DI-PCG / core /utils /vis_utils.py
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# 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