Created
September 11, 2023 10:23
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blender vertex color to seams
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import bpy | |
import bmesh | |
# Assume triangulated mesh | |
object = bpy.context.object | |
bm = bmesh.from_edit_mesh(object.data) | |
bm.calc_loop_triangles() | |
bm.edges.ensure_lookup_table() | |
bm.faces.ensure_lookup_table() | |
color_layer = bm.loops.layers.color.active | |
def get_edge_color(edge): | |
edge_color = None | |
for loop in edge.link_loops: | |
loop_color = loop[color_layer][:] | |
if edge_color == None: | |
edge_color = loop_color | |
if loop_color != edge_color: | |
return None | |
return edge_color | |
def get_full_face_color(face, exclude_verts): | |
face_color = None | |
colors = [] | |
for loop in face.loops: | |
loop_color = loop[color_layer][:] | |
colors.append(loop_color) | |
if loop.vert in exclude_verts: | |
continue | |
if face_color != None and loop_color != face_color: | |
continue | |
face_color = loop_color | |
return face_color | |
for edge in bm.edges: | |
edge.seam = False | |
edge_color = get_edge_color(edge) | |
if edge_color == None: | |
continue | |
face_colors = [] | |
for face in edge.link_faces: | |
face_colors.append( | |
get_full_face_color(face=face, exclude_verts=edge.verts) | |
) | |
# Exclude boundaries | |
if len(face_colors) != 2: | |
continue | |
# Face are the same colors, no seam needed | |
if face_colors[0] == face_colors[1]: | |
continue | |
if edge_color == face_colors[0]: | |
opposing_color = face_colors[1] | |
else: | |
opposing_color = face_colors[0] | |
if edge_color < opposing_color: | |
edge.seam = True |
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