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materialexporter.py
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materialexporter.py
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# %% imports
import bpy
import json
from bpy.types import GizmoGroupProperties, IntProperty, Operator
# %% Static Operations
class Ops():
"""A class to host Static Methods"""
@staticmethod
def json2File(filename: str, jsonString: str):
f = open(f"{filename}.json", "w")
f.write(jsonString)
pass
@staticmethod
def serialize2Json(serializableField):
return json.dumps(serializableField)
@staticmethod
def print_IgonredMaterial(materialName: str):
print(f"[x] Ignored material: {materialName}")
# %% Serializable Classes
class object3D():
name = ""
class Texture():
texture: str
isAlpha: bool
def __init__(self):
self.texture = ""
self.isAlpha = False
class TextureSet():
diffuse = Texture()
alpha = Texture()
metal = Texture()
roughness = Texture()
specular = Texture()
normal = Texture()
subsurface = Texture()
def assignTexture(self, texturemap: str, texture: str, isAlpha: bool):
"""assigns the Textures
Args:
- texturemap (str) - valid options are:
- diffuse
- alpha
- roughness
- specular
- metal
- normal
- subsurface
- texture (str):
- the texture to be added
- isAlpha (bool):
- is the texture used in a alpha channel?
"""
newTexture = Texture()
newTexture.isAlpha = isAlpha
newTexture.texture = texture
if (texturemap.lower().__contains__("diffuse")):
self.diffuse = newTexture
elif (texturemap.lower().__contains__("alpha")):
self.alpha = newTexture
elif (texturemap.lower().__contains__("roughness")):
self.roughness = newTexture
elif (texturemap.lower().__contains__("specular")):
self.specular = newTexture
elif (texturemap.lower() .__contains__("metal")):
self.metal = newTexture
elif (texturemap.lower().__contains__("normal")):
self.normal = newTexture
elif (texturemap.lower() .__contains__("subsurface")):
self.subsurface = newTexture
pass
def serialize(self):
""" returns a dict of variable - names:value"""
dict = {"map_diffuse": self.diffuse.__dict__, "map_alpha": self.alpha.__dict__, "map_roughness": self.roughness.__dict__,
"map_specular": self.specular.__dict__, "map_metal": self.metal.__dict__, "map_normal": self.normal.__dict__, "map_subsurface": self.subsurface.__dict__}
return dict
pass
class Materialvalues:
diffuse = 0
alpha = 0
metal = 0
roughness = 0
specular = 0
normal = 0
subsurface = 0
def assignValues(self, valuename, value: float):
"""assigns the Values
Args:
- texturemap (str) - valid options are:
- diffuse
- alpha
- roughness
- specular
- metal
- normal
- subsurface
- valuename ( str):
- the name of the value to be added
- value (float):
- the texture to be added
"""
if (valuename.lower().__contains__("diffuse")):
self.diffuse = value
elif (valuename.lower().__contains__("alpha")):
self.alpha = value
elif (valuename.lower().__contains__("roughness")):
self.roughness = value
elif (valuename.lower().__contains__("specular")):
self.specular = value
elif (valuename.lower() .__contains__("metal")):
self.metal = value
elif (valuename.lower().__contains__("normal")):
self.normal = value
elif (valuename.lower() .__contains__("subsurface")):
self.subsurface = value
pass
def serialize(self):
""" returns a dict of variable - names:value"""
dict = {"val_diffuse": self.diffuse, "val_alpha": self.alpha, "val_roughness": self.roughness,
"val_specular": self.specular, "val_metal": self.metal, "val_normal": self.normal, "val_subsurface": self.subsurface}
return dict
pass
class Material:
""" { "name":"stringName", "maps":{TextureMaps}, "values":{MaterialValues}}"""
name = ""
type = ""
texturemaps = TextureSet()
materialvalues = Materialvalues()
def serialize(self):
""" returns a dict with all variables.
Serializes texturemaps and materialvalues"""
dict = {
"name": self.name,
"type": self.type,
"maps": self.texturemaps.serialize(),
"values": self.materialvalues.serialize()
}
return dict
class Link_obj_mtl:
objectname = ""
materialSlot = 0
material = ""
def serialize(self):
""" returns a dict of strings: {object, materialSlot, materialvariable}"""
dict = {"Object": self.objectname,
"materialSlot": self.materialSlot, "material": self.material}
return dict
# %% Json Types
class File():
objects = [object3D]
materials = [Material]
links = [Link_obj_mtl]
File = {"objects": [objects], "materials": [materials], "Links": [links]}
@staticmethod
def SaveFile(filename: str, extension: str, content: str):
""" Write a String to a specified file"""
f = open(f"{filename}.{extension}", "w")
f.write(content)
f.close()
@staticmethod
def saveJson(filename: str, extension: str, content: str):
"""Writes objects, materials, Links to a File"""
f = open(f"{filename}.{extension}", "w")
f.write(content)
f.close()
# %% Material Exporter
class MaterialExporter:
def getObjectList(self):
"""returns a list of Objects [str] in a Blend file"""
object_list = []
objects = bpy.data.objects
for object in objects:
# remove objects without materials - ok
if len(object.material_slots.items()) == 0:
objects.remove(object)
continue
# put object names in the List
object_list.append(object.name)
return object_list
def getMaterialList(self): # ok
"""
### Returns
a list of Materials in a Blend file
"""
material_list = []
# put material names in the list
for material in bpy.data.materials:
# skip unused materials
if material.users != 0:
material_list.append(material.name)
return material_list
def getObjMaterials(self, object: str):
"""
a List of materials for the given object.
### Returns
A List of Materials,Sorted by Slot Number"""
materials = []
if (bpy.data.objects[object] != None):
return materials
for slot in bpy.data.objects[object].material_slots:
materials.append(slot.name)
return materials
def findGroupNode(self, material: str):
"""Find the Group node, attached to MaterialOutput->Surface
- parameters:
- A valid material string"""
groupNode = ""
groupNodeName = ""
nodeTree = bpy.data.materials[material].node_tree
if nodeTree == None:
return groupNode
for node in nodeTree.nodes:
if node.type == 'OUTPUT_MATERIAL':
surfaceLinks = node.inputs['Surface'].links
if len(surfaceLinks) >= 1:
surfaceNode = surfaceLinks[0].from_node
if surfaceNode.type == 'GROUP':
#groupNode = surfaceNode.node_tree.name
groupNode = surfaceNode
break
else:
groupNode = None
break
#groupNodeName = groupNode.node_tree.name
return groupNode
def findTextures(self, material: str):
""" Get the Textures attached to the Group Node """
def get_other_Node(Socket):
return Socket.links[0].from_socket.node
def get_other_Socket(Socket):
"""
Returns the name of the other Socket
"""
return Socket.links[0].from_socket.name
def get_node_Texture(node):
"""
Returns the name of a image form a texturenode, without path
"""
texturepath = ""
if node.type == 'TEX_IMAGE':
texturepath = bpy.path.basename(node.image.filepath)
return texturepath
def get_AlphaOrNot(socket):
"""
Returns if the Socket name Is a alpha Socket or not
"""
isAlpha = False
# if (socket.name.lower() == "alpha"):
# isAlpha = True
# else:
# isAlpha = False
if (socket.lower() == "alpha"):
isAlpha = True
else:
isAlpha = False
return isAlpha
textureSet = TextureSet()
# skip on invalid material
if (bpy.data.materials[material] == None):
Ops.print_IgonredMaterial(material)
return textureSet
# skip on invalid node tree
nodeTree = bpy.data.materials[material].node_tree
if(nodeTree == None):
Ops.print_IgonredMaterial(material)
return textureSet
# (1) Find the Group Node
groupNode = self.findGroupNode(material)
# skip on invalid node group
if groupNode == None:
Ops.print_IgonredMaterial(material)
return textureSet
# (2) Iterate through groupnode Inputs:
# - add inputs WITH links to a dict - validSockets{socketname:nodelink}
# - get the Socket / Node on the other end
# - get the Texture name on the other end
# - Chcek if the Socket is Alpha / Color
validSockets = {}
for input in bpy.data.materials[material].node_tree.nodes[groupNode.name].inputs:
if(len(input.links) != 0):
validSockets[input.name] = input
for socket in validSockets:
# - get the Socket / Node on the other end
otherNode = get_other_Node(validSockets[socket])
otherSocket = get_other_Socket(validSockets[socket])
# - get the Texture name on the other end
texturenode = get_node_Texture(otherNode)
# print(texturenode)
# return textureSet
# - Chcek if the Socket is Alpha / Color
isalpha = get_AlphaOrNot(otherSocket)
# assign / add textureset - FINISH
textureSet.assignTexture(socket, get_node_Texture(
otherNode), get_AlphaOrNot(otherSocket))
return textureSet
def findValues(self, material: str):
""" Get Node group values of UNconnected & Matching PBR Nodes """
values = Materialvalues()
# skip on invalid material
if (bpy.data.materials[material] == None):
Ops.print_IgonredMaterial(material)
return values
# skip on invalid node tree
nodeTree = bpy.data.materials[material].node_tree
if(nodeTree == None):
Ops.print_IgonredMaterial(material)
return values
# (1) Find the Group Node
groupNode = self.findGroupNode(material)
# skip on invalid node group
if groupNode == None:
Ops.print_IgonredMaterial(material)
return values
# (2) Iterate through groupnode Inputs:
# - add inputs WITHOUT links to a dict - valueSockets{socketname:value}
valueSockets = {}
for input in bpy.data.materials[material].node_tree.nodes[groupNode.name].inputs:
if(len(input.links) == 0):
if(input.type == 'VALUE'):
value = input.default_value
values.assignValues(input.name, value)
return values
def findShaderType(self, material: str):
shaderType = "Default"
grpNode = self.findGroupNode(material=material)
if(grpNode == None or grpNode == ""):
pass
else:
shaderType = grpNode.node_tree.name
return shaderType
def createMaterial(self, name: str, materialtype: str, textures: TextureSet, values: Materialvalues):
material = Material()
material.name = name
material.type = materialtype
material.texturemaps = textures
material.materialvalues = values
return material
def create_ObjMtl_Link(self, objects):
"""Create the Links Between Material and Object and Material Slot"""
Links = []
for obj in objects:
i = 0
while i < len(bpy.data.objects[obj].material_slots):
newLink = Link_obj_mtl()
newLink.objectname = obj
newLink.material = bpy.data.objects[obj].material_slots[i].material.name
newLink.materialSlot = i
Links.append(newLink.serialize())
i += 1
pass
return Links
def createMaterialMappings(self):
""" create material mappings to be put in json File """
# texture extracting procedure of a material:
mappings = []
# (1) Itearate material List
for material in self.getMaterialList():
newmat = Material()
# q# (2) Find Group Node
# groupNode = self.findGroupNode(material)
# # (4) pass Node Names with no Connections to values
# valueNodes = []
# for input in inputNodes:
# if len(input.links) == 1:
# valueNodes.append(input)
# # () pass Node Names with Connections to Textures
# textureNodes = []
# for nodeInput in inputNodes:
# if len(nodeInput.links) == 0:
# valueNodes.append(nodeInput.name)
# elif len(nodeInput.lins) == 1:
# textureNodes.append(nodeInput.name)
# print(inputNodes)
# # (4) use Node names
# # (3) Recognize valid node Names
# inputs = []
# for input in groupNode.inputs:
# inputs.append(input.name)
# # print()
# # (4) List Node Relations:
# # Group input <=> Texture,IsAlpha
# # newmat.assign(name=material.name, texturemaps=textures,
# # values=self.getValues(material))
# # materialDict = newmat.toDict()
# # mappings.append(materialDict)
out = {}
out["materials"] = mappings
return out
def initializeMaterials(self, material_List: str):
"""
Initialize Materials of type objMaterial() from a materialList (string).
Find Textures, Values and the Type from the 1st Grp Node, attached to MaterialOutput->Surface
Shader type -> Grp Node Name
"""
materials = []
for material in material_List:
newmaterial = Material()
newmaterial.name = material
# Find Material Textures
newmaterial.texturemaps = self.findTextures(material)
# Find Material Values
newmaterial.materialvalues = self.findValues(material)
# Find Shader Type (Grp Node Name)
newmaterial.type = self.findShaderType(material)
materials.append(newmaterial.serialize())
return materials
def run(self):
""" execute the whole operation"""
# Create Lists
object_list = self.getObjectList() # create object List
material_list = self.getMaterialList() # create material List
# initialize the Materials (Textures and Values)
materials = self.initializeMaterials(material_list)
# Create Links
# create object_Material_SLot/material Link
obj_material_links = self.create_ObjMtl_Link(object_list)
# Put Everything in File
Content = {
"objects": object_list,
"materials": materials,
"links": obj_material_links
}
File.SaveFile("leFile", "json", json.dumps(Content))
pass
# %% Launch the program
def main():
print("Material exporter v.01 by SmittyWerbenHD")
program = MaterialExporter()
print("exporting ...")
program.run()
print("MATERIAL EXPORTER: FINISHED")
return
classes = []
if __name__ == "__main__":
main()