feat: Implement weight cutout boundary smoothing for image depth cutout
- Added a new proposal for boundary smoothing in the weight cutout process, differentiating between Split edges and Outline smoothing requirements. - Introduced a new capability `cutout-boundary-smoothing` to control smoothing strength and default values. - Updated specifications to define the behavior of boundary-specific smoothing strength and default settings. - Created tasks to verify the implementation of boundary behavior and asset updates. - Developed comprehensive tests for depth symmetry and normal scaling to ensure expected behavior and performance. - Introduced new attributes for normal mapping to facilitate persistent face attributes sharing between depth symmetry and image materials. - Built a new node group for O Image Depth Symmetry, integrating the new smoothing capabilities and ensuring compatibility with existing workflows.
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@@ -5,10 +5,7 @@ from enum import StrEnum
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import bpy
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from ...common.depth import camera_depth_values, depth_uniform_scale
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from ...common.material import (
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IMAGE_MATERIAL_NODE_GROUP_NAME,
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create_image_material,
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)
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from ...common.material import create_image_material
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from ...common.object import (
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finalize_object_result,
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modifier_input_identifier,
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@@ -18,7 +15,7 @@ from ...common.node import load_node_group
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from .depth_calibration import (
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DEFAULT_DEPTH_BASELINE,
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DEFAULT_DEPTH_DIRECTION,
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depth_balloon_projection_parameters,
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depth_symmetry_projection_parameters,
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metric_depth_reference,
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use_adaptive_depth_calibration,
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)
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@@ -31,7 +28,6 @@ from .geometry import (
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)
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from .shape import (
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BALLOON_ATTRIBUTE_NAME,
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NORMAL_SCALE_ATTRIBUTE_NAME,
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CUTOUT_NODE_GROUP_NAMES,
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DEPTH_CUTOUT_SHAPES,
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)
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@@ -75,24 +71,6 @@ def load_cutout_node_group(shape):
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return load_node_group(CUTOUT_NODE_GROUP_NAMES[shape])
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def _connect_cutout_normal_scale(material):
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nodes = material.node_tree.nodes
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image_layer = next(
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node
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for node in nodes
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if node.bl_idname == "ShaderNodeGroup"
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and node.node_tree is not None
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and node.node_tree.name == IMAGE_MATERIAL_NODE_GROUP_NAME
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)
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attribute = nodes.new("ShaderNodeAttribute")
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attribute.attribute_type = "GEOMETRY"
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attribute.attribute_name = NORMAL_SCALE_ATTRIBUTE_NAME
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attribute.location = (-550.0, -250.0)
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material.node_tree.links.new(
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attribute.outputs["Fac"], image_layer.inputs["Normal Scale"]
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)
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def create_shape_object(
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context,
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source_object,
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@@ -143,7 +121,6 @@ def create_shape_object(
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scene=context.scene,
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)
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depth_reference = None
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_connect_cutout_normal_scale(material)
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uniform_scale = None
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depth_direction = None
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if shape in DEPTH_CUTOUT_SHAPES:
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@@ -161,7 +138,7 @@ def create_shape_object(
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)
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if not use_adaptive_depth_calibration(transparent_fraction):
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depth_reference = DEFAULT_DEPTH_BASELINE
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if shape == "DEPTH_BALLOON":
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if shape == "DEPTH_SYMMETRY":
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depth_direction = DEFAULT_DEPTH_DIRECTION
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elif shape == "DEPTH_SOLID":
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depth_reference = metric_depth_reference(
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@@ -170,7 +147,7 @@ def create_shape_object(
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uniform_scale,
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)
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else:
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depth_reference, depth_direction = depth_balloon_projection_parameters(
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depth_reference, depth_direction = depth_symmetry_projection_parameters(
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base_shape.vertices,
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base_shape.uv,
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camera_depth,
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@@ -222,7 +199,7 @@ def create_shape_object(
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),
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value,
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)
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if shape in {"FLAT", "SOLID", "DEPTH_SOLID"} and gesture == "POLYLINE":
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if gesture == "POLYLINE" and shape != "DEPTH_SYMMETRY":
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set_modifier_input(
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modifier,
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modifier_input_identifier(node_group, "Mode"),
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@@ -246,7 +223,7 @@ def create_shape_object(
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modifier_input_identifier(node_group, name),
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value,
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)
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if shape == "DEPTH_BALLOON":
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if shape == "DEPTH_SYMMETRY":
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set_modifier_input(
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modifier,
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modifier_input_identifier(node_group, "Depth Direction"),
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