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.
This commit is contained in:
2026-09-14 12:44:20 +08:00
parent 09778c4b48
commit dc000e50b1
53 changed files with 1350 additions and 364 deletions

View File

@@ -49,39 +49,26 @@ def build_image_depth_layer_group():
displacement = nodes.new('ShaderNodeDisplacement')
displacement.inputs['Midlevel'].default_value = 0.0
displacement.inputs['Scale'].default_value = 1.0
group_input.location = (-1200.0, 100.0)
group_output.location = (1050.0, 100.0)
roughness_curve.location = (-300.0, 450.0)
bump.location = (750.0, 50.0)
displacement.location = (750.0, -300.0)
background_attribute = nodes.new('ShaderNodeAttribute')
background_attribute.attribute_type = 'GEOMETRY'
background_attribute.attribute_name = BACKGROUND_DEPTH_ATTRIBUTE
background_attribute.location = (-950.0, -500.0)
material_attribute = nodes.new('ShaderNodeAttribute')
material_attribute.attribute_type = 'GEOMETRY'
material_attribute.attribute_name = MATERIAL_DISPLACEMENT_ATTRIBUTE
material_attribute.location = (-50.0, -650.0)
strength_attribute = nodes.new('ShaderNodeAttribute')
strength_attribute.attribute_type = 'GEOMETRY'
strength_attribute.attribute_name = DEPTH_SCALE_ATTRIBUTE
strength_attribute.location = (200.0, -650.0)
foreground_mask = nodes.new('ShaderNodeMath')
foreground_mask.operation = 'GREATER_THAN'
foreground_mask.inputs[1].default_value = 0.5
foreground_mask.location = (-950.0, -250.0)
clamp_foreground = nodes.new('ShaderNodeMath')
clamp_foreground.operation = 'MAXIMUM'
clamp_foreground.location = (-650.0, -400.0)
masked_depth = nodes.new('ShaderNodeMix')
masked_depth.data_type = 'FLOAT'
masked_depth.location = (-350.0, -350.0)
enabled_depth = nodes.new('ShaderNodeMath')
enabled_depth.operation = 'MULTIPLY'
enabled_depth.location = (250.0, -350.0)
scaled_depth = nodes.new('ShaderNodeMath')
scaled_depth.operation = 'MULTIPLY'
scaled_depth.location = (450.0, -350.0)
links.new(group_input.outputs['Alpha'], foreground_mask.inputs[0])
links.new(group_input.outputs['Depth'], clamp_foreground.inputs[0])
links.new(background_attribute.outputs['Fac'], clamp_foreground.inputs[1])
@@ -94,7 +81,7 @@ def build_image_depth_layer_group():
links.new(strength_attribute.outputs['Fac'], scaled_depth.inputs[1])
processed_alpha = foreground_mask.outputs[0]
processed_depth = scaled_depth.outputs[0]
connect_material_outputs(group, group_input, group_output, roughness_curve, bump, processed_alpha, (500.0, 100.0))
connect_material_outputs(group, group_input, group_output, roughness_curve, bump, processed_alpha)
links.new(processed_depth, displacement.inputs['Height'])
links.new(displacement.outputs['Displacement'], group_output.inputs['Displacement'])
group.color_tag = 'SHADER'