-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathPixelart.py
402 lines (354 loc) · 16.1 KB
/
Pixelart.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
bl_info = {
"name": "Pixel Rendering",
"author": "Lars Hinnerk Grevsmühl (aka Mezaka)",
"version": (1, 0),
"blender": (2, 92, 0),
"description": "Helps with rendering Pixel Art.",
"category": "Render",
}
import bpy
import os
class PixelPropertyGroup(bpy.types.PropertyGroup):
preview_samples : bpy.props.IntProperty(name='Preview Samples', soft_min=1, soft_max=100,default = 10)
final_samples : bpy.props.IntProperty(name='Final Samples', soft_min=1, soft_max=1000, default = 100)
#material helper
def createMaterial(materialName, materialType):
if materialName in bpy.data.materials:
print("Material "+materialName+" already existed - skipping")
return
mat = bpy.data.materials.new(name=materialName)
mat.use_fake_user = True
mat.use_nodes = True
matOld = mat.node_tree.nodes["Principled BSDF"]
mat.node_tree.nodes.remove(matOld)
matOut = mat.node_tree.nodes["Material Output"]
matOut.location = (0,0)
matShader = mat.node_tree.nodes.new(type=materialType)
matShader.location = (-200,0)
matShader.inputs[0].default_value = (1,1,1,1)
mat.node_tree.links.new(matShader.outputs[0],matOut.inputs[0])
return mat
def createBuffer(bufferName):
if bufferName in bpy.data.images:
print("Texture "+bufferName+" already existed - skipping")
return
scene = bpy.data.scenes["Scene"]
rw = scene.render.resolution_x
rh = scene.render.resolution_y
bpy.ops.image.new(name=bufferName,width=rw,height=rh)
bpy.data.images[bufferName].use_fake_user = True
def createExampleMaterial():
if "PixelExample" not in bpy.data.materials:
#create custom group for mapping
createCustomMappingGroup()
#create nodes
matPix = createMaterial("PixelExample",'ShaderNodeEmission')
mappingNode = matPix.node_tree.nodes.new(type="ShaderNodeGroup")
mappingNode.node_tree = bpy.data.node_groups["CustomCameraMapping"]
mappingNode.location = (-1000,0)
mixNode = matPix.node_tree.nodes.new("ShaderNodeMixRGB")
mixNode.location = (-400,0)
borderNode = matPix.node_tree.nodes.new("ShaderNodeValue")
borderNode.location = (-700,100)
borderNode.label = "IsBorder"
borderNode.outputs[0].default_value = 0
rampNode = matPix.node_tree.nodes.new("ShaderNodeValToRGB")
rampNode.location = (-700,0)
rampNode.color_ramp.interpolation = 'CONSTANT'
rampNode.color_ramp.elements[0].position = 0.0
rampNode.color_ramp.elements[0].color = (0.037,0.01,0.019,1)
rampNode.color_ramp.elements[1].position = 0.076
rampNode.color_ramp.elements[1].color = (0.068,0.034,0.042,1)
rampNode.color_ramp.elements.new(0.225)
rampNode.color_ramp.elements[2].color = (0.105,0.107,0.054,1)
rampNode.color_ramp.elements.new(0.459)
rampNode.color_ramp.elements[3].color = (0.181,0.175,0.078,1)
rampNode.color_ramp.elements.new(0.791)
rampNode.color_ramp.elements[4].color = (0.279,0.266,0.095,1)
#connect nodes
links = matPix.node_tree.links
links.new(mappingNode.outputs[0],rampNode.inputs[0])
links.new(rampNode.outputs[0],mixNode.inputs[1])
links.new(borderNode.outputs[0],mixNode.inputs[0])
links.new(mixNode.outputs[0],matPix.node_tree.nodes["Emission"].inputs[0])
def createCustomMappingGroup():
if "CustomCameraMapping" in bpy.data.node_groups:
return
#create node group
group = bpy.data.node_groups.new(type="ShaderNodeTree", name="CustomCameraMapping")
#create input
input_node = group.nodes.new("NodeGroupInput")
input_node.location = (-1000, 0)
#create output
group.outputs.new("NodeSocketFloat", "LightingData")
output_node = group.nodes.new("NodeGroupOutput")
output_node.location = (0, 0)
#create nodes
nodes = group.nodes
textureNode = nodes.new('ShaderNodeTexImage')
textureNode.location = (-400,0)
textureNode.image = bpy.data.images["DIFFUSE_BUFFER"]
textureNode.extension = 'CLIP'
textureNode.interpolation = 'Closest'
offsetNode = nodes.new('ShaderNodeVectorMath')
offsetNode.location = (-700,0)
offsetNode.inputs[1].default_value = (0.5,0.5,0.5)
offsetNode.operation = 'ADD'
combineNode = nodes.new('ShaderNodeCombineXYZ')
combineNode.location = (-1000,0)
scaleXNode = nodes.new('ShaderNodeMath')
scaleXNode.location = (-1300,0)
scaleXNode.operation = 'DIVIDE'
scaleYNode = nodes.new('ShaderNodeMath')
scaleYNode.location = (-1300,-300)
scaleYNode.operation = 'DIVIDE'
separateNode = nodes.new('ShaderNodeSeparateXYZ')
separateNode.location = (-1600,0)
cameraScaleYNode = nodes.new('ShaderNodeMath')
cameraScaleYNode.location = (-1600,-300)
cameraScaleYNode.operation = 'MULTIPLY'
cameraScaleNode = nodes.new('ShaderNodeValue')
cameraScaleNode.location = (-1900,-300)
cameraScaleNode.label = 'CameraScale'
cameraScaleNode.outputs[0].default_value = bpy.data.cameras["Camera"].ortho_scale
cameraRatioNode = nodes.new('ShaderNodeMath')
cameraRatioNode.location = (-1900,-600)
cameraRatioNode.operation = 'DIVIDE'
cameraResXNode = nodes.new('ShaderNodeValue')
cameraResXNode.location = (-2200,-600)
cameraResXNode.label = "ResolutionX"
cameraResXNode.outputs[0].default_value = bpy.data.scenes["Scene"].render.resolution_x
cameraResYNode = nodes.new('ShaderNodeValue')
cameraResYNode.location = (-2200,-900)
cameraResYNode.label = "ResolutionY"
cameraResYNode.outputs[0].default_value = bpy.data.scenes["Scene"].render.resolution_y
coordNode = nodes.new('ShaderNodeTexCoord')
coordNode.location = (-2200,0)
coordNode.object = bpy.data.objects["Camera"]
#create connections
links = group.links
links.new(textureNode.outputs[0],output_node.inputs[0])
links.new(offsetNode.outputs[0],textureNode.inputs[0])
links.new(combineNode.outputs[0],offsetNode.inputs[0])
links.new(scaleXNode.outputs[0],combineNode.inputs[0])
links.new(scaleYNode.outputs[0],combineNode.inputs[1])
links.new(separateNode.outputs[0],scaleXNode.inputs[0])
links.new(separateNode.outputs[1],scaleYNode.inputs[0])
links.new(coordNode.outputs[3],separateNode.inputs[0])
links.new(cameraScaleYNode.outputs[0],scaleYNode.inputs[1])
links.new(cameraScaleNode.outputs[0],scaleXNode.inputs[1])
links.new(cameraScaleNode.outputs[0],cameraScaleYNode.inputs[0])
links.new(cameraRatioNode.outputs[0],cameraScaleYNode.inputs[1])
links.new(cameraResYNode.outputs[0],cameraRatioNode.inputs[0])
links.new(cameraResXNode.outputs[0],cameraRatioNode.inputs[1])
class RENDER_OT_PIXELART_SETUP(bpy.types.Operator):
bl_label = "Setup Pixelart Rendering"
bl_idname = "render.pixelart_setup"
def execute(self, context):
print("Pixelart Setup")
#set basic render settings
d = bpy.data
scene = d.scenes["Scene"]
cycles = scene.cycles
scene.render.engine = "CYCLES"
cycles.samples = 1
cycles.max_bounces = 0
cycles.diffuse_bounces = 0
cycles.glossy_bounces = 0
cycles.filter_width = 0.01
scene.view_settings.view_transform = "Standard"
scene.render.dither_intensity = 0
bpy.data.worlds["World"].node_tree.nodes["Background"].inputs[1].default_value = 0
#create override diffuse (+shield)
createMaterial("OVERRIDE_DIFFUSE",'ShaderNodeBsdfPrincipled')
#create override white
createMaterial("OVERRIDE_EMISSION",'ShaderNodeEmission')
#create empty render buffers
createBuffer("DIFFUSE_BUFFER")
createBuffer("FREESTYLE_BUFFER")
createBuffer("BORDER_BUFFER")
bpy.ops.file.pack_all()
#create example material
createExampleMaterial()
#set up freestyle
scene.render.line_thickness_mode = 'RELATIVE'
bpy.data.linestyles["LineStyle"].thickness = 4.4
bpy.data.linestyles["LineStyle"].thickness_position = 'INSIDE'
#Set up compositor
bpy.data.scenes["Scene"].use_nodes = True
compTree = bpy.data.scenes["Scene"].node_tree
if len(compTree.nodes)<3:
#create nodes
outNode = compTree.nodes["Composite"]
outNode.location = (0,0)
renderNode = compTree.nodes["Render Layers"]
renderNode.location = (-600,-600)
mixNode = compTree.nodes.new("CompositorNodeMixRGB")
mixNode.location = (-300,0)
freestyleNode = compTree.nodes.new("CompositorNodeImage")
freestyleNode.location = (-600,600)
freestyleNode.image = bpy.data.images["FREESTYLE_BUFFER"]
borderNode = compTree.nodes.new("CompositorNodeImage")
borderNode.location = (-600,0)
borderNode.image = bpy.data.images["BORDER_BUFFER"]
#create links
compTree.links.new(mixNode.outputs[0],outNode.inputs[0])
compTree.links.new(freestyleNode.outputs[0],mixNode.inputs[0])
compTree.links.new(borderNode.outputs[0],mixNode.inputs[1])
compTree.links.new(renderNode.outputs[0],mixNode.inputs[2])
else:
print("Compositor appears to be full - skipping")
return {'FINISHED'}
#render buffer helper
def renderBuffer(buffername):
#set new temp render path
oldPath = bpy.data.scenes["Scene"].render.filepath
newPath = "//"+buffername+".png"
bpy.data.scenes["Scene"].render.filepath = newPath
#save render to new file and restore path
bpy.ops.render.render(use_viewport=True, write_still=True)
bpy.data.scenes["Scene"].render.filepath = oldPath
#read buffer from file
tex = bpy.data.images[buffername]
tex.source = "FILE"
tex.filepath = newPath
tex.reload()
tex.pack()
#delete file
os.remove(bpy.path.abspath(newPath))
#set node helper
def setNodeData(node, is_border):
#IsBorder
if node.label == "IsBorder":
if is_border:
node.outputs[0].default_value = 1
else:
node.outputs[0].default_value = 0
#CameraScale
if node.label == "CameraScale":
node.outputs[0].default_value = bpy.data.cameras["Camera"].ortho_scale
#ResolutionX
if node.label == "ResolutionX":
node.outputs[0].default_value = bpy.data.scenes["Scene"].render.resolution_x
#ResolutionX
if node.label == "ResolutionY":
node.outputs[0].default_value = bpy.data.scenes["Scene"].render.resolution_y
#render settings helper
def setRenderSettings(samples = 1, denoising = False, freestyle = False, diffuse_override = False, emission_override = False, is_border = False, use_compositor = False):
#shorthands
scene = bpy.data.scenes["Scene"]
viewLayer = scene.view_layers["View Layer"]
#basic settings
scene.cycles.samples = samples
scene.cycles.use_denoising = denoising
scene.render.use_freestyle = freestyle
scene.use_nodes = use_compositor
#material override
viewLayer.material_override = None
if diffuse_override:
viewLayer.material_override = bpy.data.materials["OVERRIDE_DIFFUSE"]
if emission_override:
viewLayer.material_override = bpy.data.materials["OVERRIDE_EMISSION"]
#shader nodes - search for all nodes and set with right label
for material in bpy.data.materials:
if material.use_nodes:
for node in material.node_tree.nodes:
setNodeData(node,is_border)
for nodeGroup in bpy.data.node_groups:
for node in nodeGroup.nodes:
setNodeData(node, is_border)
def renderPixelArt(samples):
assert bpy.data.filepath # abort if .blend is unsaved
print("Rendering Pixelart")
#set material mapping settings
nodes = bpy.data.node_groups["CustomCameraMapping"].nodes
links = bpy.data.node_groups["CustomCameraMapping"].links
scene = bpy.data.scenes['Scene']
resX = scene.render.resolution_x
resY = scene.render.resolution_y
isLandscape = resX>=resY
if bpy.data.cameras["Camera"].type == 'ORTHO' and isLandscape:
#connect to custom node
links.new(nodes["Vector Math"].outputs[0], nodes["Image Texture"].inputs[0])
else:
#connect to screen mapping
links.new(nodes["Texture Coordinate"].outputs[5], nodes["Image Texture"].inputs[0])
#render diffuse
setRenderSettings(samples = samples, denoising = True, diffuse_override = True)
renderBuffer("DIFFUSE_BUFFER")
#render freestyle
setRenderSettings(freestyle = True, emission_override = True)
renderBuffer("FREESTYLE_BUFFER")
#render border
setRenderSettings(is_border = True)
renderBuffer("BORDER_BUFFER")
#render final
setRenderSettings(use_compositor = True)
bpy.ops.render.render(use_viewport=True, write_still=True)
class RENDER_OT_PIXELART_RENDERALL(bpy.types.Operator):
bl_label = "Render Pixelart"
bl_idname = "render.pixelart_renderall"
def execute(self, context):
renderPixelArt(context.scene.pixel_props.final_samples)
return {'FINISHED'}
class RENDER_OT_PIXELART_RENDERALLPREVIEW(bpy.types.Operator):
bl_label = "Render Pixelart Preview"
bl_idname = "render.pixelart_renderallpreview"
def execute(self, context):
renderPixelArt(context.scene.pixel_props.preview_samples)
return {'FINISHED'}
class RENDER_OT_PIXELART_RENDERANIMATION(bpy.types.Operator):
bl_label = "Render Pixelart Animation"
bl_idname = "render.pixelart_renderanimation"
def execute(self, context):
scene = context.scene
start = scene.frame_start
end = scene.frame_end
path = scene.render.filepath
oldPath = path+""
for frame in range(start,end):
scene.frame_current = frame
scene.render.filepath = oldPath+str(frame)
renderPixelArt(context.scene.pixel_props.final_samples)
scene.render.filepath = oldPath
return {'FINISHED'}
class RENDER_PT_PIXELART(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Pixelart"
bl_idname = "RENDER_PT_PIXELART"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
def draw(self, context):
layout = self.layout
row = layout.row()
op = row.operator("render.pixelart_setup")
row = layout.row()
row.operator("render.pixelart_renderall")
row = layout.row()
row.operator("render.pixelart_renderallpreview")
row = layout.row()
row.prop(context.scene.pixel_props, 'final_samples')
row = layout.row()
row.prop(context.scene.pixel_props, 'preview_samples')
row = layout.row()
row.operator("render.pixelart_renderanimation")
def register():
bpy.utils.register_class(PixelPropertyGroup)
bpy.types.Scene.pixel_props = bpy.props.PointerProperty(type=PixelPropertyGroup)
bpy.utils.register_class(RENDER_OT_PIXELART_SETUP)
bpy.utils.register_class(RENDER_OT_PIXELART_RENDERALL)
bpy.utils.register_class(RENDER_OT_PIXELART_RENDERALLPREVIEW)
bpy.utils.register_class(RENDER_OT_PIXELART_RENDERANIMATION)
bpy.utils.register_class(RENDER_PT_PIXELART)
def unregister():
del bpy.types.Scene.pixel_props
bpy.utils.unregister_class(PixelPropertyGroup)
bpy.utils.unregister_class(RENDER_OT_PIXELART_SETUP)
bpy.utils.unregister_class(RENDER_OT_PIXELART_RENDERALL)
bpy.utils.unregister_class(RENDER_OT_PIXELART_RENDERALLPREVIEW)
bpy.utils.unregister_class(RENDER_OT_PIXELART_RENDERANIMATION)
bpy.utils.unregister_class(RENDER_PT_PIXELART)
if __name__ == "__main__":
register()
print("registered pixelart renderer")