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materialengine.py
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materialengine.py
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# MB-Lab
#
# MB-Lab fork website : https://github.com/animate1978/MB-Lab
#
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
#
# ManuelbastioniLAB - Copyright (C) 2015-2018 Manuel Bastioni
import logging
import numpy as np
import os
import time
import bpy
from . import material_ops
from . import algorithms, utils, file_ops
logger = logging.getLogger(__name__)
# ------------------------------------------------------------------------
# Material Engine
# ------------------------------------------------------------------------
class MaterialEngine:
generated_disp_modifier_ID = "mbastlab_displacement"
generated_disp_texture_name = "mbastlab_displ_texture"
subdivision_modifier_name = "mbastlab_subdvision"
parameter_identifiers = ("skin_", "eyes_", "nails_")
def __init__(self, obj_name, character_config):
# Look up characters_config.json for textures
data_path = file_ops.get_data_path()
self.obj_name = obj_name
image_file_names = {
"displ_data": character_config["texture_displacement"],
"body_derm": character_config["texture_albedo"],
"body_displ": character_config["name"]+"_displ.png",
"body_bump": character_config["texture_bump"],
"eyes_albedo": character_config["texture_eyes"],
"tongue_albedo": character_config["texture_tongue_albedo"],
"teeth_albedo": character_config["texture_teeth_albedo"],
"nails_albedo": character_config["texture_nails_albedo"],
"eyelash_albedo": character_config["texture_eyelash_albedo"],
"freckle_mask": character_config["texture_frecklemask"],
"blush": character_config["texture_blush"],
"sebum": character_config["texture_sebum"],
#"roughness": character_config["texture_roughness"],
"thickness": character_config["texture_thickness"],
"melanin": character_config["texture_melanin"],
"lipmap": character_config["texture_lipmap"],
"iris_color": character_config["texture_iris_color"],
"iris_bump": character_config["texture_iris_bump"],
"sclera_color": character_config["texture_sclera_color"],
"translucent_mask": character_config["texture_translucent_mask"],
"sclera_mask": character_config["texture_sclera_mask"],
}
image_file_paths = {}
for img_id, value in image_file_names.items():
image_file_paths[img_id] = os.path.join(
os.path.join(data_path, "textures"),
value
)
self.image_file_paths = image_file_paths
self.image_file_names = image_file_names
self.load_data_images()
self.generate_displacement_image()
def load_data_images(self):
for img_path in self.image_file_paths.values():
file_ops.load_image(img_path)
def load_texture(self, img_path, shader_target):
file_ops.load_image(img_path)
self.image_file_names[shader_target] = os.path.basename(img_path)
self.update_shaders()
# Check to see if textures exist
@property
def texture_dermal_exist(self):
return os.path.isfile(self.image_file_paths["body_derm"])
@property
def texture_eyes_exist(self):
return os.path.isfile(self.image_file_paths["eyes_albedo"])
@property
def texture_tongue_albedo_exist(self):
return os.path.isfile(self.image_file_paths["tongue_albedo"])
@property
def texture_teeth_albedo_exist(self):
return os.path.isfile(self.image_file_paths["teeth_albedo"])
@property
def texture_nails_albedo_exist(self):
return os.path.isfile(self.image_file_paths["nails_albedo"])
@property
def texture_eyelash_albedo_exist(self):
return os.path.isfile(self.image_file_paths["eyelash_albedo"])
@property
def texture_displace_exist(self):
return os.path.isfile(self.image_file_paths["displ_data"])
@property
def texture_bump_exist(self):
return os.path.isfile(self.image_file_paths["body_bump"])
@property
def texture_frecklemask_exist(self):
return os.path.isfile(self.image_file_paths["freckle_mask"])
@property
def texture_blush_exist(self):
return os.path.isfile(self.image_file_paths["blush"])
@property
def texture_sebum_exist(self):
return os.path.isfile(self.image_file_paths["sebum"])
#@property
#def texture_roughness_exist(self):
# return os.path.isfile(self.image_file_paths["roughness"])
@property
def texture_melanin_exist(self):
return os.path.isfile(self.image_file_paths["melanin"])
@property
def texture_thickness_exist(self):
return os.path.isfile(self.image_file_paths["thickness"])
@property
def texture_lipmap_exist(self):
return os.path.isfile(self.image_file_paths["lipmap"])
@property
def texture_iris_color_exist(self):
return os.path.isfile(self.image_file_paths["iris_color"])
@property
def texture_iris_bump(self):
return os.path.isfile(self.image_file_paths["iris_bump"])
@property
def texture_texture_sclera_color_exist(self):
return os.path.isfile(self.image_file_paths["sclera_color"])
@property
def texture_texture_translucent_mask_exist(self):
return os.path.isfile(self.image_file_paths["translucent_mask"])
@property
def texture_texture_sclera_mask_exist(self):
return os.path.isfile(self.image_file_paths["sclera_mask"])
# Calculate Displacement Image based on RGB values
@staticmethod
def calculate_disp_pixels(blender_image, age_factor, tone_factor, mass_factor):
logger.info('start: calculate_disp_pixels %s', blender_image.name)
tone_f = tone_factor if tone_factor > 0.0 else 0.0
adjustments = np.array([0.0, 0.5, 0.5, 0.5], dtype=np.float32)
factors = np.fmax(np.array([1, age_factor, tone_f, (1.0 - tone_f) * mass_factor], dtype=np.float32), 0.0)
np_image = np.empty(len(blender_image.pixels), dtype=np.float32)
blender_image.pixels.foreach_get(np_image)
np_image = np_image.reshape(-1, 4)
# add_result = r + age_f * (g - 0.5) + tone_f * (b - 0.5) + mass_f * (a - 0.5)
np_image -= adjustments
np_image *= factors
add_result = np.sum(np_image, axis=1)
np.fmin(add_result, 1.0, add_result)
np_image[:,0] = add_result
np_image[:,1] = add_result
np_image[:,2] = add_result
np_image[:,3] = 1
logger.info('finish: calculate_disp_pixels %s', blender_image.name)
return np_image.reshape(-1)
# Link Textures to Nodes
@staticmethod
def assign_image_to_node(material_name, node_name, image_name):
logger.info("Assigning the image %s to node %s", image_name, node_name)
mat_node = material_ops.get_material_node(material_name, node_name)
mat_image = file_ops.get_image(image_name)
if mat_image:
material_ops.set_node_image(mat_node, mat_image)
else:
logger.warning("Node assignment failed. Image not found: %s", image_name)
def get_material_parameters(self):
material_parameters = {}
obj = self.get_object()
for material in material_ops.get_object_materials(obj):
if material.node_tree:
for node in material_ops.get_material_nodes(material):
is_parameter = False
for param_identifier in self.parameter_identifiers:
if param_identifier in node.name:
is_parameter = True
break
if is_parameter:
node_output_val = material_ops.get_node_output_value(node, 0)
material_parameters[node.name] = node_output_val
return material_parameters
# Update Shaders
def update_shaders(self, material_parameters=[], update_textures_nodes=True):
obj = self.get_object()
for material in material_ops.get_object_materials(obj):
nodes = material_ops.get_material_nodes(material)
if not nodes:
continue
for node in nodes:
if node.name in material_parameters:
value = material_parameters[node.name]
material_ops.set_node_output_value(node, 0, value)
elif update_textures_nodes:
if "_skn_albedo" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["body_derm"])
if "_eys_albedo" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["eyes_albedo"])
if "_eylsh_albedo" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["eyelash_albedo"])
if "_tth_albedo" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["teeth_albedo"])
if "_nail_albedo" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["nails_albedo"])
if "_skn_disp" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["body_displ"])
if "_skn_bump" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["body_bump"])
if "_tongue_albedo" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["tongue_albedo"])
if "_skn_frecklemask" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["freckle_mask"])
if "_skn_blush" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["blush"])
if "_skn_sebum" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["sebum"])
#if "_skn_roughness" in node.name:
# self.assign_image_to_node(material.name, node.name, self.image_file_names["roughness"])
if "_skn_melanin" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["melanin"])
if "_skn_thickness" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["thickness"])
if "_skn_lipmap" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["lipmap"])
if "_iris_color" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["iris_color"])
if "_iris_bump" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["iris_bump"])
if "_sclera_color" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["sclera_color"])
if "_translucent_mask" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["translucent_mask"])
if "_sclera_mask" in node.name:
self.assign_image_to_node(material.name, node.name, self.image_file_names["sclera_mask"])
# Rename Shaders
def rename_skin_shaders(self, prefix):
obj = self.get_object()
for material in material_ops.get_object_materials(obj):
if prefix != "":
material.name = prefix + "_" + material.name
else:
material.name = material.name+str(time.time())
def get_object(self):
return file_ops.get_object_by_name(self.obj_name)
# Generate Displacement Data Image
def generate_displacement_image(self):
disp_data_image_name = self.image_file_names["displ_data"]
if disp_data_image_name != "":
disp_data_image = file_ops.get_image(disp_data_image_name)
if disp_data_image:
disp_size = disp_data_image.size
logger.info(
"Creating the displacement image from data image %s with size %sx%s",
disp_data_image.name, disp_size[0], disp_size[1])
new_image(self.image_file_names["body_displ"], disp_size)
else:
logger.warning(
"Cannot create the displacement modifier: data image not found: %s",
file_ops.simple_path(self.image_file_paths["displ_data"]))
# Calculate Displacement based on age, tone, mass
def calculate_displacement_texture(self, age_factor, tone_factor, mass_factor):
time1 = time.time()
disp_data_image_name = self.image_file_names["displ_data"]
if disp_data_image_name != "":
disp_data_image = file_ops.get_image(disp_data_image_name)
if disp_data_image:
if self.image_file_names["body_displ"] in bpy.data.images:
disp_img = bpy.data.images[self.image_file_names["body_displ"]]
else:
logger.warning("Displace image not found: %s", self.image_file_names["body_displ"])
return
if self.generated_disp_modifier_ID in bpy.data.textures:
disp_tex = bpy.data.textures[self.generated_disp_modifier_ID]
else:
logger.warning("Displace texture not found: %s", self.generated_disp_modifier_ID)
return
if images_scale(disp_data_image, disp_img):
new_pixels = self.calculate_disp_pixels(disp_data_image, age_factor, tone_factor, mass_factor)
disp_img.pixels.foreach_set(new_pixels)
disp_tex.image = disp_img
logger.info("Displacement calculated in %s seconds", time.time()-time1)
else:
logger.error("Displace data image not found: %s",
file_ops.simple_path(self.image_file_paths["displ_data"]))
def save_texture(self, filepath, shader_target):
img_name = self.image_file_names[shader_target]
logger.info("Saving image %s in %s", img_name, file_ops.simple_path(filepath))
file_ops.save_image(img_name, filepath)
file_ops.load_image(filepath) # Load the just saved image to replace the current one
self.image_file_names[shader_target] = os.path.basename(filepath)
self.update_shaders()
def new_image(name, img_size, color=(0.5, 0.5, 0.5, 1)):
logger.info("Creating new image %s with size %sx%s", name, *img_size)
try:
bpy.data.images.remove(bpy.data.images[name], do_unlink=True)
logger.info("Previous existing image %s replaced with the new one", name)
except KeyError:
pass
new_img = bpy.data.images.new(name, *img_size)
new_img.generated_color = color
logger.info("created new image %s", name)
return new_img
def images_scale(image1, image2):
try:
if image1.size[0] == image1.size[1] and image2.size[0] == image2.size[1]:
if image1.size[0] > image2.size[0]:
image2.scale(*image1.size)
elif image1.size[0] < image2.size[0]:
image1.scale(*image2.size)
return True
return False
except (AttributeError, KeyError):
return False