81 lines
3.1 KiB
Python
81 lines
3.1 KiB
Python
"""Asset library helpers for Blender render scripts.
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Provides functions to link materials and node groups from a .blend asset library
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into the current scene, and apply them to mesh objects.
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These functions are intended to be imported by still_render.py / turntable_render.py
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when a RenderTemplate has an asset library associated.
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"""
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from __future__ import annotations
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import logging
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logger = logging.getLogger(__name__)
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def apply_asset_library_materials(blend_path: str, material_map: dict, link: bool = True) -> None:
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"""Load materials from an asset library .blend and apply them to mesh slots.
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Args:
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blend_path: Absolute path to the .blend library file.
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material_map: Mapping of current slot material name -> library material name.
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E.g. {"Steel--Stahl": "HARTOMAT_010101_Steel-Bare"}
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link: If True (default), link materials (external reference, good for rendering).
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If False, append materials (local copy — required for GLB/GLTF export so
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that the exporter can traverse Principled BSDF node trees for PBR values).
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"""
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import bpy # type: ignore[import]
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if not material_map:
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return
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target_names = set(material_map.values())
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# Link or append materials from the library
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with bpy.data.libraries.load(blend_path, link=link, assets_only=True) as (src, dst):
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dst.materials = [name for name in src.materials if name in target_names]
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loaded = {m.name for m in dst.materials if m is not None}
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logger.info("%s %d materials from %s", "Linked" if link else "Appended", len(loaded), blend_path)
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# Apply to all mesh object material slots
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for obj in bpy.data.objects:
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if obj.type != "MESH":
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continue
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for slot in obj.material_slots:
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if slot.material is None:
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continue
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resolved = material_map.get(slot.material.name)
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if resolved and resolved in bpy.data.materials:
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slot.material = bpy.data.materials[resolved]
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def apply_asset_library_node_groups(blend_path: str, modifier_map: dict) -> None:
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"""Link geometry node groups from an asset library and apply as modifiers.
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Args:
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blend_path: Absolute path to the .blend library file.
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modifier_map: Mapping of object name substring -> node group name.
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E.g. {"ring": "WearPattern_GeoNodes"}
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"""
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import bpy # type: ignore[import]
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if not modifier_map:
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return
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target_names = set(modifier_map.values())
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with bpy.data.libraries.load(blend_path, link=True, assets_only=True) as (src, dst):
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dst.node_groups = [name for name in src.node_groups if name in target_names]
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for obj in bpy.data.objects:
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if obj.type != "MESH":
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continue
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for part_substr, ng_name in modifier_map.items():
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if part_substr.lower() in obj.name.lower():
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ng = bpy.data.node_groups.get(ng_name)
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if ng:
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mod = obj.modifiers.new(name=ng_name, type="NODES")
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mod.node_group = ng
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logger.info("Applied node group %s to %s", ng_name, obj.name)
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