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op_bake.py
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op_bake.py
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import bpy
import os
import bmesh
from mathutils import Vector
from collections import defaultdict
from math import pi
from random import random
import time
from . import utilities_ui
from . import settings
from . import utilities_bake as ub
# Notes: https://docs.blender.org/manual/en/dev/render/blender_render/bake.html
modes={
'normal_tangent': ub.BakeMode('', type='NORMAL', color=(0.5, 0.5, 1, 1), use_project=True),
'normal_object': ub.BakeMode('', type='NORMAL', color=(0.5, 0.5, 1, 1), normal_space='OBJECT'),
'cavity': ub.BakeMode('bake_cavity', type='EMIT', setVColor=ub.setup_vertex_color_dirty),
'paint_base': ub.BakeMode('bake_paint_base', type='EMIT'),
'dust': ub.BakeMode('bake_dust', type='EMIT', setVColor=ub.setup_vertex_color_dirty),
'id_element': ub.BakeMode('bake_vertex_color',type='EMIT', setVColor=ub.setup_vertex_color_id_element),
'id_material': ub.BakeMode('bake_vertex_color',type='EMIT', setVColor=ub.setup_vertex_color_id_material),
'selection': ub.BakeMode('bake_vertex_color',type='EMIT', color=(0, 0, 0, 1), setVColor=ub.setup_vertex_color_selection),
'diffuse': ub.BakeMode('', type='DIFFUSE'),
# 'displacment': ub.BakeMode('', type='DISPLACEMENT', use_project=True, color=(0, 0, 0, 1), engine='CYCLES'),
'ao': ub.BakeMode('', type='AO', params=["bake_samples"], engine='CYCLES'),
# 'ao_legacy': ub.BakeMode('', type='AO', params=["bake_samples"], engine='CYCLES'),
'position': ub.BakeMode('bake_position', type='EMIT'),
'curvature': ub.BakeMode('', type='NORMAL', use_project=True, params=["bake_curvature_size"], composite="curvature"),
'wireframe': ub.BakeMode('bake_wireframe', type='EMIT', color=(0, 0, 0, 1), params=["bake_wireframe_size"]),
'roughness': ub.BakeMode('', type='ROUGHNESS', color=(0, 0, 0, 1)),
'glossiness': ub.BakeMode('', type='ROUGHNESS', color=(1, 1, 1, 1), invert=True),
'metallic': ub.BakeMode('', type='ROUGHNESS', color=(0, 0, 0, 1)),
'emission': ub.BakeMode('', type='EMIT', color=(0, 0, 0, 1)),
'base_color': ub.BakeMode('', type='DIFFUSE')
}
if hasattr(bpy.types,"ShaderNodeBevel"):
# Has newer bevel shader (2.7 nightly build series)
modes['bevel_mask'] = ub.BakeMode('bake_bevel_mask', type='EMIT', color=(0, 0, 0, 1), params=["bake_bevel_samples","bake_bevel_size"])
modes['normal_tangent_bevel'] = ub.BakeMode('bake_bevel_normal', type='NORMAL', color=(0.5, 0.5, 1, 1), params=["bake_bevel_samples","bake_bevel_size"])
modes['normal_object_bevel'] = ub.BakeMode('bake_bevel_normal', type='NORMAL', color=(0.5, 0.5, 1, 1), normal_space='OBJECT', params=["bake_bevel_samples","bake_bevel_size"])
class op(bpy.types.Operator):
bl_idname = "uv.textools_bake"
bl_label = "Bake"
bl_description = "Bake selected objects"
@classmethod
def poll(cls, context):
if len(settings.sets) == 0:
return False
return True
def execute(self, context):
startTime = time.monotonic()
bake_mode = utilities_ui.get_bake_mode()
if bake_mode not in modes:
self.report({'ERROR_INVALID_INPUT'}, "Uknown mode '{}' only available: '{}'".format(bake_mode, ", ".join(modes.keys() )) )
return {'CANCELLED'}
# Avoid weird rendering problems when Progressive Refine is activated from Blender 2.90
pre_progressive_refine = bpy.context.scene.cycles.use_progressive_refine
bpy.context.scene.cycles.use_progressive_refine = False
# Store Selection
selected_objects = [obj for obj in bpy.context.selected_objects]
active_object = bpy.context.view_layer.objects.active
ub.store_bake_settings()
if bake_mode == 'id_material':
#try to redirect deleted materials which were recovered with undo
for i, material in enumerate(ub.allMaterials):
try: material.name
except: ub.allMaterials[i] = bpy.data.materials.get(ub.allMaterialsNames[i])
#store a persistent ordered list of all materials in the scene
if len(ub.allMaterials) == 0 :
ub.allMaterials = [material for material in bpy.data.materials if material.users != 0]
ub.allMaterialsNames = [material.name for material in ub.allMaterials]
else:
for obj in selected_objects:
for i in range(len(obj.material_slots)):
slot = obj.material_slots[i]
if slot.material:
if slot.material not in ub.allMaterials : # and slot.material.users != 0
ub.allMaterials.append(slot.material)
ub.allMaterialsNames.append(slot.material.name)
# Render sets
bake(
self = self,
mode = bake_mode,
size = bpy.context.scene.texToolsSettings.size,
bake_single = bpy.context.scene.texToolsSettings.bake_force_single,
sampling_scale = int(bpy.context.scene.texToolsSettings.bake_sampling),
samples = bpy.context.scene.texToolsSettings.bake_samples,
cage_extrusion = bpy.context.scene.texToolsSettings.bake_cage_extrusion,
ray_distance = bpy.context.scene.texToolsSettings.bake_ray_distance
)
# Restore selection
ub.restore_bake_settings()
bpy.ops.object.select_all(action='DESELECT')
for obj in selected_objects:
obj.select_set( state = True, view_layer = None)
if active_object:
bpy.context.view_layer.objects.active = active_object
bpy.context.scene.cycles.use_progressive_refine = pre_progressive_refine
elapsed = round(time.monotonic()-startTime, 2)
self.report({'INFO'}, "Baking finished, elapsed:" + str(elapsed) + "s.")
return {'FINISHED'}
def bake(self, mode, size, bake_single, sampling_scale, samples, cage_extrusion, ray_distance):
print("Bake '{}'".format(mode))
bpy.context.scene.render.engine = modes[mode].engine #Switch render engine
# Disable edit mode
if bpy.context.view_layer.objects.active != None and bpy.context.object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
render_width = sampling_scale * size[0]
render_height = sampling_scale * size[1]
# Get Materials
tunedMaterials = {}
material_loaded = get_material(mode)
material_empty = None
if "TT_bake_node" in bpy.data.materials:
material_empty = bpy.data.materials["TT_bake_node"]
else:
material_empty = bpy.data.materials.new(name="TT_bake_node")
# Get the baking sets / pairs
sets = settings.sets
for s in range(0,len(sets)):
set = sets[s]
# Requires 1+ low poly objects
if len(set.objects_low) == 0:
self.report({'ERROR_INVALID_INPUT'}, "No low poly object as part of the '{}' set".format(set.name) )
return {'CANCELLED'}
# Check for UV maps
for obj in set.objects_low:
if not obj.data.uv_layers or len(obj.data.uv_layers) == 0:
self.report({'ERROR_INVALID_INPUT'}, "No UV map available for '{}'".format(obj.name))
return {'CANCELLED'}
# Check for cage inconsistencies
if len(set.objects_cage) > 0 and (len(set.objects_low) != len(set.objects_cage)):
self.report({'ERROR_INVALID_INPUT'}, "{}x cage objects do not match {}x low poly objects for '{}'".format(len(set.objects_cage), len(set.objects_low), obj.name))
return {'CANCELLED'}
preStates = [] # list to store original materials setups in case they must be changed and restored
temp_sets = []
if material_loaded:
for bakeset in sets:
low = []
high = []
cage = bakeset.objects_cage
float = []
name = bakeset.name
temp_set = ub.BakeSet(name, low, cage, high, float)
if (len(bakeset.objects_high) + len(bakeset.objects_float)) == 0 :
for obj in bakeset.objects_low:
temp_obj = obj.copy()
temp_obj.data = obj.data.copy()
obj.users_collection[0].objects.link(temp_obj)
temp_set.objects_low.append(temp_obj)
else:
temp_set.objects_low = bakeset.objects_low
for obj in bakeset.objects_high:
temp_obj = obj.copy()
temp_obj.data = obj.data.copy()
obj.users_collection[0].objects.link(temp_obj)
temp_set.objects_high.append(temp_obj)
for obj in bakeset.objects_float:
temp_obj = obj.copy()
temp_obj.data = obj.data.copy()
obj.users_collection[0].objects.link(temp_obj)
temp_set.objects_float.append(temp_obj)
temp_sets.append(temp_set)
else:
temp_sets = sets
for s in range(0,len(temp_sets)):
set = temp_sets[s]
# Get image name
name_texture = "{}_{}".format(set.name, mode)
if bake_single:
name_texture = "{}_{}".format(sets[0].name, mode) # In Single mode bake into same texture
path = bpy.path.abspath("//{}.tga".format(name_texture))
# Setup Image
is_clear = (not bake_single) or (bake_single and s==0)
image = setup_image(mode, name_texture, render_width, render_height, path, is_clear)
preStatesSet = []
# Assign Materials to Objects / tune the existing materials, and distribute temp bake image nodes
if (len(set.objects_high) + len(set.objects_float)) == 0:
# Low poly bake: Assign material to lowpoly or tune the existing material/s
for obj in set.objects_low:
if material_loaded is not None :
assign_vertex_color(mode, obj)
assign_material(mode, obj, material_loaded)
elif mode == 'metallic' or mode == 'base_color':
for i in range(len(obj.material_slots)):
slot = obj.material_slots[i]
if slot.material:
if slot.material not in tunedMaterials : # and slot.material.users != 0
tunedMaterials[slot.material] = relink_nodes(mode, slot.material)
setup_image_bake_node(obj, image)
else:
setup_image_bake_node(obj, image)
if material_loaded is not None :
setup_image_bake_node(set.objects_low[0], image)
else:
# High to low poly: Low poly requires any material to bake into image
for obj in set.objects_low:
if len(obj.material_slots) == 0:
obj.data.materials.append(material_empty)
setup_image_bake_node(obj, image)
# Assign material to highpoly or tune the existing material/s
for obj in (set.objects_high+set.objects_float):
if material_loaded is not None :
assign_vertex_color(mode, obj)
assign_material(mode, obj, material_loaded)
elif mode == 'metallic' or mode == 'base_color':
for i in range(len(obj.material_slots)):
slot = obj.material_slots[i]
if slot.material:
if slot.material not in tunedMaterials : # and slot.material.users != 0
tunedMaterials[slot.material] = relink_nodes(mode, slot.material)
preStates.append(preStatesSet)
print("Bake '{}' = {}".format(set.name, path))
# Hide all cage objects i nrender
for obj_cage in set.objects_cage:
obj_cage.hide_render = True
# Bake each low poly object in this set
for i in range(len(set.objects_low)):
obj_low = set.objects_low[i]
obj_cage = None if i >= len(set.objects_cage) else set.objects_cage[i]
# Disable hide render
obj_low.hide_render = False
bpy.ops.object.select_all(action='DESELECT')
obj_low.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj_low
if modes[mode].engine == 'BLENDER_EEVEE':
# Assign image to texture faces
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
for area in bpy.context.screen.areas:
if area.type == 'IMAGE_EDITOR':
area.spaces[0].image = image
# bpy.data.screens['UV Editing'].areas[1].spaces[0].image = image
bpy.ops.object.mode_set(mode='OBJECT')
for obj_high in (set.objects_high):
obj_high.select_set( state = True, view_layer = None)
cycles_bake(
mode,
bpy.context.scene.texToolsSettings.padding,
sampling_scale,
samples,
cage_extrusion,
ray_distance,
len(set.objects_high) > 0,
obj_cage
)
# Bake Floaters separate bake
if len(set.objects_float) > 0:
bpy.ops.object.select_all(action='DESELECT')
for obj_high in (set.objects_float):
obj_high.select_set( state = True, view_layer = None)
obj_low.select_set( state = True, view_layer = None)
cycles_bake(
mode,
0,
sampling_scale,
samples,
cage_extrusion,
ray_distance,
len(set.objects_float) > 0,
obj_cage
)
if modes[mode].invert:
bpy.ops.image.invert(invert_r=True, invert_g=True, invert_b=True)
# Set background image (CYCLES & BLENDER_EEVEE)
for area in bpy.context.screen.areas:
if area.type == 'IMAGE_EDITOR':
area.spaces[0].image = image
# Delete provisional bake nodes used during baking
if (len(set.objects_high) + len(set.objects_float)) > 0:
for obj in set.objects_low:
if obj.material_slots[0].material == material_empty:
bpy.ops.object.material_slot_remove({'object': obj})
clear_image_bake_node(obj)
else:
for obj in set.objects_low:
clear_image_bake_node(obj)
# Restore Tuned Materials
if mode == 'metallic' or mode == 'base_color':
for material in tunedMaterials:
relink_restore(mode, material, tunedMaterials[material])
# Restore renderable for cage objects
for obj_cage in set.objects_cage:
obj_cage.hide_render = False
# Downsample image? (when baking single, only downsample on last bake)
if not bake_single or (bake_single and s == len(sets)-1):
if render_width != size[0] or render_height != size[1]:
image.scale(size[0],size[1])
# Apply composite nodes on final image result
if modes[mode].composite:
apply_composite(image, modes[mode].composite, bpy.context.scene.texToolsSettings.bake_curvature_size)
# Delete temp objects created for baking
if material_loaded:
material_loaded.user_clear()
to_delete = []
if (len(set.objects_high) + len(set.objects_float)) == 0 :
for obj in set.objects_low:
obj.data.materials.clear()
to_delete.append(obj)
else:
for obj in (set.objects_high + set.objects_float) :
obj.data.materials.clear()
to_delete.append(obj)
bpy.ops.object.delete({'selected_objects': to_delete})
# image.save()
def apply_composite(image, scene_name, size):
previous_scene = bpy.context.window.scene
# avoid Sun Position addon error
preWorldPropertiesNodesBool = previous_scene.world.use_nodes
# Get Scene with compositing nodes
scene = None
if scene_name in bpy.data.scenes:
scene = bpy.data.scenes[scene_name]
else:
path = os.path.join(os.path.dirname(__file__), "resources/compositing.blend")+"\\Scene\\"
bpy.ops.wm.append(filename=scene_name, directory=path, link=False, autoselect=False)
scene = bpy.data.scenes[scene_name]
if scene:
# Switch scene
bpy.context.window.scene = scene
bpy.context.window.scene.world.use_nodes = preWorldPropertiesNodesBool
#Setup composite nodes for Curvature
if "Image" in scene.node_tree.nodes:
scene.node_tree.nodes["Image"].image = image
if "Offset" in scene.node_tree.nodes:
scene.node_tree.nodes["Offset"].outputs[0].default_value = size
# Render image
bpy.ops.render.render(use_viewport=False)
# Get last images of viewer node and render result
image_viewer_node = get_last_item("Viewer Node", bpy.data.images)
image_render_result = get_last_item("Render Result", bpy.data.images)
#Copy pixels
image.pixels = image_viewer_node.pixels[:]
image.update()
if image_viewer_node:
bpy.data.images.remove(image_viewer_node)
if image_render_result:
bpy.data.images.remove(image_render_result)
#Restore scene & remove other scene
bpy.context.window.scene = previous_scene
# Delete compositing scene
bpy.data.scenes.remove(scene)
def get_last_item(key_name, collection):
# bpy.data.images
# Get last image of a series, e.g. .001, .002, 003
keys = []
for item in collection:
if key_name in item.name:
keys.append(item.name)
print("Search for {}x : '{}'".format(len(keys), ",".join(keys) ) )
if len(keys) > 0:
return collection[keys[-1]]
return None
def setup_image(mode, name, width, height, path, is_clear):
image = None
print("Path "+path)
if name in bpy.data.images:
image = bpy.data.images[name]
if image.source == 'FILE':
# Clear image if it was deleted outside
if not os.path.isfile(image.filepath):
image.user_clear()
bpy.data.images.remove(image)
# bpy.data.images[name].update()
# if bpy.data.images[name].has_data == False:
# Previous image does not have data, remove first
# print("Image pointer exists but no data "+name)
# image = bpy.data.images[name]
# image.update()
# image.generated_height = height
# bpy.data.images.remove(bpy.data.images[name])
if name not in bpy.data.images:
# Create new image with 32 bit float
is_float_32 = bpy.context.preferences.addons[__package__].preferences.bake_32bit_float == '32'
image = bpy.data.images.new(name, width=width, height=height, float_buffer=is_float_32)
if "_normal_" in image.name:
image.colorspace_settings.name = 'Non-Color'
else:
image.colorspace_settings.name = 'sRGB'
else:
# Reuse existing Image
image = bpy.data.images[name]
# Reisze?
if image.size[0] != width or image.size[1] != height or image.generated_width != width or image.generated_height != height:
image.generated_width = width
image.generated_height = height
image.scale(width, height)
# Fill with plain color
if is_clear:
image.generated_color = modes[mode].color
image.generated_type = 'BLANK'
image.file_format = 'TARGA'
# TODO: Verify that the path exists
# image.filepath_raw = path
return image
def setup_image_bake_node(obj, image):
if len(obj.data.materials) <= 0:
print("ERROR, need spare material to setup active image texture to bake!!!")
else:
for slot in obj.material_slots:
if slot.material:
if slot.material.use_nodes == False:
slot.material.use_nodes = True
# Assign bake node
tree = slot.material.node_tree
node = None
if "TexTools_bake" in tree.nodes:
node = tree.nodes["TexTools_bake"]
else:
node = tree.nodes.new("ShaderNodeTexImage")
node.name = "TexTools_bake"
node.select = True
node.image = image
tree.nodes.active = node
def clear_image_bake_node(obj):
if len(obj.data.materials) <= 0:
return
else:
for slot in obj.material_slots:
if slot.material:
if(slot.material.use_nodes == False):
slot.material.use_nodes = True
tree = slot.material.node_tree
if "TexTools_bake" in tree.nodes:
node = tree.nodes["TexTools_bake"]
tree.nodes.remove(node)
def relink_nodes(mode, material):
if material.use_nodes == False:
material.use_nodes = True
tree = material.node_tree
bsdf_node = tree.nodes['Principled BSDF']
preLinks = []
if mode == 'metallic':
b, n = 7, 4 # b is the base(original) socket index, n is the new-values-source index for the base socket
base_node = base_socket = None
if len(bsdf_node.inputs[b].links) != 0 :
base_node = bsdf_node.inputs[b].links[0].from_node
base_socket = bsdf_node.inputs[b].links[0].from_socket.name
base_value = (bsdf_node.inputs[b].default_value, )
new_node = None
if len(bsdf_node.inputs[n].links) != 0 :
new_node = bsdf_node.inputs[n].links[0].from_node
new_node_socket = bsdf_node.inputs[n].links[0].from_socket.name
if (new_node == base_node and new_node != None) and base_socket == new_node_socket :
preLinks = [None, None, (None,)]
else:
if base_node:
preLinks = [base_node, base_socket, base_value]
else:
preLinks = [None, None, base_value]
bsdf_node.inputs[b].default_value = bsdf_node.inputs[n].default_value
tree.links.new(new_node.outputs[new_node_socket], bsdf_node.inputs[b])
else:
if base_node:
preLinks = [base_node, base_socket, base_value]
tree.links.remove(bsdf_node.inputs[b].links[0])
else:
preLinks = [None, None, base_value]
bsdf_node.inputs[b].default_value = bsdf_node.inputs[n].default_value
elif mode == 'base_color':
metallic_node = None
if len(bsdf_node.inputs[4].links) != 0 :
metallic_node = bsdf_node.inputs[4].links[0].from_node
metallic_socket = bsdf_node.inputs[4].links[0].from_socket.name
preLinks = [metallic_node, metallic_socket, (bsdf_node.inputs[4].default_value, )]
tree.links.remove(bsdf_node.inputs[4].links[0])
else:
preLinks = [None, None, (bsdf_node.inputs[4].default_value, )]
bsdf_node.inputs[4].default_value = 0
return preLinks
def relink_restore(mode, material, preLinks):
if material.use_nodes == False:
material.use_nodes = True
tree = material.node_tree
bsdf_node = tree.nodes['Principled BSDF']
if mode == 'metallic': b = 7 # b is the base(original) socket index, to be resetted to its original values
elif mode == 'base_color': b = 4
base_node = preLinks[0]
base_socket = preLinks[1]
base_value = preLinks[2][0]
if base_node is None:
if base_value is not None:
if len(bsdf_node.inputs[b].links) != 0:
tree.links.remove(bsdf_node.inputs[b].links[0])
bsdf_node.inputs[b].default_value = base_value
else:
tree.links.new(base_node.outputs[base_socket], bsdf_node.inputs[b])
bsdf_node.inputs[b].default_value = base_value
def assign_vertex_color(mode, obj):
if modes[mode].setVColor:
if len(obj.data.vertex_colors) > 0 :
vclsNames = [vcl.name for vcl in obj.data.vertex_colors]
if 'TexTools' in vclsNames :
if obj.data.vertex_colors['TexTools'].active == False :
obj.data.vertex_colors['TexTools'].active = True
else:
obj.data.vertex_colors.new(name='TexTools')
obj.data.vertex_colors['TexTools'].active = True
else:
obj.data.vertex_colors.new(name='TexTools')
modes[mode].setVColor(obj)
def assign_material(mode, obj, material_bake=None):
if material_bake is None :
return # No material assignation required
bpy.context.view_layer.objects.active = obj
obj.select_set( state = True, view_layer = None)
# Select All faces
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(bpy.context.active_object.data)
for face in bm.faces:
face.select = True
# Setup properties of bake materials
if mode == 'wireframe':
if "Value" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Value"].outputs[0].default_value = bpy.context.scene.texToolsSettings.bake_wireframe_size
if mode == 'bevel_mask':
if "Bevel" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Bevel"].inputs[0].default_value = bpy.context.scene.texToolsSettings.bake_bevel_size
material_bake.node_tree.nodes["Bevel"].samples = bpy.context.scene.texToolsSettings.bake_bevel_samples
if mode == 'normal_tangent_bevel':
if "Bevel" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Bevel"].inputs[0].default_value = bpy.context.scene.texToolsSettings.bake_bevel_size
material_bake.node_tree.nodes["Bevel"].samples = bpy.context.scene.texToolsSettings.bake_bevel_samples
if mode == 'normal_object_bevel':
if "Bevel" in material_bake.node_tree.nodes:
material_bake.node_tree.nodes["Bevel"].inputs[0].default_value = bpy.context.scene.texToolsSettings.bake_bevel_size
material_bake.node_tree.nodes["Bevel"].samples = bpy.context.scene.texToolsSettings.bake_bevel_samples
# Override with material_bake
if len(obj.material_slots) == 0:
obj.data.materials.append(material_bake)
else:
obj.material_slots[0].material = material_bake
obj.active_material_index = 0
bpy.ops.object.material_slot_assign()
bpy.ops.object.mode_set(mode='OBJECT')
def get_material(mode):
if modes[mode].material == "":
return None # No material setup required
# Find or load material
name = modes[mode].material
path = os.path.join(os.path.dirname(__file__), "resources/materials.blend")+"\\Material\\"
if "bevel" in mode:
path = os.path.join(os.path.dirname(__file__), "resources/materials_2.80.blend")+"\\Material\\"
print("Get mat {}\n{}".format(mode, path))
if bpy.data.materials.get(name) is None:
print("Material not yet loaded: "+mode)
bpy.ops.wm.append(filename=name, directory=path, link=False, autoselect=False)
return bpy.data.materials.get(name)
def cycles_bake(mode, padding, sampling_scale, samples, cage_extrusion, ray_distance, is_multi, obj_cage):
# if modes[mode].engine == 'BLENDER_EEVEE':
# # Snippet: https://gist.github.com/AndrewRayCode/760c4634a77551827de41ed67585064b
# bpy.context.scene.render.bake_margin = padding
# # AO Settings
# bpy.context.scene.render.bake_type = modes[mode].type
# bpy.context.scene.render.use_bake_normalize = True
# if modes[mode].type == 'AO':
# bpy.context.scene.world.light_settings.use_ambient_occlusion = True
# bpy.context.scene.world.light_settings.gather_method = 'RAYTRACE'
# bpy.context.scene.world.light_settings.samples = samples
# bpy.context.scene.render.use_bake_selected_to_active = is_multi
# bpy.context.scene.render.bake_distance = ray_distance
# bpy.context.scene.render.use_bake_clear = False
# bpy.ops.object.bake_image()
if modes[mode].engine == 'CYCLES' or modes[mode].engine == 'BLENDER_EEVEE' :
if modes[mode].normal_space == 'OBJECT':
#See: https://twitter.com/Linko_3D/status/963066705584054272
bpy.context.scene.render.bake.normal_r = 'POS_X'
bpy.context.scene.render.bake.normal_g = 'POS_Z'
bpy.context.scene.render.bake.normal_b = 'NEG_Y'
elif modes[mode].normal_space == 'TANGENT':
bpy.context.scene.render.bake.normal_r = 'POS_X'
bpy.context.scene.render.bake.normal_b = 'POS_Z'
# Adjust Y swizzle from Addon preferences
swizzle_y = bpy.context.preferences.addons[__package__].preferences.swizzle_y_coordinate
if swizzle_y == 'Y-':
bpy.context.scene.render.bake.normal_g = 'NEG_Y'
elif swizzle_y == 'Y+':
bpy.context.scene.render.bake.normal_g = 'POS_Y'
# Set samples
bpy.context.scene.cycles.samples = samples
# Speed up samples for simple render modes
if modes[mode].type == 'EMIT' or modes[mode].type == 'DIFFUSE' or modes[mode].type == 'ROUGHNESS':
bpy.context.scene.cycles.samples = 1
# Pixel Padding
bpy.context.scene.render.bake.margin = padding * sampling_scale
# Disable Direct and Indirect for all 'DIFFUSE' bake types
if modes[mode].type == 'DIFFUSE':
bpy.context.scene.render.bake.use_pass_direct = False
bpy.context.scene.render.bake.use_pass_indirect = False
bpy.context.scene.render.bake.use_pass_color = True
bversion = float(bpy.app.version_string[0:4])
if bversion == 2.80 or bversion == 2.81 or bversion == 2.82 or bversion == 2.83:
if obj_cage is None:
bpy.ops.object.bake(
type=modes[mode].type,
use_clear=False,
use_selected_to_active=is_multi,
cage_extrusion=cage_extrusion,
normal_space=modes[mode].normal_space
)
else:
bpy.ops.object.bake(
type=modes[mode].type,
use_clear=False,
use_selected_to_active=is_multi,
cage_extrusion=cage_extrusion,
normal_space=modes[mode].normal_space,
use_cage=True,
cage_object=obj_cage.name
)
else:
if obj_cage is None:
bpy.ops.object.bake(
type=modes[mode].type,
use_clear=False,
use_selected_to_active=is_multi,
cage_extrusion=cage_extrusion,
max_ray_distance=ray_distance,
normal_space=modes[mode].normal_space
)
else:
bpy.ops.object.bake(
type=modes[mode].type,
use_clear=False,
use_selected_to_active=is_multi,
cage_extrusion=cage_extrusion,
max_ray_distance=ray_distance,
normal_space=modes[mode].normal_space,
use_cage=True,
cage_object=obj_cage.name
)
bpy.utils.register_class(op)