"""Build O Image Depth Cutout.""" import bpy from anyimage.operators.cutout_tool.shape import NORMAL_REDUCTION_ATTRIBUTE_NAME from ..common.nodes import ( interface_socket, group_input, float_input, read_float_attribute, read_vector_attribute, store_float_attribute, store_vector_attribute, remove_attribute_pattern, prepare_node_group, evaluate_field, compare_node, ) from ..common.boundary_smoothing import smooth_cut_boundary from ..common.cutout import _position_field, _shade_output from ..common.depth_surface import _math, project_depth_surface, build_surface_camera, split_depth_surface, sample_face_camera from ..common.smoothing import edge_boundary_field from ..common.cutout_boundary import original_boundary_field, remove_boundary_triangles, taper_split_profile NODE_GROUP_NAME = "O Image Depth Cutout" SOLID_NORMAL_ATTRIBUTE = "_o_solid_normal" BALLOON_THICKNESS_SCALE = 2.0 FRONT_INFLATION_SCALE = 0.5 def build_normal_weight(group, is_shell): """Use full shell smoothing and thickness-weighted balloon smoothing.""" control = group_input(group.nodes, {"Thickness"}) amount = group.nodes.new("GeometryNodeSwitch") amount.input_type = "FLOAT" group.links.new(is_shell, amount.inputs["Switch"]) group.links.new(control.outputs["Thickness"], amount.inputs["False"]) amount.inputs["True"].default_value = 1 ramp = group.nodes.new("ShaderNodeMapRange") ramp.interpolation_type = "SMOOTHSTEP" ramp.clamp = True group.links.new(amount.outputs[0], ramp.inputs["Value"]) return ramp.outputs["Result"] def blend_normal(group, original, smoothed, weight): """Normalize the thickness-weighted blend on the consumer geometry.""" mix = group.nodes.new("ShaderNodeMix") mix.data_type = "VECTOR" if isinstance(weight, (int, float)): mix.inputs[0].default_value = weight else: group.links.new(weight, mix.inputs[0]) group.links.new(original, mix.inputs[4]) group.links.new(smoothed, mix.inputs[5]) normalize = group.nodes.new("ShaderNodeVectorMath") normalize.operation = "NORMALIZE" group.links.new(mix.outputs["Result"], normalize.inputs[0]) return normalize.outputs[0] def build_front_normal(group, normal_weight): """Smooth the projected surface normals that drive the inflation.""" links = group.links normal = group.nodes.new("GeometryNodeInputNormal") blur = group.nodes.new("GeometryNodeBlurAttribute") blur.data_type = "FLOAT_VECTOR" links.new(normal.outputs[0], blur.inputs["Value"]) links.new(group_input(group.nodes, {"Normal Smooth"}).outputs["Normal Smooth"], blur.inputs["Iterations"]) return blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight) def build_inflation_amount(group, controls, is_shell): """Balloon scales the profile, Shell moves a fixed distance.""" nodes, links = group.nodes, group.links thickness = _math( group, "MULTIPLY", controls.outputs["Thickness"], BALLOON_THICKNESS_SCALE, ) balloon = _math( group, "MULTIPLY", read_float_attribute(group, "o_balloon"), thickness, ) amount = nodes.new("GeometryNodeSwitch") amount.input_type = "FLOAT" links.new(is_shell, amount.inputs["Switch"]) links.new(balloon, amount.inputs["False"]) links.new(controls.outputs["Shell Thickness"], amount.inputs["True"]) return amount.outputs[0] def build_solid(group, surface, amount, normal, is_shell, controls, weld_distance): """Inflate the projected surface into a front leaf, wall and rear leaf.""" nodes, links = group.nodes, group.links def offset(distance): result = nodes.new("ShaderNodeVectorMath") result.operation = "SCALE" links.new(normal, result.inputs[0]) links.new(distance, result.inputs[3]) return result.outputs[0] inflation = _math( group, "MULTIPLY", amount, _math(group, "MULTIPLY", controls.outputs["Front Inflation"], FRONT_INFLATION_SCALE), ) front_amount = nodes.new("GeometryNodeSwitch") front_amount.input_type = "FLOAT" links.new(is_shell, front_amount.inputs["Switch"]) links.new(inflation, front_amount.inputs["False"]) front_amount.inputs["True"].default_value = 0.0 front = nodes.new("GeometryNodeSetPosition") links.new(surface, front.inputs["Geometry"]) links.new(offset(front_amount.outputs[0]), front.inputs["Offset"]) span = _math(group, "ADD", amount, front_amount.outputs[0]) span = _math(group, "MULTIPLY", span, -1.0) extrude = nodes.new("GeometryNodeExtrudeMesh") extrude.mode = "FACES" extrude.inputs["Individual"].default_value = False links.new(front.outputs["Geometry"], extrude.inputs["Mesh"]) links.new(offset(span), extrude.inputs["Offset"]) # Extruding against the normal leaves the rear leaf and wall facing inward. flipped = nodes.new("GeometryNodeFlipFaces") links.new(extrude.outputs["Mesh"], flipped.inputs["Mesh"]) rear = store_float_attribute( group, flipped.outputs["Mesh"], NORMAL_REDUCTION_ATTRIBUTE_NAME, 1.0, ) join = nodes.new("GeometryNodeJoinGeometry") links.new(front.outputs["Geometry"], join.inputs["Geometry"]) links.new(rear, join.inputs["Geometry"]) merge = nodes.new("GeometryNodeMergeByDistance") merge.mode = "ALL" links.new(weld_distance, merge.inputs["Distance"]) links.new(join.outputs["Geometry"], merge.inputs["Geometry"]) return merge.outputs["Geometry"] def _build_depth_surface(group, geometry, controls): """Project the depth image and inflate the projected surface into a solid.""" links = group.links split = controls.outputs["Depth Split"] image = controls.outputs["Depth Image"] scale = controls.outputs["Uniform Scale"] original = geometry geometry, corner_camera, cut_vertex = split_depth_surface( group, geometry, sample_face_camera(group, image), split, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"], triangles=True, ) geometry = remove_boundary_triangles(group, geometry) boundary = edge_boundary_field(group.nodes, group.links) rim = evaluate_field(group, boundary, "FLOAT", "POINT") camera = build_surface_camera( group, _position_field(group, image), corner_camera, cut_vertex, split, ) projection = project_depth_surface( group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"], ) projection = smooth_cut_boundary(group, projection, cut_vertex, boundary=rim) # Clamped depth pixels can collapse adjacent outline samples after projection. edge = group.nodes.new("GeometryNodeInputMeshEdgeVertices") length = group.nodes.new("ShaderNodeVectorMath") length.operation = "DISTANCE" links.new(edge.outputs["Position 1"], length.inputs[0]) links.new(edge.outputs["Position 2"], length.inputs[1]) typical = group.nodes.new("GeometryNodeAttributeStatistic") typical.data_type, typical.domain = "FLOAT", "EDGE" links.new(projection, typical.inputs["Geometry"]) links.new(length.outputs["Value"], typical.inputs["Attribute"]) merge = group.nodes.new("GeometryNodeMergeByDistance") merge.mode = "CONNECTED" links.new(projection, merge.inputs["Geometry"]) links.new(_math(group, "MULTIPLY", typical.outputs["Mean"], 1e-6), merge.inputs["Distance"]) projection = merge.outputs["Geometry"] projection = taper_split_profile(group, projection, original_boundary_field(group, original, rim)) # The mode field is shared by the geometry and thickness choices. mode = group.nodes.new("GeometryNodeMenuSwitch") mode.data_type = "BOOLEAN" for item, name in zip(mode.enum_items, ("Balloon", "Shell")): item.name = name links.new(controls.outputs["Mode"], mode.inputs["Menu"]) mode.inputs["Balloon"].default_value = False mode.inputs["Shell"].default_value = True is_shell = mode.outputs[0] amount = build_inflation_amount(group, controls, is_shell) statistics = group.nodes.new("GeometryNodeAttributeStatistic") statistics.data_type, statistics.domain = "FLOAT", "POINT" links.new(projection, statistics.inputs["Geometry"]) links.new(amount, statistics.inputs["Attribute"]) has_thickness = compare_node(group, "GREATER_THAN", statistics.outputs["Max"], 1e-6) zero_shell = group.nodes.new("GeometryNodeSwitch") zero_shell.input_type = "GEOMETRY" links.new(has_thickness, zero_shell.inputs["Switch"]) links.new(projection, zero_shell.inputs["False"]) normal = build_front_normal(group, build_normal_weight(group, is_shell)) # Both leaves must inflate along one normal, so it is carried across the # extrusion instead of being evaluated again on the moved surface. projection = store_vector_attribute( group, projection, SOLID_NORMAL_ATTRIBUTE, normal, ) solid = build_solid( group, projection, amount, read_vector_attribute(group, SOLID_NORMAL_ATTRIBUTE), is_shell, controls, _math(group, "MULTIPLY", typical.outputs["Mean"], 1e-3), ) links.new(solid, zero_shell.inputs["True"]) return remove_attribute_pattern(group, zero_shell.outputs[0], "_o_*") def build_image_depth_cutout_group(): name = NODE_GROUP_NAME existing = bpy.data.node_groups.get(name) if existing is not None: return existing group = bpy.data.node_groups.new(name, 'GeometryNodeTree') group.is_modifier, group.use_fake_user = (True, True) group.color_tag = 'GEOMETRY' interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry') interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu') float_input(group, 'Thickness', 0.0, maximum=2.0).description = 'Control how much the surface bulges in Balloon mode. Zero removes the bulge.' float_input(group, 'Shell Thickness', 0.0, maximum=1.0, subtype='DISTANCE').description = 'Add thickness behind the original surface while keeping the front surface in place.' float_input(group, 'Depth Scale', 1.0, maximum=2.0) 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.' options = group.interface.new_panel(name='Options', default_closed=True) boundary_smooth = interface_socket(group, 'Boundary Smooth', 'INPUT', 'NodeSocketInt', options) boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 4, 0, 16 boundary_smooth.description = 'Smooth geometry near the original outline and Depth Split edges. Zero disables boundary smoothing.' normal_smooth = interface_socket(group, 'Normal Smooth', 'INPUT', 'NodeSocketInt', options) normal_smooth.default_value, normal_smooth.min_value, normal_smooth.max_value = 512, 16, 512 normal_smooth.description = 'Control smoothing of front and rear displacement normals. Higher values produce smoother directions.' float_input(group, 'Front Inflation', 0.2, maximum=1, subtype='FACTOR', parent=options).description = 'Control how much the front surface bulges in Balloon mode, reaching half of the balloon thickness. Zero keeps the original front surface.' float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options) data = group.interface.new_panel(name='Data', default_closed=True) float_input(group, 'Uniform Scale', 1.0, parent=data).hide_in_modifier = True interface_socket(group, 'Depth Image', 'INPUT', 'NodeSocketImage', data).hide_in_modifier = True interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry') controls = group_input(group.nodes, set()) geometry = store_float_attribute(group, controls.outputs['Geometry'], NORMAL_REDUCTION_ATTRIBUTE_NAME, 0.0) geometry = _build_depth_surface(group, geometry, controls) _shade_output(group, geometry) prepare_node_group(group) for item in group.interface.items_tree: if item.item_type != 'SOCKET' or item.in_out != 'INPUT': continue if item.name == 'Mode': item.default_value = 'Balloon' elif item.name == 'Shell Thickness': item.name = 'Thickness' return group