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.
582 lines
19 KiB
Python
582 lines
19 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8-80 compliant>
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from mathutils import Vector
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import bpy
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from bpy.types import Operator
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from bpy.props import (
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BoolProperty,
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EnumProperty,
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FloatProperty,
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FloatVectorProperty,
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IntProperty,
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)
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def object_ensure_material(obj, mat_name):
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""" Use an existing material or add a new one.
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"""
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mat = mat_slot = None
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for mat_slot in obj.material_slots:
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mat = mat_slot.material
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if mat:
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break
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if mat is None:
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mat = bpy.data.materials.new(mat_name)
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if mat_slot:
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mat_slot.material = mat
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else:
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obj.data.materials.append(mat)
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return mat
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class ObjectModeOperator:
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@classmethod
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def poll(cls, context):
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return context.mode == 'OBJECT'
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class QuickFur(ObjectModeOperator, Operator):
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"""Add fur setup to the selected objects"""
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bl_idname = "object.quick_fur"
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bl_label = "Quick Fur"
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bl_options = {'REGISTER', 'UNDO'}
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density: EnumProperty(
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name="Fur Density",
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items=(
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('LIGHT', "Light", ""),
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('MEDIUM', "Medium", ""),
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('HEAVY', "Heavy", "")
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),
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default='MEDIUM',
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)
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view_percentage: IntProperty(
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name="View %",
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min=1, max=100,
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soft_min=1, soft_max=100,
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default=10,
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)
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length: FloatProperty(
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name="Length",
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min=0.001, max=100,
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soft_min=0.01, soft_max=10,
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default=0.1,
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)
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def execute(self, context):
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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mat = bpy.data.materials.new("Fur Material")
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for obj in mesh_objects:
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fake_context["object"] = obj
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bpy.ops.object.particle_system_add(fake_context)
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psys = obj.particle_systems[-1]
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psys.settings.type = 'HAIR'
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if self.density == 'LIGHT':
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psys.settings.count = 100
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elif self.density == 'MEDIUM':
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psys.settings.count = 1000
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elif self.density == 'HEAVY':
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psys.settings.count = 10000
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psys.settings.child_nbr = self.view_percentage
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psys.settings.hair_length = self.length
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psys.settings.use_strand_primitive = True
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psys.settings.use_hair_bspline = True
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psys.settings.child_type = 'INTERPOLATED'
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psys.settings.tip_radius = 0.25
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obj.data.materials.append(mat)
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psys.settings.material = len(obj.data.materials)
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return {'FINISHED'}
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class QuickExplode(ObjectModeOperator, Operator):
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"""Make selected objects explode"""
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bl_idname = "object.quick_explode"
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bl_label = "Quick Explode"
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bl_options = {'REGISTER', 'UNDO'}
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style: EnumProperty(
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name="Explode Style",
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items=(
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('EXPLODE', "Explode", ""),
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('BLEND', "Blend", ""),
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),
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default='EXPLODE',
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)
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amount: IntProperty(
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name="Amount of pieces",
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min=2, max=10000,
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soft_min=2, soft_max=10000,
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default=100,
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)
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frame_duration: IntProperty(
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name="Duration",
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min=1, max=300000,
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soft_min=1, soft_max=10000,
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default=50,
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)
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frame_start: IntProperty(
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name="Start Frame",
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min=1, max=300000,
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soft_min=1, soft_max=10000,
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default=1,
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)
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frame_end: IntProperty(
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name="End Frame",
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min=1, max=300000,
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soft_min=1, soft_max=10000,
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default=10,
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)
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velocity: FloatProperty(
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name="Outwards Velocity",
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min=0, max=300000,
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soft_min=0, soft_max=10,
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default=1,
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)
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fade: BoolProperty(
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name="Fade",
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description="Fade the pieces over time",
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default=True,
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)
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def execute(self, context):
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fake_context = context.copy()
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obj_act = context.active_object
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if obj_act is None or obj_act.type != 'MESH':
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self.report({'ERROR'}, "Active object is not a mesh")
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return {'CANCELLED'}
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH' and obj != obj_act]
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mesh_objects.insert(0, obj_act)
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if self.style == 'BLEND' and len(mesh_objects) != 2:
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self.report({'ERROR'}, "Select two mesh objects")
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self.style = 'EXPLODE'
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return {'CANCELLED'}
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elif not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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for obj in mesh_objects:
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if obj.particle_systems:
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self.report({'ERROR'},
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"Object %r already has a "
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"particle system" % obj.name)
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return {'CANCELLED'}
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if self.style == 'BLEND':
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from_obj = mesh_objects[1]
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to_obj = mesh_objects[0]
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for obj in mesh_objects:
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fake_context["object"] = obj
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bpy.ops.object.particle_system_add(fake_context)
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settings = obj.particle_systems[-1].settings
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settings.count = self.amount
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# first set frame end, to prevent frame start clamping
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settings.frame_end = self.frame_end - self.frame_duration
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settings.frame_start = self.frame_start
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settings.lifetime = self.frame_duration
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settings.normal_factor = self.velocity
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settings.render_type = 'NONE'
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explode = obj.modifiers.new(name='Explode', type='EXPLODE')
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explode.use_edge_cut = True
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if self.fade:
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explode.show_dead = False
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uv = obj.data.uv_layers.new(name="Explode fade")
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explode.particle_uv = uv.name
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mat = object_ensure_material(obj, "Explode Fade")
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mat.blend_method = 'BLEND'
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mat.shadow_method = 'HASHED'
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if not mat.use_nodes:
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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for node in nodes:
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if node.type == 'OUTPUT_MATERIAL':
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node_out_mat = node
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break
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node_surface = node_out_mat.inputs['Surface'].links[0].from_node
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node_x = node_surface.location[0]
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node_y = node_surface.location[1] - 400
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offset_x = 200
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node_mix = nodes.new('ShaderNodeMixShader')
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node_mix.location = (node_x - offset_x, node_y)
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mat.node_tree.links.new(node_surface.outputs[0], node_mix.inputs[1])
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mat.node_tree.links.new(node_mix.outputs["Shader"], node_out_mat.inputs['Surface'])
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offset_x += 200
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node_trans = nodes.new('ShaderNodeBsdfTransparent')
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node_trans.location = (node_x - offset_x, node_y)
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mat.node_tree.links.new(node_trans.outputs["BSDF"], node_mix.inputs[2])
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offset_x += 200
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node_ramp = nodes.new('ShaderNodeValToRGB')
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node_ramp.location = (node_x - offset_x, node_y)
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offset_x += 200
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mat.node_tree.links.new(node_ramp.outputs["Alpha"], node_mix.inputs["Fac"])
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color_ramp = node_ramp.color_ramp
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color_ramp.elements[0].color[3] = 0.0
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color_ramp.elements[1].color[3] = 1.0
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if self.style == 'BLEND':
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color_ramp.elements[0].position = 0.333
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color_ramp.elements[1].position = 0.666
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if obj == to_obj:
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# reverse ramp alpha
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color_ramp.elements[0].color[3] = 1.0
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color_ramp.elements[1].color[3] = 0.0
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node_sep = nodes.new('ShaderNodeSeparateXYZ')
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node_sep.location = (node_x - offset_x, node_y)
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offset_x += 200
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mat.node_tree.links.new(node_sep.outputs["X"], node_ramp.inputs["Fac"])
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node_uv = nodes.new('ShaderNodeUVMap')
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node_uv.location = (node_x - offset_x, node_y)
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node_uv.uv_map = uv.name
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mat.node_tree.links.new(node_uv.outputs["UV"], node_sep.inputs["Vector"])
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if self.style == 'BLEND':
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settings.physics_type = 'KEYED'
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settings.use_emit_random = False
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settings.rotation_mode = 'NOR'
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psys = obj.particle_systems[-1]
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fake_context["particle_system"] = obj.particle_systems[-1]
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bpy.ops.particle.new_target(fake_context)
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bpy.ops.particle.new_target(fake_context)
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if obj == from_obj:
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psys.targets[1].object = to_obj
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else:
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psys.targets[0].object = from_obj
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settings.normal_factor = -self.velocity
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explode.show_unborn = False
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explode.show_dead = True
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else:
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settings.factor_random = self.velocity
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settings.angular_velocity_factor = self.velocity / 10.0
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return {'FINISHED'}
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def invoke(self, context, _event):
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self.frame_start = context.scene.frame_current
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self.frame_end = self.frame_start + self.frame_duration
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return self.execute(context)
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def obj_bb_minmax(obj, min_co, max_co):
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for i in range(0, 8):
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bb_vec = obj.matrix_world @ Vector(obj.bound_box[i])
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min_co[0] = min(bb_vec[0], min_co[0])
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min_co[1] = min(bb_vec[1], min_co[1])
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min_co[2] = min(bb_vec[2], min_co[2])
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max_co[0] = max(bb_vec[0], max_co[0])
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max_co[1] = max(bb_vec[1], max_co[1])
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max_co[2] = max(bb_vec[2], max_co[2])
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def grid_location(x, y):
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return (x * 200, y * 150)
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class QuickSmoke(ObjectModeOperator, Operator):
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"""Use selected objects as smoke emitters"""
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bl_idname = "object.quick_smoke"
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bl_label = "Quick Smoke"
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bl_options = {'REGISTER', 'UNDO'}
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style: EnumProperty(
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name="Smoke Style",
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items=(
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('SMOKE', "Smoke", ""),
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('FIRE', "Fire", ""),
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('BOTH', "Smoke + Fire", ""),
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),
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default='SMOKE',
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)
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show_flows: BoolProperty(
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name="Render Smoke Objects",
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description="Keep the smoke objects visible during rendering",
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default=False,
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)
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def execute(self, context):
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if not bpy.app.build_options.fluid:
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self.report({'ERROR'}, "Built without Fluid modifier")
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return {'CANCELLED'}
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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min_co = Vector((100000.0, 100000.0, 100000.0))
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max_co = -min_co
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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for obj in mesh_objects:
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fake_context["object"] = obj
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# make each selected object a smoke flow
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bpy.ops.object.modifier_add(fake_context, type='FLUID')
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obj.modifiers[-1].fluid_type = 'FLOW'
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# set type
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obj.modifiers[-1].flow_settings.flow_type = self.style
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# set flow behavior
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obj.modifiers[-1].flow_settings.flow_behavior = 'INFLOW'
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# use some surface distance for smoke emission
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obj.modifiers[-1].flow_settings.surface_distance = 1.5
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if not self.show_flows:
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obj.display_type = 'WIRE'
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# store bounding box min/max for the domain object
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obj_bb_minmax(obj, min_co, max_co)
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# add the smoke domain object
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bpy.ops.mesh.primitive_cube_add()
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obj = context.active_object
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obj.name = "Smoke Domain"
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# give the smoke some room above the flows
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obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0))
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obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
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# setup smoke domain
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bpy.ops.object.modifier_add(type='FLUID')
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obj.modifiers[-1].fluid_type = 'DOMAIN'
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if self.style == 'FIRE' or self.style == 'BOTH':
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obj.modifiers[-1].domain_settings.use_noise = True
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# ensure correct cache file format for smoke
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if bpy.app.build_options.openvdb:
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obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
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# Setup material
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# Cycles and Eevee
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bpy.ops.object.material_slot_add()
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mat = bpy.data.materials.new("Smoke Domain Material")
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obj.material_slots[0].material = mat
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# Make sure we use nodes
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mat.use_nodes = True
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# Set node variables and clear the default nodes
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tree = mat.node_tree
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nodes = tree.nodes
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links = tree.links
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nodes.clear()
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# Create shader nodes
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# Material output
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node_out = nodes.new(type='ShaderNodeOutputMaterial')
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node_out.location = grid_location(6, 1)
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# Add Principled Volume
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node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
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node_principled.location = grid_location(4, 1)
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links.new(node_principled.outputs["Volume"],
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node_out.inputs["Volume"])
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node_principled.inputs["Density"].default_value = 5.0
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if self.style in {'FIRE', 'BOTH'}:
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node_principled.inputs["Blackbody Intensity"].default_value = 1.0
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return {'FINISHED'}
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class QuickLiquid(Operator):
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bl_idname = "object.quick_liquid"
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bl_label = "Quick Liquid"
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bl_options = {'REGISTER', 'UNDO'}
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show_flows: BoolProperty(
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name="Render Liquid Objects",
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description="Keep the liquid objects visible during rendering",
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default=False,
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)
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def execute(self, context):
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if not bpy.app.build_options.fluid:
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self.report({'ERROR'}, "Built without Fluid modifier")
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return {'CANCELLED'}
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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min_co = Vector((100000.0, 100000.0, 100000.0))
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max_co = -min_co
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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# set shading type to wireframe so that liquid particles are visible
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for area in bpy.context.screen.areas:
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if area.type == 'VIEW_3D':
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for space in area.spaces:
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if space.type == 'VIEW_3D':
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space.shading.type = 'WIREFRAME'
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for obj in mesh_objects:
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fake_context["object"] = obj
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# make each selected object a liquid flow
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bpy.ops.object.modifier_add(fake_context, type='FLUID')
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obj.modifiers[-1].fluid_type = 'FLOW'
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# set type
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obj.modifiers[-1].flow_settings.flow_type = 'LIQUID'
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# set flow behavior
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obj.modifiers[-1].flow_settings.flow_behavior = 'GEOMETRY'
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# use some surface distance for smoke emission
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obj.modifiers[-1].flow_settings.surface_distance = 0.0
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if not self.show_flows:
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obj.display_type = 'WIRE'
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# store bounding box min/max for the domain object
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obj_bb_minmax(obj, min_co, max_co)
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# add the liquid domain object
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bpy.ops.mesh.primitive_cube_add()
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obj = context.active_object
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obj.name = "Liquid Domain"
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# give the liquid some room above the flows
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obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0))
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obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
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# setup liquid domain
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bpy.ops.object.modifier_add(type='FLUID')
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obj.modifiers[-1].fluid_type = 'DOMAIN'
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# set all domain borders to obstacle
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obj.modifiers[-1].domain_settings.use_collision_border_front = True
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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,
|
|
)
|