From 7ec1cb77a46675a2e986a78f6081594d67f996a5 Mon Sep 17 00:00:00 2001 From: Kayla Man <64118225+moonyuet@users.noreply.github.com> Date: Thu, 23 Feb 2023 23:00:16 +0800 Subject: [PATCH] maya gltf texture convertor and validator (#4261) MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-authored-by: Ondřej Samohel <33513211+antirotor@users.noreply.github.com> --- .../maya/plugins/publish/extract_gltf.py | 3 + .../plugins/publish/validate_glsl_material.py | 207 ++++++++++++++++++ .../plugins/publish/validate_glsl_plugin.py | 31 +++ .../defaults/project_settings/maya.json | 15 ++ .../schemas/schema_maya_publish.json | 32 +++ 5 files changed, 288 insertions(+) create mode 100644 openpype/hosts/maya/plugins/publish/validate_glsl_material.py create mode 100644 openpype/hosts/maya/plugins/publish/validate_glsl_plugin.py diff --git a/openpype/hosts/maya/plugins/publish/extract_gltf.py b/openpype/hosts/maya/plugins/publish/extract_gltf.py index f5ceed5f33..ac258ffb3d 100644 --- a/openpype/hosts/maya/plugins/publish/extract_gltf.py +++ b/openpype/hosts/maya/plugins/publish/extract_gltf.py @@ -22,6 +22,8 @@ class ExtractGLB(publish.Extractor): self.log.info("Extracting GLB to: {}".format(path)) + cmds.loadPlugin("maya2glTF", quiet=True) + nodes = instance[:] self.log.info("Instance: {0}".format(nodes)) @@ -45,6 +47,7 @@ class ExtractGLB(publish.Extractor): "glb": True, "vno": True # visibleNodeOnly } + with lib.maintained_selection(): cmds.select(nodes, hi=True, noExpand=True) extract_gltf(staging_dir, diff --git a/openpype/hosts/maya/plugins/publish/validate_glsl_material.py b/openpype/hosts/maya/plugins/publish/validate_glsl_material.py new file mode 100644 index 0000000000..10c48da404 --- /dev/null +++ b/openpype/hosts/maya/plugins/publish/validate_glsl_material.py @@ -0,0 +1,207 @@ +import os +from maya import cmds + +import pyblish.api +from openpype.pipeline.publish import ( + RepairAction, + ValidateContentsOrder +) +from openpype.pipeline import PublishValidationError + + +class ValidateGLSLMaterial(pyblish.api.InstancePlugin): + """ + Validate if the asset uses GLSL Shader + """ + + order = ValidateContentsOrder + 0.1 + families = ['gltf'] + hosts = ['maya'] + label = 'GLSL Shader for GLTF' + actions = [RepairAction] + optional = True + active = True + + def process(self, instance): + shading_grp = self.get_material_from_shapes(instance) + if not shading_grp: + raise PublishValidationError("No shading group found") + invalid = self.get_texture_shader_invalid(instance) + if invalid: + raise PublishValidationError("Non GLSL Shader found: " + "{0}".format(invalid)) + + def get_material_from_shapes(self, instance): + shapes = cmds.ls(instance, type="mesh", long=True) + for shape in shapes: + shading_grp = cmds.listConnections(shape, + destination=True, + type="shadingEngine") + + return shading_grp or [] + + def get_texture_shader_invalid(self, instance): + + invalid = set() + shading_grp = self.get_material_from_shapes(instance) + for shading_group in shading_grp: + material_name = "{}.surfaceShader".format(shading_group) + material = cmds.listConnections(material_name, + source=True, + destination=False, + type="GLSLShader") + + if not material: + # add material name + material = cmds.listConnections(material_name)[0] + invalid.add(material) + + return list(invalid) + + @classmethod + def repair(cls, instance): + """ + Repair instance by assigning GLSL Shader + to the material + """ + cls.assign_glsl_shader(instance) + return + + @classmethod + def assign_glsl_shader(cls, instance): + """ + Converting StingrayPBS material to GLSL Shaders + for the glb export through Maya2GLTF plugin + """ + + meshes = cmds.ls(instance, type="mesh", long=True) + cls.log.info("meshes: {}".format(meshes)) + # load the glsl shader plugin + cmds.loadPlugin("glslShader", quiet=True) + + for mesh in meshes: + # create glsl shader + glsl = cmds.createNode('GLSLShader') + glsl_shading_grp = cmds.sets(name=glsl + "SG", empty=True, + renderable=True, noSurfaceShader=True) + cmds.connectAttr(glsl + ".outColor", + glsl_shading_grp + ".surfaceShader") + + # load the maya2gltf shader + ogsfx_path = instance.context.data["project_settings"]["maya"]["publish"]["ExtractGLB"]["ogsfx_path"] # noqa + if not os.path.exists(ogsfx_path): + if ogsfx_path: + # if custom ogsfx path is not specified + # the log below is the warning for the user + cls.log.warning("ogsfx shader file " + "not found in {}".format(ogsfx_path)) + + cls.log.info("Find the ogsfx shader file in " + "default maya directory...") + # re-direct to search the ogsfx path in maya_dir + ogsfx_path = os.getenv("MAYA_APP_DIR") + ogsfx_path + if not os.path.exists(ogsfx_path): + raise PublishValidationError("The ogsfx shader file does not " # noqa + "exist: {}".format(ogsfx_path)) # noqa + + cmds.setAttr(glsl + ".shader", ogsfx_path, typ="string") + # list the materials used for the assets + shading_grp = cmds.listConnections(mesh, + destination=True, + type="shadingEngine") + + # get the materials related to the selected assets + for material in shading_grp: + pbs_shader = cmds.listConnections(material, + destination=True, + type="StingrayPBS") + if pbs_shader: + cls.pbs_shader_conversion(pbs_shader, glsl) + # setting up to relink the texture if + # the mesh is with aiStandardSurface + arnold_shader = cmds.listConnections(material, + destination=True, + type="aiStandardSurface") + if arnold_shader: + cls.arnold_shader_conversion(arnold_shader, glsl) + + cmds.sets(mesh, forceElement=str(glsl_shading_grp)) + + @classmethod + def pbs_shader_conversion(cls, main_shader, glsl): + + cls.log.info("StringrayPBS detected " + "-> Can do texture conversion") + + for shader in main_shader: + # get the file textures related to the PBS Shader + albedo = cmds.listConnections(shader + + ".TEX_color_map") + if albedo: + dif_output = albedo[0] + ".outColor" + # get the glsl_shader input + # reconnect the file nodes to maya2gltf shader + glsl_dif = glsl + ".u_BaseColorTexture" + cmds.connectAttr(dif_output, glsl_dif) + + # connect orm map if there is one + orm_packed = cmds.listConnections(shader + + ".TEX_ao_map") + if orm_packed: + orm_output = orm_packed[0] + ".outColor" + + mtl = glsl + ".u_MetallicTexture" + ao = glsl + ".u_OcclusionTexture" + rough = glsl + ".u_RoughnessTexture" + + cmds.connectAttr(orm_output, mtl) + cmds.connectAttr(orm_output, ao) + cmds.connectAttr(orm_output, rough) + + # connect nrm map if there is one + nrm = cmds.listConnections(shader + + ".TEX_normal_map") + if nrm: + nrm_output = nrm[0] + ".outColor" + glsl_nrm = glsl + ".u_NormalTexture" + cmds.connectAttr(nrm_output, glsl_nrm) + + @classmethod + def arnold_shader_conversion(cls, main_shader, glsl): + cls.log.info("aiStandardSurface detected " + "-> Can do texture conversion") + + for shader in main_shader: + # get the file textures related to the PBS Shader + albedo = cmds.listConnections(shader + ".baseColor") + if albedo: + dif_output = albedo[0] + ".outColor" + # get the glsl_shader input + # reconnect the file nodes to maya2gltf shader + glsl_dif = glsl + ".u_BaseColorTexture" + cmds.connectAttr(dif_output, glsl_dif) + + orm_packed = cmds.listConnections(shader + + ".specularRoughness") + if orm_packed: + orm_output = orm_packed[0] + ".outColor" + + mtl = glsl + ".u_MetallicTexture" + ao = glsl + ".u_OcclusionTexture" + rough = glsl + ".u_RoughnessTexture" + + cmds.connectAttr(orm_output, mtl) + cmds.connectAttr(orm_output, ao) + cmds.connectAttr(orm_output, rough) + + # connect nrm map if there is one + bump_node = cmds.listConnections(shader + + ".normalCamera") + if bump_node: + for bump in bump_node: + nrm = cmds.listConnections(bump + + ".bumpValue") + if nrm: + nrm_output = nrm[0] + ".outColor" + glsl_nrm = glsl + ".u_NormalTexture" + cmds.connectAttr(nrm_output, glsl_nrm) diff --git a/openpype/hosts/maya/plugins/publish/validate_glsl_plugin.py b/openpype/hosts/maya/plugins/publish/validate_glsl_plugin.py new file mode 100644 index 0000000000..53c2cf548a --- /dev/null +++ b/openpype/hosts/maya/plugins/publish/validate_glsl_plugin.py @@ -0,0 +1,31 @@ + +from maya import cmds + +import pyblish.api +from openpype.pipeline.publish import ( + RepairAction, + ValidateContentsOrder +) + + +class ValidateGLSLPlugin(pyblish.api.InstancePlugin): + """ + Validate if the asset uses GLSL Shader + """ + + order = ValidateContentsOrder + 0.15 + families = ['gltf'] + hosts = ['maya'] + label = 'maya2glTF plugin' + actions = [RepairAction] + + def process(self, instance): + if not cmds.pluginInfo("maya2glTF", query=True, loaded=True): + raise RuntimeError("maya2glTF is not loaded") + + @classmethod + def repair(cls, instance): + """ + Repair instance by enabling the plugin + """ + return cmds.loadPlugin("maya2glTF", quiet=True) diff --git a/openpype/settings/defaults/project_settings/maya.json b/openpype/settings/defaults/project_settings/maya.json index b590a56da6..32b141566b 100644 --- a/openpype/settings/defaults/project_settings/maya.json +++ b/openpype/settings/defaults/project_settings/maya.json @@ -407,6 +407,16 @@ "optional": false, "active": true }, + "ValidateGLSLMaterial": { + "enabled": true, + "optional": false, + "active": true + }, + "ValidateGLSLPlugin": { + "enabled": true, + "optional": false, + "active": true + }, "ValidateRenderImageRule": { "enabled": true, "optional": false, @@ -898,6 +908,11 @@ "optional": true, "active": true, "bake_attributes": [] + }, + "ExtractGLB": { + "enabled": true, + "active": true, + "ogsfx_path": "/maya2glTF/PBR/shaders/glTF_PBR.ogsfx" } }, "load": { diff --git a/openpype/settings/entities/schemas/projects_schema/schemas/schema_maya_publish.json b/openpype/settings/entities/schemas/projects_schema/schemas/schema_maya_publish.json index 873bb79c95..994e2d0032 100644 --- a/openpype/settings/entities/schemas/projects_schema/schemas/schema_maya_publish.json +++ b/openpype/settings/entities/schemas/projects_schema/schemas/schema_maya_publish.json @@ -408,6 +408,14 @@ "key": "ValidateCurrentRenderLayerIsRenderable", "label": "Validate Current Render Layer Has Renderable Camera" }, + { + "key": "ValidateGLSLMaterial", + "label": "Validate GLSL Material" + }, + { + "key": "ValidateGLSLPlugin", + "label": "Validate GLSL Plugin" + }, { "key": "ValidateRenderImageRule", "label": "Validate Images File Rule (Workspace)" @@ -956,6 +964,30 @@ "is_list": true } ] + }, + { + "type": "dict", + "collapsible": true, + "key": "ExtractGLB", + "label": "Extract GLB", + "checkbox_key": "enabled", + "children": [ + { + "type": "boolean", + "key": "enabled", + "label": "Enabled" + }, + { + "type": "boolean", + "key": "active", + "label": "Active" + }, + { + "type": "text", + "key": "ogsfx_path", + "label": "GLSL Shader Directory" + } + ] } ] }