feat: Implement Depth Surface Stretch Limit for improved edge culling

- Added a new "Stretch Limit" parameter to the Depth Surface node, allowing for dynamic edge culling based on the ratio of original to projected edge lengths.
- Updated the geometry processing to capture original edge lengths before projection and calculate current lengths after projection.
- Implemented logic to delete edges and faces that exceed the stretch limit, ensuring cleaner topology.
- Enhanced tests to validate the new functionality, including scenarios for edge retention and deletion based on stretch limits.
- Updated documentation and node assets to reflect the new parameter and its implications on geometry processing.
This commit is contained in:
2026-09-03 12:31:30 +08:00
parent bdbde1a10d
commit bbaa4bff46
9 changed files with 677 additions and 13 deletions

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schema: spec-driven
created: 2026-09-03

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## Context
Depth Surface 当前从 Vector Depth EXR 的 RGB 采样 Camera XYZ,在 `Set Position` 中把 Cutout 基础网格投影为透视表面,再生成 Thickness 并执行 Smooth。相邻像素位于不同深度层时,投影会把原本相近的顶点拉开,形成跨越前后景的长边和长三角面。外层 `O Image Cutout` 的 Cleanup 只按基础网格的 Mesh Island 面积执行,无法识别仍连接在主体上的拉伸边。
旧实现曾依赖预计算的深度连续性 Field;当前 Vector Depth 已保存完整 Camera XYZ,因此可以直接在 Geometry Nodes 中比较同一条边投影前后的长度,不再增加 Server Artifact 或占用 Alpha 通道。
## Goals / Non-Goals
**Goals:**
- 直接按 Depth Surface 实际投影结果识别过度拉伸的边,并删除其关联面。
- 让判据随 `Depth Scale` 实时变化,并对不同对象尺寸使用相同的无量纲比例。
- 用默认 `0` 明确关闭剔面,保证新建结果的默认拓扑不变。
- 删除剔面后不再属于任何面的松散 Edge 与 Point。
- 保持节点主链从左到右,接口只暴露与用户结果相关的一个控制量。
**Non-Goals:**
- 不恢复 Depth EXR 中的旧 Depth Continuity 数据,也不修改 RGB 或 Validity Alpha 契约。
- 不用 Blur Attribute、曲率或模型 Validity 参与拉伸判断。
- 不为 Surface、Balloon 或 Depth Balloon 增加相同控制。
- 不新增自动 Remesh、补洞或拓扑重建。
## Decisions
### 1. 在 Point Domain 捕获投影前边长 Field
`O Image Depth Surface` 在修改顶点位置前使用 Edge Vertices 的两个 Position 计算边长,并用 Capture Attribute 以 `POINT` Domain 保存原始值。同一个未捕获的 Distance Field 直接连接 Divide,在完整 XYZ Set Position 后的 Delete Geometry 上下文中重新求值得到当前边长。
该接法与 Blender Geometry Nodes 对 Edge Vertices 距离 Field 的求值方式一致;捕获发生在 `Set Position` 之前,因此后续位置变化不会重算原始值。与在 Blender Python 中预写属性相比,节点内捕获还能让结果跟随基础几何和 Modifier 求值。
### 2. Stretch Limit 使用剩余比例阈值
拉伸判断等价于:
```text
remaining ratio = original edge length / current edge length
delete = remaining ratio < Stretch Limit
```
接口名为 **Stretch Limit**,类型为 `0–1` Factor,默认值 `0`,放在 Depth Surface 的 Options Panel。原始与当前 Edge 距离 Field 都适配到 Point Domain;值越大,清理越严格。所有正常值都不小于 `0`,因此默认值 `0` 自然关闭剔面,不需要额外 Boolean 分支。
不采用 Blur XYZ 的残差,因为它同时响应正常曲率、开放边界和 Mesh Detail。
### 3. 在投影后、Thickness 前删除 Point
节点以 `POINT / ALL` 执行 Delete Geometry。Edge 长度 Field 会适配到 Point Domain,删除超限位置及其相邻 Edge 和 Face,使深度断层成为开放边界。剔除发生在 Thickness 之前,因此后续加厚可以围绕最终表面边界生成侧壁;Smooth 只处理已经清理的表面。
拉伸判据直接读取 Set Position 后的几何,所以 `Depth Scale = 0` 时边长回到基础网格,不产生拉伸剔面;调整 Depth Scale 或 Stretch Limit 会实时更新拓扑。现有外层 Mesh Island Cleanup 仍在 Shape 分支前执行,不改变其绝对面积语义。
### 4. 按拓扑归属清理松散元素
第一次删除后,使用 Edge Neighbors 的 `Face Count == 0` 选择并删除纯线 Edge。随后使用 Vertex Neighbors 的 `Face Count == 0` 删除不再属于任何 Face 的 Point。两步都位于 Stretch Culling 后、Thickness 前。
只清理 Face Count 为零的元素,不删除开放边界上仍属于一个 Face 的 Edge,也不运行补洞或 Remesh。
### 5. 通过外层菜单组暴露 Depth Surface 专属输入
`O Image Depth Surface` 新增 `Stretch Limit` 输入;`O Image Cutout` 增加同名输入并只连接到 Depth Surface 子组。沿用当前 Menu Switch 的未使用输入隐藏行为,使其他三个 Shape 不显示或消费该参数。创建对象时依赖节点接口默认值 `0`,不增加 Operator Property 或 Server Job 参数。
## Risks / Trade-offs
- [阈值接近 `1` 时可能受浮点误差影响] → 默认关闭,并用明显跨过阈值的合成深度断层覆盖求值测试。
- [删除一条长边会同时删除它两侧的 Face,形成比单面判断更宽的开口] → 这是断层边界的预期行为,并以合成三角网格求值测试锁定范围。
- [极端阈值可能把表面切成多个较大岛] → 保留用户对 Stretch Limit 和现有 Cleanup 的独立控制,不自动 Remesh 或删除有面的岛。
- [Delete Geometry 后可能残留纯线或孤立点] → 顺序执行 Edge Face Count 与 Point Face Count 清理,并验证最终网格所有 Edge 和 Point 都属于至少一个 Face。
- [节点资产源码与 `.blend` 不一致] → 同步构建脚本、验证脚本、资产和真实 Blender 求值测试。
## Migration Plan
1. 为接口、比例判断、关闭语义和松散拓扑增加失败测试。
2. 更新 Cutout 节点资产构建脚本并重建、验证 `O_AnyImage.blend`。
3. 更新用户与内部文档,运行 Cutout 定向测试和全量测试。
回退时整体恢复节点构建脚本和节点资产即可;默认值为 `0`,无需迁移已有对象数据或 Depth Artifact。
## Open Questions
无。

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## Why
Depth Surface 将基础 Cutout 网格投影到相机空间 XYZ 后,深度断层会把相邻顶点拉成跨越前后景的长面。当前 Cleanup 只在 Shape 变形前删除小型 Mesh Island,无法识别这些仍连接在主体上的拉伸面,也无法清理剔面后留下的单线拓扑。
## What Changes
- 为 Depth Surface 增加 **Stretch Limit**,根据深度投影前后的边长比例剔除过度拉伸的 Edge 及其关联 Face。
- **Stretch Limit** 默认值为 `0`,表示关闭拉伸剔面;正值越大,清理越严格。
- 在 Depth Surface 投影前按 Point Domain 捕获原始边长,投影 Set Position 后直接重新计算边长,使判据跟随实际 `Depth Scale` 结果且不依赖 Depth EXR 的额外通道。
- 以 Point Domain 删除超限位置及其相邻拓扑,再删除 `Face Count == 0` 的松散 Edge 和 Point,最后执行 Depth Surface 后续 Thickness 与 Smooth;现有 Mesh Island Cleanup 语义保持不变。
- 更新 Cutout 节点资产、验证、Blender 求值测试及用户与内部文档。
## Capabilities
### New Capabilities
- `depth-surface-stretch-culling`: 规定 Depth Surface 的边长比例判据、关闭语义、松散拓扑清理及节点处理顺序。
### Modified Capabilities
无。
## Impact
- 影响 `tools/node_assets/build_cutout.py` 中 `O Image Depth Surface` 与外层 `O Image Cutout` 的接口和节点主链。
- 影响 `src/anyimage/assets/O_AnyImage.blend`、节点资产验证及 `tests/test_cutout_objects.py` 的真实 Blender 求值覆盖。
- 需要同步 Cutout 用户说明、内部 Operator 文档与节点资产文档。
- 不修改 Server Job、模型推理、Depth Metadata 或 Vector Depth EXR 的 RGB/Validity Alpha 协议,不新增依赖。

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## ADDED Requirements
### Requirement: Depth Surface exposes a stretch multiplier limit
系统 SHALL 仅为 Depth Surface 提供 **Stretch Limit** Factor 输入,范围为 `0–1`、默认值为 `0`,并将它放入 Options Panel。系统 SHALL 以原始边长除以投影后边长得到剩余比例;`0` SHALL 关闭拉伸剔面,正值越大 SHALL 越严格地清理拉伸面。
#### Scenario: Default value preserves the complete surface
- **WHEN** 用户创建 Depth Surface 且保持 Stretch Limit 为 `0`
- **THEN** 系统 SHALL 不因边长比例删除任何 Edge 或 Face
#### Scenario: Other Cutout shapes do not consume the limit
- **WHEN** 当前 Shape 为 Surface、Balloon 或 Depth Balloon
- **THEN** Stretch Limit SHALL 不显示为该 Shape 的有效控制,也 SHALL 不改变其几何结果
### Requirement: Stretch is measured on matching edges around depth projection
系统 SHALL 在 Depth Surface 的 `Set Position` 之前以 Point Domain 捕获 Edge Vertices Distance Field 的原始值,并将同一个未捕获 Field 直接用于 Set Position 后的当前距离。系统 SHALL 在 `原始距离 / 当前距离 < Stretch Limit` 时以 Point Domain 删除对应位置及其相邻 Edge 和 Face。
#### Scenario: Point remains within the threshold
- **WHEN** 一个 Point 上适配后的边长比例不低于 Stretch Limit
- **THEN** 系统 SHALL 保留该 Point 及其相邻拓扑
#### Scenario: Point exceeds the threshold
- **WHEN** 一个 Point 上适配后的边长比例低于 Stretch Limit
- **THEN** 系统 SHALL 删除该 Point 及相邻 Edge 和 Face
#### Scenario: Depth Scale changes the evaluated stretch
- **WHEN** 用户调整 Depth Scale,使同一条 Edge 的投影后长度跨过当前 Stretch Limit
- **THEN** Geometry Nodes SHALL 实时更新该 Edge 及关联 Face 的保留状态
#### Scenario: Lower threshold permits more stretch
- **WHEN** 同一个 Point 的剩余比例不低于 Stretch Limit
- **THEN** 系统 SHALL 保留该 Point 及其相邻拓扑
### Requirement: Stretch culling removes loose topology
系统 SHALL 在删除拉伸 Point 后删除 `Edge Neighbors.Face Count == 0` 的 Edge,并随后删除 `Vertex Neighbors.Face Count == 0` 的 Point。该清理 SHALL 位于 Depth Surface Thickness 与 Smooth 之前,并 SHALL 保留仍属于至少一个 Face 的开放边界。
#### Scenario: Face deletion leaves a single line
- **WHEN** 拉伸剔面后有 Edge 不再属于任何 Face
- **THEN** 系统 SHALL 删除该 Edge,最终 Depth Surface 不包含纯线拓扑
#### Scenario: Edge deletion leaves isolated points
- **WHEN** 松散 Edge 清理后有 Point 不再属于任何 Face
- **THEN** 系统 SHALL 删除该 Point,最终 Depth Surface 不包含孤立点
#### Scenario: Culling creates an open surface boundary
- **WHEN** 一条 Edge 在拉伸剔面后仍属于一个保留的 Face
- **THEN** 系统 SHALL 保留该 Edge,使后续 Thickness 能围绕最终开放边界构建侧壁
### Requirement: Stretch culling preserves Depth Artifact semantics
系统 SHALL 只使用 Geometry Nodes 中投影前后的几何边长完成拉伸判断,并 SHALL 保持 Vector Depth EXR 的 RGB Camera XYZ、Validity Alpha、Depth Metadata 和 Server Job 协议不变。
#### Scenario: Depth Surface evaluates stretch data
- **WHEN** Depth Surface 使用生成的 Vector Depth EXR 求值
- **THEN** 系统 SHALL 从 RGB Camera XYZ 形成投影并比较几何边长,且 SHALL NOT 要求额外 Depth Continuity 通道或贴图

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## 1. 锁定节点接口与求值行为
- [x] 1.1 扩展 Cutout 节点资产结构测试,规定 `Stretch Limit` 仅连接 `O Image Depth Surface`、位于 Options、Factor 范围为 `0–1` 且默认值为 `0`,并运行对应 `tests/test_cutout_objects.py` 用例
- [x] 1.2 增加真实 Blender 求值测试,覆盖 Stretch Limit 为 `0` 时保留完整表面、正阈值分别保留阈值内 Edge 与删除超限 Edge,并验证调整 Depth Scale 会实时改变拉伸判断
- [x] 1.3 增加剔面后拓扑测试,验证 `Face Count == 0` 的 Edge 与 Point 被删除,而仍属于一个 Face 的开放边界保留
## 2. 构建 Depth Surface 拉伸剔面
- [x] 2.1 在 `O Image Depth Surface` 的 Set Position 前以 Point Domain 捕获 Edge Vertices Distance 原值,并在 Set Position 后以同一个 Field 直接求当前值
- [x] 2.2 比较 `原始距离 / 当前距离 < Stretch Limit`,以 `POINT / ALL` 删除超限位置及相邻拓扑;默认 `0` 自然关闭剔面
- [x] 2.3 在 Stretch Culling 后按 Edge Neighbors Face Count 删除纯线 Edge,再按 Vertex Neighbors Face Count 删除无 Face Point,并将清理后的几何交给 Thickness 与 Smooth
- [x] 2.4 在外层 `O Image Cutout` 暴露并只向 Depth Surface 分支连接 `Stretch Limit`,保持其他 Shape、现有 Mesh Island Cleanup 和 Depth 数据输入不变
## 3. 节点资产、文档与验证
- [x] 3.1 更新 `tools/node_assets/validate_cutout.py`,构建并验证 `src/anyimage/assets/O_AnyImage.blend` 的接口、节点顺序、无重叠与几何求值
- [x] 3.2 更新 Cutout 用户说明、`docs/internals/operators/cutout-tool.md` 与 `docs/internals/node-assets.md`,说明 Stretch Limit 的零值关闭、剩余比例语义和松散拓扑清理
- [x] 3.3 运行 Cutout 定向测试、`uv run build_node` 与 `uv run pytest`,确认 Vector Depth RGB/Validity Alpha、其他三个 Shape 和现有 Cleanup 没有回归
## 4. 按最终节点接法修正
- [x] 4.1 移除 Projected Position Capture 与 Sample Index,以同一个 Edge Vertices Distance Field 分别捕获原值并在完整 XYZ Set Position 后直接求当前值
- [x] 4.2 将拉伸 Delete Geometry 改为 Point Domain,并保留后续纯线 Edge 与孤立 Point 清理
- [x] 4.3 同步结构与真实求值测试、节点资产和文档,运行 OpenSpec、节点构建及全量测试

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@@ -351,6 +351,7 @@ def test_cutout_modifier_wraps_four_menu_controlled_shape_groups():
"Smooth Iterations",
"Cleanup",
"Smooth",
"Stretch Limit",
"Reference Depth",
"Depth Direction",
"Uniform Scale",
@@ -361,6 +362,7 @@ def test_cutout_modifier_wraps_four_menu_controlled_shape_groups():
assert [item.name for item in panels[0].interface_items] == [
"Cleanup",
"Smooth",
"Stretch Limit",
"Reference Depth",
"Depth Direction",
]
@@ -429,6 +431,7 @@ def test_cutout_modifier_wraps_four_menu_controlled_shape_groups():
"Geometry",
"Thickness",
"Depth Scale",
"Stretch Limit",
"Reference Depth",
"Uniform Scale",
"Depth Image",
@@ -449,6 +452,7 @@ def test_cutout_modifier_wraps_four_menu_controlled_shape_groups():
assert dependencies == {
"Thickness": set(cutout_shape.CUTOUT_SHAPES),
"Depth Scale": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Stretch Limit": {"DEPTH_SURFACE"},
"Double Sided": {"DEPTH_BALLOON"},
"Reference Depth": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Depth Direction": {"DEPTH_BALLOON"},
@@ -503,6 +507,112 @@ def test_cutout_modifier_wraps_four_menu_controlled_shape_groups():
)
assert cleanup.default_value == 0.0
assert cleanup.subtype == "NONE"
stretch_limit = next(
item
for item in cutout.interface.items_tree
if item.item_type == "SOCKET" and item.name == "Stretch Limit"
)
child_stretch_limit = next(
item
for item in child_groups["DEPTH_SURFACE"].interface.items_tree
if item.item_type == "SOCKET" and item.name == "Stretch Limit"
)
assert stretch_limit.default_value == 0.0
assert stretch_limit.min_value == 0.0
assert stretch_limit.max_value == 1.0
assert stretch_limit.subtype == "FACTOR"
assert getattr(stretch_limit.parent, "name", "") == "Options"
assert child_stretch_limit.default_value == 0.0
assert child_stretch_limit.min_value == 0.0
assert child_stretch_limit.max_value == 1.0
assert child_stretch_limit.subtype == "FACTOR"
assert getattr(child_stretch_limit.parent, "name", "") == "Options"
depth_surface_nodes = child_groups["DEPTH_SURFACE"].nodes
captures = [
node
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeCaptureAttribute"
]
assert len(captures) == 1
assert captures[0].domain == "POINT"
assert [item.name for item in captures[0].capture_items] == [
"Original Edge Length"
]
captured_distance = next(
link.from_node
for link in child_groups["DEPTH_SURFACE"].links
if link.to_node == captures[0]
and link.to_socket.name == "Original Edge Length"
)
assert captured_distance.bl_idname == "ShaderNodeVectorMath"
assert captured_distance.operation == "DISTANCE"
ratio = next(
link.to_node
for link in child_groups["DEPTH_SURFACE"].links
if link.from_node == captured_distance
and link.to_node.bl_idname == "ShaderNodeMath"
and link.to_node.operation == "DIVIDE"
)
assert any(
link.from_node == captures[0]
and link.to_node == ratio
and link.to_socket == ratio.inputs[0]
for link in child_groups["DEPTH_SURFACE"].links
)
assert any(
link.from_node == captured_distance
and link.to_node == ratio
and link.to_socket == ratio.inputs[1]
for link in child_groups["DEPTH_SURFACE"].links
)
captured_distance = next(
link.from_node
for link in child_groups["DEPTH_SURFACE"].links
if link.to_node == captures[0]
and link.to_socket.name == "Original Edge Length"
)
assert captured_distance.bl_idname == "ShaderNodeVectorMath"
assert captured_distance.operation == "DISTANCE"
ratio = next(
link.to_node
for link in child_groups["DEPTH_SURFACE"].links
if link.from_node == captured_distance
and link.to_node.bl_idname == "ShaderNodeMath"
and link.to_node.operation == "DIVIDE"
)
assert any(
link.from_node == captures[0]
and link.to_node == ratio
and link.to_socket == ratio.inputs[0]
for link in child_groups["DEPTH_SURFACE"].links
)
assert any(
link.from_node == captured_distance
and link.to_node == ratio
and link.to_socket == ratio.inputs[1]
for link in child_groups["DEPTH_SURFACE"].links
)
samples = [
node
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeSampleIndex"
]
assert not samples
delete_domains = [
node.domain
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeDeleteGeometry"
]
assert delete_domains.count("EDGE") == 1
assert delete_domains.count("POINT") == 2
assert any(
node.bl_idname == "GeometryNodeInputMeshEdgeNeighbors"
for node in depth_surface_nodes
)
assert any(
node.bl_idname == "GeometryNodeInputMeshVertexNeighbors"
for node in depth_surface_nodes
)
cleanup_scale = next(
link.to_node
for link in cutout.links
@@ -1234,6 +1344,112 @@ def _add_cutout_modifier(obj, shape):
return modifier
def _depth_surface_stretch_object():
vertices = [(0.0, float(y), float(z)) for z in range(3) for y in range(3)]
faces = []
for z in range(2):
for y in range(2):
a = z * 3 + y
faces.extend(((a, a + 4, a + 1), (a, a + 3, a + 4)))
data = bpy.data.meshes.new("Depth Surface Stretch")
data.from_pydata(vertices, (), faces)
uv_layer = data.uv_layers.new(name="UVMap")
for loop in data.loops:
coordinate = data.vertices[loop.vertex_index].co
uv_layer.data[loop.index].uv = (coordinate.y * 0.5, coordinate.z * 0.5)
obj = bpy.data.objects.new("Depth Surface Stretch", data)
bpy.context.collection.objects.link(obj)
modifier = _add_cutout_modifier(obj, "DEPTH_SURFACE")
points = np.empty((3, 3, 3), dtype=np.float32)
for z in range(3):
for y in range(3):
points[z, y] = (-float(y), -float(z), 1.0)
points[0, 0, 2] = 6.0
depth_image = _depth_image(points, np.ones((3, 3), dtype=bool))
for name, value in (
("Depth Image", depth_image),
("Depth Scale", 1.0),
("Uniform Scale", 1.0),
("Reference Depth", 1.0),
("Thickness", 0.0),
("Smooth Iterations", 0),
):
object_data.set_modifier_input(
modifier,
object_data.modifier_input_identifier(modifier.node_group, name),
value,
)
return obj, modifier
def _evaluated_topology(obj):
evaluated = obj.evaluated_get(bpy.context.evaluated_depsgraph_get())
result = evaluated.to_mesh()
try:
face_edges = {
tuple(sorted((start, end)))
for polygon in result.polygons
for start, end in zip(
polygon.vertices,
(*polygon.vertices[1:], polygon.vertices[0]),
)
}
mesh_edges = {
tuple(sorted(edge.vertices))
for edge in result.edges
}
face_vertices = {
vertex
for polygon in result.polygons
for vertex in polygon.vertices
}
return (
len(result.vertices),
len(result.polygons),
mesh_edges - face_edges,
set(range(len(result.vertices))) - face_vertices,
)
finally:
evaluated.to_mesh_clear()
def test_depth_surface_stretch_limit_tracks_projection_and_cleans_loose_topology():
bpy.ops.wm.read_factory_settings(use_empty=True)
obj, modifier = _depth_surface_stretch_object()
stretch_id = object_data.modifier_input_identifier(
modifier.node_group,
"Stretch Limit",
)
depth_scale_id = object_data.modifier_input_identifier(
modifier.node_group,
"Depth Scale",
)
object_data.set_modifier_input(modifier, stretch_id, 0.0)
bpy.context.view_layer.update()
assert _evaluated_topology(obj) == (9, 8, set(), set())
object_data.set_modifier_input(modifier, stretch_id, 0.5)
obj.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
assert _evaluated_topology(obj) == (9, 8, set(), set())
object_data.set_modifier_input(modifier, stretch_id, 0.6)
obj.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
vertices, faces, loose_edges, loose_points = _evaluated_topology(obj)
assert 0 < faces < 8
assert vertices < 9
assert not loose_edges
assert not loose_points
object_data.set_modifier_input(modifier, depth_scale_id, 0.0)
obj.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
assert _evaluated_topology(obj) == (9, 8, set(), set())
def test_cutout_thickness_keeps_one_connected_shell():
bpy.ops.wm.read_factory_settings(use_empty=True)
vertices = [(0.0, float(y), float(z)) for z in range(3) for y in range(3)]

View File

@@ -427,6 +427,81 @@ def _position_field(group, depth_image, location):
return position_texture.outputs["Color"]
def _capture_edge_length(group, geometry, name, location):
nodes = group.nodes
links = group.links
x, y = location
edge_vertices = nodes.new("GeometryNodeInputMeshEdgeVertices")
edge_vertices.location = (x, y + 250.0)
edge_length = nodes.new("ShaderNodeVectorMath")
edge_length.operation = "DISTANCE"
edge_length.location = (x + 220.0, y + 250.0)
links.new(edge_vertices.outputs["Position 1"], edge_length.inputs[0])
links.new(edge_vertices.outputs["Position 2"], edge_length.inputs[1])
capture = nodes.new("GeometryNodeCaptureAttribute")
capture.domain = "POINT"
capture.capture_items.clear()
capture.capture_items.new("FLOAT", name)
capture.location = (x + 440.0, y)
links.new(geometry, capture.inputs["Geometry"])
links.new(edge_length.outputs["Value"], capture.inputs[name])
return capture.outputs["Geometry"], capture.outputs[name], edge_length.outputs["Value"]
def _remove_stretched_points(
group,
geometry,
original_edge_length,
current_edge_length,
stretch_limit,
location,
):
nodes = group.nodes
links = group.links
x, y = location
remaining_ratio = _math(nodes, "DIVIDE", (x + 220.0, y + 300.0))
links.new(original_edge_length, remaining_ratio.inputs[0])
links.new(current_edge_length, remaining_ratio.inputs[1])
stretched = _math(nodes, "LESS_THAN", (x + 450.0, y + 200.0))
links.new(remaining_ratio.outputs[0], stretched.inputs[0])
links.new(stretch_limit, stretched.inputs[1])
delete_stretched = nodes.new("GeometryNodeDeleteGeometry")
delete_stretched.domain = "POINT"
delete_stretched.mode = "ALL"
delete_stretched.location = (x + 680.0, y)
links.new(geometry, delete_stretched.inputs["Geometry"])
links.new(stretched.outputs[0], delete_stretched.inputs["Selection"])
edge_neighbors = nodes.new("GeometryNodeInputMeshEdgeNeighbors")
edge_neighbors.location = (x + 930.0, y + 500.0)
loose_edge = _math(nodes, "LESS_THAN", (x + 1150.0, y + 500.0))
loose_edge.inputs[1].default_value = 1.0
links.new(edge_neighbors.outputs["Face Count"], loose_edge.inputs[0])
delete_loose_edges = nodes.new("GeometryNodeDeleteGeometry")
delete_loose_edges.domain = "EDGE"
delete_loose_edges.mode = "ALL"
delete_loose_edges.location = (x + 1370.0, y)
links.new(delete_stretched.outputs["Geometry"], delete_loose_edges.inputs["Geometry"])
links.new(loose_edge.outputs[0], delete_loose_edges.inputs["Selection"])
vertex_neighbors = nodes.new("GeometryNodeInputMeshVertexNeighbors")
vertex_neighbors.location = (x + 1620.0, y + 500.0)
loose_point = _math(nodes, "LESS_THAN", (x + 1840.0, y + 500.0))
loose_point.inputs[1].default_value = 1.0
links.new(vertex_neighbors.outputs["Face Count"], loose_point.inputs[0])
delete_loose_points = nodes.new("GeometryNodeDeleteGeometry")
delete_loose_points.domain = "POINT"
delete_loose_points.mode = "ALL"
delete_loose_points.location = (x + 2060.0, y)
links.new(
delete_loose_edges.outputs["Geometry"],
delete_loose_points.inputs["Geometry"],
)
links.new(loose_point.outputs[0], delete_loose_points.inputs["Selection"])
return delete_loose_points.outputs["Geometry"]
def _plane_depth(group, direction, reference_depth, location):
nodes = group.nodes
links = group.links
@@ -610,12 +685,19 @@ def _build_depth_surface(
geometry,
thickness,
depth_scale,
stretch_limit,
uniform_scale,
reference_depth,
depth_image,
):
nodes = group.nodes
links = group.links
geometry, original_edge_length, current_edge_length = _capture_edge_length(
group,
geometry,
"Original Edge Length",
(400.0, 850.0),
)
camera_position = _position_field(group, depth_image, (-200.0, -200.0))
scaled = nodes.new("ShaderNodeVectorMath")
scaled.operation = "SCALE"
@@ -651,30 +733,56 @@ def _build_depth_surface(
links.new(depth_scale, blend.inputs[0])
links.new(current_position.outputs["Position"], blend.inputs[4])
links.new(projected.outputs["Vector"], blend.inputs[5])
blended_axes = nodes.new("ShaderNodeSeparateXYZ")
blended_axes.location = (4100.0, -500.0)
links.new(blend.outputs["Result"], blended_axes.inputs["Vector"])
surface_position = nodes.new("ShaderNodeCombineXYZ")
surface_position.location = (4100.0, -200.0)
links.new(front.outputs[0], surface_position.inputs["X"])
links.new(blended_axes.outputs["Y"], surface_position.inputs["Y"])
links.new(blended_axes.outputs["Z"], surface_position.inputs["Z"])
project_geometry = nodes.new("GeometryNodeSetPosition")
project_geometry.location = (4100.0, 400.0)
project_geometry.location = (4400.0, 400.0)
links.new(geometry, project_geometry.inputs["Geometry"])
links.new(blend.outputs["Result"], project_geometry.inputs["Position"])
links.new(surface_position.outputs["Vector"], project_geometry.inputs["Position"])
geometry = _remove_stretched_points(
group,
project_geometry.outputs["Geometry"],
original_edge_length,
current_edge_length,
stretch_limit,
(4700.0, 400.0),
)
zero_x = nodes.new("ShaderNodeValue")
zero_x.location = (7100.0, 100.0)
zero_x.outputs["Value"].default_value = 0.0
geometry = _set_geometry_x(
group,
geometry,
zero_x.outputs["Value"],
(7200.0, 400.0),
)
back = _math(nodes, "ADD", (3900.0, -100.0))
links.new(front.outputs[0], back.inputs[0])
links.new(thickness, back.inputs[1])
shaped = _set_segmented_layer_x(
group,
project_geometry.outputs["Geometry"],
geometry,
front.outputs[0],
back.outputs[0],
thickness,
(4400.0, 400.0),
(8300.0, 400.0),
)
front_only = _set_geometry_x(
group,
project_geometry.outputs["Geometry"],
geometry,
front.outputs[0],
(4600.0, -200.0),
(8500.0, -200.0),
)
geometry = _remove_zero_thickness(
group, front_only, shaped, thickness, (7900.0, 400.0)
group, front_only, shaped, thickness, (11800.0, 400.0)
)
return geometry
@@ -698,6 +806,7 @@ def build_node_group(shape):
thickness.description = "Final thickness in scene distance"
depth_image = None
stretch_limit = None
if shape == "DEPTH_BALLOON":
depth_scale = _float_input(group, "Depth Scale", 1.0)
depth_scale.description = "Scale the fitted-plane-corrected metric depth"
@@ -734,6 +843,19 @@ def build_node_group(shape):
)
elif shape == "DEPTH_SURFACE":
options = group.interface.new_panel(name="Options", default_closed=True)
stretch_limit = _float_input(
group,
"Stretch Limit",
0.0,
0.0,
1.0,
subtype="FACTOR",
parent=options,
)
stretch_limit.description = (
"Delete faces when original edge length divided by projected edge "
"length falls below this threshold; zero disables culling"
)
reference_depth = _float_input(
group,
"Reference Depth",
@@ -773,6 +895,7 @@ def build_node_group(shape):
"Uniform Scale",
"Reference Depth",
"Depth Direction",
"Stretch Limit",
},
)
geometry = controls.outputs["Geometry"]
@@ -805,11 +928,12 @@ def build_node_group(shape):
geometry,
controls.outputs["Thickness"],
controls.outputs["Depth Scale"],
controls.outputs["Stretch Limit"],
controls.outputs["Uniform Scale"],
controls.outputs["Reference Depth"],
controls.outputs["Depth Image"],
)
output_location = (8200.0, 400.0)
output_location = (12100.0, 400.0)
_localize_group_inputs(group, controls)
_shade_output(group, geometry, output_location)
group.color_tag = "GEOMETRY"
@@ -874,6 +998,19 @@ def build_cutout_modifier_group(shape_groups):
parent=options,
)
smooth.description = "Blend each smoothing pass into the selected shape"
stretch_limit = _float_input(
group,
"Stretch Limit",
0.0,
0.0,
1.0,
subtype="FACTOR",
parent=options,
)
stretch_limit.description = (
"Delete Depth Surface faces when original edge length divided by projected "
"edge length falls below this threshold; zero disables culling"
)
reference_depth = _float_input(
group,

View File

@@ -140,6 +140,7 @@ def main():
"Smooth Iterations",
"Cleanup",
"Smooth",
"Stretch Limit",
"Reference Depth",
"Depth Direction",
"Uniform Scale",
@@ -162,6 +163,7 @@ def main():
"Geometry",
"Thickness",
"Depth Scale",
"Stretch Limit",
"Reference Depth",
"Uniform Scale",
"Depth Image",
@@ -183,6 +185,7 @@ def main():
assert dependencies == {
"Thickness": set(shapes.CUTOUT_SHAPES),
"Depth Scale": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Stretch Limit": {"DEPTH_SURFACE"},
"Double Sided": {"DEPTH_BALLOON"},
"Reference Depth": {"DEPTH_BALLOON", "DEPTH_SURFACE"},
"Depth Direction": {"DEPTH_BALLOON"},
@@ -232,6 +235,77 @@ def main():
)
assert cleanup.default_value == 0.0
assert cleanup.subtype == "NONE"
stretch_limit = next(
item
for item in wrapper.interface.items_tree
if item.item_type == "SOCKET" and item.name == "Stretch Limit"
)
child_stretch_limit = next(
item
for item in groups["DEPTH_SURFACE"].interface.items_tree
if item.item_type == "SOCKET" and item.name == "Stretch Limit"
)
assert stretch_limit.default_value == 0.0
assert stretch_limit.min_value == 0.0
assert stretch_limit.max_value == 1.0
assert stretch_limit.subtype == "FACTOR"
assert getattr(stretch_limit.parent, "name", "") == "Options"
assert child_stretch_limit.default_value == 0.0
assert child_stretch_limit.min_value == 0.0
assert child_stretch_limit.max_value == 1.0
assert child_stretch_limit.subtype == "FACTOR"
assert getattr(child_stretch_limit.parent, "name", "") == "Options"
depth_surface_nodes = groups["DEPTH_SURFACE"].nodes
captures = [
node
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeCaptureAttribute"
]
assert len(captures) == 1
assert captures[0].domain == "POINT"
assert [item.name for item in captures[0].capture_items] == [
"Original Edge Length"
]
captured_distance = next(
link.from_node
for link in groups["DEPTH_SURFACE"].links
if link.to_node == captures[0]
and link.to_socket.name == "Original Edge Length"
)
assert captured_distance.bl_idname == "ShaderNodeVectorMath"
assert captured_distance.operation == "DISTANCE"
ratio = next(
link.to_node
for link in groups["DEPTH_SURFACE"].links
if link.from_node == captured_distance
and link.to_node.bl_idname == "ShaderNodeMath"
and link.to_node.operation == "DIVIDE"
)
assert any(
link.from_node == captures[0]
and link.to_node == ratio
and link.to_socket == ratio.inputs[0]
for link in groups["DEPTH_SURFACE"].links
)
assert any(
link.from_node == captured_distance
and link.to_node == ratio
and link.to_socket == ratio.inputs[1]
for link in groups["DEPTH_SURFACE"].links
)
samples = [
node
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeSampleIndex"
]
assert not samples
delete_domains = [
node.domain
for node in depth_surface_nodes
if node.bl_idname == "GeometryNodeDeleteGeometry"
]
assert delete_domains.count("EDGE") == 1
assert delete_domains.count("POINT") == 2
cleanup_scale = next(
link.to_node
for link in wrapper.links
@@ -262,7 +336,7 @@ def main():
assert not (
abs(node.location.x - other.location.x) < 150.0
and abs(node.location.y - other.location.y) < 100.0
)
), (group.name, node.name, other.name)
for group_input in (
node for node in group_nodes if node.bl_idname == "NodeGroupInput"
):
@@ -392,7 +466,8 @@ def main():
pixels = []
for z in range(3):
for y in range(3):
pixels.extend((-y * 0.5, -z * 0.5, 2.0 + y * 0.25, 0.0))
depth = 7.0 if (y, z) == (0, 0) else 2.0 + y * 0.25
pixels.extend((-y * 0.5, -z * 0.5, depth, 0.0))
point_image.pixels.foreach_set(pixels)
for name, value in (
("Depth Image", point_image),
@@ -417,12 +492,62 @@ def main():
)
for point, target in zip(
coordinates,
((y * 0.25, y * 0.5, z * 0.5) for z in range(3) for y in range(3)),
(
(
5.0 if (y, z) == (0, 0) else y * 0.25,
y * 0.5,
z * 0.5,
)
for z in range(3)
for y in range(3)
),
)
)
finally:
evaluated.to_mesh_clear()
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, "Stretch Limit"),
0.6,
)
depth_surface.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_surface)
try:
assert 0 < len(result.polygons) < 8
face_edges = {
tuple(sorted((start, end)))
for polygon in result.polygons
for start, end in zip(
polygon.vertices,
(*polygon.vertices[1:], polygon.vertices[0]),
)
}
assert all(tuple(sorted(edge.vertices)) in face_edges for edge in result.edges)
face_vertices = {
vertex
for polygon in result.polygons
for vertex in polygon.vertices
}
assert face_vertices == set(range(len(result.vertices)))
finally:
evaluated.to_mesh_clear()
set_modifier_input(
modifier,
modifier_input_identifier(modifier.node_group, "Depth Scale"),
0.0,
)
depth_surface.update_tag(refresh={"DATA"})
bpy.context.view_layer.update()
evaluated, result = evaluated_mesh(depth_surface)
try:
assert len(result.vertices) == 9
assert len(result.polygons) == 8
finally:
evaluated.to_mesh_clear()
print(
f"Validated Blender {bpy.app.version_string}: "
f"{wrapper.name} wrapping "