Refactor Cesium material export contract
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@@ -22,7 +22,7 @@ _HERE = os.path.dirname(os.path.abspath(__file__))
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if _HERE not in sys.path:
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sys.path.insert(0, _HERE)
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from osmassets.materials import link_alpha_clip # noqa: E402
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from osmassets.materials import CESIUM_EXPORT_PROPERTY, link_alpha_clip # noqa: E402
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# Marks a material this exporter produced, so a second pass over an instanced
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@@ -41,11 +41,11 @@ FOLIAGE_EMISSION = 0.25
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# exists because the apple atlas is genuinely dark: its green texels average
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# sRGB (0.249, 0.35, 0.12), a deep forest green, and the bark is darker still.
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# Rendered at true albedo that is correct — but nothing else in this scene is
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# at true albedo. Every other material goes through EXPORT_TINTS (grass mixes
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# 72% toward a bright green, the ribbed facade 86% toward white) and
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# EXPORT_EMISSION_OVERRIDES (0.18 on the buildings), all hand-tuned against
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# Cesium's washed-out default lighting. A new asset dropped in untuned is the
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# one thing rendering honestly, and next to the rest it reads as black.
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# at true albedo. Every other material goes through Cesium export contracts
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# (grass mixes 72% toward a bright green, the ribbed facade 86% toward white,
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# 0.18 emission on the buildings), all hand-tuned against Cesium's washed-out
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# default lighting. A new asset dropped in untuned is the one thing rendering
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# honestly, and next to the rest it reads as black.
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#
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# A gain rather than a tint, because a tint is what the other materials use and
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# it is wrong here: they are single-surface, this is an atlas holding leaves,
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@@ -65,6 +65,9 @@ FOLIAGE_ALBEDO_GAIN = 2.1
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# force on the trunk — bark just becomes a warmer brown, which it should be.
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FOLIAGE_SATURATION = 1.75
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# Legacy fallback for .blend files created before materials carried their own
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# `cesium_export` custom property. New scenes should get these values from
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# catalog.MATERIALS[*]["cesium"], serialized by osmassets.materials.from_spec().
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EXPORT_TINTS = {
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"Grass": ((0.12, 0.48, 0.08), 0.72),
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"Tree Crown Dark": ((0.06, 0.22, 0.05), 0.18),
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@@ -142,6 +145,18 @@ def source_color(material):
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return color
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def cesium_contract(material):
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payload = material.get(CESIUM_EXPORT_PROPERTY)
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if not payload:
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return {}
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try:
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if isinstance(payload, str):
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payload = json.loads(payload)
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except (TypeError, ValueError):
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return {}
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return payload if isinstance(payload, dict) else {}
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def principled_bsdf(material):
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if not material.use_nodes:
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return None
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@@ -225,8 +240,7 @@ def tinted_image(source, name, tint, factor):
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return result
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def cesium_tinted_image(material, source):
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tint = EXPORT_TINTS.get(material.name)
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def cesium_tinted_image(material, source, tint):
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if not tint or not source:
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return source
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color, factor = tint
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@@ -328,8 +342,11 @@ def tree_crown_image():
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def make_export_material(material):
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contract = cesium_contract(material)
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result = material.copy()
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result.name = EXPORT_PREFIX + material.name
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if CESIUM_EXPORT_PROPERTY in result:
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del result[CESIUM_EXPORT_PROPERTY]
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result.use_nodes = True
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nodes = result.node_tree.nodes
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links = result.node_tree.links
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@@ -339,14 +356,20 @@ def make_export_material(material):
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output.location = (520, 0)
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bsdf = nodes.new("ShaderNodeBsdfPrincipled")
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bsdf.location = (250, 0)
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base_color = EXPORT_BASE_COLOR_OVERRIDES.get(
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material.name, source_color(material))
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has_base_color_override = (
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"base_color" in contract or
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material.name in EXPORT_BASE_COLOR_OVERRIDES
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)
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base_color = contract.get("base_color", EXPORT_BASE_COLOR_OVERRIDES.get(
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material.name, source_color(material)))
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bsdf.inputs["Base Color"].default_value = (*base_color, 1.0)
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bsdf.inputs["Roughness"].default_value = source_principled_value(
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material, "Roughness", 0.8)
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bsdf.inputs["Metallic"].default_value = EXPORT_METALLIC_OVERRIDES.get(
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material.name, source_principled_value(material, "Metallic", 0.0))
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emission = EXPORT_EMISSION_OVERRIDES.get(material.name)
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bsdf.inputs["Metallic"].default_value = contract.get(
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"metallic", EXPORT_METALLIC_OVERRIDES.get(
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material.name, source_principled_value(material, "Metallic", 0.0)))
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emission = contract.get(
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"emission", EXPORT_EMISSION_OVERRIDES.get(material.name))
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if emission:
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emission_color, emission_strength = emission
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if "Emission Color" in bsdf.inputs:
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@@ -365,13 +388,14 @@ def make_export_material(material):
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if material.name == "Tree Crown":
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diffuse = tree_crown_image()
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else:
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diffuse = cesium_tinted_image(material, diffuse)
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tint = contract.get("tint", EXPORT_TINTS.get(material.name))
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diffuse = cesium_tinted_image(material, diffuse, tint)
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if alpha_clipped and diffuse is not None:
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safe_name = material.name.replace(" ", "_")
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diffuse = alpha_dilated_image(
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diffuse, f"{EXPORT_PREFIX}{safe_name} Dilated",
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gain=FOLIAGE_ALBEDO_GAIN, saturation=FOLIAGE_SATURATION)
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if material.name in EXPORT_BASE_COLOR_OVERRIDES:
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if has_base_color_override:
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diffuse = None
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normal = None
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mapping = None
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@@ -416,10 +440,9 @@ def make_export_material(material):
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# Lift the crown out of Cesium's ambient. The preview configures no
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# environment map, so anything the sun does not hit directly falls to a
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# weak default spherical-harmonic term — which is why every other
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# material here carries an EXPORT_EMISSION_OVERRIDES entry. A crown is
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# mostly self-shadowed leaf cards facing away from the sun, so at
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# distance it collapses into one dark mass while a sunlit close-up
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# still reads fine.
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# material here carries an emission override. A crown is mostly
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# self-shadowed leaf cards facing away from the sun, so at distance it
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# collapses into one dark mass while a sunlit close-up still reads fine.
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#
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# Feed the diffuse back in as the emissive texture rather than using a
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# flat colour: a constant would wash the bark with leaf green, whereas
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