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@ -78,17 +78,22 @@ class LightBaker:
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bpy.context.scene.layers = (True,) * _NUM_RENDER_LAYERS |
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# Step 1: Prepare... Apply UVs, etc, etc, etc |
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print(" Preparing to bake...") |
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for key, value in bake.copy().items(): |
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if key[0] == "lightmap": |
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for i in value: |
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if not self._prep_for_lightmap(i, toggle): |
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print(" Lightmap '{}' will not be baked -- no applicable lights".format(i.name)) |
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bake[key].remove(i) |
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elif key[0] == "vcol": |
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for i in value: |
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if not self._prep_for_vcols(i, toggle): |
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if self._has_valid_material(i): |
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print(" VCols '{}' will not be baked -- no applicable lights".format(i.name)) |
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bake[key].remove(i) |
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else: |
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raise RuntimeError(key[0]) |
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print(" ...") |
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# Step 2: BAKE! |
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self._apply_render_settings(toggle) |
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@ -153,6 +158,12 @@ class LightBaker:
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return i |
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return None |
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def _has_valid_material(self, bo): |
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for material in bo.data.materials: |
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if material is not None: |
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return True |
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return False |
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def _harvest_bakable_objects(self, objs): |
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# The goal here is to minimize the calls to bake_image, so we are going to collect everything |
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# that needs to be baked and sort it out by configuration. |
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