feat: Add new Geometry Nodes groups for image relief and shadeless shader
- Implemented the "O Image Relief Plane" Geometry Nodes group to create a fixed-base image relief using depth images and various parameters. - Created the "O Shadeless" shader node group to display color without scene lighting while preserving shadows and reflections. - Introduced a preview feature for node groups, allowing for interactive visualization of node arrangements in an HTML format. - Added a template HTML file for rendering node previews with customizable views and controls.
This commit is contained in:
322
tools/nodes/common/depth_surface.py
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322
tools/nodes/common/depth_surface.py
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"""Face separation and connected thickness for Depth Surface assets."""
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TEMPORARY_ATTRIBUTES = {
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"face_center": ("FLOAT_VECTOR", "FACE"),
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"face_camera": ("FLOAT_VECTOR", "FACE"),
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"corner_camera": ("FLOAT_VECTOR", "CORNER"),
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"cut_vertex": ("BOOLEAN", "CORNER"),
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"camera": ("FLOAT_VECTOR", "POINT"),
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"surface_position": ("FLOAT_VECTOR", "POINT"),
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"source_vertex": ("INT", "POINT"),
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"surface_normal": ("FLOAT_VECTOR", "POINT"),
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}
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def _store(group, geometry, name, value):
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node = group.nodes.new("GeometryNodeStoreNamedAttribute")
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node.data_type, node.domain = TEMPORARY_ATTRIBUTES[name]
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node.inputs["Name"].default_value = "o_depth_" + name
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group.links.new(geometry, node.inputs["Geometry"])
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group.links.new(value, node.inputs["Value"])
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return node.outputs["Geometry"]
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def _read(group, name):
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node = group.nodes.new("GeometryNodeInputNamedAttribute")
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node.data_type = TEMPORARY_ATTRIBUTES[name][0]
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node.inputs["Name"].default_value = "o_depth_" + name
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return node.outputs["Attribute"]
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def remove_surface_attributes(group, geometry):
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"""Clear the reserved temporary namespace with one wildcard operation."""
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node = group.nodes.new("GeometryNodeRemoveAttribute")
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node.pattern_mode = "WILDCARD"
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node.inputs["Name"].default_value = "o_depth_*"
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group.links.new(geometry, node.inputs["Geometry"])
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return node.outputs["Geometry"]
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def _math(group, operation, a, b=None):
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node = group.nodes.new("ShaderNodeMath")
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node.operation = operation
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for index, value in enumerate((a, b)):
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if value is None:
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continue
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if isinstance(value, (int, float)):
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node.inputs[index].default_value = value
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else:
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group.links.new(value, node.inputs[index])
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return node.outputs[0]
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def split_depth_surface(group, geometry, image, strength, uniform):
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"""Keep each face's camera sample on its own corners before splitting."""
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nodes, links = group.nodes, group.links
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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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face_uv = nodes.new("GeometryNodeFieldOnDomain")
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face_uv.data_type = "FLOAT_VECTOR"
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face_uv.domain = "FACE"
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links.new(uv.outputs["Attribute"], face_uv.inputs["Value"])
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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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links.new(image, texture.inputs["Image"])
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links.new(face_uv.outputs["Value"], texture.inputs["Vector"])
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position = nodes.new("GeometryNodeInputPosition")
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faces = _store(group, geometry, "face_center", position.outputs[0])
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faces = _store(group, faces, "face_camera", texture.outputs["Color"])
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axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(_read(group, "face_camera"), axes.inputs[0])
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center_field = _read(group, "face_center")
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centers, depths = [], []
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for side in (0, 1):
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corner = nodes.new("GeometryNodeCornersOfEdge")
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corner.inputs["Sort Index"].default_value = side
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face = nodes.new("GeometryNodeFaceOfCorner")
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links.new(corner.outputs["Corner Index"], face.inputs["Corner Index"])
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for data_type, field, results in (
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("FLOAT_VECTOR", center_field, centers),
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("FLOAT", axes.outputs["Z"], depths),
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):
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sample = nodes.new("GeometryNodeFieldAtIndex")
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sample.data_type = data_type
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sample.domain = "FACE"
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links.new(face.outputs["Face Index"], sample.inputs["Index"])
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links.new(field, sample.inputs["Value"])
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results.append(sample.outputs["Value"])
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distance = nodes.new("ShaderNodeVectorMath")
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distance.operation = "DISTANCE"
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for index, center in enumerate(centers):
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links.new(center, distance.inputs[index])
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delta = _math(group, "ABSOLUTE", _math(group, "SUBTRACT", *depths))
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scaled = _math(group, "MULTIPLY", delta, uniform)
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# Cross multiplication avoids division and stays invariant under uniform scaling.
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selected = _math(
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group,
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"GREATER_THAN",
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_math(group, "MULTIPLY", scaled, strength),
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_math(group, "MULTIPLY", distance.outputs["Value"], 2.5),
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)
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selected = _math(
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group,
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"MULTIPLY",
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selected,
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_math(group, "GREATER_THAN", distance.outputs["Value"], 0.0),
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)
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neighbors = nodes.new("GeometryNodeInputMeshEdgeNeighbors")
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selected = _math(
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group,
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"MULTIPLY",
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selected,
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_math(group, "COMPARE", neighbors.outputs["Face Count"], 2.0),
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)
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cut_edges = nodes.new("GeometryNodeFieldOnDomain")
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cut_edges.data_type = "FLOAT"
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cut_edges.domain = "EDGE"
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links.new(selected, cut_edges.inputs["Value"])
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cut_vertices = nodes.new("GeometryNodeFieldOnDomain")
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cut_vertices.data_type = "FLOAT"
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cut_vertices.domain = "POINT"
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links.new(cut_edges.outputs["Value"], cut_vertices.inputs["Value"])
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corners = _store(group, faces, "corner_camera", _read(group, "face_camera"))
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corners = _store(
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group,
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corners,
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"cut_vertex",
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_math(group, "GREATER_THAN", cut_vertices.outputs["Value"], 0.0),
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)
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split = nodes.new("GeometryNodeSplitEdges")
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links.new(corners, split.inputs["Mesh"])
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links.new(selected, split.inputs["Selection"])
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enabled = _math(group, "GREATER_THAN", strength, 0.0)
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choose = nodes.new("GeometryNodeSwitch")
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choose.input_type = "GEOMETRY"
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links.new(enabled, choose.inputs["Switch"])
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links.new(geometry, choose.inputs["False"])
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links.new(split.outputs["Mesh"], choose.inputs["True"])
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return choose.outputs["Output"]
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def store_surface_camera(group, geometry, original, strength):
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"""Change cut depth along the original ray, preserving every other vertex."""
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separated = _read(group, "corner_camera")
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enabled = _math(
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group,
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"MULTIPLY",
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_math(group, "GREATER_THAN", strength, 0.0),
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_read(group, "cut_vertex"),
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)
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original_axes = group.nodes.new("ShaderNodeSeparateXYZ")
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separated_axes = group.nodes.new("ShaderNodeSeparateXYZ")
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group.links.new(original, original_axes.inputs[0])
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group.links.new(separated, separated_axes.inputs[0])
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ratio = _math(
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group, "DIVIDE", separated_axes.outputs["Z"], original_axes.outputs["Z"]
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)
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projected = group.nodes.new("ShaderNodeVectorMath")
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projected.operation = "SCALE"
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group.links.new(original, projected.inputs[0])
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group.links.new(ratio, projected.inputs[3])
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choose = group.nodes.new("GeometryNodeSwitch")
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choose.input_type = "VECTOR"
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group.links.new(enabled, choose.inputs["Switch"])
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group.links.new(original, choose.inputs["False"])
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group.links.new(projected.outputs[0], choose.inputs["True"])
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geometry = _store(group, geometry, "camera", choose.outputs["Output"])
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return geometry, _read(group, "camera")
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def thicken_depth_surface(group, geometry, thickness, normal_smooth=None):
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"""Connect caps with single quads by source vertex and cap identity."""
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nodes, links = group.nodes, group.links
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front_geometry = geometry
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position = nodes.new("GeometryNodeInputPosition")
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geometry = _store(group, geometry, "surface_position", position.outputs[0])
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surface_store = geometry.node
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flattened = nodes.new("ShaderNodeVectorMath")
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flattened.operation = "MULTIPLY"
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flattened.inputs[1].default_value = (1.0, 1.0, 0.0)
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links.new(position.outputs[0], flattened.inputs[0])
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sheet = nodes.new("GeometryNodeSetPosition")
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links.new(geometry, sheet.inputs["Geometry"])
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links.new(flattened.outputs[0], sheet.inputs["Position"])
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index = nodes.new("GeometryNodeInputIndex")
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geometry = _store(
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group, sheet.outputs["Geometry"], "source_vertex", index.outputs[0]
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)
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saved = geometry
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# Weld in an integer identity grid, never in scene coordinates. Nearby cuts
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# retain distinct IDs; copies of one rim vertex share the same ID and layer.
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identity = nodes.new("ShaderNodeCombineXYZ")
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for operation, axis in (("MODULO", "X"), ("DIVIDE", "Y")):
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part = nodes.new("FunctionNodeIntegerMath")
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part.operation = operation
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part.inputs[1].default_value = 4096
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links.new(_read(group, "source_vertex"), part.inputs[0])
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links.new(part.outputs[0], identity.inputs[axis])
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extrude = nodes.new("GeometryNodeExtrudeMesh")
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extrude.mode = "FACES"
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extrude.inputs["Individual"].default_value = False
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extrusion_offset = nodes.new("ShaderNodeCombineXYZ")
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extrusion_offset.inputs["Z"].default_value = -1.0
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links.new(extrusion_offset.outputs[0], extrude.inputs["Offset"])
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links.new(saved, extrude.inputs["Mesh"])
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sides = nodes.new("GeometryNodeSeparateGeometry")
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sides.domain = "FACE"
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links.new(extrude.outputs["Mesh"], sides.inputs["Geometry"])
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links.new(extrude.outputs["Side"], sides.inputs["Selection"])
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offset = nodes.new("ShaderNodeCombineXYZ")
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offset.inputs["Z"].default_value = -1.0
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back = nodes.new("GeometryNodeSetPosition")
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links.new(saved, back.inputs["Geometry"])
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links.new(offset.outputs[0], back.inputs["Offset"])
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flip_back = nodes.new("GeometryNodeFlipFaces")
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links.new(back.outputs["Geometry"], flip_back.inputs["Mesh"])
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flip_sides = nodes.new("GeometryNodeFlipFaces")
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links.new(sides.outputs["Selection"], flip_sides.inputs["Mesh"])
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join = nodes.new("GeometryNodeJoinGeometry")
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for value in (
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saved,
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flip_back.outputs["Mesh"],
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flip_sides.outputs["Mesh"],
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):
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links.new(value, join.inputs["Geometry"])
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encoded = nodes.new("GeometryNodeSetPosition")
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links.new(join.outputs["Geometry"], encoded.inputs["Geometry"])
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links.new(identity.outputs[0], encoded.inputs["Position"])
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merge = nodes.new("GeometryNodeMergeByDistance")
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merge.mode = "ALL"
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merge.inputs["Distance"].default_value = 0.1
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links.new(encoded.outputs["Geometry"], merge.inputs["Geometry"])
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displacement = nodes.new("ShaderNodeCombineXYZ")
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layer_position = nodes.new("GeometryNodeInputPosition")
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layer_axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(layer_position.outputs[0], layer_axes.inputs[0])
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links.new(
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_math(group, "MULTIPLY", layer_axes.outputs["Z"], thickness),
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displacement.inputs["Z"],
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)
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restored = nodes.new("ShaderNodeVectorMath")
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restored.operation = "ADD"
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links.new(_read(group, "surface_position"), restored.inputs[0])
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links.new(displacement.outputs[0], restored.inputs[1])
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result = nodes.new("GeometryNodeSetPosition")
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links.new(merge.outputs["Geometry"], result.inputs["Geometry"])
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links.new(restored.outputs[0], result.inputs["Position"])
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local_position = nodes.new("GeometryNodeInputPosition")
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local_axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(local_position.outputs[0], local_axes.inputs[0])
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links.new(local_axes.outputs["Z"], identity.inputs["Z"])
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if normal_smooth is not None:
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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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links.new(normal_smooth, blur.inputs["Iterations"])
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links.new(normal.outputs[0], blur.inputs["Value"])
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normalize = nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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links.new(blur.outputs[0], normalize.inputs[0])
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front_geometry = _store(group, front_geometry, "surface_normal", normalize.outputs[0])
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links.new(front_geometry, surface_store.inputs["Geometry"])
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normal_offset = nodes.new("ShaderNodeVectorMath")
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normal_offset.operation = "SCALE"
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links.new(_read(group, "surface_normal"), normal_offset.inputs[0])
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links.new(displacement.inputs["Z"].links[0].from_socket, normal_offset.inputs[3])
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links.new(normal_offset.outputs[0], restored.inputs[1])
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nodes.remove(displacement)
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return result.outputs["Geometry"]
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def _projection_math(nodes, operation):
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node = nodes.new("ShaderNodeMath")
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node.operation = operation
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return node
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def project_depth_surface(
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group, geometry, camera_position, uniform_scale, reference_depth, depth_scale
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):
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"""Interpolate the rectangular plane into the model camera coordinates."""
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nodes, links = group.nodes, group.links
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scaled = nodes.new("ShaderNodeVectorMath")
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scaled.operation = "SCALE"
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links.new(camera_position, scaled.inputs[0])
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links.new(uniform_scale, scaled.inputs[3])
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separate = nodes.new("ShaderNodeSeparateXYZ")
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links.new(scaled.outputs["Vector"], separate.inputs["Vector"])
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relative_depth = _projection_math(nodes, "SUBTRACT")
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links.new(reference_depth, relative_depth.inputs[0])
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links.new(separate.outputs["Z"], relative_depth.inputs[1])
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front = _projection_math(nodes, "MULTIPLY")
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links.new(relative_depth.outputs[0], front.inputs[0])
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links.new(depth_scale, front.inputs[1])
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negative_y = _projection_math(nodes, "MULTIPLY")
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negative_y.inputs[1].default_value = -1.0
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links.new(separate.outputs["Y"], negative_y.inputs[0])
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projected = nodes.new("ShaderNodeCombineXYZ")
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links.new(separate.outputs["X"], projected.inputs["X"])
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links.new(negative_y.outputs[0], projected.inputs["Y"])
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current_position = nodes.new("GeometryNodeInputPosition")
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blend = nodes.new("ShaderNodeMix")
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blend.data_type = "VECTOR"
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blend.clamp_factor = False
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links.new(depth_scale, blend.inputs[0])
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links.new(current_position.outputs["Position"], blend.inputs[4])
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links.new(projected.outputs["Vector"], blend.inputs[5])
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blended_axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(blend.outputs["Result"], blended_axes.inputs["Vector"])
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surface_position = nodes.new("ShaderNodeCombineXYZ")
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links.new(blended_axes.outputs["X"], surface_position.inputs["X"])
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links.new(blended_axes.outputs["Y"], surface_position.inputs["Y"])
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links.new(front.outputs[0], surface_position.inputs["Z"])
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project_geometry = nodes.new("GeometryNodeSetPosition")
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links.new(geometry, project_geometry.inputs["Geometry"])
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links.new(surface_position.outputs["Vector"], project_geometry.inputs["Position"])
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return project_geometry.outputs["Geometry"]
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