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@ -142,6 +142,9 @@ class LightmapAutobakeOperator(_LightingOperator, bpy.types.Operator): |
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# TROLLING LOL LOL LOL |
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# TROLLING LOL LOL LOL |
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ensure_object_can_bake(obj, toggle) |
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ensure_object_can_bake(obj, toggle) |
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# Because the way Blender tracks active UV layers is massively stupid... |
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og_uv_map = uv_textures.active |
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# Originally, we used the lightmap unpack UV operator to make our UV texture, however, |
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# Originally, we used the lightmap unpack UV operator to make our UV texture, however, |
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# this tended to create sharp edges. There was already a discussion about this on the |
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# this tended to create sharp edges. There was already a discussion about this on the |
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# Guild of Writers forum, so I'm implementing a code version of dendwaler's process, |
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# Guild of Writers forum, so I'm implementing a code version of dendwaler's process, |
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@ -180,11 +183,20 @@ class LightmapAutobakeOperator(_LightingOperator, bpy.types.Operator): |
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self._apply_render_settings(render, toggle) |
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self._apply_render_settings(render, toggle) |
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# Now, we *finally* bake the lightmap... |
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# Now, we *finally* bake the lightmap... |
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light_group = bpy.data.groups[self.light_group] if self.light_group else None |
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try: |
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if self._generate_lightgroups(mesh, light_group): |
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light_group = bpy.data.groups[self.light_group] if self.light_group else None |
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bpy.ops.object.bake_image() |
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if self._generate_lightgroups(mesh, light_group): |
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im.pack(as_png=True) |
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bpy.ops.object.bake_image() |
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self._pop_lightgroups() |
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im.pack(as_png=True) |
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self._pop_lightgroups() |
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finally: |
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for i, uv_tex in enumerate(uv_textures): |
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# once this executes the og_uv_map is apparently no longer in the UVTextures :/ |
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# search by name to find the REAL uv texture that we need. |
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if uv_tex.name == og_uv_map.name: |
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uv_textures.active = uv_tex |
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uv_textures.active_index = i |
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break |
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# Done! |
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# Done! |
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return {"FINISHED"} |
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return {"FINISHED"} |
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