Implement arrangement framework for node groups

- Introduced `frames.py` to manage field complex calculations and their arrangement within node groups.
- Added functionality to create and remove field frames based on node arrangements.
- Developed `passages.py` to find unobstructed paths for connections around calculation frames.
- Implemented `references.py` to route shared results on peripheral tracks, ensuring efficient distribution of outputs.
- Created `sections.py` to reserve space for field calculations adjacent to geometry consumers.
- Added `sources.py` to position shared calculation sources effectively beside their distribution channels.
- Enhanced outline smoothing with `outline_smoothing.py` to adapt camera depth along original outlines.
This commit is contained in:
2026-09-12 12:19:07 +08:00
parent dd32ccdc44
commit 5b2dc59f79
57 changed files with 2253 additions and 700 deletions

View File

@@ -55,6 +55,12 @@ def smooth_boundary_camera(group, camera, protected=False):
links.new(camera, axes.inputs[0])
depth = axes.outputs["Z"]
smoothed = smooth_boundary_depth(group, depth, protected)
return reconstruct_camera_depth(group, camera, depth, smoothed)
def reconstruct_camera_depth(group, camera, depth, smoothed):
"""Move each valid camera point along its original projection ray."""
nodes, links = group.nodes, group.links
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")

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@@ -36,10 +36,8 @@ def taper_split_profile(group, original, geometry):
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))
controls = group_input(nodes, {"Split Threshold"})
band = _math(group, "MULTIPLY", influence, _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

@@ -155,15 +155,23 @@ def sample_face_camera(group, image):
return texture.outputs["Color"]
def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
face_center=None, triangles=False):
"""Split adjacent face samples using their Z depth and base center spacing."""
def ray_distance(group, camera):
"""Measure the distance from the camera origin to a camera-space point."""
length = group.nodes.new("ShaderNodeVectorMath")
length.operation = "LENGTH"
group.links.new(camera, length.inputs[0])
return length.outputs["Value"]
def split_depth_surface(group, geometry, face_camera, strength, reference_depth, *,
face_distance=None, face_center=None, triangles=False):
"""Split relative ray-distance jumps over the base face-center spacing."""
nodes, links = group.nodes, group.links
if face_center is None:
face_center = nodes.new("GeometryNodeInputPosition").outputs[0]
face_camera = evaluate_field(group, face_camera, "FLOAT_VECTOR", "FACE")
axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(face_camera, axes.inputs[0])
if face_distance is None:
face_distance = ray_distance(group, face_camera)
centers, depths = [], []
for side in (0, 1):
corner = nodes.new("GeometryNodeCornersOfEdge")
@@ -172,7 +180,7 @@ def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
links.new(corner.outputs["Corner Index"], face.inputs["Corner Index"])
for data_type, field, results in (
("FLOAT_VECTOR", face_center, centers),
("FLOAT", axes.outputs["Z"], depths),
("FLOAT", face_distance, depths),
):
sample = nodes.new("GeometryNodeFieldAtIndex")
sample.data_type = data_type
@@ -185,13 +193,15 @@ def split_depth_surface(group, geometry, face_camera, strength, uniform, *,
for index, center in enumerate(centers):
links.new(center, distance.inputs[index])
delta = _math(group, "ABSOLUTE", _math(group, "SUBTRACT", *depths))
scaled = _math(group, "MULTIPLY", delta, uniform)
# Cross multiplication avoids division and stays invariant under uniform scaling.
local_distance = _math(group, "MAXIMUM", _math(group, "MULTIPLY", _math(group, "ADD", *depths), 0.5), 1e-8)
reference = _math(group, "MAXIMUM", reference_depth, 1e-8)
# Uniform Scale cancels between the distance jump and local spacing correction.
# Cross multiplication also avoids dividing by the local distance.
selected = _math(
group,
"GREATER_THAN",
_math(group, "MULTIPLY", scaled, strength),
_math(group, "MULTIPLY", distance.outputs["Value"], 2.5),
_math(group, "MULTIPLY", _math(group, "MULTIPLY", delta, reference), strength),
_math(group, "MULTIPLY", _math(group, "MULTIPLY", distance.outputs["Value"], local_distance), 2.5),
)
selected = _math(
group,
@@ -352,7 +362,7 @@ def thicken_depth_surface(group, geometry, thickness, normal_smooth=None, *,
normal = nodes.new("GeometryNodeInputNormal")
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT_VECTOR"
links.new(normal_smooth, blur.inputs["Iterations"])
blur.inputs["Iterations"].default_value = normal_smooth
links.new(normal.outputs[0], blur.inputs["Value"])
normalize = nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"

View File

@@ -11,6 +11,15 @@ def prepare_node_group(node_group):
node_group.nodes.remove(node)
def replace_link_source(node_group, link, source):
"""Replace a source while preserving multi-input socket order."""
multi = link.to_socket.is_multi_input
replacement = node_group.links.new(source, link.to_socket)
if multi:
replacement.swap_multi_input_sort_id(link)
node_group.links.remove(link)
def interface_socket(group, name, in_out, socket_type, parent=None):
socket = group.interface.new_socket(
name=name,

View File

@@ -0,0 +1,98 @@
"""Adapt camera depth along the original outline with batched weight updates."""
from .boundary_smoothing import boundary_influence, reconstruct_camera_depth
from .depth_surface import CUT_ATTRIBUTE, _math, ray_distance
from .nodes import evaluate_field, group_input, read_float_attribute, sample_field
from .smoothing import edge_boundary_field
def _outline_influence(group, original, geometry):
"""Identify original outline points and protect split boundary intersections."""
nodes, links = group.nodes, group.links
rim = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
nearest = nodes.new("GeometryNodeSampleNearest")
nearest.domain = "POINT"
links.new(original, nearest.inputs["Geometry"])
position = nodes.new("GeometryNodeInputPosition").outputs["Position"]
links.new(position, nearest.inputs["Sample Position"])
original_rim = sample_field(group, original, rim, "FLOAT", index=nearest.outputs["Index"])
original_rim = _math(group, "GREATER_THAN", original_rim, 0)
cut = _math(group, "GREATER_THAN", read_float_attribute(group, CUT_ATTRIBUTE), 0)
protected = _math(group, "MULTIPLY", _math(group, "GREATER_THAN", rim, 0),
_math(group, "MAXIMUM", cut, _math(group, "SUBTRACT", 1, original_rim)))
# Resolve planar correspondence before replacing positions with camera depth.
return sample_field(group, geometry, boundary_influence(group, protected), "FLOAT")
def smooth_outline_camera(group, original, geometry, camera, uniform_scale):
"""Update outline weights and blur ray distance in fixed-weight batches."""
nodes, links = group.nodes, group.links
controls = group_input(nodes, {"Outline Depth Fix", "Boundary Smooth"})
influence = _outline_influence(group, original, geometry)
depth = ray_distance(group, camera)
endpoints = nodes.new("GeometryNodeInputMeshEdgeVertices")
length = nodes.new("ShaderNodeVectorMath")
length.operation = "DISTANCE"
links.new(endpoints.outputs["Position 1"], length.inputs[0])
links.new(endpoints.outputs["Position 2"], length.inputs[1])
statistic = nodes.new("GeometryNodeAttributeStatistic")
statistic.data_type, statistic.domain = "FLOAT", "EDGE"
links.new(geometry, statistic.inputs["Geometry"])
links.new(length.outputs["Value"], statistic.inputs["Attribute"])
scale = _math(group, "DIVIDE", uniform_scale,
_math(group, "MAXIMUM", statistic.outputs["Median"], 1e-8))
seed = nodes.new("ShaderNodeCombineXYZ")
links.new(depth, seed.inputs["Z"])
carrier = nodes.new("GeometryNodeSetPosition")
links.new(geometry, carrier.inputs["Geometry"])
links.new(seed.outputs[0], carrier.inputs["Position"])
repeat_output = nodes.new("GeometryNodeRepeatOutput")
repeat_input = nodes.new("GeometryNodeRepeatInput")
repeat_input.pair_with_output(repeat_output)
links.new(carrier.outputs[0], repeat_input.inputs["Geometry"])
links.new(controls.outputs["Outline Depth Fix"], repeat_input.inputs["Iterations"])
position = nodes.new("GeometryNodeInputPosition")
current = nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs[0], current.inputs[0])
reference = nodes.new("GeometryNodeBlurAttribute")
reference.data_type = "FLOAT"
reference.inputs["Iterations"].default_value = 1
reference.inputs["Weight"].default_value = 0.5
links.new(current.outputs["Z"], reference.inputs["Value"])
residual = _math(group, "ABSOLUTE", _math(group, "SUBTRACT", current.outputs["Z"], reference.outputs[0]))
ratio = _math(group, "MULTIPLY", residual, scale)
weight = nodes.new("ShaderNodeMapRange")
weight.interpolation_type, weight.clamp = "SMOOTHSTEP", True
weight.inputs["From Min"].default_value = 0.25
weight.inputs["From Max"].default_value = 0.5
links.new(ratio, weight.inputs["Value"])
active = _math(group, "MULTIPLY", influence, _math(group, "GREATER_THAN", depth, 1e-8))
active = sample_field(group, geometry, active, "FLOAT")
weighted = _math(group, "MULTIPLY", weight.outputs[0], active)
# Sampling the round's input prevents the inner Blur from updating its weight.
frozen = sample_field(group, repeat_input.outputs["Geometry"], weighted, "FLOAT")
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT"
links.new(current.outputs["Z"], blur.inputs["Value"])
links.new(frozen, blur.inputs["Weight"])
links.new(controls.outputs["Boundary Smooth"], blur.inputs["Iterations"])
updated = nodes.new("ShaderNodeCombineXYZ")
links.new(blur.outputs[0], updated.inputs["Z"])
move = nodes.new("GeometryNodeSetPosition")
links.new(repeat_input.outputs["Geometry"], move.inputs["Geometry"])
links.new(updated.outputs[0], move.inputs["Position"])
links.new(move.outputs[0], repeat_output.inputs["Geometry"])
result = sample_field(group, repeat_output.outputs["Geometry"], current.outputs["Z"], "FLOAT")
enabled = _math(group, "MULTIPLY", active,
_math(group, "MULTIPLY", controls.outputs["Outline Depth Fix"],
controls.outputs["Boundary Smooth"]))
choose = nodes.new("GeometryNodeSwitch")
choose.input_type = "FLOAT"
links.new(enabled, choose.inputs["Switch"])
links.new(depth, choose.inputs["False"])
links.new(result, choose.inputs["True"])
return reconstruct_camera_depth(group, camera, depth, choose.outputs[0])

View File

@@ -51,7 +51,6 @@ def expand_smooth(
repeat_output = nodes.new("GeometryNodeRepeatOutput")
repeat_input = nodes.new("GeometryNodeRepeatInput")
repeat_input.pair_with_output(repeat_output)
repeat_output.repeat_items.new("GEOMETRY", "Geometry")
links.new(
iteration_controls.outputs[iterations_name],
repeat_input.inputs["Iterations"],
@@ -109,11 +108,6 @@ def expand_smooth(
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")
boundary_mix.data_type = "VECTOR"
boundary_mix.inputs[0].default_value = 1.0
links.new(smooth_all.outputs["Value"], boundary_mix.inputs[4])
links.new(choose_boundary.outputs["Output"], boundary_mix.inputs[5])
weight = weight_controls.outputs[weight_name]
if pin_sharp:
@@ -126,15 +120,10 @@ def expand_smooth(
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])
links.new(normal_coherence.outputs["Value"], smooth_weight.inputs[1])
weight = smooth_weight.outputs[0]
if influence is not None:
masked_weight = nodes.new("ShaderNodeMath")
@@ -143,17 +132,12 @@ def expand_smooth(
links.new(influence, masked_weight.inputs[1])
weight = masked_weight.outputs[0]
target_position = nodes.new("GeometryNodeSwitch")
target_position.input_type = "VECTOR"
target_position.inputs["Switch"].default_value = True
links.new(smooth_all.outputs["Value"], target_position.inputs["False"])
links.new(boundary_mix.outputs["Result"], target_position.inputs["True"])
current_position = nodes.new("GeometryNodeInputPosition")
mix_position = nodes.new("ShaderNodeMix")
mix_position.data_type = "VECTOR"
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])
links.new(choose_boundary.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"])