USD: update USDHook.py example

Updated the example to include new hook functions
material_import_poll and on_material_import as well
as the new import_texture and export_texture
utilities which were introduced in #131559.

Also reformatted the existing documentation to include
subheaders and internal links, as the previous paragraph
format became difficult to follow.

Pull Request: https://projects.blender.org/blender/blender/pulls/132259
This commit is contained in:
Michael Kowalski
2024-12-30 15:50:08 +01:00
committed by Michael Kowalski
parent eb39d81afa
commit 8285d2d82e

View File

@@ -3,54 +3,179 @@ USD Hook Example
++++++++++++++++ ++++++++++++++++
This example shows an implementation of ``USDHook`` to extend USD This example shows an implementation of ``USDHook`` to extend USD
export and import functionalty. export and import functionality.
Callback Function API
*********************
One may optionally define any or all of the following callback functions One may optionally define any or all of the following callback functions
in the ``USDHook`` subclass. in the ``USDHook`` subclass.
Hook function ``on_export()`` is called before the USD export finalizes, on_export
allowing modifications to the USD stage immediately before it is ^^^^^^^^^
saved. This function takes as an argument an instance of an
internally defined class ``USDSceneExportContext`` which provides the
following accessors to the scene data:
- ``get_stage()`` returns the USD stage to be saved. Called before the USD export finalizes, allowing modifications to the USD
- ``get_depsgraph()`` returns the Blender scene dependency graph. stage immediately before it is saved.
Hook function ``on_material_export()`` is called for each material that is exported, Args:
allowing modifications to the USD material, such as shader generation.
It is called with three arguments:
-``export_context``: An instance of the internally defined type ``USDMaterialExportContext``. - ``export_context`` (`USDSceneExportContext`_): Provides access to the stage and dependency graph
-``bl_material``: The source Blender material.
-``usd_material``: The target USD material to be exported.
``USDMaterialExportContext`` implements a ``get_stage()`` function which returns the Returns:
USD stage to be saved.
- ``True`` on success or ``False`` if the operation was bypassed or otherwise failed to complete
on_material_export
^^^^^^^^^^^^^^^^^^
Called for each material that is exported, allowing modifications to the USD material,
such as shader generation.
Args:
- ``export_context`` (`USDMaterialExportContext`_): Provides access to the stage and a texture export utility function
- ``bl_material`` (``bpy.types.Material``): The source Blender material
- ``usd_material`` (``pxr.UsdShade.Material``): The target USD material to be exported
Returns:
- ``True`` on success or ``False`` if the operation was bypassed or otherwise failed to complete
Note that the target USD material might already have connected shaders created by the USD exporter or Note that the target USD material might already have connected shaders created by the USD exporter or
by other material export hooks. by other material export hooks.
Hook function ``on_import()`` is called after the USD import finalizes. This function takes on_import
as an argument an instance of an internally defined class ``USDSceneImportContext`` which provides the ^^^^^^^^^
following accessors to the scene data:
- ``get_prim_map()`` returns a dict where the key is an imported USD Prim path and the value a list of Called after the USD import finalizes.
the IDs created by the imported prim.
- ``get_stage()`` returns the USD stage which was imported.
The hook functions should return ``True`` on success or ``False`` if the operation was bypassed or Args:
otherwise failed to complete. Exceptions raised by these functions will be reported in Blender, with
the exception details printed to the console.
The ``USDHookExample`` class in this example impements the fllowing functions: - ``import_context`` (`USDSceneImportContext`_): Provides access to the stage and a map associating USD prim paths and Blender IDs
Returns:
- ``True`` on success or ``False`` if the operation was bypassed or otherwise failed to complete
material_import_poll
^^^^^^^^^^^^^^^^^^^^
Called to determine if the ``USDHook`` implementation can convert a given USD material.
Args:
- ``import_context`` (`USDMaterialImportContext`_): Provides access to the stage and a texture import utility function
- ``usd_material`` (``pxr.UsdShade.Material``): The source USD material to be exported
Returns:
- ``True`` if the hook can convert the material or ``False`` otherwise
If any hook returns ``True`` from ``material_import_poll``, the USD importer will skip standard ``USD Preview Surface`` or
``MaterialX`` import and invoke the hook's `on_material_import`_ method to convert the material instead.
on_material_import
^^^^^^^^^^^^^^^^^^
Called for each material that is imported, to allow converting the USD material to nodes on the Blender material.
To ensure that this function gets called, the hook must also implement the ``material_import_poll()`` callback to return
``True`` for the given USD material.
Args:
- ``import_context`` (`USDMaterialImportContext`_): Provides access to the stage and a texture import utility function
- ``bl_material`` (``bpy.types.Material``): The target Blender material with an empty node tree
- ``usd_material`` (``pxr.UsdShade.Material``): The source USD material to be imported
Returns:
- ``True`` on success or ``False`` if the conversion failed or otherwise did not complete
Context Classes
***************
Instances of the following built-in classes are provided as arguments to the callbacks.
USDSceneExportContext
^^^^^^^^^^^^^^^^^^^^^
Argument for `on_export`_.
Methods:
- ``get_stage()``: returns the USD stage to be saved
- ``get_depsgraph()``: returns the Blender scene dependency graph
USDMaterialExportContext
^^^^^^^^^^^^^^^^^^^^^^^^
Argument for `on_material_export`_.
Methods:
- ``get_stage()``: returns the USD stage to be saved
- ``export_texture(image: bpy.types.Image)``: Returns the USD asset path for the given texture image
The ``export_texture`` function will save in-memory images and may copy texture assets, depending on the current USD export options.
For example, by default calling ``export_texture(/foo/bar.png)`` will copy the file to a ``textures`` directory next to the exported
USD and will return the relative path ``./textures/bar.png``.
USDSceneImportContext
^^^^^^^^^^^^^^^^^^^^^
Argument for `on_import`_.
Methods:
- ``get_prim_map()`` returns a ``dict`` where the key is an imported USD Prim path and the value a ``list`` of the IDs created by the imported prim
- ``get_stage()`` returns the USD stage which was imported
USDMaterialImportContext
^^^^^^^^^^^^^^^^^^^^^^^^
Argument for `material_import_poll`_ and `on_material_import`_.
Methods:
- ``get_stage()``: returns the USD stage to be saved
- ``import_texture(asset_path: str)`: for the given USD texture asset path, returns a ``tuple[str, bool]``, containing the asset's local path and a bool indicating whether the path references a temporary file
The ``import_texture`` function may copy the texture to the local file system if the given asset path is a package-relative path for a
USDZ archive, depending on the current USD ``Import Textures`` options. When the ``Import Textures`` mode is ``Packed``, the texture
is saved to a temporary location and the second element of the returned tuple is ``True``, indicating that the file is temporary, in which
case it may be necessary to pack the image. The original asset path will be returned unchanged if it's already a local file or if it could not
be copied to a local destination.
Errors
******
Exceptions raised by these functions will be reported in Blender with the exception details printed to the console.
Example Code
************
The ``USDHookExample`` class in the example below implements the following functions:
- ``on_export()`` function to add custom data to the stage's root layer. - ``on_export()`` function to add custom data to the stage's root layer.
- ``on_material_export()`` function to create a simple ``MaterialX`` shader on the givne USD material. - ``on_material_export()`` function to create a simple ``MaterialX`` shader on the given USD material.
- ``on_import()`` function to create a text object to display the stage's custom layer data. - ``on_import()`` function to create a text object to display the stage's custom layer data.
- ``material_import_poll()`` returns ``True`` if the given USD material has an ``mtlx`` context.
- ``on_material_import()`` function to convert a simple ``MaterialX`` shader with a ``base_color`` input.
""" """
bl_info = {
"name": "USD Hook Example",
"blender": (4, 4, 0),
}
import bpy import bpy
import bpy.types import bpy.types
import pxr.Gf as Gf import pxr.Gf as Gf
@@ -146,6 +271,63 @@ class USDHookExample(bpy.types.USDHook):
return True return True
@staticmethod
def material_import_poll(import_context, usd_material):
"""
Return True if the given USD material can be converted.
Return False otherwise.
"""
# We can convert MaterialX.
surf_output = usd_material.GetSurfaceOutput("mtlx")
return bool(surf_output)
@staticmethod
def on_material_import(import_context, bl_material, usd_material):
"""
Import a simple mtlx material. Just handle the base_color input
of a ND_standard_surface_surfaceshader.
"""
# We must confirm that we can handle this material.
surf_output = usd_material.GetSurfaceOutput("mtlx")
if not surf_output:
return False
if not surf_output.HasConnectedSource():
return False
# Get the connected surface output source.
source = surf_output.GetConnectedSource()
# Get the shader prim from the source
shader = UsdShade.Shader(source[0])
id = shader.GetShaderId()
if id != "ND_standard_surface_surfaceshader":
return False
color_attr = shader.GetInput("base_color")
if color_attr is None:
return False
# Create the node tree
bl_material.use_nodes = True
node_tree = bl_material.node_tree
nodes = node_tree.nodes
bsdf = nodes.get("Principled BSDF")
assert bsdf
bsdf_base_color_input = bsdf.inputs['Base Color']
# Try to set the default color value.
# Get the authored default value
color = color_attr.Get()
if color is None:
return False
bsdf_base_color_input.default_value = (color[0], color[1], color[2], 1)
return True
def register(): def register():
bpy.utils.register_class(USDHookExample) bpy.utils.register_class(USDHookExample)