-
-
Save nebadon2025/8266e6dd8cec22d098011231eff15461 to your computer and use it in GitHub Desktop.
This script will convert blender internal materials to principled shader node materials
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
# cycles_material_text_node.py Copyright (C) 2012, Silvio Falcinelli | |
# cycles_material_text_node.py Copyright (C) 2019, beiller? | |
# | |
# Show Information About the Blend. | |
# ***** BEGIN GPL LICENSE BLOCK ***** | |
# | |
# | |
# This program 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 2 | |
# 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, write to the Free Software Foundation, | |
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | |
# | |
# ***** END GPL LICENCE BLOCK ***** | |
bl_info = { | |
"name": "Cycles Auto Material Texures Node Editor", | |
"author": "Silvio Falcinelli", | |
"version": (0, 1), | |
"blender": (2, 6, 2), | |
"api": 44136, | |
"location": "Properties > Material > Automatic Node Editor ", | |
"description": "automatic cycles texture map", | |
"warning": "beta", | |
"wiki_url": 'http://www.rendering3d.net/' \ | |
'scripts/materialedior', | |
"tracker_url": "https://projects.blender.org/tracker/index.php?" \ | |
"func=detail&aid=????", | |
"category": "System"} | |
import bpy | |
def AutoNodeOff(): | |
mats = bpy.data.materials | |
for cmat in mats: | |
cmat.use_nodes = False | |
def AutoNode(): | |
mats = bpy.data.materials | |
for cmat in mats: | |
# print(cmat.name) | |
cmat.use_nodes = True | |
TreeNodes = cmat.node_tree | |
links = TreeNodes.links | |
shader = '' | |
for n in TreeNodes.nodes: | |
if n.type == 'TEX_IMAGE' or n.type == 'RGBTOBW': | |
TreeNodes.nodes.remove(n) | |
if n.type == 'OUTPUT_MATERIAL': | |
shout = n | |
if n.type == 'BACKGROUND': | |
shader = n | |
if n.type == 'BSDF_DIFFUSE': | |
shader = n | |
if n.type == 'BSDF_GLOSSY': | |
shader = n | |
if n.type == 'BSDF_GLASS': | |
shader = n | |
if n.type == 'BSDF_TRANSLUCENT': | |
shader = n | |
if n.type == 'BSDF_TRANSPARENT': | |
shader = n | |
if n.type == 'BSDF_VELVET': | |
shader = n | |
if n.type == 'EMISSION': | |
shader = n | |
if n.type == 'HOLDOUT': | |
shader = n | |
if cmat.raytrace_mirror.use and cmat.raytrace_mirror.reflect_factor > 0.001: | |
print("MIRROR") | |
if shader: | |
if not shader.type == 'BSDF_GLOSSY': | |
print("MAKE MIRROR SHADER NODE") | |
TreeNodes.nodes.remove(shader) | |
shader = TreeNodes.nodes.new('BSDF_GLOSSY') # RGB node | |
shader.location = 0, 450 | |
# print(shader.glossy) | |
links.new(shader.outputs[0], shout.inputs[0]) | |
if not shader: | |
shader = TreeNodes.nodes.new('ShaderNodeBsdfPrincipled') # RGB node | |
shader.location = 0, 450 | |
shout = TreeNodes.nodes.new('ShaderNodeOutputMaterial') | |
shout.location = 200, 400 | |
links.new(shader.outputs[0], shout.inputs[0]) | |
if shader: | |
textures = cmat.texture_slots | |
for tex in textures: | |
if tex: | |
if tex.texture.type == 'IMAGE': | |
img = tex.texture.image | |
# print(img.name) | |
#bpy.ops.node.add_node(type="ShaderNodeOutputMaterial", use_transform=True) | |
#bpy.ops.node.add_node(type="ShaderNodeTexImage", use_transform=True) | |
shtext = TreeNodes.nodes.new('ShaderNodeTexImage') | |
shtext.location = -200, 400 | |
shtext.image = img | |
if tex.use_map_color_diffuse: | |
links.new(shtext.outputs[0], shader.inputs[0]) | |
class Refresh(bpy.types.Operator): | |
bl_idname = "ml.refresh" | |
bl_label = "Refresh" | |
bl_description = "Refresh" | |
bl_register = True | |
bl_undo = True | |
@classmethod | |
def poll(cls, context): | |
return True | |
def execute(self, context): | |
AutoNode() | |
return {'FINISHED'} | |
class Refresh(bpy.types.Operator): | |
bl_idname = "ml.restore" | |
bl_label = "Restore" | |
bl_description = "Restore" | |
bl_register = True | |
bl_undo = True | |
@classmethod | |
def poll(cls, context): | |
return True | |
def execute(self, context): | |
AutoNodeOff() | |
return {'FINISHED'} | |
class OBJECT_PT_scenemassive(bpy.types.Panel): | |
bl_label = "Automatic Massive Material Nodes" | |
bl_space_type = "PROPERTIES" | |
bl_region_type = "WINDOW" | |
bl_context = "material" | |
def draw(self, context): | |
sc = context.scene | |
ob_cols = [] | |
db_cols = [] | |
layout = self.layout | |
l_row = layout.row() | |
ob_cols.append(l_row.column()) | |
layout.separator() | |
row = ob_cols[0].row() | |
row.operator("ml.refresh", text='BLENDER > CYCLES', icon='FORCE_TEXTURE') | |
layout.separator() | |
row = ob_cols[0].row() | |
row.operator("ml.restore", text='BLENDER Mode (Node Off)', icon='MATERIAL') | |
layout.separator() | |
row = ob_cols[0].row() | |
layout.separator() | |
row = ob_cols[0].row() | |
layout.separator() | |
row = ob_cols[0].row() | |
row.label(text="Ver 0.1 beta Silvio Falcinelli") | |
layout.separator() | |
row = ob_cols[0].row() | |
row.label(text="wwww.rendering3d.net") | |
def register(): | |
bpy.utils.register_module(__name__) | |
pass | |
def unregister(): | |
bpy.utils.unregister_module(__name__) | |
pass | |
if __name__ == "__main__": | |
register() | |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment