Files
UnrealEngine/Engine/Source/ThirdParty/MaterialX/MaterialX-1.39.3/python/Scripts/creatematerial.py
Brandyn / Techy fcc1b09210 init
2026-04-04 15:40:51 -05:00

269 lines
9.9 KiB
Python

#!/usr/bin/env python
'''
Construct a MaterialX file from the textures in the given folder, using the standard data libraries
to build a mapping from texture filenames to shader inputs.
By default the standard_surface shading model is assumed, with the --shadingModel option used to
select any other shading model in the data libraries.
'''
import os
import re
import argparse
from difflib import SequenceMatcher
import MaterialX as mx
UDIM_TOKEN = '.<UDIM>.'
UDIM_REGEX = r'\.\d+\.'
TEXTURE_EXTENSIONS = [ "exr", "png", "jpg", "jpeg", "tif", "hdr" ]
INPUT_ALIASES = { "roughness": "specular_roughness" }
class UdimFilePath(mx.FilePath):
def __init__(self, pathString):
super().__init__(pathString)
self._isUdim = False
self._udimFiles = []
self._udimRegex = re.compile(UDIM_REGEX)
textureDir = self.getParentPath()
textureName = self.getBaseName()
textureExtension = self.getExtension()
if not self._udimRegex.search(textureName):
self._udimFiles = [self]
return
self._isUdim = True
fullNamePattern = self._udimRegex.sub(self._udimRegex.pattern.replace('\\', '\\\\'),
textureName)
udimFiles = filter(
lambda f: re.search(fullNamePattern, f.asString()),
textureDir.getFilesInDirectory(textureExtension)
)
self._udimFiles = [textureDir / f for f in udimFiles]
def __str__(self):
return self.asPattern()
def asPattern(self):
if not self._isUdim:
return self.asString()
textureDir = self.getParentPath()
textureName = self.getBaseName()
pattern = textureDir / mx.FilePath(
self._udimRegex.sub(UDIM_TOKEN, textureName))
return pattern.asString()
def isUdim(self):
return self._isUdim
def getUdimFiles(self):
return self._udimFiles
def getUdimNumbers(self):
def _extractUdimNumber(_file):
pattern = self._udimRegex.search(_file.getBaseName())
if pattern:
return re.search(r"\d+", pattern.group()).group()
return list(map(_extractUdimNumber, self._udimFiles))
def getNameWithoutExtension(self):
if self._isUdim:
name = self._udimRegex.split(self.getBaseName())[0]
else:
name = self.getBaseName().rsplit('.', 1)[0]
return re.sub(r'[^\w\s]+', '_', name)
def listTextures(textureDir, texturePrefix=None):
'''
Return a list of texture filenames matching known extensions.
'''
texturePrefix = texturePrefix or ""
allTextures = []
for ext in TEXTURE_EXTENSIONS:
textures = [textureDir / f for f in textureDir.getFilesInDirectory(ext)
if f.asString().lower().startswith(texturePrefix.lower())]
while textures:
textureFile = UdimFilePath(textures[0].asString())
allTextures.append(textureFile)
for udimFile in textureFile.getUdimFiles():
textures.remove(udimFile)
return allTextures
def findBestMatch(textureName, shadingModel):
'''
Given a texture name and shading model, return the shader input that is the closest match.
'''
parts = textureName.rsplit("_")
baseTexName = parts[-1]
if baseTexName.lower() == 'color':
baseTexName = ''.join(parts[-2:])
if baseTexName in INPUT_ALIASES:
baseTexName = INPUT_ALIASES.get(baseTexName.lower())
shaderInputs = shadingModel.getActiveInputs()
ratios = []
for shaderInput in shaderInputs:
inputName = shaderInput.getName()
inputName = re.sub(r'[^a-zA-Z0-9\s]', '', inputName).lower()
baseTexName = re.sub(r'[^a-zA-Z0-9\s]', '', baseTexName).lower()
sequenceScore = SequenceMatcher(None, inputName, baseTexName).ratio()
ratios.append(sequenceScore * 100)
highscore = max(ratios)
if highscore < 50:
return None
idx = ratios.index(highscore)
return shaderInputs[idx]
def buildDocument(textureFiles, mtlxFile, shadingModel, colorspace, useTiledImage):
'''
Build a MaterialX document from the given textures and shading model.
'''
# Find the default library nodedef, if any, for the requested shading model.
stdlib = mx.createDocument()
mx.loadLibraries(mx.getDefaultDataLibraryFolders(), mx.getDefaultDataSearchPath(), stdlib)
matchingNodeDefs = stdlib.getMatchingNodeDefs(shadingModel)
if not matchingNodeDefs:
print('Shading model', shadingModel, 'not found in the MaterialX data libraries')
return None
shadingModelNodeDef = matchingNodeDefs[0]
for nodeDef in matchingNodeDefs:
if nodeDef.getAttribute('isdefaultversion') == 'true':
shadingModelNodeDef = nodeDef
# Create content document.
doc = mx.createDocument()
materialName = mx.createValidName(mtlxFile.getBaseName().rsplit('.', 1)[0])
nodeGraph = doc.addNodeGraph('NG_' + materialName)
shaderNode = doc.addNode(shadingModel, 'SR_' + materialName, 'surfaceshader')
doc.addMaterialNode('M_' + materialName, shaderNode)
# Iterate over texture files.
imageNodeCategory = 'tiledimage' if useTiledImage else 'image'
udimNumbers = set()
for textureFile in textureFiles:
textureName = textureFile.getNameWithoutExtension()
shaderInput = findBestMatch(textureName, shadingModelNodeDef)
if not shaderInput:
print('Skipping', textureFile.getBaseName(), 'which does not match any', shadingModel, 'input')
continue
inputName = shaderInput.getName()
inputType = shaderInput.getType()
# Skip inputs that have already been created, e.g. in multi-UDIM materials.
if shaderNode.getInput(inputName) or nodeGraph.getChild(textureName):
continue
mtlInput = shaderNode.addInput(inputName)
textureName = nodeGraph.createValidChildName(textureName)
imageNode = nodeGraph.addNode(imageNodeCategory, textureName, inputType)
# Set color space.
if shaderInput.isColorType():
imageNode.setColorSpace(colorspace)
# Set file path.
filePathString = os.path.relpath(textureFile.asPattern(), mtlxFile.getParentPath().asString())
imageNode.setInputValue('file', filePathString, 'filename')
# Apply special cases for normal maps.
inputNode = imageNode
connNode = imageNode
inBetweenNodes = []
if inputName.endswith('normal') and shadingModel == 'standard_surface':
inBetweenNodes = ["normalmap"]
for inNodeName in inBetweenNodes:
connNode = nodeGraph.addNode(inNodeName, textureName + '_' + inNodeName, inputType)
connNode.setConnectedNode('in', inputNode)
inputNode = connNode
# Create output.
outputNode = nodeGraph.addOutput(textureName + '_output', inputType)
outputNode.setConnectedNode(connNode)
mtlInput.setConnectedOutput(outputNode)
mtlInput.setType(inputType)
if textureFile.isUdim():
udimNumbers.update(set(textureFile.getUdimNumbers()))
# Create udim set
if udimNumbers:
geomInfoName = doc.createValidChildName('GI_' + materialName)
geomInfo = doc.addGeomInfo(geomInfoName)
geomInfo.setGeomPropValue('udimset', list(udimNumbers), "stringarray")
# Return the new document
return doc
def main():
parser = argparse.ArgumentParser(description=__doc__)
parser.add_argument('--outputFilename', dest='outputFilename', type=str, help='Filename of the output MaterialX document.')
parser.add_argument('--shadingModel', dest='shadingModel', type=str, default="standard_surface", help='The shading model used in analyzing input textures.')
parser.add_argument('--colorSpace', dest='colorSpace', type=str, help='The colorspace in which input textures should be interpreted, defaulting to srgb_texture.')
parser.add_argument('--texturePrefix', dest='texturePrefix', type=str, help='Filter input textures by the given prefix.')
parser.add_argument('--tiledImage', dest='tiledImage', action="store_true", help='Request tiledimage nodes instead of image nodes.')
parser.add_argument(dest='inputDirectory', nargs='?', help='Input folder that will be scanned for textures, defaulting to the current working directory.')
options = parser.parse_args()
texturePath = mx.FilePath.getCurrentPath()
if options.inputDirectory:
texturePath = mx.FilePath(options.inputDirectory)
if not texturePath.isDirectory():
print('Input folder not found:', texturePath)
return
mtlxFile = texturePath / mx.FilePath('material.mtlx')
if options.outputFilename:
mtlxFile = mx.FilePath(options.outputFilename)
textureFiles = listTextures(texturePath, texturePrefix=options.texturePrefix)
if not textureFiles:
print('No matching textures found in input folder.')
return
# Get shading model and color space.
shadingModel = 'standard_surface'
colorspace = 'srgb_texture'
if options.shadingModel:
shadingModel = options.shadingModel
if options.colorSpace:
colorspace = options.colorSpace
print('Analyzing textures in the', texturePath.asString(), 'folder for the', shadingModel, 'shading model.')
# Create the MaterialX document.
doc = buildDocument(textureFiles, mtlxFile, shadingModel, colorspace, options.tiledImage)
if not doc:
return
if options.outputFilename:
# Write the document to disk.
if not mtlxFile.getParentPath().exists():
mtlxFile.getParentPath().createDirectory()
mx.writeToXmlFile(doc, mtlxFile.asString())
print('Wrote MaterialX document to disk:', mtlxFile.asString())
else:
# Print the document to the standard output.
print('Generated MaterialX document:')
print(mx.writeToXmlString(doc))
if __name__ == '__main__':
main()