Extra Material List - Blender Addon
Have you ever struggled with the tiny pop-up list in the material Node Editor? So have I!
Therefore, I made an addon that enables to pop-up an extra material list with specified number of rows and columns. Optionally, you can display all materials in a plain list.
Moreover, there is a button to remove material and node group duplicates (ending with .001, .002, etc), which might occur after appending assets from external files.
Features
- Two display options (preview and plain list)
- Display object and world materials
- Eliminate duplicates for node groups and materials
- Located in Node Editor - Tools panel (T)
Download
blender-addons/extra-material-list/0.2/ExtraMaterialList.py (Source)
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#------------------------------------------------------------------------------- # Extra Material List - Addon for Blender # # - Two display options (preview and plain list) # - Display object and world materials # - Eliminate duplicates for node groups and materials # # Version: 0.2 # Revised: 11.08.2017 # Author: Miki (meshlogic) #------------------------------------------------------------------------------- bl_info = { "name": "Extra Material List", "author": "Miki (meshlogic)", "category": "Node", "description": "An alternative object/world material list for Node Editor.", "location": "Node Editor > Tools > Material List", "version": (0, 2), "blender": (2, 79, 0) } import bpy from bpy.props import * from bpy.types import Menu, Operator, Panel, UIList from bpy.app.handlers import persistent #------------------------------------------------------------------------------- # UI PANEL - Extra Material List #------------------------------------------------------------------------------- class ExtraMaterialList_PT(Panel): bl_space_type = 'NODE_EDITOR' bl_region_type = 'TOOLS' bl_category = "Material List" bl_label = "Extra Material List" #--- Available only for "shading nodes" render @classmethod def poll(cls, context): cs = context.scene return cs.render.use_shading_nodes #--- Draw Panel def draw(self, context): layout = self.layout cs = context.scene sdata = context.space_data props = cs.extra_material_list #--- Shader tree and type selection row = layout.row() row.alignment = 'CENTER' row.prop(sdata, "tree_type", text="", expand=True) row.prop(sdata, "shader_type", text="", expand=True) #--- Proceed only for OBJECT/WORLD shader node trees if sdata.tree_type != 'ShaderNodeTree' or (sdata.shader_type != 'OBJECT' and sdata.shader_type != 'WORLD'): return #--- List style buttons row = layout.row() row.prop(props, "style", expand=True) #----------------------------------------------------------------------- # PREVIEW Style #----------------------------------------------------------------------- if props.style == 'PREVIEW': #--- Num. of rows & cols for the preview list row = layout.row() split = row.split(percentage=0.6) col = split.column(True) col.prop(props, "rows") col.prop(props, "cols") #--- Object materials if sdata.shader_type == 'OBJECT': # List of all scene materials mat_list = bpy.data.materials # Current active material if hasattr(sdata.id_from, "active_material"): mat = sdata.id_from.active_material else: return # Navigation button PREV sub = split.column() sub.scale_y = 2 sub.operator("extra_material_list.nav", text="", icon='BACK').dir = 'PREV' sub.enabled = enable_prev_button(mat, mat_list) # Navigation button NEXT sub = split.column() sub.scale_y = 2 sub.operator("extra_material_list.nav", text="", icon='FORWARD').dir = 'NEXT' sub.enabled = enable_next_button(mat, mat_list) # Preview list layout.template_ID_preview( sdata.id_from, "active_material", new = "material.new", rows = props.rows, cols = props.cols ) #--- World materials elif sdata.shader_type == 'WORLD': # List of all scene worlds world_list = bpy.data.worlds # Current active world world = context.scene.world # Navigation button PREV sub = split.column() sub.scale_y = 2 sub.operator("extra_material_list.nav", text="", icon='BACK').dir = 'PREV' sub.enabled = enable_prev_button(world, world_list) # Navigation button NEXT sub = split.column() sub.scale_y = 2 sub.operator("extra_material_list.nav", text="", icon='FORWARD').dir = 'NEXT' sub.enabled = enable_next_button(world, world_list) # Preview list layout.template_ID_preview( cs, "world", new = "world.new", rows = props.rows, cols = props.cols ) layout.separator() #----------------------------------------------------------------------- # LIST Style #----------------------------------------------------------------------- elif props.style == 'LIST': #--- Object materials if sdata.shader_type == 'OBJECT': layout.template_list( "extra_material_list.material_list", "", bpy.data, "materials", props, "material_id", rows = len(bpy.data.materials) ) #--- World materials elif sdata.shader_type == 'WORLD': layout.template_list( "extra_material_list.material_list", "", bpy.data, "worlds", props, "world_id", rows = len(bpy.data.worlds) ) #--- Show icons prop row = layout.row() row.prop(props, "show_icons") #----------------------------------------------------------------------- # ELIMINATE Duplicates #----------------------------------------------------------------------- row = layout.row() row.label("Eliminate Duplicates:", icon='RADIO') row = layout.row(True) row.operator("extra_material_list.eliminate_nodegroups", text="Node Groups") row.operator("extra_material_list.eliminate_materials", text="Materials") #------------------------------------------------------------------------------- # Functions to decide if enable/disable navigation buttons #------------------------------------------------------------------------------- def enable_prev_button(item, item_list): if item != None and len(item_list) > 0: return item != item_list[0] else: return False def enable_next_button(item, item_list): if item != None and len(item_list) > 0: return item != item_list[-1] else: return False #------------------------------------------------------------------------------- # CUSTOM TEMPLATE_LIST FOR MATERIALS #------------------------------------------------------------------------------- class ExtraMaterialList_UL(UIList): bl_idname = "extra_material_list.material_list" def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): props = bpy.context.scene.extra_material_list # Material name and icon row = layout.row(True) if props.show_icons: row.prop(item, "name", text="", emboss=False, icon_value=icon) else: row.prop(item, "name", text="", emboss=False, icon_value=0) # Material status (fake user, zero users) row = row.row(True) row.alignment = 'RIGHT' if item.use_fake_user: row.label("F") else: if item.users == 0: row.label("0") #--- Update the active material when you select another item in the template_list def update_active_material(self, context): try: id = bpy.context.scene.extra_material_list.material_id if id < len(bpy.data.materials): mat = bpy.data.materials[id] bpy.context.object.active_material = mat except: pass #--- Update the active world shader when you select another item in the template_list def update_active_world(self, context): try: id = bpy.context.scene.extra_material_list.world_id if id < len(bpy.data.worlds): world = bpy.data.worlds[id] bpy.context.scene.world = world except: pass #------------------------------------------------------------------------------- # ELIMINATE MATERIAL DUPLICATES #------------------------------------------------------------------------------- class ExtraMaterialList_PT_EliminateMaterials(Operator): bl_idname = "extra_material_list.eliminate_materials" bl_label = "Eliminate Material Duplicates" bl_description = "Eliminate material duplicates (ending with .001, .002, etc) and replace them with the original material if found." def execute(self, context): print("\nEliminate Material Duplicates:") mats = bpy.data.materials #--- Search for mat. slots in all objects for obj in bpy.data.objects: for slot in obj.material_slots: # Get the material name as 3-tuple (base, separator, extension) (base, sep, ext) = slot.name.rpartition('.') # Replace the numbered duplicate with the original if found if ext.isnumeric(): if base in mats: print(" For object '%s' replace '%s' with '%s'" % (obj.name, slot.name, base)) slot.material = mats.get(base) return{'FINISHED'} #------------------------------------------------------------------------------- # ELIMINATE NODE GROUP DUPLICATES #------------------------------------------------------------------------------- class ExtraMaterialList_PT_EliminateNodeGroups(Operator): bl_idname = "extra_material_list.eliminate_nodegroups" bl_label = "Eliminate Node Group Duplicates" bl_description = "Eliminate node group duplicates (ending with .001, .002, etc) and replace them with the original node group if found." #--- Eliminate node group duplicate with the original group found def eliminate(self, node): node_groups = bpy.data.node_groups # Get the node group name as 3-tuple (base, separator, extension) (base, sep, ext) = node.node_tree.name.rpartition('.') # Replace the numbered duplicate with original if found if ext.isnumeric(): if base in node_groups: print(" Replace '%s' with '%s'" % (node.node_tree.name, base)) node.node_tree.use_fake_user = False node.node_tree = node_groups.get(base) #--- Execute def execute(self, context): print("\nEliminate Node Group Duplicates:") mats = list(bpy.data.materials) worlds = list(bpy.data.worlds) node_groups = bpy.data.node_groups #--- Search for duplicates in the actual node groups for group in node_groups: for node in group.nodes: if node.type == 'GROUP': self.eliminate(node) #--- Search for duplicates in materials for mat in mats + worlds: if mat.use_nodes: for node in mat.node_tree.nodes: if node.type == 'GROUP': self.eliminate(node) return{'FINISHED'} #------------------------------------------------------------------------------- # NAVIGATION OPERATOR #------------------------------------------------------------------------------- class ExtraMaterialList_PT_Nav(Operator): bl_idname = "extra_material_list.nav" bl_label = "Nav" bl_description = "Navigation button" dir = EnumProperty( items = [ ('NEXT', "PREV", "PREV"), ('PREV', "PREV", "PREV") ], name = "dir", default = 'NEXT') def execute(self, context): sdata = context.space_data #--- Navigate in object materials if sdata.shader_type == 'OBJECT': # List of all scene materials mat_list = list(bpy.data.materials) # Get index of the current active material mat = sdata.id_from.active_material if mat in mat_list: id = mat_list.index(mat) else: return{'FINISHED'} # Navigate if self.dir == 'NEXT': if id+1 < len(mat_list): sdata.id_from.active_material = mat_list[id+1] if self.dir == 'PREV': if id > 0: sdata.id_from.active_material = mat_list[id-1] #--- Navigate in worlds elif sdata.shader_type == 'WORLD': # List of all scene worlds world_list = list(bpy.data.worlds) # Get index of the current active world world = context.scene.world if world in world_list: id = world_list.index(world) else: return{'FINISHED'} # Navigate if self.dir == 'NEXT': if id+1 < len(world_list): context.scene.world = world_list[id+1] if self.dir == 'PREV': if id > 0: context.scene.world = world_list[id-1] return{'FINISHED'} #------------------------------------------------------------------------------- # CUSTOM HANDLER (scene_update_post) # - This handler is invoked after the scene updates # - Keeps template_list synced with the active material #------------------------------------------------------------------------------- @persistent def update_material_list(context): try: props = bpy.context.scene.extra_material_list #--- Update world list try: world = bpy.context.scene.world if world != None: id = bpy.data.worlds.find(world.name) if id != -1 and id != props.world_id: props.world_id = id except: pass #--- Update material list try: mat = bpy.context.object.active_material if mat != None: id = bpy.data.materials.find(mat.name) if id != -1 and id != props.material_id: props.material_id = id except: pass except: pass #------------------------------------------------------------------------------- # CUSTOM SCENE PROPS #------------------------------------------------------------------------------- class ExtraMaterialList_Props(bpy.types.PropertyGroup): style = EnumProperty( items = [ ('PREVIEW', "Preview", "", 0), ('LIST', "List", "", 1), ], default = 'PREVIEW', name = "Style", description = "Material list style") rows = IntProperty( name = "Rows", description = "Num. of rows in the preview list", default = 5, min = 1, max = 15) cols = IntProperty( name = "Cols", description = "Num. of columns in the preview list", default = 10, min = 1, max = 30) # Index of the active material in the template_list material_id = IntProperty( default = 0, update = update_active_material) # Index of the active world in the template_list world_id = IntProperty( default = 0, update = update_active_world) show_icons = BoolProperty( name = "Show material icons", default = False) #------------------------------------------------------------------------------- # REGISTER/UNREGISTER ADDON CLASSES #------------------------------------------------------------------------------- def register(): bpy.utils.register_module(__name__) bpy.types.Scene.extra_material_list = PointerProperty(type=ExtraMaterialList_Props) bpy.app.handlers.scene_update_post.append(update_material_list) def unregister(): bpy.utils.unregister_module(__name__) del bpy.types.Scene.extra_material_list bpy.app.handlers.scene_update_post.remove(update_material_list) if __name__ == "__main__": register() |
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