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:
575
tools/nodes/groups/image_depth_cutout.py
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575
tools/nodes/groups/image_depth_cutout.py
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"""Build O Image Depth Cutout."""
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import bpy
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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
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from ..common.smoothing import expand_smooth
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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 project_depth_surface, store_surface_camera, remove_surface_attributes, split_depth_surface, thicken_depth_surface
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from ..common.smoothing import edge_boundary_field
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NODE_GROUP_NAME = "O Image Depth Cutout"
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def build_volume_fields(group, geometry):
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boundary = edge_boundary_field(group.nodes, group.links)
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store = group.nodes.new("GeometryNodeStoreNamedAttribute")
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store.domain, store.data_type = "POINT", "FLOAT"
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store.inputs["Name"].default_value = "o_balloon_surface_rim"
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group.links.new(geometry, store.inputs["Geometry"])
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group.links.new(boundary, store.inputs["Value"])
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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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links = group.links
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def math(operation, a, b):
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result = group.nodes.new("ShaderNodeMath")
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result.operation = operation
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for index, value in enumerate((a, b)):
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if isinstance(value, (int, float)):
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result.inputs[index].default_value = value
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else:
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links.new(value, result.inputs[index])
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return result.outputs[0]
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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seed = math("SUBTRACT", axes.outputs["Z"], profile.outputs["Attribute"])
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center = group.nodes.new("GeometryNodeStoreNamedAttribute")
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center.domain, center.data_type = "POINT", "FLOAT"
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center.inputs["Name"].default_value = "o_balloon_surface_center"
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links.new(store.outputs["Geometry"], center.inputs["Geometry"])
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links.new(seed, center.inputs["Value"])
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current = group.nodes.new("GeometryNodeInputNamedAttribute")
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current.data_type = "FLOAT"
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current.inputs["Name"].default_value = "o_balloon_surface_center"
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rim = group.nodes.new("GeometryNodeInputNamedAttribute")
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rim.data_type = "FLOAT"
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rim.inputs["Name"].default_value = "o_balloon_surface_rim"
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interior = math("SUBTRACT", 1, rim.outputs["Attribute"])
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blur = group.nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT"
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blur.inputs["Iterations"].default_value = 256
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links.new(current.outputs["Attribute"], blur.inputs["Value"])
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links.new(interior, blur.inputs["Weight"])
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update = group.nodes.new("GeometryNodeStoreNamedAttribute")
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update.domain, update.data_type = "POINT", "FLOAT"
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update.inputs["Name"].default_value = "o_balloon_surface_center"
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links.new(center.outputs["Geometry"], update.inputs["Geometry"])
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links.new(blur.outputs[0], update.inputs["Value"])
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baseline = group.nodes.new("GeometryNodeInputNamedAttribute")
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baseline.data_type = "FLOAT"
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baseline.inputs["Name"].default_value = "o_balloon_surface_center"
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profile_end = group.nodes.new("GeometryNodeInputNamedAttribute")
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profile_end.data_type = "FLOAT"
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profile_end.inputs["Name"].default_value = "o_balloon"
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position_end = group.nodes.new("GeometryNodeInputPosition")
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axes_end = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position_end.outputs[0], axes_end.inputs[0])
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residual = math("SUBTRACT", axes_end.outputs["Z"], baseline.outputs["Attribute"])
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full = math("ADD", residual, profile_end.outputs["Attribute"])
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minimum = math("MULTIPLY", profile_end.outputs["Attribute"], 0.05)
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positive = math("MAXIMUM", full, minimum)
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control = group.nodes.new("NodeGroupInput")
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scaled = math("MULTIPLY", positive, control.outputs["Thickness"])
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thickness = group.nodes.new("GeometryNodeStoreNamedAttribute")
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thickness.domain, thickness.data_type = "POINT", "FLOAT"
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thickness.inputs["Name"].default_value = "o_balloon_surface_thickness"
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group.links.new(update.outputs["Geometry"], thickness.inputs["Geometry"])
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group.links.new(scaled, thickness.inputs["Value"])
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return thickness.outputs["Geometry"]
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def build_volume_rounding(group, volume):
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links = group.links
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def math(operation, a, b):
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result = group.nodes.new("ShaderNodeMath")
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result.operation = operation
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for index, value in enumerate((a, b)):
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if isinstance(value, (int, float)):
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result.inputs[index].default_value = value
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else:
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links.new(value, result.inputs[index])
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return result.outputs[0]
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def read(name, kind="FLOAT"):
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result = group.nodes.new("GeometryNodeInputNamedAttribute")
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result.data_type = kind
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result.inputs["Name"].default_value = "o_balloon_surface_" + name
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return result.outputs["Attribute"]
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def store(geometry, name, value, kind="FLOAT"):
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result = group.nodes.new("GeometryNodeStoreNamedAttribute")
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result.data_type, result.domain = kind, "POINT"
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result.inputs["Name"].default_value = "o_balloon_surface_" + name
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links.new(geometry, result.inputs["Geometry"])
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links.new(value, result.inputs["Value"])
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return result.outputs["Geometry"]
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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(volume, maximum.inputs["Geometry"])
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links.new(balloon, maximum.inputs["Attribute"])
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limit = math("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("MULTIPLY", falloff.outputs[0], control.outputs["Edge Round"])
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center = read("center")
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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target = math("ADD", center, balloon)
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delta = math("SUBTRACT", target, axes.outputs["Z"])
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delta = math("MULTIPLY", delta, weight)
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enabled = math("MINIMUM", control.outputs["Thickness"], 1)
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enabled = math("MAXIMUM", enabled, 0)
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delta = math("MULTIPLY", delta, enabled)
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carrier = store(volume, "edge_weight", weight)
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carrier = store(carrier, "front_delta", delta)
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rear = math("MULTIPLY", balloon, weight)
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rear = math("MULTIPLY", rear, control.outputs["Thickness"])
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thickness = read("thickness")
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total = math("ADD", thickness, delta)
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total = math("ADD", total, rear)
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carrier = store(carrier, "thickness", total)
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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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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(volume, 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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blur.data_type = "FLOAT_VECTOR"
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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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normalize = group.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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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(normalize.outputs[0], sample.inputs["Value"])
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links.new(index.outputs[0], sample.inputs["Index"])
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carrier = store(carrier, "normal", sample.outputs[0], "FLOAT_VECTOR")
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captured = read("front_delta")
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displacement = group.nodes.new("ShaderNodeCombineXYZ")
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links.new(captured, displacement.inputs["Z"])
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front = group.nodes.new("GeometryNodeSetPosition")
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links.new(carrier, front.inputs["Geometry"])
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links.new(displacement.outputs[0], front.inputs["Offset"])
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return front.outputs[0]
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def _inflation_math(group, operation, a, b):
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result = group.nodes.new("ShaderNodeMath")
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result.operation = operation
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for index, value in enumerate((a, b)):
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if hasattr(value, "node"):
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group.links.new(value, result.inputs[index])
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else:
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result.inputs[index].default_value = value
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return result.outputs[0]
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def _inflation_read(group, name, kind="FLOAT"):
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result = group.nodes.new("GeometryNodeInputNamedAttribute")
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result.data_type = kind
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result.inputs["Name"].default_value = "o_balloon_surface_" + name
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return result.outputs["Attribute"]
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def _inflation_store(group, geometry, name, value, kind="FLOAT"):
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result = group.nodes.new("GeometryNodeStoreNamedAttribute")
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result.data_type, result.domain = kind, "POINT"
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result.inputs["Name"].default_value = "o_balloon_surface_" + name
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group.links.new(geometry, result.inputs["Geometry"])
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group.links.new(value, result.inputs["Value"])
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return result.outputs["Geometry"]
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def build_front_fields(group, geometry):
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"""Fit structural amplitude over neighbouring points before creating the shell."""
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links = group.links
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def blur(value, weight=None):
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result = group.nodes.new("GeometryNodeBlurAttribute")
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result.data_type = "FLOAT"
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result.inputs["Iterations"].default_value = 256
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links.new(value, result.inputs["Value"])
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if weight is not None:
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links.new(weight, result.inputs["Weight"])
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return result.outputs[0]
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profile_node = group.nodes.new("GeometryNodeInputNamedAttribute")
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profile_node.data_type = "FLOAT"
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profile_node.inputs["Name"].default_value = "o_balloon"
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profile = profile_node.outputs["Attribute"]
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rim = _inflation_read(group, "rim")
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interior = _inflation_math(group, "SUBTRACT", 1, rim)
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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depth = axes.outputs["Z"]
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depth_slow = blur(depth, interior)
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profile_slow = blur(profile, interior)
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depth_bump = _inflation_math(group, "SUBTRACT", depth, depth_slow)
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profile_bump = _inflation_math(group, "SUBTRACT", profile, profile_slow)
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numerator = _inflation_math(group, "MULTIPLY", depth_bump, profile_bump)
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denominator = _inflation_math(group, "MULTIPLY", profile_bump, profile_bump)
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numerator = blur(numerator)
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denominator = blur(denominator)
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denominator = _inflation_math(group, "MAXIMUM", denominator, 1e-10)
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structure = _inflation_math(group, "DIVIDE", numerator, denominator)
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structure = _inflation_math(group, "MAXIMUM", structure, 0)
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carrier = _inflation_store(group, geometry, "structure", structure)
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normal = _inflation_read(group, "front_normal", "FLOAT_VECTOR")
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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 = _inflation_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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normalize = group.nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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links.new(smooth.outputs[0], normalize.inputs[0])
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carrier = _inflation_store(group, carrier, "inflation_normal", normalize.outputs[0], "FLOAT_VECTOR")
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return carrier
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def build_inflation_position(group, position, distance, uniform):
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"""Grow both modes continuously while leaving the rear cap in place."""
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links = group.links
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structure = _inflation_read(group, "structure")
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control = group.nodes.new("NodeGroupInput")
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a = _inflation_math(group, "MULTIPLY", control.outputs["Thickness"], control.outputs["Front Inflation"])
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# A shifted cubic blend preserves continuous growth and height order.
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shifted = _inflation_math(group, "ADD", a, 0.75)
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quadratic = _inflation_math(group, "MULTIPLY", a, shifted)
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quadratic = _inflation_math(group, "ADD", quadratic, 0.1875)
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q = _inflation_math(group, "MULTIPLY", a, quadratic)
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k = _inflation_math(group, "ADD", structure, 0.25)
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square = _inflation_math(group, "MULTIPLY", k, k)
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cube = _inflation_math(group, "MULTIPLY", square, k)
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total = _inflation_math(group, "ADD", cube, q)
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root = _inflation_math(group, "POWER", total, 1 / 3)
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root_square = _inflation_math(group, "MULTIPLY", root, root)
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product = _inflation_math(group, "MULTIPLY", root, k)
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denominator = _inflation_math(group, "ADD", root_square, product)
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denominator = _inflation_math(group, "ADD", denominator, square)
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response = _inflation_math(group, "DIVIDE", q, denominator)
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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 = _inflation_math(group, "MULTIPLY", profile.outputs["Attribute"], response)
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uniform_control = group.nodes.new("NodeGroupInput")
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uniform_amount = _inflation_math(group, "MULTIPLY", uniform_control.outputs["Uniform Thickness"], uniform_control.outputs["Front Inflation"])
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selected = group.nodes.new("GeometryNodeSwitch")
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selected.input_type = "FLOAT"
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links.new(uniform, selected.inputs["Switch"])
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links.new(balloon, selected.inputs["False"])
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links.new(uniform_amount, selected.inputs["True"])
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displacement = selected.outputs[0]
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height = _inflation_read(group, "thickness")
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layer = _inflation_math(group, "DIVIDE", distance, height)
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layer = _inflation_math(group, "ADD", 1, layer)
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layer = _inflation_math(group, "MAXIMUM", layer, 0)
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layer = _inflation_math(group, "MINIMUM", layer, 1)
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displacement = _inflation_math(group, "MULTIPLY", displacement, layer)
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normal = _inflation_read(group, "inflation_normal", "FLOAT_VECTOR")
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offset = group.nodes.new("ShaderNodeVectorMath")
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offset.operation = "SCALE"
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links.new(normal, offset.inputs[0])
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links.new(displacement, offset.inputs[3])
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result = group.nodes.new("ShaderNodeVectorMath")
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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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def build_front_normals(group, geometry):
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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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normalize = group.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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store = group.nodes.new("GeometryNodeStoreNamedAttribute")
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store.data_type, store.domain = "FLOAT_VECTOR", "POINT"
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store.inputs["Name"].default_value = "o_balloon_surface_front_normal"
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links.new(geometry, store.inputs["Geometry"])
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links.new(normalize.outputs[0], store.inputs["Value"])
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return store.outputs[0]
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def build_shell_position(group, position, uniform):
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links = group.links
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def connect(value, target):
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if hasattr(value, "node"):
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links.new(value, target)
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else:
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target.default_value = value
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def math(operation, a, b):
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result = group.nodes.new("ShaderNodeMath")
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result.operation = operation
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connect(a, result.inputs[0])
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connect(b, result.inputs[1])
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return result.outputs[0]
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def vector(operation, a, b):
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result = group.nodes.new("ShaderNodeVectorMath")
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result.operation = operation
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connect(a, result.inputs[0])
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connect(b, result.inputs[3 if operation == "SCALE" else 1])
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return result.outputs[0]
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def read(name, kind="FLOAT"):
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result = group.nodes.new("GeometryNodeInputNamedAttribute")
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result.data_type = kind
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result.inputs["Name"].default_value = name
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return result.outputs["Attribute"]
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def z(value):
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result = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(value, result.inputs[0])
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return result.outputs["Z"]
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# Uniform and the thin end of Balloon share the actual front normal.
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front = read("o_depth_surface_position", "FLOAT_VECTOR")
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front_z = z(front)
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raw_z = z(position)
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distance = math("SUBTRACT", raw_z, front_z)
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normal = read("o_balloon_surface_front_normal", "FLOAT_VECTOR")
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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.
|
||||
control = group.nodes.new("NodeGroupInput")
|
||||
clamp = group.nodes.new("ShaderNodeClamp")
|
||||
links.new(control.outputs["Thickness"], clamp.inputs["Value"])
|
||||
t = clamp.outputs[0]
|
||||
center = read("o_balloon_surface_center")
|
||||
delta = read("o_balloon_surface_front_delta")
|
||||
radius = math("SUBTRACT", front_z, center)
|
||||
radius = math("MULTIPLY", radius, t)
|
||||
remaining = math("SUBTRACT", 1, t)
|
||||
remainder = math("MULTIPLY", remaining, delta)
|
||||
radius = math("ADD", radius, remainder)
|
||||
|
||||
# Front and rear use the same edge field, evaluated on their own caps.
|
||||
edge = read("o_balloon_surface_edge_weight")
|
||||
mask = read("o_normal_scale")
|
||||
remaining = math("SUBTRACT", 1, edge)
|
||||
remaining = math("MULTIPLY", remaining, mask)
|
||||
weight = math("SUBTRACT", 1, remaining)
|
||||
difference = math("SUBTRACT", weight, edge)
|
||||
base = math("MULTIPLY", difference, radius)
|
||||
layer = math("MULTIPLY", weight, distance)
|
||||
rear_radius = math("ADD", base, layer)
|
||||
front_radius = math("MULTIPLY", edge, radius)
|
||||
normal = read("o_balloon_surface_normal", "FLOAT_VECTOR")
|
||||
direction = vector("SUBTRACT", normal, (0, 0, 1))
|
||||
front_shift = vector("SCALE", direction, front_radius)
|
||||
front_position = vector("ADD", front, front_shift)
|
||||
rear_shift = vector("SCALE", direction, rear_radius)
|
||||
axis_offset = group.nodes.new("ShaderNodeCombineXYZ")
|
||||
links.new(distance, axis_offset.inputs["Z"])
|
||||
full_offset = vector("ADD", axis_offset.outputs[0], rear_shift)
|
||||
|
||||
# Smoothly reach the existing full-volume shape at Thickness >= 1.
|
||||
transition = group.nodes.new("ShaderNodeMapRange")
|
||||
transition.interpolation_type = "SMOOTHERSTEP"
|
||||
links.new(t, transition.inputs["Value"])
|
||||
mix = group.nodes.new("ShaderNodeMix")
|
||||
mix.data_type = "VECTOR"
|
||||
links.new(transition.outputs[0], mix.inputs[0])
|
||||
links.new(thin_offset, mix.inputs[4])
|
||||
links.new(full_offset, mix.inputs[5])
|
||||
balloon_position = vector("ADD", front_position, mix.outputs["Result"])
|
||||
choose = group.nodes.new("GeometryNodeSwitch")
|
||||
choose.input_type = "VECTOR"
|
||||
links.new(uniform, choose.inputs["Switch"])
|
||||
links.new(balloon_position, choose.inputs["False"])
|
||||
links.new(uniform_position, choose.inputs["True"])
|
||||
return build_inflation_position(group, choose.outputs[0], distance, uniform)
|
||||
|
||||
|
||||
def _build_depth_surface(
|
||||
group,
|
||||
geometry,
|
||||
thickness,
|
||||
depth_scale,
|
||||
split,
|
||||
uniform_scale,
|
||||
reference_depth,
|
||||
depth_image,
|
||||
):
|
||||
nodes = group.nodes
|
||||
links = group.links
|
||||
geometry = split_depth_surface(
|
||||
group, geometry, depth_image, split, uniform_scale
|
||||
)
|
||||
original_camera = _position_field(group, depth_image)
|
||||
geometry, camera_position = store_surface_camera(
|
||||
group, geometry, original_camera, split
|
||||
)
|
||||
geometry = project_depth_surface(
|
||||
group, geometry, camera_position, uniform_scale, reference_depth, depth_scale
|
||||
)
|
||||
shaped = thicken_depth_surface(group, geometry, thickness)
|
||||
geometry = _remove_zero_thickness(
|
||||
group, geometry, shaped, thickness
|
||||
)
|
||||
return remove_surface_attributes(group, geometry)
|
||||
|
||||
|
||||
def _depth_volume(group):
|
||||
"""Insert the volume field ahead of identity-based shell construction."""
|
||||
links = group.links
|
||||
nodes = group.nodes
|
||||
projection = nodes["Set Position"].outputs["Geometry"]
|
||||
shell_input = nodes["Store Named Attribute.005"].inputs["Geometry"]
|
||||
projection = build_front_normals(group, projection)
|
||||
volume = build_volume_fields(group, projection)
|
||||
shared = build_front_fields(group, volume.node.inputs["Geometry"].links[0].from_socket)
|
||||
links.new(shared, volume.node.inputs["Geometry"])
|
||||
uniform_control = group_input(group.nodes, {"Uniform Thickness"})
|
||||
uniform = store_float_attribute(group, shared, "o_balloon_surface_thickness", uniform_control.outputs["Uniform Thickness"])
|
||||
choose = menu_switch(group, "Mode", ("Balloon", "Uniform"), "GEOMETRY")
|
||||
links.new(volume, choose.inputs["Balloon"])
|
||||
links.new(uniform, choose.inputs["Uniform"])
|
||||
links.new(choose.outputs[0], shell_input)
|
||||
thickness = read_float_attribute(group, "o_balloon_surface_thickness")
|
||||
links.new(thickness, nodes["Math.018"].inputs[1])
|
||||
control = group_input(group.nodes, {"Thickness", "Uniform Thickness"})
|
||||
amount = menu_switch(group, "Mode", ("Balloon", "Uniform"), "FLOAT")
|
||||
links.new(control.outputs["Thickness"], amount.inputs["Balloon"])
|
||||
links.new(control.outputs["Uniform Thickness"], amount.inputs["Uniform"])
|
||||
links.new(amount.outputs[0], nodes["Math.019"].inputs[0])
|
||||
identity_thickness = read_float_attribute(group, "o_balloon_surface_thickness")
|
||||
positive = math_node(group.nodes, "GREATER_THAN")
|
||||
positive.inputs[1].default_value = 1e-12
|
||||
links.new(identity_thickness, positive.inputs[0])
|
||||
layer = math_node(group.nodes, "MULTIPLY")
|
||||
links.new(positive.outputs[0], layer.inputs[0])
|
||||
links.new(nodes["Separate XYZ.006"].outputs["Z"], layer.inputs[1])
|
||||
links.new(layer.outputs[0], nodes["Combine XYZ.002"].inputs["Z"])
|
||||
for name in ("Flip Faces", "Flip Faces.001"):
|
||||
source = nodes[name].outputs["Mesh"]
|
||||
outgoing = [link for link in links if link.from_socket == source]
|
||||
targets = [link.to_socket for link in outgoing]
|
||||
for link in outgoing:
|
||||
links.remove(link)
|
||||
masked = store_float_attribute(group, source, NORMAL_SCALE_ATTRIBUTE_NAME, 0.0, domain="FACE")
|
||||
for target in targets:
|
||||
links.new(masked, target)
|
||||
|
||||
rounded = build_volume_rounding(group, volume)
|
||||
links.new(rounded, choose.inputs["Balloon"])
|
||||
restored = nodes["Vector Math.004"].outputs[0]
|
||||
targets = [link.to_socket for link in restored.links]
|
||||
uniform_mode = choose.outputs[0].node.inputs["Switch"].links[0].from_socket
|
||||
oriented = build_shell_position(group, restored, uniform_mode)
|
||||
for target in targets:
|
||||
links.new(oriented, target)
|
||||
|
||||
|
||||
def build_image_depth_cutout_group():
|
||||
name = NODE_GROUP_NAME
|
||||
existing = bpy.data.node_groups.get(name)
|
||||
if existing is not None:
|
||||
return existing
|
||||
group = bpy.data.node_groups.new(name, 'GeometryNodeTree')
|
||||
group.is_modifier, group.use_fake_user = (True, True)
|
||||
group.color_tag = 'GEOMETRY'
|
||||
group['anyimage_asset_revision'] = 11
|
||||
interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry')
|
||||
interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu')
|
||||
float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet'
|
||||
float_input(group, 'Uniform Thickness', 0.0, subtype='DISTANCE').description = 'Distance used only by Uniform thickness mode'
|
||||
float_input(group, 'Depth Scale', 1.0)
|
||||
iterations = interface_socket(group, 'Smooth', 'INPUT', 'NodeSocketInt')
|
||||
iterations.default_value = 0
|
||||
iterations.min_value, iterations.max_value = (0, 20)
|
||||
options = group.interface.new_panel(name='Options', default_closed=True)
|
||||
float_input(group, 'Cleanup Threshold', 0.0, parent=options)
|
||||
float_input(group, 'Split Threshold', 0.0, maximum=1, subtype='FACTOR', parent=options)
|
||||
float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options)
|
||||
float_input(group, 'Edge Round', 0.2, maximum=1, subtype='FACTOR', parent=options)
|
||||
float_input(group, 'Front Inflation', 1.0, maximum=32, parent=options)
|
||||
normal_iterations = interface_socket(group, 'Normal Smooth', 'INPUT', 'NodeSocketInt', options)
|
||||
normal_iterations.default_value = 50
|
||||
normal_iterations.min_value, normal_iterations.max_value = (0, 50)
|
||||
float_input(group, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options)
|
||||
data = group.interface.new_panel(name='Data', default_closed=True)
|
||||
interface_socket(group, 'Inward Axis', 'INPUT', 'NodeSocketMenu', data).hide_in_modifier = True
|
||||
float_input(group, 'Uniform Scale', 1.0, parent=data).hide_in_modifier = True
|
||||
interface_socket(group, 'Depth Image', 'INPUT', 'NodeSocketImage', data).hide_in_modifier = True
|
||||
interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry')
|
||||
controls = group_input(group.nodes, set())
|
||||
geometry = _build_depth_surface(group, controls.outputs['Geometry'], controls.outputs['Thickness'], controls.outputs['Depth Scale'], controls.outputs['Split Threshold'], controls.outputs['Uniform Scale'], controls.outputs['Reference Depth'], controls.outputs['Depth Image'])
|
||||
_depth_volume(group)
|
||||
planar_inputs = [link.to_socket for link in group.links if link.from_node.bl_idname == 'NodeGroupInput' and link.from_socket.name == 'Geometry']
|
||||
base = group_input(group.nodes, {'Geometry', 'Cleanup Threshold'})
|
||||
area = math_node(group.nodes, 'MULTIPLY')
|
||||
area.inputs[1].default_value = 0.01
|
||||
group.links.new(base.outputs['Cleanup Threshold'], area.inputs[0])
|
||||
cleaned = _island_cleanup(group, base.outputs['Geometry'], area.outputs[0])
|
||||
cleaned = store_float_attribute(group, cleaned, NORMAL_SCALE_ATTRIBUTE_NAME, 1.0, domain='FACE')
|
||||
for target in planar_inputs:
|
||||
group.links.new(cleaned, target)
|
||||
geometry = expand_smooth(group, geometry, iterations_name='Smooth', weight_name='Smooth Weight')
|
||||
remove = group.nodes.new('GeometryNodeRemoveAttribute')
|
||||
remove.pattern_mode = 'WILDCARD'
|
||||
remove.inputs['Name'].default_value = 'o_balloon_surface_*'
|
||||
group.links.new(geometry, remove.inputs['Geometry'])
|
||||
geometry = remove.outputs[0]
|
||||
orient = group.nodes.new('GeometryNodeTransform')
|
||||
orient.inputs['Rotation'].default_value = Matrix(CUTOUT_Z_TO_X).to_euler()
|
||||
group.links.new(geometry, orient.inputs['Geometry'])
|
||||
axis = menu_switch(group, 'Inward Axis', ('-Z', '+X'), 'GEOMETRY')
|
||||
group.links.new(geometry, axis.inputs['-Z'])
|
||||
group.links.new(orient.outputs[0], axis.inputs['+X'])
|
||||
_shade_output(group, axis.outputs[0])
|
||||
projection = next((node.outputs['Geometry'] for node in group.nodes if node.bl_idname == 'GeometryNodeStoreNamedAttribute' and node.inputs['Name'].default_value == 'o_balloon_surface_front_normal'))
|
||||
group.links.new(projection, group.nodes['Switch.002'].inputs['True'])
|
||||
prepare_node_group(group)
|
||||
for item in group.interface.items_tree:
|
||||
if item.item_type != 'SOCKET' or item.in_out != 'INPUT':
|
||||
continue
|
||||
if item.name == 'Mode':
|
||||
item.default_value = 'Balloon'
|
||||
elif item.name == 'Inward Axis':
|
||||
item.default_value = '-Z'
|
||||
elif item.name == 'Uniform Thickness':
|
||||
item.name = 'Thickness'
|
||||
return group
|
||||
Reference in New Issue
Block a user