* Better (and windows enabled) OpenMP handling (> 2x-5x speed) * More Volumetric Texture mapping options (heat, etc) <-- Matt if that's not to your liking, just revert that part, it's separate anyway * Initial velocity taken from particle settings (no more slow starting) * Option to select compression method (there seem to be a bug in my high compression usage, at least it's been reported to result in exploding smoke - better use low compression for the time being) It's been tested since a while but as usual please report any (new!) bugs. ;-)
		
			
				
	
	
		
			244 lines
		
	
	
		
			7.1 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			244 lines
		
	
	
		
			7.1 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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narrowui = 180
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from properties_physics_common import point_cache_ui
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from properties_physics_common import effector_weights_ui
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class PhysicButtonsPanel(bpy.types.Panel):
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "physics"
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    def poll(self, context):
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        ob = context.object
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        rd = context.scene.render_data
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        return (ob and ob.type == 'MESH') and (not rd.use_game_engine)
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class PHYSICS_PT_smoke(PhysicButtonsPanel):
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    bl_label = "Smoke"
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    def draw(self, context):
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        layout = self.layout
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        md = context.smoke
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        ob = context.object
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        split.operator_context = 'EXEC_DEFAULT'
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        if md:
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            # remove modifier + settings
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            split.set_context_pointer("modifier", md)
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            split.operator("object.modifier_remove", text="Remove")
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            row = split.row(align=True)
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            row.prop(md, "render", text="")
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            row.prop(md, "realtime", text="")
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        else:
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            # add modifier
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            split.operator("object.modifier_add", text="Add").type = 'SMOKE'
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            if wide_ui:
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                split.label()
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        if md:
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            if wide_ui:
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                layout.prop(md, "smoke_type", expand=True)
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            else:
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                layout.prop(md, "smoke_type", text="")
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            if md.smoke_type == 'TYPE_DOMAIN':
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                domain = md.domain_settings
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                split = layout.split()
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                col = split.column()
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                col.label(text="Resolution:")
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                col.prop(domain, "maxres", text="Divisions")
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                if wide_ui:
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                    col = split.column()
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                col.label(text="Behavior:")
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                col.prop(domain, "alpha")
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                col.prop(domain, "beta")
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                col.prop(domain, "initial_velocity", text="Initial Velocity")
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                col.prop(domain, "dissolve_smoke", text="Dissolve")
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                sub = col.column()
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                sub.active = domain.dissolve_smoke
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                sub.prop(domain, "dissolve_speed", text="Time")
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                sub.prop(domain, "dissolve_smoke_log", text="Slow")
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            elif md.smoke_type == 'TYPE_FLOW':
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                flow = md.flow_settings
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                split = layout.split()
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                col = split.column()
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                col.prop(flow, "outflow")
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                col.label(text="Particle System:")
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                col.prop_object(flow, "psys", ob, "particle_systems", text="")
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                if md.flow_settings.outflow:
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                    if wide_ui:
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                        col = split.column()
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                else:
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                    if wide_ui:
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                        col = split.column()
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                    col.label(text="Behavior:")
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                    col.prop(flow, "temperature")
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                    col.prop(flow, "density")
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            #elif md.smoke_type == 'TYPE_COLL':
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            #	layout.separator()
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel):
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    bl_label = "Smoke Groups"
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    bl_default_closed = True
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    def poll(self, context):
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        md = context.smoke
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        return md and (md.smoke_type == 'TYPE_DOMAIN')
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    def draw(self, context):
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        layout = self.layout
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        group = context.smoke.domain_settings
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        col.label(text="Flow Group:")
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        col.prop(group, "fluid_group", text="")
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        #col.label(text="Effector Group:")
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        #col.prop(group, "eff_group", text="")
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        if wide_ui:
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            col = split.column()
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        col.label(text="Collision Group:")
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        col.prop(group, "coll_group", text="")
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class PHYSICS_PT_smoke_cache(PhysicButtonsPanel):
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    bl_label = "Smoke Cache"
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    bl_default_closed = True
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    def poll(self, context):
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        md = context.smoke
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        return md and (md.smoke_type == 'TYPE_DOMAIN')
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    def draw(self, context):
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        domain = context.smoke.domain_settings
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        self.layout.prop(domain, "smoke_cache_comp")
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        md = context.smoke.domain_settings
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        cache = md.point_cache_low
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        point_cache_ui(self, context, cache, (cache.baked is False), 0, 1)
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel):
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    bl_label = "Smoke High Resolution"
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    bl_default_closed = True
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    def poll(self, context):
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        md = context.smoke
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        return md and (md.smoke_type == 'TYPE_DOMAIN')
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    def draw_header(self, context):
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        high = context.smoke.domain_settings
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        self.layout.prop(high, "highres", text="")
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    def draw(self, context):
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        layout = self.layout
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        md = context.smoke.domain_settings
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        col.label(text="Resolution:")
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        col.prop(md, "amplify", text="Divisions")
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        col.prop(md, "viewhighres")
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        if wide_ui:
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            col = split.column()
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        col.label(text="Noise Method:")
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        col.row().prop(md, "noise_type", text="")
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        col.prop(md, "strength")
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class PHYSICS_PT_smoke_cache_highres(PhysicButtonsPanel):
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    bl_label = "Smoke High Resolution Cache"
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    bl_default_closed = True
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    def poll(self, context):
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        md = context.smoke
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        return md and (md.smoke_type == 'TYPE_DOMAIN') and md.domain_settings.highres
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    def draw(self, context):
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        domain = context.smoke.domain_settings
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        self.layout.prop(domain, "smoke_cache_high_comp")
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        md = context.smoke.domain_settings
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        cache = md.point_cache_high
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        point_cache_ui(self, context, cache, (cache.baked is False), 0, 1)
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class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel):
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    bl_label = "Smoke Field Weights"
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    bl_default_closed = True
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    def poll(self, context):
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        smoke = context.smoke
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        return (smoke and smoke.smoke_type == 'TYPE_DOMAIN')
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    def draw(self, context):
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        domain = context.smoke.domain_settings
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        effector_weights_ui(self, context, domain.effector_weights)
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bpy.types.register(PHYSICS_PT_smoke)
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bpy.types.register(PHYSICS_PT_smoke_field_weights)
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bpy.types.register(PHYSICS_PT_smoke_cache)
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bpy.types.register(PHYSICS_PT_smoke_highres)
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bpy.types.register(PHYSICS_PT_smoke_groups)
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bpy.types.register(PHYSICS_PT_smoke_cache_highres)
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