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:
175
tools/nodes/groups/image_relief_plane.py
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175
tools/nodes/groups/image_relief_plane.py
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"""Build the Relief Plane Geometry Nodes group."""
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import bpy
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from ..common.nodes import group_input as _group_input, interface_socket as _interface_socket
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from ..common.nodes import prepare_node_group
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RELIEF_PLANE_NODE_GROUP_NAME = "O Image Relief Plane"
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def _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 build_image_relief_plane_group(image_plane_group):
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group = bpy.data.node_groups.get(RELIEF_PLANE_NODE_GROUP_NAME)
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if group is not None:
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return group
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group = bpy.data.node_groups.new(
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RELIEF_PLANE_NODE_GROUP_NAME,
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"GeometryNodeTree",
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)
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group.is_modifier = True
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geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
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geometry.structure_type = "SINGLE"
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subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
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subdivide.default_value = 6
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subdivide.min_value = 0
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subdivide.max_value = 10
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thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat")
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thickness.default_value = 0.0
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thickness.min_value = 0.0
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thickness.subtype = "DISTANCE"
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thickness.description = "Fixed relief base thickness"
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depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat")
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depth_scale.default_value = 1.0
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depth_scale.min_value = 0.0
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options = group.interface.new_panel(name="Options", default_closed=True)
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base_plane_depth = _interface_socket(
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group,
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"Reference Depth",
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"INPUT",
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"NodeSocketFloat",
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parent=options,
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)
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base_plane_depth.default_value = 1.0
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base_plane_depth.min_value = 0.0
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base_plane_depth.subtype = "DISTANCE"
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data = group.interface.new_panel(name="Data", default_closed=True)
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uniform_scale = _interface_socket(
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group,
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"Uniform Scale",
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"INPUT",
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"NodeSocketFloat",
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parent=data,
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)
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uniform_scale.default_value = 1.0
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uniform_scale.min_value = 0.0
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uniform_scale.hide_in_modifier = True
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depth_image = _interface_socket(
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group,
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"Depth Image",
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"INPUT",
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"NodeSocketImage",
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parent=data,
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)
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depth_image.hide_in_modifier = True
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_interface_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
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nodes = group.nodes
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links = group.links
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geometry_input = _group_input(
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nodes,
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{"Geometry", "Subdivide"},
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)
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shape_input = _group_input(
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nodes,
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{"Thickness", "Depth Scale", "Reference Depth"},
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)
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image_input = _group_input(
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nodes,
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{"Depth Image", "Uniform Scale"},
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)
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group_output = nodes.new("NodeGroupOutput")
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image_plane = nodes.new("GeometryNodeGroup")
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image_plane.node_tree = image_plane_group
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links.new(geometry_input.outputs["Geometry"], image_plane.inputs["Geometry"])
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links.new(geometry_input.outputs["Subdivide"], image_plane.inputs["Subdivide"])
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links.new(shape_input.outputs["Thickness"], image_plane.inputs["Thickness"])
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positive_half = _math(nodes, "MULTIPLY")
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positive_half.inputs[1].default_value = 0.5
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links.new(shape_input.outputs["Thickness"], positive_half.inputs[0])
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translation = nodes.new("ShaderNodeCombineXYZ")
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links.new(positive_half.outputs[0], translation.inputs["Z"])
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place_block = nodes.new("GeometryNodeTransform")
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links.new(image_plane.outputs["Geometry"], place_block.inputs["Geometry"])
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links.new(translation.outputs["Vector"], place_block.inputs["Translation"])
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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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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_input.outputs["Depth Image"], texture.inputs["Image"])
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links.new(uv.outputs["Attribute"], texture.inputs["Vector"])
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depth_components = nodes.new("ShaderNodeSeparateXYZ")
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links.new(texture.outputs["Color"], depth_components.inputs["Vector"])
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metric_depth = _math(nodes, "MULTIPLY")
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links.new(depth_components.outputs["Z"], metric_depth.inputs[0])
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links.new(image_input.outputs["Uniform Scale"], metric_depth.inputs[1])
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relative_depth = _math(nodes, "SUBTRACT")
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links.new(shape_input.outputs["Reference Depth"], relative_depth.inputs[0])
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links.new(metric_depth.outputs[0], relative_depth.inputs[1])
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full_offset = _math(nodes, "MULTIPLY")
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links.new(relative_depth.outputs[0], full_offset.inputs[0])
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links.new(shape_input.outputs["Depth Scale"], full_offset.inputs[1])
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inward_limit = _math(nodes, "MULTIPLY")
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inward_limit.inputs[1].default_value = -0.999
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links.new(shape_input.outputs["Thickness"], inward_limit.inputs[0])
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limited_offset = _math(nodes, "MAXIMUM")
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links.new(full_offset.outputs[0], limited_offset.inputs[0])
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links.new(inward_limit.outputs[0], limited_offset.inputs[1])
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has_thickness = _math(nodes, "GREATER_THAN")
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has_thickness.inputs[1].default_value = 1e-6
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links.new(shape_input.outputs["Thickness"], has_thickness.inputs[0])
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safe_offset = nodes.new("GeometryNodeSwitch")
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safe_offset.input_type = "FLOAT"
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links.new(has_thickness.outputs[0], safe_offset.inputs["Switch"])
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links.new(full_offset.outputs[0], safe_offset.inputs["False"])
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links.new(limited_offset.outputs[0], safe_offset.inputs["True"])
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position = nodes.new("GeometryNodeInputPosition")
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position_components = nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs["Position"], position_components.inputs["Vector"])
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layer_ratio = _math(nodes, "DIVIDE")
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links.new(position_components.outputs["Z"], layer_ratio.inputs[0])
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links.new(shape_input.outputs["Thickness"], layer_ratio.inputs[1])
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nonnegative_ratio = _math(nodes, "MAXIMUM")
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nonnegative_ratio.inputs[1].default_value = 0.0
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links.new(layer_ratio.outputs[0], nonnegative_ratio.inputs[0])
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clamped_ratio = _math(nodes, "MINIMUM")
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clamped_ratio.inputs[1].default_value = 1.0
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links.new(nonnegative_ratio.outputs[0], clamped_ratio.inputs[0])
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layer_weight = nodes.new("GeometryNodeSwitch")
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layer_weight.input_type = "FLOAT"
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layer_weight.inputs["False"].default_value = 1.0
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links.new(has_thickness.outputs[0], layer_weight.inputs["Switch"])
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links.new(clamped_ratio.outputs[0], layer_weight.inputs["True"])
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weighted_offset = _math(nodes, "MULTIPLY")
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links.new(safe_offset.outputs["Output"], weighted_offset.inputs[0])
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links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1])
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offset = nodes.new("ShaderNodeCombineXYZ")
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links.new(weighted_offset.outputs[0], offset.inputs["Z"])
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set_position = nodes.new("GeometryNodeSetPosition")
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links.new(place_block.outputs["Geometry"], set_position.inputs["Geometry"])
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links.new(offset.outputs["Vector"], set_position.inputs["Offset"])
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shade_smooth = nodes.new("GeometryNodeSetShadeSmooth")
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shade_smooth.domain = "FACE"
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shade_smooth.inputs["Shade Smooth"].default_value = True
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links.new(set_position.outputs["Geometry"], shade_smooth.inputs["Geometry"])
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links.new(shade_smooth.outputs["Geometry"], group_output.inputs["Geometry"])
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group.color_tag = "GEOMETRY"
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group.description = (
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"Build a fixed-base image relief."
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)
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group.use_fake_user = True
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prepare_node_group(group)
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return group
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