Created
July 31, 2023 14:46
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Vertex color to material blender
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import bpy | |
def create_material(color_name, color): | |
# Create a new material with the given color | |
mat = bpy.data.materials.new(name=color_name) | |
mat.use_nodes = True | |
nodes = mat.node_tree.nodes | |
principled_bsdf = nodes.get("Principled BSDF") | |
if principled_bsdf is not None: | |
principled_bsdf.inputs["Base Color"].default_value = (color) | |
else: | |
diffuse_shader = nodes.get("Diffuse BSDF") | |
if diffuse_shader is not None: | |
diffuse_shader.inputs["Color"].default_value = (color) | |
return mat | |
# Get active object | |
obj = bpy.context.active_object | |
if obj is not None and obj.type == "MESH" and obj.data.vertex_colors: | |
vertex_colors = obj.data.vertex_colors.active.data | |
# Dictionary to store unique colors | |
unique_colors = {} | |
# Loop through each vertex | |
for loop_idx, loop in enumerate(obj.data.loops): | |
color = vertex_colors[loop_idx].color | |
# Round color vgalues | |
rounded_color = tuple(round(c, 3) for c in color) | |
# Add the color to the dictionary if it doesn't exist already | |
if rounded_color not in unique_colors: | |
unique_colors[rounded_color] = [] | |
# Append the vertex index to the list associated with the color | |
unique_colors[rounded_color].append(loop.vertex_index) | |
# Create a material for each unique color | |
for idx, (color, vertex_indices) in enumerate(unique_colors.items()): | |
color_name = f"ColorMaterial_{idx}" | |
material = create_material(color_name, color) | |
# Assign the material to the selected vertices | |
bpy.context.view_layer.objects.active = obj | |
bpy.ops.object.mode_set(mode='EDIT') | |
bpy.ops.mesh.select_all(action='DESELECT') | |
bpy.ops.object.mode_set(mode='OBJECT') | |
for vertex_index in vertex_indices: | |
obj.data.vertices[vertex_index].select = True | |
bpy.context.view_layer.objects.active = obj | |
bpy.ops.object.material_slot_add() | |
obj.data.materials[-1] = material | |
bpy.ops.object.mode_set(mode='OBJECT') | |
# Link the material to the corresponding faces | |
for poly in obj.data.polygons: | |
for loop_index in poly.loop_indices: | |
vertex_index = obj.data.loops[loop_index].vertex_index | |
if vertex_index in vertex_indices: | |
poly.material_index = len(obj.data.materials) - 1 | |
break | |
bpy.ops.object.mode_set(mode='OBJECT') | |
bpy.context.view_layer.update() |
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