feat: implement separate geometry handling for panorama mask regions
- Replace Delete Geometry with Separate Geometry in O Image Depth Panorama to manage low and high mask areas independently. - Adjust depth processing to ensure low mask regions are displaced to Dome Radius while high mask regions follow existing depth rules. - Update tests to validate new behavior, ensuring outputs align with expected results for both mask states. - Enhance material handling by introducing emission strength in the shadeless group.
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@@ -12,14 +12,16 @@ def test_shadeless_alpha_is_mixed_inside_the_group(tmp_path):
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addon_utils.enable("cycles", default_set=False)
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group = load_node_group("O Shadeless")
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inputs = {s.name: s for s in group.interface.items_tree if s.item_type == "SOCKET" and s.in_out == "INPUT"}
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assert list(inputs) == ["Color", "Alpha"] and inputs["Alpha"].default_value == 1
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assert list(inputs) == ["Color", "Alpha", "Strength"]
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assert inputs["Alpha"].default_value == 1 and inputs["Strength"].default_value == 1
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assert inputs["Strength"].min_value == 0
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scene = bpy.context.scene
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scene.render.engine = "CYCLES"
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scene.cycles.device = "CPU"
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scene.cycles.samples = 8
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scene.cycles.use_denoising = False
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scene.render.film_transparent = True
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scene.render.resolution_x, scene.render.resolution_y = 96, 32
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scene.render.resolution_x, scene.render.resolution_y = 128, 32
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scene.render.resolution_percentage = 100
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scene.render.image_settings.file_format = "OPEN_EXR"
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scene.render.image_settings.color_mode = "RGBA"
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@@ -28,27 +30,29 @@ def test_shadeless_alpha_is_mixed_inside_the_group(tmp_path):
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bpy.ops.object.camera_add(location=(0, 0, 5))
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scene.camera = bpy.context.object
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scene.camera.data.type = "ORTHO"
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scene.camera.data.ortho_scale = 3
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for index, alpha in enumerate((0, 0.5, 1)):
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bpy.ops.mesh.primitive_plane_add(size=1, location=(index - 1, 0, 0))
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material = bpy.data.materials.new(f"Alpha {alpha}")
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scene.camera.data.ortho_scale = 4
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for index, (alpha, strength) in enumerate(((0, 1), (0.5, 1), (1, 1), (1, 2))):
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bpy.ops.mesh.primitive_plane_add(size=1, location=(index - 1.5, 0, 0))
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material = bpy.data.materials.new(f"Alpha {alpha} Strength {strength}")
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material.use_nodes = True
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material.node_tree.nodes.clear()
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shader = material.node_tree.nodes.new("ShaderNodeGroup")
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shader.node_tree = group
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shader.inputs["Color"].default_value = (4, 2, 0.5, 1)
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shader.inputs["Alpha"].default_value = alpha
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shader.inputs["Strength"].default_value = strength
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output = material.node_tree.nodes.new("ShaderNodeOutputMaterial")
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material.node_tree.links.new(shader.outputs[0], output.inputs["Surface"])
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bpy.context.object.data.materials.append(material)
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bpy.ops.render.render(write_still=True)
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image = bpy.data.images.load(scene.render.filepath, check_existing=False)
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try:
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pixels = np.array(image.pixels[:]).reshape(32, 96, 4)
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for index, alpha in enumerate((0, 0.5, 1)):
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pixels = np.array(image.pixels[:]).reshape(32, 128, 4)
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for index, alpha in enumerate((0, 0.5, 1, 1)):
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patch = pixels[8:24, index * 32 + 8:index * 32 + 24]
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np.testing.assert_allclose(patch[..., 3].mean(), alpha, atol=0.035)
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np.testing.assert_allclose(pixels[16, 80, :3], (4, 2, 0.5), atol=1e-4)
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np.testing.assert_allclose(pixels[16, 112, :3], (8, 4, 1), atol=1e-4)
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finally:
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bpy.data.images.remove(image)
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bpy.ops.wm.read_factory_settings(use_empty=True)
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