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import bpy
def clear_material(material):
if material.node_tree:
material.node_tree.links.clear()
material.node_tree.nodes.clear()
def colored_material_diffuse_BSDF(r, g, b, a=1, roughness=0.127451):
materials = bpy.data.materials
material = materials.new(name="body")
material.use_nodes = True
clear_material(material)
nodes = material.node_tree.nodes
links = material.node_tree.links
output = nodes.new(type='ShaderNodeOutputMaterial')
diffuse = nodes.new(type='ShaderNodeBsdfDiffuse')
diffuse.inputs["Color"].default_value = (r, g, b, a)
diffuse.inputs["Roughness"].default_value = roughness
links.new(diffuse.outputs['BSDF'], output.inputs['Surface'])
return material
def colored_material_relection_BSDF(r, g, b, a=1, roughness=0.127451, saturation_factor=1):
materials = bpy.data.materials
material = materials.new(name="body")
material.use_nodes = True
# clear_material(material)
nodes = material.node_tree.nodes
links = material.node_tree.links
output = nodes.new(type='ShaderNodeOutputMaterial')
# diffuse = nodes.new(type='ShaderNodeBsdfDiffuse')
diffuse = nodes["Principled BSDF"]
diffuse.inputs["Base Color"].default_value = (r*saturation_factor, g*saturation_factor, b*saturation_factor, a)
diffuse.inputs["Roughness"].default_value = roughness
links.new(diffuse.outputs['BSDF'], output.inputs['Surface'])
return material
# keys:
# ['Base Color', 'Subsurface', 'Subsurface Radius', 'Subsurface Color', 'Metallic', 'Specular', 'Specular Tint', 'Roughness', 'Anisotropic', 'Anisotropic Rotation', 'Sheen', 1Sheen Tint', 'Clearcoat', 'Clearcoat Roughness', 'IOR', 'Transmission', 'Transmission Roughness', 'Emission', 'Emission Strength', 'Alpha', 'Normal', 'Clearcoat Normal', 'Tangent']
DEFAULT_BSDF_SETTINGS = {"Subsurface": 0.15,
"Subsurface Radius": [1.1, 0.2, 0.1],
"Metallic": 0.3,
"Specular": 0.5,
"Specular Tint": 0.5,
"Roughness": 0.75,
"Anisotropic": 0.25,
"Anisotropic Rotation": 0.25,
"Sheen": 0.75,
"Sheen Tint": 0.5,
"Clearcoat": 0.5,
"Clearcoat Roughness": 0.5,
"IOR": 1.450,
"Transmission": 0.1,
"Transmission Roughness": 0.1,
"Emission": (0, 0, 0, 1),
"Emission Strength": 0.0,
"Alpha": 1.0}
def body_material(r, g, b, a=1, name="body", oldrender=True):
if oldrender:
material = colored_material_diffuse_BSDF(r, g, b, a=a)
else:
materials = bpy.data.materials
material = materials.new(name=name)
material.use_nodes = True
nodes = material.node_tree.nodes
diffuse = nodes["Principled BSDF"]
inputs = diffuse.inputs
settings = DEFAULT_BSDF_SETTINGS.copy()
settings["Base Color"] = (r, g, b, a)
settings["Subsurface Color"] = (r, g, b, a)
settings["Subsurface"] = 0.0
for setting, val in settings.items():
inputs[setting].default_value = val
return material
def colored_material_bsdf(name, **kwargs):
materials = bpy.data.materials
material = materials.new(name=name)
material.use_nodes = True
nodes = material.node_tree.nodes
diffuse = nodes["Principled BSDF"]
inputs = diffuse.inputs
settings = DEFAULT_BSDF_SETTINGS.copy()
for key, val in kwargs.items():
settings[key] = val
for setting, val in settings.items():
inputs[setting].default_value = val
return material
def floor_mat(name="floor_mat", color=(0.1, 0.1, 0.1, 1), roughness=0.127451):
return colored_material_diffuse_BSDF(color[0], color[1], color[2], a=color[3], roughness=roughness)
def plane_mat():
materials = bpy.data.materials
material = materials.new(name="plane")
material.use_nodes = True
clear_material(material)
nodes = material.node_tree.nodes
links = material.node_tree.links
output = nodes.new(type='ShaderNodeOutputMaterial')
diffuse = nodes.new(type='ShaderNodeBsdfDiffuse')
checker = nodes.new(type="ShaderNodeTexChecker")
checker.inputs["Scale"].default_value = 1024
checker.inputs["Color1"].default_value = (0.8, 0.8, 0.8, 1)
checker.inputs["Color2"].default_value = (0.3, 0.3, 0.3, 1)
links.new(checker.outputs["Color"], diffuse.inputs['Color'])
links.new(diffuse.outputs['BSDF'], output.inputs['Surface'])
diffuse.inputs["Roughness"].default_value = 0.127451
return material
def plane_mat_uni():
materials = bpy.data.materials
material = materials.new(name="plane_uni")
material.use_nodes = True
clear_material(material)
nodes = material.node_tree.nodes
links = material.node_tree.links
output = nodes.new(type='ShaderNodeOutputMaterial')
diffuse = nodes.new(type='ShaderNodeBsdfDiffuse')
diffuse.inputs["Color"].default_value = (0.8, 0.8, 0.8, 1)
diffuse.inputs["Roughness"].default_value = 0.127451
links.new(diffuse.outputs['BSDF'], output.inputs['Surface'])
return material