Browse Source

Better light operator settings

pull/6/head
Adam Johnson 9 years ago
parent
commit
d6664e25ae
  1. 24
      korman/operators/op_lightmap.py

24
korman/operators/op_lightmap.py

@ -30,6 +30,13 @@ class _LightingOperator:
if context.object is not None:
return context.scene.render.engine == "PLASMA_GAME"
def _apply_render_settings(self, render, toggle):
toggle.track(render, "use_textures", False)
toggle.track(render, "use_shadows", True)
toggle.track(render, "use_envmaps", False)
toggle.track(render, "use_raytrace", True)
toggle.track(render, "bake_type", "FULL")
def _generate_lightgroups(self, mesh):
"""Makes a new light group for the baking process that excludes all Plasma RT lamps"""
shouldibake = False
@ -53,12 +60,6 @@ class _LightingOperator:
material.light_group = dest
return shouldibake
def _hide_textures(self, mesh, toggle):
for mat in mesh.materials:
for tex in mat.texture_slots:
if tex is not None and tex.use:
toggle.track(tex, "use", False)
def _pop_lightgroups(self):
for material, lg in self._old_lightgroups.items():
_fake = material.light_group
@ -124,12 +125,8 @@ class LightmapAutobakeOperator(_LightingOperator, bpy.types.Operator):
# Bake settings
render = context.scene.render
toggle.track(render, "bake_type", "FULL")
toggle.track(render, "use_bake_to_vertex_color", False)
# If we run a full render with our textures enabled, guess what we will get in our LM?
# Yeah, textures. Mutter mutter mutter.
self._hide_textures(obj.data, toggle)
self._apply_render_settings(render, toggle)
# Now, we *finally* bake the lightmap...
if self._generate_lightgroups(mesh):
@ -180,13 +177,10 @@ class VertexColorLightingOperator(_LightingOperator, bpy.types.Operator):
mesh.vertex_colors.new("autocolor")
toggle.track(mesh.vertex_colors, "active", autocolor)
# Prepare to bake...
self._hide_textures(mesh, toggle)
# Bake settings
render = context.scene.render
toggle.track(render, "bake_type", "FULL")
toggle.track(render, "use_bake_to_vertex_color", True)
self._apply_render_settings(render, toggle)
# Bake
if self._generate_lightgroups(mesh):

Loading…
Cancel
Save