blender-addons/render_povray/nodes.py
2022-10-14 19:52:42 +02:00

1056 lines
33 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
""""Nodes based User interface for shaders exported to POV textures."""
import bpy
from bpy.utils import register_class, unregister_class
from bpy.types import Node, CompositorNodeTree, TextureNodeTree
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
EnumProperty,
)
from . import nodes_properties
# -------- Output
class PovrayOutputNode(Node, nodes_properties.ObjectNodeTree):
"""Output"""
bl_idname = "PovrayOutputNode"
bl_label = "Output"
bl_icon = "SHADING_TEXTURE"
def init(self, context):
self.inputs.new("PovraySocketTexture", "Texture")
def draw_buttons(self, context, layout):
ob = context.object
layout.prop(ob.pov, "object_ior", slider=True)
def draw_buttons_ext(self, context, layout):
ob = context.object
layout.prop(ob.pov, "object_ior", slider=True)
def draw_label(self):
return "Output"
# -------- Material
class PovrayTextureNode(Node, nodes_properties.ObjectNodeTree):
"""Texture"""
bl_idname = "PovrayTextureNode"
bl_label = "Simple texture"
bl_icon = "SHADING_TEXTURE"
def init(self, context):
color = self.inputs.new("PovraySocketColor", "Pigment")
color.default_value = (1, 1, 1)
normal = self.inputs.new("NodeSocketFloat", "Normal")
normal.hide_value = True
finish = self.inputs.new("NodeSocketVector", "Finish")
finish.hide_value = True
self.outputs.new("PovraySocketTexture", "Texture")
def draw_label(self):
return "Simple texture"
class PovrayFinishNode(Node, nodes_properties.ObjectNodeTree):
"""Finish"""
bl_idname = "PovrayFinishNode"
bl_label = "Finish"
bl_icon = "SHADING_TEXTURE"
def init(self, context):
self.inputs.new("PovraySocketFloat_0_1", "Emission")
ambient = self.inputs.new("NodeSocketVector", "Ambient")
ambient.hide_value = True
diffuse = self.inputs.new("NodeSocketVector", "Diffuse")
diffuse.hide_value = True
specular = self.inputs.new("NodeSocketVector", "Highlight")
specular.hide_value = True
mirror = self.inputs.new("NodeSocketVector", "Mirror")
mirror.hide_value = True
iridescence = self.inputs.new("NodeSocketVector", "Iridescence")
iridescence.hide_value = True
subsurface = self.inputs.new("NodeSocketVector", "Translucency")
subsurface.hide_value = True
self.outputs.new("NodeSocketVector", "Finish")
def draw_label(self):
return "Finish"
class PovrayDiffuseNode(Node, nodes_properties.ObjectNodeTree):
"""Diffuse"""
bl_idname = "PovrayDiffuseNode"
bl_label = "Diffuse"
bl_icon = "MATSPHERE"
def init(self, context):
intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
intensity.default_value = 0.8
albedo = self.inputs.new("NodeSocketBool", "Albedo")
albedo.default_value = False
brilliance = self.inputs.new("PovraySocketFloat_0_10", "Brilliance")
brilliance.default_value = 1.8
self.inputs.new("PovraySocketFloat_0_1", "Crand")
self.outputs.new("NodeSocketVector", "Diffuse")
def draw_label(self):
return "Diffuse"
class PovrayPhongNode(Node, nodes_properties.ObjectNodeTree):
"""Phong"""
bl_idname = "PovrayPhongNode"
bl_label = "Phong"
bl_icon = "MESH_UVSPHERE"
def init(self, context):
albedo = self.inputs.new("NodeSocketBool", "Albedo")
intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
intensity.default_value = 0.8
phong_size = self.inputs.new("PovraySocketInt_0_256", "Size")
phong_size.default_value = 60
metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
self.outputs.new("NodeSocketVector", "Phong")
def draw_label(self):
return "Phong"
class PovraySpecularNode(Node, nodes_properties.ObjectNodeTree):
"""Specular"""
bl_idname = "PovraySpecularNode"
bl_label = "Specular"
bl_icon = "MESH_UVSPHERE"
def init(self, context):
albedo = self.inputs.new("NodeSocketBool", "Albedo")
intensity = self.inputs.new("PovraySocketFloat_0_1", "Intensity")
intensity.default_value = 0.8
roughness = self.inputs.new("PovraySocketFloat_0_1", "Roughness")
roughness.default_value = 0.02
metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
self.outputs.new("NodeSocketVector", "Specular")
def draw_label(self):
return "Specular"
class PovrayMirrorNode(Node, nodes_properties.ObjectNodeTree):
"""Mirror"""
bl_idname = "PovrayMirrorNode"
bl_label = "Mirror"
bl_icon = "SHADING_TEXTURE"
def init(self, context):
color = self.inputs.new("PovraySocketColor", "Color")
color.default_value = (1, 1, 1)
metallic = self.inputs.new("PovraySocketFloat_0_1", "Metallic")
metallic.default_value = 1.0
exponent = self.inputs.new("PovraySocketFloat_0_1", "Exponent")
exponent.default_value = 1.0
self.inputs.new("PovraySocketFloat_0_1", "Falloff")
self.inputs.new("NodeSocketBool", "Fresnel")
self.inputs.new("NodeSocketBool", "Conserve energy")
self.outputs.new("NodeSocketVector", "Mirror")
def draw_label(self):
return "Mirror"
class PovrayAmbientNode(Node, nodes_properties.ObjectNodeTree):
"""Ambient"""
bl_idname = "PovrayAmbientNode"
bl_label = "Ambient"
bl_icon = "SHADING_SOLID"
def init(self, context):
self.inputs.new("PovraySocketColor", "Ambient")
self.outputs.new("NodeSocketVector", "Ambient")
def draw_label(self):
return "Ambient"
class PovrayIridescenceNode(Node, nodes_properties.ObjectNodeTree):
"""Iridescence"""
bl_idname = "PovrayIridescenceNode"
bl_label = "Iridescence"
bl_icon = "MESH_UVSPHERE"
def init(self, context):
amount = self.inputs.new("NodeSocketFloat", "Amount")
amount.default_value = 0.25
thickness = self.inputs.new("NodeSocketFloat", "Thickness")
thickness.default_value = 1
self.inputs.new("NodeSocketFloat", "Turbulence")
self.outputs.new("NodeSocketVector", "Iridescence")
def draw_label(self):
return "Iridescence"
class PovraySubsurfaceNode(Node, nodes_properties.ObjectNodeTree):
"""Subsurface"""
bl_idname = "PovraySubsurfaceNode"
bl_label = "Subsurface"
bl_icon = "MESH_UVSPHERE"
def init(self, context):
translucency = self.inputs.new("NodeSocketColor", "Translucency")
translucency.default_value = (0, 0, 0, 1)
energy = self.inputs.new("PovraySocketInt_0_256", "Energy")
energy.default_value = 20
self.outputs.new("NodeSocketVector", "Translucency")
def draw_buttons(self, context, layout):
scene = context.scene
layout.prop(scene.pov, "sslt_enable", text="SSLT")
def draw_buttons_ext(self, context, layout):
scene = context.scene
layout.prop(scene.pov, "sslt_enable", text="SSLT")
def draw_label(self):
return "Subsurface"
# ---------------------------------------------------------------- #
class PovrayMappingNode(Node, nodes_properties.ObjectNodeTree):
"""Mapping"""
bl_idname = "PovrayMappingNode"
bl_label = "Mapping"
bl_icon = "NODE_TEXTURE"
warp_type: EnumProperty(
name="Warp Types",
description="Select the type of warp",
items=(
("cubic", "Cubic", ""),
("cylindrical", "Cylindrical", ""),
("planar", "Planar", ""),
("spherical", "Spherical", ""),
("toroidal", "Toroidal", ""),
("uv_mapping", "UV", ""),
("NONE", "None", "No indentation"),
),
default="NONE",
)
warp_orientation: EnumProperty(
name="Warp Orientation",
description="Select the orientation of warp",
items=(("x", "X", ""), ("y", "Y", ""), ("z", "Z", "")),
default="y",
)
warp_dist_exp: FloatProperty(
name="Distance exponent", description="Distance exponent", min=0.0, max=100.0, default=1.0
)
warp_tor_major_radius: FloatProperty(
name="Major radius",
description="Torus is distance from major radius",
min=0.0,
max=5.0,
default=1.0,
)
def init(self, context):
self.outputs.new("NodeSocketVector", "Mapping")
def draw_buttons(self, context, layout):
column = layout.column()
column.prop(self, "warp_type", text="Warp type")
if self.warp_type in {"toroidal", "spherical", "cylindrical", "planar"}:
column.prop(self, "warp_orientation", text="Orientation")
column.prop(self, "warp_dist_exp", text="Exponent")
if self.warp_type == "toroidal":
column.prop(self, "warp_tor_major_radius", text="Major R")
def draw_buttons_ext(self, context, layout):
column = layout.column()
column.prop(self, "warp_type", text="Warp type")
if self.warp_type in {"toroidal", "spherical", "cylindrical", "planar"}:
column.prop(self, "warp_orientation", text="Orientation")
column.prop(self, "warp_dist_exp", text="Exponent")
if self.warp_type == "toroidal":
column.prop(self, "warp_tor_major_radius", text="Major R")
def draw_label(self):
return "Mapping"
class PovrayMultiplyNode(Node, nodes_properties.ObjectNodeTree):
"""Multiply"""
bl_idname = "PovrayMultiplyNode"
bl_label = "Multiply"
bl_icon = "SHADING_SOLID"
amount_x: FloatProperty(
name="X", description="Number of repeats", min=1.0, max=10000.0, default=1.0
)
amount_y: FloatProperty(
name="Y", description="Number of repeats", min=1.0, max=10000.0, default=1.0
)
amount_z: FloatProperty(
name="Z", description="Number of repeats", min=1.0, max=10000.0, default=1.0
)
def init(self, context):
self.outputs.new("NodeSocketVector", "Amount")
def draw_buttons(self, context, layout):
column = layout.column()
column.label(text="Amount")
row = column.row(align=True)
row.prop(self, "amount_x")
row.prop(self, "amount_y")
row.prop(self, "amount_z")
def draw_buttons_ext(self, context, layout):
column = layout.column()
column.label(text="Amount")
row = column.row(align=True)
row.prop(self, "amount_x")
row.prop(self, "amount_y")
row.prop(self, "amount_z")
def draw_label(self):
return "Multiply"
class PovrayTransformNode(Node, nodes_properties.ObjectNodeTree):
"""Transform"""
bl_idname = "PovrayTransformNode"
bl_label = "Transform"
bl_icon = "NODE_TEXTURE"
def init(self, context):
self.inputs.new("PovraySocketFloatUnlimited", "Translate x")
self.inputs.new("PovraySocketFloatUnlimited", "Translate y")
self.inputs.new("PovraySocketFloatUnlimited", "Translate z")
self.inputs.new("PovraySocketFloatUnlimited", "Rotate x")
self.inputs.new("PovraySocketFloatUnlimited", "Rotate y")
self.inputs.new("PovraySocketFloatUnlimited", "Rotate z")
sX = self.inputs.new("PovraySocketFloatUnlimited", "Scale x")
sX.default_value = 1.0
sY = self.inputs.new("PovraySocketFloatUnlimited", "Scale y")
sY.default_value = 1.0
sZ = self.inputs.new("PovraySocketFloatUnlimited", "Scale z")
sZ.default_value = 1.0
self.outputs.new("NodeSocketVector", "Transform")
def draw_label(self):
return "Transform"
class PovrayValueNode(Node, nodes_properties.ObjectNodeTree):
"""Value"""
bl_idname = "PovrayValueNode"
bl_label = "Value"
bl_icon = "SHADING_SOLID"
def init(self, context):
self.outputs.new("PovraySocketUniversal", "Value")
def draw_label(self):
return "Value"
class PovrayModifierNode(Node, nodes_properties.ObjectNodeTree):
"""Modifier"""
bl_idname = "PovrayModifierNode"
bl_label = "Modifier"
bl_icon = "NODE_TEXTURE"
def init(self, context):
turb_x = self.inputs.new("PovraySocketFloat_0_10", "Turb X")
turb_x.default_value = 0.1
turb_y = self.inputs.new("PovraySocketFloat_0_10", "Turb Y")
turb_y.default_value = 0.1
turb_z = self.inputs.new("PovraySocketFloat_0_10", "Turb Z")
turb_z.default_value = 0.1
octaves = self.inputs.new("PovraySocketInt_1_9", "Octaves")
octaves.default_value = 1
lambat = self.inputs.new("PovraySocketFloat_0_10", "Lambda")
lambat.default_value = 2.0
omega = self.inputs.new("PovraySocketFloat_0_10", "Omega")
omega.default_value = 0.5
freq = self.inputs.new("PovraySocketFloat_0_10", "Frequency")
freq.default_value = 2.0
self.inputs.new("PovraySocketFloat_0_10", "Phase")
self.outputs.new("NodeSocketVector", "Modifier")
def draw_label(self):
return "Modifier"
class PovrayPigmentNode(Node, nodes_properties.ObjectNodeTree):
"""Pigment"""
bl_idname = "PovrayPigmentNode"
bl_label = "Color"
bl_icon = "SHADING_SOLID"
def init(self, context):
color = self.inputs.new("PovraySocketColor", "Color")
color.default_value = (1, 1, 1)
pov_filter = self.inputs.new("PovraySocketFloat_0_1", "Filter")
transmit = self.inputs.new("PovraySocketFloat_0_1", "Transmit")
self.outputs.new("NodeSocketColor", "Pigment")
def draw_label(self):
return "Color"
class PovrayColorImageNode(Node, nodes_properties.ObjectNodeTree):
"""ColorImage"""
bl_idname = "PovrayColorImageNode"
bl_label = "Image map"
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=(
("uv_mapping", "UV", ""),
("0", "Planar", "Default planar mapping"),
("1", "Spherical", "Spherical mapping"),
("2", "Cylindrical", "Cylindrical mapping"),
("5", "Toroidal", "Torus or donut shaped mapping"),
),
default="0",
)
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
("2", "Bilinear", "Gives bilinear interpolation"),
("4", "Normalized", "Gives normalized distance"),
),
default="2",
)
premultiplied: BoolProperty(default=False)
once: BoolProperty(description="Not to repeat", default=False)
def init(self, context):
gamma = self.inputs.new("PovraySocketFloat_000001_10", "Gamma")
gamma.default_value = 2.0
transmit = self.inputs.new("PovraySocketFloat_0_1", "Transmit")
pov_filter = self.inputs.new("PovraySocketFloat_0_1", "Filter")
mapping = self.inputs.new("NodeSocketVector", "Mapping")
mapping.hide_value = True
transform = self.inputs.new("NodeSocketVector", "Transform")
transform.hide_value = True
modifier = self.inputs.new("NodeSocketVector", "Modifier")
modifier.hide_value = True
self.outputs.new("NodeSocketColor", "Pigment")
def draw_buttons(self, context, layout):
column = layout.column()
im = None
for image in bpy.data.images:
if image.name == self.image:
im = image
split = column.split(factor=0.8, align=True)
split.prop_search(self, "image", context.blend_data, "images", text="")
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
if im is not None:
column.prop(im, "source", text="")
column.prop(self, "map_type", text="")
column.prop(self, "interpolate", text="")
row = column.row()
row.prop(self, "premultiplied", text="Premul")
row.prop(self, "once", text="Once")
def draw_buttons_ext(self, context, layout):
column = layout.column()
im = None
for image in bpy.data.images:
if image.name == self.image:
im = image
split = column.split(factor=0.8, align=True)
split.prop_search(self, "image", context.blend_data, "images", text="")
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
if im is not None:
column.prop(im, "source", text="")
column.prop(self, "map_type", text="")
column.prop(self, "interpolate", text="")
row = column.row()
row.prop(self, "premultiplied", text="Premul")
row.prop(self, "once", text="Once")
def draw_label(self):
return "Image map"
class PovrayBumpMapNode(Node, nodes_properties.ObjectNodeTree):
"""BumpMap"""
bl_idname = "PovrayBumpMapNode"
bl_label = "Bump map"
bl_icon = "TEXTURE"
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=(
("uv_mapping", "UV", ""),
("0", "Planar", "Default planar mapping"),
("1", "Spherical", "Spherical mapping"),
("2", "Cylindrical", "Cylindrical mapping"),
("5", "Toroidal", "Torus or donut shaped mapping"),
),
default="0",
)
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
("2", "Bilinear", "Gives bilinear interpolation"),
("4", "Normalized", "Gives normalized distance"),
),
default="2",
)
once: BoolProperty(description="Not to repeat", default=False)
def init(self, context):
self.inputs.new("PovraySocketFloat_0_10", "Normal")
mapping = self.inputs.new("NodeSocketVector", "Mapping")
mapping.hide_value = True
transform = self.inputs.new("NodeSocketVector", "Transform")
transform.hide_value = True
modifier = self.inputs.new("NodeSocketVector", "Modifier")
modifier.hide_value = True
normal = self.outputs.new("NodeSocketFloat", "Normal")
normal.hide_value = True
def draw_buttons(self, context, layout):
column = layout.column()
im = None
for image in bpy.data.images:
if image.name == self.image:
im = image
split = column.split(factor=0.8, align=True)
split.prop_search(self, "image", context.blend_data, "images", text="")
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
if im is not None:
column.prop(im, "source", text="")
column.prop(self, "map_type", text="")
column.prop(self, "interpolate", text="")
column.prop(self, "once", text="Once")
def draw_buttons_ext(self, context, layout):
column = layout.column()
im = None
for image in bpy.data.images:
if image.name == self.image:
im = image
split = column.split(factor=0.8, align=True)
split.prop_search(self, "image", context.blend_data, "images", text="")
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
if im is not None:
column.prop(im, "source", text="")
column.prop(self, "map_type", text="")
column.prop(self, "interpolate", text="")
column.prop(self, "once", text="Once")
def draw_label(self):
return "Bump Map"
class PovrayImagePatternNode(Node, nodes_properties.ObjectNodeTree):
"""ImagePattern"""
bl_idname = "PovrayImagePatternNode"
bl_label = "Image pattern"
bl_icon = "NODE_TEXTURE"
map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=(
("uv_mapping", "UV", ""),
("0", "Planar", "Default planar mapping"),
("1", "Spherical", "Spherical mapping"),
("2", "Cylindrical", "Cylindrical mapping"),
("5", "Toroidal", "Torus or donut shaped mapping"),
),
default="0",
)
image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
("2", "Bilinear", "Gives bilinear interpolation"),
("4", "Normalized", "Gives normalized distance"),
),
default="2",
)
premultiplied: BoolProperty(default=False)
once: BoolProperty(description="Not to repeat", default=False)
use_alpha: BoolProperty(default=True)
def init(self, context):
gamma = self.inputs.new("PovraySocketFloat_000001_10", "Gamma")
gamma.default_value = 2.0
self.outputs.new("PovraySocketPattern", "Pattern")
def draw_buttons(self, context, layout):
column = layout.column()
im = None
for image in bpy.data.images:
if image.name == self.image:
im = image
split = column.split(factor=0.8, align=True)
split.prop_search(self, "image", context.blend_data, "images", text="")
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
if im is not None:
column.prop(im, "source", text="")
column.prop(self, "map_type", text="")
column.prop(self, "interpolate", text="")
row = column.row()
row.prop(self, "premultiplied", text="Premul")
row.prop(self, "once", text="Once")
column.prop(self, "use_alpha", text="Use alpha")
def draw_buttons_ext(self, context, layout):
column = layout.column()
im = None
for image in bpy.data.images:
if image.name == self.image:
im = image
split = column.split(factor=0.8, align=True)
split.prop_search(self, "image", context.blend_data, "images", text="")
split.operator("pov.imageopen", text="", icon="FILEBROWSER")
if im is not None:
column.prop(im, "source", text="")
column.prop(self, "map_type", text="")
column.prop(self, "interpolate", text="")
row = column.row()
row.prop(self, "premultiplied", text="Premul")
row.prop(self, "once", text="Once")
def draw_label(self):
return "Image pattern"
class ShaderPatternNode(Node, nodes_properties.ObjectNodeTree):
"""Pattern"""
bl_idname = "ShaderPatternNode"
bl_label = "Other patterns"
pattern: EnumProperty(
name="Pattern",
description="Agate, Crackle, Gradient, Pavement, Spiral, Tiling",
items=(
("agate", "Agate", ""),
("crackle", "Crackle", ""),
("gradient", "Gradient", ""),
("pavement", "Pavement", ""),
("spiral1", "Spiral 1", ""),
("spiral2", "Spiral 2", ""),
("tiling", "Tiling", ""),
),
default="agate",
)
agate_turb: FloatProperty(
name="Agate turb", description="Agate turbulence", min=0.0, max=100.0, default=0.5
)
crackle_form_x: FloatProperty(
name="X", description="Form vector X", min=-150.0, max=150.0, default=-1
)
crackle_form_y: FloatProperty(
name="Y", description="Form vector Y", min=-150.0, max=150.0, default=1
)
crackle_form_z: FloatProperty(
name="Z", description="Form vector Z", min=-150.0, max=150.0, default=0
)
crackle_metric: FloatProperty(
name="Metric", description="Crackle metric", min=0.0, max=150.0, default=1
)
crackle_solid: BoolProperty(name="Solid", description="Crackle solid", default=False)
spiral_arms: FloatProperty(name="Number", description="", min=0.0, max=256.0, default=2.0)
tiling_number: IntProperty(name="Number", description="", min=1, max=27, default=1)
gradient_orient: EnumProperty(
name="Orient",
description="",
items=(("x", "X", ""), ("y", "Y", ""), ("z", "Z", "")),
default="x",
)
def init(self, context):
pat = self.outputs.new("PovraySocketPattern", "Pattern")
def draw_buttons(self, context, layout):
layout.prop(self, "pattern", text="")
if self.pattern == "agate":
layout.prop(self, "agate_turb")
if self.pattern == "crackle":
layout.prop(self, "crackle_metric")
layout.prop(self, "crackle_solid")
layout.label(text="Form:")
layout.prop(self, "crackle_form_x")
layout.prop(self, "crackle_form_y")
layout.prop(self, "crackle_form_z")
if self.pattern in {"spiral1", "spiral2"}:
layout.prop(self, "spiral_arms")
if self.pattern in {"tiling"}:
layout.prop(self, "tiling_number")
if self.pattern in {"gradient"}:
layout.prop(self, "gradient_orient")
def draw_buttons_ext(self, context, layout):
pass
def draw_label(self):
return "Other patterns"
class ShaderTextureMapNode(Node, nodes_properties.ObjectNodeTree):
"""Texture Map"""
bl_idname = "ShaderTextureMapNode"
bl_label = "Texture map"
brick_size_x: FloatProperty(name="X", description="", min=0.0000, max=1.0000, default=0.2500)
brick_size_y: FloatProperty(name="Y", description="", min=0.0000, max=1.0000, default=0.0525)
brick_size_z: FloatProperty(name="Z", description="", min=0.0000, max=1.0000, default=0.1250)
brick_mortar: FloatProperty(
name="Mortar", description="Mortar", min=0.000, max=1.500, default=0.01
)
def init(self, context):
mat = bpy.context.object.active_material
self.inputs.new("PovraySocketPattern", "")
color = self.inputs.new("NodeSocketColor", "Color ramp")
color.hide_value = True
for i in range(4):
transform = self.inputs.new("PovraySocketTransform", "Transform")
transform.hide_value = True
number = mat.pov.inputs_number
for i in range(number):
self.inputs.new("PovraySocketTexture", "%s" % i)
self.outputs.new("PovraySocketTexture", "Texture")
def draw_buttons(self, context, layout):
if self.inputs[0].default_value == "brick":
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_buttons_ext(self, context, layout):
if self.inputs[0].default_value == "brick":
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_label(self):
return "Texture map"
class ShaderNormalMapNode(Node, nodes_properties.ObjectNodeTree):
"""Normal Map"""
bl_idname = "ShaderNormalMapNode"
bl_label = "Normal map"
brick_size_x: FloatProperty(name="X", description="", min=0.0000, max=1.0000, default=0.2500)
brick_size_y: FloatProperty(name="Y", description="", min=0.0000, max=1.0000, default=0.0525)
brick_size_z: FloatProperty(name="Z", description="", min=0.0000, max=1.0000, default=0.1250)
brick_mortar: FloatProperty(
name="Mortar", description="Mortar", min=0.000, max=1.500, default=0.01
)
def init(self, context):
self.inputs.new("PovraySocketPattern", "")
normal = self.inputs.new("PovraySocketFloat_10", "Normal")
slope = self.inputs.new("PovraySocketMap", "Slope map")
for i in range(4):
transform = self.inputs.new("PovraySocketTransform", "Transform")
transform.hide_value = True
self.outputs.new("PovraySocketNormal", "Normal")
def draw_buttons(self, context, layout):
# for i, inp in enumerate(self.inputs):
if self.inputs[0].default_value == "brick":
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_buttons_ext(self, context, layout):
if self.inputs[0].default_value == "brick":
layout.prop(self, "brick_mortar")
layout.label(text="Brick size:")
layout.prop(self, "brick_size_x")
layout.prop(self, "brick_size_y")
layout.prop(self, "brick_size_z")
def draw_label(self):
return "Normal map"
class ShaderNormalMapEntryNode(Node, nodes_properties.ObjectNodeTree):
"""Normal Map Entry"""
bl_idname = "ShaderNormalMapEntryNode"
bl_label = "Normal map entry"
def init(self, context):
self.inputs.new("PovraySocketFloat_0_1", "Stop")
self.inputs.new("PovraySocketFloat_0_1", "Gray")
def draw_label(self):
return "Normal map entry"
class IsoPropsNode(Node, CompositorNodeTree):
"""ISO Props"""
bl_idname = "IsoPropsNode"
bl_label = "Iso"
node_label: StringProperty(maxlen=1024)
def init(self, context):
ob = bpy.context.object
self.node_label = ob.name
text_name = ob.pov.function_text
if text_name:
text = bpy.data.texts[text_name]
for line in text.lines:
split = line.body.split()
if split[0] == "#declare":
socket = self.inputs.new("NodeSocketFloat", "%s" % split[1])
value = split[3].split(";")
value = value[0]
socket.default_value = float(value)
def draw_label(self):
return self.node_label
class PovrayFogNode(Node, CompositorNodeTree):
"""Fog settings"""
bl_idname = "PovrayFogNode"
bl_label = "Fog"
def init(self, context):
color = self.inputs.new("NodeSocketColor", "Color")
color.default_value = (0.7, 0.7, 0.7, 0.25)
self.inputs.new("PovraySocketFloat_0_1", "Filter")
distance = self.inputs.new("NodeSocketInt", "Distance")
distance.default_value = 150
self.inputs.new("NodeSocketBool", "Ground")
fog_offset = self.inputs.new("NodeSocketFloat", "Offset")
fog_alt = self.inputs.new("NodeSocketFloat", "Altitude")
turb = self.inputs.new("NodeSocketVector", "Turbulence")
turb_depth = self.inputs.new("PovraySocketFloat_0_10", "Depth")
turb_depth.default_value = 0.5
octaves = self.inputs.new("PovraySocketInt_1_9", "Octaves")
octaves.default_value = 5
lambdat = self.inputs.new("PovraySocketFloat_0_10", "Lambda")
lambdat.default_value = 1.25
omega = self.inputs.new("PovraySocketFloat_0_10", "Omega")
omega.default_value = 0.35
translate = self.inputs.new("NodeSocketVector", "Translate")
rotate = self.inputs.new("NodeSocketVector", "Rotate")
scale = self.inputs.new("NodeSocketVector", "Scale")
scale.default_value = (1, 1, 1)
def draw_label(self):
return "Fog"
class PovraySlopeNode(Node, TextureNodeTree):
"""Output"""
bl_idname = "PovraySlopeNode"
bl_label = "Slope Map"
def init(self, context):
self.use_custom_color = True
self.color = (0, 0.2, 0)
slope = self.inputs.new("PovraySocketSlope", "0")
slope = self.inputs.new("PovraySocketSlope", "1")
slopemap = self.outputs.new("PovraySocketMap", "Slope map")
slopemap.hide_value = True
def draw_buttons(self, context, layout):
layout.operator("pov.nodeinputadd")
row = layout.row()
row.label(text="Value")
row.label(text="Height")
row.label(text="Slope")
def draw_buttons_ext(self, context, layout):
layout.operator("pov.nodeinputadd")
row = layout.row()
row.label(text="Value")
row.label(text="Height")
row.label(text="Slope")
def draw_label(self):
return "Slope Map"
# -------- Texture nodes
class TextureOutputNode(Node, TextureNodeTree):
"""Output"""
bl_idname = "TextureOutputNode"
bl_label = "Color Map"
def init(self, context):
tex = bpy.context.object.active_material.active_texture
num_sockets = int(tex.pov.density_lines / 32)
for i in range(num_sockets):
color = self.inputs.new("NodeSocketColor", "%s" % i)
color.hide_value = True
def draw_buttons(self, context, layout):
layout.label(text="Color Ramps:")
def draw_label(self):
return "Color Map"
classes = (
PovrayOutputNode,
PovrayTextureNode,
PovrayFinishNode,
PovrayDiffuseNode,
PovrayPhongNode,
PovraySpecularNode,
PovrayMirrorNode,
PovrayAmbientNode,
PovrayIridescenceNode,
PovraySubsurfaceNode,
PovrayMappingNode,
PovrayMultiplyNode,
PovrayTransformNode,
PovrayValueNode,
PovrayModifierNode,
PovrayPigmentNode,
PovrayColorImageNode,
PovrayBumpMapNode,
PovrayImagePatternNode,
ShaderPatternNode,
ShaderTextureMapNode,
ShaderNormalMapNode,
ShaderNormalMapEntryNode,
IsoPropsNode,
PovrayFogNode,
PovraySlopeNode,
TextureOutputNode,
)
def register():
for cls in classes:
register_class(cls)
def unregister():
for cls in reversed(classes):
unregister_class(cls)