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hairengine.py
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hairengine.py
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# MB-Lab
# MB-Lab fork website : https://github.com/animate1978/MB-Lab
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
import numpy as np
import os
import json as js
from copy import deepcopy as dc
from math import radians, degrees
from . import algorithms
from . import object_ops
from . import node_ops
from . import numpy_ops
from . import file_ops
# ------------------------------------------------------------------------
# Functions
# ------------------------------------------------------------------------
def get_hair_data(fileName):
data_dir = file_ops.get_data_path()
hair_dir = os.path.join(data_dir, "Particle_Hair")
fn = fileName + '_hair.json'
fpath = os.path.join(hair_dir, fn)
with open(fpath, 'r') as f:
data = js.load(f)
return data
def js_face_sel(faces):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
for i in faces:
bpy.context.object.data.polygons[i].select = True
# ------------------------------------------------------------------------
def sel_faces(faces):
bpy.ops.object.mode_set(mode='OBJECT')
gbm = object_ops.get_body_mesh()
gbm.select_set(state=True)
js_face_sel(faces)
bpy.ops.object.mode_set(mode='EDIT')
#Create the Copy Face Object
def add_scalp(Name):
bpy.ops.object.mode_set(mode='OBJECT')
gs = object_ops.get_sel()
viw = object_ops.vg_idx_dict(gs)
vid = object_ops.vidx_dict()
hairObj = object_ops.obj_new(Name, gs[0], gs[1], "MB_LAB_Character")
try:
object_ops.copy_wt(Name, viw, vid)
except:
pass
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN')
#bpy.ops.object.shade_smooth()
def hair_armature_mod(skeleton, hair_object):
a_mod = hair_object.modifiers.new("armature_hair", 'ARMATURE')
a_mod.object = skeleton
a_mod.vertex_group = 'head'
#Add particle hair
def add_hair(hair_object, mat_name, style):
scn = bpy.context.scene
p_sys = hair_object.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
p_sys.settings.type = 'HAIR'
p_sys.settings.child_type = 'INTERPOLATED'
p_sys.settings.hair_length = 0.2
p_sys.settings.root_radius = 0.03
p_sys.settings.count = 1000
p_sys.settings.hair_step = 5
#p_sys.settings.child_nbr = 20
p_sys.settings.rendered_child_count = 20
p_sys.settings.child_length = 0.895
bpy.context.object.show_instancer_for_viewport = False
bpy.context.object.show_instancer_for_render = False
bpy.ops.particle.connect_hair(all=True)
try:
material = node_ops.get_material(mat_name)
node_ops.clear_material(hair_object)
node_ops.clear_node(material)
material.use_nodes = True
nodes = material.node_tree.nodes
node_ops.clear_node(material)
except:
pass
if scn.mblab_use_cycles:
fileName = get_hair_npz("CY_shader_presets.npz")
data = numpy_ops.get_data_value(style, fileName)
output = add_HPshader_node(material, 'ShaderNodeOutputMaterial', (400,100))
hair = add_HPshader_node(material, 'ShaderNodeBsdfHairPrincipled', (100,100))
parametrization = data[0]
hair.parametrization = parametrization #parametrization #['ABSORPTION', 'COLOR', 'MELANIN']
if parametrization == 'COLOR': #Direct Coloring
hair.inputs[0].default_value = data[1] #Color
if parametrization == 'MELANIN': #Melanin Concetration
hair.inputs[1].default_value = data[2] #Melanin
hair.inputs[2].default_value = data[3] #Melanin Redness
hair.inputs[3].default_value = data[4] #Tint
hair.inputs[10].default_value = data[11] #Random Color
if parametrization == 'ABSORPTION': #Absorbtion Coefficient
hair.inputs[4].default_value = data[5] #Absorbtion Coefficient
hair.inputs[5].default_value = data[6] #Roughness
hair.inputs[6].default_value = data[7] #Radial Roughness
hair.inputs[7].default_value = data[8] #Coat
hair.inputs[8].default_value = data[9] #IOR
hair.inputs[9].default_value = data[10] #offset
hair.inputs[11].default_value = data[12] #Random Roughness
link = node_ops.add_node_link(material, hair.outputs[0], output.inputs[0])
hair_object.active_material = material
hair_object.scale = (0.95, 0.95, 0.95)
#Add Melanin Hair Principled Shader #CYCLES
def add_hairP_shader(mat_name, parametrization, v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11):
material = node_ops.get_material(mat_name)
node_ops.clear_material(bpy.context.object)
node_ops.clear_node(material)
material.use_nodes = True
output = add_HPshader_node(material, 'ShaderNodeOutputMaterial', (400,100))
hair = add_HPshader_node(material, 'ShaderNodeBsdfHairPrincipled', (100,100))
hair.parametrization = parametrization #['ABSORPTION', 'COLOR', 'MELANIN']
if parametrization == 'COLOR': #Direct Coloring
hair.inputs[0].default_value = v0 #Color
if parametrization == 'MELANIN': #Melanin Concetration
hair.inputs[1].default_value = v1 #Melanin
hair.inputs[2].default_value = v2 #Melanin Redness
hair.inputs[3].default_value = v3 #Tint
hair.inputs[10].default_value = v10 #Random Color
if parametrization == 'ABSORPTION': #
hair.inputs[4].default_value = v4 #Absorbtion Coefficient
hair.inputs[5].default_value = v5 #Roughness
hair.inputs[6].default_value = v6 #Radial Roughness
hair.inputs[7].default_value = v7 #Coat
hair.inputs[8].default_value = v8 #IOR
hair.inputs[9].default_value = v9 #offset
hair.inputs[11].default_value = v11 #Random Roughness
link = node_ops.add_node_link(material, hair.outputs[0], output.inputs[0])
bpy.context.object.active_material = material
def change_hair_shader(style):
context = bpy.context
fileName = get_hair_npz("CY_shader_presets.npz")
if context.scene.mblab_use_cycles:
mat_name = context.object.name
data = numpy_ops.get_data_value(style, fileName)
add_hairP_shader(mat_name, data[0], data[1], data[2], data[3], data[4], data[5], data[6], data[7], data[8], data[9], data[10], data[11], data[12])
if context.scene.mblab_use_eevee:
pass
# Get Principled Hair shader settings
def get_p_hair_settings(object):
material = object.active_material
nodes = material.node_tree.nodes
hair = nodes.get("Principled Hair BSDF")
par = hair.parametrization
v6 = hair.inputs[5].default_value
v7 = hair.inputs[6].default_value
v8 = hair.inputs[7].default_value
v9 = hair.inputs[8].default_value
v10 = hair.inputs[9].default_value
v12 = hair.inputs[11].default_value
if par == 'COLOR':
v1 = hair.inputs[0].default_value[:]
v2 = None
v3 = None
v4 = None
v5 = None
v11 = None
elif par == 'MELANIN':
v1 = None
v2 = hair.inputs[1].default_value
v3 = hair.inputs[2].default_value
v4 = hair.inputs[3].default_value[:]
v5 = None
v11 = hair.inputs[10].default_value
elif par == 'ABSORPTION':
v1 = None
v2 = None
v3 = None
v4 = None
v5 = hair.inputs[4].default_value
v11 = None
return[par, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12]
def add_pHair(hair_object):
scn = bpy.context.scene
p_sys = hair_object.modifiers.new("hair", 'PARTICLE_SYSTEM').particle_system
p_sys.settings.type = 'HAIR'
p_sys.settings.child_type = 'INTERPOLATED'
p_sys.settings.hair_length = 0.2
p_sys.settings.root_radius = 0.03
p_sys.settings.count = 1000
p_sys.settings.hair_step = 5
#p_sys.settings.child_nbr = 20
p_sys.settings.rendered_child_count = 20
p_sys.settings.child_length = 0.895
bpy.context.scene.render.hair_type = 'STRIP'
bpy.context.object.show_instancer_for_viewport = False
bpy.context.object.show_instancer_for_render = False
bpy.ops.particle.connect_hair(all=True)
# ------------------------------------------------------------------------
def add_HPshader_node(material, node_type, location):
nodes = material.node_tree.nodes
new_node = nodes.new(type=node_type)
new_node.location = location
return new_node
# ------------------------------------------------------------------------
#Get Partile Coodinates
def get_hair_particle(object):
# Dependancy Graph
dp = bpy.context.evaluated_depsgraph_get()
# Particle System
ps = object.evaluated_get(dp).particle_systems
# Particles
p = ps[0].particles
# Count
count_p = len(p)
# Cooordinates
p_dict = {}
for i, c in [c for c in enumerate(p)]:
h_keys = []
hk = p[i].hair_keys
count_hk = len(hk)
for pt in hk:
h_keys.append(pt.co)
p_dict.update({i: h_keys})
return p_dict
# ------------------------------------------------------------------------
def get_hair_dir():
data_dir = file_ops.get_data_path()
hair_dir = os.path.join(data_dir, "Hair_Data")
return hair_dir
def get_hair_npz(fileName):
hair_dir = get_hair_dir()
return os.path.join(hair_dir, fileName)
# def get_hair_data(Name):
# File = get_hair_npz("scalps.npz")
# with np.load(File) as data:
# return data[Name].tolist()
# ------------------------------------------------------------------------
def add_hair_data(object, style, fileName):
fileName = get_hair_npz("CY_shader_presets.npz")
Value = get_p_hair_settings(object)
numpy_ops.add_array(style, Value, fileName)
def delete_hair_data(style, fileName, List):
fileName = get_hair_npz("CY_shader_presets.npz")
numpy_ops.remove_array(style, fileName, List)
def replace_hair_data(fileName, List):
fileName = get_hair_npz("CY_shader_presets.npz")
rl = List[-1]
style, Value = rl
List.remove(rl)
numpy_ops.add_array(style, Value, fileName)
# def export_hair_data(filePath, style):
# File = ext + style + '.npz'
# fp = node_ops.get_filename(filePath, File)
# fileName = get_hair_npz("CY_shader_presets.npz")
# with np.load(fileName) as data:
# Value = get_p_hair_settings(bpy.context.object)
# data = [style, Value]
# np.savez(fp, *data)
# def import_hair_data(mport):
# fileName = get_hair_npz("CY_shader_presets.npz")
# fp = os.path.split(mport)[1]
# if fp.startswith("CY_Hshader_"):
# with np.load(mport, 'r+') as imdata:
# style, Value = imdata
# numpy_ops.add_array(style, Value, fileName)