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82
nodes/common/normal_map.py
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82
nodes/common/normal_map.py
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"""Share persistent face attributes between depth symmetry and image materials.
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Rotation stores pre-inversion Euler angles, face kind is 1/2/3 for front/back/wall,
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and axis is 1 for the final +X orientation. Missing attributes mean identity.
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These FACE attributes stay on the output mesh for the material consumer.
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"""
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from mathutils import Matrix
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from anyimage.common.object import blender_frame_rotation
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ROTATION_ATTRIBUTE = 'o_depth_rotation'
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FACE_ATTRIBUTE = 'o_depth_face'
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AXIS_ATTRIBUTE = 'o_depth_axis'
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def transform_object_normal_color(group, color, strength):
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"""Rotate encoded object normals, reflect backs and disable wall normal maps."""
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nodes, links = group.nodes, group.links
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def attribute(name):
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node = nodes.new('ShaderNodeAttribute')
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node.attribute_type = 'GEOMETRY'
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node.attribute_name = name
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return node
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def math(operation, value, constant):
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node = nodes.new('ShaderNodeMath')
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node.operation = operation
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links.new(value, node.inputs[0])
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node.inputs[1].default_value = constant
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return node.outputs[0]
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rotation = attribute(ROTATION_ATTRIBUTE)
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face = attribute(FACE_ATTRIBUTE)
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axis = attribute(AXIS_ATTRIBUTE)
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decode = nodes.new('ShaderNodeVectorMath')
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decode.operation = 'MULTIPLY_ADD'
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decode.inputs[1].default_value = (2., 2., 2.)
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decode.inputs[2].default_value = (-1., -1., -1.)
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links.new(color, decode.inputs[0])
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base = nodes.new('ShaderNodeVectorRotate')
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base.rotation_type = 'EULER_XYZ'
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base.inputs['Rotation'].default_value = Matrix(blender_frame_rotation()).to_euler()
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links.new(decode.outputs[0], base.inputs['Vector'])
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rotate = nodes.new('ShaderNodeVectorRotate')
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rotate.rotation_type = 'EULER_XYZ'
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rotate.invert = True
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links.new(base.outputs[0], rotate.inputs['Vector'])
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links.new(rotation.outputs['Vector'], rotate.inputs['Rotation'])
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separate = nodes.new('ShaderNodeSeparateXYZ')
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links.new(rotate.outputs[0], separate.inputs[0])
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back = math('COMPARE', face.outputs['Fac'], 2.)
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# Reflect the normal's Y component on the back.
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difference = math('MULTIPLY', separate.outputs['Y'], -2.)
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correction = nodes.new('ShaderNodeMath')
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correction.operation = 'MULTIPLY_ADD'
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links.new(back, correction.inputs[0])
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links.new(difference, correction.inputs[1])
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links.new(separate.outputs['Y'], correction.inputs[2])
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combine = nodes.new('ShaderNodeCombineXYZ')
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links.new(separate.outputs['X'], combine.inputs['X'])
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links.new(correction.outputs[0], combine.inputs['Y'])
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links.new(separate.outputs['Z'], combine.inputs['Z'])
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axis_rotation = nodes.new('ShaderNodeVectorMath')
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axis_rotation.operation = 'SCALE'
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axis_rotation.inputs[0].default_value = Matrix.Rotation(1.5707963267948966, 4, 'Z').to_euler()
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links.new(axis.outputs['Fac'], axis_rotation.inputs['Scale'])
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orient = nodes.new('ShaderNodeVectorRotate')
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orient.rotation_type = 'EULER_XYZ'
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links.new(combine.outputs[0], orient.inputs['Vector'])
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links.new(axis_rotation.outputs[0], orient.inputs['Rotation'])
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encode = nodes.new('ShaderNodeVectorMath')
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encode.operation = 'MULTIPLY_ADD'
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encode.inputs[1].default_value = (.5, .5, .5)
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encode.inputs[2].default_value = (.5, .5, .5)
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links.new(orient.outputs[0], encode.inputs[0])
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mapped = math('LESS_THAN', face.outputs['Fac'], 2.5)
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weight = nodes.new('ShaderNodeMath')
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weight.operation = 'MULTIPLY'
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links.new(mapped, weight.inputs[0])
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links.new(strength, weight.inputs[1])
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return encode.outputs[0], weight.outputs[0]
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