blender-addons/real_snow.py

416 lines
15 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 #####
bl_info = {
"name": "Real Snow",
"description": "Generate snow mesh",
"author": "Wolf <wolf.art3d@gmail.com>",
"version": (1, 1),
"blender": (2, 83, 0),
"location": "View 3D > Properties Panel",
"doc_url": "https://github.com/macio97/Real-Snow",
"tracker_url": "https://github.com/macio97/Real-Snow/issues",
"support": "COMMUNITY",
"category": "Object",
}
# Libraries
import math
import os
import random
import time
import bpy
import bmesh
from bpy.props import BoolProperty, FloatProperty, IntProperty, PointerProperty
from bpy.types import Operator, Panel, PropertyGroup
from mathutils import Vector
# Panel
class REAL_PT_snow(Panel):
bl_space_type = "VIEW_3D"
bl_context = "objectmode"
bl_region_type = "UI"
bl_label = "Snow"
bl_category = "Real Snow"
def draw(self, context):
scn = context.scene
settings = scn.snow
layout = self.layout
col = layout.column(align=True)
col.prop(settings, 'coverage', slider=True)
col.prop(settings, 'height')
layout.use_property_split = True
layout.use_property_decorate = False
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(settings, 'vertices')
row = layout.row(align=True)
row.scale_y = 1.5
row.operator("snow.create", text="Add Snow", icon="FREEZE")
class SNOW_OT_Create(Operator):
bl_idname = "snow.create"
bl_label = "Create Snow"
bl_description = "Create snow"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context) -> bool:
return bool(context.selected_objects)
def execute(self, context):
coverage = context.scene.snow.coverage
height = context.scene.snow.height
vertices = context.scene.snow.vertices
# get list of selected objects except non-mesh objects
input_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
snow_list = []
# start UI progress bar
length = len(input_objects)
context.window_manager.progress_begin(0, 10)
timer=0
for obj in input_objects:
# timer
context.window_manager.progress_update(timer)
# duplicate mesh
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
object_eval = obj.evaluated_get(context.view_layer.depsgraph)
mesh_eval = bpy.data.meshes.new_from_object(object_eval)
snow_object = bpy.data.objects.new("Snow", mesh_eval)
snow_object.matrix_world = obj.matrix_world
context.collection.objects.link(snow_object)
bpy.ops.object.select_all(action='DESELECT')
context.view_layer.objects.active = snow_object
snow_object.select_set(True)
bpy.ops.object.mode_set(mode = 'EDIT')
bm_orig = bmesh.from_edit_mesh(snow_object.data)
bm_copy = bm_orig.copy()
bm_copy.transform(obj.matrix_world)
bm_copy.normal_update()
# get faces data
delete_faces(vertices, bm_copy, snow_object)
ballobj = add_metaballs(context, height, snow_object)
context.view_layer.objects.active = snow_object
surface_area = area(snow_object)
snow = add_particles(context, surface_area, height, coverage, snow_object, ballobj)
add_modifiers(snow)
# place inside collection
context.view_layer.active_layer_collection = context.view_layer.layer_collection
if "Snow" not in context.scene.collection.children:
coll = bpy.data.collections.new("Snow")
context.scene.collection.children.link(coll)
else:
coll = bpy.data.collections["Snow"]
coll.objects.link(snow)
context.view_layer.layer_collection.collection.objects.unlink(snow)
add_material(snow)
# parent with object
snow.parent = obj
snow.matrix_parent_inverse = obj.matrix_world.inverted()
# add snow to list
snow_list.append(snow)
# update progress bar
timer += 0.1 / length
# select created snow meshes
for s in snow_list:
s.select_set(True)
# end progress bar
context.window_manager.progress_end()
return {'FINISHED'}
def add_modifiers(snow):
bpy.ops.object.transform_apply(location=False, scale=True, rotation=False)
# decimate the mesh to get rid of some visual artifacts
snow.modifiers.new("Decimate", 'DECIMATE')
snow.modifiers["Decimate"].ratio = 0.5
snow.modifiers.new("Subdiv", "SUBSURF")
snow.modifiers["Subdiv"].render_levels = 1
snow.modifiers["Subdiv"].quality = 1
snow.cycles.use_adaptive_subdivision = True
def add_particles(context, surface_area: float, height: float, coverage: float, snow_object: bpy.types.Object, ballobj: bpy.types.Object):
# approximate the number of particles to be emitted
number = int(surface_area*50*(height**-2)*((coverage/100)**2))
bpy.ops.object.particle_system_add()
particles = snow_object.particle_systems[0]
psettings = particles.settings
psettings.type = 'HAIR'
psettings.render_type = 'OBJECT'
# generate random number for seed
random_seed = random.randint(0, 1000)
particles.seed = random_seed
# set particles object
psettings.particle_size = height
psettings.instance_object = ballobj
psettings.count = number
# convert particles to mesh
bpy.ops.object.select_all(action='DESELECT')
context.view_layer.objects.active = ballobj
ballobj.select_set(True)
bpy.ops.object.convert(target='MESH')
snow = bpy.context.active_object
snow.scale = [0.09, 0.09, 0.09]
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY')
bpy.ops.object.select_all(action='DESELECT')
snow_object.select_set(True)
bpy.ops.object.delete()
snow.select_set(True)
return snow
def add_metaballs(context, height: float, snow_object: bpy.types.Object) -> bpy.types.Object:
ball_name = "SnowBall"
ball = bpy.data.metaballs.new(ball_name)
ballobj = bpy.data.objects.new(ball_name, ball)
bpy.context.scene.collection.objects.link(ballobj)
# these settings have proven to work on a large amount of scenarios
ball.resolution = 0.7*height+0.3
ball.threshold = 1.3
element = ball.elements.new()
element.radius = 1.5
element.stiffness = 0.75
ballobj.scale = [0.09, 0.09, 0.09]
return ballobj
def delete_faces(vertices, bm_copy, snow_object: bpy.types.Object):
# find upper faces
if vertices:
selected_faces = [face.index for face in bm_copy.faces if face.select]
# based on a certain angle, find all faces not pointing up
down_faces = [face.index for face in bm_copy.faces if Vector((0, 0, -1.0)).angle(face.normal, 4.0) < (math.pi/2.0+0.5)]
bm_copy.free()
bpy.ops.mesh.select_all(action='DESELECT')
# select upper faces
mesh = bmesh.from_edit_mesh(snow_object.data)
for face in mesh.faces:
if vertices:
if not face.index in selected_faces:
face.select = True
if face.index in down_faces:
face.select = True
# delete unneccessary faces
faces_select = [face for face in mesh.faces if face.select]
bmesh.ops.delete(mesh, geom=faces_select, context='FACES_KEEP_BOUNDARY')
mesh.free()
bpy.ops.object.mode_set(mode = 'OBJECT')
def area(obj: bpy.types.Object) -> float:
bm_obj = bmesh.new()
bm_obj.from_mesh(obj.data)
bm_obj.transform(obj.matrix_world)
area = sum(face.calc_area() for face in bm_obj.faces)
bm_obj.free
return area
def add_material(obj: bpy.types.Object):
mat_name = "Snow"
# if material doesn't exist, create it
if mat_name in bpy.data.materials:
bpy.data.materials[mat_name].name = mat_name+".001"
mat = bpy.data.materials.new(mat_name)
mat.use_nodes = True
nodes = mat.node_tree.nodes
# delete all nodes
for node in nodes:
nodes.remove(node)
# add nodes
output = nodes.new('ShaderNodeOutputMaterial')
principled = nodes.new('ShaderNodeBsdfPrincipled')
vec_math = nodes.new('ShaderNodeVectorMath')
com_xyz = nodes.new('ShaderNodeCombineXYZ')
dis = nodes.new('ShaderNodeDisplacement')
mul1 = nodes.new('ShaderNodeMath')
add1 = nodes.new('ShaderNodeMath')
add2 = nodes.new('ShaderNodeMath')
mul2 = nodes.new('ShaderNodeMath')
mul3 = nodes.new('ShaderNodeMath')
ramp1 = nodes.new('ShaderNodeValToRGB')
ramp2 = nodes.new('ShaderNodeValToRGB')
ramp3 = nodes.new('ShaderNodeValToRGB')
vor = nodes.new('ShaderNodeTexVoronoi')
noise1 = nodes.new('ShaderNodeTexNoise')
noise2 = nodes.new('ShaderNodeTexNoise')
noise3 = nodes.new('ShaderNodeTexNoise')
mapping = nodes.new('ShaderNodeMapping')
coord = nodes.new('ShaderNodeTexCoord')
# change location
output.location = (100, 0)
principled.location = (-200, 500)
vec_math.location = (-400, 400)
com_xyz.location = (-600, 400)
dis.location = (-200, -100)
mul1.location = (-400, -100)
add1.location = (-600, -100)
add2.location = (-800, -100)
mul2.location = (-1000, -100)
mul3.location = (-1000, -300)
ramp1.location = (-500, 150)
ramp2.location = (-1300, -300)
ramp3.location = (-1000, -500)
vor.location = (-1500, 200)
noise1.location = (-1500, 0)
noise2.location = (-1500, -200)
noise3.location = (-1500, -400)
mapping.location = (-1700, 0)
coord.location = (-1900, 0)
# change node parameters
principled.distribution = "MULTI_GGX"
principled.subsurface_method = "RANDOM_WALK"
principled.inputs[0].default_value[0] = 0.904
principled.inputs[0].default_value[1] = 0.904
principled.inputs[0].default_value[2] = 0.904
principled.inputs[1].default_value = 1
principled.inputs[2].default_value[0] = 0.36
principled.inputs[2].default_value[1] = 0.46
principled.inputs[2].default_value[2] = 0.6
principled.inputs[3].default_value[0] = 0.904
principled.inputs[3].default_value[1] = 0.904
principled.inputs[3].default_value[2] = 0.904
principled.inputs[5].default_value = 0.224
principled.inputs[7].default_value = 0.1
principled.inputs[13].default_value = 0.1
vec_math.operation = "MULTIPLY"
vec_math.inputs[1].default_value[0] = 0.5
vec_math.inputs[1].default_value[1] = 0.5
vec_math.inputs[1].default_value[2] = 0.5
com_xyz.inputs[0].default_value = 0.36
com_xyz.inputs[1].default_value = 0.46
com_xyz.inputs[2].default_value = 0.6
dis.inputs[1].default_value = 0.1
dis.inputs[2].default_value = 0.3
mul1.operation = "MULTIPLY"
mul1.inputs[1].default_value = 0.1
mul2.operation = "MULTIPLY"
mul2.inputs[1].default_value = 0.6
mul3.operation = "MULTIPLY"
mul3.inputs[1].default_value = 0.4
ramp1.color_ramp.elements[0].position = 0.525
ramp1.color_ramp.elements[1].position = 0.58
ramp2.color_ramp.elements[0].position = 0.069
ramp2.color_ramp.elements[1].position = 0.757
ramp3.color_ramp.elements[0].position = 0.069
ramp3.color_ramp.elements[1].position = 0.757
vor.feature = "N_SPHERE_RADIUS"
vor.inputs[2].default_value = 30
noise1.inputs[2].default_value = 12
noise2.inputs[2].default_value = 2
noise2.inputs[3].default_value = 4
noise3.inputs[2].default_value = 1
noise3.inputs[3].default_value = 4
mapping.inputs[3].default_value[0] = 12
mapping.inputs[3].default_value[1] = 12
mapping.inputs[3].default_value[2] = 12
# link nodes
link = mat.node_tree.links
link.new(principled.outputs[0], output.inputs[0])
link.new(vec_math.outputs[0], principled.inputs[2])
link.new(com_xyz.outputs[0], vec_math.inputs[0])
link.new(dis.outputs[0], output.inputs[2])
link.new(mul1.outputs[0], dis.inputs[0])
link.new(add1.outputs[0], mul1.inputs[0])
link.new(add2.outputs[0], add1.inputs[0])
link.new(mul2.outputs[0], add2.inputs[0])
link.new(mul3.outputs[0], add2.inputs[1])
link.new(ramp1.outputs[0], principled.inputs[12])
link.new(ramp2.outputs[0], mul3.inputs[0])
link.new(ramp3.outputs[0], add1.inputs[1])
link.new(vor.outputs[4], ramp1.inputs[0])
link.new(noise1.outputs[0], mul2.inputs[0])
link.new(noise2.outputs[0], ramp2.inputs[0])
link.new(noise3.outputs[0], ramp3.inputs[0])
link.new(mapping.outputs[0], vor.inputs[0])
link.new(mapping.outputs[0], noise1.inputs[0])
link.new(mapping.outputs[0], noise2.inputs[0])
link.new(mapping.outputs[0], noise3.inputs[0])
link.new(coord.outputs[3], mapping.inputs[0])
# set displacement and add material
mat.cycles.displacement_method = "DISPLACEMENT"
obj.data.materials.append(mat)
# Properties
class SnowSettings(PropertyGroup):
coverage : IntProperty(
name = "Coverage",
description = "Percentage of the object to be covered with snow",
default = 100,
min = 0,
max = 100,
subtype = 'PERCENTAGE'
)
height : FloatProperty(
name = "Height",
description = "Height of the snow",
default = 0.3,
step = 1,
precision = 2,
min = 0.1,
max = 1
)
vertices : BoolProperty(
name = "Selected Faces",
description = "Add snow only on selected faces",
default = False
)
#############################################################################################
classes = (
REAL_PT_snow,
SNOW_OT_Create,
SnowSettings
)
register, unregister = bpy.utils.register_classes_factory(classes)
# Register
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.snow = PointerProperty(type=SnowSettings)
# Unregister
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Scene.snow
if __name__ == "__main__":
register()