v2.2.0: Textur-Bake-Button (tileable, fuer Triplanar in UE) + UE-Material-Anleitung
- Bake BaseColor/Normal/Roughness/AO als PNG - Nahtlos tileable via 4D-Torus-Projektion der UV (cos/sin u,v) - Cycles-Bake mit Zustands-Restore, temporaere Bake-Plane + Cleanup - docs/UE_Material_Triplanar.md: WorldAlignedTexture/Normal-Verdrahtung - _deselect_all gegen transiente None-Refs nach Objekt-Removal gehaertet - Live gegen Blender 5.1.2 getestet (4 Maps, Normal jetzt mit Struktur), Headless gruen Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
@@ -113,6 +113,15 @@ aussen (signed volume > 0), UV0 + UV1 vorhanden, und gibt eine Zusammenfassung
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---
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## Changelog v2.2.0
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- **Textur-Bake-Button:** backt ein nahtlos **tileables** Stylized-Rock-Set
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(BaseColor / Normal / Roughness / AO) als PNG. Nahtlos durch **4D-Torus-
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Projektion** der UV (`cos/sin` von U und V) → tilet in beide Richtungen ohne
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Naht, ideal fuer **Triplanar** in Unreal.
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- Anleitung zur UE-Material-Verdrahtung: siehe
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[docs/UE_Material_Triplanar.md](docs/UE_Material_Triplanar.md).
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## Changelog v2.1.0
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- **FBX-Export-Button (UE-ready):** exportiert jeden Rock / jede LOD-Gruppe als
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@@ -1,7 +1,7 @@
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schema_version = "1.0.0"
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id = "stylized_rock_generator"
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version = "2.1.0"
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version = "2.2.0"
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name = "Stylized Rock Generator"
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tagline = "Batch-Generator fuer stylized Rocks mit UE5-Export"
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maintainer = "D4rkst3r"
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Vendored
+4
-4
@@ -7,7 +7,7 @@
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"id": "stylized_rock_generator",
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"name": "Stylized Rock Generator",
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"tagline": "Batch-Generator fuer stylized Rocks mit UE5-Export",
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"version": "2.1.0",
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"version": "2.2.0",
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"type": "add-on",
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"maintainer": "D4rkst3r",
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"license": [
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@@ -23,9 +23,9 @@
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"Mesh",
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"Modeling"
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],
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"archive_url": "./stylized_rock_generator-2.1.0.zip",
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"archive_size": 11477,
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"archive_hash": "sha256:76911905d9e283ce2cbe85ab341194e3fcfcb431eb7cf3816b96e6d2358214ae"
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"archive_url": "./stylized_rock_generator-2.2.0.zip",
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"archive_size": 14107,
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"archive_hash": "sha256:4a4a83e9f6955f0deb0fe56dce59d8e540424df21982639e457db1b3533d9cf5"
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}
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]
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}
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BIN
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BIN
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@@ -0,0 +1,101 @@
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# Unreal-Material: Stylized Rock (Triplanar / World-Aligned)
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Ziel: **ein** Material fuer **alle** Rocks. Dank Triplanar (world-aligned) wird die
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Textur nach Weltposition projiziert – unabhaengig von den UVs jedes einzelnen
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Steins. Du musst also nichts pro Rock texturieren.
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Die vier Maps kommen aus dem Addon (Panel *Rock Gen → Textur-Bake*):
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| Datei | Inhalt | UE sRGB | Compression |
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|------------------|-------------|---------|--------------------|
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| `*_BC.png` | BaseColor | **an** | Default (BC7/DXT1) |
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| `*_N.png` | Normal | aus | **Normalmap** |
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| `*_R.png` | Roughness | aus | Default/Masks |
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| `*_AO.png` | AO / Cavity | aus | Default/Masks |
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> Die Normal Map ist OpenGL (+Y). In UE beim Import **„Flip Green Channel"**
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> aktivieren (oder gruen einmalig invertieren), sonst wirkt das Relief eingedellt.
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---
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## 1. Texturen importieren
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1. Die vier PNGs in den Content Browser ziehen.
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2. Fuer `_N`: Compression = **Normalmap**, sRGB aus, **Flip Green Channel** an.
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3. Fuer `_R` und `_AO`: sRGB **aus** (lineare Daten), Compression „Masks" ist ok.
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4. `_BC`: sRGB **an** (Standard).
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*(Optional, spart Samples: `_AO`, `_R` und ggf. Metallic in eine „ORM"-Textur
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packen – R=AO, G=Roughness, B=Metallic. Dann unten die einzelnen Sampler durch
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einen ORM-Sampler + Component-Mask ersetzen.)*
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---
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## 2. Material anlegen
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Neues Material `M_Rock_Stylized`, *Two Sided* aus, *Shading Model* Default Lit.
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### Parameter (fuer Instanzen)
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- **ScalarParameter** `WorldSize` (Default `256`) → Weltgroesse einer Kachel in
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cm. Kleiner = Textur wirkt groesser/detaillierter.
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- (optional) **ScalarParameter** `NormalIntensity` (Default `1.0`).
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### BaseColor / Roughness / AO (World Aligned Texture)
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Fuer jede der drei Maps einen **`WorldAlignedTexture`**-Node:
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```
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TextureObject(T_..._BC) ─┐
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WorldSize (Scalar) ──────► WorldAlignedTexture ─► XYZTexture ─► BaseColor
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```
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- `WorldAlignedTexture` → Eingang **TextureObject** = die jeweilige Textur
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(als *TextureObject*-Node, nicht *TextureSample*).
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- Eingang **WorldSize** = `WorldSize`-Parameter.
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- Ausgang **XYZTexture** verbinden:
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- `T_..._BC` → **Base Color**
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- `T_..._R` → **Roughness**
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- `T_..._AO` → **Ambient Occlusion**
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### Normal (World Aligned Normal)
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Normalen brauchen den speziellen Node **`WorldAlignedNormal`**:
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```
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TextureObject(T_..._N) ─► WorldAlignedNormal ─► XYZNormal ─► (FlattenNormal / Normal)
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WorldSize ─────────────►
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```
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- Ausgang **XYZTexture (Normal)** → **Normal**.
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- Intensitaet optional ueber `FlattenNormal` (Flatness = `1 - NormalIntensity`)
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oder einen Multiply auf den XY-Anteil.
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> `WorldAlignedTexture`/`WorldAlignedNormal` haben einen Haken
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> **„Use World Space Normal to Blend"** bzw. eine `WorldSpaceNormal`-Eingabe –
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> Default passt fuer Rocks. Der Node blendet automatisch die drei Projektions-
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> achsen (Triplanar).
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---
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## 3. Feinschliff (optional)
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- **Farbvariation pro Instanz:** BaseColor mit `PerInstanceRandom` * einer leichten
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Tint-Range multiplizieren → jeder Rock leicht anders, gleiche Textur.
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- **Nahtlos in der Hoehe:** Da die Bake-Textur bereits nahtlos tilet, entstehen bei
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Triplanar keine sichtbaren Kanten.
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- **LODs:** Beim FBX-Import „Import LODs" an – das Material gilt automatisch fuer alle
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LOD-Stufen.
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- **Lightmaps:** Der UV1-Kanal (Lightmap) aus dem Addon wird von UE fuer statische
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Beleuchtung genutzt; das Triplanar-Material nutzt ihn nicht, das ist korrekt so.
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---
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## Kurzfassung der Verdrahtung
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```
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WorldSize(Scalar)
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├─► WorldAlignedTexture(BC) ─► XYZTexture ─► BaseColor
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├─► WorldAlignedTexture(R) ─► XYZTexture ─► Roughness
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├─► WorldAlignedTexture(AO) ─► XYZTexture ─► Ambient Occlusion
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└─► WorldAlignedNormal(N) ─► XYZNormal ─► Normal
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```
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Ein Material, liegt auf jedem Rock. Fertig.
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+258
-3
@@ -1,7 +1,7 @@
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bl_info = {
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"name": "Stylized Rock Generator",
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"author": "D4rkst3r",
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"version": (2, 1, 0),
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"version": (2, 2, 0),
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"blender": (4, 2, 0),
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"location": "View3D > Sidebar > Rock Gen",
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"description": (
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@@ -107,9 +107,12 @@ def _face_count(obj):
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def _deselect_all(context):
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for o in context.view_layer.objects:
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if o.select_get():
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for o in list(context.view_layer.objects):
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try:
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o.select_set(False)
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except (ReferenceError, AttributeError, RuntimeError):
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# Kann nach dem Entfernen eines Objekts kurzzeitig ungueltig sein
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pass
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def _ensure_object_mode(context):
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@@ -728,6 +731,25 @@ class RockGenSettings(PropertyGroup):
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description="Ab dieser Rock-Anzahl wird der modale (nicht-blockierende) Modus genutzt",
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)
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# --- Textur-Bake (tileable, fuer Triplanar in UE) ---
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bake_dir: StringProperty(
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name="Bake-Ordner", default="", subtype='DIR_PATH',
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description="Zielordner fuer die gebackenen Textur-PNGs",
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)
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bake_prefix: StringProperty(
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name="Textur-Prefix", default="T_Rock_Stylized",
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description="Dateiname-Prefix (UE-Konvention T_)",
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)
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bake_resolution: EnumProperty(
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name="Aufloesung",
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items=[('512', "512", ""), ('1024', "1024", ""), ('2048', "2048", "")],
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default='1024',
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)
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bake_color: BoolProperty(name="BaseColor", default=True)
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bake_normal: BoolProperty(name="Normal", default=True)
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bake_roughness: BoolProperty(name="Roughness", default=True)
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bake_ao: BoolProperty(name="AO / Cavity", default=True)
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# --- FBX-Export ---
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export_dir: StringProperty(
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name="Export-Ordner", default="", subtype='DIR_PATH',
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@@ -911,6 +933,226 @@ class OBJECT_OT_export_rocks_fbx(Operator):
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return {'FINISHED'}
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# ---------------------------------------------------------------------------
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# Textur-Bake (nahtlos tileable via 4D-Torus-Projektion, fuer Triplanar in UE)
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# ---------------------------------------------------------------------------
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def _build_bake_material():
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"""Baut ein prozedurales, nahtlos tileables Stylized-Rock-Material.
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Trick: Die 2D-UV wird als (cos u, sin u, cos v, sin v) auf einen Torus
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projiziert und als 4D-Noise gesampelt -> tilet in U und V ohne Naht.
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Liefert (mat, sockets) mit den fertigen Ausgangs-Sockets fuer die Bake-Passes.
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"""
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mat = bpy.data.materials.new("__RockBakeMat")
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mat.use_nodes = True
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nt = mat.node_tree
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nodes, links = nt.nodes, nt.links
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nodes.clear()
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out = nodes.new("ShaderNodeOutputMaterial")
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bsdf = nodes.new("ShaderNodeBsdfPrincipled")
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emit = nodes.new("ShaderNodeEmission")
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texco = nodes.new("ShaderNodeTexCoord")
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sep = nodes.new("ShaderNodeSeparateXYZ")
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links.new(texco.outputs["UV"], sep.inputs[0])
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def _circle(coord_socket):
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mul = nodes.new("ShaderNodeMath"); mul.operation = 'MULTIPLY'
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mul.inputs[1].default_value = TWO_PI
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links.new(coord_socket, mul.inputs[0])
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cos = nodes.new("ShaderNodeMath"); cos.operation = 'COSINE'
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links.new(mul.outputs[0], cos.inputs[0])
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sin = nodes.new("ShaderNodeMath"); sin.operation = 'SINE'
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links.new(mul.outputs[0], sin.inputs[0])
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return cos.outputs[0], sin.outputs[0]
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cu, su = _circle(sep.outputs["X"])
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cv, sv = _circle(sep.outputs["Y"])
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comb = nodes.new("ShaderNodeCombineXYZ")
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links.new(cu, comb.inputs[0])
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links.new(su, comb.inputs[1])
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links.new(cv, comb.inputs[2])
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def _torus_noise(scale, detail):
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n = nodes.new("ShaderNodeTexNoise")
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n.noise_dimensions = '4D'
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n.inputs["Scale"].default_value = scale
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n.inputs["Detail"].default_value = detail
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links.new(comb.outputs[0], n.inputs["Vector"])
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links.new(sv, n.inputs["W"])
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return n
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noise_base = _torus_noise(2.5, 6.0) # grobe Formvariation
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noise_cavity = _torus_noise(5.0, 6.0) # feinere Risse/Cavity
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noise_detail = _torus_noise(9.0, 8.0) # Mikro-Detail fuer die Normal Map
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# Cavity/AO: Kontrast per MapRange
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ao = nodes.new("ShaderNodeMapRange")
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links.new(noise_cavity.outputs["Fac"], ao.inputs["Value"])
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ao.inputs["From Min"].default_value = 0.3
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ao.inputs["From Max"].default_value = 0.7
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ao.inputs["To Min"].default_value = 0.35
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ao.inputs["To Max"].default_value = 1.0
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ao.clamp = True
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# BaseColor: kombinierter Fac (Form * Cavity) durch ColorRamp
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comb_fac = nodes.new("ShaderNodeMath"); comb_fac.operation = 'MULTIPLY'
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links.new(noise_base.outputs["Fac"], comb_fac.inputs[0])
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links.new(ao.outputs[0], comb_fac.inputs[1])
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ramp = nodes.new("ShaderNodeValToRGB")
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ramp.color_ramp.elements[0].position = 0.25
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ramp.color_ramp.elements[0].color = (0.09, 0.09, 0.10, 1.0)
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ramp.color_ramp.elements[1].position = 0.85
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ramp.color_ramp.elements[1].color = (0.46, 0.42, 0.37, 1.0)
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links.new(comb_fac.outputs[0], ramp.inputs["Fac"])
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# Roughness: rauer in dunklen Bereichen
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rough = nodes.new("ShaderNodeMapRange")
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links.new(noise_base.outputs["Fac"], rough.inputs["Value"])
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rough.inputs["To Min"].default_value = 0.9
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rough.inputs["To Max"].default_value = 0.6
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rough.clamp = True
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# Bump -> Normal (fuer den Normal-Bake). Height = grobe Form + Mikro-Detail,
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# damit die Normal Map sichtbare Struktur bekommt (nicht flach).
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height_mix = nodes.new("ShaderNodeMath"); height_mix.operation = 'ADD'
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height_mix.inputs[1].default_value = 0.0
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hb = nodes.new("ShaderNodeMath"); hb.operation = 'MULTIPLY'
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hb.inputs[1].default_value = 0.6
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links.new(noise_base.outputs["Fac"], hb.inputs[0])
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hd = nodes.new("ShaderNodeMath"); hd.operation = 'MULTIPLY'
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hd.inputs[1].default_value = 0.4
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links.new(noise_detail.outputs["Fac"], hd.inputs[0])
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links.new(hb.outputs[0], height_mix.inputs[0])
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links.new(hd.outputs[0], height_mix.inputs[1])
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bump = nodes.new("ShaderNodeBump")
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bump.inputs["Strength"].default_value = 0.9
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bump.inputs["Distance"].default_value = 0.5
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links.new(height_mix.outputs[0], bump.inputs["Height"])
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links.new(ramp.outputs["Color"], bsdf.inputs["Base Color"])
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links.new(rough.outputs[0], bsdf.inputs["Roughness"])
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links.new(bump.outputs["Normal"], bsdf.inputs["Normal"])
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links.new(bsdf.outputs[0], out.inputs["Surface"])
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sockets = {
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"out": out, "bsdf": bsdf, "emit": emit,
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"color": ramp.outputs["Color"],
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"roughness": rough.outputs[0],
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"ao": ao.outputs[0],
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}
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return mat, sockets
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def _bake_one(context, mat, img_node, name, folder, res, bake_type, non_color):
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img = bpy.data.images.new(name, res, res, alpha=False, float_buffer=False)
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if non_color:
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img.colorspace_settings.name = 'Non-Color'
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img_node.image = img
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mat.node_tree.nodes.active = img_node
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if bake_type == 'NORMAL':
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bpy.ops.object.bake(type='NORMAL', normal_space='TANGENT', use_clear=True)
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else:
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bpy.ops.object.bake(type='EMIT', use_clear=True)
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path = os.path.join(folder, name + ".png")
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img.filepath_raw = path
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img.file_format = 'PNG'
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img.save()
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bpy.data.images.remove(img)
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return path
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class OBJECT_OT_bake_rock_textures(Operator):
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bl_idname = "object.bake_rock_textures"
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bl_label = "Textur backen"
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bl_description = "Backt ein nahtlos tileables Stylized-Rock-Textur-Set (fuer Triplanar in UE)"
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def execute(self, context):
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settings = context.scene.rock_gen_settings
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folder = bpy.path.abspath(settings.bake_dir) if settings.bake_dir else ""
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if not folder or not os.path.isdir(folder):
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self.report({'ERROR'}, "Bitte einen gueltigen Bake-Ordner waehlen.")
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return {'CANCELLED'}
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res = int(settings.bake_resolution)
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prefix = settings.bake_prefix.strip() or "T_Rock_Stylized"
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scene = context.scene
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# Zustand sichern
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prev_engine = scene.render.engine
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prev_active = context.view_layer.objects.active
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prev_selected = [o for o in context.selected_objects]
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prev_samples = getattr(scene.cycles, "samples", None) if hasattr(scene, "cycles") else None
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_ensure_object_mode(context)
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saved = []
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plane = None
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mat = None
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try:
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bpy.ops.mesh.primitive_plane_add(size=2.0)
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plane = context.active_object
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plane.name = "__RockBakePlane"
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mat, sk = _build_bake_material()
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plane.data.materials.clear()
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plane.data.materials.append(mat)
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scene.render.engine = 'CYCLES'
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if hasattr(scene, "cycles"):
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scene.cycles.samples = 1 # Emit/Normal sind deterministisch
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scene.render.bake.margin = max(2, res // 128)
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nodes = mat.node_tree.nodes
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links = mat.node_tree.links
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img_node = nodes.new("ShaderNodeTexImage")
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_deselect_all(context)
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plane.select_set(True)
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context.view_layer.objects.active = plane
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if settings.bake_normal:
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links.new(sk["bsdf"].outputs[0], sk["out"].inputs["Surface"])
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saved.append(_bake_one(context, mat, img_node, prefix + "_N",
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folder, res, 'NORMAL', non_color=True))
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def _emit_pass(source_socket, suffix, non_color):
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links.new(source_socket, sk["emit"].inputs["Color"])
|
||||
links.new(sk["emit"].outputs[0], sk["out"].inputs["Surface"])
|
||||
saved.append(_bake_one(context, mat, img_node, prefix + suffix,
|
||||
folder, res, 'EMIT', non_color))
|
||||
|
||||
if settings.bake_color:
|
||||
_emit_pass(sk["color"], "_BC", non_color=False)
|
||||
if settings.bake_roughness:
|
||||
_emit_pass(sk["roughness"], "_R", non_color=True)
|
||||
if settings.bake_ao:
|
||||
_emit_pass(sk["ao"], "_AO", non_color=True)
|
||||
|
||||
except Exception as exc: # noqa: BLE001
|
||||
print("[RockGen] Bake fehlgeschlagen: %s" % exc)
|
||||
traceback.print_exc()
|
||||
self.report({'ERROR'}, "Bake fehlgeschlagen: %s (Details in der Konsole)" % exc)
|
||||
finally:
|
||||
if plane is not None:
|
||||
bpy.data.objects.remove(plane, do_unlink=True)
|
||||
if mat is not None and mat.users == 0:
|
||||
bpy.data.materials.remove(mat)
|
||||
scene.render.engine = prev_engine
|
||||
if prev_samples is not None:
|
||||
scene.cycles.samples = prev_samples
|
||||
_deselect_all(context)
|
||||
for o in prev_selected:
|
||||
try:
|
||||
o.select_set(True)
|
||||
except ReferenceError:
|
||||
pass
|
||||
context.view_layer.objects.active = prev_active
|
||||
|
||||
if saved:
|
||||
self.report({'INFO'}, "%d Textur(en) gebacken nach %s" % (len(saved), folder))
|
||||
return {'FINISHED'}
|
||||
return {'CANCELLED'}
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Operatoren: Presets
|
||||
# ---------------------------------------------------------------------------
|
||||
@@ -1099,6 +1341,18 @@ class VIEW3D_PT_rock_generator(Panel):
|
||||
box.prop(settings, "export_selected_only")
|
||||
box.operator("object.export_rocks_fbx", icon='EXPORT')
|
||||
|
||||
box = layout.box()
|
||||
box.label(text="Textur-Bake (tileable / Triplanar)")
|
||||
box.prop(settings, "bake_dir")
|
||||
box.prop(settings, "bake_prefix")
|
||||
box.prop(settings, "bake_resolution")
|
||||
row = box.row(align=True)
|
||||
row.prop(settings, "bake_color", toggle=True)
|
||||
row.prop(settings, "bake_normal", toggle=True)
|
||||
row.prop(settings, "bake_roughness", toggle=True)
|
||||
row.prop(settings, "bake_ao", toggle=True)
|
||||
box.operator("object.bake_rock_textures", icon='TEXTURE')
|
||||
|
||||
|
||||
# ---------------------------------------------------------------------------
|
||||
# Registration
|
||||
@@ -1108,6 +1362,7 @@ classes = (
|
||||
RockGenSettings,
|
||||
OBJECT_OT_generate_rocks,
|
||||
OBJECT_OT_export_rocks_fbx,
|
||||
OBJECT_OT_bake_rock_textures,
|
||||
ROCKGEN_OT_preset_save,
|
||||
ROCKGEN_OT_preset_load,
|
||||
ROCKGEN_OT_preset_delete,
|
||||
|
||||
Reference in New Issue
Block a user