feat(node_assets): add image plane geometry nodes and validation scripts
- Implemented `image_plane.py` to build the Image Plane Geometry Nodes group with customizable parameters for geometry, subdivide, and thickness. - Created `image_plane_validation.py` to validate the functionality of the image plane, ensuring correct geometry generation and material assignment. - Developed `material_layers.py` to construct shader node groups for image materials, including depth and normal handling. - Authored `plane_layouts.py` to define node arrangements for image geometry assets. - Introduced `shadeless.py` to create a shadeless shader node group that displays color without scene lighting while preserving shadows and reflections.
This commit is contained in:
254
tools/node_assets/depth_plane.py
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254
tools/node_assets/depth_plane.py
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"""Build the Depth Plane Geometry Nodes group."""
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import bpy
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from plane_layouts import layout_geometry
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from cutout_layout import finish_layout
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from depth_plane_camera import build_camera_plane
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from depth_plane_layout import layout_camera_plane
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DEPTH_PLANE_NODE_GROUP_NAME = "O Image Depth Plane"
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def _interface_socket(group, name, in_out, socket_type, parent=None):
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socket = group.interface.new_socket(
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name=name,
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in_out=in_out,
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socket_type=socket_type,
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parent=parent,
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)
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if in_out == "INPUT" and hasattr(socket, "structure_type"):
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socket.structure_type = "SINGLE"
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return socket
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def _group_input(nodes, location, visible_names):
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node = nodes.new("NodeGroupInput")
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node.location = location
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visible = set(visible_names)
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for output in node.outputs:
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output.hide = output.name not in visible
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return node
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def _math(nodes, operation, location):
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node = nodes.new("ShaderNodeMath")
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node.operation = operation
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node.location = location
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return node
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def build_depth_plane_group(image_plane_group):
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group = bpy.data.node_groups.get(DEPTH_PLANE_NODE_GROUP_NAME)
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if group is not None:
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return group
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group = bpy.data.node_groups.new(
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DEPTH_PLANE_NODE_GROUP_NAME,
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"GeometryNodeTree",
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)
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group.is_modifier = True
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geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
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geometry.structure_type = "SINGLE"
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mode = _interface_socket(group, "Mode", "INPUT", "NodeSocketMenu")
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subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
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subdivide.default_value = 6
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subdivide.min_value = 0
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subdivide.max_value = 10
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thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat")
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thickness.default_value = 0.0
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thickness.min_value = 0.0
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thickness.subtype = "DISTANCE"
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thickness.description = "Base thickness used only by Relief mode"
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camera_thickness = _interface_socket(group, "Camera Thickness", "INPUT", "NodeSocketFloat")
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camera_thickness.default_value = 0.0
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camera_thickness.min_value = 0.0
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camera_thickness.subtype = "DISTANCE"
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camera_thickness.description = "Inward shell distance used only by Camera mode"
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depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat")
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depth_scale.default_value = 1.0
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depth_scale.min_value = 0.0
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options = group.interface.new_panel(name="Options", default_closed=True)
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base_plane_depth = _interface_socket(
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group,
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"Reference Depth",
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"INPUT",
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"NodeSocketFloat",
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parent=options,
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)
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base_plane_depth.default_value = 1.0
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base_plane_depth.min_value = 0.0
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base_plane_depth.subtype = "DISTANCE"
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normal_smooth = _interface_socket(
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group, "Normal Smooth", "INPUT", "NodeSocketInt", parent=options,
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)
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normal_smooth.default_value, normal_smooth.min_value, normal_smooth.max_value = 50, 0, 50
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normal_smooth.description = "Smooth the Camera shell thickness direction"
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data = group.interface.new_panel(name="Data", default_closed=True)
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uniform_scale = _interface_socket(
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group,
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"Uniform Scale",
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"INPUT",
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"NodeSocketFloat",
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parent=data,
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)
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uniform_scale.default_value = 1.0
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uniform_scale.min_value = 0.0
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uniform_scale.hide_in_modifier = True
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depth_image = _interface_socket(
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group,
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"Depth Image",
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"INPUT",
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"NodeSocketImage",
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parent=data,
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)
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depth_image.hide_in_modifier = True
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_interface_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
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nodes = group.nodes
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links = group.links
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geometry_input = _group_input(
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nodes,
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(-1900.0, 500.0),
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{"Geometry", "Subdivide"},
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)
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shape_input = _group_input(
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nodes,
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(-1550.0, 950.0),
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{"Thickness", "Depth Scale", "Reference Depth"},
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)
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image_input = _group_input(
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nodes,
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(-1200.0, -350.0),
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{"Depth Image", "Uniform Scale"},
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)
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group_output = nodes.new("NodeGroupOutput")
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group_output.location = (1550.0, 500.0)
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image_plane = nodes.new("GeometryNodeGroup")
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image_plane.node_tree = image_plane_group
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image_plane.location = (-1600.0, 500.0)
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links.new(geometry_input.outputs["Geometry"], image_plane.inputs["Geometry"])
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links.new(geometry_input.outputs["Subdivide"], image_plane.inputs["Subdivide"])
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links.new(shape_input.outputs["Thickness"], image_plane.inputs["Thickness"])
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positive_half = _math(nodes, "MULTIPLY", (-1300.0, 300.0))
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positive_half.inputs[1].default_value = 0.5
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links.new(shape_input.outputs["Thickness"], positive_half.inputs[0])
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translation = nodes.new("ShaderNodeCombineXYZ")
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translation.location = (-1100.0, 300.0)
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links.new(positive_half.outputs[0], translation.inputs["Z"])
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place_block = nodes.new("GeometryNodeTransform")
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place_block.location = (-900.0, 500.0)
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links.new(image_plane.outputs["Geometry"], place_block.inputs["Geometry"])
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links.new(translation.outputs["Vector"], place_block.inputs["Translation"])
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uv = nodes.new("GeometryNodeInputNamedAttribute")
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uv.data_type = "FLOAT_VECTOR"
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uv.inputs["Name"].default_value = "UVMap"
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uv.location = (-950.0, -350.0)
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texture = nodes.new("GeometryNodeImageTexture")
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texture.interpolation = "Linear"
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texture.extension = "EXTEND"
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texture.location = (-700.0, -350.0)
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links.new(image_input.outputs["Depth Image"], texture.inputs["Image"])
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links.new(uv.outputs["Attribute"], texture.inputs["Vector"])
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depth_components = nodes.new("ShaderNodeSeparateXYZ")
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depth_components.location = (-450.0, -350.0)
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links.new(texture.outputs["Color"], depth_components.inputs["Vector"])
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metric_depth = _math(nodes, "MULTIPLY", (-200.0, -350.0))
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links.new(depth_components.outputs["Z"], metric_depth.inputs[0])
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links.new(image_input.outputs["Uniform Scale"], metric_depth.inputs[1])
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relative_depth = _math(nodes, "SUBTRACT", (50.0, -350.0))
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links.new(shape_input.outputs["Reference Depth"], relative_depth.inputs[0])
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links.new(metric_depth.outputs[0], relative_depth.inputs[1])
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full_offset = _math(nodes, "MULTIPLY", (300.0, -350.0))
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links.new(relative_depth.outputs[0], full_offset.inputs[0])
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links.new(shape_input.outputs["Depth Scale"], full_offset.inputs[1])
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inward_limit = _math(nodes, "MULTIPLY", (50.0, -600.0))
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inward_limit.inputs[1].default_value = -0.999
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links.new(shape_input.outputs["Thickness"], inward_limit.inputs[0])
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limited_offset = _math(nodes, "MAXIMUM", (300.0, -600.0))
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links.new(full_offset.outputs[0], limited_offset.inputs[0])
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links.new(inward_limit.outputs[0], limited_offset.inputs[1])
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has_thickness = _math(nodes, "GREATER_THAN", (50.0, -850.0))
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has_thickness.inputs[1].default_value = 1e-6
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links.new(shape_input.outputs["Thickness"], has_thickness.inputs[0])
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safe_offset = nodes.new("GeometryNodeSwitch")
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safe_offset.input_type = "FLOAT"
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safe_offset.location = (550.0, -450.0)
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links.new(has_thickness.outputs[0], safe_offset.inputs["Switch"])
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links.new(full_offset.outputs[0], safe_offset.inputs["False"])
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links.new(limited_offset.outputs[0], safe_offset.inputs["True"])
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position = nodes.new("GeometryNodeInputPosition")
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position.location = (-650.0, 50.0)
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position_components = nodes.new("ShaderNodeSeparateXYZ")
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position_components.location = (-400.0, 50.0)
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links.new(position.outputs["Position"], position_components.inputs["Vector"])
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layer_ratio = _math(nodes, "DIVIDE", (-150.0, 50.0))
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links.new(position_components.outputs["Z"], layer_ratio.inputs[0])
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links.new(shape_input.outputs["Thickness"], layer_ratio.inputs[1])
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nonnegative_ratio = _math(nodes, "MAXIMUM", (350.0, 50.0))
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nonnegative_ratio.inputs[1].default_value = 0.0
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links.new(layer_ratio.outputs[0], nonnegative_ratio.inputs[0])
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clamped_ratio = _math(nodes, "MINIMUM", (600.0, 50.0))
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clamped_ratio.inputs[1].default_value = 1.0
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links.new(nonnegative_ratio.outputs[0], clamped_ratio.inputs[0])
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layer_weight = nodes.new("GeometryNodeSwitch")
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layer_weight.input_type = "FLOAT"
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layer_weight.location = (850.0, 50.0)
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layer_weight.inputs["False"].default_value = 1.0
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links.new(has_thickness.outputs[0], layer_weight.inputs["Switch"])
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links.new(clamped_ratio.outputs[0], layer_weight.inputs["True"])
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weighted_offset = _math(nodes, "MULTIPLY", (850.0, -350.0))
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links.new(safe_offset.outputs["Output"], weighted_offset.inputs[0])
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links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1])
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offset = nodes.new("ShaderNodeCombineXYZ")
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offset.location = (1050.0, -200.0)
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links.new(weighted_offset.outputs[0], offset.inputs["Z"])
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set_position = nodes.new("GeometryNodeSetPosition")
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set_position.location = (1050.0, 500.0)
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links.new(place_block.outputs["Geometry"], set_position.inputs["Geometry"])
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links.new(offset.outputs["Vector"], set_position.inputs["Offset"])
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shade_smooth = nodes.new("GeometryNodeSetShadeSmooth")
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shade_smooth.domain = "FACE"
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shade_smooth.inputs["Shade Smooth"].default_value = True
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shade_smooth.location = (1300.0, 500.0)
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links.new(set_position.outputs["Geometry"], shade_smooth.inputs["Geometry"])
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links.new(shade_smooth.outputs["Geometry"], group_output.inputs["Geometry"])
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group.color_tag = "GEOMETRY"
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group.description = (
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"Build a fixed-base relief or camera-projected image shell."
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)
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group.use_fake_user = True
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layout_geometry(group)
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for node in nodes:
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node.location.x += 3750
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node.location.y += 2400
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previous = set(nodes)
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camera = build_camera_plane(group, image_plane_group)
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layout_camera_plane(group, previous)
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nodes.remove(shade_smooth)
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# Align the Relief and Camera branch ends in menu order.
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set_position.location.x = camera.node.location.x + 40
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selector = nodes.new("GeometryNodeMenuSwitch")
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selector.data_type = "GEOMETRY"
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for item, name in zip(selector.enum_items, ("Relief", "Camera")):
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item.name = name
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selector.location = (6500, 1300)
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controls = _group_input(nodes, (6250, 1550), {"Mode"})
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links.new(controls.outputs["Mode"], selector.inputs["Menu"])
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links.new(set_position.outputs["Geometry"], selector.inputs["Relief"])
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links.new(camera, selector.inputs["Camera"])
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mode.default_value = "Relief"
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smooth = nodes.new("GeometryNodeSetShadeSmooth")
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smooth.domain = "FACE"
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smooth.location = (6750, 1300)
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links.new(selector.outputs[0], smooth.inputs["Geometry"])
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group_output.location = (7000, 1300)
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links.new(smooth.outputs["Geometry"], group_output.inputs["Geometry"])
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finish_layout(group)
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camera_thickness.name = "Thickness"
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return group
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