Add cutout shell and volume node assets for depth volume processing

- Implemented `cutout_shell.py` to build front normals and shell positions for balloon geometry.
- Created `cutout_volume.py` to establish smooth center fields and manage balloon surface attributes.
- Introduced `pisa_sr_export.py` for exporting PiSA-SR components with dependencies and asset finalization.
This commit is contained in:
2026-09-08 17:18:03 +08:00
parent 7dec3b7ca4
commit 196b964efc
71 changed files with 3440 additions and 1988 deletions

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PiSA-SR ONNX models for AnyImage
PiSA-SR: Lingchen Sun and contributors, https://github.com/csslc/PiSA-SR
Source commit: 9c76e12e261d1980148738a0cff41e5e27d18c9f
PiSA-SR is released under Apache License 2.0; see LICENSE-APACHE.txt.
Stable Diffusion 2.1: Copyright (c) 2022 Stability AI and contributors.
Base weights: sd2-community/stable-diffusion-2-1-base
Revision: 4e63672c03103b6c636b8fb4119ba982469b2955
Base weights and derivatives are subject to CreativeML Open RAIL++-M,
including paragraph 5 and Attachment A use restrictions. All users must
comply with these terms; see the accompanying LICENSE-MODEL.txt.
License copy: sd2-community/stable-diffusion-2, LICENSE-MODEL.
AnyImage modifications: merged pixel and semantic LoRA adapters, FP16
ONNX conversion, fixed empty prompt and timestep, VAE encoder/decoder
separation. Runtime combines pixel/full predictions at semantic strength 0.7.
noise.npy contains a fixed seed 42 latent noise field.
ONNX architecture derives from Hugging Face Diffusers and PiSA-SR.
Copyright 2023 The HuggingFace Team. All rights reserved.

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@@ -12,10 +12,9 @@ sys.path.insert(
str(next((PROJECT_ROOT / "src" / "anyimage" / "wheels").glob("blendjob-*.whl"))),
)
from build_cutout import (
from build_cutout_modifiers import (
CUTOUT_NODE_GROUP_NAMES,
build_cutout_modifier_group,
build_node_group,
build_cutout_group,
)
from build_depth_plane import build_depth_plane_group
from build_material_layers import build_material_layer_group
@@ -38,11 +37,8 @@ def main():
build_material_layer_group()
build_material_layer_group(depth_plane=True)
build_shadeless_group()
shape_groups = {
shape: build_node_group(shape)
for shape in CUTOUT_NODE_GROUP_NAMES
}
build_cutout_modifier_group(shape_groups)
for shape in CUTOUT_NODE_GROUP_NAMES:
build_cutout_group(shape)
OUTPUT_PATH.parent.mkdir(parents=True, exist_ok=True)
bpy.ops.wm.save_as_mainfile(filepath=str(OUTPUT_PATH), check_existing=False)

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"""Build the three directly editable Cutout modifier assets."""
import bpy
from types import SimpleNamespace
from mathutils import Matrix
from anyimage.operators.cutout_tool.shape import CUTOUT_NODE_GROUP_NAMES, CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME
from cutout_shapes import (
_socket, _float_input, _bool_input, _vector_input, _group_input, _math,
_island_cleanup, _build_cutout, _build_balloon, _build_depth_balloon,
_build_depth_surface, _shade_output,
)
from cutout_shape_layouts import LAYOUTS
from cutout_depth_surface_layout import POSITIONS, INPUT_REGIONS, layout_geometry_references
from cutout_layout import layout_stage, finish_layout
from cutout_volume import build_volume_fields, shift_stage
from cutout_rounding import build_volume_rounding
from cutout_inflation import build_front_fields
from cutout_shell import build_front_normals, build_shell_position
from node_graph import expand_smooth
def _menu(group, control, names, kind, location):
selector = next((node for node in group.nodes if node.bl_idname == "GeometryNodeMenuSwitch" and node.inputs["Menu"].is_linked and node.inputs["Menu"].links[0].from_socket.name == control), None)
if selector is None:
selector = group.nodes.new("GeometryNodeMenuSwitch")
selector.data_type = "BOOLEAN"
selector.location = (location[0] - 240, location[1] + 450)
for item, name in zip(selector.enum_items, names):
item.name = name
selector.inputs[names[0]].default_value = False
selector.inputs[names[1]].default_value = True
local = _group_input(group.nodes, (location[0] - 480, location[1] + 450), {control})
group.links.new(local.outputs[control], selector.inputs["Menu"])
node = group.nodes.new("GeometryNodeSwitch")
node.input_type = kind
node.location = location
group.links.new(selector.outputs[0], node.inputs["Switch"])
return SimpleNamespace(inputs={names[0]: node.inputs["False"], names[1]: node.inputs["True"]}, outputs=node.outputs)
def _read(group, name, location):
node = group.nodes.new("GeometryNodeInputNamedAttribute")
node.data_type = "FLOAT"
node.inputs["Name"].default_value = name
node.location = location
return node.outputs["Attribute"]
def _store(group, geometry, name, value, location, domain="POINT"):
node = group.nodes.new("GeometryNodeStoreNamedAttribute")
node.domain, node.data_type = domain, "FLOAT"
node.location = location
node.inputs["Name"].default_value = name
group.links.new(geometry, node.inputs["Geometry"])
if isinstance(value, (int, float)):
node.inputs["Value"].default_value = value
else:
group.links.new(value, node.inputs["Value"])
return node.outputs["Geometry"]
def _depth_volume(group, stage):
"""Insert the volume field ahead of identity-based shell construction."""
links = group.links
projection = stage["Set Position"].outputs["Geometry"]
shell_input = stage["Store Named Attribute.005"].inputs["Geometry"]
for node in group.nodes:
if node.location.x >= 4150:
node.location.x += 5100
projection = build_front_normals(group, projection)
volume = build_volume_fields(group, projection, (4150, 0))
shared = build_front_fields(group, volume.node.inputs["Geometry"].links[0].from_socket)
links.new(shared, volume.node.inputs["Geometry"])
uniform_control = _group_input(group.nodes, (8210, -330), {"Uniform Thickness"})
uniform = _store(group, shared, "o_balloon_surface_thickness", uniform_control.outputs["Uniform Thickness"], (8490, -330))
volume.node.location.x = uniform.node.location.x
choose = _menu(group, "Mode", ("Balloon", "Uniform"), "GEOMETRY", (9000, 0))
links.new(volume, choose.inputs["Balloon"])
links.new(uniform, choose.inputs["Uniform"])
links.new(choose.outputs[0], shell_input)
thickness = _read(group, "o_balloon_surface_thickness", (12000, -1100))
links.new(thickness, stage["Math.018"].inputs[1])
control = _group_input(group.nodes, (13300, 700), {"Thickness", "Uniform Thickness"})
amount = _menu(group, "Mode", ("Balloon", "Uniform"), "FLOAT", (13600, 500))
links.new(control.outputs["Thickness"], amount.inputs["Balloon"])
links.new(control.outputs["Uniform Thickness"], amount.inputs["Uniform"])
links.new(amount.outputs[0], stage["Math.019"].inputs[0])
identity_thickness = _read(group, "o_balloon_surface_thickness", (11100, 1500))
positive = _math(group.nodes, "GREATER_THAN", (11340, 1500))
positive.inputs[1].default_value = 1e-12
links.new(identity_thickness, positive.inputs[0])
layer = _math(group.nodes, "MULTIPLY", (11570, 1200))
links.new(positive.outputs[0], layer.inputs[0])
links.new(stage["Separate XYZ.006"].outputs["Z"], layer.inputs[1])
links.new(layer.outputs[0], stage["Combine XYZ.002"].inputs["Z"])
for node in group.nodes:
if node.location.x >= 12070:
node.location.x += 400
for name in ("Flip Faces", "Flip Faces.001"):
source = stage[name].outputs["Mesh"]
outgoing = [link for link in links if link.from_socket == source]
targets = [link.to_socket for link in outgoing]
for link in outgoing:
links.remove(link)
masked = _store(group, source, NORMAL_SCALE_ATTRIBUTE_NAME, 0.0, (12100, stage[name].location.y), domain="FACE")
for target in targets:
links.new(masked, target)
for node in group.nodes:
if node.location.x >= 8490:
node.location.x += 3200
volume.node.location.x = 8290
rounded = build_volume_rounding(group, volume, (8600, 0))
rounded.node.location.x = uniform.node.location.x + 40
links.new(rounded, choose.inputs["Balloon"])
restored = stage["Vector Math.004"].outputs[0]
targets = [link.to_socket for link in restored.links]
uniform_mode = choose.outputs[0].node.inputs["Switch"].links[0].from_socket
oriented = build_shell_position(group, restored, uniform_mode, (14100, -2100))
for target in targets:
links.new(oriented, target)
def build_cutout_group(shape):
name = CUTOUT_NODE_GROUP_NAMES[shape]
existing = bpy.data.node_groups.get(name)
if existing is not None:
return existing
group = bpy.data.node_groups.new(name, "GeometryNodeTree")
group.is_modifier, group.use_fake_user = True, True
group.color_tag = "GEOMETRY"
group["anyimage_asset_revision"] = 11
depth = shape in {"DEPTH_SOLID", "DEPTH_BALLOON"}
dual = shape != "DEPTH_BALLOON"
_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
if dual:
_socket(group, "Mode", "INPUT", "NodeSocketMenu")
_float_input(group, "Thickness", 1.0).description = "Balloon profile multiplier; zero returns the sheet"
if dual:
_float_input(group, "Uniform Thickness", 0.0, subtype="DISTANCE").description = "Distance used only by Uniform thickness mode"
if depth:
_float_input(group, "Depth Scale", 1.0)
if shape == "DEPTH_BALLOON":
_bool_input(group, "Double Sided", True)
iterations = _socket(group, "Smooth", "INPUT", "NodeSocketInt")
iterations.default_value = 0
iterations.min_value, iterations.max_value = 0, 20
options = group.interface.new_panel(name="Options", default_closed=True)
_float_input(group, "Cleanup Threshold", 0.0, parent=options)
if shape == "DEPTH_SOLID":
_float_input(group, "Split Threshold", 0.0, maximum=1, subtype="FACTOR", parent=options)
if depth:
_float_input(group, "Reference Depth", 1.0, subtype="DISTANCE", parent=options)
if shape == "DEPTH_SOLID":
_float_input(group, "Edge Round", 0.2, maximum=1, subtype="FACTOR", parent=options)
_float_input(group, "Front Inflation", 1.0, maximum=32, parent=options)
normal_iterations = _socket(group, "Normal Smooth", "INPUT", "NodeSocketInt", options)
normal_iterations.default_value = 50
normal_iterations.min_value, normal_iterations.max_value = 0, 50
_float_input(group, "Smooth Weight", 1.0, maximum=1, subtype="FACTOR", parent=options)
if shape == "DEPTH_BALLOON":
_vector_input(group, "Depth Direction", (0, 0, 1), subtype="DIRECTION", parent=options)
data = group.interface.new_panel(name="Data", default_closed=True)
_socket(group, "Inward Axis", "INPUT", "NodeSocketMenu", data).hide_in_modifier = True
if depth:
_float_input(group, "Uniform Scale", 1.0, parent=data).hide_in_modifier = True
_socket(group, "Depth Image", "INPUT", "NodeSocketImage", data).hide_in_modifier = True
_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
controls = _group_input(group.nodes, (-5000, 0), set())
previous = set(group.nodes)
if shape == "DEPTH_SOLID":
geometry = _build_depth_surface(group, controls.outputs["Geometry"], controls.outputs["Thickness"], controls.outputs["Depth Scale"], controls.outputs["Split Threshold"], controls.outputs["Uniform Scale"], controls.outputs["Reference Depth"], controls.outputs["Depth Image"])
stage = layout_stage(group, previous, POSITIONS, INPUT_REGIONS)
_depth_volume(group, stage)
end = 18000
elif shape == "DEPTH_BALLOON":
geometry = _build_depth_balloon(group, controls.outputs["Geometry"], controls.outputs["Thickness"], controls.outputs["Depth Scale"], controls.outputs["Double Sided"], controls.outputs["Uniform Scale"], controls.outputs["Depth Direction"], controls.outputs["Depth Image"], controls.outputs["Reference Depth"])
layout_stage(group, previous, *LAYOUTS["DEPTH_BALLOON"])
end = 3000
else:
balloon = _build_balloon(group, controls.outputs["Geometry"], controls.outputs["Thickness"])
layout_stage(group, previous, *LAYOUTS["BALLOON"])
previous = set(group.nodes)
uniform = _build_cutout(group, controls.outputs["Geometry"], controls.outputs["Uniform Thickness"])
layout_stage(group, previous, *LAYOUTS["UNIFORM"], offset=(0, -2400))
balloon.node.location.x = uniform.node.location.x
choose = _menu(group, "Mode", ("Balloon", "Uniform"), "GEOMETRY", (3200, 0))
group.links.new(balloon, choose.inputs["Balloon"])
group.links.new(uniform, choose.inputs["Uniform"])
geometry, end = choose.outputs[0], 3700
planar_inputs = [link.to_socket for link in group.links if link.from_node.bl_idname == "NodeGroupInput" and link.from_socket.name == "Geometry"]
base = _group_input(group.nodes, (-4800, 0), {"Geometry", "Cleanup Threshold"})
area = _math(group.nodes, "MULTIPLY", (-4520, 500))
area.inputs[1].default_value = 0.01
group.links.new(base.outputs["Cleanup Threshold"], area.inputs[0])
cleaned = _island_cleanup(group, base.outputs["Geometry"], area.outputs[0], (-4520, 0))
if shape == "DEPTH_SOLID":
cleaned = _store(group, cleaned, NORMAL_SCALE_ATTRIBUTE_NAME, 1.0, (-3540, 0), domain="FACE")
for target in planar_inputs:
group.links.new(cleaned, target)
previous = set(group.nodes)
geometry = expand_smooth(group, geometry, iterations_name="Smooth", weight_name="Smooth Weight")
shift_stage(group, previous, (end, -550))
end += 3450
if shape == "DEPTH_SOLID":
remove = group.nodes.new("GeometryNodeRemoveAttribute")
remove.pattern_mode = "WILDCARD"
remove.inputs["Name"].default_value = "o_balloon_surface_*"
remove.location = (end, 0)
group.links.new(geometry, remove.inputs["Geometry"])
geometry, end = remove.outputs[0], end + 300
else:
profile = _read(group, "o_balloon", (end, 800))
scale = profile
if dual:
amount = _group_input(group.nodes, (end, 1100), {"Thickness"})
enabled = _math(group.nodes, "GREATER_THAN", (end + 250, 1100))
enabled.inputs[1].default_value = 1e-6
group.links.new(amount.outputs["Thickness"], enabled.inputs[0])
inflated = group.nodes.new("GeometryNodeSwitch")
inflated.input_type = "FLOAT"
inflated.location = (end + 480, 800)
inflated.inputs["False"].default_value = 1
group.links.new(enabled.outputs[0], inflated.inputs["Switch"])
group.links.new(profile, inflated.inputs["True"])
mode = _menu(group, "Mode", ("Balloon", "Uniform"), "FLOAT", (end + 750, 800))
mode.inputs["Uniform"].default_value = 1
group.links.new(inflated.outputs[0], mode.inputs["Balloon"])
scale = mode.outputs[0]
geometry = _store(group, geometry, NORMAL_SCALE_ATTRIBUTE_NAME, scale, (end + 1050, 0))
end += 1350
orient = group.nodes.new("GeometryNodeTransform")
orient.location = (end, -350)
orient.inputs["Rotation"].default_value = Matrix(CUTOUT_Z_TO_X).to_euler()
group.links.new(geometry, orient.inputs["Geometry"])
axis = _menu(group, "Inward Axis", ("-Z", "+X"), "GEOMETRY", (end + 300, 0))
group.links.new(geometry, axis.inputs["-Z"])
group.links.new(orient.outputs[0], axis.inputs["+X"])
_shade_output(group, axis.outputs[0], (end + 600, 0))
if shape == "DEPTH_SOLID":
layout_geometry_references(group, stage)
finish_layout(group)
for item in group.interface.items_tree:
if item.item_type != "SOCKET" or item.in_out != "INPUT":
continue
if item.name == "Mode":
item.default_value = "Balloon"
elif item.name == "Inward Axis":
item.default_value = "-Z"
elif item.name == "Uniform Thickness":
item.name = "Thickness"
return group

View File

@@ -8,7 +8,6 @@ TEMPORARY_ATTRIBUTES = {
"camera": ("FLOAT_VECTOR", "POINT"),
"surface_position": ("FLOAT_VECTOR", "POINT"),
"source_vertex": ("INT", "POINT"),
"wall_layers": ("FLOAT", "POINT"),
}
@@ -50,7 +49,7 @@ def _math(group, operation, a, b=None):
return node.outputs[0]
def split_depth_surface(group, geometry, image, strength, uniform, depth_scale):
def split_depth_surface(group, geometry, image, strength, uniform):
"""Keep each face's camera sample on its own corners before splitting."""
nodes, links = group.nodes, group.links
uv = nodes.new("GeometryNodeInputNamedAttribute")
@@ -93,7 +92,6 @@ def split_depth_surface(group, geometry, image, strength, uniform, depth_scale):
links.new(center, distance.inputs[index])
delta = _math(group, "ABSOLUTE", _math(group, "SUBTRACT", *depths))
scaled = _math(group, "MULTIPLY", delta, uniform)
scaled = _math(group, "MULTIPLY", scaled, _math(group, "ABSOLUTE", depth_scale))
# Cross multiplication avoids division and stays invariant under uniform scaling.
selected = _math(
group,
@@ -171,7 +169,7 @@ def store_surface_camera(group, geometry, original, strength):
def thicken_depth_surface(group, geometry, thickness):
"""Connect caps and wall rings by source vertex and layer identity."""
"""Connect caps with single quads by source vertex and cap identity."""
nodes, links = group.nodes, group.links
position = nodes.new("GeometryNodeInputPosition")
geometry = _store(group, geometry, "surface_position", position.outputs[0])
@@ -186,33 +184,7 @@ def thicken_depth_surface(group, geometry, thickness):
geometry = _store(
group, sheet.outputs["Geometry"], "source_vertex", index.outputs[0]
)
edge = nodes.new("GeometryNodeInputMeshEdgeVertices")
length = nodes.new("ShaderNodeVectorMath")
length.operation = "DISTANCE"
links.new(edge.outputs["Position 1"], length.inputs[0])
links.new(edge.outputs["Position 2"], length.inputs[1])
neighbors = nodes.new("GeometryNodeInputMeshEdgeNeighbors")
statistics = nodes.new("GeometryNodeAttributeStatistic")
statistics.domain = "EDGE"
statistics.data_type = "FLOAT"
links.new(geometry, statistics.inputs["Geometry"])
links.new(
_math(group, "COMPARE", neighbors.outputs["Face Count"], 1.0),
statistics.inputs["Selection"],
)
links.new(length.outputs["Value"], statistics.inputs["Attribute"])
count = _math(
group,
"CEIL",
_math(
group,
"DIVIDE",
thickness,
_math(group, "MAXIMUM", statistics.outputs["Median"], 1e-6),
),
)
count = _math(group, "MINIMUM", _math(group, "MAXIMUM", count, 1.0), 128.0)
saved = _store(group, geometry, "wall_layers", count)
saved = geometry
# Weld in an integer identity grid, never in scene coordinates. Nearby cuts
# retain distinct IDs; copies of one rim vertex share the same ID and layer.
@@ -224,41 +196,26 @@ def thicken_depth_surface(group, geometry, thickness):
links.new(_read(group, "source_vertex"), part.inputs[0])
links.new(part.outputs[0], identity.inputs[axis])
repeat_output = nodes.new("GeometryNodeRepeatOutput")
repeat_input = nodes.new("GeometryNodeRepeatInput")
repeat_input.pair_with_output(repeat_output)
repeat_output.repeat_items.clear()
repeat_output.repeat_items.new("GEOMETRY", "Geometry")
repeat_output.repeat_items.new("GEOMETRY", "Sides")
links.new(count, repeat_input.inputs["Iterations"])
links.new(saved, repeat_input.inputs["Geometry"])
extrude = nodes.new("GeometryNodeExtrudeMesh")
extrude.mode = "FACES"
extrude.inputs["Individual"].default_value = False
extrusion_offset = nodes.new("ShaderNodeCombineXYZ")
extrusion_offset.inputs["Z"].default_value = -1.0
links.new(extrusion_offset.outputs[0], extrude.inputs["Offset"])
links.new(repeat_input.outputs["Geometry"], extrude.inputs["Mesh"])
links.new(saved, extrude.inputs["Mesh"])
sides = nodes.new("GeometryNodeSeparateGeometry")
sides.domain = "FACE"
links.new(extrude.outputs["Mesh"], sides.inputs["Geometry"])
links.new(extrude.outputs["Side"], sides.inputs["Selection"])
join_sides = nodes.new("GeometryNodeJoinGeometry")
links.new(repeat_input.outputs["Sides"], join_sides.inputs["Geometry"])
links.new(sides.outputs["Selection"], join_sides.inputs["Geometry"])
links.new(sides.outputs["Inverted"], repeat_output.inputs["Geometry"])
links.new(join_sides.outputs["Geometry"], repeat_output.inputs["Sides"])
offset = nodes.new("ShaderNodeCombineXYZ")
links.new(
_math(group, "MULTIPLY", _read(group, "wall_layers"), -1.0), offset.inputs["Z"]
)
offset.inputs["Z"].default_value = -1.0
back = nodes.new("GeometryNodeSetPosition")
links.new(saved, back.inputs["Geometry"])
links.new(offset.outputs[0], back.inputs["Offset"])
flip_back = nodes.new("GeometryNodeFlipFaces")
links.new(back.outputs["Geometry"], flip_back.inputs["Mesh"])
flip_sides = nodes.new("GeometryNodeFlipFaces")
links.new(repeat_output.outputs["Sides"], flip_sides.inputs["Mesh"])
links.new(sides.outputs["Selection"], flip_sides.inputs["Mesh"])
join = nodes.new("GeometryNodeJoinGeometry")
for value in (
saved,
@@ -274,12 +231,11 @@ def thicken_depth_surface(group, geometry, thickness):
merge.inputs["Distance"].default_value = 0.1
links.new(encoded.outputs["Geometry"], merge.inputs["Geometry"])
displacement = nodes.new("ShaderNodeCombineXYZ")
step = _math(group, "DIVIDE", thickness, _read(group, "wall_layers"))
layer_position = nodes.new("GeometryNodeInputPosition")
layer_axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(layer_position.outputs[0], layer_axes.inputs[0])
links.new(
_math(group, "MULTIPLY", layer_axes.outputs["Z"], step),
_math(group, "MULTIPLY", layer_axes.outputs["Z"], thickness),
displacement.inputs["Z"],
)
restored = nodes.new("ShaderNodeVectorMath")

View File

@@ -1,11 +1,11 @@
"""Arrange staggered calculation branches on both sides of the geometry path."""
from node_layout import arrange_nodes
from cutout_layout import route_geometry
# Main geometry advances left to right. Local fields grow to either side of it;
# a long calculation may start before the geometry input or span several stages.
POSITIONS = {
"Position": (0, 260),
"Position": (-240, 110),
"Store Named Attribute": (0, 0),
"Store Named Attribute.001": (260, 0),
"Store Named Attribute.002": (520, 0),
@@ -13,9 +13,9 @@ POSITIONS = {
"Split Edges": (1060, 0),
"Switch": (1360, 0),
# Face sampling stays near its stores; selection forms a dense field cluster.
"Named Attribute": (-400, -320),
"Evaluate on Domain": (-180, -320),
"Image Texture": (20, -320),
"Named Attribute": (-440, 380),
"Evaluate on Domain": (-220, 380),
"Image Texture": (20, 380),
"Named Attribute.003": (260, 260),
"Named Attribute.001": (-1090, 1060),
"Separate XYZ": (-870, 1060),
@@ -32,80 +32,55 @@ POSITIONS = {
"Math": (-530, 1040),
"Math.001": (-350, 1040),
"Math.002": (-170, 1040),
"Math.003": (-350, 830),
"Math.004": (10, 1040),
"Math.005": (190, 1040),
"Math.006": (190, 790),
"Math.007": (370, 980),
"Math.008": (190, 620),
"Math.009": (550, 910),
"Math.003": (190, 1040),
"Math.004": (190, 790),
"Math.005": (370, 980),
"Math.006": (190, 620),
"Math.007": (550, 910),
"Edge Neighbors": (370, 590),
"Math.010": (550, 590),
"Math.011": (730, 810),
"Math.008": (550, 590),
"Math.009": (730, 810),
"Evaluate on Domain.001": (730, 670),
"Evaluate on Domain.002": (910, 670),
"Math.012": (1090, 670),
"Math.013": (1360, 280),
# Cleanup is a separate compact cluster before projection.
"Face Area": (1460, 780),
"Mesh Island": (1460, 580),
"Accumulate Field": (1680, 780),
"Math.014": (1900, 580),
"Delete Geometry": (2120, 0),
"Math.010": (1090, 670),
"Math.011": (1360, 280),
# Camera-ray reconstruction runs below; scene projection runs above.
"Named Attribute.004": (1290, -440),
"Image Texture.001": (1510, -440),
"Separate XYZ.001": (1740, -440),
"Named Attribute.005": (1510, -710),
"Separate XYZ.002": (1740, -710),
"Math.017": (1960, -440),
"Math.014": (1960, -440),
"Vector Math.001": (2180, -440),
"Named Attribute.006": (1740, -940),
"Math.015": (1510, -940),
"Math.016": (1960, -940),
"Math.012": (1510, -940),
"Math.013": (1960, -940),
"Switch.001": (2600, -240),
"Store Named Attribute.004": (2920, 0),
"Named Attribute.007": (2340, 1080),
"Vector Math.002": (2560, 1080),
"Separate XYZ.003": (2740, 1080),
"Math.018": (3100, 730),
"Math.019": (3280, 730),
"Math.020": (2740, 910),
"Math.015": (3100, 730),
"Math.016": (3280, 730),
"Math.017": (2740, 910),
"Combine XYZ": (2920, 1040),
"Position.001": (2920, 790),
"Mix": (3100, 950),
"Separate XYZ.004": (3280, 950),
"Combine XYZ.001": (3460, 850),
"Set Position": (3870, 0),
# Short preparation fields sit above the axis; the long wall-count branch
# sits below, reading geometry back from the source-vertex store.
# Front and rear caps share a single extrusion along the geometry axis.
"Position.002": (4560, 340),
"Store Named Attribute.005": (4560, 0),
"Vector Math.003": (4780, 340),
"Set Position.001": (4780, 0),
"Index": (5010, 340),
"Store Named Attribute.006": (5010, 0),
"Edge Vertices": (3470, -610),
"Vector Math.004": (3700, -610),
"Edge Neighbors.001": (3470, -850),
"Math.021": (3700, -850),
"Attribute Statistic": (3920, -610),
"Math.022": (4150, -610),
"Math.023": (4370, -610),
"Math.024": (4590, -610),
"Math.025": (4820, -610),
"Math.026": (5040, -610),
"Store Named Attribute.007": (5310, 0),
"Repeat Input": (5620, 0),
"Extrude Mesh": (5850, 0),
"Combine XYZ.003": (5620, -340),
"Separate Geometry": (6070, 0),
"Join Geometry": (6300, -180),
"Repeat Output": (6520, 0),
"Flip Faces.001": (6740, 0),
"Join Geometry.001": (6970, 0),
"Named Attribute.010": (5620, -530),
"Math.027": (5850, -530),
"Extrude Mesh": (5500, 0),
"Combine XYZ.003": (5260, 350),
"Separate Geometry": (5780, 0),
"Flip Faces.001": (6300, 0),
"Join Geometry": (6970, 0),
"Combine XYZ.004": (6070, -530),
"Set Position.002": (6300, -320),
"Flip Faces": (6740, -320),
@@ -122,14 +97,12 @@ POSITIONS = {
"Merge by Distance": (7640, 0),
"Position.003": (6910, -950),
"Separate XYZ.005": (7160, -950),
"Named Attribute.011": (6900, -710),
"Math.028": (7140, -580),
"Math.029": (7380, -750),
"Math.018": (7380, -750),
"Combine XYZ.005": (7600, -680),
"Named Attribute.012": (7600, -370),
"Vector Math.005": (7830, -340),
"Named Attribute.010": (7600, -370),
"Vector Math.004": (7830, -340),
"Set Position.004": (8080, 0),
"Math.030": (8310, 260),
"Math.019": (8310, 260),
"Switch.002": (8310, 0),
"Remove Named Attribute": (9000, 0),
"Set Shade Smooth": (9220, 0),
@@ -139,71 +112,34 @@ POSITIONS = {
INPUT_REGIONS = (
(("Store Named Attribute",), (-240, 0)),
(("Switch",), (1100, -300)),
(("Image Texture",), (-180, -190)),
(("Image Texture",), (30, 520)),
(("Math.002",), (-350, 1140)),
(("Math.003",), (-530, 830)),
(("Math.005",), (10, 1140)),
(("Math.013",), (1100, 320)),
(("Math.014",), (1680, 400)),
(("Math.003",), (10, 1140)),
(("Math.011",), (1100, 320)),
(("Image Texture.001",), (1290, -270)),
(("Math.015",), (1290, -940)),
(("Math.012",), (1290, -940)),
(("Vector Math.002",), (2340, 1200)),
(("Math.018", "Math.019"), (2920, 680)),
(("Math.015", "Math.016"), (2920, 680)),
(("Mix",), (2920, 900)),
(("Math.023",), (4150, -820)),
(("Math.028",), (6900, -540)),
(("Math.030",), (8080, 300)),
(("Math.019",), (8080, 300)),
)
def _route(group, source_name, output, target_name, input_name, points):
"""Place geometry references around the local branches they serve."""
source = group.nodes[source_name].outputs[output]
target = group.nodes[target_name].inputs[input_name]
for link in list(group.links):
if link.from_socket == source and link.to_socket == target:
group.links.remove(link)
for point in points:
node = group.nodes.new("NodeReroute")
node.location = point
node.select = False
group.links.new(source, node.inputs[0])
source = node.outputs[0]
group.links.new(source, target)
def layout_geometry_references(group, stage):
"""Separate the split bypass and long projection references from fields."""
links = group.links
entry = stage["Store Named Attribute"].inputs["Geometry"]
source = entry.links[0].from_socket
fork = route_geometry(group, source, [(-3250, -40), (-1450, -40), (-290, -40)])
links.new(fork, entry)
bypass = route_geometry(group, fork, [(-210, -280), (500, -280), (1100, -280)])
links.new(bypass, stage["Switch"].inputs["False"])
def layout_depth_surface(group):
"""Keep the geometry path readable while staggering long and short branches."""
arrange_nodes(group, POSITIONS, INPUT_REGIONS)
_route(
group,
"Repeat Input",
"Sides",
"Join Geometry",
"Geometry",
((5810, -170), (6280, -170)),
)
_route(
group,
"Store Named Attribute.007",
"Geometry",
"Join Geometry.001",
"Geometry",
((5530, 150), (6950, 150)),
)
_route(
group,
"Store Named Attribute.007",
"Geometry",
"Set Position.002",
"Geometry",
((5530, -270), (6280, -270)),
)
_route(
group,
"Set Position",
"Geometry",
"Switch.002",
"True",
((4110, 240), (8290, 240)),
)
projection = next(n.outputs["Geometry"] for n in group.nodes if n.bl_idname == "GeometryNodeStoreNamedAttribute" and n.inputs["Name"].default_value == "o_balloon_surface_front_normal")
shared = next(n.outputs["Geometry"] for n in group.nodes if n.bl_idname == "GeometryNodeStoreNamedAttribute" and n.inputs["Name"].default_value == "o_balloon_surface_inflation_normal")
uniform = next(link.to_socket for link in shared.links if link.to_node.bl_idname == "GeometryNodeStoreNamedAttribute" and link.to_node.inputs["Name"].default_value == "o_balloon_surface_thickness")
fork = route_geometry(group, projection, [(4360, -40), (4650, -1700), (8500, -1700), (11400, -1700)])
uniform_route = route_geometry(group, shared, [(8250, -40), (8460, -1450), (11400, -1450), (11420, -370)])
links.new(uniform_route, uniform)
surface_route = route_geometry(group, fork, [(13500, -1700), (16800, -1700)])
links.new(surface_route, stage["Switch.002"].inputs["True"])

View File

@@ -0,0 +1,142 @@
"""Estimate existing front volume and add continuous normal-directed inflation."""
from cutout_volume import node
def _math(group, operation, a, b, location):
result = node(group, "ShaderNodeMath", location)
result.operation = operation
for index, value in enumerate((a, b)):
if hasattr(value, "node"):
group.links.new(value, result.inputs[index])
else:
result.inputs[index].default_value = value
return result.outputs[0]
def _read(group, name, location, kind="FLOAT"):
result = node(group, "GeometryNodeInputNamedAttribute", location)
result.data_type = kind
result.inputs["Name"].default_value = "o_balloon_surface_" + name
return result.outputs["Attribute"]
def _store(group, geometry, name, value, location, kind="FLOAT"):
result = node(group, "GeometryNodeStoreNamedAttribute", location)
result.data_type, result.domain = kind, "POINT"
result.inputs["Name"].default_value = "o_balloon_surface_" + name
group.links.new(geometry, result.inputs["Geometry"])
group.links.new(value, result.inputs["Value"])
return result.outputs["Geometry"]
def build_front_fields(group, geometry):
"""Fit structural amplitude over neighbouring points before creating the shell."""
links = group.links
def math(operation, a, b, x, y):
return _math(group, operation, a, b, (4800 + x, -2500 + y))
def blur(value, x, y, weight=None):
result = node(group, "GeometryNodeBlurAttribute", (4800 + x, -2500 + y))
result.data_type = "FLOAT"
result.inputs["Iterations"].default_value = 256
links.new(value, result.inputs["Value"])
if weight is not None:
links.new(weight, result.inputs["Weight"])
return result.outputs[0]
profile_node = node(group, "GeometryNodeInputNamedAttribute", (4800, -2500))
profile_node.data_type = "FLOAT"
profile_node.inputs["Name"].default_value = "o_balloon"
profile = profile_node.outputs["Attribute"]
rim = _read(group, "rim", (4800, -3050))
interior = math("SUBTRACT", 1, rim, 240, -550)
position = node(group, "GeometryNodeInputPosition", (4800, -1900))
axes = node(group, "ShaderNodeSeparateXYZ", (5040, -1900))
links.new(position.outputs[0], axes.inputs[0])
depth = axes.outputs["Z"]
depth_slow = blur(depth, 480, 600, interior)
profile_slow = blur(profile, 480, 0, interior)
depth_bump = math("SUBTRACT", depth, depth_slow, 720, 600)
profile_bump = math("SUBTRACT", profile, profile_slow, 720, 0)
numerator = math("MULTIPLY", depth_bump, profile_bump, 960, 600)
denominator = math("MULTIPLY", profile_bump, profile_bump, 960, 0)
numerator = blur(numerator, 1200, 600)
denominator = blur(denominator, 1200, 0)
denominator = math("MAXIMUM", denominator, 1e-10, 1440, 0)
structure = math("DIVIDE", numerator, denominator, 1680, 600)
structure = math("MAXIMUM", structure, 0, 1920, 600)
carrier = _store(group, geometry, "structure", structure, (7300, 0))
normal = _read(group, "front_normal", (7100, -600), "FLOAT_VECTOR")
controls = node(group, "NodeGroupInput", (6860, -1100))
# Keep the accepted broad front-direction filter at the default of 50;
# zero disables both this filter and the initial front/back normal filters.
spread = _math(group, "MULTIPLY", controls.outputs["Normal Smooth"], 256 / 50, (7100, -1100))
smooth = node(group, "GeometryNodeBlurAttribute", (7340, -600))
smooth.data_type = "FLOAT_VECTOR"
links.new(normal, smooth.inputs["Value"])
links.new(spread, smooth.inputs["Iterations"])
normalize = node(group, "ShaderNodeVectorMath", (7580, -600))
normalize.operation = "NORMALIZE"
links.new(smooth.outputs[0], normalize.inputs[0])
carrier = _store(group, carrier, "inflation_normal", normalize.outputs[0], (7770, 0), "FLOAT_VECTOR")
return carrier
def build_inflation_position(group, position, distance, uniform):
"""Grow both modes continuously while leaving the rear cap in place."""
previous = set(group.nodes)
links = group.links
def math(operation, a, b, x, y):
return _math(group, operation, a, b, (x, y))
structure = _read(group, "structure", (14000, -4300))
control = node(group, "NodeGroupInput", (13760, -5000))
a = math("MULTIPLY", control.outputs["Thickness"], control.outputs["Front Inflation"], 14240, -5000)
# A shifted cubic blend preserves continuous growth and height order.
shifted = math("ADD", a, 0.75, 14480, -5000)
quadratic = math("MULTIPLY", a, shifted, 14720, -5000)
quadratic = math("ADD", quadratic, 0.1875, 14960, -5000)
q = math("MULTIPLY", a, quadratic, 15200, -5000)
k = math("ADD", structure, 0.25, 14240, -4300)
square = math("MULTIPLY", k, k, 14480, -4300)
cube = math("MULTIPLY", square, k, 14720, -4300)
total = math("ADD", cube, q, 14960, -4300)
root = math("POWER", total, 1 / 3, 15200, -4300)
root_square = math("MULTIPLY", root, root, 15440, -4000)
product = math("MULTIPLY", root, k, 15440, -4300)
denominator = math("ADD", root_square, product, 15680, -4300)
denominator = math("ADD", denominator, square, 15920, -4300)
response = math("DIVIDE", q, denominator, 15920, -4800)
profile = node(group, "GeometryNodeInputNamedAttribute", (15920, -3700))
profile.data_type = "FLOAT"
profile.inputs["Name"].default_value = "o_balloon"
balloon = math("MULTIPLY", profile.outputs["Attribute"], response, 16160, -4250)
uniform_control = node(group, "NodeGroupInput", (15920, -5100))
uniform_amount = math("MULTIPLY", uniform_control.outputs["Uniform Thickness"], uniform_control.outputs["Front Inflation"], 16160, -5100)
selected = node(group, "GeometryNodeSwitch", (16400, -4550))
selected.input_type = "FLOAT"
links.new(uniform, selected.inputs["Switch"])
links.new(balloon, selected.inputs["False"])
links.new(uniform_amount, selected.inputs["True"])
displacement = selected.outputs[0]
height = _read(group, "thickness", (14000, -5500))
layer = math("DIVIDE", distance, height, 14240, -5500)
layer = math("ADD", 1, layer, 14480, -5500)
layer = math("MAXIMUM", layer, 0, 14720, -5500)
layer = math("MINIMUM", layer, 1, 14960, -5500)
displacement = math("MULTIPLY", displacement, layer, 16640, -4550)
normal = _read(group, "inflation_normal", (16640, -4000), "FLOAT_VECTOR")
offset = node(group, "ShaderNodeVectorMath", (16880, -4550))
offset.operation = "SCALE"
links.new(normal, offset.inputs[0])
links.new(displacement, offset.inputs[3])
result = node(group, "ShaderNodeVectorMath", (17120, -4550))
result.operation = "ADD"
links.new(position, result.inputs[0])
links.new(offset.outputs[0], result.inputs[1])
for item in set(group.nodes) - previous:
item.location.y = -3550 + (item.location.y + 3700) * 0.7
return result.outputs[0]

View File

@@ -0,0 +1,53 @@
"""Place independent Cutout stages using authored local layouts."""
from collections import Counter
def route_geometry(group, source, positions):
"""Guide a shared forward geometry reference through authored waypoints."""
for position in positions:
reroute = group.nodes.new("NodeReroute")
reroute.location = position
group.links.new(source, reroute.inputs[0])
source = reroute.outputs[0]
return source
def layout_stage(group, previous, positions, input_regions, offset=(0, 0)):
"""Map stage-local default names without renaming Blender nodes."""
counts, stage = Counter(), {}
for node in group.nodes:
if node in previous or node.bl_idname == "NodeGroupInput":
continue
base, dot, suffix = node.name.rpartition(".")
base = base if dot and suffix.isdigit() else node.name
index = counts[base]
counts[base] += 1
stage[base if index == 0 else f"{base}.{index:03d}"] = node
assert set(stage) == set(positions) - {"Set Shade Smooth", "Group Output"}, (group.name, set(stage) ^ set(positions))
for name, node in stage.items():
x, y = positions[name]
node.location = (x + offset[0], y + offset[1])
inputs = [(link.to_socket, link.from_socket.name) for link in group.links if link.to_node in stage.values() and link.from_node.bl_idname == "NodeGroupInput"]
for targets, (x, y) in input_regions:
sockets = [(socket, name) for socket, name in inputs if socket.node in [stage[key] for key in targets if key in stage]]
if not sockets:
continue
control = group.nodes.new("NodeGroupInput")
control.location = (x + offset[0], y + offset[1])
for socket, name in sockets:
group.links.new(control.outputs[name], socket)
return stage
def finish_layout(group):
"""Expose linked fields and retain readable constants."""
for node in group.nodes:
node.select = False
node.width = 200 if "Attribute" in node.bl_idname else 160
if node.bl_idname in {"ShaderNodeMath", "ShaderNodeVectorMath"}:
node.hide = all(socket.is_linked for socket in node.inputs if socket.enabled and not socket.hide)
for socket in node.outputs:
socket.hide = not socket.is_linked
for node in list(group.nodes):
if node.bl_idname == "NodeGroupInput" and not any(socket.is_linked for socket in node.outputs):
group.nodes.remove(node)

View File

@@ -0,0 +1,101 @@
"""Round depth volume around the smoothed center-surface normals."""
from cutout_volume import node, shift_stage
def build_volume_rounding(group, volume, offset):
previous = set(group.nodes)
links = group.links
def math(operation, a, b, location):
result = node(group, "ShaderNodeMath", location)
result.operation = operation
for index, value in enumerate((a, b)):
if isinstance(value, (int, float)):
result.inputs[index].default_value = value
else:
links.new(value, result.inputs[index])
return result.outputs[0]
def read(name, location, kind="FLOAT"):
result = node(group, "GeometryNodeInputNamedAttribute", location)
result.data_type = kind
result.inputs["Name"].default_value = "o_balloon_surface_" + name
return result.outputs["Attribute"]
def store(geometry, name, value, location, kind="FLOAT"):
result = node(group, "GeometryNodeStoreNamedAttribute", location)
result.data_type, result.domain = kind, "POINT"
result.inputs["Name"].default_value = "o_balloon_surface_" + name
links.new(geometry, result.inputs["Geometry"])
links.new(value, result.inputs["Value"])
return result.outputs["Geometry"]
control = node(group, "NodeGroupInput", (0, 1250))
profile = node(group, "GeometryNodeInputNamedAttribute", (0, 850))
profile.data_type = "FLOAT"
profile.inputs["Name"].default_value = "o_balloon"
balloon = profile.outputs["Attribute"]
maximum = node(group, "GeometryNodeAttributeStatistic", (240, 850))
maximum.data_type, maximum.domain = "FLOAT", "POINT"
links.new(volume, maximum.inputs["Geometry"])
links.new(balloon, maximum.inputs["Attribute"])
limit = math("MAXIMUM", maximum.outputs["Max"], 1e-8, (480, 850))
falloff = node(group, "ShaderNodeMapRange", (720, 850))
falloff.interpolation_type = "SMOOTHERSTEP"
falloff.inputs["To Min"].default_value = 1
falloff.inputs["To Max"].default_value = 0
links.new(balloon, falloff.inputs["Value"])
links.new(limit, falloff.inputs["From Max"])
weight = math("MULTIPLY", falloff.outputs[0], control.outputs["Edge Round"], (960, 850))
center = read("center", (0, 1900))
position = node(group, "GeometryNodeInputPosition", (0, 2250))
axes = node(group, "ShaderNodeSeparateXYZ", (240, 2250))
links.new(position.outputs[0], axes.inputs[0])
target = math("ADD", center, balloon, (480, 1900))
delta = math("SUBTRACT", target, axes.outputs["Z"], (720, 1900))
delta = math("MULTIPLY", delta, weight, (960, 1900))
enabled = math("MINIMUM", control.outputs["Thickness"], 1, (480, 1300))
enabled = math("MAXIMUM", enabled, 0, (720, 1300))
delta = math("MULTIPLY", delta, enabled, (1200, 1900))
carrier = store(volume, "edge_weight", weight, (1200, 0))
carrier = store(carrier, "front_delta", delta, (1440, 0))
rear = math("MULTIPLY", balloon, weight, (1200, 850))
rear = math("MULTIPLY", rear, control.outputs["Thickness"], (1440, 850))
thickness = read("thickness", (1440, 1250))
total = math("ADD", thickness, delta, (1680, 1250))
total = math("ADD", total, rear, (1920, 1250))
carrier = store(carrier, "thickness", total, (1920, 0))
# Evaluate normals on a separate center surface with identical point indices.
center_position = node(group, "ShaderNodeCombineXYZ", (480, -550))
for axis in ("X", "Y"):
links.new(axes.outputs[axis], center_position.inputs[axis])
links.new(center, center_position.inputs["Z"])
surface = node(group, "GeometryNodeSetPosition", (720, -550))
links.new(volume, surface.inputs["Geometry"])
links.new(center_position.outputs[0], surface.inputs["Position"])
normal = node(group, "GeometryNodeInputNormal", (720, -1000))
blur = node(group, "GeometryNodeBlurAttribute", (960, -1000))
blur.data_type = "FLOAT_VECTOR"
links.new(normal.outputs[0], blur.inputs["Value"])
local = node(group, "NodeGroupInput", (720, -1300))
links.new(local.outputs["Normal Smooth"], blur.inputs["Iterations"])
normalize = node(group, "ShaderNodeVectorMath", (1200, -1000))
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
index = node(group, "GeometryNodeInputIndex", (1200, -1350))
sample = node(group, "GeometryNodeSampleIndex", (1440, -550))
sample.data_type, sample.domain = "FLOAT_VECTOR", "POINT"
links.new(surface.outputs[0], sample.inputs["Geometry"])
links.new(normalize.outputs[0], sample.inputs["Value"])
links.new(index.outputs[0], sample.inputs["Index"])
carrier = store(carrier, "normal", sample.outputs[0], (2160, 0), "FLOAT_VECTOR")
captured = read("front_delta", (2160, 850))
displacement = node(group, "ShaderNodeCombineXYZ", (2400, 850))
links.new(captured, displacement.inputs["Z"])
front = node(group, "GeometryNodeSetPosition", (2640, 0))
links.new(carrier, front.inputs["Geometry"])
links.new(displacement.outputs[0], front.inputs["Offset"])
shift_stage(group, previous, offset)
return front.outputs[0]

View File

@@ -0,0 +1,141 @@
"""Authored local positions for Cutout shape stages."""
LAYOUTS = {'BALLOON': ({'Named Attribute': (-950, 440),
'Attribute Statistic': (-730, 1020),
'Math': (-500, 1020),
'Math.001': (-280, 1020),
'Map Range': (-50, 1020),
'Math.002': (-500, 440),
'Math.003': (-500, 240),
'Math.004': (-280, 240),
'Extrude Mesh': (0, 0),
'Switch': (220, 440),
'Position': (20, 240),
'Separate XYZ': (220, 240),
'Combine XYZ': (420, 340),
'Set Position': (690, 0),
'Separate Geometry': (910, 0),
'Flip Faces': (1140, 0),
'Combine XYZ.001': (910, 530),
'Set Position.001': (1140, 300),
'Combine XYZ.002': (690, -550),
'Set Position.002': (910, -300),
'Flip Faces.001': (1140, -300),
'Join Geometry': (1430, 0),
'Merge by Distance': (1650, 0),
'Math.005': (2100, 310),
'Switch.001': (2100, 0),
'Set Shade Smooth': (2320, 0),
'Group Output': (2550, 0)},
((('Extrude Mesh',), (-220, 0)),
(('Attribute Statistic',), (-950, 1020)),
(('Math.002', 'Math.003'), (-730, 240)),
(('Set Position.001',), (910, 300)),
(('Set Position.002',), (690, -300)),
(('Math.005',), (1870, 340)),
(('Switch.001',), (1870, -240)))),
'UNIFORM': ({'Math': (-90, 680),
'Math.001': (140, 680),
'Edge Vertices': (-1630, -340),
'Vector Math': (-1410, -340),
'Edge Neighbors': (-1630, -560),
'Math.002': (-1410, -560),
'Attribute Statistic': (-1190, -340),
'Math.003': (-960, -340),
'Math.004': (-740, -340),
'Float to Integer': (-520, -340),
'Integer Math': (-290, -340),
'Integer Math.001': (-70, -340),
'Math.005': (190, -580),
'Math.006': (410, -580),
'Combine XYZ': (1630, 480),
'Set Position': (1860, 260),
'Repeat Input': (410, 0),
'Extrude Mesh': (640, 0),
'Separate Geometry': (860, 0),
'Join Geometry': (1080, -180),
'Repeat Output': (1310, 0),
'Combine XYZ.001': (1410, 270),
'Set Position.001': (1630, 0),
'Flip Faces': (1860, 0),
'Combine XYZ.002': (1410, -470),
'Set Position.002': (1630, -260),
'Flip Faces.001': (1860, -260),
'Join Geometry.001': (2150, 0),
'Merge by Distance': (2370, 0),
'Math.007': (2820, 290),
'Switch': (2820, 0),
'Set Shade Smooth': (3040, 0),
'Group Output': (3270, 0)},
((('Math',), (-310, 680)),
(('Attribute Statistic',), (-1410, -170)),
(('Math.004',), (-960, -610)),
(('Math.005',), (-30, -580)),
(('Repeat Input',), (190, 0)),
(('Set Position',), (1630, 260)),
(('Set Position.002',), (1410, -260)),
(('Math.007',), (2600, 310)),
(('Switch',), (2600, -240)))),
'DEPTH_BALLOON': ({'Named Attribute': (-1120, 650),
'Attribute Statistic': (-890, 650),
'Math': (-670, 650),
'Math.001': (-450, 650),
'Map Range': (-220, 650),
'Named Attribute.001': (-1790, -440),
'Image Texture': (-1570, -440),
'Separate XYZ': (-1340, -440),
'Math.002': (-1120, -440),
'Vector Math': (-2240, -950),
'Separate XYZ.001': (-2010, -950),
'Position': (-2240, -1260),
'Separate XYZ.002': (-2010, -1260),
'Math.003': (-1790, -950),
'Math.004': (-1790, -1160),
'Math.005': (-1570, -950),
'Math.006': (-1340, -950),
'Math.007': (-1120, -950),
'Math.008': (-890, -440),
'Math.009': (-670, -440),
'Math.010': (-450, -440),
'Math.011': (-670, 310),
'Math.012': (-670, 70),
'Math.013': (-450, 70),
'Mix': (20, 440),
'Math.014': (240, 710),
'Switch': (460, 710),
'Extrude Mesh': (0, 0),
'Switch.001': (460, 310),
'Position.001': (280, 530),
'Separate XYZ.003': (460, 530),
'Combine XYZ': (660, 430),
'Set Position': (930, 0),
'Separate Geometry': (1150, 0),
'Flip Faces': (1600, 0),
'Combine XYZ.001': (1380, 570),
'Set Position.001': (1600, 330),
'Combine XYZ.002': (1150, -570),
'Set Position.002': (1380, -320),
'Flip Faces.001': (1600, -320),
'Join Geometry': (1870, 0),
'Merge by Distance': (2320, 0),
'Position.002': (1600, 1120),
'Separate XYZ.004': (1820, 1120),
'Combine XYZ.003': (2050, 950),
'Set Position.003': (2320, 680),
'Math.015': (2560, -270),
'Switch.002': (2560, 0),
'Set Shade Smooth': (2790, 0),
'Group Output': (3010, 0)},
((('Extrude Mesh',), (-220, 0)),
(('Attribute Statistic',), (-1120, 850)),
(('Image Texture',), (-1790, -270)),
(('Math.002',), (-1340, -750)),
(('Vector Math',), (-2460, -950)),
(('Math.007',), (-1340, -1160)),
(('Math.010',), (-670, -650)),
(('Math.011', 'Math.012'), (-890, 310)),
(('Switch',), (240, 920)),
(('Set Position.001',), (1380, 330)),
(('Set Position.002',), (1150, -320)),
(('Set Position.003',), (2100, 610)),
(('Math.015',), (2340, -270))))}

View File

@@ -1,24 +1,6 @@
"""Build the four Cutout Geometry Nodes groups stored in O_AnyImage.blend."""
import bpy
from node_graph import expand_smooth
from cutout_depth_surface import (
store_surface_camera,
remove_surface_attributes,
split_depth_surface,
thicken_depth_surface,
)
from cutout_depth_surface_layout import layout_depth_surface
from geometry_layouts import layout_geometry
from anyimage.operators.cutout_tool.shape import (
BALLOON_ATTRIBUTE_NAME,
CUTOUT_Z_TO_X,
CUTOUT_NODE_GROUP_NAME,
CUTOUT_NODE_GROUP_NAMES,
CUTOUT_SHAPE_LABELS,
)
"""Construct the planar and depth-based Cutout shape stages."""
from cutout_depth_surface import store_surface_camera, remove_surface_attributes, split_depth_surface, thicken_depth_surface
from anyimage.operators.cutout_tool.shape import BALLOON_ATTRIBUTE_NAME
def _socket(group, name, in_out, socket_type, parent=None):
@@ -42,47 +24,6 @@ def _group_input(nodes, location, visible_names):
return node
def _localize_group_inputs(group, controls):
"""Place short, socket-specific Group Inputs beside their consumers."""
links = group.links
outgoing = [link for link in links if link.from_node == controls]
by_socket = {}
for link in outgoing:
if link.from_socket.name == "Geometry":
continue
by_socket.setdefault(link.from_socket.name, []).append(link)
for socket_name, socket_links in by_socket.items():
ordered = sorted(socket_links, key=lambda link: link.to_node.location.x)
clusters = []
for link in ordered:
if (
not clusters
or link.to_node.location.x - clusters[-1][-1].to_node.location.x > 900.0
):
clusters.append([])
clusters[-1].append(link)
for cluster in clusters:
targets = [link.to_node for link in cluster]
location = [
min(node.location.x for node in targets) - 260.0,
max(node.location.y for node in targets) + 320.0,
]
while any(
abs(node.location.x - location[0]) < 190.0
and abs(node.location.y - location[1]) < 190.0
for node in group.nodes
):
location[1] += 220.0
local = _group_input(group.nodes, location, {socket_name})
for link in cluster:
target = link.to_socket
links.remove(link)
links.new(local.outputs[socket_name], target)
for output in controls.outputs:
output.hide = output.name != "Geometry"
def _float_input(
group,
name,
@@ -610,14 +551,12 @@ def _build_depth_surface(
uniform_scale,
reference_depth,
depth_image,
cleanup,
):
nodes = group.nodes
links = group.links
geometry = split_depth_surface(
group, geometry, depth_image, split, uniform_scale, depth_scale
group, geometry, depth_image, split, uniform_scale
)
geometry = _island_cleanup(group, geometry, cleanup, (1800.0, 850.0))
original_camera = _position_field(group, depth_image, (-200.0, -200.0))
geometry, camera_position = store_surface_camera(
group, geometry, original_camera, split
@@ -672,366 +611,3 @@ def _build_depth_surface(
group, project_geometry.outputs["Geometry"], shaped, thickness, (11800.0, 400.0)
)
return remove_surface_attributes(group, geometry)
def build_node_group(shape):
group_name = CUTOUT_NODE_GROUP_NAMES[shape]
group = bpy.data.node_groups.get(group_name)
if group is not None:
return group
group = bpy.data.node_groups.new(group_name, "GeometryNodeTree")
group.is_modifier = False
_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
if shape in {"BALLOON", "DEPTH_BALLOON"}:
thickness = _float_input(group, "Thickness", 1.0)
thickness.description = (
"Multiplier for the injected Poisson Balloon profile; zero keeps "
"the source sheet"
)
else:
thickness = _float_input(group, "Thickness", 0.0, 0.0, None, subtype="DISTANCE")
thickness.description = "Final thickness in scene distance"
depth_image = None
split = None
if shape == "DEPTH_BALLOON":
depth_scale = _float_input(group, "Depth Scale", 1.0)
depth_scale.description = "Scale the fitted-plane-corrected metric depth"
double_sided = _bool_input(group, "Double Sided", False)
double_sided.description = (
"Mirror the complete front surface across the local XY plane"
)
elif shape == "DEPTH_SURFACE":
depth_scale = _float_input(group, "Depth Scale", 1.0)
if shape == "DEPTH_BALLOON":
options = group.interface.new_panel(name="Options", default_closed=True)
reference_depth = _float_input(
group,
"Reference Depth",
1.0,
0.0,
None,
subtype="DISTANCE",
parent=options,
)
reference_depth.description = (
"Shared upper-percentile metric depth for outward placement"
)
depth_direction = _vector_input(
group,
"Depth Direction",
(0.0, 0.0, 1.0),
subtype="DIRECTION",
parent=options,
)
depth_direction.description = (
"Normal direction of the fitted metric depth plane"
)
elif shape == "DEPTH_SURFACE":
options = group.interface.new_panel(name="Options", default_closed=True)
split = _float_input(
group,
"Split",
0.0,
0.0,
1.0,
subtype="FACTOR",
parent=options,
)
split.description = "Separate depth discontinuities; zero disables splitting"
cleanup = _float_input(group, "Cleanup", 0.0, 0.0, None, parent=options)
cleanup.description = "Remove split islands below this local-area threshold"
reference_depth = _float_input(
group,
"Reference Depth",
1.0,
0.0,
None,
subtype="DISTANCE",
parent=options,
)
reference_depth.description = (
"Scaled camera depth placed on the original image sheet"
)
if shape in {"DEPTH_BALLOON", "DEPTH_SURFACE"}:
data = group.interface.new_panel(name="Data", default_closed=True)
uniform_scale = _float_input(group, "Uniform Scale", 1.0, 0.0, parent=data)
uniform_scale.description = (
"Internal uniform conversion from MoGe meters to local distance"
)
uniform_scale.hide_in_modifier = True
depth_image = _socket(group, "Depth Image", "INPUT", "NodeSocketImage", data)
depth_image.description = (
f"Internally generated {CUTOUT_SHAPE_LABELS[shape]} data"
)
depth_image.hide_in_modifier = True
_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
controls = _group_input(
group.nodes,
(-1600.0, 500.0),
{
"Geometry",
"Thickness",
"Double Sided",
"Depth Image",
"Depth Scale",
"Uniform Scale",
"Reference Depth",
"Depth Direction",
"Split",
"Cleanup",
},
)
geometry = controls.outputs["Geometry"]
if shape == "SURFACE":
geometry = _build_cutout(group, geometry, controls.outputs["Thickness"])
output_location = (4050.0, 300.0)
elif shape == "BALLOON":
geometry = _build_balloon(
group,
geometry,
controls.outputs["Thickness"],
)
output_location = (4650.0, 650.0)
elif shape == "DEPTH_BALLOON":
geometry = _build_depth_balloon(
group,
geometry,
controls.outputs["Thickness"],
controls.outputs["Depth Scale"],
controls.outputs["Double Sided"],
controls.outputs["Uniform Scale"],
controls.outputs["Depth Direction"],
controls.outputs["Depth Image"],
controls.outputs["Reference Depth"],
)
output_location = (5100.0, 600.0)
else:
geometry = _build_depth_surface(
group,
geometry,
controls.outputs["Thickness"],
controls.outputs["Depth Scale"],
controls.outputs["Split"],
controls.outputs["Uniform Scale"],
controls.outputs["Reference Depth"],
controls.outputs["Depth Image"],
controls.outputs["Cleanup"],
)
output_location = (12100.0, 400.0)
_localize_group_inputs(group, controls)
_shade_output(group, geometry, output_location)
if shape == "DEPTH_SURFACE":
layout_depth_surface(group)
else:
layout_geometry(group)
group.color_tag = "GEOMETRY"
group.description = {
"SURFACE": "Symmetrically thicken a Surface sheet.",
"BALLOON": "Inflate a Surface sheet from its boundary profile.",
"DEPTH_BALLOON": (
"Mix Balloon profile and metric image depth around a fitted plane."
),
"DEPTH_SURFACE": (
"Project and thicken a Surface sheet from hidden camera points."
),
}[shape]
group.use_fake_user = True
return group
def build_cutout_modifier_group(shape_groups):
group = bpy.data.node_groups.get(CUTOUT_NODE_GROUP_NAME)
if group is not None:
return group
group = bpy.data.node_groups.new(CUTOUT_NODE_GROUP_NAME, "GeometryNodeTree")
group.is_modifier = True
_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
_socket(group, "Shape", "INPUT", "NodeSocketMenu")
inward_axis = _socket(group, "Inward Axis", "INPUT", "NodeSocketMenu")
inward_axis.hide_in_modifier = True
thickness = _float_input(group, "Thickness", 0.0, 0.0)
thickness.description = (
"Scene thickness for Surface shapes or Balloon profile multiplier"
)
depth_scale = _float_input(group, "Depth Scale", 1.0, 0.0)
depth_scale.description = "Scale metric image depth"
double_sided = _bool_input(group, "Double Sided", False)
double_sided.description = (
"Mirror the complete Depth Balloon front surface across the local XY plane"
)
iterations = _socket(group, "Smooth Iterations", "INPUT", "NodeSocketInt")
iterations.default_value = 0
iterations.min_value = 0
iterations.max_value = 20
iterations.description = "Number of smoothing passes"
options = group.interface.new_panel(name="Options", default_closed=True)
cleanup = _float_input(
group,
"Cleanup",
0.0,
0.0,
None,
parent=options,
)
cleanup.description = "Delete mesh islands below this absolute local-area threshold"
smooth = _float_input(
group,
"Smooth",
1.0,
0.0,
1.0,
subtype="FACTOR",
parent=options,
)
smooth.description = "Blend each smoothing pass into the selected shape"
split = _float_input(
group,
"Split",
0.0,
0.0,
1.0,
subtype="FACTOR",
parent=options,
)
split.description = "Separate Depth Surface discontinuities; zero disables splitting"
reference_depth = _float_input(
group,
"Reference Depth",
1.0,
0.0,
None,
subtype="DISTANCE",
parent=options,
)
reference_depth.description = "Depth of the flat base plane for both Depth shapes"
depth_direction = _vector_input(
group,
"Depth Direction",
(0.0, 0.0, 1.0),
subtype="DIRECTION",
parent=options,
)
depth_direction.description = "Normal direction of the fitted metric depth plane"
data = group.interface.new_panel(name="Data", default_closed=True)
uniform_scale = _float_input(group, "Uniform Scale", 1.0, 0.0, parent=data)
uniform_scale.description = (
"Internal uniform conversion from MoGe meters to local distance"
)
uniform_scale.hide_in_modifier = True
depth_image = _socket(group, "Depth Image", "INPUT", "NodeSocketImage", data)
depth_image.description = "Internally generated Cutout depth data"
depth_image.hide_in_modifier = True
_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
base_controls = _group_input(
group.nodes,
(-2700.0, 500.0),
{"Geometry", "Cleanup"},
)
cleanup_area = _math(group.nodes, "MULTIPLY", (-2500.0, 750.0))
cleanup_area.inputs[1].default_value = 0.01
group.links.new(base_controls.outputs["Cleanup"], cleanup_area.inputs[0])
geometry = _island_cleanup(
group,
base_controls.outputs["Geometry"],
cleanup_area.outputs[0],
(-2350.0, 250.0),
)
branch_y = {
"SURFACE": 1150.0,
"BALLOON": 550.0,
"DEPTH_BALLOON": -50.0,
"DEPTH_SURFACE": -650.0,
}
branch_nodes = {}
for shape, y in branch_y.items():
node = group.nodes.new("GeometryNodeGroup")
node.node_tree = shape_groups[shape]
node.location = (-850.0, y)
node.width = 220.0
group.links.new(
base_controls.outputs["Geometry"] if shape == "DEPTH_SURFACE" else geometry,
node.inputs["Geometry"],
)
visible = {
socket.name
for socket in node.inputs
if socket.name and socket.name != "Geometry"
}
controls = _group_input(group.nodes, (-1200.0, y + 120.0), visible)
for socket in node.inputs:
if not socket.name or socket.name == "Geometry":
continue
group.links.new(
cleanup_area.outputs[0] if socket.name == "Cleanup" else controls.outputs[socket.name],
socket,
)
branch_nodes[shape] = node
menu_switch = group.nodes.new("GeometryNodeMenuSwitch")
menu_switch.data_type = "GEOMETRY"
shapes = list(CUTOUT_NODE_GROUP_NAMES)
for item, shape in zip(menu_switch.enum_items, shapes[:2]):
item.name = CUTOUT_SHAPE_LABELS[shape]
for shape in shapes[2:]:
menu_switch.enum_items.new(CUTOUT_SHAPE_LABELS[shape])
menu_switch.location = (-350.0, 250.0)
shape_controls = _group_input(
group.nodes,
(-700.0, -1200.0),
{"Shape"},
)
group.links.new(shape_controls.outputs["Shape"], menu_switch.inputs["Menu"])
for shape, node in branch_nodes.items():
group.links.new(
node.outputs["Geometry"],
menu_switch.inputs[CUTOUT_SHAPE_LABELS[shape]],
)
geometry = expand_smooth(
group,
menu_switch.outputs["Output"],
iterations_name="Smooth Iterations",
)
from mathutils import Matrix
orient = group.nodes.new("GeometryNodeTransform")
orient.inputs["Rotation"].default_value = Matrix(CUTOUT_Z_TO_X).to_euler()
orient.location = (3300.0, 350.0)
group.links.new(geometry, orient.inputs["Geometry"])
axis_switch = group.nodes.new("GeometryNodeMenuSwitch")
axis_switch.data_type = "GEOMETRY"
axis_switch.enum_items[0].name = "-Z"
axis_switch.enum_items[1].name = "+X"
axis_switch.location = (3550.0, 550.0)
axis_controls = _group_input(
group.nodes,
(3300.0, -650.0),
{"Inward Axis"},
)
group.links.new(axis_controls.outputs["Inward Axis"], axis_switch.inputs["Menu"])
group.links.new(geometry, axis_switch.inputs["-Z"])
group.links.new(orient.outputs["Geometry"], axis_switch.inputs["+X"])
_shade_output(group, axis_switch.outputs["Output"], (3850.0, 550.0))
layout_geometry(group)
group.color_tag = "GEOMETRY"
group.description = (
"Build Surface, Balloon, Depth Balloon, or Depth Surface from one "
"menu-controlled Cutout modifier."
)
for node in group.nodes:
for socket in node.outputs:
socket.hide = not socket.is_linked
group.use_fake_user = True
return group

View File

@@ -0,0 +1,122 @@
"""Continue a front-normal thin shell into the rounded depth volume."""
from cutout_inflation import build_inflation_position
from cutout_volume import node, shift_stage
def build_front_normals(group, geometry):
links = group.links
normal = node(group, "GeometryNodeInputNormal", (3400, -650))
control = node(group, "NodeGroupInput", (3400, -950))
blur = node(group, "GeometryNodeBlurAttribute", (3640, -650))
blur.data_type = "FLOAT_VECTOR"
links.new(normal.outputs[0], blur.inputs["Value"])
links.new(control.outputs["Normal Smooth"], blur.inputs["Iterations"])
normalize = node(group, "ShaderNodeVectorMath", (3880, -650))
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
store = node(group, "GeometryNodeStoreNamedAttribute", (4110, 0))
store.data_type, store.domain = "FLOAT_VECTOR", "POINT"
store.inputs["Name"].default_value = "o_balloon_surface_front_normal"
links.new(geometry, store.inputs["Geometry"])
links.new(normalize.outputs[0], store.inputs["Value"])
return store.outputs[0]
def build_shell_position(group, position, uniform, offset):
previous = set(group.nodes)
links = group.links
def connect(value, target):
if hasattr(value, "node"):
links.new(value, target)
else:
target.default_value = value
def math(operation, a, b, location):
result = node(group, "ShaderNodeMath", location)
result.operation = operation
connect(a, result.inputs[0])
connect(b, result.inputs[1])
return result.outputs[0]
def vector(operation, a, b, location):
result = node(group, "ShaderNodeVectorMath", location)
result.operation = operation
connect(a, result.inputs[0])
connect(b, result.inputs[3 if operation == "SCALE" else 1])
return result.outputs[0]
def read(name, location, kind="FLOAT"):
result = node(group, "GeometryNodeInputNamedAttribute", location)
result.data_type = kind
result.inputs["Name"].default_value = name
return result.outputs["Attribute"]
def z(value, location):
result = node(group, "ShaderNodeSeparateXYZ", location)
links.new(value, result.inputs[0])
return result.outputs["Z"]
# Uniform and the thin end of Balloon share the actual front normal.
front = read("o_depth_surface_position", (0, 0), "FLOAT_VECTOR")
front_z = z(front, (240, 0))
raw_z = z(position, (240, 250))
distance = math("SUBTRACT", raw_z, front_z, (480, 250))
normal = read("o_balloon_surface_front_normal", (480, 550), "FLOAT_VECTOR")
thin_offset = vector("SCALE", normal, distance, (720, 550))
uniform_position = vector("ADD", front, thin_offset, (3120, 550))
# R = t * (front_z - center) + (1 - t) * front_delta, with t clamped.
# This avoids division by Thickness and removes the old zero-thickness drift.
control = node(group, "NodeGroupInput", (0, -400))
clamp = node(group, "ShaderNodeClamp", (240, -400))
links.new(control.outputs["Thickness"], clamp.inputs["Value"])
t = clamp.outputs[0]
center = read("o_balloon_surface_center", (0, -750))
delta = read("o_balloon_surface_front_delta", (480, -1050))
radius = math("SUBTRACT", front_z, center, (480, -750))
radius = math("MULTIPLY", radius, t, (720, -750))
remaining = math("SUBTRACT", 1, t, (480, -400))
remainder = math("MULTIPLY", remaining, delta, (720, -1050))
radius = math("ADD", radius, remainder, (960, -750))
# Front and rear use the same edge field, evaluated on their own caps.
edge = read("o_balloon_surface_edge_weight", (0, -1450))
mask = read("o_normal_scale", (240, -1800))
remaining = math("SUBTRACT", 1, edge, (240, -1450))
remaining = math("MULTIPLY", remaining, mask, (480, -1450))
weight = math("SUBTRACT", 1, remaining, (720, -1450))
difference = math("SUBTRACT", weight, edge, (960, -1450))
base = math("MULTIPLY", difference, radius, (1200, -1450))
layer = math("MULTIPLY", weight, distance, (1200, -1800))
rear_radius = math("ADD", base, layer, (1440, -1450))
front_radius = math("MULTIPLY", edge, radius, (1440, -750))
normal = read("o_balloon_surface_normal", (1200, -300), "FLOAT_VECTOR")
direction = vector("SUBTRACT", normal, (0, 0, 1), (1440, -300))
front_shift = vector("SCALE", direction, front_radius, (1680, -750))
front_position = vector("ADD", front, front_shift, (1920, -750))
rear_shift = vector("SCALE", direction, rear_radius, (1680, -1450))
axis_offset = node(group, "ShaderNodeCombineXYZ", (1680, -1800))
links.new(distance, axis_offset.inputs["Z"])
full_offset = vector("ADD", axis_offset.outputs[0], rear_shift, (1920, -1450))
# Smoothly reach the existing full-volume shape at Thickness >= 1.
transition = node(group, "ShaderNodeMapRange", (1920, 0))
transition.interpolation_type = "SMOOTHERSTEP"
links.new(t, transition.inputs["Value"])
mix = node(group, "ShaderNodeMix", (2400, -1100))
mix.data_type = "VECTOR"
links.new(transition.outputs[0], mix.inputs[0])
links.new(thin_offset, mix.inputs[4])
links.new(full_offset, mix.inputs[5])
balloon_position = vector("ADD", front_position, mix.outputs["Result"], (3120, -750))
choose = node(group, "GeometryNodeSwitch", (3400, 0))
choose.input_type = "VECTOR"
links.new(uniform, choose.inputs["Switch"])
links.new(balloon_position, choose.inputs["False"])
links.new(uniform_position, choose.inputs["True"])
for item in set(group.nodes) - previous:
item.location.x *= 0.9
item.location.y *= 0.65
shift_stage(group, previous, offset)
return build_inflation_position(group, choose.outputs[0], distance, uniform)

View File

@@ -0,0 +1,88 @@
"""Build the smooth center field for depth volume."""
from node_graph import edge_boundary_field
def node(group, kind, location):
result = group.nodes.new(kind)
result.location = location
return result
def shift_stage(group, previous, offset):
for item in group.nodes:
if item not in previous:
item.location.x += offset[0]
item.location.y += offset[1]
def build_volume_fields(group, geometry, offset=(0, 0)):
previous = set(group.nodes)
boundary = edge_boundary_field(group.nodes, group.links, (0, -400))
store = node(group, "GeometryNodeStoreNamedAttribute", (860, 0))
store.domain, store.data_type = "POINT", "FLOAT"
store.inputs["Name"].default_value = "o_balloon_surface_rim"
group.links.new(geometry, store.inputs["Geometry"])
group.links.new(boundary, store.inputs["Value"])
profile = node(group, "GeometryNodeInputNamedAttribute", (860, 700))
profile.data_type = "FLOAT"
profile.inputs["Name"].default_value = "o_balloon"
links = group.links
def math(operation, a, b, location):
result = node(group, "ShaderNodeMath", location)
result.operation = operation
for index, value in enumerate((a, b)):
if isinstance(value, (int, float)):
result.inputs[index].default_value = value
else:
links.new(value, result.inputs[index])
return result.outputs[0]
position = node(group, "GeometryNodeInputPosition", (860, 1100))
axes = node(group, "ShaderNodeSeparateXYZ", (1100, 1100))
links.new(position.outputs[0], axes.inputs[0])
seed = math("SUBTRACT", axes.outputs["Z"], profile.outputs["Attribute"], (1340, 900))
center = node(group, "GeometryNodeStoreNamedAttribute", (1340, 0))
center.domain, center.data_type = "POINT", "FLOAT"
center.inputs["Name"].default_value = "o_balloon_surface_center"
links.new(store.outputs["Geometry"], center.inputs["Geometry"])
links.new(seed, center.inputs["Value"])
current = node(group, "GeometryNodeInputNamedAttribute", (1660, -330))
current.data_type = "FLOAT"
current.inputs["Name"].default_value = "o_balloon_surface_center"
rim = node(group, "GeometryNodeInputNamedAttribute", (1660, -660))
rim.data_type = "FLOAT"
rim.inputs["Name"].default_value = "o_balloon_surface_rim"
interior = math("SUBTRACT", 1, rim.outputs["Attribute"], (1890, -660))
blur = node(group, "GeometryNodeBlurAttribute", (2120, -330))
blur.data_type = "FLOAT"
blur.inputs["Iterations"].default_value = 256
links.new(current.outputs["Attribute"], blur.inputs["Value"])
links.new(interior, blur.inputs["Weight"])
update = node(group, "GeometryNodeStoreNamedAttribute", (2370, 0))
update.domain, update.data_type = "POINT", "FLOAT"
update.inputs["Name"].default_value = "o_balloon_surface_center"
links.new(center.outputs["Geometry"], update.inputs["Geometry"])
links.new(blur.outputs[0], update.inputs["Value"])
baseline = node(group, "GeometryNodeInputNamedAttribute", (2940, 1000))
baseline.data_type = "FLOAT"
baseline.inputs["Name"].default_value = "o_balloon_surface_center"
profile_end = node(group, "GeometryNodeInputNamedAttribute", (2940, 700))
profile_end.data_type = "FLOAT"
profile_end.inputs["Name"].default_value = "o_balloon"
position_end = node(group, "GeometryNodeInputPosition", (2940, 1360))
axes_end = node(group, "ShaderNodeSeparateXYZ", (3180, 1360))
links.new(position_end.outputs[0], axes_end.inputs[0])
residual = math("SUBTRACT", axes_end.outputs["Z"], baseline.outputs["Attribute"], (3420, 1000))
full = math("ADD", residual, profile_end.outputs["Attribute"], (3660, 1000))
minimum = math("MULTIPLY", profile_end.outputs["Attribute"], 0.05, (3420, 700))
positive = math("MAXIMUM", full, minimum, (3900, 1000))
control = node(group, "NodeGroupInput", (3900, 700))
scaled = math("MULTIPLY", positive, control.outputs["Thickness"], (4140, 1000))
thickness = node(group, "GeometryNodeStoreNamedAttribute", (4140, 0))
thickness.domain, thickness.data_type = "POINT", "FLOAT"
thickness.inputs["Name"].default_value = "o_balloon_surface_thickness"
group.links.new(update.outputs["Geometry"], thickness.inputs["Geometry"])
group.links.new(scaled, thickness.inputs["Value"])
shift_stage(group, previous, offset)
return thickness.outputs["Geometry"]

View File

@@ -70,70 +70,6 @@ LAYOUTS = {
(("Bounding Box.002",), (-550, 140)),
),
),
"O Image Cutout": (
{
"Math": (-170, 580),
"Mesh Island": (-620, 140),
"Face Area": (-620, 340),
"Accumulate Field": (-400, 340),
"Math.001": (50, 310),
"Delete Geometry": (430, 270),
"Group": (1030, 520),
"Group.001": (1030, 300),
"Group.002": (1030, 80),
"Group.003": (1030, -220),
"Menu Switch": (1390, 240),
"Repeat Input": (2170, 0),
"Repeat Output": (5090, 0),
"Vertex Neighbors": (2170, -780),
"Compare": (2390, -780),
"Edge Neighbors": (1940, -1020),
"Compare.001": (2170, -1020),
"Evaluate on Domain": (2390, -1020),
"Boolean Math": (2610, -780),
"Evaluate on Domain.001": (2840, -580),
"Separate Geometry": (3110, -310),
"Position": (3300, 540),
"Blur Attribute": (3520, 540),
"Position.001": (3110, -780),
"Blur Attribute.001": (3340, -780),
"Sample Nearest": (3340, -310),
"Sample Index": (3590, -310),
"Vertex Neighbors.001": (2390, 950),
"Compare.002": (2610, 950),
"Edge Neighbors.001": (2170, 1220),
"Compare.003": (2390, 1220),
"Evaluate on Domain.002": (2610, 1220),
"Boolean Math.001": (2840, 950),
"Switch": (3890, 340),
"Mix": (4130, 340),
"Normal": (3060, 1500),
"Blur Attribute.002": (3280, 1500),
"Vector Math": (3510, 1500),
"Switch.001": (3730, 1500),
"Math.002": (3950, 1360),
"Switch.002": (4370, 410),
"Position.002": (4370, 680),
"Mix.001": (4660, 410),
"Set Position": (4830, 0),
"Transform Geometry": (5450, -340),
"Menu Switch.001": (5740, 0),
"Set Shade Smooth": (5970, 0),
"Group Output": (6190, 0),
},
(
(("Math",), (-400, 580)),
(("Delete Geometry",), (430, 530)),
(("Group",), (810, 520)),
(("Group.001",), (810, 300)),
(("Group.002",), (810, 80)),
(("Group.003",), (810, -220)),
(("Menu Switch",), (1390, 380)),
(("Repeat Input",), (1940, 0)),
(("Math.002",), (3730, 1220)),
(("Menu Switch.001",), (5520, 340)),
),
),
"O Image Depth Plane": (
{
"Group": (0, 0),
@@ -173,163 +109,6 @@ LAYOUTS = {
(("Math.007",), (1000, -980)),
),
),
"O Image Balloon": (
{
"Named Attribute": (-950, 440),
"Attribute Statistic": (-730, 1020),
"Math": (-500, 1020),
"Math.001": (-280, 1020),
"Map Range": (-50, 1020),
"Math.002": (-500, 440),
"Math.003": (-500, 240),
"Math.004": (-280, 240),
"Extrude Mesh": (0, 0),
"Switch": (220, 440),
"Position": (20, 240),
"Separate XYZ": (220, 240),
"Combine XYZ": (420, 340),
"Set Position": (690, 0),
"Separate Geometry": (910, 0),
"Flip Faces": (1140, 0),
"Combine XYZ.001": (910, 530),
"Set Position.001": (1140, 300),
"Combine XYZ.002": (690, -550),
"Set Position.002": (910, -300),
"Flip Faces.001": (1140, -300),
"Join Geometry": (1430, 0),
"Merge by Distance": (1650, 0),
"Math.005": (2100, 310),
"Switch.001": (2100, 0),
"Set Shade Smooth": (2320, 0),
"Group Output": (2550, 0),
},
(
(("Extrude Mesh",), (-220, 0)),
(("Attribute Statistic",), (-950, 1020)),
(("Math.002", "Math.003"), (-730, 240)),
(("Set Position.001",), (910, 300)),
(("Set Position.002",), (690, -300)),
(("Math.005",), (1870, 340)),
(("Switch.001",), (1870, -240)),
),
),
"O Image Surface": (
{
"Math": (-90, 680),
"Math.001": (140, 680),
"Edge Vertices": (-1630, -340),
"Vector Math": (-1410, -340),
"Edge Neighbors": (-1630, -560),
"Math.002": (-1410, -560),
"Attribute Statistic": (-1190, -340),
"Math.003": (-960, -340),
"Math.004": (-740, -340),
"Float to Integer": (-520, -340),
"Integer Math": (-290, -340),
"Integer Math.001": (-70, -340),
"Math.005": (190, -580),
"Math.006": (410, -580),
"Combine XYZ": (1630, 480),
"Set Position": (1860, 260),
"Repeat Input": (410, 0),
"Extrude Mesh": (640, 0),
"Separate Geometry": (860, 0),
"Join Geometry": (1080, -180),
"Repeat Output": (1310, 0),
"Combine XYZ.001": (1410, 270),
"Set Position.001": (1630, 0),
"Flip Faces": (1860, 0),
"Combine XYZ.002": (1410, -470),
"Set Position.002": (1630, -260),
"Flip Faces.001": (1860, -260),
"Join Geometry.001": (2150, 0),
"Merge by Distance": (2370, 0),
"Math.007": (2820, 290),
"Switch": (2820, 0),
"Set Shade Smooth": (3040, 0),
"Group Output": (3270, 0),
},
(
(("Math",), (-310, 680)),
(("Attribute Statistic",), (-1410, -170)),
(("Math.004",), (-960, -610)),
(("Math.005",), (-30, -580)),
(("Repeat Input",), (190, 0)),
(("Set Position",), (1630, 260)),
(("Set Position.002",), (1410, -260)),
(("Math.007",), (2600, 310)),
(("Switch",), (2600, -240)),
),
),
"O Image Depth Balloon": (
{
"Named Attribute": (-1120, 650),
"Attribute Statistic": (-890, 650),
"Math": (-670, 650),
"Math.001": (-450, 650),
"Map Range": (-220, 650),
"Named Attribute.001": (-1790, -440),
"Image Texture": (-1570, -440),
"Separate XYZ": (-1340, -440),
"Math.002": (-1120, -440),
"Vector Math": (-2240, -950),
"Separate XYZ.001": (-2010, -950),
"Position": (-2240, -1260),
"Separate XYZ.002": (-2010, -1260),
"Math.003": (-1790, -950),
"Math.004": (-1790, -1160),
"Math.005": (-1570, -950),
"Math.006": (-1340, -950),
"Math.007": (-1120, -950),
"Math.008": (-890, -440),
"Math.009": (-670, -440),
"Math.010": (-450, -440),
"Math.011": (-670, 310),
"Math.012": (-670, 70),
"Math.013": (-450, 70),
"Mix": (20, 440),
"Math.014": (240, 710),
"Switch": (460, 710),
"Extrude Mesh": (0, 0),
"Switch.001": (460, 310),
"Position.001": (280, 530),
"Separate XYZ.003": (460, 530),
"Combine XYZ": (660, 430),
"Set Position": (930, 0),
"Separate Geometry": (1150, 0),
"Flip Faces": (1600, 0),
"Combine XYZ.001": (1380, 570),
"Set Position.001": (1600, 330),
"Combine XYZ.002": (1150, -570),
"Set Position.002": (1380, -320),
"Flip Faces.001": (1600, -320),
"Join Geometry": (1870, 0),
"Merge by Distance": (2320, 0),
"Position.002": (1600, 1120),
"Separate XYZ.004": (1820, 1120),
"Combine XYZ.003": (2050, 950),
"Set Position.003": (2320, 680),
"Math.015": (2560, -270),
"Switch.002": (2560, 0),
"Set Shade Smooth": (2790, 0),
"Group Output": (3010, 0),
},
(
(("Extrude Mesh",), (-220, 0)),
(("Attribute Statistic",), (-1120, 850)),
(("Image Texture",), (-1790, -270)),
(("Math.002",), (-1340, -750)),
(("Vector Math",), (-2460, -950)),
(("Math.007",), (-1340, -1160)),
(("Math.010",), (-670, -650)),
(("Math.011", "Math.012"), (-890, 310)),
(("Switch",), (240, 920)),
(("Set Position.001",), (1380, 330)),
(("Set Position.002",), (1150, -320)),
(("Set Position.003",), (2100, 610)),
(("Math.015",), (2340, -270)),
),
),
}

View File

@@ -56,13 +56,13 @@ def edge_boundary_field(nodes, links, location):
def expand_smooth(
group, geometry, x_offset=0.0, iterations_name="Iterations"
group, geometry, x_offset=0.0, iterations_name="Iterations", weight_name="Smooth"
):
nodes = group.nodes
links = group.links
existing_nodes = set(nodes)
iteration_controls = group_input(nodes, (550.0, 1150.0), {iterations_name})
weight_controls = group_input(nodes, (2300.0, 1450.0), {"Smooth"})
weight_controls = group_input(nodes, (2300.0, 1450.0), {weight_name})
repeat_output = nodes.new("GeometryNodeRepeatOutput")
repeat_output.location = (3050.0, 550.0)
repeat_input = nodes.new("GeometryNodeRepeatInput")
@@ -153,7 +153,7 @@ def expand_smooth(
smooth_weight = nodes.new("ShaderNodeMath")
smooth_weight.operation = "MULTIPLY"
smooth_weight.location = (2300.0, 1050.0)
links.new(weight_controls.outputs["Smooth"], smooth_weight.inputs[0])
links.new(weight_controls.outputs[weight_name], smooth_weight.inputs[0])
links.new(sharp_switch.outputs["Output"], smooth_weight.inputs[1])
target_position = nodes.new("GeometryNodeSwitch")
@@ -178,4 +178,3 @@ def expand_smooth(
for node in set(nodes) - existing_nodes:
node.location.x += x_offset
return repeat_output.outputs["Geometry"]

View File

@@ -18,7 +18,6 @@ from anyimage.common.material import (
)
from anyimage.common.node import load_node_group, node_asset_path
from anyimage.operators.cutout_tool.shape import (
CUTOUT_NODE_GROUP_NAME,
CUTOUT_NODE_GROUP_NAMES,
)
@@ -41,9 +40,8 @@ def main():
image_layer = load_node_group(IMAGE_MATERIAL_NODE_GROUP_NAME)
depth_layer = load_node_group(DEPTH_MATERIAL_NODE_GROUP_NAME)
shadeless = load_node_group("O Shadeless")
cutout = load_node_group(CUTOUT_NODE_GROUP_NAME)
cutout_groups = {
name: bpy.data.node_groups[name] for name in CUTOUT_NODE_GROUP_NAMES.values()
name: load_node_group(name) for name in set(CUTOUT_NODE_GROUP_NAMES.values())
}
expected_names = {
"O Mesh Plane",
@@ -51,7 +49,6 @@ def main():
IMAGE_MATERIAL_NODE_GROUP_NAME,
DEPTH_MATERIAL_NODE_GROUP_NAME,
"O Shadeless",
CUTOUT_NODE_GROUP_NAME,
*CUTOUT_NODE_GROUP_NAMES.values(),
}
with bpy.data.libraries.load(str(node_asset_path()), link=False) as (source, _):
@@ -115,19 +112,10 @@ def main():
assert shadeless.bl_idname == "ShaderNodeTree"
assert input_names(shadeless) == ["Color"]
assert cutout.name == CUTOUT_NODE_GROUP_NAME
assert cutout.bl_idname == "GeometryNodeTree"
assert cutout.is_modifier
assert input_names(cutout)[:4] == [
"Geometry",
"Shape",
"Inward Axis",
"Thickness",
]
assert set(cutout_groups) == set(CUTOUT_NODE_GROUP_NAMES.values())
for group in cutout_groups.values():
assert group.bl_idname == "GeometryNodeTree"
assert not group.is_modifier
assert group.is_modifier
assert input_names(group)[0] == "Geometry"
public_groups = {
@@ -136,7 +124,7 @@ def main():
image_layer,
depth_layer,
shadeless,
cutout,
*cutout_groups.values(),
}
loaded = {*public_groups, *cutout_groups.values()}
for group in loaded:

View File

@@ -1,676 +1,92 @@
"""Validate direct Cutout assets and their evaluated defaults."""
from pathlib import Path
import sys
from collections import Counter
from itertools import pairwise
from pathlib import Path
import bpy
import numpy as np
PROJECT_ROOT = Path(__file__).parents[2]
ROOT = Path(__file__).resolve().parents[2]
sys.path.insert(0, str(ROOT / "src"))
sys.path.insert(0, str(Path(__file__).parent))
sys.path.insert(0, str(PROJECT_ROOT / "src"))
sys.path.insert(
0,
str(next((PROJECT_ROOT / "src" / "anyimage" / "wheels").glob("blendjob-*.whl"))),
str(next((ROOT / "src" / "anyimage" / "wheels").glob("blendjob-*.whl"))),
)
from anyimage.operators.cutout_tool.object import load_cutout_node_group
from anyimage.common.object import modifier_input_identifier, set_modifier_input
from node_layout import validate_node_layout
from anyimage.common.object import (
modifier_input_identifier,
set_modifier_input,
)
from anyimage.operators.cutout_tool import object as cutout_objects
from anyimage.operators.cutout_tool import shape as shapes
def evaluated_mesh(obj):
evaluated = obj.evaluated_get(bpy.context.evaluated_depsgraph_get())
result = evaluated.to_mesh()
return evaluated, result
def validate_depth_surface_layout(group):
"""Check the geometry path, stage spacing and drawn node bounds."""
nodes = [node for node in group.nodes if node.bl_idname != "NodeReroute"]
main = [
group.nodes[name]
for name in (
"Store Named Attribute",
"Store Named Attribute.001",
"Store Named Attribute.002",
"Store Named Attribute.003",
"Split Edges",
"Switch",
"Delete Geometry",
"Store Named Attribute.004",
"Set Position",
"Store Named Attribute.005",
"Set Position.001",
"Store Named Attribute.006",
"Store Named Attribute.007",
"Repeat Input",
"Extrude Mesh",
"Separate Geometry",
"Repeat Output",
"Flip Faces.001",
"Join Geometry.001",
"Set Position.003",
"Merge by Distance",
"Set Position.004",
"Switch.002",
"Remove Named Attribute",
"Set Shade Smooth",
"Group Output",
)
]
assert len({node.location.y for node in main}) == 1
assert all(right.location.x > left.location.x for left, right in pairwise(main))
for left, right in (
("Switch", "Delete Geometry"),
("Delete Geometry", "Store Named Attribute.004"),
("Set Position", "Store Named Attribute.005"),
("Switch.002", "Remove Named Attribute"),
):
a, b = group.nodes[left], group.nodes[right]
assert b.location.x - (a.location.x + a.width) >= 280
assert not any(n.bl_idname == "FunctionNodeInputString" for n in nodes)
assert min(n.location.x for n in nodes) < main[0].location.x
def height(node):
if node.dimensions.y:
return node.dimensions.y
if node.hide or node.bl_idname == "NodeReroute":
return 30.0
if node.bl_idname == "GeometryNodeJoinGeometry":
return 60.0
return node.height
for index, node in enumerate(nodes):
width = node.dimensions.x or node.width
for other in nodes[index + 1 :]:
other_width = other.dimensions.x or other.width
overlap = (
node.location.x < other.location.x + other_width
and node.location.x + width > other.location.x
and node.location.y - height(node) < other.location.y
and node.location.y > other.location.y - height(other)
)
assert not overlap, (node.name, other.name)
repeat_input = next(
node for node in nodes if node.bl_idname == "GeometryNodeRepeatInput"
)
repeat_output = repeat_input.paired_output
inside = {repeat_output}
pending = [repeat_input]
while pending:
node = pending.pop()
if node in inside:
continue
inside.add(node)
pending.extend(link.to_node for link in group.links if link.from_node == node)
zone_bottom = min(node.location.y - height(node) for node in inside) - 60.0
zone_top = max(node.location.y for node in inside) + 60.0
for node in nodes:
if repeat_input.location.x <= node.location.x <= repeat_output.location.x:
assert (
node in inside
or node.location.y <= zone_bottom
or node.location.y - height(node) >= zone_top
), node.name
def validate_depth_surface_attributes(group):
"""Check temporary fields are typed, locally read and removed at output."""
expected = {
"o_depth_face_center": ("FLOAT_VECTOR", "FACE"),
"o_depth_face_camera": ("FLOAT_VECTOR", "FACE"),
"o_depth_corner_camera": ("FLOAT_VECTOR", "CORNER"),
"o_depth_cut_vertex": ("BOOLEAN", "CORNER"),
"o_depth_camera": ("FLOAT_VECTOR", "POINT"),
"o_depth_surface_position": ("FLOAT_VECTOR", "POINT"),
"o_depth_source_vertex": ("INT", "POINT"),
"o_depth_wall_layers": ("FLOAT", "POINT"),
}
stores = {
n.inputs["Name"].default_value: (n.data_type, n.domain)
for n in group.nodes
if n.bl_idname == "GeometryNodeStoreNamedAttribute"
}
assert stores == expected
assert not any(n.bl_idname == "GeometryNodeCaptureAttribute" for n in group.nodes)
removes = [n for n in group.nodes if n.bl_idname == "GeometryNodeRemoveAttribute"]
assert len(removes) == 1
assert removes[0].pattern_mode == "WILDCARD"
assert removes[0].inputs["Name"].default_value == "o_depth_*"
for node in group.nodes:
if node.bl_idname == "GeometryNodeInputNamedAttribute":
name = node.inputs["Name"].default_value
assert name == "UVMap" or node.data_type == expected[name][0]
assert all(
abs(link.to_node.location.x - node.location.x) <= 600
for link in group.links
if link.from_node == node
)
def input_names(group):
return [
item.name
for item in group.interface.items_tree
if item.item_type == "SOCKET" and item.in_out == "INPUT"
]
def grid_object(name):
vertices = [(float(x), float(y), 0.0) for y in range(3) for x in range(3)]
faces = []
for y in range(2):
for x in range(2):
a = y * 3 + x
faces.extend(((a, a + 1, a + 4), (a, a + 4, a + 3)))
data = bpy.data.meshes.new(name)
data.from_pydata(vertices, (), faces)
uv_layer = data.uv_layers.new(name="UVMap")
for loop in data.loops:
coordinate = data.vertices[loop.vertex_index].co
uv_layer.data[loop.index].uv = (coordinate.x * 0.5, coordinate.y * 0.5)
obj = bpy.data.objects.new(name, data)
bpy.context.scene.collection.objects.link(obj)
return obj
def add_modifier(obj, shape, thickness):
group = cutout_objects.load_cutout_node_group()
modifier = obj.modifiers.new(group.name, "NODES")
modifier.node_group = group
for name, value in (
("Shape", shapes.CUTOUT_SHAPE_INDICES[shape]),
("Inward Axis", 0),
("Cleanup", 0.0),
("Smooth", 0.0),
("Smooth Iterations", 0),
("Thickness", thickness),
):
set_modifier_input(
modifier,
modifier_input_identifier(group, name),
value,
)
return modifier
def main():
bpy.ops.wm.read_factory_settings(use_empty=True)
wrapper = cutout_objects.load_cutout_node_group()
assert all(
cutout_objects.load_cutout_node_group() == wrapper
for shape in shapes.CUTOUT_SHAPES
)
assert wrapper.name == shapes.CUTOUT_NODE_GROUP_NAME
assert wrapper.is_modifier
groups = {
shape: bpy.data.node_groups[name]
for shape, name in shapes.CUTOUT_NODE_GROUP_NAMES.items()
}
validate_depth_surface_layout(groups["DEPTH_SURFACE"])
assert all(not group.is_modifier for group in groups.values())
menu_switch = next(
node for node in wrapper.nodes if node.bl_idname == "GeometryNodeMenuSwitch"
)
assert [item.name for item in menu_switch.enum_items] == list(
shapes.CUTOUT_SHAPE_LABELS.values()
)
assert any(
link.from_socket.name == "Shape"
and link.to_node == menu_switch
and link.to_socket.name == "Menu"
for link in wrapper.links
)
axis_switch = next(
node
for node in wrapper.nodes
if node.bl_idname == "GeometryNodeMenuSwitch"
and [item.name for item in node.enum_items] == ["-Z", "+X"]
)
assert any(
link.from_socket.name == "Inward Axis"
and link.to_node == axis_switch
and link.to_socket.name == "Menu"
for link in wrapper.links
)
assert all(
any(
link.to_node == axis_switch and link.to_socket.name == axis
for link in wrapper.links
)
for axis in ("-Z", "+X")
)
negative_z_link = next(
link
for link in wrapper.links
if link.to_node == axis_switch and link.to_socket.name == "-Z"
)
positive_x_link = next(
link
for link in wrapper.links
if link.to_node == axis_switch and link.to_socket.name == "+X"
)
assert positive_x_link.from_node.bl_idname == "GeometryNodeTransform"
assert any(
link.from_socket == negative_z_link.from_socket
and link.to_node == positive_x_link.from_node
and link.to_socket.name == "Geometry"
for link in wrapper.links
)
child_nodes = {
node.node_tree: node
for node in wrapper.nodes
if node.bl_idname == "GeometryNodeGroup"
}
assert set(child_nodes) == set(groups.values())
for shape, group in groups.items():
assert any(
link.from_node == child_nodes[group]
and link.to_node == menu_switch
and link.to_socket.name == shapes.CUTOUT_SHAPE_LABELS[shape]
for link in wrapper.links
)
assert input_names(wrapper) == [
"Geometry",
"Shape",
"Inward Axis",
"Thickness",
"Depth Scale",
"Double Sided",
"Smooth Iterations",
"Cleanup",
"Smooth",
"Split",
"Reference Depth",
"Depth Direction",
"Uniform Scale",
"Depth Image",
]
expected_inputs = {
"SURFACE": ["Geometry", "Thickness"],
"BALLOON": ["Geometry", "Thickness"],
"DEPTH_BALLOON": [
"Geometry",
"Thickness",
"Depth Scale",
"Double Sided",
"Reference Depth",
"Depth Direction",
"Uniform Scale",
"Depth Image",
],
"DEPTH_SURFACE": [
"Geometry",
"Thickness",
"Depth Scale",
"Split",
"Cleanup",
"Reference Depth",
"Uniform Scale",
"Depth Image",
],
}
for shape, group in groups.items():
assert input_names(group) == expected_inputs[shape]
dependencies = {}
for link in wrapper.links:
if link.from_node.bl_idname != "NodeGroupInput":
continue
if link.to_node.bl_idname != "GeometryNodeGroup":
continue
shape = next(
shape for shape, group in groups.items() if group == link.to_node.node_tree
)
dependencies.setdefault(link.from_socket.name, set()).add(shape)
assert dependencies == {
"Geometry": {"DEPTH_SURFACE"},
"Thickness": set(shapes.CUTOUT_SHAPES),
"Depth Scale": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Split": {"DEPTH_SURFACE"},
"Double Sided": {"DEPTH_BALLOON"},
"Reference Depth": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Depth Direction": {"DEPTH_BALLOON"},
"Uniform Scale": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Depth Image": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
}
repeat_counts = {
shape: sum(node.bl_idname == "GeometryNodeRepeatInput" for node in group.nodes)
for shape, group in groups.items()
}
assert repeat_counts == {
"SURFACE": 1,
"BALLOON": 0,
"DEPTH_BALLOON": 0,
"DEPTH_SURFACE": 1,
}
assert (
sum(node.bl_idname == "GeometryNodeRepeatInput" for node in wrapper.nodes) == 1
)
assert (
sum(node.bl_idname == "GeometryNodeInputMeshIsland" for node in wrapper.nodes)
== 1
)
assert not any(
node.bl_idname == "GeometryNodeAttributeStatistic" for node in wrapper.nodes
)
assert all(
not any(node.bl_idname == "GeometryNodeInputMeshIsland" for node in group.nodes)
for shape, group in groups.items()
if shape != "DEPTH_SURFACE"
)
assert any(node.bl_idname == "GeometryNodeBlurAttribute" for node in wrapper.nodes)
smooth = next(
item
for item in wrapper.interface.items_tree
if item.item_type == "SOCKET" and item.name == "Smooth"
)
iterations = next(
item
for item in wrapper.interface.items_tree
if item.item_type == "SOCKET" and item.name == "Smooth Iterations"
)
cleanup = next(
item
for item in wrapper.interface.items_tree
if item.item_type == "SOCKET" and item.name == "Cleanup"
)
assert cleanup.default_value == 0.0
assert cleanup.subtype == "NONE"
split_control = next(
item
for item in wrapper.interface.items_tree
if item.item_type == "SOCKET" and item.name == "Split"
)
child_split = next(
item
for item in groups["DEPTH_SURFACE"].interface.items_tree
if item.item_type == "SOCKET" and item.name == "Split"
)
assert split_control.default_value == 0.0
assert split_control.min_value == 0.0
assert split_control.max_value == 1.0
assert split_control.subtype == "FACTOR"
assert getattr(split_control.parent, "name", "") == "Options"
assert child_split.default_value == 0.0
assert child_split.min_value == 0.0
assert child_split.max_value == 1.0
assert child_split.subtype == "FACTOR"
assert getattr(child_split.parent, "name", "") == "Options"
depth_surface_nodes = groups["DEPTH_SURFACE"].nodes
assert any(
node.bl_idname == "GeometryNodeSplitEdges" for node in depth_surface_nodes
)
validate_depth_surface_attributes(groups["DEPTH_SURFACE"])
assert [
node.domain
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeDeleteGeometry"
] == ["FACE"]
assert "Stretch Limit" not in [
item.name for item in groups["DEPTH_SURFACE"].interface.items_tree
]
assert all(
socket.is_linked or socket.hide
for node in depth_surface_nodes
for socket in node.outputs
)
for node in depth_surface_nodes:
if node.bl_idname == "GeometryNodeRepeatInput":
assert node.paired_output.location.x > node.location.x
cleanup_scale = next(
link.to_node
for link in wrapper.links
if link.from_socket.name == "Cleanup"
and link.from_node.bl_idname == "NodeGroupInput"
)
assert cleanup_scale.bl_idname == "ShaderNodeMath"
assert cleanup_scale.operation == "MULTIPLY"
assert abs(cleanup_scale.inputs[1].default_value - 0.01) < 1e-7
assert smooth.default_value == 1.0
assert iterations.default_value == 0
assert iterations.min_value == 0
assert getattr(iterations.parent, "name", "") == ""
assert all(
not any(node.bl_idname == "GeometryNodeBlurAttribute" for node in group.nodes)
for group in groups.values()
)
for group in (wrapper, *groups.values()):
groups = {shape: load_cutout_node_group(shape) for shape in ("FLAT", "SOLID", "DEPTH_SOLID", "DEPTH_BALLOON")}
assert groups["FLAT"] == groups["SOLID"]
assert len(set(groups.values())) == 3
for group in set(groups.values()):
validate_node_layout(group)
for item in group.interface.items_tree:
if item.item_type == "SOCKET" and item.in_out == "INPUT":
assert item.structure_type == "SINGLE"
surface = grid_object("Surface Validation")
add_modifier(surface, "SURFACE", 2.4)
evaluated, result = evaluated_mesh(surface)
try:
assert len(result.vertices) == 34
assert len(result.polygons) == 40
side_faces = [
polygon for polygon in result.polygons if abs(polygon.normal.z) < 0.1
]
assert len(side_faces) == 24
finally:
evaluated.to_mesh_clear()
balloon = grid_object("Balloon Validation")
profile = balloon.data.attributes.new(
shapes.BALLOON_ATTRIBUTE_NAME, "FLOAT", "POINT"
)
profile.data.foreach_set(
"value",
(0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0),
)
modifier = add_modifier(balloon, "BALLOON", 1.0)
evaluated, result = evaluated_mesh(balloon)
try:
initial_faces = len(result.polygons)
initial_extent = max(abs(vertex.co.z) for vertex in result.vertices)
finally:
evaluated.to_mesh_clear()
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, "Thickness"),
2.0,
)
balloon.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(balloon)
try:
assert len(result.polygons) == initial_faces
extent = max(abs(vertex.co.z) for vertex in result.vertices)
assert abs(extent - initial_extent * 2.0) < 1e-5
finally:
evaluated.to_mesh_clear()
depth_balloon = grid_object("Depth Balloon Metric Validation")
profile = depth_balloon.data.attributes.new(
shapes.BALLOON_ATTRIBUTE_NAME, "FLOAT", "POINT"
)
profile.data.foreach_set("value", (1.0,) * 9)
modifier = add_modifier(depth_balloon, "DEPTH_BALLOON", 0.0)
point_image = bpy.data.images.new(
"Depth Balloon Points",
width=3,
height=3,
alpha=True,
float_buffer=True,
)
point_image.colorspace_settings.name = "Non-Color"
point_image.alpha_mode = "CHANNEL_PACKED"
pixels = []
for z in range(3):
for y in range(3):
if (y, z) == (1, 1):
depth = 1.5
elif (y, z) == (0, 0):
depth = 2.5
assert group.is_modifier and group.get("anyimage_asset_revision") == 11
assert not any(node.bl_idname == "GeometryNodeGroup" for node in group.nodes)
inputs = {item.name: item for item in group.interface.items_tree if item.item_type == "SOCKET" and item.in_out == "INPUT"}
assert "Shape" not in inputs and "Rim Thickness" not in inputs
assert next(s for s in group.interface.items_tree if s.name == "Thickness").default_value == 1
assert all(item.structure_type == "SINGLE" for item in inputs.values())
if "Mode" in inputs:
assert inputs["Thickness"].subtype == "DISTANCE"
assert inputs["Mode"].default_value == "Balloon"
if "Double Sided" in inputs:
assert inputs["Double Sided"].default_value
if group == groups["DEPTH_SOLID"]:
assert np.isclose(inputs["Edge Round"].default_value, 0.2)
assert inputs["Edge Round"].parent.name == "Options"
assert list(inputs)[list(inputs).index("Front Inflation") - 1] == "Edge Round"
assert inputs["Normal Smooth"].default_value == 50
assert inputs["Front Inflation"].default_value == 1
assert inputs["Front Inflation"].parent.name == "Options"
assert not set(inputs) & {"Edge Round Range", "Back Rim Range", "Normal Influence", "Edge Round Amount", "Back Rim Fullness"}
options = [s.name for s in inputs.values() if s.parent and s.parent.name == "Options"]
expected = ["Cleanup Threshold"]
if group == groups["DEPTH_SOLID"]:
expected += ["Split Threshold", "Reference Depth", "Edge Round", "Front Inflation", "Normal Smooth"]
elif group == groups["DEPTH_BALLOON"]:
expected += ["Reference Depth"]
expected += ["Smooth Weight"]
if group == groups["DEPTH_BALLOON"]:
expected += ["Depth Direction"]
assert options == expected, (group.name, options)
assert inputs["Smooth"].socket_type == "NodeSocketInt" and inputs["Smooth"].default_value == 0
assert inputs["Smooth Weight"].default_value == 1
incoming = [link for link in group.links if link.from_node.bl_idname == "NodeGroupInput" and link.from_socket.name == "Geometry"]
assert len(incoming) == 1 and incoming[0].to_node.bl_idname == "GeometryNodeDeleteGeometry"
mesh = bpy.data.meshes.new("Profile")
mesh.from_pydata([(-1,-1,0), (1,-1,0), (1,1,0), (-1,1,0), (0,0,0)], [], [(0,1,4), (1,2,4), (2,3,4), (3,0,4)])
profile = mesh.attributes.new("o_balloon", "FLOAT", "POINT")
profile.data.foreach_set("value", [0,0,0,0,0.6])
obj = bpy.data.objects.new("Profile", mesh)
bpy.context.collection.objects.link(obj)
modifier = obj.modifiers.new("Cutout", "NODES")
modifier.node_group = groups["SOLID"]
for mode, thickness in ((0, 0), (0, 1), (1, 0), (1, 0.4)):
for name, value in (("Mode", mode), ("Thickness", thickness)):
subtype = ("DISTANCE" if mode else "NONE") if name == "Thickness" else None
set_modifier_input(modifier, modifier_input_identifier(modifier.node_group, name, subtype=subtype), value)
obj.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated = obj.evaluated_get(bpy.context.evaluated_depsgraph_get())
result = evaluated.to_mesh()
try:
z = np.array([vertex.co.z for vertex in result.vertices])
assert np.isfinite(z).all() and len(z)
if thickness == 0:
assert len(result.polygons) == 4 and np.max(abs(z)) < 1e-7
assert all(abs(item.value - 1) < 1e-7 for item in result.attributes["o_normal_scale"].data)
else:
depth = 2.0
pixels.extend((0.0, 0.0, depth, 0.0))
point_image.pixels.foreach_set(pixels)
for name, value in (
("Depth Image", point_image),
("Depth Scale", 1.0),
("Uniform Scale", 1.0),
("Reference Depth", 2.0),
("Depth Direction", (0.0, 0.0, 1.0)),
):
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, name),
value,
)
depth_balloon.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_balloon)
try:
z_values = [vertex.co.z for vertex in result.vertices]
assert abs(min(z_values)) < 1e-5
assert abs(max(z_values) - 0.5) < 1e-5
finally:
evaluated.to_mesh_clear()
pixels[(1 * 3 + 1) * 4 + 3] = -1.0
point_image.pixels.foreach_set(pixels)
point_image.update()
depth_balloon.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_balloon)
try:
z_values = [vertex.co.z for vertex in result.vertices]
assert abs(min(z_values)) < 1e-5
assert abs(max(z_values) - 0.5) < 1e-5
finally:
evaluated.to_mesh_clear()
depth_surface = grid_object("Depth Surface Projection Validation")
modifier = add_modifier(depth_surface, "DEPTH_SURFACE", 0.0)
point_image = bpy.data.images.new(
"Depth Surface Points",
width=3,
height=3,
alpha=True,
float_buffer=True,
)
point_image.colorspace_settings.name = "Non-Color"
point_image.alpha_mode = "CHANNEL_PACKED"
pixels = []
for y in range(3):
for x in range(3):
depth = 7.0 if (x, y) == (0, 0) else 2.0 + x * 0.25
pixels.extend((x * 0.5, -y * 0.5, depth, 0.0))
point_image.pixels.foreach_set(pixels)
for name, value in (
("Depth Image", point_image),
("Depth Scale", 1.0),
("Uniform Scale", 1.0),
("Reference Depth", 2.0),
("Smooth Iterations", 0),
):
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, name),
value,
)
depth_surface.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_surface)
try:
coordinates = [tuple(vertex.co) for vertex in result.vertices]
assert all(
all(
abs(actual - expected) < 1e-5 for actual, expected in zip(point, target)
)
for point, target in zip(
coordinates,
(
(
x * 0.5,
y * 0.5,
-5.0 if (x, y) == (0, 0) else -x * 0.25,
)
for y in range(3)
for x in range(3)
),
)
)
finally:
evaluated.to_mesh_clear()
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, "Split"),
0.6,
)
depth_surface.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_surface)
try:
assert len(result.polygons) == 8
face_edges = {
tuple(sorted((start, end)))
for polygon in result.polygons
for start, end in zip(
polygon.vertices,
(*polygon.vertices[1:], polygon.vertices[0]),
)
}
assert all(tuple(sorted(edge.vertices)) in face_edges for edge in result.edges)
face_vertices = {
vertex for polygon in result.polygons for vertex in polygon.vertices
}
assert face_vertices == set(range(len(result.vertices)))
finally:
evaluated.to_mesh_clear()
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, "Depth Scale"),
0.0,
)
depth_surface.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_surface)
try:
assert len(result.vertices) == 9
assert len(result.polygons) == 8
finally:
evaluated.to_mesh_clear()
set_modifier_input(
modifier, modifier_input_identifier(modifier.node_group, "Depth Scale"), 1.0
)
set_modifier_input(
modifier, modifier_input_identifier(modifier.node_group, "Thickness"), 0.2
)
depth_surface.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_surface)
try:
edge_uses = Counter(
tuple(sorted((a, b)))
for face in result.polygons
for a, b in zip(face.vertices, (*face.vertices[1:], face.vertices[0]))
)
assert edge_uses and set(edge_uses.values()) == {2}
finally:
evaluated.to_mesh_clear()
print(
f"Validated Blender {bpy.app.version_string}: "
f"{wrapper.name} wrapping "
f"{', '.join(group.name for group in groups.values())}"
)
radius = 0.6 if mode == 0 else 0.2
assert np.isclose(z.min(), -radius) and np.isclose(z.max(), radius)
uses = Counter(tuple(sorted((a,b))) for face in result.polygons for a,b in zip(face.vertices, (*face.vertices[1:],face.vertices[0])))
assert set(uses.values()) == {2}
finally:
evaluated.to_mesh_clear()
print("Validated three Cutout assets, four presets, both thickness modes and closed defaults")
if __name__ == "__main__":

198
tools/pisa_sr_export.py Normal file
View File

@@ -0,0 +1,198 @@
# /// script
# requires-python = "==3.11.*"
# dependencies = [
# "torch==2.7.1", "torchvision==0.22.1", "diffusers==0.25.0",
# "transformers==4.28.1", "peft==0.9.0", "accelerate==0.27.2",
# "huggingface-hub==0.25.2", "numpy==1.26.4", "onnx==1.19.0",
# ]
# [tool.uv.sources]
# torch = { index = "pytorch" }
# torchvision = { index = "pytorch" }
# [[tool.uv.index]]
# name = "pytorch"
# url = "https://download.pytorch.org/whl/cu128"
# explicit = true
# ///
"""Export PiSA-SR components from pinned upstream weights on CUDA."""
import argparse
import hashlib
import json
import sys
from pathlib import Path
SOURCE_COMMIT = "9c76e12e261d1980148738a0cff41e5e27d18c9f"
BASE_REPOSITORY = "sd2-community/stable-diffusion-2-1-base"
BASE_REVISION = "4e63672c03103b6c636b8fb4119ba982469b2955"
CHECKPOINT_SHA256 = "13502f7bde5e4e585f84f24c3d904d9c848e068bf89f984046fe87da81a391f6"
CHECKPOINT_URL = "https://drive.google.com/uc?export=download&id=1PWFM5zUd6lNMOyKX64anvUXhKEOCrf8L"
def finalize_assets(destination):
import shutil
import onnx
for path in destination.glob("*.onnx"):
model = onnx.load(path)
onnx.helper.set_model_props(model, {
"license": "Apache-2.0; CreativeML Open RAIL++-M (LICENSE-MODEL.txt)",
"modifications": "AnyImage: merged PiSA-SR LoRA; FP16; fixed empty prompt and timestep; split VAE. See NOTICE.txt.",
"source_commit": SOURCE_COMMIT,
})
onnx.save(model, path)
for path in (Path(__file__).parent / "model_licenses/pisa-sr").glob("*.txt"):
shutil.copyfile(path, destination / path.name)
def prepare_sources(cache):
import io
import zipfile
from urllib.request import urlopen
from huggingface_hub import snapshot_download
source = cache / f"PiSA-SR-{SOURCE_COMMIT}"
if not source.exists():
url = f"https://codeload.github.com/csslc/PiSA-SR/zip/{SOURCE_COMMIT}"
with urlopen(url, timeout=60) as response:
archive = zipfile.ZipFile(io.BytesIO(response.read()))
for member in archive.infolist():
destination = (cache / member.filename).resolve()
if not destination.is_relative_to(cache.resolve()):
raise ValueError("Invalid upstream archive path")
archive.extractall(cache)
checkpoint = cache / "pisa_sr.pkl"
if not checkpoint.exists():
with urlopen(CHECKPOINT_URL, timeout=60) as response:
checkpoint.write_bytes(response.read())
if hashlib.sha256(checkpoint.read_bytes()).hexdigest() != CHECKPOINT_SHA256:
raise ValueError("PiSA-SR checkpoint checksum mismatch")
base = snapshot_download(
BASE_REPOSITORY, revision=BASE_REVISION, local_dir=cache / "base-model",
allow_patterns=["*/*.json", "tokenizer/*", "*/*.fp16.safetensors"],
)
return source, Path(base), checkpoint
def export_components(source, base, checkpoint, destination):
import gc
import numpy as np
import torch
from peft import LoraConfig
from diffusers.utils import set_weights_and_activate_adapters
from transformers import AutoTokenizer, CLIPTextModel
if hashlib.sha256(checkpoint.read_bytes()).hexdigest() != CHECKPOINT_SHA256:
raise ValueError("PiSA-SR checkpoint checksum mismatch")
sys.path.insert(0, str(source))
from src.models.autoencoder_kl import AutoencoderKL
from src.models.unet_2d_condition import UNet2DConditionModel
class Residual(torch.nn.Module):
def __init__(self, model, prompt):
super().__init__()
self.model = model
self.register_buffer("prompt", prompt)
self.register_buffer("timestep", torch.tensor([1], dtype=torch.long))
def forward(self, latent):
return self.model(latent, self.timestep, encoder_hidden_states=self.prompt).sample
class Encoder(torch.nn.Module):
def __init__(self, model):
super().__init__()
self.encoder = model.encoder
self.quant_conv = model.quant_conv
def forward(self, image):
return self.quant_conv(self.encoder(image))
class Decoder(torch.nn.Module):
def __init__(self, model):
super().__init__()
self.decoder = model.decoder
self.post_quant_conv = model.post_quant_conv
def forward(self, latent):
return self.decoder(self.post_quant_conv(latent / 0.18215)).clamp(-1, 1)
def export(wrapper, component, tensor):
wrapper.eval().cuda()
with torch.inference_mode():
torch.onnx.export(
wrapper, (tensor.cuda(),), str(destination / f"{component}.onnx"),
opset_version=17, input_names=["input"], output_names=["output"],
do_constant_folding=True, dynamo=False,
)
wrapper.cpu()
torch.cuda.empty_cache()
destination.mkdir(parents=True, exist_ok=True)
torch.set_num_threads(8)
torch.backends.cuda.matmul.allow_tf32 = False
tokenizer = AutoTokenizer.from_pretrained(base, subfolder="tokenizer")
text = CLIPTextModel.from_pretrained(
base, subfolder="text_encoder", variant="fp16", torch_dtype=torch.float16,
).eval().cuda()
with torch.inference_mode():
tokens = tokenizer("", max_length=tokenizer.model_max_length,
padding="max_length", truncation=True, return_tensors="pt")
prompt = text(tokens.input_ids.cuda())[0].cpu()
del text
torch.cuda.empty_cache()
state = torch.load(checkpoint, map_location="cpu", weights_only=True)
latent = torch.zeros((1, 4, 64, 64), dtype=torch.float16)
unet = UNet2DConditionModel.from_pretrained(base, subfolder="unet", variant="fp16")
for strength, component in (("pix", "unet-pixel"), ("sem", "unet-full")):
adapters = []
for part in ("encoder", "decoder", "others"):
key = f"{part}_modules"
config = LoraConfig(
r=state[f"lora_rank_unet_{strength}"], init_lora_weights="gaussian",
target_modules=state[f"unet_lora_{key}_{strength}"],
)
name = f"default_{part}_{strength}"
unet.add_adapter(config, adapter_name=name)
adapters.append(name)
for name, parameter in unet.named_parameters():
if "lora" in name:
parameter.data.copy_(state["state_dict_unet"][name])
set_weights_and_activate_adapters(unet, adapters, [1.0]*3)
unet.merge_and_unload()
# Export a half-precision copy; retain FP32 weights for the semantic merge.
import copy
wrapper = Residual(copy.deepcopy(unet).half(), prompt)
export(wrapper, component, latent)
del wrapper
gc.collect()
del unet, state
gc.collect()
vae = AutoencoderKL.from_pretrained(base, subfolder="vae", variant="fp16", torch_dtype=torch.float16)
export(Encoder(vae), "encoder", torch.zeros((1,3,512,512), dtype=torch.float16))
export(Decoder(vae), "decoder", latent)
torch.manual_seed(42)
np.save(destination / "noise.npy", torch.randn((1,4,64,64), device="cuda", dtype=torch.float16).cpu().numpy())
finalize_assets(destination)
files = []
for path in sorted(destination.iterdir()):
if path.suffix in (".onnx", ".npy", ".txt"):
with path.open("rb") as stream:
checksum = hashlib.file_digest(stream, "sha256").hexdigest()
files.append((path.name, path.stat().st_size, checksum))
(destination / "provenance.json").write_text(json.dumps({
"source_commit": SOURCE_COMMIT, "base_repository": BASE_REPOSITORY,
"base_revision": BASE_REVISION, "checkpoint_sha256": CHECKPOINT_SHA256,
"licenses": ["Apache-2.0", "CreativeML Open RAIL++-M"], "files": files,
}, indent=2))
def main():
parser = argparse.ArgumentParser()
parser.add_argument("--cache", type=Path, default=Path(".model-cache/pisa-sr"))
parser.add_argument("--destination", type=Path, default=Path("models/pisa-sr"))
args = parser.parse_args()
args.cache.mkdir(parents=True, exist_ok=True)
export_components(*prepare_sources(args.cache), args.destination)
if __name__ == "__main__":
main()

View File

@@ -193,6 +193,14 @@ def prepare_model(model):
if model.build:
build_model(model)
return
if model.key == "PISA_SR":
subprocess.run(
["uv", "run", "--script", str(PROJECT_ROOT / "tools/pisa_sr_export.py")],
cwd=PROJECT_ROOT, check=True,
)
if not verify_file(model.destination, model.size, model.sha256):
raise RuntimeError("PiSA-SR export differs from the published catalog")
return
if not model.source_url:
raise RuntimeError(f"No upstream source or builder for {model.key}")
download_file(