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# Blender - ID Mask Tools # Blender - Bake ID Mask Plugin
A set of tools to quickly create ID masks for meshes. A plugin to quickly bake ID masks for meshes from/to different sources and targets.
### What is this? ### Currently supported:
For usage in specific programs like Substance Painter, its useful to create a mask for specific parts for your mesh, so you can easily make out parts of the mesh, to f.E. apply a mterial. Sources:
You can specify colors in color attributes that define "IDs" for specific parts of the mesh, which you can then use in different programs. - Material Index
Currently this workflow requires you to assign them tediously by using a mixture of Edit Mode and Vertex Paint to paint the mesh correctly. Targets:
- Vertex Color
This plugin tries to fix that, by providing proper tools for it. The most important is probably the [ID Mask Editor](docu/features/id_mask_editor.md), that allows you to quickly add IDs to faces all within the Edit Mode.
## Installation ## Installation
1. Download the newest file from the releases tab. 1. Download the newest file from the releases tab.
@ -17,4 +16,12 @@ This plugin tries to fix that, by providing proper tools for it. The most import
4. After selecting it, just enable it and done. 4. After selecting it, just enable it and done.
## Usage ## Usage
Check out the [Features](docu/features.md) page to find more specific information about the usage of each feature. You find the tool in the panel on the right of the "3D Viewport" under "Tool".
![Panel Location](docu/images/panel.png)
How to use properly it, highly depends on the selected source.
### Usage - Material Index Source
Here the IDs are given based on the object and its material indices.
Lets say, you have 10 objects and each has 2 materials attached to it. Then the amount of IDs given is 20, since each object contains the two material indecies.

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1.3.1+build.2 1.1.0+build.1

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# Features
- [ID Mask Editor](features/id_mask_editor.md)
- [Bake ID Mask](features/bake_id_mask.md)

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# Bake ID Mask
This tool allows you to quickly create a ID mask based on different sources
The tool is found in the Tool category in the Side Panel of the 3D View.
![Panel Location](../images/bake_id_mask.panel.png)
## The UI
![UI](../images/bake_id_mask.ui.png)
1. The Bake button. Click on it to bake, after you have setup your selection
2. Selection Mode. See "Parameters"
3. This panel gives you infos about how many ID you gonna bake and how many colors you have in your color source
4. The source specifies, what kind of dataset the system will take to calculate its IDs
5. This box allows the source to have parameters, you can change
6. The target specifies, where the ID get drawn to. Currently only color attributes are supported
7. as with the source, the target can have parameters, as well.
8. This allows you to change the color source, from where the system takes the colors.
## Parameters
### Selection Mode
The "Selection Mode" has 3 different options:
1. Only active element - The bake will only apply to the actively selected object. If no active object was found, nothing will happens.
2. Use Selection, separate - The bake will apply to all selected objects, but each object will be processed individually by the source.
Example: With Material Index, the ID will always correspond with the Material Index, ignoring what ever happens with the other objects.
3. Use Selection, combined - The bake will apply to all selected object and will be processed together by the source.
Example: With Material Index, it will count up every Material Index it finds.
### Sources
#### Material Index
This source will give away IDs based on the material index, a face uses.
This can be useful, when you use multiple materials in one mesh and want to export it with only one material and without loosing the info, which face had different materials.
The "Remove all source materials" option will, if checked, remove all material indecies from the mesh, allowing you to directly export it to your application.
#### Object ID
This source will only work properly in "Use Selection, combined" - Selection Mode. The source works by giving every selected Object an incrementing ID.
### Targets
#### Color Attribute / Vertex Color
This target will save the ID-color onto the color attribute specified.
By default, it will remove the old color attribute completely and replace it, if one already exists with the name. This can be prevent by unchecking "Override Color Attribute".
The ID-color will then just painted on top of the existing attribute, overriding existing colors, if there were any.
### Color Sources
#### Generated
This color source will generate a list of colors to use, which get increasingly less saturated and bright as further, you approach the limit.
#### Color Palette
This allows you to specify an own palette, previously created in Blender.
Due to the way palettes work in Blender, you can **not** create or edit the palette here. You can create one in one of the "Paint" modes, like Vertex Paint.

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# ID Mask Editor
The "ID Mask Editor" allows you to quickly add IDs to faces in a mesh.
## Getting started
The editor is found in the Tool category in the Side Panel of the 3D View. The editor is only visible when you are in Edit Mode.
![Panel Location](../images/id_mask_editor.panel.png)
By default, its pretty empty. That is because you need to specify a color attribute, you want to paint your ID-mask to.
You can either select an already existing color attribute or you create a new one using the "Plus"-button. That will automatically create color attribute called "ID_MASK" and set it as ID-mask.
With the attribute selected, you will see a few more options.
## The UI
![Panel Options](../images/id_mask_editor.options_0.png)
1. The color source. That specifies how the initial colors are generated, when adding new IDs using the "Plus"-Button
2. This is the ID-list. It works similarly to the Vertex Groups-list. The only big difference is how the items works. You can change the color and name of an ID. Change the color will cause the two buttons to be enabled. They allow you to either "Revert" the change you made or to "Apply" it, which will change the ID-mask to reflect the change.
3. Clicking the "Paint"-button will paint the currently active ID (indicated by the blue background in the list) onto the currently selected **faces**.
4. Clicking the "Select"-button will select every face currently using the currently active ID (indicated by the blue background in the list)
5. Changing the color on a ID will not automatically apply it onto the attribute. This will allow you to apply/revert all those changes, with one click.
### Additional Features
Using the arrow next to the list allows you to find additional features:
- Find used colors: Using this feature will automatically detect colors found in the attribute, but not found in the ID list, and add them.
Very useful when dealing with a mesh created without this tool or if you accidentally removed an ID from the list.
## One additional thing
While not directly related to the ID-Mask, but still kinda, there is a new selection found under the "Select" menu.
This will allow you to quickly select faces, with the same ID, then the face you have currently active.
![Select by ID Mask](../images/id_mask_editor.select_by_id_mask.png)

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## Planned features
### ID Mask - Editor
- [X] A way to automatically get already used colors, f.E. you already did it by hand
- [X] Select by color
- [ ] Update after color change

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import bpy
from . menu import id_mask_select_menu
from . menu.id_mask_editor_options import IDEDITOR_IDMaskEditorOptionsMenu
from . operators.create_id_mask import CreateIDMaskOperator
from . operators.id_editor_apply_color import IDEDITOR_ColorApplyOperator
from . operators.id_editor_create_id import IDEDITOR_CreateIDOperator
from . operators.id_editor_find_used_ids import IDEDITOR_FindUsedIDsOperator
from . operators.id_editor_paint import IDEDITOR_PaintIDMaskOperator
from . operators.id_editor_remove_id import IDEDITOR_RemoveIDOperator
from . operators.id_editor_revert_color import IDEDITOR_ColorResetOperator
from . operators.id_mask_select import IDEDITOR_SelectIDMaskOperator
from . panels.id_mask_editor_id_list import IDMaskEditorIDList
from . properties.id_mask_editor_value_properties import IDMaskEditorValueProperties
from . panels.bake_panel_options import BakeToIDOptionsPanel
from . operators.bake_to_id_map import BakeToIDMapOperator
from . panels.bake_panel import BakeToIDMapPanel
from . panels.bake_panel_info import BakeToIDInfoPanel
from . panels.id_mask_editor import IDMaskEditorPanel
from . properties.bake_properties import BakeToIDProperties
from . properties.id_mask_editor_properties import IDMaskEditorProperties
bl_info = { bl_info = {
"name": "ID Mask - Tools", "name": "Bake ID Mask",
"author": "iedSoftworks", "author": "iedSoftworks",
"description": "", "description": "",
# !VERSION # !VERSION
@ -30,50 +7,35 @@ bl_info = {
"category": "Object" "category": "Object"
} }
import bpy
from . panels.panel_options import BakeToIDOptionsPanel
from . panels.panel_advanced import BakeToIDAdvancedMenu
from . operators.bake_to_id_map import BakeToIDMapOperator
from . panels.panel import BakeToIDMapPanel
from . panels.panel_info import BakeToIDInfoPanel
from . properties.bake_to_id import BakeToIDProperties
classes = ( classes = (
BakeToIDMapOperator, BakeToIDMapOperator,
BakeToIDMapPanel, BakeToIDMapPanel,
BakeToIDInfoPanel, BakeToIDInfoPanel,
BakeToIDOptionsPanel, BakeToIDOptionsPanel,
BakeToIDProperties, BakeToIDProperties,
IDMaskEditorValueProperties,
IDMaskEditorProperties,
IDMaskEditorPanel,
CreateIDMaskOperator,
IDMaskEditorIDList,
IDEDITOR_CreateIDOperator,
IDEDITOR_RemoveIDOperator,
IDEDITOR_PaintIDMaskOperator,
IDEDITOR_SelectIDMaskOperator,
IDEDITOR_FindUsedIDsOperator,
IDEDITOR_IDMaskEditorOptionsMenu,
IDEDITOR_ColorResetOperator,
IDEDITOR_ColorApplyOperator,
) )
menu_additions = [
id_mask_select_menu
]
def register(): def register():
for cls in classes: for cls in classes:
bpy.utils.register_class(cls) bpy.utils.register_class(cls)
for menu in menu_additions:
menu.register()
setattr(bpy.types.Scene, 'bake_to_id_props', bpy.props.PointerProperty(type=BakeToIDProperties)) setattr(bpy.types.Scene, 'bake_to_id_props', bpy.props.PointerProperty(type=BakeToIDProperties))
setattr(bpy.types.Mesh, 'id_mask_editor_properties', bpy.props.PointerProperty(type=IDMaskEditorProperties))
def unregister(): def unregister():
for menu in reversed(menu_additions):
menu.unregister()
for cls in reversed(classes): for cls in reversed(classes):
bpy.utils.unregister_class(cls) bpy.utils.unregister_class(cls)
del bpy.types.Scene.bake_to_id_props del bpy.types.Scene.bake_to_id_props

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import bpy
from .. operators.id_editor_find_used_ids import IDEDITOR_FindUsedIDsOperator
class IDEDITOR_IDMaskEditorOptionsMenu(bpy.types.Menu):
bl_idname = "VIEW3D_MT_idmask_editor_options"
bl_label = "Options"
def draw(self, context):
layout = self.layout
layout.operator(IDEDITOR_FindUsedIDsOperator.bl_idname)

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import bpy
from .. operators.id_mask_select import IDEDITOR_SelectIDMaskOperator
def id_mask_select_menu_function(self, context):
self.layout.operator(IDEDITOR_SelectIDMaskOperator.bl_idname).isCalledFromEditor = False
def register():
bpy.types.VIEW3D_MT_select_edit_mesh.append(id_mask_select_menu_function)
def unregister():
bpy.types.VIEW3D_MT_select_edit_mesh.remove(id_mask_select_menu_function)

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import colorsys
import math
import bpy import bpy
from ..types.colors import get_color from ..types.colors import get_color
@ -44,8 +47,7 @@ class BakeToIDMapOperator(bpy.types.Operator):
return source.get_targets([context.active_object]) return source.get_targets([context.active_object])
if props.selection_mode == 'MULTIPLE_COMBINED': if props.selection_mode == 'MULTIPLE_COMBINED':
filtered_object = filter(lambda x: x.type == 'MESH', context.selected_objects) return source.get_targets(context.selected_objects)
return source.get_targets(list(filtered_object))
if props.selection_mode == 'MULTIPLE_SEPARATE': if props.selection_mode == 'MULTIPLE_SEPARATE':
result = [] result = []

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import bpy
class CreateIDMaskOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.create_id_mask_attribute"
bl_label = "Create ID Mask - Attribute"
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != 'MESH':
return False
if not obj.data:
return False
mesh = obj.data
return 'ID_MASK' not in mesh.color_attributes
def execute(self, context):
obj = context.active_object
if obj.type != 'MESH':
return {'FINISHED'}
if not obj.data:
return {'FINISHED'}
mesh = obj.data
if 'ID_MASK' in mesh.color_attributes:
return {'FINISHED'}
bpy.ops.geometry.color_attribute_add(name='ID_MASK', data_type='FLOAT_COLOR', domain='CORNER')
mesh.id_mask_editor_properties.target_attribute = 'ID_MASK'
return {'FINISHED'}

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import bpy
class IDEDITOR_ColorApplyOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.apply_colors"
bl_label = "Apply changed ID-Mask colors"
bl_description = "Searches the current ID-mask for colors and adds them to the id-list"
bl_options = {'INTERNAL'}
triggeredByList: bpy.props.BoolProperty(default=False)
listId: bpy.props.IntProperty(default=0)
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != 'MESH':
return False
if not obj.data:
return False
mesh = obj.data
properties = mesh.id_mask_editor_properties
if not properties.target_attribute:
return False
return True
def execute(self, context):
obj = context.active_object
old_mode = bpy.context.object.mode
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
mesh = obj.data
properties = mesh.id_mask_editor_properties
color_attribute = mesh.color_attributes.get(properties.target_attribute)
colors = []
if self.triggeredByList:
list_item = properties.possible_ids[self.listId]
if list_item.color_changed:
colors.append((list_item.original_color, list_item.color))
else:
for id in properties.possible_ids:
if not id.color_changed:
continue
colors.append((id.original_color, id.color))
for polygon in mesh.polygons:
polygon_color = self.get_color_from_polygon(color_attribute, polygon)
for (original_color, color) in colors:
if original_color[0] != polygon_color[0] or original_color[1] != polygon_color[1] or original_color[2] != polygon_color[2]:
continue
for idx in polygon.loop_indices:
color_attribute.data[idx].color = (color.r, color.g, color.b, 1.0)
break
if self.triggeredByList:
list_item = properties.possible_ids[self.listId]
list_item.color_changed = False
else:
for id in properties.possible_ids:
id.color_changed = False
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode=old_mode, toggle=False)
return {'FINISHED'}
def reset_color(self, value):
if not value.color_changed:
return
value.color = value.original_color
value.color_changed = False
def get_color_from_polygon(self, attribute, polygon):
color = attribute.data[polygon.loop_indices[0]].color
return (color[0], color[1], color[2], 1.0)

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import bpy
from .. types.colors import get_color
class IDEDITOR_CreateIDOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.create_id_mask"
bl_label = "id_mask_editor.create_id_mask"
bl_options = {'INTERNAL'}
def execute(self, context):
obj = context.active_object
if obj.type != 'MESH':
return {'FINISHED'}
if not obj.data:
return {'FINISHED'}
mesh = obj.data
properties = mesh.id_mask_editor_properties
collection = properties.possible_ids
new_id = collection.add()
color = get_color(properties.colors)
colors = color.get_colors(properties)
colorCount = len(colors)
current_id_color = colors[properties.current_color_id % colorCount]
new_id.color = current_id_color
properties.current_color_id += 1
return {'FINISHED'}

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import bpy
class IDEDITOR_FindUsedIDsOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.find_used_ids"
bl_label = "Find used colors"
bl_description = "Searches the current ID-mask for colors and adds them to the id-list"
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != 'MESH':
return False
if not obj.data:
return False
mesh = obj.data
properties = mesh.id_mask_editor_properties
if not properties.target_attribute:
return False
return True
def execute(self, context):
obj = context.active_object
old_mode = bpy.context.object.mode
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
mesh = obj.data
properties = mesh.id_mask_editor_properties
color_attribute = mesh.color_attributes.get(properties.target_attribute)
colors = []
for color_data in color_attribute.data:
colors.append((color_data.color[0], color_data.color[1], color_data.color[2]))
i = 0
set_colors = set(colors)
for color in set_colors:
has_color = False
for color_id in properties.possible_ids:
has_color = (color_id.color.r == color[0] and
color_id.color.g == color[1] and
color_id.color.b == color[2])
if has_color:
break
if has_color:
continue
color_identifier = properties.possible_ids.add()
color_identifier.color = (color[0], color[1], color[2])
color_identifier.name = "Imported ID " + str(i + 1)
i += 1
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode=old_mode, toggle=False)
return {'FINISHED'}

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import bpy
class IDEDITOR_PaintIDMaskOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.paint_id_mask"
bl_label = "Paint ID Mask"
def execute(self, context):
obj = context.active_object
if obj.type != 'MESH':
return {'FINISHED'}
if not obj.data:
return {'FINISHED'}
old_mode = bpy.context.object.mode
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
mesh = obj.data
properties = mesh.id_mask_editor_properties
collection = properties.possible_ids
color = collection[properties.active_id].color
color_attribute = mesh.color_attributes.get(properties.target_attribute)
for polygon in mesh.polygons:
if not polygon.select:
continue
for idx in polygon.loop_indices:
color_attribute.data[idx].color = (color.r, color.g, color.b, 1.0)
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode=old_mode, toggle=False)
return {'FINISHED'}

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import bpy
class IDEDITOR_RemoveIDOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.remove_id_mask"
bl_label = "id_mask_editor.remove_id_mask"
bl_options = {'INTERNAL'}
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != 'MESH':
return False
if not obj.data:
return False
mesh = obj.data
properties = mesh.id_mask_editor_properties
collection = properties.possible_ids
return 0 <= properties.active_id < len(collection)
def execute(self, context):
obj = context.active_object
if obj.type != 'MESH':
return {'FINISHED'}
if not obj.data:
return {'FINISHED'}
mesh = obj.data
properties = mesh.id_mask_editor_properties
collection = properties.possible_ids
collection.remove(properties.active_id)
return {'FINISHED'}

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import bpy
class IDEDITOR_ColorResetOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.reset_colors"
bl_label = "Resets ID-Mask colors"
bl_description = "Resets the colors to the previous values"
bl_options = {'INTERNAL'}
triggeredByList: bpy.props.BoolProperty(default=False)
listId: bpy.props.IntProperty(default=0)
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != 'MESH':
return False
if not obj.data:
return False
mesh = obj.data
properties = mesh.id_mask_editor_properties
if not properties.target_attribute:
return False
return True
def execute(self, context):
obj = context.active_object
mesh = obj.data
properties = mesh.id_mask_editor_properties
if self.triggeredByList:
self.reset_color(properties.possible_ids[self.listId])
return {'FINISHED'}
for prop in properties.possible_ids:
self.reset_color(prop)
return {'FINISHED'}
def reset_color(self, value):
if not value.color_changed:
return
value.color = value.original_color
value.color_changed = False

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import bpy
class IDEDITOR_SelectIDMaskOperator(bpy.types.Operator):
bl_idname = "id_mask_editor.select_id_mask"
bl_label = "Select by ID Mask"
bl_description = "Selects the faces of the active object, based on current ID mask"
isCalledFromEditor: bpy.props.BoolProperty(default=False)
@classmethod
def poll(cls, context):
obj = context.active_object
if obj.type != 'MESH':
return False
if not obj.data:
return False
mesh = obj.data
properties = mesh.id_mask_editor_properties
if not properties.target_attribute:
return False
return True
def execute(self, context):
obj = context.active_object
old_mode = bpy.context.object.mode
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
mesh = obj.data
properties = mesh.id_mask_editor_properties
color_attribute = mesh.color_attributes.get(properties.target_attribute)
test_color = self.get_test_color(properties, mesh, color_attribute)
if not test_color:
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode=old_mode, toggle=False)
return {'FINISHED'}
for polygon in mesh.polygons:
polygon_color = self.get_color_from_polygon(color_attribute, polygon)
if test_color[0] != polygon_color[0] or test_color[1] != polygon_color[1] or test_color[2] != polygon_color[2]:
continue
polygon.select = True
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode=old_mode, toggle=False)
return {'FINISHED'}
def get_test_color(self, properties, mesh, color_attribute):
if self.isCalledFromEditor:
color = properties.possible_ids[properties.active_id].color
return (color.r, color.g, color.b, 1.0)
if mesh.polygons.active:
return self.get_color_from_polygon(color_attribute, mesh.polygons[mesh.polygons.active])
return None
def get_color_from_polygon(self, attribute, polygon):
color = attribute.data[polygon.loop_indices[0]].color
return (color[0], color[1], color[2], 1.0)

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@ -1,117 +0,0 @@
import bpy
from .. menu.id_mask_editor_options import IDEDITOR_IDMaskEditorOptionsMenu
from .. operators.create_id_mask import CreateIDMaskOperator
from .. operators.id_editor_apply_color import IDEDITOR_ColorApplyOperator
from .. operators.id_editor_create_id import IDEDITOR_CreateIDOperator
from .. operators.id_editor_paint import IDEDITOR_PaintIDMaskOperator
from .. operators.id_editor_remove_id import IDEDITOR_RemoveIDOperator
from .. operators.id_editor_revert_color import IDEDITOR_ColorResetOperator
from .. operators.id_mask_select import IDEDITOR_SelectIDMaskOperator
from .. types.colors import get_color
class IDMaskEditorPanel(bpy.types.Panel):
bl_idname = "ID_MASK_EDITOR_PT_Panel"
bl_label = "ID Mask Editor"
bl_category = "Tool"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
@classmethod
def poll(cls, context):
if not context.object:
return False
if not context.object.type == 'MESH':
return False
return context.object.mode == "EDIT"
def draw(self, context):
layout = self.layout
layout.use_property_decorate = True
mesh = context.object.data
properties = mesh.id_mask_editor_properties
target_attribute_row = layout.row(align=True)
has_attribute = properties.target_attribute
target_attribute_row.prop_search(
properties,
'target_attribute',
mesh,
'color_attributes',
icon='GROUP_VCOL'
)
target_attribute_row.operator(CreateIDMaskOperator.bl_idname, icon='ADD', text="")
if not has_attribute:
return
layout.prop(properties, "colors")
color = get_color(properties.colors)
self.draw_options(context, layout, properties, color)
layout.separator()
row = layout.row()
col = row.column()
col.template_list(
'IDMaskEditorIDList',
'IDMaskEditorIDList',
properties,
'possible_ids',
properties,
'active_id',
rows=3
)
button_row = col.row()
button_row.operator(IDEDITOR_PaintIDMaskOperator.bl_idname, text='Paint', icon='VPAINT_HLT')
button_row.operator(IDEDITOR_SelectIDMaskOperator.bl_idname, text='Select', icon='SELECT_SET').isCalledFromEditor = True
color_button_row = button_row.row(align=True)
has_color_changed = False
for id in properties.possible_ids:
if not id.color_changed:
continue
has_color_changed = True
break
color_button_row.enabled = has_color_changed
reset_op = color_button_row.operator(IDEDITOR_ColorResetOperator.bl_idname, icon='LOOP_BACK', text='Reset Colors')
reset_op.triggeredByList = False
apply_op = color_button_row.operator(IDEDITOR_ColorApplyOperator.bl_idname, icon='CHECKMARK', text='Apply Colors')
apply_op.triggeredByList = False
col = row.column(align=True)
col.operator(IDEDITOR_CreateIDOperator.bl_idname, icon='ADD', text="")
col.operator(IDEDITOR_RemoveIDOperator.bl_idname, icon='REMOVE', text="")
col.separator()
col.menu(IDEDITOR_IDMaskEditorOptionsMenu.bl_idname, icon='DOWNARROW_HLT', text="")
def draw_options(self, context, layout, props, element):
has_render_ui = 'render_ui' in dir(element)
has_connected_properties = 'connected_properties' in dir(element) and len(element.connected_properties) > 0
if not has_render_ui and not has_connected_properties:
return
object_box = layout.box()
if has_render_ui:
element.render_ui(context, object_box, props)
return
for setting in element.connected_properties:
object_box.prop(props, setting)

View file

@ -1,30 +0,0 @@
import bpy
from .. operators.id_editor_apply_color import IDEDITOR_ColorApplyOperator
from .. operators.id_editor_revert_color import IDEDITOR_ColorResetOperator
class IDMaskEditorIDList(bpy.types.UIList):
def draw_item(self, _context, layout, data, attribute, _icon, _active_data, _active_propname, _index):
layout.alignment = 'EXPAND'
split = layout.split(factor=0.15)
split.alignment = 'LEFT'
split.prop(attribute, 'color', text='')
row = split.row()
col = row.column()
col.alignment = 'RIGHT'
col.emboss = 'NONE'
col.prop(attribute, "name", text="")
col.emboss = 'NORMAL'
row1 = row.row(align=True)
row1.enabled = attribute.color_changed
reset_op = row1.operator(IDEDITOR_ColorResetOperator.bl_idname, icon='LOOP_BACK', text='')
reset_op.triggeredByList = True
reset_op.listId = _index
apply_op = row1.operator(IDEDITOR_ColorApplyOperator.bl_idname, icon='CHECKMARK', text='')
apply_op.triggeredByList = True
apply_op.listId = _index

View file

@ -3,7 +3,7 @@ import bpy
class BakeToIDMapPanel(bpy.types.Panel): class BakeToIDMapPanel(bpy.types.Panel):
bl_idname = "PANEL.BAKE_TO_ID_MAP_PT_SETTINGS" bl_idname = "PANEL.BAKE_TO_ID_MAP_PT_SETTINGS"
bl_label = "Bake ID Mask" bl_label = "Bake to ID Map"
bl_space_type = "VIEW_3D" bl_space_type = "VIEW_3D"
bl_region_type = "UI" bl_region_type = "UI"
bl_category = "Tool" bl_category = "Tool"

View file

@ -0,0 +1,24 @@
import math
import bpy
class BakeToIDAdvancedMenu(bpy.types.Panel):
bl_idname = "PANEL.BAKE_TO_ID_MAP_PT_SETTINGS_ADVANCED"
bl_parent_id = "PANEL.BAKE_TO_ID_MAP_PT_SETTINGS"
bl_label = "Advanced"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Tool"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
props = context.scene.bake_to_id_props
layout.label(text="Colors")
layout.prop(props, "adv_total_hues")
layout.prop(props, "adv_total_satuations")
layout.prop(props, "adv_total_brightnesses")
layout.label(text="Max ID-count: " + str(
))

View file

@ -2,7 +2,6 @@ import textwrap
import bpy import bpy
from .. types.colors import get_color
from .. types.sources import get_source from .. types.sources import get_source
from .. types.targets import get_target from .. types.targets import get_target
@ -24,33 +23,21 @@ class BakeToIDOptionsPanel(bpy.types.Panel):
layout.prop(props, "source") layout.prop(props, "source")
source = get_source(props.source) source = get_source(props.source)
self.draw_options(context, layout, props, source)
if len(source.connected_properties) > 0:
source_settings_box = layout.box()
for setting in source.connected_properties:
source_settings_box.prop(props, setting)
layout.separator() layout.separator()
layout.prop(props, "target") layout.prop(props, "target")
target = get_target(props.target) target = get_target(props.target)
self.draw_options(context, layout, props, target) if len(target.connected_properties) > 0:
target_settings_box = layout.box()
for setting in target.connected_properties:
target_settings_box.prop(props, setting)
layout.separator() layout.separator()
layout.prop(props, "colors") layout.prop(props, "colors")
color = get_color(props.colors)
self.draw_options(context, layout, props, color)
def draw_options(self, context, layout, props, element):
has_render_ui = 'render_ui' in dir(element)
has_connected_properties = 'connected_properties' in dir(element) and len(element.connected_properties) > 0
if not has_render_ui and not has_connected_properties:
return
object_box = layout.box()
if has_render_ui:
element.render_ui(context, object_box, props)
return
for setting in element.connected_properties:
object_box.prop(props, setting)

View file

@ -1,9 +1,9 @@
from bpy.types import (PropertyGroup, Palette) from bpy.types import (PropertyGroup)
from bpy.props import (EnumProperty, BoolProperty, IntProperty, StringProperty, PointerProperty) from bpy.props import (EnumProperty, BoolProperty, IntProperty, StringProperty)
from .. types.colors import get_color_enum from src.types.colors import get_color_enum
from .. types.sources import get_source_enum from src.types.sources import get_source_enum
from .. types.targets import get_targets_enum from src.types.targets import get_targets_enum
class BakeToIDProperties(PropertyGroup): class BakeToIDProperties(PropertyGroup):
@ -55,8 +55,23 @@ class BakeToIDProperties(PropertyGroup):
description="If set true, the attribute will be deleted and recreated, if it already exists. If set false, the data will just be overwritten." description="If set true, the attribute will be deleted and recreated, if it already exists. If set false, the data will just be overwritten."
) )
colors_color_palette_palette: PointerProperty( adv_total_hues: IntProperty(
type=Palette, name="Total Hues",
name='Color Palette', default=10,
description="The Color Palette used for colors" min=1,
soft_max=360,
)
adv_total_satuations: IntProperty(
name="Total Satuations",
default=10,
min=1,
soft_max=100,
)
adv_total_brightnesses: IntProperty(
name="Total Brightnesses",
default=10,
min=1,
soft_max=100,
) )

View file

@ -1,58 +0,0 @@
import bpy
from bpy.types import (PropertyGroup, Palette, FloatColorAttribute)
from bpy.props import (EnumProperty, BoolProperty, IntProperty, StringProperty, PointerProperty, CollectionProperty)
from .. properties.id_mask_editor_value_properties import IDMaskEditorValueProperties
from .. types.colors import get_color_enum
def on_target_attribute_set(self, value):
return None
def on_target_attribute_get(self):
if bpy.context.active_object is None:
return None
if bpy.context.active_object.data is None:
return None
if bpy.context.active_object.type != 'MESH':
return None
color_attributes = bpy.context.active_object.data.color_attributes[0]
return color_attributes
class IDMaskEditorProperties(PropertyGroup):
colors: EnumProperty(
items=get_color_enum(),
name="Color Source",
description="From where to take the colors",
default=get_color_enum()[0][0]
)
colors_color_palette_palette: PointerProperty(
type=Palette,
name='Color Palette',
description="The Color Palette used for colors"
)
target_attribute: StringProperty(
name='',
description="The attribute to write the ID Mask to"
)
possible_ids: CollectionProperty(
type=IDMaskEditorValueProperties,
name='Entries',
)
active_id: IntProperty(
name="",
description="",
default=0
)
current_color_id: IntProperty(
default=0
)

View file

@ -1,47 +0,0 @@
from bpy.types import (PropertyGroup)
from bpy.props import (StringProperty,BoolProperty, FloatVectorProperty)
def get_color(self):
return self['color']
def set_color(self, value):
if 'color' not in self:
self['color'] = value
return
prev_color = self['color']
if not self.color_changed:
self.color_changed = True
self.original_color = prev_color
self['color'] = value
class IDMaskEditorValueProperties(PropertyGroup):
name: StringProperty(
name="Name",
description="ID-Name",
default='ID'
)
color_changed: BoolProperty(
default=False
)
color: FloatVectorProperty(
name="Color",
subtype='COLOR',
default=[1.0, 1.0, 1.0],
min=0,
max=1,
get=get_color,
set=set_color
)
original_color: FloatVectorProperty(
name="Original Color",
subtype='COLOR',
default=[1.0, 1.0, 1.0],
min=0,
max=1
)

View file

@ -1,8 +1,7 @@
from . import generated, color_palette from . import generated
_colors = [ _colors = [
generated, generated
color_palette
] ]

View file

@ -1,25 +0,0 @@
color_id = 'COLOR_PALETTE'
name = 'Palette'
description = "The color palette is specified by the user"
def get_colors(props):
if not props.colors_color_palette_palette:
return []
return list(map(lambda x: x.color, props.colors_color_palette_palette.colors))
def get_count(props):
if not props.colors_color_palette_palette:
return 0
return len(props.colors_color_palette_palette.colors)
def render_ui(context, layout, props):
layout.template_ID(props, "colors_color_palette_palette")
if props.colors_color_palette_palette:
row = layout.column()
row.enabled = False
row.template_palette(props, "colors_color_palette_palette", color=True)

View file

@ -1,4 +1,5 @@
import colorsys import colorsys
import math
color_id = 'GENERATED' color_id = 'GENERATED'
name = 'Generated' name = 'Generated'

View file

@ -10,7 +10,6 @@ connected_properties = [
def paint_targets(props, targets, colors): def paint_targets(props, targets, colors):
sorted_targets = {} sorted_targets = {}
colors_amount = len(colors)
for i in range(len(targets)): for i in range(len(targets)):
target = targets[i] target = targets[i]
obj = target[0] obj = target[0]
@ -19,10 +18,14 @@ def paint_targets(props, targets, colors):
if obj not in sorted_targets: if obj not in sorted_targets:
sorted_targets[obj] = [] sorted_targets[obj] = []
sorted_targets[obj].append((indecies, colors[i % colors_amount])) sorted_targets[obj].append((indecies, colors[i]))
layer_name = props.target_vertex_color_attribute_name layer_name = props.target_vertex_color_attribute_name
for mesh in sorted_targets: for mesh in sorted_targets:
if layer_name in mesh.attributes:
mesh.attributes.remove(mesh.attributes[layer_name])
color_attribute = get_color_attribute(props, mesh.attributes, layer_name) color_attribute = get_color_attribute(props, mesh.attributes, layer_name)
for (indecies, color) in sorted_targets[mesh]: for (indecies, color) in sorted_targets[mesh]: