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