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Blender_Main.py
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import bpy
import ConfigParser
import logging
import os
import os.path
import json #I pray to god that I wont have to use this
#Read Settings.ini
config = ConfigParser()
config.read("Settings.ini")
AUTO_LOCATE_PATH = config["Options"]["AUTO_LOCATE_PATH"]
MAIN_PATH = config["Options"]["MAIN_PATH"]
UE_AES = config["Options"]["UE_AES"]
UE_VERSION = config["Options"]["UE_VERSION"]
EXPORT_TEXTURES = config["Options"]["EXPORT_TEXTURES"]
TEXTURE_FORMAT = config["Options"]["TEXTURE_FORMAT"]
UPSCALE = config["Options"]["UPSCALE"]
MODE = config["Options"]["MODE"]
PACK_FILES = config["Options"]["PACK_FILES"]
OVERWRITE = config["Options"]["OVERWRITE"]
#Define Colors
GREEN_RGB = (0, 255, 0, 1)
WHITE_RGB = (1, 1, 1, 1)
BLACK_RGB = (0, 0, 0, 0,)
RED_RGB = (255, 0, 0, 1)
YELLOW_RGB = (255, 255, 0, 1)
#Enable nodes
bpy.context.scene.use_nodes = True
#Create node groups @Note: Due to the use of the Shader To RGB Node eevee is only supported
#Hair Shader Node
def create_hair_shader_node(context, operator, group_name) :
hair_shader_node = bpy.data.node_groups.new(group_name, "CompositorNodeTree")
#Group Input
group_in = hair_shader_node.nodes.new("NodeGroupInput")
hair_shader_node.inputs.new("NodeSocketImage","Diffuse")
hair_shader_node.inputs.new("NodeSocketImage","MRS")
hair_shader_node.inputs.new("NodeSocketImage","Normal")
#Group Output
group_out = hair_shader_node.nodes.new("NodeGroupOutput")
hair_shader_node.Outputs.new("NodeSocketColor","Output")
#Nodes
seperate_rgb = hair_shader_node.nodes.new(type= "CompositorNodeSeperateRGB")
greater_than = hair_shader_node.nodes.new(type= "CompositorNodeGreaterThan")
greater_than2 = hair_shader_node.nodes.new(type= "CompositorNodeGreaterThan")
mix_rgb = hair_shader_node.nodes.new(type= "CompositorNodeMixRGB")
mix_rgb2 = hair_shader_node.nodes.new(type= "CompositorNodeMixRGB")
color_ramp = hair_shader_node.nodes.new(type= "CompositorNodeColorRamp")
color_ramp2 = hair_shader_node.nodes.new(type= "CompositorNodeColorRamp")
rgb_curves = hair_shader_node.nodes.new(type= "CompositorNodeRGBCurves")
normal_map = hair_shader_node.nodes.new(type= "CompositorNodeNormalMap")
bump = hair_shader_node.nodes.new(type= "CompositorNodeBump")
mix_rgb3 = hair_shader_node.nodes.new(type= "CompositorNodeMixRGB")
seperate_rgb = hair_shader_node.nodes.new(type= "CompositorNodeSeperateRGB")
multiply = hair_shader_node.nodes.new(type= "CompositorNodeMultiply")
multiply2 = hair_shader_node.nodes.new(type= "CompositorNodeMultiply")
principled_bdsf = hair_shader_node.nodes.new(type= "CompositorNodePrincipledBDSF")
shader_to_rgb = hair_shader_node.nodes.new(type= "CompositorNodeShaderToRGB")
#Connections
Link = hair_shader_node.links.new
Link(group_in.outputs[0], multiply2.inputs[1])
Link(multiply2.outputs[0], principled_bdsf.inputs[0])
Link(multiply2.outputs[0], principled_bdsf.inputs[3])
Link(group_in.outputs[1], seperate_rgb.inputs[0])
Link(seperate_rgb.outputs[0], color_ramp.inputs[0])
Link(color_ramp.outputs[0], multiply.inputs[2])
Link(greater_than.outputs[0], mix_rgb.inputs[0])
Link(mix_rgb.outputs[0], principled_bdsf.inputs[6])
Link(seperate_rgb.outputs[1], mix_rgb.inputs[2])
Link(greater_than2.outputs[0], mix_rgb2.inputs[0])
Link(mix_rgb2.outputs[0], principled_bdsf.inputs[9])
Link(seperate_rgb.outputs[2], mix_rgb2.inputs[2])
Link(group_in.outputs[2], seperate_rgb2.inputs[0])
Link(seperate_rgb2.outputs[2], color_ramp2.inputs[1])
Link(color_ramp2.outputs[0], multiply.inputs[1])
Link(multiply.outputs[0], multiply2.inputs[2])
Link(group_in.outputs[2], rgb_curves.inputs[1])
Link(rgb_curves.outputs[0], normal_map.inputs[1])
Link(normal_map.outputs[0], bump.inputs[3])
Link(bump.outputs[0], mix_rgb3.inputs[1])
Link(normal_map.outputs[0], mix_rgb3.inputs[2])
Link(mix_rgb3.outputs[0], principled_bdsf.inputs[22])
Link(principled_bdsf.outputs[0], shader_to_rgb.inputs[0])
Link(shader_to_rgb.outputs[0], group_out.inputs[0])
return hair_shader_node
custom_node_name = "Hair Shader"
my_group = create_hair_shader_node(self, context, custom_node_name)
hair_shader_node = context.scene.node_tree.nodes.new("CompositorNodeGroup")
hair_shader_node.node_tree = bpy.data.node_groups[my_group.name]
#Body Shader Node
def create_body_shader_node(context, operator, group_name) :
body_shader_node = bpy.data.node_groups.new(group_name, "CompositorNodeTree")
#Group Input
group_in = body_shader_node.nodes.new("NodeGroupInput")
body_shader_node.inputs.new("NodeSocketImage","Diffuse")
body_shader_node.inputs.new("NodeSocketImage","MRS")
body_shader_node.inputs.new("NodeSocketImage","Normal")
#Group Output
group_out = body_shader_node.nodes.new("NodeGroupOutput")
body_shader_node.Outputs.new("NodeSocketColor","Output")
#Nodes
seperate_rgb = body_shader_node.nodes.new(type= "CompositorNodeSeperateRGB")
seperate_rgb2 = body_shader_node.nodes.new(type= "CompositorNodeSeperateRGB")
invert = body_shader_node.nodes.new(type= "CompositorNodeInvert")
combine_rgb = body_shader_node.nodes.new(type= "CompositorNodeCombineRGB")
normal_map = body_shader_node.nodes.new(type= "CompositorNodeNormalMap")
principled_bdsf = body_shader_node.nodes.new(type= "CompositorNodePrincipledBDSF")
shader_to_rgb = body_shader_node.nodes.new(type= "CompositorNodeShaderToRGB")
#Connections
Link = body_shader_node.links.new
Link(group_in.outputs[0], principled_bdsf.inputs[1])
Link(group_in.outputs[1], seperate_rgb.inputs[0])
Link(seperate_rgb.outputs[0], principled_bdsf.inputs[4])
Link(seperate_rgb.outputs[1], principled_bdsf.inputs[5])
Link(seperate_rgb.outputs[2], principled_bdsf.inputs[7])
Link(group_in.outputs[2], seperate_rgb2.inputs[0])
Link(seperate_rgb2.outputs[0], combine_rgb.inputs[0])
Link(seperate_rgb2.outputs[1], invert.inputs[1])
Link(seperate_rgb2.outputs[2], combine_rgb.inputs[2])
Link(combine_rgb.outputs[0], normal_map.inputs[1])
Link(normal_map.outputs[0], principled_bdsf.inputs[20])
Link(principled_bdsf.outputs[0], shader_to_rgb.inputs[0])
Link(shader_to_rgb.outputs[0], group_out.inputs[0])
return body_shader_node
custom_node_name = "Body Shader"
my_group = create_body_shader_node(self, context, custom_node_name)
body_shader_node = context.scene.node_tree.nodes.new("CompositorNodeGroup")
body_shader_node.node_tree = bpy.data.node_groups[my_group.name]
#Eye Shader Node
def create_eye_shader_node(context, operator, group_name) :
eye_shader_node = bpy.data.node_groups.new(group_name, "CompositorNodeTree")
#Group Input
group_in = eye_shader_node.nodes.new("NodeGroupInput")
eye_shader_node.inputs.new("NodeSocketImage","Diffuse")
eye_shader_node.inputs.new("NodeSocketFactor","Alpha")
#Group Output
group_out = eye_shader_node.nodes.new("NodeGroupOutput")
eye_shader_node.Outputs.new("NodeSocketColor", "Output")
#Nodes
diffuse_bdsf = eye_shader_node.nodes.new(type= "CompositorNodeDiffuseBDSF")
transparent_bdsf = eye_shader_node.nodes.new(type= "CompositorNodeTransparentBDSF")
mix_shader = eye_shader_node.nodes.new(type= "CompositorNodeMixShader")
shader_to_rgb = eye_shader_node.nodes.new(type= "CompositorNodeShaderToRGB")
#Connections
Link = eye_shader_node.links.new
Link(group_in.outputs[0], diffuse_bdsf.inputs[0])
Link(group_in.outputs[1], mix_shader.inputs[0])
Link(transparent_bdsf.outputs[1], mix_shader.inputs[1])
Link(diffuse_bdsf.outputs[0], mix_shader.inputs[2])
Link(mix_shader.outputs[0], shader_to_rgb.inputs[0])
Link(shader_to_rgb.outputs[0], group_out.inputs[0])
return eye_shader_node
custom_node_name = "Eye Shader"
my_group = create_eye_shader_node(self, context, custom_node_name)
eye_shader_node = context.scene.node_tree.nodes.new("CompositorNodeGroup")
eye_shader_node.node_tree = bpy.data.node_groups[my_group.name]
#VFX Shader Node TODO
#Upscale TODO
#Auto Path Location
def auto_locate_path() : #Fuck me this is hard kill me now
drive_letter = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
paks_path = "\Riot Games\VALORANT\live\ShooterGame\Content\Paks"
if os.path.exists(os.path.join(drive_letter + ":/")):
return auto_locate_path