559 lines
22 KiB
Python
559 lines
22 KiB
Python
import bpy
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from . import cache
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from .. utility import *
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def assemble():
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configure_world()
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configure_lights()
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configure_meshes()
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def init(self, prev_container):
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store_existing(prev_container)
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set_settings()
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configure_world()
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configure_lights()
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configure_meshes(self)
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def configure_world():
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pass
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def configure_lights():
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pass
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def configure_meshes(self):
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for obj in bpy.data.objects:
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if obj.type == "MESH":
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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cache.backup_material_restore(obj)
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for obj in bpy.data.objects:
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if obj.type == "MESH":
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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cache.backup_material_rename(obj)
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for mat in bpy.data.materials:
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if mat.users < 1:
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bpy.data.materials.remove(mat)
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for mat in bpy.data.materials:
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if mat.name.startswith("."):
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if "_Original" in mat.name:
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bpy.data.materials.remove(mat)
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for image in bpy.data.images:
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if image.name.endswith("_baked"):
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bpy.data.images.remove(image, do_unlink=True)
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iterNum = 0
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currentIterNum = 0
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scene = bpy.context.scene
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for obj in bpy.data.objects:
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if obj.type == "MESH":
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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for slot in obj.material_slots:
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if "." + slot.name + '_Original' in bpy.data.materials:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("The material: " + slot.name + " shifted to " + "." + slot.name + '_Original')
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slot.material = bpy.data.materials["." + slot.name + '_Original']
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#ATLAS
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for atlasgroup in scene.TLM_AtlasList:
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atlas = atlasgroup.name
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atlas_items = []
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bpy.ops.object.select_all(action='DESELECT')
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for obj in bpy.data.objects:
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
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uv_layers = obj.data.uv_layers
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if not "UVMap_Lightmap" in uv_layers:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("UVMap made A")
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uvmap = uv_layers.new(name="UVMap_Lightmap")
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uv_layers.active_index = len(uv_layers) - 1
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else:
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print("Existing found...skipping")
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for i in range(0, len(uv_layers)):
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if uv_layers[i].name == 'UVMap_Lightmap':
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uv_layers.active_index = i
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Lightmap shift A")
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break
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atlas_items.append(obj)
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obj.select_set(True)
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if scene.TLM_SceneProperties.tlm_apply_on_unwrap:
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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if atlasgroup.tlm_atlas_lightmap_unwrap_mode == "SmartProject":
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Smart Project A for: " + str(atlas_items))
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for obj in atlas_items:
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print(obj.name + ": Active UV: " + obj.data.uv_layers[obj.data.uv_layers.active_index].name)
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if len(atlas_items) > 0:
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bpy.context.view_layer.objects.active = atlas_items[0]
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=atlasgroup.tlm_atlas_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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elif atlasgroup.tlm_atlas_lightmap_unwrap_mode == "Lightmap":
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.uv.lightmap_pack('EXEC_SCREEN', PREF_CONTEXT='ALL_FACES', PREF_MARGIN_DIV=atlasgroup.tlm_atlas_unwrap_margin)
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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elif atlasgroup.tlm_atlas_lightmap_unwrap_mode == "Xatlas":
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Temporary skip: COPYING SMART PROJECT")
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for obj in atlas_items:
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obj.select_set(True)
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if len(atlas_items) > 0:
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bpy.context.view_layer.objects.active = atlas_items[0]
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bpy.ops.object.mode_set(mode='EDIT')
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Unwrap_Lightmap_Group_Xatlas_2_headless_call(obj)
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bpy.ops.object.mode_set(mode='OBJECT')
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else:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Copied Existing A")
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for obj in bpy.data.objects:
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if obj.type == "MESH":
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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iterNum = iterNum + 1
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for obj in bpy.data.objects:
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if obj.type == "MESH":
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_use:
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objWasHidden = False
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#For some reason, a Blender bug might prevent invisible objects from being smart projected
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#We will turn the object temporarily visible
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obj.hide_viewport = False
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obj.hide_set(False)
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currentIterNum = currentIterNum + 1
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#Configure selection
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.view_layer.objects.active = obj
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obj.select_set(True)
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obs = bpy.context.view_layer.objects
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active = obs.active
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#Provide material if none exists
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preprocess_material(obj, scene)
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#UV Layer management here
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if not obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
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uv_layers = obj.data.uv_layers
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if not "UVMap_Lightmap" in uv_layers:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("UVMap made B")
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uvmap = uv_layers.new(name="UVMap_Lightmap")
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uv_layers.active_index = len(uv_layers) - 1
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#If lightmap
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if obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "Lightmap":
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if scene.TLM_SceneProperties.tlm_apply_on_unwrap:
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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bpy.ops.uv.lightmap_pack('EXEC_SCREEN', PREF_CONTEXT='ALL_FACES', PREF_MARGIN_DIV=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin)
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#If smart project
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elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "SmartProject":
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Smart Project B")
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if scene.TLM_SceneProperties.tlm_apply_on_unwrap:
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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bpy.ops.object.select_all(action='DESELECT')
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obj.select_set(True)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.uv.smart_project(angle_limit=45.0, island_margin=obj.TLM_ObjectProperties.tlm_mesh_unwrap_margin, user_area_weight=1.0, use_aspect=True, stretch_to_bounds=False)
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elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "Xatlas":
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if scene.TLM_SceneProperties.tlm_apply_on_unwrap:
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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#import blender_xatlas
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#blender_xatlas.Unwrap_Lightmap_Group_Xatlas_2(bpy.context)
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#bpy.ops.object.setup_unwrap()
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Unwrap_Lightmap_Group_Xatlas_2_headless_call(obj)
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elif obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA":
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("ATLAS GROUP: " + obj.TLM_ObjectProperties.tlm_atlas_pointer)
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else: #if copy existing
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Copied Existing B")
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else:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Existing found...skipping")
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for i in range(0, len(uv_layers)):
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if uv_layers[i].name == 'UVMap_Lightmap':
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uv_layers.active_index = i
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Lightmap shift B")
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break
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#Sort out nodes
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for slot in obj.material_slots:
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nodetree = slot.material.node_tree
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outputNode = nodetree.nodes[0] #Presumed to be material output node
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if(outputNode.type != "OUTPUT_MATERIAL"):
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for node in nodetree.nodes:
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if node.type == "OUTPUT_MATERIAL":
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outputNode = node
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break
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mainNode = outputNode.inputs[0].links[0].from_node
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if mainNode.type not in ['BSDF_PRINCIPLED','BSDF_DIFFUSE','GROUP']:
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#TODO! FIND THE PRINCIPLED PBR
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self.report({'INFO'}, "The primary material node is not supported. Seeking first principled.")
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if len(find_node_by_type(nodetree.nodes, Node_Types.pbr_node)) > 0:
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mainNode = find_node_by_type(nodetree.nodes, Node_Types.pbr_node)[0]
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else:
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self.report({'INFO'}, "No principled found. Seeking diffuse")
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if len(find_node_by_type(nodetree.nodes, Node_Types.diffuse)) > 0:
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mainNode = find_node_by_type(nodetree.nodes, Node_Types.diffuse)[0]
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else:
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self.report({'INFO'}, "No supported nodes. Continuing anyway.")
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if mainNode.type == 'GROUP':
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if mainNode.node_tree != "Armory PBR":
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("The material group is not supported!")
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if (mainNode.type == "BSDF_PRINCIPLED"):
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("BSDF_Principled")
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if scene.TLM_EngineProperties.tlm_directional_mode == "None":
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("Directional mode")
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if not len(mainNode.inputs[19].links) == 0:
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("NOT LEN 0")
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ninput = mainNode.inputs[19].links[0]
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noutput = mainNode.inputs[19].links[0].from_node
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nodetree.links.remove(noutput.outputs[0].links[0])
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#Clamp metallic
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if(mainNode.inputs[4].default_value == 1):
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mainNode.inputs[4].default_value = 0.0
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if (mainNode.type == "BSDF_DIFFUSE"):
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if bpy.context.scene.TLM_SceneProperties.tlm_verbose:
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print("BSDF_Diffuse")
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for slot in obj.material_slots:
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nodetree = bpy.data.materials[slot.name].node_tree
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nodes = nodetree.nodes
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#First search to get the first output material type
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for node in nodetree.nodes:
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if node.type == "OUTPUT_MATERIAL":
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mainNode = node
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break
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#Fallback to get search
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if not mainNode.type == "OUTPUT_MATERIAL":
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mainNode = nodetree.nodes.get("Material Output")
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#Last resort to first node in list
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if not mainNode.type == "OUTPUT_MATERIAL":
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mainNode = nodetree.nodes[0].inputs[0].links[0].from_node
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for node in nodes:
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if "LM" in node.name:
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nodetree.links.new(node.outputs[0], mainNode.inputs[0])
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for node in nodes:
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if "Lightmap" in node.name:
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nodes.remove(node)
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def preprocess_material(obj, scene):
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if len(obj.material_slots) == 0:
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single = False
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number = 0
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while single == False:
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matname = obj.name + ".00" + str(number)
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if matname in bpy.data.materials:
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single = False
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number = number + 1
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else:
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mat = bpy.data.materials.new(name=matname)
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mat.use_nodes = True
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obj.data.materials.append(mat)
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single = True
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#We copy the existing material slots to an ordered array, which corresponds to the slot index
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matArray = []
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for slot in obj.material_slots:
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matArray.append(slot.name)
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obj["TLM_PrevMatArray"] = matArray
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#We check and safeguard against NoneType
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for slot in obj.material_slots:
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if slot.material is None:
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matName = obj.name + ".00" + str(0)
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bpy.data.materials.new(name=matName)
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slot.material = bpy.data.materials[matName]
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slot.material.use_nodes = True
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for slot in obj.material_slots:
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cache.backup_material_copy(slot)
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mat = slot.material
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if mat.users > 1:
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copymat = mat.copy()
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slot.material = copymat
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#SOME ATLAS EXCLUSION HERE?
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ob = obj
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for slot in ob.material_slots:
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#If temporary material already exists
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if slot.material.name.endswith('_temp'):
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continue
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n = slot.material.name + '_' + ob.name + '_temp'
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if not n in bpy.data.materials:
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slot.material = slot.material.copy()
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slot.material.name = n
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#Add images for baking
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img_name = obj.name + '_baked'
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#Resolution is object lightmap resolution divided by global scaler
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if scene.TLM_EngineProperties.tlm_setting_supersample == "2x":
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supersampling_scale = 2
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elif scene.TLM_EngineProperties.tlm_setting_supersample == "4x":
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supersampling_scale = 4
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else:
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supersampling_scale = 1
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if (obj.TLM_ObjectProperties.tlm_mesh_lightmap_unwrap_mode == "AtlasGroupA" and obj.TLM_ObjectProperties.tlm_atlas_pointer != ""):
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atlas_image_name = obj.TLM_ObjectProperties.tlm_atlas_pointer + "_baked"
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res = int(scene.TLM_AtlasList[obj.TLM_ObjectProperties.tlm_atlas_pointer].tlm_atlas_lightmap_resolution) / int(scene.TLM_EngineProperties.tlm_resolution_scale) * int(supersampling_scale)
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#If image not in bpy.data.images or if size changed, make a new image
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if atlas_image_name not in bpy.data.images or bpy.data.images[atlas_image_name].size[0] != res or bpy.data.images[atlas_image_name].size[1] != res:
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img = bpy.data.images.new(img_name, res, res, alpha=True, float_buffer=True)
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num_pixels = len(img.pixels)
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result_pixel = list(img.pixels)
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for i in range(0,num_pixels,4):
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if scene.TLM_SceneProperties.tlm_override_bg_color:
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result_pixel[i+0] = scene.TLM_SceneProperties.tlm_override_color[0]
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result_pixel[i+1] = scene.TLM_SceneProperties.tlm_override_color[1]
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result_pixel[i+2] = scene.TLM_SceneProperties.tlm_override_color[2]
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else:
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result_pixel[i+0] = 0.0
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result_pixel[i+1] = 0.0
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result_pixel[i+2] = 0.0
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result_pixel[i+3] = 1.0
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img.pixels = result_pixel
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img.name = atlas_image_name
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else:
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img = bpy.data.images[atlas_image_name]
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for slot in obj.material_slots:
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mat = slot.material
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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if "Baked Image" in nodes:
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img_node = nodes["Baked Image"]
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else:
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img_node = nodes.new('ShaderNodeTexImage')
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img_node.name = 'Baked Image'
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img_node.location = (100, 100)
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img_node.image = img
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img_node.select = True
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nodes.active = img_node
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else:
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res = int(obj.TLM_ObjectProperties.tlm_mesh_lightmap_resolution) / int(scene.TLM_EngineProperties.tlm_resolution_scale) * int(supersampling_scale)
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#If image not in bpy.data.images or if size changed, make a new image
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if img_name not in bpy.data.images or bpy.data.images[img_name].size[0] != res or bpy.data.images[img_name].size[1] != res:
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img = bpy.data.images.new(img_name, res, res, alpha=True, float_buffer=True)
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num_pixels = len(img.pixels)
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result_pixel = list(img.pixels)
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for i in range(0,num_pixels,4):
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if scene.TLM_SceneProperties.tlm_override_bg_color:
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result_pixel[i+0] = scene.TLM_SceneProperties.tlm_override_color[0]
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result_pixel[i+1] = scene.TLM_SceneProperties.tlm_override_color[1]
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result_pixel[i+2] = scene.TLM_SceneProperties.tlm_override_color[2]
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else:
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result_pixel[i+0] = 0.0
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result_pixel[i+1] = 0.0
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result_pixel[i+2] = 0.0
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result_pixel[i+3] = 1.0
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img.pixels = result_pixel
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img.name = img_name
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else:
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img = bpy.data.images[img_name]
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for slot in obj.material_slots:
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mat = slot.material
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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if "Baked Image" in nodes:
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img_node = nodes["Baked Image"]
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else:
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img_node = nodes.new('ShaderNodeTexImage')
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img_node.name = 'Baked Image'
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img_node.location = (100, 100)
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img_node.image = img
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img_node.select = True
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nodes.active = img_node
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def set_settings():
|
|
|
|
scene = bpy.context.scene
|
|
cycles = scene.cycles
|
|
scene.render.engine = "CYCLES"
|
|
sceneProperties = scene.TLM_SceneProperties
|
|
engineProperties = scene.TLM_EngineProperties
|
|
cycles.device = scene.TLM_EngineProperties.tlm_mode
|
|
|
|
if cycles.device == "GPU":
|
|
scene.render.tile_x = 256
|
|
scene.render.tile_y = 256
|
|
else:
|
|
scene.render.tile_x = 32
|
|
scene.render.tile_y = 32
|
|
|
|
if engineProperties.tlm_quality == "0":
|
|
cycles.samples = 32
|
|
cycles.max_bounces = 1
|
|
cycles.diffuse_bounces = 1
|
|
cycles.glossy_bounces = 1
|
|
cycles.transparent_max_bounces = 1
|
|
cycles.transmission_bounces = 1
|
|
cycles.volume_bounces = 1
|
|
cycles.caustics_reflective = False
|
|
cycles.caustics_refractive = False
|
|
elif engineProperties.tlm_quality == "1":
|
|
cycles.samples = 64
|
|
cycles.max_bounces = 2
|
|
cycles.diffuse_bounces = 2
|
|
cycles.glossy_bounces = 2
|
|
cycles.transparent_max_bounces = 2
|
|
cycles.transmission_bounces = 2
|
|
cycles.volume_bounces = 2
|
|
cycles.caustics_reflective = False
|
|
cycles.caustics_refractive = False
|
|
elif engineProperties.tlm_quality == "2":
|
|
cycles.samples = 512
|
|
cycles.max_bounces = 2
|
|
cycles.diffuse_bounces = 2
|
|
cycles.glossy_bounces = 2
|
|
cycles.transparent_max_bounces = 2
|
|
cycles.transmission_bounces = 2
|
|
cycles.volume_bounces = 2
|
|
cycles.caustics_reflective = False
|
|
cycles.caustics_refractive = False
|
|
elif engineProperties.tlm_quality == "3":
|
|
cycles.samples = 1024
|
|
cycles.max_bounces = 256
|
|
cycles.diffuse_bounces = 256
|
|
cycles.glossy_bounces = 256
|
|
cycles.transparent_max_bounces = 256
|
|
cycles.transmission_bounces = 256
|
|
cycles.volume_bounces = 256
|
|
cycles.caustics_reflective = False
|
|
cycles.caustics_refractive = False
|
|
elif engineProperties.tlm_quality == "4":
|
|
cycles.samples = 2048
|
|
cycles.max_bounces = 512
|
|
cycles.diffuse_bounces = 512
|
|
cycles.glossy_bounces = 512
|
|
cycles.transparent_max_bounces = 512
|
|
cycles.transmission_bounces = 512
|
|
cycles.volume_bounces = 512
|
|
cycles.caustics_reflective = True
|
|
cycles.caustics_refractive = True
|
|
else: #Custom
|
|
pass
|
|
|
|
def store_existing(prev_container):
|
|
|
|
scene = bpy.context.scene
|
|
cycles = scene.cycles
|
|
|
|
selected = []
|
|
|
|
for obj in bpy.data.objects:
|
|
if obj.select_get():
|
|
selected.append(obj.name)
|
|
|
|
prev_container["settings"] = [
|
|
cycles.samples,
|
|
cycles.max_bounces,
|
|
cycles.diffuse_bounces,
|
|
cycles.glossy_bounces,
|
|
cycles.transparent_max_bounces,
|
|
cycles.transmission_bounces,
|
|
cycles.volume_bounces,
|
|
cycles.caustics_reflective,
|
|
cycles.caustics_refractive,
|
|
cycles.device,
|
|
scene.render.engine,
|
|
bpy.context.view_layer.objects.active,
|
|
selected,
|
|
[scene.render.resolution_x, scene.render.resolution_y]
|
|
] |