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February 19, 2023 10:13
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UnityのMaskmapをMetallic/Occlusion/Detail Mapに変換するスクリプト
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from pathlib import Path | |
import numpy as np | |
from PIL import Image | |
def open_maskmap(path: Path) -> np.ndarray: | |
img = Image.open(path) | |
return np.asarray(img) | |
def mask2metallic(maskmap: np.ndarray) -> Image.Image: | |
metallic = np.dstack([maskmap[:, :, 0], maskmap[:, :, 3]]) | |
return Image.fromarray(metallic, "LA") | |
def mask2occlusion(maskmap: np.ndarray) -> Image.Image: | |
occlusion = maskmap[:, :, 1] | |
return Image.fromarray(occlusion, "L") | |
def mask2detail(maskmap: np.ndarray) -> Image.Image: | |
detail = maskmap[:, :, 2] | |
return Image.fromarray(detail, "L") | |
if __name__ == "__main__": | |
# ここら辺は各自の環境で書き換える | |
parent_folder = Path(r"/path/to/Textures") | |
for child_folder in parent_folder.iterdir(): | |
for p in child_folder.glob("*_MaskMap.png"): | |
mask = open_maskmap(p) | |
metallic = mask2metallic(mask) | |
metallic.save(child_folder / p.name.replace("MaskMap", "MetallicMap")) | |
occlusion = mask2occlusion(mask) | |
occlusion.save(child_folder / p.name.replace("MaskMap", "OcclusionMap")) | |
detail = mask2detail(mask) | |
detail.save(child_folder / p.name.replace("MaskMap", "DetailMap")) |
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