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blender-archive/scripts/startup/bl_operators/object_quick_effects.py

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# SPDX-License-Identifier: GPL-2.0-or-later
from mathutils import Vector
import bpy
from bpy.types import Operator
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from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
)
from bpy.app.translations import pgettext_tip as tip_
def object_ensure_material(obj, mat_name):
""" Use an existing material or add a new one.
"""
mat = mat_slot = None
for mat_slot in obj.material_slots:
mat = mat_slot.material
if mat:
break
if mat is None:
mat = bpy.data.materials.new(mat_name)
if mat_slot:
mat_slot.material = mat
else:
obj.data.materials.append(mat)
return mat
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class ObjectModeOperator:
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
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class QuickFur(ObjectModeOperator, Operator):
"""Add a fur setup to the selected objects"""
bl_idname = "object.quick_fur"
bl_label = "Quick Fur"
bl_options = {'REGISTER', 'UNDO'}
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density: EnumProperty(
name="Density",
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items=(
('LOW', "Low", ""),
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('MEDIUM', "Medium", ""),
('HIGH', "High", ""),
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),
default='MEDIUM',
)
length: FloatProperty(
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name="Length",
min=0.001, max=100,
soft_min=0.01, soft_max=10,
default=0.1,
subtype='DISTANCE'
)
radius: FloatProperty(
name="Hair Radius",
min=0.0, max=10,
soft_min=0.0001, soft_max=0.1,
default=0.001,
subtype='DISTANCE'
)
view_percentage: FloatProperty(
name="View Percentage",
min=0.0, max=1.0,
default=1.0,
subtype='FACTOR'
)
apply_hair_guides: BoolProperty(
name="Apply Hair Guides",
default=True,
)
use_noise: BoolProperty(
name="Noise",
default=True,
)
use_frizz: BoolProperty(
name="Frizz",
default=True,
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)
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def execute(self, context):
import os
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
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if self.density == 'LOW':
count = 1000
elif self.density == 'MEDIUM':
count = 10000
elif self.density == 'HIGH':
count = 100000
node_groups_to_append = {"Generate Hair Curves", "Set Hair Curve Profile", "Interpolate Hair Curves"}
if self.use_noise:
node_groups_to_append.add("Hair Curves Noise")
if self.use_frizz:
node_groups_to_append.add("Frizz Hair Curves")
assets_directory = os.path.join(bpy.utils.system_resource('DATAFILES'),
"assets",
"geometry_nodes",
"procedural_hair_node_assets.blend",
"NodeTree")
for name in node_groups_to_append:
bpy.ops.wm.append(directory=assets_directory,
filename=name,
use_recursive=True,
clear_asset_data=True,
do_reuse_local_id=True)
generate_group = bpy.data.node_groups["Generate Hair Curves"]
interpolate_group = bpy.data.node_groups["Interpolate Hair Curves"]
radius_group = bpy.data.node_groups["Set Hair Curve Profile"]
noise_group = bpy.data.node_groups["Hair Curves Noise"] if self.use_noise else None
frizz_group = bpy.data.node_groups["Frizz Hair Curves"] if self.use_frizz else None
material = bpy.data.materials.new("Fur Material")
for mesh_object in mesh_objects:
mesh = mesh_object.data
with context.temp_override(active_object=mesh_object):
bpy.ops.object.curves_empty_hair_add()
curves_object = context.active_object
curves = curves_object.data
curves.materials.append(material)
area = 0.0
for poly in mesh.polygons:
area += poly.area
density = count / area
generate_modifier = curves_object.modifiers.new(name="Generate", type='NODES')
generate_modifier.node_group = generate_group
generate_modifier["Input_2"] = mesh_object
generate_modifier["Input_18_attribute_name"] = curves.surface_uv_map
generate_modifier["Input_12"] = True
generate_modifier["Input_20"] = self.length
generate_modifier["Input_22"] = material
generate_modifier["Input_15"] = density * 0.01
radius_modifier = curves_object.modifiers.new(name="Set Hair Curve Profile", type='NODES')
radius_modifier.node_group = radius_group
radius_modifier["Input_3"] = self.radius
interpolate_modifier = curves_object.modifiers.new(name="Interpolate Hair Curves", type='NODES')
interpolate_modifier.node_group = interpolate_group
interpolate_modifier["Input_2"] = mesh_object
interpolate_modifier["Input_18_attribute_name"] = curves.surface_uv_map
interpolate_modifier["Input_12"] = True
interpolate_modifier["Input_15"] = density
interpolate_modifier["Input_17"] = self.view_percentage
interpolate_modifier["Input_24"] = True
if noise_group:
noise_modifier = curves_object.modifiers.new(name="Hair Curves Noise", type='NODES')
noise_modifier.node_group = noise_group
if frizz_group:
frizz_modifier = curves_object.modifiers.new(name="Frizz Hair Curves", type='NODES')
frizz_modifier.node_group = frizz_group
if self.apply_hair_guides:
with context.temp_override(object=curves_object):
bpy.ops.object.modifier_apply(modifier=generate_modifier.name)
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curves_object.modifiers.move(0, len(curves_object.modifiers) - 1)
# Workaround for #105965: Rebuild UI data of modifier input properties.
for modifier in curves_object.modifiers:
modifier.node_group = modifier.node_group
return {'FINISHED'}
class QuickExplode(ObjectModeOperator, Operator):
"""Make selected objects explode"""
bl_idname = "object.quick_explode"
bl_label = "Quick Explode"
bl_options = {'REGISTER', 'UNDO'}
style: EnumProperty(
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name="Explode Style",
items=(
('EXPLODE', "Explode", ""),
('BLEND', "Blend", ""),
),
default='EXPLODE',
)
amount: IntProperty(
name="Number of Pieces",
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min=2, max=10000,
soft_min=2, soft_max=10000,
default=100,
)
frame_duration: IntProperty(
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name="Duration",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=50,
)
frame_start: IntProperty(
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name="Start Frame",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=1,
)
frame_end: IntProperty(
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name="End Frame",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=10,
)
velocity: FloatProperty(
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name="Outwards Velocity",
min=0, max=300000,
soft_min=0, soft_max=10,
default=1,
)
fade: BoolProperty(
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name="Fade",
description="Fade the pieces over time",
default=True,
)
def execute(self, context):
fake_context = context.copy()
obj_act = context.active_object
if obj_act is None or obj_act.type != 'MESH':
self.report({'ERROR'}, "Active object is not a mesh")
return {'CANCELLED'}
mesh_objects = [obj for obj in context.selected_objects
if obj.type == 'MESH' and obj != obj_act]
mesh_objects.insert(0, obj_act)
if self.style == 'BLEND' and len(mesh_objects) != 2:
self.report({'ERROR'}, "Select two mesh objects")
self.style = 'EXPLODE'
return {'CANCELLED'}
elif not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
for obj in mesh_objects:
if obj.particle_systems:
self.report({'ERROR'},
tip_("Object %r already has a "
"particle system") % obj.name)
return {'CANCELLED'}
if self.style == 'BLEND':
from_obj = mesh_objects[1]
to_obj = mesh_objects[0]
for obj in mesh_objects:
fake_context["object"] = obj
bpy.ops.object.particle_system_add(fake_context)
settings = obj.particle_systems[-1].settings
settings.count = self.amount
# first set frame end, to prevent frame start clamping
settings.frame_end = self.frame_end - self.frame_duration
settings.frame_start = self.frame_start
settings.lifetime = self.frame_duration
settings.normal_factor = self.velocity
settings.render_type = 'NONE'
explode = obj.modifiers.new(name='Explode', type='EXPLODE')
explode.use_edge_cut = True
if self.fade:
explode.show_dead = False
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uv = obj.data.uv_layers.new(name="Explode fade")
explode.particle_uv = uv.name
mat = object_ensure_material(obj, "Explode Fade")
mat.blend_method = 'BLEND'
mat.shadow_method = 'HASHED'
if not mat.use_nodes:
mat.use_nodes = True
nodes = mat.node_tree.nodes
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
node_out_mat = node
break
node_surface = node_out_mat.inputs['Surface'].links[0].from_node
node_x = node_surface.location[0]
node_y = node_surface.location[1] - 400
offset_x = 200
node_mix = nodes.new('ShaderNodeMixShader')
node_mix.location = (node_x - offset_x, node_y)
mat.node_tree.links.new(node_surface.outputs[0], node_mix.inputs[1])
mat.node_tree.links.new(node_mix.outputs["Shader"], node_out_mat.inputs['Surface'])
offset_x += 200
node_trans = nodes.new('ShaderNodeBsdfTransparent')
node_trans.location = (node_x - offset_x, node_y)
mat.node_tree.links.new(node_trans.outputs["BSDF"], node_mix.inputs[2])
offset_x += 200
node_ramp = nodes.new('ShaderNodeValToRGB')
node_ramp.location = (node_x - offset_x, node_y)
offset_x += 200
mat.node_tree.links.new(node_ramp.outputs["Alpha"], node_mix.inputs["Fac"])
color_ramp = node_ramp.color_ramp
color_ramp.elements[0].color[3] = 0.0
color_ramp.elements[1].color[3] = 1.0
if self.style == 'BLEND':
color_ramp.elements[0].position = 0.333
color_ramp.elements[1].position = 0.666
if obj == to_obj:
# reverse ramp alpha
color_ramp.elements[0].color[3] = 1.0
color_ramp.elements[1].color[3] = 0.0
node_sep = nodes.new('ShaderNodeSeparateXYZ')
node_sep.location = (node_x - offset_x, node_y)
offset_x += 200
mat.node_tree.links.new(node_sep.outputs["X"], node_ramp.inputs["Fac"])
node_uv = nodes.new('ShaderNodeUVMap')
node_uv.location = (node_x - offset_x, node_y)
node_uv.uv_map = uv.name
mat.node_tree.links.new(node_uv.outputs["UV"], node_sep.inputs["Vector"])
if self.style == 'BLEND':
settings.physics_type = 'KEYED'
settings.use_emit_random = False
settings.rotation_mode = 'NOR'
psys = obj.particle_systems[-1]
fake_context["particle_system"] = obj.particle_systems[-1]
bpy.ops.particle.new_target(fake_context)
bpy.ops.particle.new_target(fake_context)
if obj == from_obj:
psys.targets[1].object = to_obj
else:
psys.targets[0].object = from_obj
settings.normal_factor = -self.velocity
explode.show_unborn = False
explode.show_dead = True
else:
settings.factor_random = self.velocity
settings.angular_velocity_factor = self.velocity / 10.0
return {'FINISHED'}
def invoke(self, context, _event):
self.frame_start = context.scene.frame_current
self.frame_end = self.frame_start + self.frame_duration
return self.execute(context)
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def obj_bb_minmax(obj, min_co, max_co):
for i in range(0, 8):
bb_vec = obj.matrix_world @ Vector(obj.bound_box[i])
min_co[0] = min(bb_vec[0], min_co[0])
min_co[1] = min(bb_vec[1], min_co[1])
min_co[2] = min(bb_vec[2], min_co[2])
max_co[0] = max(bb_vec[0], max_co[0])
max_co[1] = max(bb_vec[1], max_co[1])
max_co[2] = max(bb_vec[2], max_co[2])
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def grid_location(x, y):
return (x * 200, y * 150)
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class QuickSmoke(ObjectModeOperator, Operator):
"""Use selected objects as smoke emitters"""
bl_idname = "object.quick_smoke"
bl_label = "Quick Smoke"
bl_options = {'REGISTER', 'UNDO'}
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style: EnumProperty(
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name="Smoke Style",
items=(
('SMOKE', "Smoke", ""),
('FIRE', "Fire", ""),
('BOTH', "Smoke & Fire", ""),
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),
default='SMOKE',
)
show_flows: BoolProperty(
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name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering",
default=False,
)
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def execute(self, context):
if not bpy.app.build_options.fluid:
self.report({'ERROR'}, "Built without Fluid modifier")
return {'CANCELLED'}
fake_context = context.copy()
mesh_objects = [obj for obj in context.selected_objects
if obj.type == 'MESH']
min_co = Vector((100000.0, 100000.0, 100000.0))
max_co = -min_co
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if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
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for obj in mesh_objects:
fake_context["object"] = obj
# make each selected object a smoke flow
bpy.ops.object.modifier_add(fake_context, type='FLUID')
obj.modifiers[-1].fluid_type = 'FLOW'
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# set type
obj.modifiers[-1].flow_settings.flow_type = self.style
# set flow behavior
obj.modifiers[-1].flow_settings.flow_behavior = 'INFLOW'
# use some surface distance for smoke emission
obj.modifiers[-1].flow_settings.surface_distance = 1.5
if not self.show_flows:
obj.display_type = 'WIRE'
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# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
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# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
obj = context.active_object
obj.name = "Smoke Domain"
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# give the smoke some room above the flows
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0))
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
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# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID')
obj.modifiers[-1].fluid_type = 'DOMAIN'
if self.style == 'FIRE' or self.style == 'BOTH':
obj.modifiers[-1].domain_settings.use_noise = True
# ensure correct cache file format for smoke
if bpy.app.build_options.openvdb:
obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
# Setup material
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
# Cycles and Eevee
bpy.ops.object.material_slot_add()
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
mat = bpy.data.materials.new("Smoke Domain Material")
obj.material_slots[0].material = mat
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
# Make sure we use nodes
mat.use_nodes = True
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-19 17:34:44 +02:00
# Set node variables and clear the default nodes
tree = mat.node_tree
nodes = tree.nodes
links = tree.links
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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nodes.clear()
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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# Create shader nodes
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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# Material output
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.location = grid_location(6, 1)
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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# Add Principled Volume
node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
node_principled.location = grid_location(4, 1)
links.new(node_principled.outputs["Volume"],
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node_out.inputs["Volume"])
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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node_principled.inputs["Density"].default_value = 5.0
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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if self.style in {'FIRE', 'BOTH'}:
node_principled.inputs["Blackbody Intensity"].default_value = 1.0
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return {'FINISHED'}
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class QuickLiquid(Operator):
"""Make selected objects liquid"""
bl_idname = "object.quick_liquid"
bl_label = "Quick Liquid"
bl_options = {'REGISTER', 'UNDO'}
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show_flows: BoolProperty(
name="Render Liquid Objects",
description="Keep the liquid objects visible during rendering",
default=False,
)
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def execute(self, context):
if not bpy.app.build_options.fluid:
self.report({'ERROR'}, "Built without Fluid modifier")
return {'CANCELLED'}
fake_context = context.copy()
mesh_objects = [obj for obj in context.selected_objects
if obj.type == 'MESH']
min_co = Vector((100000.0, 100000.0, 100000.0))
max_co = -min_co
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if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
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# set shading type to wireframe so that liquid particles are visible
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'WIREFRAME'
for obj in mesh_objects:
fake_context["object"] = obj
# make each selected object a liquid flow
bpy.ops.object.modifier_add(fake_context, type='FLUID')
obj.modifiers[-1].fluid_type = 'FLOW'
# set type
obj.modifiers[-1].flow_settings.flow_type = 'LIQUID'
# set flow behavior
obj.modifiers[-1].flow_settings.flow_behavior = 'GEOMETRY'
# use some surface distance for smoke emission
obj.modifiers[-1].flow_settings.surface_distance = 0.0
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if not self.show_flows:
obj.display_type = 'WIRE'
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# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
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# add the liquid domain object
bpy.ops.mesh.primitive_cube_add(align='WORLD')
obj = context.active_object
obj.name = "Liquid Domain"
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# give the liquid some room above the flows
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0))
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
# setup liquid domain
bpy.ops.object.modifier_add(type='FLUID')
obj.modifiers[-1].fluid_type = 'DOMAIN'
# set all domain borders to obstacle
obj.modifiers[-1].domain_settings.use_collision_border_front = True
obj.modifiers[-1].domain_settings.use_collision_border_back = True
obj.modifiers[-1].domain_settings.use_collision_border_right = True
obj.modifiers[-1].domain_settings.use_collision_border_left = True
obj.modifiers[-1].domain_settings.use_collision_border_top = True
obj.modifiers[-1].domain_settings.use_collision_border_bottom = True
# ensure correct cache file formats for liquid
if bpy.app.build_options.openvdb:
obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
obj.modifiers[-1].domain_settings.cache_mesh_format = 'BOBJECT'
# change domain type, will also allocate and show particle system for FLIP
obj.modifiers[-1].domain_settings.domain_type = 'LIQUID'
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liquid_domain = obj.modifiers[-2]
# set color mapping field to show phi grid for liquid
liquid_domain.domain_settings.color_ramp_field = 'PHI'
# perform a single slice of the domain
liquid_domain.domain_settings.use_slice = True
# set display thickness to a lower value for more detailed display of phi grids
liquid_domain.domain_settings.display_thickness = 0.02
# make the domain smooth so it renders nicely
bpy.ops.object.shade_smooth()
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# create a ray-transparent material for the domain
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.new("Liquid Domain Material")
obj.material_slots[0].material = mat
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Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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# Make sure we use nodes
mat.use_nodes = True
# Set node variables and clear the default nodes
tree = mat.node_tree
nodes = tree.nodes
links = tree.links
nodes.clear()
# Create shader nodes
# Material output
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.location = grid_location(6, 1)
# Add Glass
node_glass = nodes.new(type='ShaderNodeBsdfGlass')
node_glass.location = grid_location(4, 1)
links.new(node_glass.outputs["BSDF"], node_out.inputs["Surface"])
node_glass.inputs["IOR"].default_value = 1.33
# Add Absorption
node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
node_absorption.location = grid_location(4, 2)
links.new(node_absorption.outputs["Volume"], node_out.inputs["Volume"])
node_absorption.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0)
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return {'FINISHED'}
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classes = (
QuickExplode,
QuickFur,
QuickSmoke,
QuickLiquid,
)