Add tests and implement boundary smoothing and cutout functionality

- Introduced tests for boundary smoothing in `test_boundary_smoothing.py`, verifying that smoothing reduces stair-step artifacts while preserving boundary integrity.
- Added tests for cutout boundary behavior in `test_cutout_boundary.py`, ensuring proper handling of boundary triangles and normal blending.
- Created `test_temporary_attributes.py` to check the cleanup of temporary attributes across depth modifier branches, ensuring no warnings are raised.
- Implemented point culling functionality in `test_validity.py`, confirming that invalid points are removed without affecting adjacent geometry.
- Developed boundary smoothing logic in `boundary_smoothing.py`, allowing for depth smoothing while maintaining edge integrity.
- Added cutout boundary management in `cutout_boundary.py`, including functions for removing boundary triangles and tapering thickness profiles.
- Implemented validity checks in `validity.py` to ensure proper deletion of invalid vertices and associated wire edges.
This commit is contained in:
2026-09-11 20:37:20 +08:00
parent e8129fe495
commit 31074bd511
85 changed files with 2501 additions and 1451 deletions

View File

@@ -82,7 +82,8 @@ def _localize_peer_inputs(node_group, ancestors, children):
if source.bl_idname == "NodeReroute":
source["arrangement_input"] = True
continue
if source.bl_idname != "NodeGroupInput" and len(children[source]) <= 1 and sources.count(source) == 1 and source not in upstream:
# Zone exits keep their own lane when a later peer merge is placed.
if source.bl_idname not in {"NodeGroupInput", "GeometryNodeRepeatOutput"} and len(children[source]) <= 1 and sources.count(source) == 1 and source not in upstream:
continue
port = node_group.nodes.new("NodeReroute")
port["arrangement_input"] = True
@@ -262,9 +263,9 @@ def _place_geometry_paths(paths, geometry_x, sizes, order):
weights /= weights.max()
constraints = []
if equalities:
constraints.append(LinearConstraint(np.array(equalities), centers, centers))
constraints.append(LinearConstraint(np.array(equalities), np.array(centers) / pitch, np.array(centers) / pitch))
if inequalities:
constraints.append(LinearConstraint(np.array(inequalities), separations, np.inf))
constraints.append(LinearConstraint(np.array(inequalities), np.array(separations) / pitch, np.inf))
compact = []
for node in order:
if node not in path_of:
@@ -279,14 +280,14 @@ def _place_geometry_paths(paths, geometry_x, sizes, order):
matrix = np.array(compact)
metric += matrix.T @ matrix * 4
solution = minimize(lambda values: values @ metric @ values,
np.array([-rows[index] * pitch for index in range(len(paths))], dtype=float),
np.array([-rows[index] for index in range(len(paths))], dtype=float),
jac=lambda values: 2 * metric @ values, constraints=constraints,
method="SLSQP", options={"ftol": 1e-5, "maxiter": 300})
method="SLSQP", options={"ftol": 1e-12, "maxiter": 300})
if not solution.success:
raise ValueError(f"Geometry lane constraints could not be placed: {solution.message}")
for index, path in enumerate(paths):
for node in path:
positions[node] = (positions[node][0], float(solution.x[index]))
positions[node] = (positions[node][0], float(solution.x[index] * pitch))
for node in order:
if node not in positions:
continue
@@ -383,7 +384,7 @@ class BranchSpace:
if link.to_node != other.to_node and link.from_socket != other.from_socket)
def _place_field_region(local, width, height, destinations, owners, positions, sizes, occupied, limits, core, trunks, space, horizontal=None):
def _place_field_region(local, width, height, destinations, owners, positions, sizes, occupied, limits, core, trunks, space, horizontal=None, *, allow_opposite=False):
"""Place an upstream module together with its forward-facing exit channels."""
right = min(positions[node][0] for node in destinations) - FIELD_GAP
baseline = sum(positions[node][1] for node in owners) / len(owners)
@@ -394,6 +395,8 @@ def _place_field_region(local, width, height, destinations, owners, positions, s
axis_bottom = axis_top - sizes[output].height
core_left = min(positions[node][0] for node in core)
side = 1 if floor > axis_top else -1 if ceiling < axis_bottom else 0
if allow_opposite:
side = 0
desired = right - width
front_allowed = not horizontal and all(link.from_node in local
for node in local for socket in node.inputs for link in socket.links)
@@ -433,6 +436,8 @@ def _place_field_region(local, width, height, destinations, owners, positions, s
limits[0], limits[1] + height,
*(top + BRANCH_GAP + height for _, _, top, _ in occupied),
*(bottom - BRANCH_GAP for _, _, _, bottom in occupied)}
tops.update(top + BRANCH_GAP + height for _, boxes in space.exits for _, _, top, _ in boxes)
tops.update(bottom - BRANCH_GAP for _, boxes in space.exits for _, _, _, bottom in boxes)
if front_allowed:
tops.add(baseline + height / 2)
for top in sorted(tops, key=lambda y: abs(y - height / 2 - baseline)):
@@ -443,6 +448,9 @@ def _place_field_region(local, width, height, destinations, owners, positions, s
placed_left = max(left, minimum) if horizontal else min(left, desired)
placed_left = min([placed_left, *(end - max(GEOMETRY_GAP, abs(target_y - top - source_y) * 0.8)
for end, source_y, target_y in constraints)])
if not horizontal:
# Leave clearance at saturated link constraints for solver roundoff.
placed_left -= 0.01
if horizontal and not minimum <= placed_left <= horizontal[1] - width:
continue
in_front = placed_left + width + BRANCH_GAP <= core_left
@@ -478,6 +486,11 @@ def _place_field_region(local, width, height, destinations, owners, positions, s
best = candidate
best_exits, best_routes = exits, routes
if best is None:
if not allow_opposite:
return _place_field_region(
local, width, height, destinations, owners, positions, sizes,
occupied, limits, core, trunks, space, horizontal, allow_opposite=True,
)
raise ValueError("The field region does not fit its reserved scope")
_, _, _, left, top = best
for node, (x, y) in local.items():
@@ -645,7 +658,7 @@ def _route_references(node_group, sizes, positions, regions, paths, trunks, prot
_replace_link(node_group, link, trunk)
def _zone_width(entry, interior, layout, sizes):
def _zone_width(interior, layout, sizes):
"""Reserve the body and the actual socket runs at each end of a paired scope."""
body_height = max(sizes[node].height for node in interior)
spans = []
@@ -654,8 +667,8 @@ def _zone_width(entry, interior, layout, sizes):
for node, (x, y) in layout.positions.items():
for socket in node.inputs:
for link in socket.links:
if link.from_node == entry:
delta = top + y - sizes[node].sockets[socket] + sizes[entry].sockets[link.from_socket]
if link.from_node not in layout.positions and link.from_node not in interior:
delta = top + y - sizes[node].sockets[socket] + sizes[link.from_node].sockets[link.from_socket]
left = max(left, max(GEOMETRY_GAP, abs(delta) * 0.8) - x)
for socket in node.outputs:
for link in socket.links:
@@ -663,7 +676,7 @@ def _zone_width(entry, interior, layout, sizes):
delta = top + y - sizes[node].sockets[socket] + sizes[link.to_node].sockets[link.to_socket]
right = max(right, x + sizes[node].width + max(GEOMETRY_GAP, abs(delta) * 0.8))
spans.append(left + right)
return max(spans)
return max(spans) + BRANCH_GAP * 2
def arrange_nodes(node_group):
@@ -699,7 +712,7 @@ def arrange_nodes(node_group):
layout = field_layout(fields, parents, peers, sizes, gap=FIELD_GAP, target_height=FIELD_HEIGHT)
field_layouts.append(layout)
local, width, height = layout.positions, layout.width, layout.height
span = _zone_width(entry, interior, layout, sizes)
span = _zone_width(interior, layout, sizes)
for node in core:
if entry in geometry_parents[node]:
spacing[node] = max(spacing.get(node, 0), span)
@@ -724,6 +737,7 @@ def arrange_nodes(node_group):
layouts.append((remaining, targets, layout.positions, layout.width, layout.height))
reserve = max([FIELD_HEIGHT, *(height for _, _, _, _, height in layouts),
*(height for _, _, _, _, _, _, height in zones)]) * 2 + BRANCH_GAP * 2
reserve += sum(height + BRANCH_GAP * 2 for _, _, _, _, _, _, height in zones)
limits = (max(y for _, y in positions.values()) + reserve,
min(y - sizes[node].height for node, (_, y) in positions.items()) - reserve)
for entry, end, interior, fields, local, width, height in zones:

View File

@@ -14,9 +14,9 @@
"FunctionNodeSeparateColor": 1,
"GeometryNodeAccumulateField": 2,
"GeometryNodeAttributeStatistic": 2,
"GeometryNodeAttributeDomainSize": 1,
"GeometryNodeBlurAttribute": 1,
"GeometryNodeBoundBox": 0,
"GeometryNodeCaptureAttribute": 3,
"GeometryNodeCornersOfEdge": 0,
"GeometryNodeCornersOfFace": 0,
"GeometryNodeDeleteGeometry": 2,

View File

@@ -40,7 +40,7 @@ def estimate_node_dimensions(node):
# Conservative reserves include spacing between UI sections.
controls = RULES["controls"][node.bl_idname]
for collection in ("repeat_items", "state_items", "input_items", "main_items", "generation_items", "capture_items", "enum_items"):
for collection in ("repeat_items", "state_items", "input_items", "main_items", "generation_items", "enum_items"):
controls += len(getattr(node, collection, ()))
if node.bl_idname == "GeometryNodeGroup" and node.node_tree:
controls += sum(item.item_type == "PANEL" for item in node.node_tree.interface.items_tree)

View File

@@ -19,6 +19,16 @@ def check_asset_library(asset_path):
with bpy.data.libraries.load(str(asset_path), link=True) as (source, target):
assert set(source.node_groups) == GEOMETRY_NAMES | SHADER_NAMES
target.node_groups = sorted(GEOMETRY_NAMES | SHADER_NAMES)
pending, checked = list(target.node_groups), set()
while pending:
group = pending.pop()
if group in checked or group.bl_idname != "GeometryNodeTree":
continue
checked.add(group)
for node in group.nodes:
assert node.bl_idname != "GeometryNodeCaptureAttribute", group.name
if node.bl_idname == "GeometryNodeGroup" and node.node_tree:
pending.append(node.node_tree)
depth_image = bpy.data.images.new("Asset Check Depth", width=8, height=8, float_buffer=True)
depth_image.colorspace_settings.name = "Non-Color"
depth_image.pixels.foreach_set([
@@ -31,7 +41,11 @@ def check_asset_library(asset_path):
if expected_type == "ShaderNodeTree":
continue
mesh = bpy.data.meshes.new("Asset Check Plane")
mesh.from_pydata([(-0.5, -0.5, 0), (0.5, -0.5, 0), (0.5, 0.5, 0), (-0.5, 0.5, 0)], [], [(0, 1, 2, 3)])
mesh.from_pydata(
[(x / 3 - 0.5, y / 3 - 0.5, 0) for y in range(4) for x in range(4)], [],
[(y * 4 + x, y * 4 + x + 1, (y + 1) * 4 + x + 1, (y + 1) * 4 + x)
for y in range(3) for x in range(3)],
)
uv = mesh.uv_layers.new(name="UVMap")
for loop in mesh.loops:
position = mesh.vertices[loop.vertex_index].co
@@ -55,6 +69,12 @@ def check_asset_library(asset_path):
try:
assert len(result.vertices) and len(result.polygons), node_group.name
assert all(isfinite(value) for vertex in result.vertices for value in vertex.co), node_group.name
assert not list(modifier.node_warnings), (
node_group.name, [warning.message for warning in modifier.node_warnings],
)
assert not {attribute.name for attribute in result.attributes} & {
".o_anyimage_depth_cut", ".o_anyimage_original_boundary",
}, node_group.name
finally:
evaluated.to_mesh_clear()
bpy.data.objects.remove(obj, do_unlink=True)

View File

@@ -0,0 +1,79 @@
"""Apply boundary-preserving smoothing within a narrow cut-edge band."""
from .nodes import evaluate_field, group_input
from .depth_surface import _math
from .smoothing import edge_boundary_field, expand_smooth
def boundary_influence(group, protected=False):
"""Fade a boundary field through two rings while excluding protected points."""
nodes, links = group.nodes, group.links
boundary = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
unprotected = _math(group, "SUBTRACT", 1, protected)
cut = _math(group, "MULTIPLY", boundary, unprotected)
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT"
blur.inputs["Iterations"].default_value = 2
blur.inputs["Weight"].default_value = 1
links.new(cut, blur.inputs["Value"])
return _math(group, "MULTIPLY", _math(group, "MAXIMUM", cut, blur.outputs["Value"]), unprotected)
def smooth_boundary_depth(group, depth, protected=False):
"""Blur point depth on the current mesh and apply it only in the edge band."""
nodes, links = group.nodes, group.links
depth = evaluate_field(group, depth, "FLOAT", "POINT")
iterations = group_input(nodes, {"Boundary Smooth"}).outputs["Boundary Smooth"]
influence = boundary_influence(group, protected)
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT"
blur.inputs["Weight"].default_value = 0.5
links.new(depth, blur.inputs["Value"])
links.new(iterations, blur.inputs["Iterations"])
mix = nodes.new("ShaderNodeMix")
mix.data_type = "FLOAT"
links.new(influence, mix.inputs[0])
links.new(depth, mix.inputs[2])
links.new(blur.outputs["Value"], mix.inputs[3])
choose = nodes.new("GeometryNodeSwitch")
choose.input_type = "FLOAT"
links.new(influence, choose.inputs["Switch"])
links.new(depth, choose.inputs["False"])
links.new(mix.outputs[0], choose.inputs["True"])
enabled = nodes.new("GeometryNodeSwitch")
enabled.input_type = "FLOAT"
links.new(iterations, enabled.inputs["Switch"])
links.new(depth, enabled.inputs["False"])
links.new(choose.outputs[0], enabled.inputs["True"])
return enabled.outputs[0]
def smooth_boundary_camera(group, camera, protected=False):
"""Reconstruct blurred camera depth along each unchanged projection ray."""
nodes, links = group.nodes, group.links
axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(camera, axes.inputs[0])
depth = axes.outputs["Z"]
smoothed = smooth_boundary_depth(group, depth, protected)
changed = _math(group, "GREATER_THAN", _math(group, "ABSOLUTE", _math(group, "SUBTRACT", smoothed, depth)), 0)
enabled = _math(group, "MULTIPLY", changed, _math(group, "GREATER_THAN", depth, 1e-8))
projected = nodes.new("ShaderNodeVectorMath")
projected.operation = "SCALE"
links.new(camera, projected.inputs[0])
links.new(_math(group, "DIVIDE", smoothed, depth), projected.inputs[3])
choose = nodes.new("GeometryNodeSwitch")
choose.input_type = "VECTOR"
links.new(enabled, choose.inputs["Switch"])
links.new(camera, choose.inputs["False"])
links.new(projected.outputs[0], choose.inputs["True"])
return choose.outputs[0]
def smooth_cut_boundary(group, geometry, original_boundary=False):
"""Blend O Smooth's pinned-boundary result through a two-ring edge mask."""
influence = boundary_influence(group, original_boundary)
# The support band depends on topology, which stays unchanged in the loop.
return expand_smooth(
group, geometry, iterations_name="Boundary Smooth", weight_name="Smooth Weight",
influence=influence, pin_sharp=False,
)

View File

@@ -0,0 +1,45 @@
"""Clean cutout boundary triangles and taper the split thickness profile."""
from .depth_surface import _math
from .nodes import evaluate_field, group_input, read_float_attribute, sample_field, store_float_attribute
from .smoothing import edge_boundary_field
from .boundary_smoothing import boundary_influence
def remove_boundary_triangles(group, geometry):
"""Remove all-boundary triangles once on the current topology."""
nodes, links = group.nodes, group.links
rim = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
all_boundary = _math(group, "GREATER_THAN", evaluate_field(group, rim, "FLOAT", "FACE"), 0.99999)
count = nodes.new("GeometryNodeInputMeshFaceNeighbors").outputs["Vertex Count"]
selected = _math(group, "MULTIPLY", all_boundary, _math(group, "COMPARE", count, 3))
delete = nodes.new("GeometryNodeDeleteGeometry")
delete.domain, delete.mode = "FACE", "ALL"
links.new(geometry, delete.inputs["Geometry"])
links.new(selected, delete.inputs["Selection"])
return delete.outputs["Geometry"]
def taper_split_profile(group, original, geometry):
"""Taper balloon thickness through the shared two-ring influence builder."""
nodes, links = group.nodes, group.links
uv = nodes.new("GeometryNodeInputNamedAttribute")
uv.data_type = "FLOAT_VECTOR"
uv.inputs["Name"].default_value = "UVMap"
original_uv = nodes.new("GeometryNodeSetPosition")
links.new(original, original_uv.inputs["Geometry"])
links.new(uv.outputs["Attribute"], original_uv.inputs["Position"])
nearest = nodes.new("GeometryNodeSampleNearest")
nearest.domain = "POINT"
links.new(original_uv.outputs["Geometry"], nearest.inputs["Geometry"])
links.new(uv.outputs["Attribute"], nearest.inputs["Sample Position"])
rim = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
protected = sample_field(group, original, rim, "FLOAT", index=nearest.outputs["Index"])
influence = boundary_influence(group, protected)
controls = group_input(nodes, {"Edge Round", "Split Threshold"})
strength = _math(group, "ADD", 1, _math(group, "MULTIPLY", controls.outputs["Edge Round"], 4))
band = _math(group, "MINIMUM", _math(group, "MULTIPLY", influence, strength), 1)
band = _math(group, "MULTIPLY", band, _math(group, "GREATER_THAN", controls.outputs["Split Threshold"], 0))
retained = _math(group, "SQRT", _math(group, "MAXIMUM", _math(group, "SUBTRACT", 1, band), 0))
profile = _math(group, "MULTIPLY", read_float_attribute(group, "o_balloon"), retained)
return store_float_attribute(group, geometry, "o_balloon", profile)

View File

@@ -1,6 +1,9 @@
"""Face separation and connected thickness for Depth Surface assets."""
from .nodes import capture_fields, evaluate_field, store_float_attribute
from .nodes import evaluate_field, store_float_attribute, store_boolean_attribute, remove_attributes, sample_field
CUT_ATTRIBUTE = ".o_anyimage_depth_cut"
def _math(group, operation, a, b=None):
@@ -211,10 +214,9 @@ def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
cut_vertices.data_type = "FLOAT"
cut_vertices.domain = "POINT"
links.new(cut_edges.outputs["Value"], cut_vertices.inputs["Value"])
corners, captured = capture_fields(
group, geometry, "CORNER",
Camera=("VECTOR", face_camera),
Cut=("BOOLEAN", _math(group, "GREATER_THAN", cut_vertices.outputs["Value"], 0.0)),
corners, cut = store_boolean_attribute(
group, geometry, CUT_ATTRIBUTE,
_math(group, "GREATER_THAN", cut_vertices.outputs["Value"], 0.0), domain="CORNER",
)
split = nodes.new("GeometryNodeSplitEdges")
links.new(corners, split.inputs["Mesh"])
@@ -225,17 +227,16 @@ def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
links.new(enabled, choose.inputs["Switch"])
links.new(geometry, choose.inputs["False"])
links.new(_remove_strip_faces(group, split.outputs["Mesh"], triangles=triangles), choose.inputs["True"])
return choose.outputs["Output"], captured["Camera"], captured["Cut"]
return choose.outputs["Output"], face_camera, cut
def build_surface_camera(group, original, separated, cut_vertex, strength):
"""Change cut depth along the original ray, preserving every other vertex."""
enabled = _math(
group,
"MULTIPLY",
_math(group, "GREATER_THAN", strength, 0.0),
cut_vertex,
)
enabled = group.nodes.new("GeometryNodeSwitch")
enabled.input_type = "BOOLEAN"
group.links.new(_math(group, "GREATER_THAN", strength, 0.0), enabled.inputs["Switch"])
enabled.inputs["False"].default_value = False
group.links.new(cut_vertex, enabled.inputs["True"])
original_axes = group.nodes.new("ShaderNodeSeparateXYZ")
separated_axes = group.nodes.new("ShaderNodeSeparateXYZ")
group.links.new(original, original_axes.inputs[0])
@@ -249,7 +250,7 @@ def build_surface_camera(group, original, separated, cut_vertex, strength):
group.links.new(ratio, projected.inputs[3])
choose = group.nodes.new("GeometryNodeSwitch")
choose.input_type = "VECTOR"
group.links.new(enabled, choose.inputs["Switch"])
group.links.new(enabled.outputs["Output"], choose.inputs["Switch"])
group.links.new(original, choose.inputs["False"])
group.links.new(projected.outputs[0], choose.inputs["True"])
return evaluate_field(group, choose.outputs["Output"], "FLOAT_VECTOR", "POINT")
@@ -261,36 +262,32 @@ def thicken_depth_surface(group, geometry, thickness, normal_smooth=None, *,
nodes, links = group.nodes, group.links
position = nodes.new("GeometryNodeInputPosition")
index = nodes.new("GeometryNodeInputIndex")
fields = {"Position": ("VECTOR", position.outputs[0]), "Vertex": ("INT", index.outputs[0])}
if normal_smooth is not None:
normal = nodes.new("GeometryNodeInputNormal")
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT_VECTOR"
links.new(normal_smooth, blur.inputs["Iterations"])
links.new(normal.outputs[0], blur.inputs["Value"])
normalize = nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
fields["Normal"] = ("VECTOR", normalize.outputs[0])
geometry, captured = capture_fields(group, geometry, "POINT", **fields)
flattened = nodes.new("ShaderNodeVectorMath")
flattened.operation = "MULTIPLY"
flattened.inputs[1].default_value = (1.0, 1.0, 0.0)
links.new(position.outputs[0], flattened.inputs[0])
sheet = nodes.new("GeometryNodeSetPosition")
links.new(geometry, sheet.inputs["Geometry"])
links.new(flattened.outputs[0], sheet.inputs["Position"])
saved = sheet.outputs["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.
# Encode identity in the construction geometry before extrusion. The source
# surface remains a separate sampling input; no position or ID is stored.
identity = nodes.new("ShaderNodeCombineXYZ")
for operation, axis in (("MODULO", "X"), ("DIVIDE", "Y")):
part = nodes.new("FunctionNodeIntegerMath")
part.operation = operation
part.inputs[1].default_value = 4096
links.new(captured["Vertex"], part.inputs[0])
links.new(index.outputs[0], part.inputs[0])
links.new(part.outputs[0], identity.inputs[axis])
sheet = nodes.new("GeometryNodeSetPosition")
links.new(geometry, sheet.inputs["Geometry"])
links.new(identity.outputs[0], sheet.inputs["Position"])
saved = sheet.outputs["Geometry"]
layer_axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs[0], layer_axes.inputs[0])
row = nodes.new("FunctionNodeIntegerMath")
row.operation = "MULTIPLY"
row.inputs[1].default_value = 4096
links.new(layer_axes.outputs["Y"], row.inputs[0])
vertex = nodes.new("FunctionNodeIntegerMath")
vertex.operation = "ADD"
links.new(layer_axes.outputs["X"], vertex.inputs[0])
links.new(row.outputs[0], vertex.inputs[1])
source_index = vertex.outputs[0]
source_position = sample_field(group, geometry, position.outputs[0], "FLOAT_VECTOR", index=source_index)
source_thickness = sample_field(group, geometry, thickness, "FLOAT", index=source_index)
extrude = nodes.new("GeometryNodeExtrudeMesh")
extrude.mode = "FACES"
@@ -315,53 +312,62 @@ def thicken_depth_surface(group, geometry, thickness, normal_smooth=None, *,
join = nodes.new("GeometryNodeJoinGeometry")
rear = flip_back.outputs["Mesh"]
rim = flip_sides.outputs["Mesh"]
back_parts = nodes.new("GeometryNodeJoinGeometry")
links.new(rear, back_parts.inputs["Geometry"])
links.new(rim, back_parts.inputs["Geometry"])
rear = back_parts.outputs["Geometry"]
if back_mask is not None:
rear = store_float_attribute(group, rear, back_mask, 0.0, domain="FACE")
rim = store_float_attribute(group, rim, back_mask, 0.0, domain="FACE")
for value in (
saved,
rear,
rim,
):
links.new(value, join.inputs["Geometry"])
encoded = nodes.new("GeometryNodeSetPosition")
links.new(join.outputs["Geometry"], encoded.inputs["Geometry"])
links.new(identity.outputs[0], encoded.inputs["Position"])
construction = join.outputs["Geometry"]
if weld_zero_thickness:
positive = _math(group, "GREATER_THAN", source_thickness, 1e-12)
flattened = nodes.new("ShaderNodeCombineXYZ")
for axis in ("X", "Y"):
links.new(layer_axes.outputs[axis], flattened.inputs[axis])
links.new(_math(group, "MULTIPLY", positive, layer_axes.outputs["Z"]), flattened.inputs["Z"])
collapse = nodes.new("GeometryNodeSetPosition")
links.new(construction, collapse.inputs["Geometry"])
links.new(flattened.outputs[0], collapse.inputs["Position"])
construction = collapse.outputs["Geometry"]
merge = nodes.new("GeometryNodeMergeByDistance")
merge.mode = "ALL"
merge.inputs["Distance"].default_value = 0.1
links.new(encoded.outputs["Geometry"], merge.inputs["Geometry"])
links.new(construction, merge.inputs["Geometry"])
displacement = nodes.new("ShaderNodeCombineXYZ")
layer_position = nodes.new("GeometryNodeInputPosition")
layer_axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(layer_position.outputs[0], layer_axes.inputs[0])
distance = _math(group, "MULTIPLY", layer_axes.outputs["Z"], thickness)
distance = _math(group, "MULTIPLY", layer_axes.outputs["Z"], source_thickness)
links.new(distance, displacement.inputs["Z"])
restored = nodes.new("ShaderNodeVectorMath")
restored.operation = "ADD"
links.new(captured["Position"], restored.inputs[0])
links.new(source_position, restored.inputs[0])
links.new(displacement.outputs[0], restored.inputs[1])
result = nodes.new("GeometryNodeSetPosition")
links.new(merge.outputs["Geometry"], result.inputs["Geometry"])
links.new(restored.outputs[0], result.inputs["Position"])
local_position = nodes.new("GeometryNodeInputPosition")
local_axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(local_position.outputs[0], local_axes.inputs[0])
layer = local_axes.outputs["Z"]
if weld_zero_thickness:
positive = _math(group, "GREATER_THAN", thickness, 1e-12)
layer = _math(group, "MULTIPLY", positive, layer)
links.new(layer, identity.inputs["Z"])
if normal_smooth is not None:
normal = nodes.new("GeometryNodeInputNormal")
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT_VECTOR"
links.new(normal_smooth, blur.inputs["Iterations"])
links.new(normal.outputs[0], blur.inputs["Value"])
normalize = nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
source_normal = sample_field(group, geometry, normalize.outputs[0], "FLOAT_VECTOR", index=source_index)
normal_offset = nodes.new("ShaderNodeVectorMath")
normal_offset.operation = "SCALE"
links.new(captured["Normal"], normal_offset.inputs[0])
links.new(source_normal, normal_offset.inputs[0])
links.new(distance, normal_offset.inputs[3])
links.new(normal_offset.outputs[0], restored.inputs[1])
nodes.remove(displacement)
return {
"geometry": result.outputs["Geometry"],
"front": captured["Position"],
"front": source_position,
"source_index": source_index,
"position": restored.outputs[0],
"position_input": result.inputs["Position"],
}
@@ -374,7 +380,7 @@ def _projection_math(nodes, operation):
def project_depth_surface(
group, geometry, camera_position, uniform_scale, reference_depth, depth_scale
group, geometry, camera_position, uniform_scale, reference_depth, depth_scale, split_strength
):
"""Interpolate the rectangular plane into the model camera coordinates."""
nodes, links = group.nodes, group.links
@@ -414,4 +420,7 @@ def project_depth_surface(
links.new(geometry, project_geometry.inputs["Geometry"])
links.new(surface_position.outputs["Vector"], project_geometry.inputs["Position"])
return project_geometry.outputs["Geometry"]
return remove_attributes(
group, project_geometry.outputs["Geometry"], CUT_ATTRIBUTE,
enabled=_math(group, "GREATER_THAN", split_strength, 0.0),
)

View File

@@ -3,20 +3,23 @@
def inherit_material_slots(group, geometry, source):
nodes, links = group.nodes, group.links
capture = nodes.new("GeometryNodeCaptureAttribute")
capture.domain = "POINT"
capture.capture_items.clear()
capture.capture_items.new("BOOLEAN", "Source")
capture.inputs["Source"].default_value = True
links.new(source, capture.inputs["Geometry"])
size = nodes.new("GeometryNodeAttributeDomainSize")
size.component = "MESH"
links.new(source, size.inputs["Geometry"])
index = nodes.new("GeometryNodeInputIndex")
source_vertices = nodes.new("FunctionNodeCompare")
source_vertices.data_type, source_vertices.operation = "INT", "LESS_THAN"
links.new(index.outputs["Index"], source_vertices.inputs[2])
links.new(size.outputs["Point Count"], source_vertices.inputs[3])
join = nodes.new("GeometryNodeJoinGeometry")
# Multi-input links are prepended: source occupies the first point range.
links.new(geometry, join.inputs["Geometry"])
links.new(capture.outputs["Geometry"], join.inputs["Geometry"])
links.new(source, join.inputs["Geometry"])
material = nodes.new("GeometryNodeSetMaterialIndex")
material.inputs["Material Index"].default_value = 0
links.new(join.outputs["Geometry"], material.inputs["Geometry"])
delete = nodes.new("GeometryNodeDeleteGeometry")
delete.domain = "POINT"
links.new(material.outputs["Geometry"], delete.inputs["Geometry"])
links.new(capture.outputs["Source"], delete.inputs["Selection"])
links.new(source_vertices.outputs["Result"], delete.inputs["Selection"])
return delete.outputs["Geometry"]

View File

@@ -114,13 +114,45 @@ def evaluate_field(group, value, data_type, domain):
return node.outputs["Value"]
def capture_fields(group, geometry, domain, **fields):
"""Keep source fields attached to geometry through later changes."""
node = group.nodes.new("GeometryNodeCaptureAttribute")
node.domain = domain
node.capture_items.clear()
def sample_field(group, geometry, value, data_type, domain="POINT", index=None):
"""Evaluate a field on an explicit source geometry and index domain."""
node = group.nodes.new("GeometryNodeSampleIndex")
node.data_type, node.domain = data_type, domain
node.clamp = False
if index is None:
index = group.nodes.new("GeometryNodeInputIndex").outputs["Index"]
group.links.new(geometry, node.inputs["Geometry"])
for name, (data_type, value) in fields.items():
node.capture_items.new(data_type, name)
group.links.new(value, node.inputs[name])
return node.outputs["Geometry"], {name: node.outputs[name] for name in fields}
group.links.new(value, node.inputs["Value"])
group.links.new(index, node.inputs["Index"])
return node.outputs["Value"]
def store_boolean_attribute(group, geometry, name, value, domain="POINT"):
"""Store a topology marker needed after destructive mesh operations."""
node = group.nodes.new("GeometryNodeStoreNamedAttribute")
node.domain, node.data_type = domain, "BOOLEAN"
node.inputs["Name"].default_value = name
group.links.new(geometry, node.inputs["Geometry"])
group.links.new(value, node.inputs["Value"])
read = group.nodes.new("GeometryNodeInputNamedAttribute")
read.data_type = "BOOLEAN"
read.inputs["Name"].default_value = name
return node.outputs["Geometry"], read.outputs["Attribute"]
def remove_attributes(group, geometry, *names, enabled=None):
"""Remove only the explicitly owned temporary attributes."""
original = geometry
for name in names:
node = group.nodes.new("GeometryNodeRemoveAttribute")
node.inputs["Name"].default_value = name
group.links.new(geometry, node.inputs["Geometry"])
geometry = node.outputs["Geometry"]
if enabled is not None:
choose = group.nodes.new("GeometryNodeSwitch")
choose.input_type = "GEOMETRY"
group.links.new(enabled, choose.inputs["Switch"])
group.links.new(original, choose.inputs["False"])
group.links.new(geometry, choose.inputs["True"])
geometry = choose.outputs["Output"]
return geometry

View File

@@ -1,5 +1,5 @@
"""Build shared boundary fields and iterative smoothing."""
from .nodes import group_input
from .nodes import group_input, sample_field
def edge_boundary_field(nodes, links):
@@ -41,7 +41,8 @@ def edge_boundary_field(nodes, links):
def expand_smooth(
group, geometry, iterations_name="Iterations", weight_name="Smooth"
group, geometry, iterations_name="Iterations", weight_name="Smooth", *,
influence=None, pin_sharp=True,
):
nodes = group.nodes
links = group.links
@@ -55,7 +56,6 @@ def expand_smooth(
iteration_controls.outputs[iterations_name],
repeat_input.inputs["Iterations"],
)
links.new(geometry, repeat_input.inputs["Geometry"])
boundary_field = edge_boundary_field(nodes, links)
boundary_points = nodes.new("GeometryNodeFieldOnDomain")
@@ -67,6 +67,21 @@ def expand_smooth(
boundary_geometry.domain = "POINT"
links.new(repeat_input.outputs["Geometry"], boundary_geometry.inputs["Geometry"])
links.new(boundary_points.outputs["Value"], boundary_geometry.inputs["Selection"])
links.new(geometry, repeat_input.inputs["Geometry"])
nearest_boundary = nodes.new("GeometryNodeSampleNearest")
nearest_boundary.domain = "POINT"
if influence is not None:
# Both boundary meshes keep the same compact index order: only positions change.
source_boundary = nodes.new("GeometryNodeSeparateGeometry")
source_boundary.domain = "POINT"
links.new(geometry, source_boundary.inputs["Geometry"])
links.new(boundary_points.outputs["Value"], source_boundary.inputs["Selection"])
links.new(source_boundary.outputs["Selection"], nearest_boundary.inputs["Geometry"])
source_position = nodes.new("GeometryNodeInputPosition").outputs["Position"]
fixed_position = sample_field(group, geometry, source_position, "FLOAT_VECTOR")
links.new(fixed_position, nearest_boundary.inputs["Sample Position"])
else:
links.new(boundary_geometry.outputs["Selection"], nearest_boundary.inputs["Geometry"])
position = nodes.new("GeometryNodeInputPosition")
smooth_all = nodes.new("GeometryNodeBlurAttribute")
@@ -81,9 +96,6 @@ def expand_smooth(
smooth_boundary.inputs["Iterations"].default_value = 1
smooth_boundary.inputs["Weight"].default_value = 0.5
links.new(boundary_position.outputs["Position"], smooth_boundary.inputs["Value"])
nearest_boundary = nodes.new("GeometryNodeSampleNearest")
nearest_boundary.domain = "POINT"
links.new(boundary_geometry.outputs["Selection"], nearest_boundary.inputs["Geometry"])
sample_boundary = nodes.new("GeometryNodeSampleIndex")
sample_boundary.data_type = "FLOAT_VECTOR"
sample_boundary.domain = "POINT"
@@ -94,8 +106,7 @@ def expand_smooth(
choose_boundary = nodes.new("GeometryNodeSwitch")
choose_boundary.input_type = "VECTOR"
direct_boundary = edge_boundary_field(nodes, links)
links.new(direct_boundary, choose_boundary.inputs["Switch"])
links.new(boundary_points.outputs["Value"], choose_boundary.inputs["Switch"])
links.new(smooth_all.outputs["Value"], choose_boundary.inputs["False"])
links.new(sample_boundary.outputs["Value"], choose_boundary.inputs["True"])
boundary_mix = nodes.new("ShaderNodeMix")
@@ -104,24 +115,33 @@ def expand_smooth(
links.new(smooth_all.outputs["Value"], boundary_mix.inputs[4])
links.new(choose_boundary.outputs["Output"], boundary_mix.inputs[5])
normal = nodes.new("GeometryNodeInputNormal")
smooth_normal = nodes.new("GeometryNodeBlurAttribute")
smooth_normal.data_type = "FLOAT_VECTOR"
smooth_normal.inputs["Iterations"].default_value = 10
smooth_normal.inputs["Weight"].default_value = 1.0
links.new(normal.outputs["Normal"], smooth_normal.inputs["Value"])
normal_coherence = nodes.new("ShaderNodeVectorMath")
normal_coherence.operation = "LENGTH"
links.new(smooth_normal.outputs["Value"], normal_coherence.inputs[0])
sharp_switch = nodes.new("GeometryNodeSwitch")
sharp_switch.input_type = "FLOAT"
sharp_switch.inputs["Switch"].default_value = True
sharp_switch.inputs["False"].default_value = 1.0
links.new(normal_coherence.outputs["Value"], sharp_switch.inputs["True"])
smooth_weight = nodes.new("ShaderNodeMath")
smooth_weight.operation = "MULTIPLY"
links.new(weight_controls.outputs[weight_name], smooth_weight.inputs[0])
links.new(sharp_switch.outputs["Output"], smooth_weight.inputs[1])
weight = weight_controls.outputs[weight_name]
if pin_sharp:
normal = nodes.new("GeometryNodeInputNormal")
smooth_normal = nodes.new("GeometryNodeBlurAttribute")
smooth_normal.data_type = "FLOAT_VECTOR"
smooth_normal.inputs["Iterations"].default_value = 10
smooth_normal.inputs["Weight"].default_value = 1.0
links.new(normal.outputs["Normal"], smooth_normal.inputs["Value"])
normal_coherence = nodes.new("ShaderNodeVectorMath")
normal_coherence.operation = "LENGTH"
links.new(smooth_normal.outputs["Value"], normal_coherence.inputs[0])
sharp_switch = nodes.new("GeometryNodeSwitch")
sharp_switch.input_type = "FLOAT"
sharp_switch.inputs["Switch"].default_value = pin_sharp
sharp_switch.inputs["False"].default_value = 1.0
links.new(normal_coherence.outputs["Value"], sharp_switch.inputs["True"])
smooth_weight = nodes.new("ShaderNodeMath")
smooth_weight.operation = "MULTIPLY"
links.new(weight_controls.outputs[weight_name], smooth_weight.inputs[0])
links.new(sharp_switch.outputs["Output"], smooth_weight.inputs[1])
weight = smooth_weight.outputs[0]
if influence is not None:
masked_weight = nodes.new("ShaderNodeMath")
masked_weight.operation = "MULTIPLY"
links.new(weight, masked_weight.inputs[0])
links.new(influence, masked_weight.inputs[1])
weight = masked_weight.outputs[0]
target_position = nodes.new("GeometryNodeSwitch")
target_position.input_type = "VECTOR"
@@ -131,11 +151,18 @@ def expand_smooth(
current_position = nodes.new("GeometryNodeInputPosition")
mix_position = nodes.new("ShaderNodeMix")
mix_position.data_type = "VECTOR"
links.new(smooth_weight.outputs[0], mix_position.inputs[0])
links.new(weight, mix_position.inputs[0])
links.new(current_position.outputs["Position"], mix_position.inputs[4])
links.new(target_position.outputs["Output"], mix_position.inputs[5])
set_position = nodes.new("GeometryNodeSetPosition")
links.new(repeat_input.outputs["Geometry"], set_position.inputs["Geometry"])
links.new(mix_position.outputs["Result"], set_position.inputs["Position"])
links.new(set_position.outputs["Geometry"], repeat_output.inputs["Geometry"])
if influence is not None:
enabled = nodes.new("GeometryNodeSwitch")
enabled.input_type = "GEOMETRY"
links.new(iteration_controls.outputs[iterations_name], enabled.inputs["Switch"])
links.new(geometry, enabled.inputs["False"])
links.new(repeat_output.outputs["Geometry"], enabled.inputs["True"])
return enabled.outputs["Output"]
return repeat_output.outputs["Geometry"]

View File

@@ -0,0 +1,21 @@
"""Remove invalid vertices and the wire edges left by point deletion."""
def delete_invalid_points(group, geometry, invalid):
nodes, links = group.nodes, group.links
delete = nodes.new("GeometryNodeDeleteGeometry")
delete.domain, delete.mode = "POINT", "ALL"
links.new(geometry, delete.inputs["Geometry"])
links.new(invalid, delete.inputs["Selection"])
neighbors = nodes.new("GeometryNodeInputMeshEdgeNeighbors")
wire = nodes.new("FunctionNodeCompare")
wire.data_type, wire.operation = "INT", "EQUAL"
a = next(socket for socket in wire.inputs if socket.identifier == "A_INT")
b = next(socket for socket in wire.inputs if socket.identifier == "B_INT")
b.default_value = 0
links.new(neighbors.outputs["Face Count"], a)
cleanup = nodes.new("GeometryNodeDeleteGeometry")
cleanup.domain, cleanup.mode = "EDGE", "ALL"
links.new(delete.outputs["Geometry"], cleanup.inputs["Geometry"])
links.new(wire.outputs["Result"], cleanup.inputs["Selection"])
return cleanup.outputs["Geometry"]

View File

@@ -2,16 +2,51 @@
import bpy
from mathutils import Matrix
from anyimage.operators.cutout_tool.shape import CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME
from ..common.nodes import interface_socket, group_input, math_node, float_input, menu_switch, read_float_attribute, store_float_attribute, prepare_node_group, capture_fields, evaluate_field
from ..common.nodes import interface_socket, group_input, math_node, float_input, menu_switch, read_float_attribute, store_float_attribute, prepare_node_group, sample_field, evaluate_field
from ..common.smoothing import expand_smooth
from ..common.boundary_smoothing import smooth_boundary_camera, smooth_cut_boundary
from ..common.cutout import _island_cleanup, _position_field, _remove_zero_thickness, _shade_output
from ..common.depth_surface import _math, project_depth_surface, build_surface_camera, split_depth_surface, sample_face_camera, thicken_depth_surface
from ..common.smoothing import edge_boundary_field
from ..common.cutout_boundary import remove_boundary_triangles, taper_split_profile
NODE_GROUP_NAME = "O Image Depth Cutout"
def build_normal_weight(group, uniform):
"""Scale normal smoothing by the active mode's relative thickness."""
control = group_input(group.nodes, {"Thickness", "Uniform Thickness", "Reference Depth"})
amount = group.nodes.new("GeometryNodeSwitch")
amount.input_type = "FLOAT"
group.links.new(uniform, amount.inputs["Switch"])
group.links.new(control.outputs["Thickness"], amount.inputs["False"])
ratio = _math(group, "DIVIDE", control.outputs["Uniform Thickness"],
_math(group, "MAXIMUM", control.outputs["Reference Depth"], 1e-8))
group.links.new(ratio, amount.inputs["True"])
ramp = group.nodes.new("ShaderNodeMapRange")
ramp.interpolation_type = "SMOOTHSTEP"
ramp.clamp = True
group.links.new(amount.outputs[0], ramp.inputs["Value"])
return ramp.outputs["Result"]
def blend_normal(group, original, smoothed, weight):
"""Normalize the thickness-weighted blend on the consumer geometry."""
mix = group.nodes.new("ShaderNodeMix")
mix.data_type = "VECTOR"
if isinstance(weight, (int, float)):
mix.inputs[0].default_value = weight
else:
group.links.new(weight, mix.inputs[0])
group.links.new(original, mix.inputs[4])
group.links.new(smoothed, mix.inputs[5])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
group.links.new(mix.outputs["Result"], normalize.inputs[0])
return normalize.outputs[0]
def build_volume_fields(group):
"""Evaluate the center and thickness on the original front surface."""
links = group.links
@@ -37,7 +72,7 @@ def build_volume_fields(group):
return {"rim": rim, "center": center, "thickness": thickness}
def build_volume_rounding(group, geometry, fields, uniform):
def build_volume_rounding(group, geometry, fields, uniform, normal_weight=1):
links = group.links
control = group.nodes.new("NodeGroupInput")
@@ -87,39 +122,36 @@ def build_volume_rounding(group, geometry, fields, uniform):
links.new(normal.outputs[0], blur.inputs["Value"])
local = group.nodes.new("NodeGroupInput")
links.new(local.outputs["Normal Smooth"], blur.inputs["Iterations"])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight)
index = group.nodes.new("GeometryNodeInputIndex")
sample = group.nodes.new("GeometryNodeSampleIndex")
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(normalized, sample.inputs["Value"])
links.new(index.outputs[0], sample.inputs["Index"])
thickness = group.nodes.new("GeometryNodeSwitch")
thickness.input_type = "FLOAT"
links.new(uniform, thickness.inputs["Switch"])
links.new(total, thickness.inputs["False"])
links.new(control.outputs["Uniform Thickness"], thickness.inputs["True"])
carrier, captured = capture_fields(
group, geometry, "POINT",
edge_weight=("FLOAT", weight), front_delta=("FLOAT", delta),
thickness=("FLOAT", thickness.outputs[0]), normal=("VECTOR", sample.outputs[0]),
)
rounding = {
"edge_weight": weight, "front_delta": delta,
"thickness": thickness.outputs[0], "normal": sample.outputs[0],
}
displacement = group.nodes.new("ShaderNodeCombineXYZ")
links.new(captured["front_delta"], displacement.inputs["Z"])
links.new(delta, displacement.inputs["Z"])
front = group.nodes.new("GeometryNodeSetPosition")
links.new(carrier, front.inputs["Geometry"])
links.new(geometry, front.inputs["Geometry"])
links.new(displacement.outputs[0], front.inputs["Offset"])
choose = group.nodes.new("GeometryNodeSwitch")
choose.input_type = "GEOMETRY"
links.new(uniform, choose.inputs["Switch"])
links.new(front.outputs[0], choose.inputs["False"])
links.new(carrier, choose.inputs["True"])
return choose.outputs[0], captured
links.new(geometry, choose.inputs["True"])
return choose.outputs[0], rounding
def build_front_fields(group, rim, front_normal):
def build_front_fields(group, rim, front_normal, normal_weight=1):
"""Fit structural amplitude over neighbouring points before creating the shell."""
links = group.links
@@ -162,10 +194,8 @@ def build_front_fields(group, rim, front_normal):
smooth.data_type = "FLOAT_VECTOR"
links.new(normal, smooth.inputs["Value"])
links.new(spread, smooth.inputs["Iterations"])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(smooth.outputs[0], normalize.inputs[0])
return {"structure": structure, "inflation_normal": normalize.outputs[0]}
normalized = blend_normal(group, normal, smooth.outputs[0], normal_weight)
return {"structure": structure, "inflation_normal": normalized}
def build_inflation_position(group, position, distance, uniform, fields):
@@ -220,7 +250,7 @@ def build_inflation_position(group, position, distance, uniform, fields):
return result.outputs[0]
def build_front_normal(group):
def build_front_normal(group, normal_weight):
links = group.links
normal = group.nodes.new("GeometryNodeInputNormal")
control = group.nodes.new("NodeGroupInput")
@@ -228,10 +258,8 @@ def build_front_normal(group):
blur.data_type = "FLOAT_VECTOR"
links.new(normal.outputs[0], blur.inputs["Value"])
links.new(control.outputs["Normal Smooth"], blur.inputs["Iterations"])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
return evaluate_field(group, normalize.outputs[0], "FLOAT_VECTOR", "POINT")
normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight)
return evaluate_field(group, normalized, "FLOAT_VECTOR", "POINT")
def build_shell_position(group, position, front, uniform, fields):
@@ -316,36 +344,49 @@ def build_shell_position(group, position, front, uniform, fields):
def _build_depth_surface(group, geometry, controls):
"""Project the cleaned mesh, capture surface fields, and connect the shell."""
"""Project the mesh and sample front-surface fields while shaping the shell."""
links = group.links
split = controls.outputs["Split Threshold"]
image = controls.outputs["Depth Image"]
scale = controls.outputs["Uniform Scale"]
original = geometry
geometry, corner_camera, cut_vertex = split_depth_surface(
group, geometry, sample_face_camera(group, image), split, scale, triangles=True,
)
geometry = remove_boundary_triangles(group, geometry)
camera = build_surface_camera(group, _position_field(group, image), corner_camera, cut_vertex, split)
camera = smooth_boundary_camera(group, camera)
projection = project_depth_surface(
group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"],
group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"], split,
)
projection = smooth_cut_boundary(group, projection)
projection = taper_split_profile(group, original, projection)
# The mode field is shared by the geometry and thickness choices.
mode = menu_switch(group, "Mode", ("Balloon", "Uniform"), "BOOLEAN")
mode.inputs["Balloon"].default_value = False
mode.inputs["Uniform"].default_value = True
uniform = mode.outputs[0]
volume = build_volume_fields(group)
normal = build_front_normal(group)
front = build_front_fields(group, volume["rim"], normal)
shared, fields = capture_fields(
group, projection, "POINT",
center=("FLOAT", volume["center"]), front_normal=("VECTOR", normal),
structure=("FLOAT", front["structure"]), inflation_normal=("VECTOR", front["inflation_normal"]),
)
rounded, rounding = build_volume_rounding(group, shared, {**volume, **fields}, uniform)
fields.update(rounding)
normal_weight = build_normal_weight(group, uniform)
normal = build_front_normal(group, normal_weight)
front = build_front_fields(group, volume["rim"], normal, normal_weight)
rounded, rounding = build_volume_rounding(group, projection, volume, uniform, normal_weight)
thickness = sample_field(group, projection, rounding["thickness"], "FLOAT")
shell = thicken_depth_surface(
group, rounded, fields["thickness"], back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
group, rounded, thickness, back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
)
fields = {
name: sample_field(group, projection, value, data_type, index=shell["source_index"])
for name, value, data_type in (
("center", volume["center"], "FLOAT"), ("front_normal", normal, "FLOAT_VECTOR"),
("structure", front["structure"], "FLOAT"), ("inflation_normal", front["inflation_normal"], "FLOAT_VECTOR"),
)
}
fields.update({
name: sample_field(group, projection, value, "FLOAT_VECTOR" if name == "normal" else "FLOAT",
index=shell["source_index"])
for name, value in rounding.items()
})
oriented = build_shell_position(group, shell["position"], shell["front"], uniform, fields)
links.new(oriented, shell["position_input"])
amount = group.nodes.new("GeometryNodeSwitch")
@@ -364,17 +405,20 @@ def build_image_depth_cutout_group():
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
group['anyimage_asset_revision'] = 18
interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry')
interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu')
float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet'
float_input(group, 'Uniform Thickness', 0.0, subtype='DISTANCE').description = 'Distance used only by Uniform thickness mode'
float_input(group, 'Depth Scale', 1.0)
float_input(group, 'Split Threshold', 0.0, maximum=1, subtype='FACTOR')
float_input(group, 'Split Threshold', 0.1, maximum=1, subtype='FACTOR')
iterations = interface_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)
boundary_smooth = interface_socket(group, 'Boundary Smooth', 'INPUT', 'NodeSocketInt', options)
boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 5, 0, 20
boundary_smooth.description = 'Smooth boundary depth and geometry along the original outline and split edges'
float_input(group, 'Cleanup Threshold', 0.0, parent=options)
float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options)
float_input(group, 'Edge Round', 0.2, maximum=1, subtype='FACTOR', parent=options)

View File

@@ -4,12 +4,15 @@ import math
import bpy
from ..common.validity import delete_invalid_points
from ..common.depth_surface import (
_math, split_depth_surface, build_surface_camera,
_math, split_depth_surface, build_surface_camera, CUT_ATTRIBUTE,
)
from ..common.nodes import float_input, group_input, interface_socket, prepare_node_group, evaluate_field
from ..common.nodes import float_input, group_input, interface_socket, prepare_node_group, evaluate_field, remove_attributes
from ..common.material import inherit_material_slots
from ..common.smoothing import expand_smooth
from ..common.boundary_smoothing import smooth_boundary_depth, smooth_cut_boundary
def _quad_sphere(group, segments):
@@ -36,6 +39,7 @@ def _quad_sphere(group, segments):
def build_image_depth_panorama_group():
group = bpy.data.node_groups.new("O Image Depth Panorama", "GeometryNodeTree")
group.is_modifier = group.use_fake_user = True
group["anyimage_asset_revision"] = 14
interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
subdivide = interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
subdivide.default_value, subdivide.min_value, subdivide.max_value = 7, 0, 8
@@ -45,6 +49,9 @@ def build_image_depth_panorama_group():
smooth.default_value, smooth.min_value, smooth.max_value = 0, 0, 20
interface_socket(group, "Valid Only", "INPUT", "NodeSocketBool").default_value = True
options = group.interface.new_panel("Options", default_closed=True)
boundary_smooth = interface_socket(group, "Boundary Smooth", "INPUT", "NodeSocketInt", options)
boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 5, 0, 20
boundary_smooth.description = "Smooth boundary distance and cut-edge geometry on the sphere"
float_input(group, "Smooth Weight", 1, maximum=1, subtype="FACTOR", parent=options)
float_input(group, "Validity Threshold", 0.9, maximum=1, subtype="FACTOR", parent=options)
float_input(group, "Invalid Distance", 100, minimum=1e-5, subtype="DISTANCE", parent=options)
@@ -133,18 +140,20 @@ def build_image_depth_panorama_group():
any_invalid = _math(group, "GREATER_THAN", face_invalid, 0)
mixed = _math(group, "MULTIPLY", any_invalid,
_math(group, "LESS_THAN", face_invalid, 1))
selection = nodes.new("GeometryNodeSwitch")
selection.input_type = "BOOLEAN"
links.new(group_input(nodes, {"Valid Only"}).outputs["Valid Only"], selection.inputs["Switch"])
links.new(mixed, selection.inputs["False"])
links.new(any_invalid, selection.inputs["True"])
protected = uv_map.outputs["Geometry"]
culled = delete_invalid_points(group, protected, any_invalid)
delete = nodes.new("GeometryNodeDeleteGeometry")
delete.domain, delete.mode = "FACE", "ALL"
links.new(uv_map.outputs["Geometry"], delete.inputs["Geometry"])
links.new(selection.outputs[0], delete.inputs["Selection"])
links.new(protected, delete.inputs["Geometry"])
links.new(mixed, delete.inputs["Selection"])
selection = nodes.new("GeometryNodeSwitch")
selection.input_type = "GEOMETRY"
links.new(group_input(nodes, {"Valid Only"}).outputs["Valid Only"], selection.inputs["Switch"])
links.new(delete.outputs[0], selection.inputs["False"])
links.new(culled, selection.inputs["True"])
controls = group_input(nodes, {"Split Threshold", "Reference Distance"})
strength = controls.outputs["Split Threshold"]
geometry, corner_camera, cut_vertex = split_depth_surface(group, delete.outputs[0], depth(combine(face_u, face_v))[0], strength,
geometry, corner_camera, cut_vertex = split_depth_surface(group, selection.outputs[0], depth(combine(face_u, face_v))[0], strength,
_math(group, "DIVIDE", 1, controls.outputs["Reference Distance"]),
face_center=face.outputs["Value"])
distance = build_surface_camera(group, pixel, corner_camera, cut_vertex, strength)
@@ -153,7 +162,7 @@ def build_image_depth_panorama_group():
distance = nodes.new("GeometryNodeSwitch")
distance.input_type = "FLOAT"
links.new(face_invalid, distance.inputs["Switch"])
links.new(axes.outputs["X"], distance.inputs["False"])
links.new(smooth_boundary_depth(group, axes.outputs["X"], face_invalid), distance.inputs["False"])
links.new(group_input(nodes, {"Invalid Distance"}).outputs["Invalid Distance"], distance.inputs["True"])
controls = group_input(nodes, {"Depth Scale"})
radius = _math(group, "ADD", 1, _math(group, "MULTIPLY", controls.outputs["Depth Scale"], _math(group, "SUBTRACT", distance.outputs[0], 1)))
@@ -164,7 +173,12 @@ def build_image_depth_panorama_group():
deform = nodes.new("GeometryNodeSetPosition")
links.new(geometry, deform.inputs["Geometry"])
links.new(radial.outputs[0], deform.inputs["Position"])
geometry = expand_smooth(group, deform.outputs[0], iterations_name="Smooth", weight_name="Smooth Weight")
geometry = remove_attributes(
group, deform.outputs[0], CUT_ATTRIBUTE,
enabled=_math(group, "GREATER_THAN", strength, 0.0),
)
geometry = smooth_cut_boundary(group, geometry)
geometry = expand_smooth(group, geometry, iterations_name="Smooth", weight_name="Smooth Weight")
flip = nodes.new("GeometryNodeFlipFaces")
links.new(geometry, flip.inputs["Mesh"])
smooth = nodes.new("GeometryNodeSetShadeSmooth")

View File

@@ -2,11 +2,14 @@
import bpy
from ..common.validity import delete_invalid_points
from ..common.nodes import group_input as _group_input, interface_socket as _interface_socket
from ..common.nodes import prepare_node_group, float_input
from ..common.nodes import prepare_node_group, float_input, evaluate_field
from ..common.smoothing import expand_smooth
from ..common.boundary_smoothing import smooth_boundary_camera, smooth_cut_boundary
from ..common.depth_surface import (
project_depth_surface, thicken_depth_surface,
_math, project_depth_surface, thicken_depth_surface,
split_depth_surface, sample_face_camera, build_surface_camera,
)
@@ -22,6 +25,7 @@ def build_image_depth_plane_group(image_plane_group):
"GeometryNodeTree",
)
group.is_modifier = True
group["anyimage_asset_revision"] = 14
geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
geometry.structure_type = "SINGLE"
subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
@@ -43,6 +47,9 @@ def build_image_depth_plane_group(image_plane_group):
valid_only = _interface_socket(group, "Valid Only", "INPUT", "NodeSocketBool")
valid_only.default_value = True
options = group.interface.new_panel(name="Options", default_closed=True)
boundary_smooth = _interface_socket(group, "Boundary Smooth", "INPUT", "NodeSocketInt", parent=options)
boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 5, 0, 20
boundary_smooth.description = "Smooth boundary depth and cut-edge geometry while preserving the original image border"
base_plane_depth = _interface_socket(
group,
"Reference Depth",
@@ -111,16 +118,21 @@ def build_image_depth_plane_group(image_plane_group):
invalid.data_type, invalid.operation = "FLOAT", "LESS_THAN"
links.new(threshold_input.outputs["Validity Threshold"], invalid.inputs["B"])
links.new(channels.outputs["Alpha"], invalid.inputs["A"])
delete = nodes.new("GeometryNodeDeleteGeometry")
delete.domain, delete.mode = "FACE", "ALL"
links.new(plane.outputs["Geometry"], delete.inputs["Geometry"])
links.new(invalid.outputs["Result"], delete.inputs["Selection"])
# Image Plane's normalized UV rectangle retains its original outline after cuts.
uv_axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(uv.outputs["Attribute"], uv_axes.inputs[0])
u, v = uv_axes.outputs["X"], uv_axes.outputs["Y"]
margin = _math(group, "MINIMUM", _math(group, "MINIMUM", u, v),
_math(group, "MINIMUM", _math(group, "SUBTRACT", 1, u), _math(group, "SUBTRACT", 1, v)))
original_boundary = evaluate_field(group, _math(group, "LESS_THAN", margin, 1e-6), "BOOLEAN", "POINT")
protected = plane.outputs["Geometry"]
culled = delete_invalid_points(group, protected, invalid.outputs["Result"])
cull_controls = _group_input(nodes, {"Valid Only"})
cull = nodes.new("GeometryNodeSwitch")
cull.input_type = "GEOMETRY"
links.new(cull_controls.outputs["Valid Only"], cull.inputs["Switch"])
links.new(delete.outputs["Geometry"], cull.inputs["True"])
links.new(plane.outputs["Geometry"], cull.inputs["False"])
links.new(culled, cull.inputs["True"])
links.new(protected, cull.inputs["False"])
split_input = _group_input(nodes, {"Split Threshold"})
geometry, corner_camera, cut_vertex = split_depth_surface(
group, cull.outputs["Output"], sample_face_camera(group, texture_input.outputs["Depth Image"]),
@@ -131,11 +143,13 @@ def build_image_depth_plane_group(image_plane_group):
split_input.outputs["Split Threshold"],
)
depth_input = _group_input(nodes, {"Reference Depth", "Depth Scale"})
camera = smooth_boundary_camera(group, camera, original_boundary)
surface = project_depth_surface(
group, geometry, camera,
scale_input.outputs["Uniform Scale"], depth_input.outputs["Reference Depth"],
depth_input.outputs["Depth Scale"],
depth_input.outputs["Depth Scale"], split_input.outputs["Split Threshold"],
)
surface = smooth_cut_boundary(group, surface, original_boundary)
shell_input = _group_input(nodes, {"Thickness", "Normal Smooth"})
shell = thicken_depth_surface(
group, surface, shell_input.outputs["Thickness"],