|
|
@ -221,14 +221,6 @@ class LightBaker(_MeshManager): |
|
|
|
def get_lightmap_name(self, bo): |
|
|
|
def get_lightmap_name(self, bo): |
|
|
|
return self.lightmap_name.format(bo.name) |
|
|
|
return self.lightmap_name.format(bo.name) |
|
|
|
|
|
|
|
|
|
|
|
def _get_lightmap_uvtex(self, mesh, modifier): |
|
|
|
|
|
|
|
if modifier.uv_map: |
|
|
|
|
|
|
|
return mesh.uv_textures[modifier.uv_map] |
|
|
|
|
|
|
|
for i in mesh.uv_textures: |
|
|
|
|
|
|
|
if i.name not in {"LIGHTMAPGEN", self.lightmap_uvtex_name}: |
|
|
|
|
|
|
|
return i |
|
|
|
|
|
|
|
return None |
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
def _has_valid_material(self, bo): |
|
|
|
def _has_valid_material(self, bo): |
|
|
|
for material in bo.data.materials: |
|
|
|
for material in bo.data.materials: |
|
|
|
if material is not None: |
|
|
|
if material is not None: |
|
|
@ -366,6 +358,7 @@ class LightBaker(_MeshManager): |
|
|
|
toggle.track(bo, "hide", False) |
|
|
|
toggle.track(bo, "hide", False) |
|
|
|
|
|
|
|
|
|
|
|
# Because the way Blender tracks active UV layers is massively stupid... |
|
|
|
# Because the way Blender tracks active UV layers is massively stupid... |
|
|
|
|
|
|
|
if uv_textures.active is not None: |
|
|
|
self._uvtexs[mesh.name] = uv_textures.active.name |
|
|
|
self._uvtexs[mesh.name] = uv_textures.active.name |
|
|
|
|
|
|
|
|
|
|
|
# We must make this the active object before touching any operators |
|
|
|
# We must make this the active object before touching any operators |
|
|
@ -377,7 +370,7 @@ class LightBaker(_MeshManager): |
|
|
|
# as detailed here: https://forum.guildofwriters.org/viewtopic.php?p=62572#p62572 |
|
|
|
# as detailed here: https://forum.guildofwriters.org/viewtopic.php?p=62572#p62572 |
|
|
|
# This has been amended with Sirius's observations in GH-265 about forced uv map |
|
|
|
# This has been amended with Sirius's observations in GH-265 about forced uv map |
|
|
|
# packing. Namely, don't do it unless modifiers make us. |
|
|
|
# packing. Namely, don't do it unless modifiers make us. |
|
|
|
uv_base = self._get_lightmap_uvtex(mesh, modifier) |
|
|
|
uv_base = uv_textures.get(modifier.uv_map) if modifier.uv_map else None |
|
|
|
if uv_base is not None: |
|
|
|
if uv_base is not None: |
|
|
|
uv_textures.active = uv_base |
|
|
|
uv_textures.active = uv_base |
|
|
|
|
|
|
|
|
|
|
@ -396,11 +389,12 @@ class LightBaker(_MeshManager): |
|
|
|
self._report.warn("'{}': packing islands in UV Texture '{}' due to modifier collapse", bo.name, uv_base.name) |
|
|
|
self._report.warn("'{}': packing islands in UV Texture '{}' due to modifier collapse", bo.name, uv_base.name) |
|
|
|
with self._set_mode("EDIT"): |
|
|
|
with self._set_mode("EDIT"): |
|
|
|
bpy.ops.mesh.select_all(action="SELECT") |
|
|
|
bpy.ops.mesh.select_all(action="SELECT") |
|
|
|
bpy.ops.uv.pack_islands() |
|
|
|
bpy.ops.uv.pack_islands(margin=0.01) |
|
|
|
else: |
|
|
|
else: |
|
|
|
# same thread, see Sirius's suggestion RE smart unwrap. this seems to yield good |
|
|
|
# same thread, see Sirius's suggestion RE smart unwrap. this seems to yield good |
|
|
|
# results in my tests. it will be good enough for quick exports. |
|
|
|
# results in my tests. it will be good enough for quick exports. |
|
|
|
uvtex = uv_textures.new(self.lightmap_uvtex_name) |
|
|
|
uvtex = uv_textures.new(self.lightmap_uvtex_name) |
|
|
|
|
|
|
|
uv_textures.active = uvtex |
|
|
|
self._associate_image_with_uvtex(uvtex, im) |
|
|
|
self._associate_image_with_uvtex(uvtex, im) |
|
|
|
with self._set_mode("EDIT"): |
|
|
|
with self._set_mode("EDIT"): |
|
|
|
bpy.ops.mesh.select_all(action="SELECT") |
|
|
|
bpy.ops.mesh.select_all(action="SELECT") |
|
|
|