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blender-archive/release/scripts/startup/bl_operators/object_quick_effects.py
Jacques Lucke 6ced026ae1 Simulation: remove particle nodes with outdated design
The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.

While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.

This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
2020-10-20 12:07:42 +02:00

582 lines
19 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
from mathutils import Vector
import bpy
from bpy.types import Operator
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
FloatVectorProperty,
IntProperty,
)
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
class ObjectModeOperator:
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
class QuickFur(ObjectModeOperator, Operator):
"""Add fur setup to the selected objects"""
bl_idname = "object.quick_fur"
bl_label = "Quick Fur"
bl_options = {'REGISTER', 'UNDO'}
density: EnumProperty(
name="Fur Density",
items=(
('LIGHT', "Light", ""),
('MEDIUM', "Medium", ""),
('HEAVY', "Heavy", "")
),
default='MEDIUM',
)
view_percentage: IntProperty(
name="View %",
min=1, max=100,
soft_min=1, soft_max=100,
default=10,
)
length: FloatProperty(
name="Length",
min=0.001, max=100,
soft_min=0.01, soft_max=10,
default=0.1,
)
def execute(self, context):
fake_context = context.copy()
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'}
mat = bpy.data.materials.new("Fur Material")
for obj in mesh_objects:
fake_context["object"] = obj
bpy.ops.object.particle_system_add(fake_context)
psys = obj.particle_systems[-1]
psys.settings.type = 'HAIR'
if self.density == 'LIGHT':
psys.settings.count = 100
elif self.density == 'MEDIUM':
psys.settings.count = 1000
elif self.density == 'HEAVY':
psys.settings.count = 10000
psys.settings.child_nbr = self.view_percentage
psys.settings.hair_length = self.length
psys.settings.use_strand_primitive = True
psys.settings.use_hair_bspline = True
psys.settings.child_type = 'INTERPOLATED'
psys.settings.tip_radius = 0.25
obj.data.materials.append(mat)
psys.settings.material = len(obj.data.materials)
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(
name="Explode Style",
items=(
('EXPLODE', "Explode", ""),
('BLEND', "Blend", ""),
),
default='EXPLODE',
)
amount: IntProperty(
name="Amount of pieces",
min=2, max=10000,
soft_min=2, soft_max=10000,
default=100,
)
frame_duration: IntProperty(
name="Duration",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=50,
)
frame_start: IntProperty(
name="Start Frame",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=1,
)
frame_end: IntProperty(
name="End Frame",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=10,
)
velocity: FloatProperty(
name="Outwards Velocity",
min=0, max=300000,
soft_min=0, soft_max=10,
default=1,
)
fade: BoolProperty(
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'},
"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
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)
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])
def grid_location(x, y):
return (x * 200, y * 150)
class QuickSmoke(ObjectModeOperator, Operator):
"""Use selected objects as smoke emitters"""
bl_idname = "object.quick_smoke"
bl_label = "Quick Smoke"
bl_options = {'REGISTER', 'UNDO'}
style: EnumProperty(
name="Smoke Style",
items=(
('SMOKE', "Smoke", ""),
('FIRE', "Fire", ""),
('BOTH', "Smoke + Fire", ""),
),
default='SMOKE',
)
show_flows: BoolProperty(
name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering",
default=False,
)
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
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
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'
# 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'
# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
obj = context.active_object
obj.name = "Smoke Domain"
# 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))
# 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
# Cycles and Eevee
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.new("Smoke Domain Material")
obj.material_slots[0].material = mat
# 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 Principled Volume
node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
node_principled.location = grid_location(4, 1)
links.new(node_principled.outputs["Volume"],
node_out.inputs["Volume"])
node_principled.inputs["Density"].default_value = 5.0
if self.style in {'FIRE', 'BOTH'}:
node_principled.inputs["Blackbody Intensity"].default_value = 1.0
return {'FINISHED'}
class QuickLiquid(Operator):
bl_idname = "object.quick_liquid"
bl_label = "Quick Liquid"
bl_options = {'REGISTER', 'UNDO'}
show_flows: BoolProperty(
name="Render Liquid Objects",
description="Keep the liquid objects visible during rendering",
default=False,
)
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
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
# 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
if not self.show_flows:
obj.display_type = 'WIRE'
# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
# add the liquid domain object
bpy.ops.mesh.primitive_cube_add()
obj = context.active_object
obj.name = "Liquid Domain"
# 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'
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()
# 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
# 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)
return {'FINISHED'}
classes = (
QuickExplode,
QuickFur,
QuickSmoke,
QuickLiquid,
)