Add comprehensive tests for image processing nodes and refactor node imports
- Introduced new test files for image layer, image plane, normal scale, object normal rotation, shadeless, and temporary attributes. - Implemented tests to validate the behavior of alpha curves, depth layers, and normal scales in various rendering engines. - Refactored import paths for node groups to align with the new directory structure. - Added checks for temporary attribute lifetimes and ensured proper cleanup without warnings. - Enhanced CLI commands to require the Blender group and validate the presence of generated node assets before packaging. - Updated packaging scripts to enforce the existence of necessary assets, preventing build failures.
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116
nodes/common/boundary_smoothing.py
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116
nodes/common/boundary_smoothing.py
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"""Apply boundary-preserving smoothing within a narrow cut-edge band."""
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from .nodes import boolean_node, compare_node, evaluate_field, group_input
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from .depth_surface import _math
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from .smoothing import edge_boundary_field, pinned_smooth
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def _gated(group, value, blocked, *, default):
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"""Return the value unless the blocked control is true."""
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if blocked is False:
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return value
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node = group.nodes.new("GeometryNodeSwitch")
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node.input_type = "FLOAT"
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node.inputs["True"].default_value = default
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if isinstance(blocked, bool):
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node.inputs["Switch"].default_value = blocked
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else:
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group.links.new(blocked, node.inputs["Switch"])
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group.links.new(value, node.inputs["False"])
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return node.outputs[0]
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def boundary_influence(group, protected=False, *, boundary=None):
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"""Fade a boundary field through two rings while excluding protected points."""
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nodes, links = group.nodes, group.links
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if boundary is None:
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boundary = edge_boundary_field(nodes, links)
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boundary = evaluate_field(group, boundary, "FLOAT", "POINT")
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cut = _gated(group, boundary, protected, default=0.0)
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blur = nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT"
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blur.inputs["Iterations"].default_value = 2
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blur.inputs["Weight"].default_value = 1
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links.new(cut, blur.inputs["Value"])
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mixed = _math(group, "MAXIMUM", cut, blur.outputs["Value"])
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return _gated(group, mixed, protected, default=0.0)
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def smooth_boundary_depth(group, depth, protected=False):
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"""Blur point depth on the current mesh and apply it only in the edge band."""
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nodes, links = group.nodes, group.links
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depth = evaluate_field(group, depth, "FLOAT", "POINT")
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iterations = group_input(nodes, {"Boundary Smooth"}).outputs["Boundary Smooth"]
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influence = boundary_influence(group, protected)
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blur = nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT"
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blur.inputs["Weight"].default_value = 0.5
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links.new(depth, blur.inputs["Value"])
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links.new(iterations, blur.inputs["Iterations"])
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mix = nodes.new("ShaderNodeMix")
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mix.data_type = "FLOAT"
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links.new(influence, mix.inputs[0])
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links.new(depth, mix.inputs[2])
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links.new(blur.outputs["Value"], mix.inputs[3])
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choose = nodes.new("GeometryNodeSwitch")
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choose.input_type = "FLOAT"
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links.new(influence, choose.inputs["Switch"])
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links.new(depth, choose.inputs["False"])
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links.new(mix.outputs[0], choose.inputs["True"])
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enabled = nodes.new("GeometryNodeSwitch")
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enabled.input_type = "FLOAT"
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links.new(iterations, enabled.inputs["Switch"])
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links.new(depth, enabled.inputs["False"])
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links.new(choose.outputs[0], enabled.inputs["True"])
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return enabled.outputs[0]
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def smooth_boundary_camera(group, camera, protected=False):
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"""Reconstruct blurred camera depth along each unchanged projection ray."""
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nodes, links = group.nodes, group.links
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axes = nodes.new("ShaderNodeSeparateXYZ")
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links.new(camera, axes.inputs[0])
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depth = axes.outputs["Z"]
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smoothed = smooth_boundary_depth(group, depth, protected)
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return reconstruct_camera_depth(group, camera, depth, smoothed)
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def reconstruct_camera_depth(group, camera, depth, smoothed):
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"""Move each valid camera point along its original projection ray."""
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nodes, links = group.nodes, group.links
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changed = compare_node(group, "GREATER_THAN", _math(group, "ABSOLUTE", _math(group, "SUBTRACT", smoothed, depth)), 0)
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enabled = boolean_node(group, "AND", changed, compare_node(group, "GREATER_THAN", depth, 1e-8))
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projected = nodes.new("ShaderNodeVectorMath")
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projected.operation = "SCALE"
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links.new(camera, projected.inputs[0])
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links.new(_math(group, "DIVIDE", smoothed, depth), projected.inputs[3])
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choose = nodes.new("GeometryNodeSwitch")
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choose.input_type = "VECTOR"
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links.new(enabled, choose.inputs["Switch"])
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links.new(camera, choose.inputs["False"])
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links.new(projected.outputs[0], choose.inputs["True"])
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return choose.outputs[0]
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def cut_boundary_influence(group, split_boundary, protected=False, *, outline_scale=0.1, boundary=None):
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"""Give split edges full influence and outline edges a configured share."""
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nodes, links = group.nodes, group.links
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if boundary is None:
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boundary = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
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split = _gated(group, boundary, boolean_node(group, "NOT", split_boundary), default=0.0)
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outline = _math(group, "MAXIMUM", _math(group, "SUBTRACT", boundary, split), 0)
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split_influence = boundary_influence(group, protected, boundary=split)
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outline_influence = _math(
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group, "MULTIPLY", boundary_influence(group, protected, boundary=outline), outline_scale,
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)
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return _math(group, "MAXIMUM", split_influence, outline_influence)
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def smooth_cut_boundary(group, geometry, split_boundary=False, *, protected=False, outline_scale=0.1, boundary=None):
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"""Move boundary vertices toward the pinned position through split and outline influence."""
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influence = cut_boundary_influence(
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group, split_boundary, protected, outline_scale=outline_scale, boundary=boundary,
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)
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# The support band depends on topology, which stays unchanged in the loop.
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iterations = group_input(group.nodes, {"Boundary Smooth"}).outputs["Boundary Smooth"]
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return pinned_smooth(group, geometry, iterations, influence)
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