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@ -51,6 +51,7 @@ class LightBaker: |
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self.force = False |
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self.force = False |
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self._lightmap_images = {} |
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self._lightmap_images = {} |
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self._uvtexs = {} |
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self._uvtexs = {} |
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self._active_vcols = {} |
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def __del__(self): |
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def __del__(self): |
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if self._own_report: |
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if self._own_report: |
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@ -120,6 +121,7 @@ class LightBaker: |
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# this stuff has been observed to be problematic with GoodNeighbor |
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# this stuff has been observed to be problematic with GoodNeighbor |
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self._pop_lightgroups() |
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self._pop_lightgroups() |
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self._restore_uvtexs() |
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self._restore_uvtexs() |
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self._restore_vcols() |
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if not self.retain_lightmap_uvtex: |
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if not self.retain_lightmap_uvtex: |
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self._remove_stale_uvtexes(bake) |
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self._remove_stale_uvtexes(bake) |
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return result |
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return result |
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@ -179,6 +181,7 @@ class LightBaker: |
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elif key[0] == "vcol": |
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elif key[0] == "vcol": |
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self._report.msg("{} Vertex Color(s) [H:{:X}]", len(value), hash(key[1:]), indent=1) |
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self._report.msg("{} Vertex Color(s) [H:{:X}]", len(value), hash(key[1:]), indent=1) |
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self._bake_vcols(value, key[1:]) |
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self._bake_vcols(value, key[1:]) |
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self._fix_vertex_colors(value) |
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else: |
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else: |
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raise RuntimeError(key[0]) |
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raise RuntimeError(key[0]) |
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inc_progress() |
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inc_progress() |
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@ -186,6 +189,67 @@ class LightBaker: |
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# Return how many thingos we baked |
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# Return how many thingos we baked |
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return sum(map(len, bake.values())) |
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return sum(map(len, bake.values())) |
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def _fix_vertex_colors(self, blender_objects): |
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# Blender's lightmapper has a bug which allows vertices to "self-occlude" when shared between |
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# two faces. See here https://forum.guildofwriters.org/viewtopic.php?f=9&t=6576&p=68939 |
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# What we're doing here is an improved version of the algorithm in the previous link. |
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# For each loop, we find all other loops in the mesh sharing the same vertex, which aren't |
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# separated by a sharp edge. We then take the brightest color out of all those loops, and |
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# assign it back to the base loop. |
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# "Sharp edges" include edges manually tagged as sharp by the user, or part of a non-smooth |
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# face, or edges for which the face angle is superior to the mesh's auto-smooth threshold. |
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# (If the object has an edge split modifier, well, screw you!) |
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for bo in blender_objects: |
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mesh = bo.data |
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bm = bmesh.new() |
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bm.from_mesh(mesh) |
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light_vcol = bm.loops.layers.color.get(self.vcol_layer_name) |
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# If no vertex color is found, then baking either failed (error raised by oven) |
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# or is turned off. Either way, bail out. |
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if light_vcol is None: |
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bm.free() |
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del bm |
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continue |
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bm.faces.ensure_lookup_table() |
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for face in bm.faces: |
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for loop in face.loops: |
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vert = loop.vert |
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max_color = loop[light_vcol] |
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if not face.smooth: |
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# Face is sharp, so we can't smooth anything. |
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continue |
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# Now that we have a loop and its vertex, find all edges the vertex connects to. |
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for edge in vert.link_edges: |
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if len(edge.link_faces) != 2: |
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# Either a border edge, or an abomination. |
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continue |
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if not edge.smooth or (mesh.use_auto_smooth and |
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edge.calc_face_angle() > mesh.auto_smooth_angle): |
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# Sharp edge. Don't care. |
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continue |
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if face in edge.link_faces: |
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# Alright, this edge is connected to our loop AND our face. |
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# Now for the Fun Stuff(c)... First, actually get ahold of the other |
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# face (the one we're connected to via this edge). |
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other_face = next(f for f in edge.link_faces if f != face) |
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# Now get ahold of the loop sharing our vertex on the OTHER SIDE |
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# of that damnable edge... |
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other_loop = next(loop for loop in other_face.loops if loop.vert == vert) |
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other_color = other_loop[light_vcol] |
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# Phew ! Good, now just pick whichever color has the highest average value |
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if sum(max_color) / 3 < sum(other_color) / 3: |
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max_color = other_color |
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# Assign our hard-earned color back |
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loop[light_vcol] = max_color |
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bm.to_mesh(mesh) |
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bm.free() |
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del bm |
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def _generate_lightgroup(self, bo, user_lg=None): |
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def _generate_lightgroup(self, bo, user_lg=None): |
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"""Makes a new light group for the baking process that excludes all Plasma RT lamps""" |
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"""Makes a new light group for the baking process that excludes all Plasma RT lamps""" |
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shouldibake = (user_lg is not None and bool(user_lg.objects)) |
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shouldibake = (user_lg is not None and bool(user_lg.objects)) |
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@ -448,13 +512,16 @@ class LightBaker: |
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needs_vcol_layer = autocolor is None |
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needs_vcol_layer = autocolor is None |
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if needs_vcol_layer: |
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if needs_vcol_layer: |
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autocolor = vcols.new(vcol_layer_name) |
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autocolor = vcols.new(vcol_layer_name) |
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toggle.track(vcols, "active", autocolor) |
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self._active_vcols[mesh] = ( |
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next(i for i, vc in enumerate(mesh.vertex_colors) if vc.active), |
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next(i for i, vc in enumerate(mesh.vertex_colors) if vc.active_render), |
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) |
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# Mark "autocolor" as our active render layer |
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# Mark "autocolor" as our active render layer |
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for vcol_layer in mesh.vertex_colors: |
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for vcol_layer in mesh.vertex_colors: |
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autocol = vcol_layer.name == vcol_layer_name |
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autocol = vcol_layer.name == vcol_layer_name |
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toggle.track(vcol_layer, "active_render", autocol) |
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vcol_layer.active_render = autocol |
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toggle.track(vcol_layer, "active", autocol) |
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vcol_layer.active = autocol |
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mesh.update() |
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mesh.update() |
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# Vertex colors are sort of ephemeral, so if we have an exit stack, we want to |
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# Vertex colors are sort of ephemeral, so if we have an exit stack, we want to |
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@ -463,7 +530,7 @@ class LightBaker: |
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# future exports as an optimization. We won't reach this point if there is already an |
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# future exports as an optimization. We won't reach this point if there is already an |
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# autocolor layer (gulp). |
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# autocolor layer (gulp). |
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if not self.force and needs_vcol_layer: |
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if not self.force and needs_vcol_layer: |
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self._mesh.context_stack.enter_context(TemporaryObject(vcol_layer, vcols.remove)) |
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self._mesh.context_stack.enter_context(TemporaryObject(vcol_layer.name, lambda layer_name: vcols.remove(vcols[layer_name]))) |
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# Indicate we should bake |
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# Indicate we should bake |
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return True |
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return True |
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@ -483,6 +550,11 @@ class LightBaker: |
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i.active = uvtex_name == i.name |
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i.active = uvtex_name == i.name |
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mesh.uv_textures.active = mesh.uv_textures[uvtex_name] |
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mesh.uv_textures.active = mesh.uv_textures[uvtex_name] |
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def _restore_vcols(self): |
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for mesh, (vcol_index, vcol_render_index) in self._active_vcols.items(): |
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mesh.vertex_colors[vcol_index].active = True |
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mesh.vertex_colors[vcol_render_index].active_render = True |
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def _select_only(self, objs, toggle): |
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def _select_only(self, objs, toggle): |
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if isinstance(objs, bpy.types.Object): |
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if isinstance(objs, bpy.types.Object): |
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toggle.track(objs, "hide_render", False) |
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toggle.track(objs, "hide_render", False) |
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