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load_image_shader

LoadImageShaderEditor

Bases: BlenderLoader

Load a product to the Shader Editor for selected mesh in Blender.

Source code in client/ayon_blender/plugins/load/load_image_shader.py
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class LoadImageShaderEditor(plugin.BlenderLoader):
    """Load a product to the Shader Editor for selected mesh in Blender."""

    product_types = {"render", "image", "plate", "texture"}
    representations = {"*"}

    label = "Load to Shader Editor"
    icon = "code-fork"
    color = "orange"

    CREATE_NEW = "create_new"

    @classmethod
    def get_options(cls, contexts):

        selected_object = cls.get_selected_object()
        if not selected_object:
            return []

        slot_materials = [
            (i, material) for i, material
            in enumerate(selected_object.data.materials)
            # Ignore empty material slots
            if material is not None
        ]
        items = [
            {"value": i, "label": material.name}
            for i, material in slot_materials
        ]
        items.append(
            {"value": cls.CREATE_NEW, "label": "New Material"}
        )
        return [
            EnumDef(
                "material_slot",
                label="Material Slot",
                items=items,
                default=items[0]["value"]
            )
        ]

    @staticmethod
    def get_selected_object():
        selected_objects = lib.get_selection()
        for obj in selected_objects:
            if obj.type in {'MESH', 'SURFACE'}:
                return obj

    def process_asset(
            self, context: dict, name: str, namespace: Optional[str] = None,
            options: Optional[Dict] = None
    ) -> Optional[List]:
        """
        Arguments:
            name: Use pre-defined name
            namespace: Use pre-defined namespace
            context: Full parenthood of representation to load
            options: Additional settings dictionary
        """

        # In the current objects selection, I get the first one that is a
        # MESH or a SURFACE.
        # TODO: We tend to avoid acting on 'user selection' so that the loaders
        #  can run completely automatically, without user interaction or popups
        #  So we may want to investigate different approaches to this.
        cur_obj = self.get_selected_object()
        if cur_obj is None:
            self.log.info(
                "Load in Shader Editor: The process (image load) was "
                "cancelled, because no object (mesh or surface) was selected "
                "in Blender.")
            self.display_warning(
                "You did not select any object in Blender.\n"
                "So this process is cancelled.")
            return []

        # If the currently selected object has one or more materials, let's use
        # the first one. If it has no material, let's create a new one.
        material_slot = options.get("material_slot")
        if material_slot is None:
            # Get first slot with a material
            material_slot = next(
                (
                    i for i, material in enumerate(cur_obj.data.materials)
                    # Ignore empty material slots
                    if material is not None
                ), None
            )
        if material_slot is None or material_slot == self.CREATE_NEW:
            # Create a new material
            current_material = bpy.data.materials.new(name="material")
            current_material.use_nodes = True
            cur_obj.data.materials.append(current_material)
        else:
            current_material = cur_obj.data.materials[material_slot]
            current_material.use_nodes = True

        nodes = current_material.node_tree.nodes

        # Create an "Image Texture" node. It will appear in the Shader Editor
        # (which appears when you are in the "Shading" workspace tab), when you
        # select the "Object" filter (among this choice: Object, World,
        # Line Style).
        image_texture_node = nodes.new(type='ShaderNodeTexImage')

        # Load the image in data and assign it safely
        path = self.filepath_from_context(context)
        image = bpy.data.images.load(path, check_existing=True)
        # Use safe context for shader operations
        with self._safe_shader_operations():
            # Assign image to node using deferred execution to avoid ID class write restrictions
            self._assign_image_to_node(image_texture_node, image)
            self.set_colorspace(context, image_texture_node)

        data = {
            "schema": "ayon:container-3.0",
            "id": AYON_CONTAINER_ID,
            "name": name,
            "namespace": namespace or '',
            "loader": str(self.__class__.__name__),
            "representation": context["representation"]["id"],
        }
        lib.imprint(image_texture_node, data)

        return [image_texture_node]

    def exec_remove(self, container: Dict) -> bool:
        """Remove the Image Texture node."""

        image_texture_node: bpy.types.ShaderNodeTexImage = container["node"]
        image: Optional[bpy.types.Image] = image_texture_node.image

        # Delete the node
        image_texture_node.id_data.nodes.remove(image_texture_node)

        # Delete the image if it remains unused
        self.remove_image_if_unused(image)

        return True

    def exec_update(self, container: Dict, context: Dict):
        """Update the Image Texture node to new context version."""

        path = self.filepath_from_context(context)
        image_texture_node: bpy.types.ShaderNodeTexImage = container["node"]

        old_image: Optional[bpy.types.Image] = image_texture_node.image

        new_image = bpy.data.images.load(path, check_existing=True)
        # Use safe context for shader operations
        with self._safe_shader_operations():
            # Assign image to node using deferred execution to avoid ID class write restrictions
            self._assign_image_to_node(image_texture_node, new_image)
            self.set_colorspace(context, image_texture_node)
        self.remove_image_if_unused(old_image)

        # Update representation id
        lib.imprint(image_texture_node, {
            "representation": context["representation"]["id"]
        })

    def set_colorspace(
            self,
            context: dict,
            image_texture_node: bpy.types.ShaderNodeTexImage
    ):
        """
        Set colorspace if representation has colorspace data.
        """

        image = image_texture_node.image
        representation: dict = context["representation"]

        colorspace_data = representation.get("data", {}).get(
            "colorspaceData", {})
        if colorspace_data:
            colorspace: str = colorspace_data["colorspace"]
            if colorspace and hasattr(image, "colorspace_settings"):
                # Map ACES colorspace names to Blender's expected names
                if image.file_format.startswith('OPEN_EXR'):
                    colorspace = lib.map_colorspace_name(colorspace)
                image.colorspace_settings.name = colorspace

    def _assign_image_to_node(self, node: bpy.types.ShaderNodeTexImage, image: bpy.types.Image):
        """
        Safely assign an image to a shader node, handling ID class write restrictions.

        Args:
            node: The shader node texture node
            image: The image to assign to the node
        """
        self.log.debug("Using deferred assignment due to ID class write restriction")
        bpy.app.timers.register(
            lambda: self._deferred_image_assignment(node, image),
            first_interval=0.001
        )

    def _deferred_image_assignment(self, node: bpy.types.ShaderNodeTexImage, image: bpy.types.Image):
        """
        Deferred image assignment callback for timer execution.
        Args:
            node: The shader node texture node
            image: The image to assign to the node
        Returns:
            None to prevent timer repetition
        """
        if node and image:
            node.image = image
            return node
        # Return None to stop the timer from repeating
        return None

    def _is_safe_context_for_id_writes(self):
        """
        Check if the current context allows writing to ID classes.

        Returns:
            bool: True if ID writes are allowed, False otherwise
        """
        try:
            # Try a harmless operation that would trigger the same error
            # We'll create a temporary test to see if ID writes are allowed
            test_material = bpy.data.materials.get("__temp_context_test__")
            if test_material is None:
                test_material = bpy.data.materials.new("__temp_context_test__")
                # Clean up immediately
                bpy.data.materials.remove(test_material)
            else:
                # Material already exists, remove it
                bpy.data.materials.remove(test_material)
            return True

        except RuntimeError as e:
            if "Writing to ID classes in this context is not allowed" in str(e):
                self.log.debug("ID class writes are not allowed in the current context.")

            return False

    @contextlib.contextmanager
    def _safe_shader_operations(self):
        """
        Context manager for safely performing shader node operations.

        This ensures operations are performed in a context where ID classes
        can be safely modified.
        """
        # Check if we're already in a safe context
        if self._is_safe_context_for_id_writes():
            # Already safe, just yield
            yield
            return
        # Store the current context mode to restore later if needed
        original_mode = None
        mode_changed = False
        try:
            # Get current area and space types
            for area in bpy.context.screen.areas:
                if area.type == 'NODE_EDITOR':
                    for space in area.spaces:
                        if space.type == 'NODE_EDITOR':
                            original_mode = space.tree_type
                            if original_mode != 'ShaderNodeTree':
                                continue
                            space.tree_type = 'ShaderNodeTree'
                            mode_changed = True
                            break
            yield
        finally:
            # Restore original mode if it was changed
            if mode_changed and original_mode is not None:
                for area in bpy.context.screen.areas:
                    if area.type == 'NODE_EDITOR':
                        for space in area.spaces:
                            if space.type == 'NODE_EDITOR':
                                space.tree_type = original_mode
                                break

    def remove_image_if_unused(self, image: bpy.types.Image):
        if image and not image.users:
            self.log.debug("Removing unused image: %s", image.name)
            bpy.data.images.remove(image)

    def display_warning(self, message):
        loader_gui_window = host_tools.get_tool_by_name("loader")

        QtWidgets.QMessageBox.warning(
            loader_gui_window,
            "Warning",
            message,
            buttons=QtWidgets.QMessageBox.Ok,
            defaultButton=QtWidgets.QMessageBox.Ok)

exec_remove(container)

Remove the Image Texture node.

Source code in client/ayon_blender/plugins/load/load_image_shader.py
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def exec_remove(self, container: Dict) -> bool:
    """Remove the Image Texture node."""

    image_texture_node: bpy.types.ShaderNodeTexImage = container["node"]
    image: Optional[bpy.types.Image] = image_texture_node.image

    # Delete the node
    image_texture_node.id_data.nodes.remove(image_texture_node)

    # Delete the image if it remains unused
    self.remove_image_if_unused(image)

    return True

exec_update(container, context)

Update the Image Texture node to new context version.

Source code in client/ayon_blender/plugins/load/load_image_shader.py
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def exec_update(self, container: Dict, context: Dict):
    """Update the Image Texture node to new context version."""

    path = self.filepath_from_context(context)
    image_texture_node: bpy.types.ShaderNodeTexImage = container["node"]

    old_image: Optional[bpy.types.Image] = image_texture_node.image

    new_image = bpy.data.images.load(path, check_existing=True)
    # Use safe context for shader operations
    with self._safe_shader_operations():
        # Assign image to node using deferred execution to avoid ID class write restrictions
        self._assign_image_to_node(image_texture_node, new_image)
        self.set_colorspace(context, image_texture_node)
    self.remove_image_if_unused(old_image)

    # Update representation id
    lib.imprint(image_texture_node, {
        "representation": context["representation"]["id"]
    })

process_asset(context, name, namespace=None, options=None)

Parameters:

Name Type Description Default
name str

Use pre-defined name

required
namespace Optional[str]

Use pre-defined namespace

None
context dict

Full parenthood of representation to load

required
options Optional[Dict]

Additional settings dictionary

None
Source code in client/ayon_blender/plugins/load/load_image_shader.py
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def process_asset(
        self, context: dict, name: str, namespace: Optional[str] = None,
        options: Optional[Dict] = None
) -> Optional[List]:
    """
    Arguments:
        name: Use pre-defined name
        namespace: Use pre-defined namespace
        context: Full parenthood of representation to load
        options: Additional settings dictionary
    """

    # In the current objects selection, I get the first one that is a
    # MESH or a SURFACE.
    # TODO: We tend to avoid acting on 'user selection' so that the loaders
    #  can run completely automatically, without user interaction or popups
    #  So we may want to investigate different approaches to this.
    cur_obj = self.get_selected_object()
    if cur_obj is None:
        self.log.info(
            "Load in Shader Editor: The process (image load) was "
            "cancelled, because no object (mesh or surface) was selected "
            "in Blender.")
        self.display_warning(
            "You did not select any object in Blender.\n"
            "So this process is cancelled.")
        return []

    # If the currently selected object has one or more materials, let's use
    # the first one. If it has no material, let's create a new one.
    material_slot = options.get("material_slot")
    if material_slot is None:
        # Get first slot with a material
        material_slot = next(
            (
                i for i, material in enumerate(cur_obj.data.materials)
                # Ignore empty material slots
                if material is not None
            ), None
        )
    if material_slot is None or material_slot == self.CREATE_NEW:
        # Create a new material
        current_material = bpy.data.materials.new(name="material")
        current_material.use_nodes = True
        cur_obj.data.materials.append(current_material)
    else:
        current_material = cur_obj.data.materials[material_slot]
        current_material.use_nodes = True

    nodes = current_material.node_tree.nodes

    # Create an "Image Texture" node. It will appear in the Shader Editor
    # (which appears when you are in the "Shading" workspace tab), when you
    # select the "Object" filter (among this choice: Object, World,
    # Line Style).
    image_texture_node = nodes.new(type='ShaderNodeTexImage')

    # Load the image in data and assign it safely
    path = self.filepath_from_context(context)
    image = bpy.data.images.load(path, check_existing=True)
    # Use safe context for shader operations
    with self._safe_shader_operations():
        # Assign image to node using deferred execution to avoid ID class write restrictions
        self._assign_image_to_node(image_texture_node, image)
        self.set_colorspace(context, image_texture_node)

    data = {
        "schema": "ayon:container-3.0",
        "id": AYON_CONTAINER_ID,
        "name": name,
        "namespace": namespace or '',
        "loader": str(self.__class__.__name__),
        "representation": context["representation"]["id"],
    }
    lib.imprint(image_texture_node, data)

    return [image_texture_node]

set_colorspace(context, image_texture_node)

Set colorspace if representation has colorspace data.

Source code in client/ayon_blender/plugins/load/load_image_shader.py
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def set_colorspace(
        self,
        context: dict,
        image_texture_node: bpy.types.ShaderNodeTexImage
):
    """
    Set colorspace if representation has colorspace data.
    """

    image = image_texture_node.image
    representation: dict = context["representation"]

    colorspace_data = representation.get("data", {}).get(
        "colorspaceData", {})
    if colorspace_data:
        colorspace: str = colorspace_data["colorspace"]
        if colorspace and hasattr(image, "colorspace_settings"):
            # Map ACES colorspace names to Blender's expected names
            if image.file_format.startswith('OPEN_EXR'):
                colorspace = lib.map_colorspace_name(colorspace)
            image.colorspace_settings.name = colorspace