | 
						|
 | 
						|
        atlas_image_name = obj.TLM_ObjectProperties.tlm_atlas_pointer + "_baked"
 | 
						|
 | 
						|
        res = int(scene.TLM_AtlasList[obj.TLM_ObjectProperties.tlm_atlas_pointer].tlm_atlas_lightmap_resolution) / int(scene.TLM_EngineProperties.tlm_resolution_scale) * int(supersampling_scale)
 | 
						|
 | 
						|
        #If image not in bpy.data.images or if size changed, make a new image
 | 
						|
        if atlas_image_name not in bpy.data.images or bpy.data.images[atlas_image_name].size[0] != res or bpy.data.images[atlas_image_name].size[1] != res:
 | 
						|
            img = bpy.data.images.new(img_name, int(res), int(res), alpha=True, float_buffer=True)
 | 
						|
 | 
						|
            num_pixels = len(img.pixels)
 | 
						|
            result_pixel = list(img.pixels)
 | 
						|
 | 
						|
            for i in range(0,num_pixels,4):
 | 
						|
 | 
						|
                if scene.TLM_SceneProperties.tlm_override_bg_color:
 | 
						|
                    result_pixel[i+0] = scene.TLM_SceneProperties.tlm_override_color[0]
 | 
						|
                    result_pixel[i+1] = scene.TLM_SceneProperties.tlm_override_color[1]
 | 
						|
                    result_pixel[i+2] = scene.TLM_SceneProperties.tlm_override_color[2]
 | 
						|
                else:
 | 
						|
                    result_pixel[i+0] = 0.0
 | 
						|
                    result_pixel[i+1] = 0.0
 | 
						|
                    result_pixel[i+2] = 0.0
 | 
						|
                    result_pixel[i+3] = 1.0
 | 
						|
 | 
						|
            img.pixels = result_pixel
 | 
						|
 | 
						|
            img.name = atlas_image_name
 | 
						|
        else:
 | 
						|
            img = bpy.data.images[atlas_image_name]
 | 
						|
 | 
						|
        for slot in obj.material_slots:
 | 
						|
            mat = slot.material
 | 
						|
            mat.use_nodes = True
 | 
						|
            nodes = mat.node_tree.nodes
 | 
						|
 | 
						|
            if "Baked Image" in nodes:
 | 
						|
                img_node = nodes["Baked Image"]
 | 
						|
            else:
 | 
						|
                img_node = nodes.new('ShaderNodeTexImage')
 | 
						|
                img_node.name = 'Baked Image'
 | 
						|
                img_node.location = (100, 100)
 | 
						|
                img_node.image = img
 | 
						|
            img_node.select = True
 | 
						|
            nodes.active = img_node
 | 
						|
 | 
						|
        #We need to save this file first in Blender 3.3 due to new filmic option?
 | 
						|
        image = img
 | 
						|
        saveDir = os.path.join(os.path.dirname(bpy.data.filepath), bpy.context.scene.TLM_EngineProperties.tlm_lightmap_savedir)
 | 
						|
        bakemap_path = os.path.join(saveDir, image.name)
 | 
						|
        filepath_ext = ".hdr"
 | 
						|
        image.filepath_raw = bakemap_path + filepath_ext
 | 
						|
        image.file_format = "HDR"
 | 
						|
        if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
            print("Saving to: " + image.filepath_raw)
 | 
						|
        image.save()
 | 
						|
 | 
						|
    else:
 | 
						|
 | 
						|
        res = int(obj.TLM_ObjectProperties.tlm_mesh_lightmap_resolution) / int(scene.TLM_EngineProperties.tlm_resolution_scale) * int(supersampling_scale)
 | 
						|
 | 
						|
        #If image not in bpy.data.images or if size changed, make a new image
 | 
						|
        if img_name not in bpy.data.images or bpy.data.images[img_name].size[0] != res or bpy.data.images[img_name].size[1] != res:
 | 
						|
            img = bpy.data.images.new(img_name, int(res), int(res), alpha=True, float_buffer=True)
 | 
						|
 | 
						|
            num_pixels = len(img.pixels)
 | 
						|
            result_pixel = list(img.pixels)
 | 
						|
 | 
						|
            for i in range(0,num_pixels,4):
 | 
						|
                if scene.TLM_SceneProperties.tlm_override_bg_color:
 | 
						|
                    result_pixel[i+0] = scene.TLM_SceneProperties.tlm_override_color[0]
 | 
						|
                    result_pixel[i+1] = scene.TLM_SceneProperties.tlm_override_color[1]
 | 
						|
                    result_pixel[i+2] = scene.TLM_SceneProperties.tlm_override_color[2]
 | 
						|
                else:
 | 
						|
                    result_pixel[i+0] = 0.0
 | 
						|
                    result_pixel[i+1] = 0.0
 | 
						|
                    result_pixel[i+2] = 0.0
 | 
						|
                    result_pixel[i+3] = 1.0
 | 
						|
 | 
						|
            img.pixels = result_pixel
 | 
						|
 | 
						|
            img.name = img_name
 | 
						|
        else:
 | 
						|
            img = bpy.data.images[img_name]
 | 
						|
 | 
						|
        for slot in obj.material_slots:
 | 
						|
            mat = slot.material
 | 
						|
            mat.use_nodes = True
 | 
						|
            nodes = mat.node_tree.nodes
 | 
						|
 | 
						|
            if "Baked Image" in nodes:
 | 
						|
                img_node = nodes["Baked Image"]
 | 
						|
            else:
 | 
						|
                img_node = nodes.new('ShaderNodeTexImage')
 | 
						|
                img_node.name = 'Baked Image'
 | 
						|
                img_node.location = (100, 100)
 | 
						|
                img_node.image = img
 | 
						|
            img_node.select = True
 | 
						|
            nodes.active = img_node
 | 
						|
 | 
						|
        #We need to save this file first in Blender 3.3 due to new filmic option?
 | 
						|
        image = img
 | 
						|
        saveDir = os.path.join(os.path.dirname(bpy.data.filepath), bpy.context.scene.TLM_EngineProperties.tlm_lightmap_savedir)
 | 
						|
        bakemap_path = os.path.join(saveDir, image.name)
 | 
						|
        filepath_ext = ".hdr"
 | 
						|
        image.filepath_raw = bakemap_path + filepath_ext
 | 
						|
        image.file_format = "HDR"
 | 
						|
        if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
 | 
						|
            print("Saving to: " + image.filepath_raw)
 | 
						|
        image.save()
 | 
						|
 | 
						|
def set_settings():
 | 
						|
 | 
						|
    scene = bpy.context.scene
 | 
						|
    cycles = scene.cycles
 | 
						|
    scene.render.engine = "CYCLES"
 | 
						|
    sceneProperties = scene.TLM_SceneProperties
 | 
						|
    engineProperties = scene.TLM_EngineProperties
 | 
						|
    cycles.device = scene.TLM_EngineProperties.tlm_mode
 | 
						|
    
 | 
						|
    print(bpy.app.version)
 | 
						|
 | 
						|
    if bpy.app.version[0] == 3 or byp.app.version[0] == 4:
 | 
						|
        if cycles.device == "GPU":
 | 
						|
            scene.cycles.tile_size = 256
 | 
						|
        else:
 | 
						|
            scene.cycles.tile_size = 32
 | 
						|
    else:    
 | 
						|
        if cycles.device == "GPU":
 | 
						|
            scene.render.tile_x = 256
 | 
						|
            scene.render.tile_y = 256
 | 
						|
        else:
 | 
						|
            scene.render.tile_x = 32
 | 
						|
            scene.render.tile_y = 32
 | 
						|
    
 | 
						|
    if engineProperties.tlm_quality == "0":
 | 
						|
        cycles.samples = 32
 | 
						|
        cycles.max_bounces = 1
 | 
						|
        cycles.diffuse_bounces = 1
 | 
						|
        cycles.glossy_bounces = 1
 | 
						|
        cycles.transparent_max_bounces = 1
 | 
						|
        cycles.transmission_bounces = 1
 | 
						|
        cycles.volume_bounces = 1
 | 
						|
        cycles.caustics_reflective = False
 | 
						|
        cycles.caustics_refractive = False
 | 
						|
    elif engineProperties.tlm_quality == "1":
 | 
						|
        cycles.samples = 64
 | 
						|
        cycles.max_bounces = 2
 | 
						|
        cycles.diffuse_bounces = 2
 | 
						|
        cycles.glossy_bounces = 2
 | 
						|
        cycles.transparent_max_bounces = 2
 | 
						|
        cycles.transmission_bounces = 2
 | 
						|
        cycles.volume_bounces = 2
 | 
						|
        cycles.caustics_reflective = False
 | 
						|
        cycles.caustics_refractive = False
 | 
						|
    elif engineProperties.tlm_quality == "2":
 | 
						|
        cycles.samples = 512
 | 
						|
        cycles.max_bounces = 2
 | 
						|
        cycles.diffuse_bounces = 2
 | 
						|
        cycles.glossy_bounces = 2
 | 
						|
        cycles.transparent_max_bounces = 2
 | 
						|
        cycles.transmission_bounces = 2
 | 
						|
        cycles.volume_bounces = 2
 | 
						|
        cycles.caustics_reflective = False
 | 
						|
        cycles.caustics_refractive = False
 | 
						|
    elif engineProperties.tlm_quality == "3":
 | 
						|
        cycles.samples = 1024
 | 
						|
        cycles.max_bounces = 256
 | 
						|
        cycles.diffuse_bounces = 256
 | 
						|
        cycles.glossy_bounces = 256
 | 
						|
        cycles.transparent_max_bounces = 256
 | 
						|
        cycles.transmission_bounces = 256
 | 
						|
        cycles.volume_bounces = 256
 | 
						|
        cycles.caustics_reflective = False
 | 
						|
        cycles.caustics_refractive = False
 | 
						|
    elif engineProperties.tlm_quality == "4":
 | 
						|
        cycles.samples = 2048
 | 
						|
        cycles.max_bounces = 512
 | 
						|
        cycles.diffuse_bounces = 512
 | 
						|
        cycles.glossy_bounces = 512
 | 
						|
        cycles.transparent_max_bounces = 512
 | 
						|
        cycles.transmission_bounces = 512
 | 
						|
        cycles.volume_bounces = 512
 | 
						|
        cycles.caustics_reflective = True
 | 
						|
        cycles.caustics_refractive = True
 | 
						|
    else: #Custom
 | 
						|
        pass
 | 
						|
 | 
						|
def store_existing(prev_container):
 | 
						|
 | 
						|
    scene = bpy.context.scene
 | 
						|
    cycles = scene.cycles
 | 
						|
 | 
						|
    selected = []
 | 
						|
 | 
						|
    for obj in bpy.context.scene.objects:
 | 
						|
        if obj.select_get():
 | 
						|
            selected.append(obj.name)
 | 
						|
 | 
						|
    prev_container["settings"] = [
 | 
						|
        cycles.samples,
 | 
						|
        cycles.max_bounces,
 | 
						|
        cycles.diffuse_bounces,
 | 
						|
        cycles.glossy_bounces,
 | 
						|
        cycles.transparent_max_bounces,
 | 
						|
        cycles.transmission_bounces,
 | 
						|
        cycles.volume_bounces,
 | 
						|
        cycles.caustics_reflective,
 | 
						|
        cycles.caustics_refractive,
 | 
						|
        cycles.device,
 | 
						|
        scene.render.engine,
 | 
						|
        bpy.context.view_layer.objects.active,
 | 
						|
        selected,
 | 
						|
        [scene.render.resolution_x, scene.render.resolution_y]
 | 
						|
    ]
 | 
						|
 | 
						|
def skipIncompatibleMaterials(material):
 | 
						|
    node_tree = material.node_tree
 | 
						|
    nodes = material.node_tree.nodes
 | 
						|
 | 
						|
    #ADD OR MIX SHADER? CUSTOM/GROUP?
 | 
						|
    #IF Principled has emissive or transparency?
 | 
						|
 | 
						|
    SkipMatList = ["EMISSION",
 | 
						|
                    "BSDF_TRANSPARENT",
 | 
						|
                    "BACKGROUND", 
 | 
						|
                    "BSDF_HAIR",
 | 
						|
                    "BSDF_HAIR_PRINCIPLED",
 | 
						|
                    "HOLDOUT",
 | 
						|
                    "PRINCIPLED_VOLUME",
 | 
						|
                    "BSDF_REFRACTION",
 | 
						|
                    "EEVEE_SPECULAR",
 | 
						|
                    "BSDF_TRANSLUCENT",
 | 
						|
                    "VOLUME_ABSORPTION",
 | 
						|
                    "VOLUME_SCATTER"]
 | 
						|
 | 
						|
    #Find output node
 | 
						|
    outputNode = nodes[0]
 | 
						|
    if(outputNode.type != "OUTPUT_MATERIAL"):
 | 
						|
        for node in node_tree.nodes:
 | 
						|
            if node.type == "OUTPUT_MATERIAL":
 | 
						|
                outputNode = node
 | 
						|
                break
 | 
						|
 | 
						|
    #Find mainnode
 | 
						|
    mainNode = outputNode.inputs[0].links[0].from_node
 | 
						|
 | 
						|
    if mainNode.type in SkipMatList:
 | 
						|
        material.TLM_ignore = True
 | 
						|
        print("Ignored material: " + material.name)
 | 
						|
 | 
						|
def packUVPack():
 | 
						|
 | 
						|
 | 
						|
 | 
						|
    pass
 |