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Copy pathVtoAl_v0.1.py
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VtoAl_v0.1.py
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import c4d
from c4d import gui
# from api/util/Constants.h
C4DTOA_MSG_TYPE = 1000
C4DTOA_MSG_PARAM1 = 2001
C4DTOA_MSG_PARAM2 = 2002
C4DTOA_MSG_PARAM3 = 2003
C4DTOA_MSG_PARAM4 = 2004
C4DTOA_MSG_RESP1 = 2011
C4DTOA_MSG_ADD_SHADER = 1029
C4DTOA_MSG_ADD_CONNECTION = 1031
C4DTOA_MSG_CONNECT_ROOT_SHADER = 1033
# from c4dtoa_symbols.h
ARNOLD_SHADER_NETWORK = 1033991
ARNOLD_SHADER_GV = 1033990
ARNOLD_C4D_SHADER_GV = 1034190
ARNOLD_REFERENCE_GV = 1035541
# from api/util/ArnolShaderNetworkUtil.h
ARNOLD_BEAUTY_PORT_ID = 537905099
ARNOLD_DISPLACEMENT_PORT_ID = 537905100
# from api/util/NodeIds.h
C4DAIN_STANDARD = 1760354454
C4DAIN_NOISE = 268710787
C4DAIN_BUMP2D = 184848913
# from res/description/ainode_standard.h
C4DAIP_STANDARD_KD_COLOR = 338192719
C4DAIP_STANDARD_KS = 1284763298
C4DAIP_STANDARD_KS_COLOR = 1853957632
# from res/description/ainode_noise.h
C4DAIP_NOISE_OCTAVES = 35478650
C4DAIP_NOISE_DISTORTION = 1840107712
# from res/description/ainode_bump2d.h
C4DAIP_BUMP2D_BUMP_MAP = 1722542866
C4DAIP_BUMP2D_BUMP_HEIGHT = 149592681
C4DAIP_BUMP2D_SHADER = 1367502316
# alShader nodes
ALSURFACE_NODE = 815861509
# from res/description/ainode_alSurface.h
C4DAIP_ALSURFACE_DIFFUSESTRENGTH = 1212163586
C4DAIP_ALSURFACE_DIFFUSECOLOR = 1076269102
C4DAIP_ALSURFACE_DIFFUSEROUGHNESS = 1994027635
C4DAIP_ALSURFACE_OPACITY = 234584834
C4DAIP_ALSURFACE_SPECULAR1STRENGTH = 959965816
C4DAIP_ALSURFACE_SPECULAR1COLOR = 1968924664
C4DAIP_ALSURFACE_SPECULAR1IOR = 1098234115
C4DAIP_ALSURFACE_SPECULAR1ROUGHNESS = 2033531479
C4DAIP_ALSURFACE_SPECULAR1ANISOTROPY = 2145841423
C4DAIP_ALSURFACE_SPECULAR1ROTATION = 1577603657
C4DAIP_ALSURFACE_SPECULAR2STRENGTH = 994346633
C4DAIP_ALSURFACE_SPECULAR2COLOR = 2008060057
C4DAIP_ALSURFACE_SPECULAR2IOR = 1098270052
C4DAIP_ALSURFACE_SPECULAR2ROUGHNESS = 2101332856
C4DAIP_ALSURFACE_SPECULAR2ANISOTROPY = 91604018
C4DAIP_ALSURFACE_SPECULAR2ROTATION = 763051190
C4DAIP_ALSURFACE_TRANSMISSIONSTRENGTH = 1356953022
C4DAIP_ALSURFACE_TRANSMISSIONCOLOR = 84572430
C4DAIP_ALSURFACE_TRANSMISSIONROUGHNESS = 1817855569
C4DAIP_ALSURFACE_TRANSMISSIONIOR = 769142403
C4DAIP_ALSURFACE_TRANSMISSIONLINKTOSPECULAR1 = 1303558196
C4DAIP_ALSURFACE_EMISSIONSTRENGTH = 533840799
C4DAIP_ALSURFACE_EMISSIONCOLOR = 1546843503
C4DAIP_ALSURFACE_SSSMIX = 1599486640
C4DAIP_ALSURFACE_SSSDENSITYSCALE = 1920019850
C4DAIP_ALSURFACE_SSSRADIUS = 1389648490
C4DAIP_ALSURFACE_SSSWEIGHT1 = 938517691
C4DAIP_ALSURFACE_SSSRADIUSCOLOR = 601525929
C4DAIP_ALSURFACE_SSSRADIUS2 = 1386240036
C4DAIP_ALSURFACE_SSSWEIGHT2 = 938517692
C4DAIP_ALSURFACE_SSSRADIUSCOLOR2 = 1624480773
C4DAIP_ALSURFACE_SSSRADIUS3 = 1386240035
C4DAIP_ALSURFACE_SSSWEIGHT3 = 938517693
C4DAIP_ALSURFACE_SSSRADIUSCOLOR3 = 1624480772
# from res/description/ainode_image.h
C4DAIP_IMAGE_FILENAME = 1737748425
def CreateArnoldShader(material, nodeId, posx, posy):
msg = c4d.BaseContainer()
msg.SetInt32(C4DTOA_MSG_TYPE, C4DTOA_MSG_ADD_SHADER)
msg.SetInt32(C4DTOA_MSG_PARAM1, ARNOLD_SHADER_GV)
msg.SetInt32(C4DTOA_MSG_PARAM2, nodeId)
msg.SetInt32(C4DTOA_MSG_PARAM3, posx)
msg.SetInt32(C4DTOA_MSG_PARAM4, posy)
material.Message(c4d.MSG_BASECONTAINER, msg)
return msg.GetLink(C4DTOA_MSG_RESP1)
def CreateC4DShader(material, nodeId, posx, posy):
msg = c4d.BaseContainer()
msg.SetInt32(C4DTOA_MSG_TYPE, C4DTOA_MSG_ADD_SHADER)
msg.SetInt32(C4DTOA_MSG_PARAM1, ARNOLD_C4D_SHADER_GV)
msg.SetInt32(C4DTOA_MSG_PARAM2, nodeId)
msg.SetInt32(C4DTOA_MSG_PARAM3, posx)
msg.SetInt32(C4DTOA_MSG_PARAM4, posy)
material.Message(c4d.MSG_BASECONTAINER, msg)
return msg.GetLink(C4DTOA_MSG_RESP1)
def CreateReference(material, ref, posx, posy):
msg = c4d.BaseContainer()
msg.SetInt32(C4DTOA_MSG_TYPE, C4DTOA_MSG_ADD_SHADER)
msg.SetInt32(C4DTOA_MSG_PARAM1, ARNOLD_REFERENCE_GV)
msg.SetLink(C4DTOA_MSG_PARAM2, ref)
msg.SetInt32(C4DTOA_MSG_PARAM3, posx)
msg.SetInt32(C4DTOA_MSG_PARAM4, posy)
material.Message(c4d.MSG_BASECONTAINER, msg)
return msg.GetLink(C4DTOA_MSG_RESP1)
def AddConnection(material, srcNode, dstNode, dstPortId):
msg = c4d.BaseContainer()
msg.SetInt32(C4DTOA_MSG_TYPE, C4DTOA_MSG_ADD_CONNECTION)
msg.SetLink(C4DTOA_MSG_PARAM1, srcNode)
msg.SetInt32(C4DTOA_MSG_PARAM2, 0)
msg.SetLink(C4DTOA_MSG_PARAM3, dstNode)
msg.SetInt32(C4DTOA_MSG_PARAM4, dstPortId)
material.Message(c4d.MSG_BASECONTAINER, msg)
return msg.GetBool(C4DTOA_MSG_RESP1)
def SetRootShader(material, shader, rootPortId):
msg = c4d.BaseContainer()
msg.SetInt32(C4DTOA_MSG_TYPE, C4DTOA_MSG_CONNECT_ROOT_SHADER)
msg.SetLink(C4DTOA_MSG_PARAM1, shader)
msg.SetInt32(C4DTOA_MSG_PARAM2, 0)
msg.SetInt32(C4DTOA_MSG_PARAM3, rootPortId)
material.Message(c4d.MSG_BASECONTAINER, msg)
return msg.GetBool(C4DTOA_MSG_RESP1)
def rangeMap(curValue, curMax, curMin, newMax, newMin):
curRange = (curMax - curMin)
if (curRange == 0): return 0
else:
newRange = (newMax - newMin)
newVal = (((curValue - curMin) * newRange) / curRange) + newMin
return newVal
def MatType(mat):
"""
Returns the type of the currently active material.
"""
if mat == None:
pass
elif 'VRay' in str(mat):
return "VRay"
elif 'Arnold' in str(mat):
return "Arnold"
else:
return "Standard"
def ActiveLayers(mat):
"""
mat: c4d.BaseMaterial, the current active material of the scene
returns: List of active layers within the material.
"""
MatLayers = {
'MatMatte' : 0,
'MatWeight' : 0,
'Bump' : 0,
'Luminosity' : 0,
'Flakes' : 0,
'Spec_05' : 0,
'Spec_04' : 0,
'Spec_03' : 0,
'Spec_02' : 0,
'Spec_01' : 0,
'Diffuse_01' : 0,
'Diffuse_02' : 0,
'Refraction' : 0,
'SSS' : 0
}
activeLayers = []
if MatType(mat) == "VRay":
if mat[c4d.VRAYMATERIAL_USE_MATTE]:
MatLayers['MatMatte'] = 1
if mat[c4d.VRAYMATERIAL_USE_TRANSP]:
MatLayers['MatWeight'] = 1
if mat[c4d.VRAYMATERIAL_USE_MATTE]:
MatLayers['MatMatte'] = 1
if mat[c4d.VRAYMATERIAL_USE_BUMP]:
MatLayers['Bump'] = 1
if mat[c4d.VRAYMATERIAL_USE_LUMINANCE]:
MatLayers['Luminosity'] = 1
if mat[c4d.VRAYMATERIAL_USE_FLAKES]:
MatLayers['Flakes'] = 1
if mat[c4d.VRAYMATERIAL_USE_SPECULAR5]:
MatLayers['Spec_05'] = 1
if mat[c4d.VRAYMATERIAL_USE_SPECULAR4]:
MatLayers['Spec_04'] = 1
if mat[c4d.VRAYMATERIAL_USE_SPECULAR3]:
MatLayers['Spec_03'] = 1
if mat[c4d.VRAYMATERIAL_USE_SPECULAR2]:
MatLayers['Spec_02'] = 1
if mat[c4d.VRAYMATERIAL_USE_SPECULAR1]:
MatLayers['Spec_01'] = 1
if mat[c4d.VRAYMATERIAL_USE_COLOR1]:
MatLayers['Diffuse_01'] = 1
if mat[c4d.VRAYMATERIAL_USE_COLOR2]:
MatLayers['Diffuse_02'] = 1
if mat[c4d.VRAYMATERIAL_USE_TRANSPARENCY]:
MatLayers['Refraction'] = 1
if mat[c4d.VRAYMATERIAL_USE_SSS]:
MatLayers['SSS'] = 1
for x in MatLayers:
if MatLayers[x]:
activeLayers.append(x)
return activeLayers
if MatType(mat) != "VRay":
c4d.gui.MessageDialog("Please select a VRay Material")
def GetDiffuse_01(mat):
Diffuse_01 = {
'DC_Colour' : mat[c4d.VRAYMATERIAL_COLOR1_COLOR], # c4d Vector
'DC_Brightness' : mat[c4d.VRAYMATERIAL_COLOR1_MULT], # float
'DC_TextureMap' : mat[c4d.VRAYMATERIAL_COLOR1_SHADER], # c4d.BaseShader object
'DC_TexMapPath' : None, # string
'DLT_Colour' : mat[c4d.VRAYMATERIAL_COLOR1_TRANSP], # c4d Vector
'DLT_Amount' : mat[c4d.VRAYMATERIAL_COLOR1_TRANSP_MULT], # float
'DLT_TextureMap' : mat[c4d.VRAYMATERIAL_COLOR1_TRANSPSHADER], # c4d.BaseShader object
'DLT_TexMapPath' : None,
'DO_Roughness' : mat[c4d.VRAYMATERIAL_COLOR1_ROUGHNESS], # float
'DO_TextureMap' : mat[c4d.VRAYMATERIAL_COLOR1_ROUGHNESSTEX], # c4d.BaseShader object
'DO_TexMapPath' : None
}
if Diffuse_01['DC_TextureMap'] and Diffuse_01['DC_TextureMap'].GetType() == c4d.Xbitmap:
Diffuse_01['DC_TexMapPath'] = mat[c4d.VRAYMATERIAL_COLOR1_SHADER][c4d.BITMAPSHADER_FILENAME]
if Diffuse_01['DLT_TextureMap'] and Diffuse_01['DLT_TextureMap'].GetType() == c4d.Xbitmap:
Diffuse_01['DLT_TexMapPath'] = mat[c4d.VRAYMATERIAL_COLOR1_TRANSPSHADER][c4d.BITMAPSHADER_FILENAME]
if Diffuse_01['DO_TextureMap'] and Diffuse_01['DO_TextureMap'].GetType() == c4d.Xbitmap:
Diffuse_01['DO_TexMapPath'] = mat[c4d.VRAYMATERIAL_COLOR1_ROUGHNESSTEX][c4d.BITMAPSHADER_FILENAME]
return Diffuse_01
def SetDiffuse_01(mat, alSurface, VD01, Layers):
if 'Diffuse_01' in Layers:
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_DIFFUSECOLOR, VD01['DC_Colour'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_DIFFUSESTRENGTH, VD01['DC_Brightness'])
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_OPACITY, VD01['DLT_Colour'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_DIFFUSEROUGHNESS, VD01['DO_Roughness'])
# create bitmaps / images
if VD01['DC_TextureMap'] and VD01['DC_TextureMap'].GetType() == c4d.Xbitmap:
DCBitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 150)
if DCBitmap is None:
raise Exception("Failed to create Bitmap shader")
DCBitmap.SetName("Diffuse Colour Bitmap")
DCBitmapShader = DCBitmap.GetFirstShader()
DCBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VD01['DC_TexMapPath'])
AddConnection(mat, DCBitmap, alSurface, C4DAIP_ALSURFACE_DIFFUSECOLOR)
if VD01['DLT_TextureMap'] and VD01['DLT_TextureMap'].GetType() == c4d.Xbitmap:
DLTBitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 100)
if DLTBitmap is None:
raise Exception("Failed to create Bitmap shader")
DLTBitmap.SetName("Diffuse Layer Transparency Bitmap")
DLTBitmapShader = DLTBitmap.GetFirstShader()
DLTBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VD01['DLT_TexMapPath'])
AddConnection(mat, DLTBitmap, alSurface, C4DAIP_ALSURFACE_OPACITY)
else:
opacity = 1 - VD01['DLT_Amount']
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_OPACITY, c4d.Vector(opacity))
if VD01['DO_TextureMap'] and VD01['DO_TextureMap'].GetType() == c4d.Xbitmap:
DOBitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 50)
if DOBitmap is None:
raise Exception("Failed to create Bitmap shader")
DOBitmap.SetName("Diffuse Options Roughness Bitmap")
DOBitmapShader = DOBitmap.GetFirstShader()
DOBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VD01['DO_TexMapPath'])
AddConnection(mat, DOBitmap, alSurface, C4DAIP_ALSURFACE_DIFFUSEROUGHNESS)
else:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_DIFFUSESTRENGTH, 0.0)
def GetSpecular_01(mat):
Specular_01 = {
'SC_Colour' : mat[c4d.VRAYMATERIAL_SPECULAR1_COLOR], # c4d Vector
'SC_Brightness' : mat[c4d.VRAYMATERIAL_SPECULAR1_COLOR_MULT], # float
'SC_TextureMap' : mat[c4d.VRAYMATERIAL_SPECULAR1_SHADER], # c4d.BaseShader object
'SC_TexMapPath' : None,
'SLT_IOR' : mat[c4d.VRAYMATERIAL_SPECULAR1_FRESNELIOR1], # float
'SLP_RefGloss' : mat[c4d.VRAYMATERIAL_SPECULAR1_REFLECTIONGLOSS], # float
'SLP_TextureMap' : mat[c4d.VRAYMATERIAL_SPECULAR1_REFLECTIONGLOSSSHADER], # c4d.BaseShader object
'SLP_TexMapPath' : None,
'SLA_Anisotropy' : mat[c4d.VRAYMATERIAL_SPECULAR1_ANISOTROPY], # float
'SLA_AniRot' : mat[c4d.VRAYMATERIAL_SPECULAR1_ANISOTROPYROT], # float
}
if Specular_01['SC_TextureMap'] and Specular_01['SC_TextureMap'].GetType() == c4d.Xbitmap:
Specular_01['SC_TexMapPath'] = mat[c4d.VRAYMATERIAL_SPECULAR1_SHADER][c4d.BITMAPSHADER_FILENAME]
if Specular_01['SLP_TextureMap'] and Specular_01['SLP_TextureMap'].GetType() == c4d.Xbitmap:
Specular_01['SLP_TexMapPath'] = mat[c4d.VRAYMATERIAL_SPECULAR1_REFLECTIONGLOSSSHADER][c4d.BITMAPSHADER_FILENAME]
return Specular_01
def SetSpecular_01(mat, alSurface, VS01, Layers):
if 'Spec_01' in Layers:
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_SPECULAR1COLOR, VS01['SC_Colour'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR1STRENGTH, VS01['SC_Brightness'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR1IOR, VS01['SLT_IOR'])
VtoA_roughness = 1.0 - VS01['SLP_RefGloss'] # convert vray 0-1 value to c4dtoa 1-0 value
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR1ROUGHNESS, VtoA_roughness)
VtoA_ani = ((VS01['SLA_Anisotropy'] + 1) / 2)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR1ANISOTROPY, VtoA_ani)
VtoA_aniRot = rangeMap(VS01['SLA_AniRot'], 6.28318530718, 0, 1, 0)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR1ROTATION, VtoA_aniRot)
# create bitmaps / images
if VS01['SC_TextureMap'] and VS01['SC_TextureMap'].GetType() == c4d.Xbitmap:
SCBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 150)
if SCBitmap is None:
raise Exception("Failed to create Bitmap shader")
SCBitmap.SetName("Specular Colour Bitmap")
SCBitmapShader = SCBitmap.GetFirstShader()
SCBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VS01['SC_TexMapPath'])
AddConnection(mat, SCBitmap, alSurface, C4DAIP_ALSURFACE_SPECULAR1COLOR)
if VS01['SLP_TextureMap'] and VS01['SLP_TextureMap'].GetType() == c4d.Xbitmap:
SLPBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 100)
if SLPBitmap is None:
raise Exception("Failed to create Bitmap shader")
SLPBitmap.SetName("Specular Roughness Bitmap")
SLPBitmapShader = SLPBitmap.GetFirstShader()
SLPBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VS01['SLP_TexMapPath'])
AddConnection(mat, SLPBitmap, alSurface, C4DAIP_ALSURFACE_SPECULAR1ROUGHNESS)
else:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR1STRENGTH, 0.0)
def GetSpecular_02(mat):
Specular_02 = {
'SC_Colour' : mat[c4d.VRAYMATERIAL_SPECULAR2_COLOR], # c4d Vector
'SC_Brightness' : mat[c4d.VRAYMATERIAL_SPECULAR2_COLOR_MULT], # float
'SC_TextureMap' : mat[c4d.VRAYMATERIAL_SPECULAR2_SHADER], # c4d.BaseShader object
'SC_TexMapPath' : None,
'SLT_IOR' : mat[c4d.VRAYMATERIAL_SPECULAR2_FRESNELIOR1], # float
'SLP_RefGloss' : mat[c4d.VRAYMATERIAL_SPECULAR2_REFLECTIONGLOSS], # float
'SLP_TextureMap' : mat[c4d.VRAYMATERIAL_SPECULAR2_REFLECTIONGLOSSSHADER], # c4d.BaseShader object
'SLP_TexMapPath' : None,
'SLA_Anisotropy' : mat[c4d.VRAYMATERIAL_SPECULAR2_ANISOTROPY], # float
'SLA_AniRot' : mat[c4d.VRAYMATERIAL_SPECULAR2_ANISOTROPYROT], # float
}
if Specular_02['SC_TextureMap'] and Specular_02['SC_TextureMap'].GetType() == c4d.Xbitmap:
Specular_02['SC_TexMapPath'] = mat[c4d.VRAYMATERIAL_SPECULAR2_SHADER][c4d.BITMAPSHADER_FILENAME]
if Specular_02['SLP_TextureMap'] and Specular_02['SLP_TextureMap'].GetType() == c4d.Xbitmap:
Specular_02['SLP_TexMapPath'] = mat[c4d.VRAYMATERIAL_SPECULAR2_REFLECTIONGLOSSSHADER][c4d.BITMAPSHADER_FILENAME]
return Specular_02
def SetSpecular_02(mat, alSurface, VS02, Layers):
if 'Spec_02' in Layers:
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_SPECULAR2COLOR, VS02['SC_Colour'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR2STRENGTH, VS02['SC_Brightness'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR2IOR, VS02['SLT_IOR'])
VtoA_roughness = 1.0 - VS02['SLP_RefGloss'] # convert vray 0-1 value to c4dtoa 1-0 value
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR2ROUGHNESS, VtoA_roughness)
VtoA_ani = ((VS02['SLA_Anisotropy'] + 1) / 2)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR2ANISOTROPY, VtoA_ani)
VtoA_aniRot = rangeMap(VS02['SLA_AniRot'], 6.28318530718, 0, 1, 0)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR2ROTATION, VtoA_aniRot)
# create bitmaps / images
if VS02['SC_TextureMap'] and VS02['SC_TextureMap'].GetType() == c4d.Xbitmap:
SCBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 150)
if SCBitmap is None:
raise Exception("Failed to create Bitmap shader")
SCBitmap.SetName("Specular Colour Bitmap")
SCBitmapShader = SCBitmap.GetFirstShader()
SCBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VS02['SC_TexMapPath'])
AddConnection(mat, SCBitmap, alSurface, C4DAIP_ALSURFACE_SPECULAR2COLOR)
if VS02['SLP_TextureMap'] and VS02['SLP_TextureMap'].GetType() == c4d.Xbitmap:
SLPBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 100)
if SLPBitmap is None:
raise Exception("Failed to create Bitmap shader")
SLPBitmap.SetName("Specular Roughness Bitmap")
SLPBitmapShader = SLPBitmap.GetFirstShader()
SLPBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VS02['SLP_TexMapPath'])
AddConnection(mat, SLPBitmap, alSurface, C4DAIP_ALSURFACE_SPECULAR2ROUGHNESS)
else:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SPECULAR2STRENGTH, 0.0)
def GetTransmission(mat):
transmission = {
'RC_Colour' : mat[c4d.VRAYMATERIAL_TRANSPARENCY_COLOR], # c4d Vector
'RC_Brightness' : mat[c4d.VRAYMATERIAL_TRANSPARENCY_COLOR_MULT], # float
'RC_TextureMap' : mat[c4d.VRAYMATERIAL_TRANSPARENCY_SHADER], # c4d.BaseShader object
'RC_TexMapPath' : None,
'RLP_IOR' : mat[c4d.VRAYMATERIAL_TRANSPARENCY_IOR], # float
'RLP_Gloss' : mat[c4d.VRAYMATERIAL_TRANSPARENCY_GLOSSINESS], # float
'RLP_TextureMap' : mat[c4d.VRAYMATERIAL_TRANSPARENCY_GLOSSINESSSHADER], # c4d.BaseShader object
'RLP_TexMapPath' : None,
}
if transmission['RC_TextureMap'] and transmission['RC_TextureMap'].GetType() == c4d.Xbitmap:
transmission['RC_TexMapPath'] = mat[c4d.VRAYMATERIAL_TRANSPARENCY_SHADER][c4d.BITMAPSHADER_FILENAME]
if transmission['RLP_TextureMap'] and transmission['RLP_TextureMap'].GetType() == c4d.Xbitmap:
transmission['RLP_TexMapPath'] = mat[c4d.VRAYMATERIAL_TRANSPARENCY_GLOSSINESSSHADER][c4d.BITMAPSHADER_FILENAME]
return transmission
def SetTransmission(mat, alSurface, VT, Layers):
if 'Refraction' in Layers:
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_TRANSMISSIONCOLOR, VT['RC_Colour'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_TRANSMISSIONSTRENGTH, VT['RC_Brightness'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_TRANSMISSIONIOR, VT['RLP_IOR'])
VtoA_roughness = 1.0 - VT['RLP_Gloss'] # convert vray 0-1 value to c4dtoa 1-0 value
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_TRANSMISSIONROUGHNESS, VtoA_roughness)
# create bitmaps / images
if VT['RC_TextureMap'] and VT['RC_TextureMap'].GetType() == c4d.Xbitmap:
RCBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 150)
if RCBitmap is None:
raise Exception("Failed to create Bitmap shader")
RCBitmap.SetName("Transmission Colour Bitmap")
RCBitmapShader = RCBitmap.GetFirstShader()
RCBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VT['RC_TexMapPath'])
AddConnection(mat, RCBitmap, alSurface, C4DAIP_ALSURFACE_TRANSMISSIONCOLOR)
if VT['RLP_TextureMap'] and VT['RLP_TextureMap'].GetType() == c4d.Xbitmap:
RLPBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 100)
if RLPBitmap is None:
raise Exception("Failed to create Bitmap shader")
RLPBitmap.SetName("Transmission Roughness Bitmap")
RLPBitmapShader = SLPBitmap.GetFirstShader()
RLPBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VT['RLP_TexMapPath'])
AddConnection(mat, RLPBitmap, alSurface, C4DAIP_ALSURFACE_TRANSMISSIONROUGHNESS)
if 'Spec_01' in Layers:
alSurface.GetOpContainerInstance().SetInt32(C4DAIP_ALSURFACE_TRANSMISSIONLINKTOSPECULAR1, 1)
elif 'Spec_01' not in Layers:
alSurface.GetOpContainerInstance().SetInt32(C4DAIP_ALSURFACE_TRANSMISSIONLINKTOSPECULAR1, 0)
else:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_TRANSMISSIONSTRENGTH, 0.0)
def GetEmission(mat):
emission = {
'LC_Colour' : mat[c4d.VRAYMATERIAL_LUMINANCE_COLOR], # c4d Vector
'LC_Amount' : mat[c4d.VRAYMATERIAL_LUMINANCE_COLOR_MULT], # float
'LC_TextureMap' : mat[c4d.VRAYMATERIAL_LUMINANCE_SHADER], # c4d.BaseShader object
'LC_TexMapPath' : None,
}
if emission['LC_TextureMap'] and emission['LC_TextureMap'].GetType() == c4d.Xbitmap:
emission['LC_TexMapPath'] = mat[c4d.VRAYMATERIAL_LUMINANCE_SHADER][c4d.BITMAPSHADER_FILENAME]
return emission
def SetEmission(mat, alSurface, VE, Layers):
if 'Luminosity' in Layers:
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_EMISSIONCOLOR, VE['LC_Colour'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_EMISSIONSTRENGTH, VE['LC_Amount'])
# create bitmaps / images
if VE['LC_TextureMap'] and VE['LC_TextureMap'].GetType() == c4d.Xbitmap:
LCBitmap = CreateC4DShader(mat, c4d.Xbitmap, -250, 150)
if LCBitmap is None:
raise Exception("Failed to create Bitmap shader")
LCBitmap.SetName("Transmission Colour Bitmap")
LCBitmapShader = LCBitmap.GetFirstShader()
LCBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VE['LC_TexMapPath'])
AddConnection(mat, LCBitmap, alSurface, C4DAIP_ALSURFACE_EMISSIONCOLOR)
else:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_EMISSIONSTRENGTH, 0.0)
def GetBump(mat):
bump = {
'BTextureMap' : mat[c4d.VRAYMATERIAL_BUMP_SHADER], # c4d.BaseShader object
'BTexMapPath' : None,
'BAmount' : mat[c4d.VRAYMATERIAL_BUMP_BUMPTEXMULT] # float
}
if bump['BTextureMap'] and bump['BTextureMap'].GetType() == c4d.Xbitmap:
bump['BTexMapPath'] = mat[c4d.VRAYMATERIAL_BUMP_SHADER][c4d.BITMAPSHADER_FILENAME]
return bump
def SetBump(mat, alSurface, VB, Layers):
if 'Bump' in Layers:
VBump = CreateArnoldShader(mat, C4DAIN_BUMP2D, 400, 100)
if VBump is None:
raise Exception("Failed to create bump2d node")
VBump.SetName("VtoA_Bump2D")
VBump.GetOpContainerInstance().SetFloat(C4DAIP_BUMP2D_BUMP_HEIGHT, VB['BAmount'])
# create bitmaps / images
if VB['BTextureMap'] and VB['BTextureMap'].GetType() == c4d.Xbitmap:
VBBitmap = CreateC4DShader(mat, c4d.Xbitmap, 0, 0)
if VBBitmap is None:
raise Exception("Failed to create bitmap shader")
VBBitmap.SetName("VtaA Bump Bitmap shader")
VBBitmapShader = VBBitmap.GetFirstShader()
VBBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VB['BTexMapPath'])
AddConnection(mat, VBBitmap, VBump, C4DAIP_BUMP2D_BUMP_MAP)
AddConnection(mat, alSurface, VBump, C4DAIP_BUMP2D_SHADER)
SetRootShader(mat, VBump, ARNOLD_BEAUTY_PORT_ID)
def GetSSS(mat):
sss = {
'GP_Scale' : mat[c4d.VRAYMATERIAL_SSS_SCALE], # float
'GP_MaxDistance' : mat[c4d.VRAYMATERIAL_SSS_MAXDISTANCE], # float
'SP_C1' : mat[c4d.VRAYMATERIAL_SSS_OVERALLCOLOR],
'SP_C1_TexMap' : mat[c4d.VRAYMATERIAL_SSS_OVERALLCOLORSHADER],
'SP_C1_TexPath' : None,
'SP_C2' : mat[c4d.VRAYMATERIAL_SSS_SSSCOLOR],
'SP_C2_TexMap' : mat[c4d.VRAYMATERIAL_SSS_SSSCOLORSHADER],
'SP_C2_TexPath' : None,
'SP_C3' : mat[c4d.VRAYMATERIAL_SSS_SCATTERCOLOR],
'SP_C3_TexMap' : mat[c4d.VRAYMATERIAL_SSS_SCATTERSHADER],
'SP_C3_TexPath' : None,
}
if sss['SP_C1_TexMap'] and sss['SP_C1_TexMap'].GetType() == c4d.Xbitmap:
sss['SP_C1_TexPath'] = mat[c4d.VRAYMATERIAL_SSS_OVERALLCOLORSHADER][c4d.BITMAPSHADER_FILENAME]
if sss['SP_C2_TexMap'] and sss['SP_C2_TexMap'].GetType() == c4d.Xbitmap:
sss['SP_C2_TexPath'] = mat[c4d.VRAYMATERIAL_SSS_SSSCOLORSHADER][c4d.BITMAPSHADER_FILENAME]
if sss['SP_C3_TexMap'] and sss['SP_C3_TexMap'].GetType() == c4d.Xbitmap:
sss['SP_C3_TexPath'] = mat[c4d.VRAYMATERIAL_SSS_SCATTERSHADER][c4d.BITMAPSHADER_FILENAME]
return sss
def SetSSS(mat, alSurface, VSSS, Layers):
if 'SSS' in Layers:
diffuse = alSurface.GetOpContainerInstance().GetFloat(C4DAIP_ALSURFACE_DIFFUSESTRENGTH)
if diffuse == 0:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_DIFFUSESTRENGTH, 1)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSMIX, 1)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSDENSITYSCALE, VSSS['GP_Scale'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSRADIUS, 1)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSWEIGHT1, 0.5)
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_SSSRADIUSCOLOR, VSSS['SP_C1'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSRADIUS2, 2)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSWEIGHT2, 0.3)
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_SSSRADIUSCOLOR2, VSSS['SP_C2'])
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSRADIUS3, 3)
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSWEIGHT3, 0.2)
alSurface.GetOpContainerInstance().SetVector(C4DAIP_ALSURFACE_SSSRADIUSCOLOR3, VSSS['SP_C3'])
# create bitmaps / images
if VSSS['SP_C1_TexMap'] and VSSS['SP_C1_TexMap'].GetType() == c4d.Xbitmap:
C1Bitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 150)
if C1Bitmap is None:
raise Exception("Failed to create Bitmap shader")
C1Bitmap.SetName("SSS Layer 1")
C1BitmapShader = C1Bitmap.GetFirstShader()
C1BitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VSSS['SP_C1_TexPath'])
AddConnection(mat, C1Bitmap, alSurface, C4DAIP_ALSURFACE_SSSRADIUSCOLOR)
if VSSS['SP_C2_TexMap'] and VSSS['SP_C2_TexMap'].GetType() == c4d.Xbitmap:
C2Bitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 50)
if C2Bitmap is None:
raise Exception("Failed to create Bitmap shader")
C2Bitmap.SetName("SSS Layer 2")
C2BitmapShader = C2Bitmap.GetFirstShader()
C2BitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VSSS['SP_C2_TexPath'])
AddConnection(mat, C2Bitmap, alSurface, C4DAIP_ALSURFACE_SSSRADIUSCOLOR2)
if VSSS['SP_C3_TexMap'] and VSSS['SP_C3_TexMap'].GetType() == c4d.Xbitmap:
C3Bitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 0)
if C3Bitmap is None:
raise Exception("Failed to create Bitmap shader")
C3Bitmap.SetName("SSS Layer 3")
C3BitmapShader = C3Bitmap.GetFirstShader()
C3BitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VSSS['SP_C3_TexPath'])
AddConnection(mat, C3Bitmap, alSurface, C4DAIP_ALSURFACE_SSSRADIUSCOLOR3)
else:
alSurface.GetOpContainerInstance().SetFloat(C4DAIP_ALSURFACE_SSSMIX, 0.0)
def GetMatWeight(mat):
matWeight = {
'map' : mat[c4d.VRAYMATERIAL_TRANSP_SHADER],
'mapPath' : None
}
if matWeight['map'] and matWeight['map'].GetType() == c4d.Xbitmap:
matWeight['mapPath'] = mat[c4d.VRAYMATERIAL_TRANSP_SHADER][c4d.BITMAPSHADER_FILENAME]
return matWeight
def SetMatWeight(mat, alSurface, VMW, Layers):
if VMW['map'] and VMW['map'].GetType() == c4d.Xbitmap:
MWBitmap = CreateC4DShader(mat, c4d.Xbitmap, -150, 100)
if MWBitmap is None:
raise Exception("Failed to create Bitmap shader")
MWBitmap.SetName("Matte Weight")
MWBitmapShader = MWBitmap.GetFirstShader()
MWBitmapShader.GetDataInstance().SetFilename(c4d.BITMAPSHADER_FILENAME, VMW['mapPath'])
AddConnection(mat, MWBitmap, alSurface, C4DAIP_ALSURFACE_OPACITY)
def swapMat(activemat, mat):
objLink = activemat[c4d.ID_MATERIALASSIGNMENTS]
for x in xrange(objLink.GetObjectCount()):
texTag = objLink.ObjectFromIndex(doc, x)
texTag.SetMaterial(mat)
c4d.EventAdd()
def VtoA(activemat, qSwapMat):
doc = c4d.documents.GetActiveDocument()
#activemat = doc.GetActiveMaterial()
Layers = ActiveLayers(activemat)
if 'Diffuse_01' in Layers:
VD01 = GetDiffuse_01(activemat)
if 'Spec_01' in Layers:
VS01 = GetSpecular_01(activemat)
if 'Spec_02' in Layers:
VS02 = GetSpecular_02(activemat)
if 'Refraction' in Layers:
VT = GetTransmission(activemat)
if 'Luminosity' in Layers:
VE = GetEmission(activemat)
if 'Bump' in Layers:
VB = GetBump(activemat)
if 'SSS' in Layers:
VSSS = GetSSS(activemat)
if 'MatWeight' in Layers:
VMW = GetMatWeight(activemat)
# create material
mat = c4d.BaseMaterial(ARNOLD_SHADER_NETWORK)
if mat is None:
raise Exception("Failed to create material")
mat.SetName(activemat.GetName())
doc.InsertMaterial(mat)
if qSwapMat:
swapMat(activemat, mat)
# create shaders
alSurface = CreateArnoldShader(mat, ALSURFACE_NODE, 150, 100)
if alSurface is None:
raise Exception("Failed to create alSurface shader")
# set shader parameters
alSurface.SetName('VtoA')
if 'Diffuse_01' in Layers:
SetDiffuse_01(mat, alSurface, VD01, Layers)
if 'Spec_01' in Layers:
SetSpecular_01(mat, alSurface, VS01, Layers)
if 'Spec_02' in Layers:
SetSpecular_02(mat, alSurface, VS02, Layers)
if 'Refraction' in Layers:
SetTransmission(mat, alSurface, VT, Layers)
if 'Luminosity' in Layers:
SetEmission(mat, alSurface, VE, Layers)
if 'Bump' in Layers:
SetBump(mat, alSurface, VB, Layers)
if 'SSS' in Layers:
SetSSS(mat, alSurface, VSSS, Layers)
if 'MatWeight' in Layers:
SetMatWeight(mat, alSurface, VMW, Layers)
# connect root shader
if 'Bump' not in Layers:
SetRootShader(mat, alSurface, ARNOLD_BEAUTY_PORT_ID)
# redraw
c4d.EventAdd(c4d.EVENT_FORCEREDRAW)
def main():
doc = c4d.documents.GetActiveDocument()
activeMaterials = doc.GetActiveMaterials()
qSwapMat = gui.QuestionDialog("Do you want to sawp the material assignments?")
for material in activeMaterials:
VtoA(material, qSwapMat)
if __name__=='__main__':
main()