feat(cutout): implement boundary padding for cutout textures

- Introduced a new `Boundary Padding` preference in the Cutout Tool with a default of 2 px and a configurable range of 1-4 px.
- Updated the Cutout client to establish inward mapping from the final Mask, sampling in a fixed direction and processing independent material RGBA and Depth.
- Enhanced the handling of RGBA and Depth during cutout operations, ensuring proper mapping and preservation of source data.
- Added tests to validate the new boundary padding functionality and its integration with existing cutout processes.

feat(geometry): remove overall mesh smoothing from geometry nodes

- Removed the `Smooth` input from several geometry node groups to eliminate unnecessary overall mesh smoothing.
- Retained `Smooth Weight` for depth nodes while removing it from Cutout and Relief Plane nodes.
- Ensured that boundary, normal, and fill smoothing behaviors remain intact and consistent.
- Updated tests and documentation to reflect the changes in node interfaces and behaviors.

feat(normals): scale tangent normals with depth

- Reused the existing `o_normal_reduction` attribute to adjust Tangent Normal strength based on the geometry's `Depth Scale`.
- Ensured that Tangent Normal strength is consistent with the geometry depth, preserving full strength for materials that do not provide the attribute.
- Updated tests to verify the correct behavior of normal strength adjustments in both Tangent and Object Space.
This commit is contained in:
2026-09-15 00:40:24 +08:00
parent ab282e4fdf
commit 591e62085a
93 changed files with 1915 additions and 2851 deletions

View File

@@ -473,6 +473,7 @@ class BaseShape:
faces: object
uv: object
balloon: object
mask: object
def cutout_domain(mesh, bounds, world_metric, balloon_algorithm="POISSON"):
@@ -664,14 +665,16 @@ def build_base_shape(
) @ metric_transform(world_metric)
from .mesh import build_mesh
mesh_result = build_mesh(
content_values,
edge_length,
alpha_threshold,
pixel_transform=pixel_transform,
fine_outline=fine_outline,
)
*mesh_geometry, mask = mesh_result
mesh = (
*build_mesh(
content_values,
edge_length,
alpha_threshold,
pixel_transform=pixel_transform,
fine_outline=fine_outline,
),
*mesh_geometry,
(content_values.shape[1], content_values.shape[0]),
)
preferences = addon_preferences(context)
@@ -683,4 +686,5 @@ def build_base_shape(
faces=counter_clockwise_faces(planar, faces),
uv=np.asarray(uv, dtype=np.float32),
balloon=np.asarray(balloon, dtype=np.float64) / world_z_scale,
mask=np.asarray(mask, dtype=bool),
)