refactor: incorporate Depth Scale into Depth Split criteria for consistent geometry handling
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@@ -48,7 +48,7 @@ def build_image_depth_panorama_group():
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dome = float_input(group, "Dome Radius", 50, minimum=1, maximum=100, subtype="DISTANCE")
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dome.description = "Radius of the sphere kept at Depth Scale 0, and where mask areas below Mask Threshold land."
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float_input(group, "Depth Scale", 1, maximum=1, subtype="FACTOR").description = "Blend between a sphere at zero and the estimated depth surface at one."
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float_input(group, "Depth Split", 0.1, maximum=1, subtype="FACTOR").description = "Split the mesh where depth changes abruptly. Higher values detect smaller depth jumps. Zero disables splitting."
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float_input(group, "Depth Split", 0.1, maximum=1, subtype="FACTOR").description = "Split the mesh where depth changes abruptly. Scaled by Depth Scale: a flat projection stays whole, higher values detect smaller depth jumps."
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valid_only = interface_socket(group, "Depth Mask", "INPUT", "NodeSocketBool")
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valid_only.default_value = True
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valid_only.description = "Remove mesh areas marked invalid by the depth mask."
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@@ -144,12 +144,12 @@ def build_image_depth_panorama_group():
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links.new(cull_controls.outputs["Depth Mask"], cull.inputs["Switch"])
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links.new(culled, cull.inputs["True"])
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links.new(protected, cull.inputs["False"])
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controls = group_input(nodes, {"Depth Split"})
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controls = group_input(nodes, {"Depth Split", "Depth Scale"})
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strength = controls.outputs["Depth Split"]
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radial = nodes.new("ShaderNodeSeparateXYZ")
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links.new(face_camera, radial.inputs[0])
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geometry, corner_camera, cut_vertex = split_depth_surface(
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group, cull.outputs["Output"], face_camera, strength, 1.0,
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group, cull.outputs["Output"], face_camera, strength, 1.0, controls.outputs["Depth Scale"],
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face_distance=radial.outputs["X"], face_center=face.outputs["Value"],
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)
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distance = build_surface_camera(group, pixel, corner_camera, cut_vertex, strength)
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