mirror of https://github.com/AxioDL/metaforce.git
Merge branch 'blender2.81'
This commit is contained in:
commit
56c3221733
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@ -716,11 +716,11 @@ def make_uva0():
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new_grp.inputs.new('NodeSocketVector', 'UV In')
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new_grp.inputs.new('NodeSocketVector', 'UV In')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.use_fake_user = True
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new_grp.use_fake_user = True
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# Group inputs
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# Group inputs
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in.location = (-100, 0)
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grp_in.location = (-100, 0)
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# Group outputs
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# Group outputs
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out.location = (1000, 0)
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grp_out.location = (1000, 0)
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@ -736,11 +736,9 @@ def make_uva0():
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uv_scale = new_grp.nodes.new('ShaderNodeMapping')
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uv_scale = new_grp.nodes.new('ShaderNodeMapping')
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uv_scale.location = (400, -400)
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uv_scale.location = (400, -400)
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uv_scale.vector_type = 'TEXTURE'
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uv_scale.vector_type = 'TEXTURE'
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uv_scale.scale[0] = 2.0
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uv_scale.inputs['Scale'].default_value = (2.0, 2.0, 0.0)
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uv_scale.scale[1] = 2.0
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uv_scale.inputs['Location'].default_value = (1.0, 1.0, 0.0)
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uv_scale.translation[0] = 1.0
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uv_scale.translation[1] = 1.0
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# Links
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# Links
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new_grp.links.new(grp_in.outputs[0], vec_xf.inputs[0])
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new_grp.links.new(grp_in.outputs[0], vec_xf.inputs[0])
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new_grp.links.new(vec_xf.outputs[0], uv_scale.inputs[0])
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new_grp.links.new(vec_xf.outputs[0], uv_scale.inputs[0])
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@ -760,7 +758,7 @@ def make_uva1():
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# Group outputs
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# Group outputs
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out.location = (500, 0)
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grp_out.location = (500, 0)
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# Links
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# Links
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new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
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new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
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@ -772,11 +770,11 @@ def make_uva2():
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new_grp.inputs.new('NodeSocketVector', 'Scale')
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new_grp.inputs.new('NodeSocketVector', 'Scale')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.use_fake_user = True
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new_grp.use_fake_user = True
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# Group inputs
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# Group inputs
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in.location = (-457, 22)
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grp_in.location = (-457, 22)
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# Group outputs
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# Group outputs
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out.location = (500, 0)
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grp_out.location = (500, 0)
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@ -784,20 +782,19 @@ def make_uva2():
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# Mapping
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# Mapping
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mapping = new_grp.nodes.new('ShaderNodeMapping')
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mapping = new_grp.nodes.new('ShaderNodeMapping')
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mapping.location = (-235, 125)
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mapping.location = (-235, 125)
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drvs = mapping.driver_add('scale')
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for drv in mapping.inputs['Scale'].driver_add('default_value'):
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for drv in drvs:
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drv.driver.expression = 'frame/60'
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drv.driver.expression = 'frame/60'
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# Adder1
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# Adder1
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adder1 = new_grp.nodes.new('ShaderNodeVectorMath')
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adder1 = new_grp.nodes.new('ShaderNodeVectorMath')
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adder1.operation = 'ADD'
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adder1.operation = 'ADD'
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adder1.location = (100, 0)
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adder1.location = (100, 0)
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# Adder2
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# Adder2
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adder2 = new_grp.nodes.new('ShaderNodeVectorMath')
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adder2 = new_grp.nodes.new('ShaderNodeVectorMath')
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adder2.operation = 'ADD'
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adder2.operation = 'ADD'
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adder2.location = (100, 200)
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adder2.location = (100, 200)
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# Links
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# Links
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new_grp.links.new(grp_in.outputs[0], adder2.inputs[0])
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new_grp.links.new(grp_in.outputs[0], adder2.inputs[0])
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new_grp.links.new(grp_in.outputs[1], adder1.inputs[0])
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new_grp.links.new(grp_in.outputs[1], adder1.inputs[0])
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@ -814,15 +811,15 @@ def make_uva3():
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new_grp.inputs.new('NodeSocketFloat', 'Scale')
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new_grp.inputs.new('NodeSocketFloat', 'Scale')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.use_fake_user = True
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new_grp.use_fake_user = True
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# Group inputs
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# Group inputs
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in.location = (-100, 0)
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grp_in.location = (-100, 0)
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# Group outputs
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# Group outputs
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out.location = (700, 0)
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grp_out.location = (700, 0)
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# Adder1
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# Adder1
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add1 = new_grp.nodes.new('ShaderNodeMath')
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add1 = new_grp.nodes.new('ShaderNodeMath')
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add1.operation = 'ADD'
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add1.operation = 'ADD'
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@ -834,7 +831,7 @@ def make_uva3():
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mult.location = (230, -112)
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mult.location = (230, -112)
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drv = mult.inputs[1].driver_add('default_value')
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drv = mult.inputs[1].driver_add('default_value')
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drv.driver.expression = 'frame/60'
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drv.driver.expression = 'frame/60'
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# Links
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# Links
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new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
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new_grp.links.new(grp_in.outputs[0], grp_out.inputs[0])
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new_grp.links.new(grp_in.outputs[1], add1.inputs[0])
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new_grp.links.new(grp_in.outputs[1], add1.inputs[0])
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@ -851,46 +848,46 @@ def make_uva4():
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new_grp.inputs.new('NodeSocketFloat', 'Offset')
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new_grp.inputs.new('NodeSocketFloat', 'Offset')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.use_fake_user = True
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new_grp.use_fake_user = True
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# Group inputs
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# Group inputs
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in.location = (-1000, 0)
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grp_in.location = (-1000, 0)
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# Group outputs
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# Group outputs
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out.location = (800, 0)
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grp_out.location = (800, 0)
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# Multiply1
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# Multiply1
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mult1 = new_grp.nodes.new('ShaderNodeMath')
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mult1 = new_grp.nodes.new('ShaderNodeMath')
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mult1.operation = 'MULTIPLY'
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mult1.operation = 'MULTIPLY'
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mult1.location = (-800, 0)
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mult1.location = (-800, 0)
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# Multiply2
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# Multiply2
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mult2 = new_grp.nodes.new('ShaderNodeMath')
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mult2 = new_grp.nodes.new('ShaderNodeMath')
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mult2.operation = 'MULTIPLY'
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mult2.operation = 'MULTIPLY'
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mult2.location = (-600, 0)
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mult2.location = (-600, 0)
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# Modulo
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# Modulo
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mod1 = new_grp.nodes.new('ShaderNodeMath')
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mod1 = new_grp.nodes.new('ShaderNodeMath')
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mod1.operation = 'MODULO'
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mod1.operation = 'MODULO'
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mod1.inputs[1].default_value = 1.0
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mod1.inputs[1].default_value = 1.0
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mod1.location = (-400, 0)
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mod1.location = (-400, 0)
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# Multiply3
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# Multiply3
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mult3 = new_grp.nodes.new('ShaderNodeMath')
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mult3 = new_grp.nodes.new('ShaderNodeMath')
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mult3.operation = 'MULTIPLY'
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mult3.operation = 'MULTIPLY'
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mult3.location = (-200, 0)
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mult3.location = (-200, 0)
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# Multiply4
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# Multiply4
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mult4 = new_grp.nodes.new('ShaderNodeMath')
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mult4 = new_grp.nodes.new('ShaderNodeMath')
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mult4.operation = 'MULTIPLY'
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mult4.operation = 'MULTIPLY'
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mult4.location = (0, 0)
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mult4.location = (0, 0)
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# Mapping
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# Mapping
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map1 = new_grp.nodes.new('ShaderNodeMapping')
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map1 = new_grp.nodes.new('ShaderNodeMapping')
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map1.scale = (1.0, 0.0, 0.0)
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map1.inputs['Scale'].default_value = (1.0, 0.0, 0.0)
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map1.location = (200, 0)
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map1.location = (200, 0)
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# Add
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# Add
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add1 = new_grp.nodes.new('ShaderNodeVectorMath')
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add1 = new_grp.nodes.new('ShaderNodeVectorMath')
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add1.operation = 'ADD'
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add1.operation = 'ADD'
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@ -908,7 +905,7 @@ def make_uva4():
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floor.operation = 'FLOOR'
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floor.operation = 'FLOOR'
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floor.location = (-204, -180)
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floor.location = (-204, -180)
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floor.inputs[1].default_value = 0.0
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floor.inputs[1].default_value = 0.0
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# Links
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# Links
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new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
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new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
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new_grp.links.new(grp_in.outputs[1], mult1.inputs[1])
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new_grp.links.new(grp_in.outputs[1], mult1.inputs[1])
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@ -936,46 +933,46 @@ def make_uva5():
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new_grp.inputs.new('NodeSocketFloat', 'Offset')
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new_grp.inputs.new('NodeSocketFloat', 'Offset')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.outputs.new('NodeSocketVector', 'UV Out')
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new_grp.use_fake_user = True
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new_grp.use_fake_user = True
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# Group inputs
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# Group inputs
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in = new_grp.nodes.new('NodeGroupInput')
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grp_in.location = (-1000, 0)
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grp_in.location = (-1000, 0)
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# Group outputs
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# Group outputs
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out = new_grp.nodes.new('NodeGroupOutput')
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grp_out.location = (800, 0)
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grp_out.location = (800, 0)
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# Multiply1
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# Multiply1
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mult1 = new_grp.nodes.new('ShaderNodeMath')
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mult1 = new_grp.nodes.new('ShaderNodeMath')
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mult1.operation = 'MULTIPLY'
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mult1.operation = 'MULTIPLY'
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mult1.location = (-800, 0)
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mult1.location = (-800, 0)
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# Multiply2
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# Multiply2
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mult2 = new_grp.nodes.new('ShaderNodeMath')
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mult2 = new_grp.nodes.new('ShaderNodeMath')
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mult2.operation = 'MULTIPLY'
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mult2.operation = 'MULTIPLY'
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mult2.location = (-600, 0)
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mult2.location = (-600, 0)
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# Modulo
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# Modulo
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mod1 = new_grp.nodes.new('ShaderNodeMath')
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mod1 = new_grp.nodes.new('ShaderNodeMath')
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mod1.operation = 'MODULO'
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mod1.operation = 'MODULO'
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mod1.inputs[1].default_value = 1.0
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mod1.inputs[1].default_value = 1.0
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mod1.location = (-400, 0)
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mod1.location = (-400, 0)
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# Multiply3
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# Multiply3
|
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mult3 = new_grp.nodes.new('ShaderNodeMath')
|
mult3 = new_grp.nodes.new('ShaderNodeMath')
|
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mult3.operation = 'MULTIPLY'
|
mult3.operation = 'MULTIPLY'
|
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mult3.location = (-200, 0)
|
mult3.location = (-200, 0)
|
||||||
|
|
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# Multiply4
|
# Multiply4
|
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mult4 = new_grp.nodes.new('ShaderNodeMath')
|
mult4 = new_grp.nodes.new('ShaderNodeMath')
|
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mult4.operation = 'MULTIPLY'
|
mult4.operation = 'MULTIPLY'
|
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mult4.location = (0, 0)
|
mult4.location = (0, 0)
|
||||||
|
|
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# Mapping
|
# Mapping
|
||||||
map1 = new_grp.nodes.new('ShaderNodeMapping')
|
map1 = new_grp.nodes.new('ShaderNodeMapping')
|
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map1.scale = (0.0, 1.0, 0.0)
|
map1.inputs['Scale'].default_value = (0.0, 1.0, 0.0)
|
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map1.location = (200, 0)
|
map1.location = (200, 0)
|
||||||
|
|
||||||
# Add
|
# Add
|
||||||
add1 = new_grp.nodes.new('ShaderNodeVectorMath')
|
add1 = new_grp.nodes.new('ShaderNodeVectorMath')
|
||||||
add1.operation = 'ADD'
|
add1.operation = 'ADD'
|
||||||
|
@ -993,7 +990,7 @@ def make_uva5():
|
||||||
floor.operation = 'FLOOR'
|
floor.operation = 'FLOOR'
|
||||||
floor.location = (-204, -180)
|
floor.location = (-204, -180)
|
||||||
floor.inputs[1].default_value = 0.0
|
floor.inputs[1].default_value = 0.0
|
||||||
|
|
||||||
# Links
|
# Links
|
||||||
new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
|
new_grp.links.new(grp_in.outputs[0], add1.inputs[1])
|
||||||
new_grp.links.new(grp_in.outputs[1], mult1.inputs[1])
|
new_grp.links.new(grp_in.outputs[1], mult1.inputs[1])
|
||||||
|
@ -1017,24 +1014,24 @@ def make_uva6():
|
||||||
new_grp.inputs.new('NodeSocketVector', 'UV In')
|
new_grp.inputs.new('NodeSocketVector', 'UV In')
|
||||||
new_grp.outputs.new('NodeSocketVector', 'UV Out')
|
new_grp.outputs.new('NodeSocketVector', 'UV Out')
|
||||||
new_grp.use_fake_user = True
|
new_grp.use_fake_user = True
|
||||||
|
|
||||||
# Group inputs
|
# Group inputs
|
||||||
grp_in = new_grp.nodes.new('NodeGroupInput')
|
grp_in = new_grp.nodes.new('NodeGroupInput')
|
||||||
grp_in.location = (-100, 0)
|
grp_in.location = (-100, 0)
|
||||||
|
|
||||||
# Group outputs
|
# Group outputs
|
||||||
grp_out = new_grp.nodes.new('NodeGroupOutput')
|
grp_out = new_grp.nodes.new('NodeGroupOutput')
|
||||||
grp_out.location = (300, 0)
|
grp_out.location = (300, 0)
|
||||||
|
|
||||||
# Geometry input
|
# Geometry input
|
||||||
geom_in = new_grp.nodes.new('ShaderNodeTexCoord')
|
geom_in = new_grp.nodes.new('ShaderNodeTexCoord')
|
||||||
geom_in.location = (-300, 0)
|
geom_in.location = (-300, 0)
|
||||||
|
|
||||||
# Adder1
|
# Adder1
|
||||||
adder1 = new_grp.nodes.new('ShaderNodeVectorMath')
|
adder1 = new_grp.nodes.new('ShaderNodeVectorMath')
|
||||||
adder1.operation = 'ADD'
|
adder1.operation = 'ADD'
|
||||||
adder1.location = (100, 0)
|
adder1.location = (100, 0)
|
||||||
|
|
||||||
# Links
|
# Links
|
||||||
new_grp.links.new(grp_in.outputs[0], adder1.inputs[0])
|
new_grp.links.new(grp_in.outputs[0], adder1.inputs[0])
|
||||||
new_grp.links.new(geom_in.outputs['Object'], adder1.inputs[1])
|
new_grp.links.new(geom_in.outputs['Object'], adder1.inputs[1])
|
||||||
|
@ -1048,24 +1045,24 @@ def make_uva7():
|
||||||
new_grp.inputs.new('NodeSocketFloat', 'ParamB')
|
new_grp.inputs.new('NodeSocketFloat', 'ParamB')
|
||||||
new_grp.outputs.new('NodeSocketVector', 'UV Out')
|
new_grp.outputs.new('NodeSocketVector', 'UV Out')
|
||||||
new_grp.use_fake_user = True
|
new_grp.use_fake_user = True
|
||||||
|
|
||||||
# Group inputs
|
# Group inputs
|
||||||
grp_in = new_grp.nodes.new('NodeGroupInput')
|
grp_in = new_grp.nodes.new('NodeGroupInput')
|
||||||
grp_in.location = (-800, 0)
|
grp_in.location = (-800, 0)
|
||||||
|
|
||||||
# Group outputs
|
# Group outputs
|
||||||
grp_out = new_grp.nodes.new('NodeGroupOutput')
|
grp_out = new_grp.nodes.new('NodeGroupOutput')
|
||||||
grp_out.location = (0, 0)
|
grp_out.location = (0, 0)
|
||||||
|
|
||||||
# Geometry input
|
# Geometry input
|
||||||
geom_in = new_grp.nodes.new('ShaderNodeTexCoord')
|
geom_in = new_grp.nodes.new('ShaderNodeTexCoord')
|
||||||
geom_in.location = (-1000, 0)
|
geom_in.location = (-1000, 0)
|
||||||
|
|
||||||
# View flip
|
# View flip
|
||||||
view_flip = new_grp.nodes.new('ShaderNodeMapping')
|
view_flip = new_grp.nodes.new('ShaderNodeMapping')
|
||||||
view_flip.location = (-800, -150)
|
view_flip.location = (-800, -150)
|
||||||
view_flip.vector_type = 'TEXTURE'
|
view_flip.vector_type = 'TEXTURE'
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||||||
view_flip.scale = (-1.0, -1.0, 1.0)
|
view_flip.inputs['Scale'].default_value = (-1.0, -1.0, 1.0)
|
||||||
|
|
||||||
# Separate
|
# Separate
|
||||||
sep1 = new_grp.nodes.new('ShaderNodeSeparateRGB')
|
sep1 = new_grp.nodes.new('ShaderNodeSeparateRGB')
|
||||||
|
@ -1116,7 +1113,7 @@ def make_uva7():
|
||||||
add2 = new_grp.nodes.new('ShaderNodeVectorMath')
|
add2 = new_grp.nodes.new('ShaderNodeVectorMath')
|
||||||
add2.operation = 'ADD'
|
add2.operation = 'ADD'
|
||||||
add2.location = (-200, 0)
|
add2.location = (-200, 0)
|
||||||
|
|
||||||
# Links
|
# Links
|
||||||
new_grp.links.new(grp_in.outputs[0], add2.inputs[0])
|
new_grp.links.new(grp_in.outputs[0], add2.inputs[0])
|
||||||
new_grp.links.new(geom_in.outputs['Window'], view_flip.inputs[0])
|
new_grp.links.new(geom_in.outputs['Window'], view_flip.inputs[0])
|
||||||
|
|
|
@ -562,7 +562,7 @@ void FinishBlenderMesh(hecl::blender::PyOutStream& os, unsigned matSetCount, int
|
||||||
" present_mats.add(poly.material_index)\n"
|
" present_mats.add(poly.material_index)\n"
|
||||||
"for mat_idx in reversed(range(len(mesh.materials))):\n"
|
"for mat_idx in reversed(range(len(mesh.materials))):\n"
|
||||||
" if mat_idx not in present_mats:\n"
|
" if mat_idx not in present_mats:\n"
|
||||||
" mesh.materials.pop(index=mat_idx, update_data=True)\n"
|
" mesh.materials.pop(index=mat_idx)\n"
|
||||||
"\n"
|
"\n"
|
||||||
"mesh.update()\n"
|
"mesh.update()\n"
|
||||||
"\n";
|
"\n";
|
||||||
|
|
Loading…
Reference in New Issue