Spaces:
Running
on
Zero
Running
on
Zero
# Copyright 2020 Hsueh-Ti Derek Liu | |
# | |
# Licensed under the Apache License, Version 2.0 (the "License"); | |
# you may not use this file except in compliance with the License. | |
# You may obtain a copy of the License at | |
# | |
# https://www.apache.org/licenses/LICENSE-2.0 | |
# | |
# Unless required by applicable law or agreed to in writing, software | |
# distributed under the License is distributed on an "AS IS" BASIS, | |
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. | |
# See the License for the specific language governing permissions and | |
# limitations under the License. | |
import bpy | |
def setMat_plastic(mesh, meshColor, AOStrength = 0.0): | |
mat = bpy.data.materials.new('MeshMaterial') | |
mesh.data.materials.append(mat) | |
mesh.active_material = mat | |
mat.use_nodes = True | |
tree = mat.node_tree | |
# set principled BSDF | |
tree.nodes["Principled BSDF"].inputs['Roughness'].default_value = 0.3 | |
#tree.nodes["Principled BSDF"].inputs['Sheen Tint'].default_value = [0, 0, 0, 1] | |
tree.nodes["Principled BSDF"].inputs['Sheen Tint'].default_value = 0 | |
tree.nodes["Principled BSDF"].inputs['Specular'].default_value = 0.5 | |
tree.nodes["Principled BSDF"].inputs['IOR'].default_value = 1.45 | |
tree.nodes["Principled BSDF"].inputs['Transmission'].default_value = 0 | |
tree.nodes["Principled BSDF"].inputs['Clearcoat Roughness'].default_value = 0 | |
# add Ambient Occlusion | |
tree.nodes.new('ShaderNodeAmbientOcclusion') | |
tree.nodes.new('ShaderNodeGamma') | |
MIXRGB = tree.nodes.new('ShaderNodeMixRGB') | |
MIXRGB.blend_type = 'MULTIPLY' | |
tree.nodes["Gamma"].inputs["Gamma"].default_value = AOStrength | |
tree.nodes["Ambient Occlusion"].inputs["Distance"].default_value = 10.0 | |
tree.nodes["Gamma"].location.x -= 600 | |
# set color using Hue/Saturation node | |
HSVNode = tree.nodes.new('ShaderNodeHueSaturation') | |
HSVNode.inputs['Color'].default_value = meshColor.RGBA | |
HSVNode.inputs['Saturation'].default_value = meshColor.S | |
HSVNode.inputs['Value'].default_value = meshColor.V | |
HSVNode.inputs['Hue'].default_value = meshColor.H | |
HSVNode.location.x -= 200 | |
# set color brightness/contrast | |
BCNode = tree.nodes.new('ShaderNodeBrightContrast') | |
BCNode.inputs['Bright'].default_value = meshColor.B | |
BCNode.inputs['Contrast'].default_value = meshColor.C | |
BCNode.location.x -= 400 | |
# link all the nodes | |
tree.links.new(HSVNode.outputs['Color'], BCNode.inputs['Color']) | |
tree.links.new(BCNode.outputs['Color'], tree.nodes['Ambient Occlusion'].inputs['Color']) | |
tree.links.new(tree.nodes["Ambient Occlusion"].outputs['Color'], MIXRGB.inputs['Color1']) | |
tree.links.new(tree.nodes["Ambient Occlusion"].outputs['AO'], tree.nodes['Gamma'].inputs['Color']) | |
tree.links.new(tree.nodes["Gamma"].outputs['Color'], MIXRGB.inputs['Color2']) | |
tree.links.new(MIXRGB.outputs['Color'], tree.nodes['Principled BSDF'].inputs['Base Color']) | |
class colorObj(object): | |
def __init__(self, RGBA, \ | |
H = 0.5, S = 1.0, V = 1.0,\ | |
B = 0.0, C = 0.0): | |
self.H = H # hue | |
self.S = S # saturation | |
self.V = V # value | |
self.RGBA = RGBA | |
self.B = B # birghtness | |
self.C = C # contrast |