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.
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@@ -98,8 +98,8 @@ def _surface(node_group):
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image.pixels.foreach_set(pixels.ravel())
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values = {"Subdivide": 1, "Thickness": 0.2, "Depth Image": image,
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"Uniform Scale": 1.0, "Reference Depth": 2.5, "Depth Scale": 0.8,
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"Smooth": 1, "Normal Smooth": 2, "Depth Split": 0.25,
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"Depth Offset": 0.5}
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"Normal Smooth": 2, "Depth Split": 0.25,
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"Offset": 0.5}
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mode = None
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for item in node_group.interface.items_tree:
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if item.item_type != "SOCKET" or item.in_out != "INPUT":
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