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:
@@ -2,16 +2,51 @@
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import bpy
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from mathutils import Matrix
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from anyimage.operators.cutout_tool.shape import CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME
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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
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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
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from ..common.smoothing import expand_smooth
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from ..common.boundary_smoothing import smooth_boundary_camera, smooth_cut_boundary
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from ..common.cutout import _island_cleanup, _position_field, _remove_zero_thickness, _shade_output
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from ..common.depth_surface import _math, project_depth_surface, build_surface_camera, split_depth_surface, sample_face_camera, thicken_depth_surface
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from ..common.smoothing import edge_boundary_field
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from ..common.cutout_boundary import remove_boundary_triangles, taper_split_profile
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NODE_GROUP_NAME = "O Image Depth Cutout"
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def build_normal_weight(group, uniform):
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"""Scale normal smoothing by the active mode's relative thickness."""
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control = group_input(group.nodes, {"Thickness", "Uniform Thickness", "Reference Depth"})
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amount = group.nodes.new("GeometryNodeSwitch")
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amount.input_type = "FLOAT"
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group.links.new(uniform, amount.inputs["Switch"])
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group.links.new(control.outputs["Thickness"], amount.inputs["False"])
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ratio = _math(group, "DIVIDE", control.outputs["Uniform Thickness"],
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_math(group, "MAXIMUM", control.outputs["Reference Depth"], 1e-8))
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group.links.new(ratio, amount.inputs["True"])
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ramp = group.nodes.new("ShaderNodeMapRange")
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ramp.interpolation_type = "SMOOTHSTEP"
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ramp.clamp = True
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group.links.new(amount.outputs[0], ramp.inputs["Value"])
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return ramp.outputs["Result"]
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def blend_normal(group, original, smoothed, weight):
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"""Normalize the thickness-weighted blend on the consumer geometry."""
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mix = group.nodes.new("ShaderNodeMix")
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mix.data_type = "VECTOR"
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if isinstance(weight, (int, float)):
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mix.inputs[0].default_value = weight
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else:
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group.links.new(weight, mix.inputs[0])
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group.links.new(original, mix.inputs[4])
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group.links.new(smoothed, mix.inputs[5])
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normalize = group.nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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group.links.new(mix.outputs["Result"], normalize.inputs[0])
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return normalize.outputs[0]
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def build_volume_fields(group):
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"""Evaluate the center and thickness on the original front surface."""
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links = group.links
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@@ -37,7 +72,7 @@ def build_volume_fields(group):
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return {"rim": rim, "center": center, "thickness": thickness}
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def build_volume_rounding(group, geometry, fields, uniform):
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def build_volume_rounding(group, geometry, fields, uniform, normal_weight=1):
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links = group.links
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control = group.nodes.new("NodeGroupInput")
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@@ -87,39 +122,36 @@ def build_volume_rounding(group, geometry, fields, uniform):
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links.new(normal.outputs[0], blur.inputs["Value"])
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local = group.nodes.new("NodeGroupInput")
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links.new(local.outputs["Normal Smooth"], blur.inputs["Iterations"])
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normalize = group.nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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links.new(blur.outputs[0], normalize.inputs[0])
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normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight)
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index = group.nodes.new("GeometryNodeInputIndex")
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sample = group.nodes.new("GeometryNodeSampleIndex")
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sample.data_type, sample.domain = "FLOAT_VECTOR", "POINT"
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links.new(surface.outputs[0], sample.inputs["Geometry"])
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links.new(normalize.outputs[0], sample.inputs["Value"])
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links.new(normalized, sample.inputs["Value"])
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links.new(index.outputs[0], sample.inputs["Index"])
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thickness = group.nodes.new("GeometryNodeSwitch")
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thickness.input_type = "FLOAT"
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links.new(uniform, thickness.inputs["Switch"])
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links.new(total, thickness.inputs["False"])
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links.new(control.outputs["Uniform Thickness"], thickness.inputs["True"])
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carrier, captured = capture_fields(
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group, geometry, "POINT",
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edge_weight=("FLOAT", weight), front_delta=("FLOAT", delta),
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thickness=("FLOAT", thickness.outputs[0]), normal=("VECTOR", sample.outputs[0]),
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)
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rounding = {
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"edge_weight": weight, "front_delta": delta,
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"thickness": thickness.outputs[0], "normal": sample.outputs[0],
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}
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displacement = group.nodes.new("ShaderNodeCombineXYZ")
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links.new(captured["front_delta"], displacement.inputs["Z"])
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links.new(delta, displacement.inputs["Z"])
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front = group.nodes.new("GeometryNodeSetPosition")
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links.new(carrier, front.inputs["Geometry"])
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links.new(geometry, front.inputs["Geometry"])
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links.new(displacement.outputs[0], front.inputs["Offset"])
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choose = group.nodes.new("GeometryNodeSwitch")
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choose.input_type = "GEOMETRY"
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links.new(uniform, choose.inputs["Switch"])
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links.new(front.outputs[0], choose.inputs["False"])
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links.new(carrier, choose.inputs["True"])
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return choose.outputs[0], captured
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links.new(geometry, choose.inputs["True"])
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return choose.outputs[0], rounding
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def build_front_fields(group, rim, front_normal):
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def build_front_fields(group, rim, front_normal, normal_weight=1):
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"""Fit structural amplitude over neighbouring points before creating the shell."""
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links = group.links
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@@ -162,10 +194,8 @@ def build_front_fields(group, rim, front_normal):
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smooth.data_type = "FLOAT_VECTOR"
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links.new(normal, smooth.inputs["Value"])
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links.new(spread, smooth.inputs["Iterations"])
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normalize = group.nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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links.new(smooth.outputs[0], normalize.inputs[0])
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return {"structure": structure, "inflation_normal": normalize.outputs[0]}
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normalized = blend_normal(group, normal, smooth.outputs[0], normal_weight)
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return {"structure": structure, "inflation_normal": normalized}
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def build_inflation_position(group, position, distance, uniform, fields):
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@@ -220,7 +250,7 @@ def build_inflation_position(group, position, distance, uniform, fields):
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return result.outputs[0]
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def build_front_normal(group):
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def build_front_normal(group, normal_weight):
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links = group.links
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normal = group.nodes.new("GeometryNodeInputNormal")
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control = group.nodes.new("NodeGroupInput")
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@@ -228,10 +258,8 @@ def build_front_normal(group):
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blur.data_type = "FLOAT_VECTOR"
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links.new(normal.outputs[0], blur.inputs["Value"])
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links.new(control.outputs["Normal Smooth"], blur.inputs["Iterations"])
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normalize = group.nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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links.new(blur.outputs[0], normalize.inputs[0])
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return evaluate_field(group, normalize.outputs[0], "FLOAT_VECTOR", "POINT")
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normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight)
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return evaluate_field(group, normalized, "FLOAT_VECTOR", "POINT")
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def build_shell_position(group, position, front, uniform, fields):
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@@ -316,36 +344,49 @@ def build_shell_position(group, position, front, uniform, fields):
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def _build_depth_surface(group, geometry, controls):
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"""Project the cleaned mesh, capture surface fields, and connect the shell."""
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"""Project the mesh and sample front-surface fields while shaping the shell."""
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links = group.links
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split = controls.outputs["Split Threshold"]
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image = controls.outputs["Depth Image"]
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scale = controls.outputs["Uniform Scale"]
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original = geometry
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geometry, corner_camera, cut_vertex = split_depth_surface(
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group, geometry, sample_face_camera(group, image), split, scale, triangles=True,
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)
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geometry = remove_boundary_triangles(group, geometry)
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camera = build_surface_camera(group, _position_field(group, image), corner_camera, cut_vertex, split)
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camera = smooth_boundary_camera(group, camera)
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projection = project_depth_surface(
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group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"],
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group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"], split,
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)
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projection = smooth_cut_boundary(group, projection)
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projection = taper_split_profile(group, original, projection)
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# The mode field is shared by the geometry and thickness choices.
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mode = menu_switch(group, "Mode", ("Balloon", "Uniform"), "BOOLEAN")
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mode.inputs["Balloon"].default_value = False
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mode.inputs["Uniform"].default_value = True
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uniform = mode.outputs[0]
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volume = build_volume_fields(group)
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normal = build_front_normal(group)
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front = build_front_fields(group, volume["rim"], normal)
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shared, fields = capture_fields(
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group, projection, "POINT",
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center=("FLOAT", volume["center"]), front_normal=("VECTOR", normal),
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structure=("FLOAT", front["structure"]), inflation_normal=("VECTOR", front["inflation_normal"]),
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)
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rounded, rounding = build_volume_rounding(group, shared, {**volume, **fields}, uniform)
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fields.update(rounding)
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normal_weight = build_normal_weight(group, uniform)
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normal = build_front_normal(group, normal_weight)
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front = build_front_fields(group, volume["rim"], normal, normal_weight)
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rounded, rounding = build_volume_rounding(group, projection, volume, uniform, normal_weight)
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thickness = sample_field(group, projection, rounding["thickness"], "FLOAT")
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shell = thicken_depth_surface(
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group, rounded, fields["thickness"], back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
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group, rounded, thickness, back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
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)
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fields = {
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name: sample_field(group, projection, value, data_type, index=shell["source_index"])
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for name, value, data_type in (
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("center", volume["center"], "FLOAT"), ("front_normal", normal, "FLOAT_VECTOR"),
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("structure", front["structure"], "FLOAT"), ("inflation_normal", front["inflation_normal"], "FLOAT_VECTOR"),
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)
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}
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fields.update({
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name: sample_field(group, projection, value, "FLOAT_VECTOR" if name == "normal" else "FLOAT",
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index=shell["source_index"])
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for name, value in rounding.items()
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})
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oriented = build_shell_position(group, shell["position"], shell["front"], uniform, fields)
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links.new(oriented, shell["position_input"])
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amount = group.nodes.new("GeometryNodeSwitch")
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@@ -364,17 +405,20 @@ def build_image_depth_cutout_group():
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group = bpy.data.node_groups.new(name, 'GeometryNodeTree')
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group.is_modifier, group.use_fake_user = (True, True)
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group.color_tag = 'GEOMETRY'
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group['anyimage_asset_revision'] = 11
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group['anyimage_asset_revision'] = 18
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interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry')
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interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu')
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float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet'
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float_input(group, 'Uniform Thickness', 0.0, subtype='DISTANCE').description = 'Distance used only by Uniform thickness mode'
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float_input(group, 'Depth Scale', 1.0)
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float_input(group, 'Split Threshold', 0.0, maximum=1, subtype='FACTOR')
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float_input(group, 'Split Threshold', 0.1, maximum=1, subtype='FACTOR')
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iterations = interface_socket(group, 'Smooth', 'INPUT', 'NodeSocketInt')
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iterations.default_value = 0
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iterations.min_value, iterations.max_value = (0, 20)
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options = group.interface.new_panel(name='Options', default_closed=True)
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boundary_smooth = interface_socket(group, 'Boundary Smooth', 'INPUT', 'NodeSocketInt', options)
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boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 5, 0, 20
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boundary_smooth.description = 'Smooth boundary depth and geometry along the original outline and split edges'
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float_input(group, 'Cleanup Threshold', 0.0, parent=options)
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float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options)
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float_input(group, 'Edge Round', 0.2, maximum=1, subtype='FACTOR', parent=options)
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