In Blender 2.8 was removed Blender Render, where was option "Bake Texture to Vertex Color". Unfortunately in Eevee there is no such functionality. I like new Blender 2.8 very much, but I can't use it without this function.
For baking texture to vertex color I also had used official script Bake UV-Texture to Vertex Colors
, but in Blender 2.8 was changed API, and script don't work.
As I understand blender developers have removed method uv_texture
from Blender 2.8.
I've been trying to learn python to make this script work, but I still can't understand how to get RGB color value from UV point on image texture applied to material in node editor?
Maybe someone know how to make this script work, or it's impossible until developers not add bake to vertex color in Eevee?
# ##### 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 2
# 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 #####
# <pep8 compliant>
"""
Bake UV-Texture to Vertex Colors Addon
Contact: [email protected]
Information: http://projects.blender.org/tracker/index.php?func=detail&aid=28211
Contributor(s): Patrick Boelens, CoDEmanX.
All rights reserved.
"""
bl_info = {
"name": "Bake UV-Texture to Vertex Colors",
"description": "Bakes the colors of the active UV Texture to a Vertex Color layer. ",
"author": "Patrick Boelens, CoDEmanX",
"version": (0, 6),
"blender": (2, 63, 0),
"location": "3D View > Vertex Paint > Toolshelf > Bake",
"warning": "Requires image texture, generated textures aren't supported.",
"wiki_url": "http://wiki.blender.org/index.php?title=Extensions:2.6/"
"Py/Scripts/UV/Bake_Texture_to_Vertex_Colors",
"tracker_url": "http://projects.blender.org/tracker/index.php?func=detail&aid=28211",
"category": "UV"}
import bpy
from bpy.props import BoolProperty, EnumProperty, FloatVectorProperty
from math import fabs
from colorsys import rgb_to_hsv, hsv_to_rgb
class UV_OT_bake_texture_to_vcols(bpy.types.Operator):
bl_idname = "uv.bake_texture_to_vcols"
bl_label = "Bake UV-Texture to Vertex Colors"
bl_description = "Bake active UV-Texture to new Vertex Color layer (requires image texture)"
bl_options = {'REGISTER', 'UNDO'}
replace_active_layer = BoolProperty(name="Replace layer",
description="Overwrite active Vertex Color layer",
default=True)
mappingModes = [("CLIP", "Clip", "Don't affect vertices who's UV-coordinates are out of bounds."),
("REPEAT", "Repeat", "Tile the image so that each vertex is accounted for."),
("EXTEND", "Extend", "Extends the edges of the image to the UV-coordinates.")
]
mappingMode = EnumProperty(items=mappingModes,
default="CLIP",
name="Mapping",
description="The mode to use for baking vertices who's UV-coordinates are out of bounds.")
blendingModes = [("MIX", "Mix", ""),
("ADD", "Add", ""),
("SUBTRACT", "Subtract", ""),
("MULTIPLY", "Multiply", ""),
("SCREEN", "Screen", ""),
("OVERLAY", "Overlay", ""),
("DIFFERENCE", "Difference", ""),
("DIVIDE", "Divide", ""),
("DARKEN", "Darken", ""),
("LIGHTEN", "Lighten", ""),
("HUE", "Hue", ""),
("SATURATION", "Saturation", ""),
("VALUE", "Value", ""),
("COLOR", "Color", ""),
("SOFT_LIGHT", "Soft Light", ""),
("LINEAR_LIGHT", "Linear Light", "")
]
blendingMode = EnumProperty(items=blendingModes,
default="MULTIPLY",
name="Blend Type",
description="The blending mode to use when baking")
mirror_x = BoolProperty(name="Mirror X", description="Mirror the image on the X-axis.")
mirror_y = BoolProperty(name="Mirror Y", description="Mirror the image on the Y-axis.")
@classmethod
def poll(self, context):
return (context.object and
context.object.type == 'MESH' and
context.mode != 'EDIT_MESH' and
context.object.data.uv_layers.active and
context.object.data.uv_textures.active)
def execute(self, context):
obdata = context.object.data
if self.replace_active_layer and obdata.vertex_colors.active:
vertex_colors = obdata.vertex_colors.active
else:
vertex_colors = obdata.vertex_colors.new(name="Baked UV texture")
if not vertex_colors:
# Can't add more than 17 VCol layers
self.report({'ERROR'}, "Couldn't add another Vertex Color layer,\n"
"Please remove an existing layer or replace active.")
return {'CANCELLED'}
obdata.vertex_colors.active = vertex_colors
uv_images = {}
for uv_tex in obdata.uv_textures.active.data:
if uv_tex.image and uv_tex.image.name not in uv_images and uv_tex.image.pixels:
uv_images[uv_tex.image.name] = (uv_tex.image.size[0],
uv_tex.image.size[1],
uv_tex.image.pixels[:]
# Accessing pixels directly is far too slow.
# Copied to new array for massive performance-gain.
)
for p in obdata.polygons:
img = obdata.uv_textures.active.data[p.index].image
if not img:
continue
image_size_x, image_size_y, uv_pixels = uv_images[img.name]
for loop in p.loop_indices:
co = obdata.uv_layers.active.data[loop].uv
x_co = round(co[0] * (image_size_x - 1))
y_co = round(co[1] * (image_size_y - 1))
if x_co < 0 or x_co >= image_size_x or y_co < 0 or y_co >= image_size_y:
if self.mappingMode == 'CLIP':
continue
elif self.mappingMode == 'REPEAT':
x_co %= image_size_x
y_co %= image_size_y
elif self.mappingMode == 'EXTEND':
if x_co > image_size_x - 1:
x_co = image_size_x - 1
if x_co < 0:
x_co = 0
if y_co > image_size_y - 1:
y_co = image_size_y - 1
if y_co < 0:
y_co = 0
if self.mirror_x:
x_co = image_size_x -1 - x_co
if self.mirror_y:
y_co = image_size_y -1 - y_co
col_out = vertex_colors.data[loop].color
pixelNumber = (image_size_x * y_co) + x_co
r = uv_pixels[pixelNumber*4]
g = uv_pixels[pixelNumber*4 + 1]
b = uv_pixels[pixelNumber*4 + 2]
a = uv_pixels[pixelNumber*4 + 3]
col_in = r, g, b # texture-color
col_result = [r,g,b] # existing / 'base' color
if self.blendingMode == 'MIX':
col_result = col_in
elif self.blendingMode == 'ADD':
col_result[0] = col_in[0] + col_out[0]
col_result[1] = col_in[1] + col_out[1]
col_result[2] = col_in[2] + col_out[2]
elif self.blendingMode == 'SUBTRACT':
col_result[0] = col_in[0] - col_out[0]
col_result[1] = col_in[1] - col_out[1]
col_result[2] = col_in[2] - col_out[2]
elif self.blendingMode == 'MULTIPLY':
col_result[0] = col_in[0] * col_out[0]
col_result[1] = col_in[1] * col_out[1]
col_result[2] = col_in[2] * col_out[2]
elif self.blendingMode == 'SCREEN':
col_result[0] = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
col_result[1] = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
col_result[2] = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
elif self.blendingMode == 'OVERLAY':
if col_out[0] < 0.5:
col_result[0] = col_out[0] * (2.0 * col_in[0])
else:
col_result[0] = 1.0 - (2.0 * (1.0 - col_in[0])) * (1.0 - col_out[0])
if col_out[1] < 0.5:
col_result[1] = col_out[1] * (2.0 * col_in[1])
else:
col_result[1] = 1.0 - (2.0 * (1.0 - col_in[1])) * (1.0 - col_out[1])
if col_out[2] < 0.5:
col_result[2] = col_out[2] * (2.0 * col_in[2])
else:
col_result[2] = 1.0 - (2.0 * (1.0 - col_in[2])) * (1.0 - col_out[2])
elif self.blendingMode == 'DIFFERENCE':
col_result[0] = fabs(col_in[0] - col_out[0])
col_result[1] = fabs(col_in[1] - col_out[1])
col_result[2] = fabs(col_in[2] - col_out[2])
elif self.blendingMode == 'DIVIDE':
if(col_in[0] != 0.0):
col_result[0] = col_out[0] / col_in[0]
if(col_in[1] != 0.0):
col_result[0] = col_out[1] / col_in[1]
if(col_in[2] != 0.0):
col_result[2] = col_out[2] / col_in[2]
elif self.blendingMode == 'DARKEN':
if col_in[0] < col_out[0]:
col_result[0] = col_in[0]
else:
col_result[0] = col_out[0]
if col_in[1] < col_out[1]:
col_result[1] = col_in[1]
else:
col_result[1] = col_out[1]
if col_in[2] < col_out[2]:
col_result[2] = col_in[2]
else:
col_result[2] = col_out[2]
elif self.blendingMode == 'LIGHTEN':
if col_in[0] > col_out[0]:
col_result[0] = col_in[0]
else:
col_result[0] = col_out[0]
if col_in[1] > col_out[1]:
col_result[1] = col_in[1]
else:
col_result[1] = col_out[1]
if col_in[2] > col_out[2]:
col_result[2] = col_in[2]
else:
col_result[2] = col_out[2]
elif self.blendingMode == 'HUE':
hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
hue = hsv_in[0]
col_result = hsv_to_rgb(hue, hsv_out[1], hsv_out[2])
elif self.blendingMode == 'SATURATION':
hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
sat = hsv_in[1]
col_result = hsv_to_rgb(hsv_out[0], sat, hsv_out[2])
elif self.blendingMode == 'VALUE':
hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
val = hsv_in[2]
col_result = hsv_to_rgb(hsv_out[0], hsv_out[1], val)
elif self.blendingMode == 'COLOR':
hsv_in = rgb_to_hsv(col_in[0], col_in[1], col_in[2])
hsv_out = rgb_to_hsv(col_out[0], col_out[1], col_out[2])
hue = hsv_in[0]
sat = hsv_in[1]
col_result = hsv_to_rgb(hue, sat, hsv_out[2])
elif self.blendingMode == 'SOFT_LIGHT':
scr = 1 - (1.0 - col_in[0]) * (1.0 - col_out[0])
scg = 1 - (1.0 - col_in[1]) * (1.0 - col_out[1])
scb = 1 - (1.0 - col_in[2]) * (1.0 - col_out[2])
col_result[0] = (1.0 - col_out[0]) * (col_in[0] * col_out[0]) + (col_out[0] * scr)
col_result[1] = (1.0 - col_out[1]) * (col_in[1] * col_out[1]) + (col_out[1] * scg)
col_result[2] = (1.0 - col_out[2]) * (col_in[2] * col_out[2]) + (col_out[2] * scb)
elif self.blendingMode == 'LINEAR_LIGHT':
if col_in[0] > 0.5:
col_result[0] = col_out[0] + 2.0 * (col_in[0] - 0.5)
else:
col_result[0] = col_out[0] + 2.0 * (col_in[0] - 1.0)
if col_in[1] > 0.5:
col_result[1] = col_out[1] + 2.0 * (col_in[1] - 0.5)
else:
col_result[1] = col_out[1] + 2.0 * (col_in[1] - 1.0)
if col_in[2] > 0.5:
col_result[2] = col_out[2] + 2.0 * (col_in[2] - 0.5)
else:
col_result[2] = col_out[2] + 2.0 * (col_in[2] - 1.0)
# Add alpha color
a_inverted = 1 - a
alpha_color = context.scene.uv_bake_alpha_color
col_result = (col_result[0] * a + alpha_color[0] * a_inverted,
col_result[1] * a + alpha_color[1] * a_inverted,
col_result[2] * a + alpha_color[2] * a_inverted)
vertex_colors.data[loop].color = col_result
return {'FINISHED'}
class VIEW3D_PT_tools_uv_bake_texture_to_vcols(bpy.types.Panel):
bl_label = "Bake"
bl_space_type = "VIEW_3D"
bl_region_type = "TOOLS"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(self, context):
return(context.mode == 'PAINT_VERTEX')
def draw(self, context):
layout = self.layout
col = layout.column()
col.prop(context.scene, "uv_bake_alpha_color")
col.separator()
col.operator("uv.bake_texture_to_vcols", text="UV Texture to VCols")
def register():
bpy.utils.register_module(__name__)
bpy.types.Scene.uv_bake_alpha_color = FloatVectorProperty(name="Alpha Color",
description="Color to be used for transparency",
subtype='COLOR',
min=0.0,
max=1.0)
def unregister():
bpy.utils.unregister_module(__name__)
del bpy.types.Scene.uv_bake_alpha_color
if __name__ == "__main__":
register()
```