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@@ -4,7 +4,8 @@ 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, 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.boundary_smoothing import smooth_cut_boundary
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from ..common.outline_smoothing import smooth_outline_camera
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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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@@ -72,83 +73,33 @@ 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, normal_weight=1):
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links = group.links
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control = group.nodes.new("NodeGroupInput")
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profile = group.nodes.new("GeometryNodeInputNamedAttribute")
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profile.data_type = "FLOAT"
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profile.inputs["Name"].default_value = "o_balloon"
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balloon = profile.outputs["Attribute"]
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maximum = group.nodes.new("GeometryNodeAttributeStatistic")
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maximum.data_type, maximum.domain = "FLOAT", "POINT"
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links.new(geometry, maximum.inputs["Geometry"])
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links.new(balloon, maximum.inputs["Attribute"])
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limit = _math(group, "MAXIMUM", maximum.outputs["Max"], 1e-8)
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falloff = group.nodes.new("ShaderNodeMapRange")
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falloff.interpolation_type = "SMOOTHERSTEP"
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falloff.inputs["To Min"].default_value = 1
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falloff.inputs["To Max"].default_value = 0
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links.new(balloon, falloff.inputs["Value"])
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links.new(limit, falloff.inputs["From Max"])
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weight = _math(group, "MULTIPLY", falloff.outputs[0], control.outputs["Edge Round"])
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center = fields["center"]
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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def build_shell_fields(group, geometry, fields, uniform, normal_weight=1):
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"""Evaluate rear directions on the center surface and select shell thickness."""
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nodes, links = group.nodes, group.links
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position = nodes.new("GeometryNodeInputPosition")
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axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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target = _math(group, "ADD", center, balloon)
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delta = _math(group, "SUBTRACT", target, axes.outputs["Z"])
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delta = _math(group, "MULTIPLY", delta, weight)
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enabled = _math(group, "MINIMUM", control.outputs["Thickness"], 1)
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enabled = _math(group, "MAXIMUM", enabled, 0)
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delta = _math(group, "MULTIPLY", delta, enabled)
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rear = _math(group, "MULTIPLY", balloon, weight)
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rear = _math(group, "MULTIPLY", rear, control.outputs["Thickness"])
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thickness = fields["thickness"]
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total = _math(group, "ADD", thickness, delta)
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total = _math(group, "ADD", total, rear)
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# Evaluate normals on a separate center surface with identical point indices.
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center_position = group.nodes.new("ShaderNodeCombineXYZ")
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center_position = nodes.new("ShaderNodeCombineXYZ")
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for axis in ("X", "Y"):
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links.new(axes.outputs[axis], center_position.inputs[axis])
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links.new(center, center_position.inputs["Z"])
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surface = group.nodes.new("GeometryNodeSetPosition")
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links.new(fields["center"], center_position.inputs["Z"])
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surface = nodes.new("GeometryNodeSetPosition")
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links.new(geometry, surface.inputs["Geometry"])
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links.new(center_position.outputs[0], surface.inputs["Position"])
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normal = group.nodes.new("GeometryNodeInputNormal")
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blur = group.nodes.new("GeometryNodeBlurAttribute")
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normal = nodes.new("GeometryNodeInputNormal")
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blur = nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT_VECTOR"
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blur.inputs["Iterations"].default_value = 100
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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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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(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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rear_normal = sample_field(group, surface.outputs[0], normalized, "FLOAT_VECTOR")
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control = group_input(nodes, {"Uniform Thickness"})
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thickness = 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(fields["thickness"], thickness.inputs["False"])
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links.new(control.outputs["Uniform Thickness"], thickness.inputs["True"])
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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(delta, displacement.inputs["Z"])
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front = group.nodes.new("GeometryNodeSetPosition")
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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(geometry, choose.inputs["True"])
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return choose.outputs[0], rounding
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return {"thickness": thickness.outputs[0], "normal": rear_normal}
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def build_front_fields(group, rim, front_normal, normal_weight=1):
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@@ -186,14 +137,10 @@ def build_front_fields(group, rim, front_normal, normal_weight=1):
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structure = _math(group, "MAXIMUM", structure, 0)
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normal = front_normal
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controls = group.nodes.new("NodeGroupInput")
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# Keep the accepted broad front-direction filter at the default of 50;
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# zero disables both this filter and the initial front/back normal filters.
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spread = _math(group, "MULTIPLY", controls.outputs["Normal Smooth"], 256 / 50)
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smooth = group.nodes.new("GeometryNodeBlurAttribute")
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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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smooth.inputs["Iterations"].default_value = 512
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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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@@ -247,17 +194,21 @@ def build_inflation_position(group, position, distance, uniform, fields):
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result.operation = "ADD"
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links.new(position, result.inputs[0])
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links.new(offset.outputs[0], result.inputs[1])
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return result.outputs[0]
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enabled = group.nodes.new("GeometryNodeSwitch")
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enabled.input_type = "VECTOR"
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links.new(control.outputs["Front Inflation"], enabled.inputs["Switch"])
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links.new(position, enabled.inputs["False"])
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links.new(result.outputs[0], enabled.inputs["True"])
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return enabled.outputs[0]
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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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blur = group.nodes.new("GeometryNodeBlurAttribute")
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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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blur.inputs["Iterations"].default_value = 100
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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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@@ -291,35 +242,14 @@ def build_shell_position(group, position, front, uniform, fields):
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thin_offset = vector("SCALE", normal, distance)
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uniform_position = vector("ADD", front, thin_offset)
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# R = t * (front_z - center) + (1 - t) * front_delta, with t clamped.
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# This avoids division by Thickness and removes the old zero-thickness drift.
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control = group.nodes.new("NodeGroupInput")
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control = group_input(group.nodes, {"Thickness"})
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clamp = group.nodes.new("ShaderNodeClamp")
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links.new(control.outputs["Thickness"], clamp.inputs["Value"])
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t = clamp.outputs[0]
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center = fields["center"]
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delta = fields["front_delta"]
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radius = _math(group, "SUBTRACT", front_z, center)
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radius = _math(group, "MULTIPLY", radius, t)
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remaining = _math(group, "SUBTRACT", 1, t)
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remainder = _math(group, "MULTIPLY", remaining, delta)
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radius = _math(group, "ADD", radius, remainder)
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# Front and rear use the same edge field, evaluated on their own caps.
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edge = fields["edge_weight"]
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mask = read_float_attribute(group, "o_normal_scale")
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remaining = _math(group, "SUBTRACT", 1, edge)
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remaining = _math(group, "MULTIPLY", remaining, mask)
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weight = _math(group, "SUBTRACT", 1, remaining)
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difference = _math(group, "SUBTRACT", weight, edge)
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base = _math(group, "MULTIPLY", difference, radius)
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layer = _math(group, "MULTIPLY", weight, distance)
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rear_radius = _math(group, "ADD", base, layer)
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front_radius = _math(group, "MULTIPLY", edge, radius)
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normal = fields["normal"]
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direction = vector("SUBTRACT", normal, (0, 0, 1))
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front_shift = vector("SCALE", direction, front_radius)
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front_position = vector("ADD", front, front_shift)
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radius = _math(group, "MULTIPLY", _math(group, "SUBTRACT", front_z, fields["center"]), t)
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rear = _math(group, "SUBTRACT", 1, read_float_attribute(group, "o_normal_scale"))
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rear_radius = _math(group, "MULTIPLY", rear, _math(group, "ADD", radius, distance))
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direction = vector("SUBTRACT", fields["normal"], (0, 0, 1))
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rear_shift = vector("SCALE", direction, rear_radius)
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axis_offset = group.nodes.new("ShaderNodeCombineXYZ")
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links.new(distance, axis_offset.inputs["Z"])
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@@ -334,7 +264,7 @@ def build_shell_position(group, position, front, uniform, fields):
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links.new(transition.outputs[0], mix.inputs[0])
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links.new(thin_offset, mix.inputs[4])
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links.new(full_offset, mix.inputs[5])
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balloon_position = vector("ADD", front_position, mix.outputs["Result"])
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balloon_position = vector("ADD", front, mix.outputs["Result"])
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choose = group.nodes.new("GeometryNodeSwitch")
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choose.input_type = "VECTOR"
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links.new(uniform, choose.inputs["Switch"])
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@@ -351,11 +281,11 @@ def _build_depth_surface(group, geometry, controls):
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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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group, geometry, sample_face_camera(group, image), split, controls.outputs["Reference Depth"], 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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camera = smooth_outline_camera(group, original, geometry, camera, scale)
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projection = project_depth_surface(
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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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@@ -370,10 +300,10 @@ def _build_depth_surface(group, geometry, controls):
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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_fields = build_shell_fields(group, projection, volume, uniform, normal_weight)
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thickness = sample_field(group, projection, shell_fields["thickness"], "FLOAT")
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shell = thicken_depth_surface(
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group, rounded, thickness, back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
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group, projection, 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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@@ -385,7 +315,7 @@ def _build_depth_surface(group, geometry, controls):
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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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for name, value in shell_fields.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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@@ -405,7 +335,7 @@ 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'] = 18
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group['anyimage_asset_revision'] = 23
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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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@@ -416,17 +346,16 @@ def build_image_depth_cutout_group():
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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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float_input(group, 'Front Inflation', 1.0, maximum=32, parent=options)
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normal_iterations = interface_socket(group, 'Normal Smooth', 'INPUT', 'NodeSocketInt', options)
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normal_iterations.default_value = 50
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normal_iterations.min_value, normal_iterations.max_value = (0, 50)
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float_input(group, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options)
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float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options)
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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 = 2, 1, 20
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boundary_smooth.description = 'Boundary geometry iterations and depth blur steps per outline smoothing round'
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outline_smooth = interface_socket(group, 'Outline Depth Fix', 'INPUT', 'NodeSocketInt', options)
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outline_smooth.default_value, outline_smooth.min_value, outline_smooth.max_value = 16, 0, 200
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outline_smooth.description = 'Adaptive ray-distance smoothing rounds around the original outline; preserves split boundary distance'
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float_input(group, 'Front Inflation', 0.0, maximum=1, subtype='FACTOR', parent=options)
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data = group.interface.new_panel(name='Data', default_closed=True)
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interface_socket(group, 'Inward Axis', 'INPUT', 'NodeSocketMenu', data).hide_in_modifier = True
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float_input(group, 'Uniform Scale', 1.0, parent=data).hide_in_modifier = True
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