Campbell Barton
e8da6131fd
Move copyright text to SPDX-FileCopyrightText or set to the Blender Foundation so "make check_licenses" now runs without warnings.
474 lines
18 KiB
Python
474 lines
18 KiB
Python
# SPDX-FileCopyrightText: 2015 Pratik Solanki (Draguu)
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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bl_info = {
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"name": "Dynamic Sky",
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"author": "Pratik Solanki",
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"version": (1, 0, 6),
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"blender": (2, 80, 0),
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"location": "View3D > Sidebar > Create Tab",
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"description": "Creates Dynamic Sky for Cycles",
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"warning": "",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/lighting/dynamic_sky.html",
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"category": "Lighting",
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}
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import bpy
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from bpy.props import StringProperty
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from bpy.types import (
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Operator,
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Panel,
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)
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# Handle error notifications
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def error_handlers(self, error, reports="ERROR"):
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if self and reports:
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self.report({'WARNING'}, reports + " (See Console for more info)")
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print("\n[Dynamic Sky]\nError: {}\n".format(error))
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def check_world_name(name_id="Dynamic"):
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# check if the new name pattern is in world data
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name_list = []
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suffix = 1
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try:
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name_list = [world.name for world in bpy.data.worlds if name_id in world.name]
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new_name = "{}_{}".format(name_id, len(name_list) + suffix)
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if new_name in name_list:
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# KISS failed - numbering is not sequential
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# try harvesting numbers in world names, find the rightmost ones
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test_num = []
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from re import findall
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for words in name_list:
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test_num.append(findall(r"\d+", words))
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suffix += max([int(l[-1]) for l in test_num])
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new_name = "{}_{}".format(name_id, suffix)
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return new_name
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except Exception as e:
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error_handlers(False, e)
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pass
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return name_id
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def check_cycles():
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return ('cycles' in bpy.context.preferences.addons.keys())
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class dsky(Operator):
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bl_idname = "sky.dyn"
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bl_label = "Make a Procedural sky"
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bl_description = ("Make a Procedural Sky with parameters in the 3D View\n"
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"Note: Available just for Cycles renderer\n"
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"Only the last created Dynamic World can be accessed from this panel")
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@classmethod
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def poll(cls, context):
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return check_cycles()
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def get_node_types(self, node_tree, node_type):
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for node in node_tree.nodes:
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if node.type == node_type:
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return node
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return None
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def execute(self, context):
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try:
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get_name = check_world_name()
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context.scene.dynamic_sky_name = get_name
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bpy.context.scene.render.engine = 'CYCLES'
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world = bpy.data.worlds.new(get_name)
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world.cycles.sample_as_light = True
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world.cycles.sample_map_resolution = 2048
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world.use_nodes = True
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nt = world.node_tree
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# Note: (see T52714) to avoid string localization problems, assign the name for
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# nodes that will be exposed in the 3D view (pattern UI name with underscore)
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bg = self.get_node_types(nt, "BACKGROUND")
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bg.name = "Scene_Brightness"
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bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)
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bg.inputs[1].default_value = 1
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bg.location = (6708.3, 360)
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ntl = nt.links.new
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tcor = nt.nodes.new(type="ShaderNodeTexCoord")
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tcor.location = (243.729, 1005)
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map1 = nt.nodes.new(type="ShaderNodeMapping")
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map1.vector_type = 'NORMAL'
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map1.location = (786.54, 730)
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nor = nt.nodes.new(type="ShaderNodeNormal")
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nor.name = "Sky_normal"
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nor.location = (1220.16, 685)
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cr1 = nt.nodes.new(type="ShaderNodeValToRGB")
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cr1.color_ramp.elements[0].position = 0.969
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cr1.color_ramp.interpolation = 'EASE'
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cr1.location = (1671.33, 415)
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cr2 = nt.nodes.new(type="ShaderNodeValToRGB")
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cr2.color_ramp.elements[0].position = 0.991
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cr2.color_ramp.elements[1].position = 1
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cr2.color_ramp.interpolation = 'EASE'
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cr2.location = (2196.6, 415)
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cr3 = nt.nodes.new(type="ShaderNodeValToRGB")
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cr3.color_ramp.elements[0].position = 0.779
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cr3.color_ramp.elements[1].position = 1
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cr3.color_ramp.interpolation = 'EASE'
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cr3.location = (2196.6, 415)
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mat1 = nt.nodes.new(type="ShaderNodeMath")
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mat1.operation = 'MULTIPLY'
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mat1.inputs[1].default_value = 0.2
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mat1.location = (2196.6, 685)
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mat2 = nt.nodes.new(type="ShaderNodeMath")
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mat2.operation = 'MULTIPLY'
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mat2.inputs[1].default_value = 2
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mat2.location = (3294, 685)
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mat3 = nt.nodes.new(type="ShaderNodeMath")
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mat3.operation = 'MULTIPLY'
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mat3.inputs[1].default_value = 40.9
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mat3.location = (2745.24, 415)
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mat4 = nt.nodes.new(type="ShaderNodeMath")
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mat4.operation = 'SUBTRACT'
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mat4.inputs[1].default_value = 1
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mat4.location = (3294, 415)
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ntl(mat2.inputs[0], mat1.outputs[0])
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ntl(mat4.inputs[0], mat3.outputs[0])
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ntl(mat1.inputs[0], cr3.outputs[0])
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ntl(mat3.inputs[0], cr2.outputs[0])
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soft = nt.nodes.new(type="ShaderNodeMixRGB")
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soft.name = "Soft_hard"
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soft.location = (3819.3, 550)
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soft_1 = nt.nodes.new(type="ShaderNodeMixRGB")
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soft_1.location = (3819.3, 185)
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soft.inputs[0].default_value = 1
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soft_1.inputs[0].default_value = 0.466
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ntl(soft.inputs[1], mat2.outputs[0])
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ntl(soft.inputs[2], mat4.outputs[0])
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ntl(soft_1.inputs[1], mat2.outputs[0])
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ntl(soft_1.inputs[2], cr2.outputs[0])
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mix1 = nt.nodes.new(type="ShaderNodeMixRGB")
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mix1.blend_type = 'MULTIPLY'
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mix1.inputs[0].default_value = 1
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mix1.location = (4344.3, 630)
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mix1_1 = nt.nodes.new(type="ShaderNodeMixRGB")
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mix1_1.blend_type = 'MULTIPLY'
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mix1_1.inputs[0].default_value = 1
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mix1_1.location = (4344.3, 90)
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mix2 = nt.nodes.new(type="ShaderNodeMixRGB")
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mix2.location = (4782, 610)
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mix2_1 = nt.nodes.new(type="ShaderNodeMixRGB")
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mix2_1.location = (5131.8, 270)
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mix2.inputs[1].default_value = (0, 0, 0, 1)
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mix2.inputs[2].default_value = (32, 22, 14, 200)
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mix2_1.inputs[1].default_value = (0, 0, 0, 1)
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mix2_1.inputs[2].default_value = (1, 0.820, 0.650, 1)
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ntl(mix1.inputs[1], soft.outputs[0])
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ntl(mix1_1.inputs[1], soft_1.outputs[0])
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ntl(mix2.inputs[0], mix1.outputs[0])
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ntl(mix2_1.inputs[0], mix1_1.outputs[0])
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gam = nt.nodes.new(type="ShaderNodeGamma")
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gam.inputs[1].default_value = 2.3
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gam.location = (5131.8, 610)
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gam2 = nt.nodes.new(type="ShaderNodeGamma")
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gam2.name = "Sun_value"
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gam2.inputs[1].default_value = 1
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gam2.location = (5524.5, 610)
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gam3 = nt.nodes.new(type="ShaderNodeGamma")
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gam3.name = "Shadow_color_saturation"
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gam3.inputs[1].default_value = 1
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gam3.location = (5524.5, 880)
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sunopa = nt.nodes.new(type="ShaderNodeMixRGB")
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sunopa.blend_type = 'ADD'
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sunopa.inputs[0].default_value = 1
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sunopa.location = (5940.6, 610)
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sunopa_1 = nt.nodes.new(type="ShaderNodeMixRGB")
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sunopa_1.blend_type = 'ADD'
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sunopa_1.inputs[0].default_value = 1
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sunopa_1.location = (5524.5, 340)
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combine = nt.nodes.new(type="ShaderNodeMixRGB")
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combine.location = (6313.8, 360)
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ntl(combine.inputs[1], sunopa.outputs[0])
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ntl(combine.inputs[2], sunopa_1.outputs[0])
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lp = nt.nodes.new(type="ShaderNodeLightPath")
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lp.location = (5940.6, 130)
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ntl(combine.inputs[0], lp.outputs[0])
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ntl(gam2.inputs[0], gam.outputs[0])
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ntl(gam.inputs[0], mix2.outputs[0])
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ntl(bg.inputs[0], combine.outputs[0])
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map2 = nt.nodes.new(type="ShaderNodeMapping")
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map2.inputs['Scale'].default_value[2] = 6.00
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map2.inputs['Scale'].default_value[0] = 1.5
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map2.inputs['Scale'].default_value[1] = 1.5
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map2.location = (2196.6, 1510)
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n1 = nt.nodes.new(type="ShaderNodeTexNoise")
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n1.inputs['Scale'].default_value = 3.8
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n1.inputs['Detail'].default_value = 2.4
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n1.inputs['Distortion'].default_value = 0.5
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n1.location = (2745.24, 1780)
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n2 = nt.nodes.new(type="ShaderNodeTexNoise")
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n2.inputs['Scale'].default_value = 2.0
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n2.inputs['Detail'].default_value = 10
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n2.inputs['Distortion'].default_value = 0.2
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n2.location = (2745.24, 1510)
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ntl(n2.inputs[0], map2.outputs[0])
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ntl(n1.inputs[0], map2.outputs[0])
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sc1 = nt.nodes.new(type="ShaderNodeValToRGB")
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sc1.location = (3294, 1780)
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sc2 = nt.nodes.new(type="ShaderNodeValToRGB")
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sc2.location = (3294, 1510)
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sc3 = nt.nodes.new(type="ShaderNodeValToRGB")
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sc3.location = (3819.3, 820)
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sc3_1 = nt.nodes.new(type="ShaderNodeValToRGB")
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sc3_1.location = (4344.3, 1360)
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sc4 = nt.nodes.new(type="ShaderNodeValToRGB")
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sc4.location = (3819.3, 1090)
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sc1.color_ramp.elements[1].position = 0.649
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sc1.color_ramp.elements[0].position = 0.408
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sc2.color_ramp.elements[1].position = 0.576
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sc2.color_ramp.elements[0].position = 0.408
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sc3.color_ramp.elements.new(0.5)
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sc3.color_ramp.elements[2].position = 0.435
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sc3.color_ramp.elements[1].position = 0.160
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sc3.color_ramp.elements[0].position = 0.027
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sc3.color_ramp.elements[1].color = (1, 1, 1, 1)
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sc3.color_ramp.elements[0].color = (0.419, 0.419, 0.419, 0.419)
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sc3.color_ramp.elements[0].position = 0.0
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sc4.color_ramp.elements[0].position = 0.0
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sc4.color_ramp.elements[1].position = 0.469
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sc4.color_ramp.elements[1].color = (0, 0, 0, 1)
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sc4.color_ramp.elements[0].color = (1, 1, 0.917412, 1)
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sc3_1.color_ramp.elements.new(0.5)
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sc3_1.color_ramp.elements[2].position = 0.435
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sc3_1.color_ramp.elements[1].position = 0.187
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sc3_1.color_ramp.elements[1].color = (1, 1, 1, 1)
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sc3_1.color_ramp.elements[0].color = (0, 0, 0, 0)
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sc3_1.color_ramp.elements[0].position = 0.0
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smix1 = nt.nodes.new(type="ShaderNodeMixRGB")
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smix1.location = (3819.3, 1550)
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smix1.name = "Cloud_color"
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smix2 = nt.nodes.new(type="ShaderNodeMixRGB")
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smix2.location = (4344.3, 1630)
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smix2.name = "Cloud_density"
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smix2_1 = nt.nodes.new(type="ShaderNodeMixRGB")
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smix2_1.location = (4782, 1360)
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smix3 = nt.nodes.new(type="ShaderNodeMixRGB")
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smix3.location = (4344.3, 1090)
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smix3.name = "Sky_and_Horizon_colors"
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smix4 = nt.nodes.new(type="ShaderNodeMixRGB")
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smix4.location = (4782, 880)
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smix5 = nt.nodes.new(type="ShaderNodeMixRGB")
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smix5.name = "Cloud_opacity"
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smix5.location = (5131.8, 880)
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smix1.inputs[1].default_value = (1, 1, 1, 1)
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smix1.inputs[2].default_value = (0, 0, 0, 1)
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smix2.inputs[0].default_value = 0.267
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smix2.blend_type = 'MULTIPLY'
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smix2_1.inputs[0].default_value = 1
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smix2_1.blend_type = 'MULTIPLY'
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smix3.inputs[1].default_value = (0.434, 0.838, 1, 1)
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smix3.inputs[2].default_value = (0.962, 0.822, 0.822, 1)
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smix4.blend_type = 'MULTIPLY'
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smix4.inputs[0].default_value = 1
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smix5.blend_type = 'SCREEN'
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smix5.inputs[0].default_value = 1
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srgb = nt.nodes.new(type="ShaderNodeSeparateRGB")
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srgb.location = (786.54, 1370)
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aniadd = nt.nodes.new(type="ShaderNodeMath")
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aniadd.location = (1220.16, 1235)
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crgb = nt.nodes.new(type="ShaderNodeCombineRGB")
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crgb.location = (1671.33, 1510)
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sunrgb = nt.nodes.new(type="ShaderNodeMixRGB")
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sunrgb.name = "Sun_color"
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sunrgb.blend_type = 'MULTIPLY'
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sunrgb.inputs[2].default_value = (32, 30, 30, 200)
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sunrgb.inputs[0].default_value = 1
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sunrgb.location = (4344.3, 360)
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ntl(mix2.inputs[2], sunrgb.outputs[0])
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ntl(smix1.inputs[0], sc2.outputs[0])
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ntl(smix2.inputs[1], smix1.outputs[0])
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ntl(smix2.inputs[2], sc1.outputs[0])
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ntl(smix2_1.inputs[2], sc3_1.outputs[0])
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ntl(smix3.inputs[0], sc4.outputs[0])
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ntl(smix4.inputs[2], smix3.outputs[0])
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ntl(smix4.inputs[1], sc3.outputs[0])
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ntl(smix5.inputs[1], smix4.outputs[0])
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ntl(smix2_1.inputs[1], smix2.outputs[0])
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ntl(smix5.inputs[2], smix2_1.outputs[0])
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ntl(sunopa.inputs[1], gam3.outputs[0])
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ntl(gam3.inputs[0], smix5.outputs[0])
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ntl(mix1.inputs[2], sc3.outputs[0])
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ntl(sunopa.inputs[2], gam2.outputs[0])
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ntl(sc1.inputs[0], n1.outputs['Fac'])
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ntl(sc2.inputs[0], n2.outputs['Fac'])
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skynor = nt.nodes.new(type="ShaderNodeNormal")
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skynor.location = (3294, 1070)
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ntl(sc3.inputs[0], skynor.outputs[1])
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ntl(sc4.inputs[0], skynor.outputs[1])
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ntl(sc3_1.inputs[0], skynor.outputs[1])
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ntl(map2.inputs[0], crgb.outputs[0])
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ntl(skynor.inputs[0], tcor.outputs[0])
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ntl(mix1_1.inputs[2], sc3.outputs[0])
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ntl(srgb.inputs[0], tcor.outputs[0])
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ntl(crgb.inputs[1], srgb.outputs[1])
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ntl(crgb.inputs[2], srgb.outputs[2])
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ntl(aniadd.inputs[1], srgb.outputs[0])
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ntl(crgb.inputs[0], aniadd.outputs[0])
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ntl(cr1.inputs[0], nor.outputs[1])
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ntl(cr2.inputs[0], cr1.outputs[0])
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ntl(cr3.inputs[0], nor.outputs[1])
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ntl(nor.inputs[0], map1.outputs[0])
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ntl(map1.inputs[0], tcor.outputs[0])
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ntl(sunopa_1.inputs[1], smix5.outputs[0])
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ntl(sunopa_1.inputs[2], mix2_1.outputs[0])
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world_out = self.get_node_types(nt, "OUTPUT_WORLD")
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world_out.location = (7167.3, 360)
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except Exception as e:
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error_handlers(self, e, "Make a Procedural sky has failed")
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return {"CANCELLED"}
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return {'FINISHED'}
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def draw_world_settings(col, context):
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get_world = context.scene.world
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stored_name = context.scene.dynamic_sky_name
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get_world_keys = bpy.data.worlds.keys()
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if stored_name not in get_world_keys or len(get_world_keys) < 1:
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col.label(text="The {} World could not".format(stored_name),
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icon="INFO")
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col.label(text="be found in the Worlds' Data", icon="BLANK1")
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return
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elif not (get_world and get_world.name == stored_name):
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col.label(text="Please select the World", icon="INFO")
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col.label(text="named {}".format(stored_name), icon="BLANK1")
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col.label(text="from the Properties > World", icon="BLANK1")
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return
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pick_world = bpy.data.worlds[stored_name]
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try:
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m = pick_world.node_tree.nodes[28]
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m = pick_world.node_tree.nodes['Sky_and_Horizon_colors'].inputs[1]
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n = pick_world.node_tree.nodes['Sky_and_Horizon_colors'].inputs[2]
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c = pick_world.node_tree.nodes['Cloud_color'].inputs[1]
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o = pick_world.node_tree.nodes['Cloud_opacity'].inputs[0]
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d = pick_world.node_tree.nodes['Cloud_density'].inputs[0]
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so = pick_world.node_tree.nodes['Sun_value'].inputs[1]
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so2 = pick_world.node_tree.nodes['Shadow_color_saturation'].inputs[1]
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no = pick_world.node_tree.nodes['Sky_normal'].outputs[0]
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sof = pick_world.node_tree.nodes['Soft_hard'].inputs[0]
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bgp = pick_world.node_tree.nodes['Scene_Brightness'].inputs[1]
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suc = pick_world.node_tree.nodes['Sun_color'].inputs[1]
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except:
|
|
col.label(text="Please Create a new World", icon="INFO")
|
|
col.label(text="seems that there was already", icon="BLANK1")
|
|
col.label(text="one called {}".format(stored_name), icon="BLANK1")
|
|
return
|
|
|
|
col.label(text="World: %s" % stored_name)
|
|
col.separator()
|
|
|
|
col.label(text="Scene Control")
|
|
col.prop(bgp, "default_value", text="Brightness")
|
|
col.prop(so2, "default_value", text="Shadow color saturation")
|
|
|
|
col.label(text="Sky Control")
|
|
col.prop(m, "default_value", text="Sky color")
|
|
col.prop(n, "default_value", text="Horizon Color")
|
|
col.prop(c, "default_value", text="Cloud color")
|
|
col.prop(o, "default_value", text="Cloud opacity")
|
|
col.prop(d, "default_value", text="Cloud density")
|
|
|
|
col.label(text="Sun Control")
|
|
col.prop(suc, "default_value", text="")
|
|
col.prop(so, "default_value", text="Sun value")
|
|
col.prop(sof, "default_value", text="Soft hard")
|
|
|
|
col.prop(no, "default_value", text="")
|
|
|
|
|
|
class Dynapanel(Panel):
|
|
bl_label = "Dynamic sky"
|
|
bl_idname = "DYNSKY_PT_tools"
|
|
bl_space_type = 'VIEW_3D'
|
|
bl_region_type = 'UI'
|
|
bl_context = "objectmode"
|
|
bl_category = "Create"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.operator("sky.dyn", text="Create", icon='MAT_SPHERE_SKY')
|
|
|
|
col = layout.column()
|
|
draw_world_settings(col, context)
|
|
|
|
|
|
def register():
|
|
bpy.utils.register_class(Dynapanel)
|
|
bpy.utils.register_class(dsky)
|
|
bpy.types.Scene.dynamic_sky_name = StringProperty(
|
|
name="",
|
|
default="Dynamic"
|
|
)
|
|
|
|
|
|
def unregister():
|
|
bpy.utils.unregister_class(Dynapanel)
|
|
bpy.utils.unregister_class(dsky)
|
|
del bpy.types.Scene.dynamic_sky_name
|
|
|
|
|
|
if __name__ == "__main__":
|
|
register()
|