"""Build the Relief Plane Geometry Nodes group.""" import bpy from anyimage.operators.cutout_tool.shape import NORMAL_REDUCTION_ATTRIBUTE_NAME from ..common.nodes import group_input as _group_input, interface_socket as _interface_socket from ..common.nodes import store_float_attribute from ..common.nodes import compare_node, prepare_node_group, vector_input from ..common.reference_plane import reference_plane_depth from ..common.boundary_smoothing import boundary_influence RELIEF_PLANE_NODE_GROUP_NAME = "O Image Relief Plane" def _math(nodes, operation): node = nodes.new("ShaderNodeMath") node.operation = operation return node def build_image_relief_plane_group(image_plane_group): group = bpy.data.node_groups.get(RELIEF_PLANE_NODE_GROUP_NAME) if group is not None: return group group = bpy.data.node_groups.new( RELIEF_PLANE_NODE_GROUP_NAME, "GeometryNodeTree", ) group.is_modifier = True geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry") geometry.structure_type = "SINGLE" subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt") subdivide.description = "Increase mesh density to represent finer shapes. Higher levels create more vertices and require more processing time." subdivide.default_value = 6 subdivide.min_value = 0 subdivide.max_value = 10 thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat") thickness.default_value = 0.0 thickness.min_value = 0.0 thickness.subtype = "DISTANCE" thickness.description = "Set the thickness of the flat base beneath the relief." vector_input(group, "Depth Direction", (0, 0, 1), subtype="DIRECTION").description = "Set the direction used to orient the reference depth plane." depth_offset = _interface_socket(group, "Depth Offset", "INPUT", "NodeSocketFloat") depth_offset.default_value = 0.0 depth_offset.min_value = -10.0 depth_offset.max_value = 10.0 depth_offset.subtype = "DISTANCE" depth_offset.description = "Correct the reference depth before direction and scale are applied." depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat") depth_scale.default_value = 0.5 depth_scale.min_value = 0.0 depth_scale.max_value = 2.0 valid_only = _interface_socket(group, "Depth Mask", "INPUT", "NodeSocketBool") valid_only.description = "Treat depth-mask-invalid areas as zero depth instead of deleting them." valid_only.default_value = True options = group.interface.new_panel(name="Options", default_closed=True) validity_threshold = _interface_socket(group, "Mask Threshold", "INPUT", "NodeSocketFloat", options) validity_threshold.description = "Set the minimum depth mask value treated as valid." validity_threshold.default_value = 0.9 validity_threshold.min_value, validity_threshold.max_value = 0.0, 0.99 validity_threshold.subtype = "FACTOR" base_plane_depth = _interface_socket( group, "Reference Depth", "INPUT", "NodeSocketFloat", parent=options, ) base_plane_depth.default_value = 1.0 base_plane_depth.min_value = 0.0 base_plane_depth.subtype = "DISTANCE" data = group.interface.new_panel(name="Data", default_closed=True) uniform_scale = _interface_socket( group, "Uniform Scale", "INPUT", "NodeSocketFloat", parent=data, ) uniform_scale.default_value = 1.0 uniform_scale.min_value = 0.0 uniform_scale.hide_in_modifier = True depth_image = _interface_socket( group, "Depth Image", "INPUT", "NodeSocketImage", parent=data, ) depth_image.hide_in_modifier = True _interface_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry") nodes = group.nodes links = group.links geometry_input = _group_input( nodes, {"Geometry", "Subdivide"}, ) shape_input = _group_input( nodes, {"Thickness", "Depth Direction", "Depth Offset", "Depth Scale"}, ) image_input = _group_input( nodes, {"Depth Image", "Uniform Scale", "Depth Mask", "Mask Threshold"}, ) group_output = nodes.new("NodeGroupOutput") image_plane = nodes.new("GeometryNodeGroup") image_plane.node_tree = image_plane_group links.new(geometry_input.outputs["Geometry"], image_plane.inputs["Geometry"]) links.new(geometry_input.outputs["Subdivide"], image_plane.inputs["Subdivide"]) links.new(shape_input.outputs["Thickness"], image_plane.inputs["Thickness"]) positive_half = _math(nodes, "MULTIPLY") positive_half.inputs[1].default_value = 0.5 links.new(shape_input.outputs["Thickness"], positive_half.inputs[0]) translation = nodes.new("ShaderNodeCombineXYZ") links.new(positive_half.outputs[0], translation.inputs["Y"]) place_block = nodes.new("GeometryNodeTransform") links.new(image_plane.outputs["Geometry"], place_block.inputs["Geometry"]) links.new(translation.outputs["Vector"], place_block.inputs["Translation"]) uv = nodes.new("GeometryNodeInputNamedAttribute") uv.data_type = "FLOAT_VECTOR" uv.inputs["Name"].default_value = "UVMap" texture = nodes.new("GeometryNodeImageTexture") texture.interpolation = "Linear" texture.extension = "EXTEND" links.new(image_input.outputs["Depth Image"], texture.inputs["Image"]) links.new(uv.outputs["Attribute"], texture.inputs["Vector"]) depth_components = nodes.new("ShaderNodeSeparateXYZ") links.new(texture.outputs["Color"], depth_components.inputs["Vector"]) invalid = nodes.new("FunctionNodeCompare") invalid.data_type, invalid.operation = "FLOAT", "LESS_THAN" links.new(texture.outputs["Alpha"], invalid.inputs["A"]) links.new(image_input.outputs["Mask Threshold"], invalid.inputs["B"]) mask_enabled = image_input.outputs["Depth Mask"] valid_mask = nodes.new("GeometryNodeSwitch") valid_mask.input_type = "FLOAT" valid_mask.inputs["False"].default_value = 1.0 links.new(invalid.outputs["Result"], valid_mask.inputs["Switch"]) mask_switch = nodes.new("GeometryNodeSwitch") mask_switch.input_type = "FLOAT" mask_switch.inputs["False"].default_value = 1.0 links.new(mask_enabled, mask_switch.inputs["Switch"]) links.new(valid_mask.outputs[0], mask_switch.inputs["True"]) metric_depth = _math(nodes, "MULTIPLY") links.new(depth_components.outputs["Z"], metric_depth.inputs[0]) links.new(image_input.outputs["Uniform Scale"], metric_depth.inputs[1]) relative_depth = _math(nodes, "SUBTRACT") reference_input = _group_input(nodes, {"Reference Depth"}) corrected_reference = _math(nodes, "ADD") links.new(reference_input.outputs["Reference Depth"], corrected_reference.inputs[0]) links.new(shape_input.outputs["Depth Offset"], corrected_reference.inputs[1]) plane_depth = reference_plane_depth( group, shape_input.outputs["Depth Direction"], corrected_reference.outputs[0], ) links.new(metric_depth.outputs[0], relative_depth.inputs[0]) links.new(plane_depth, relative_depth.inputs[1]) full_offset = _math(nodes, "MULTIPLY") links.new(relative_depth.outputs[0], full_offset.inputs[0]) links.new(shape_input.outputs["Depth Scale"], full_offset.inputs[1]) masked_full_offset = _math(nodes, "MULTIPLY") links.new(full_offset.outputs[0], masked_full_offset.inputs[0]) links.new(mask_switch.outputs[0], masked_full_offset.inputs[1]) has_thickness = compare_node(group, "GREATER_THAN", shape_input.outputs["Thickness"], 1e-6) safe_offset = _math(nodes, "MINIMUM") safe_offset.inputs[1].default_value = 0.0 links.new(masked_full_offset.outputs[0], safe_offset.inputs[0]) edge_influence = boundary_influence(group, protected=False) edge_clamped = nodes.new("ShaderNodeClamp") edge_clamped.inputs["Min"].default_value = 0.0 edge_clamped.inputs["Max"].default_value = 1.0 links.new(edge_influence, edge_clamped.inputs["Value"]) geometry_weight = _math(nodes, "SUBTRACT") geometry_weight.inputs[0].default_value = 1.0 links.new(edge_clamped.outputs[0], geometry_weight.inputs[1]) smooth_safe_offset = _math(nodes, "MULTIPLY") links.new(safe_offset.outputs[0], smooth_safe_offset.inputs[0]) links.new(geometry_weight.outputs[0], smooth_safe_offset.inputs[1]) position = nodes.new("GeometryNodeInputPosition") position_components = nodes.new("ShaderNodeSeparateXYZ") links.new(position.outputs["Position"], position_components.inputs["Vector"]) layer_ratio = _math(nodes, "DIVIDE") links.new(position_components.outputs["Y"], layer_ratio.inputs[0]) links.new(shape_input.outputs["Thickness"], layer_ratio.inputs[1]) nonnegative_ratio = _math(nodes, "MAXIMUM") nonnegative_ratio.inputs[1].default_value = 0.0 links.new(layer_ratio.outputs[0], nonnegative_ratio.inputs[0]) clamped_ratio = _math(nodes, "MINIMUM") clamped_ratio.inputs[1].default_value = 1.0 links.new(nonnegative_ratio.outputs[0], clamped_ratio.inputs[0]) one_minus_ratio = _math(nodes, "SUBTRACT") one_minus_ratio.inputs[0].default_value = 1.0 links.new(clamped_ratio.outputs[0], one_minus_ratio.inputs[1]) layer_weight = nodes.new("GeometryNodeSwitch") layer_weight.input_type = "FLOAT" layer_weight.inputs["False"].default_value = 1.0 links.new(has_thickness, layer_weight.inputs["Switch"]) links.new(one_minus_ratio.outputs[0], layer_weight.inputs["True"]) weighted_offset = _math(nodes, "MULTIPLY") links.new(smooth_safe_offset.outputs[0], weighted_offset.inputs[0]) links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1]) displacement = nodes.new("ShaderNodeCombineXYZ") links.new(weighted_offset.outputs[0], displacement.inputs["Y"]) set_position = nodes.new("GeometryNodeSetPosition") links.new(place_block.outputs["Geometry"], set_position.inputs["Geometry"]) links.new(displacement.outputs["Vector"], set_position.inputs["Offset"]) shade_smooth = nodes.new("GeometryNodeSetShadeSmooth") shade_smooth.domain = "FACE" shade_smooth.inputs["Shade Smooth"].default_value = True links.new(set_position.outputs["Geometry"], shade_smooth.inputs["Geometry"]) normal_reduction = _math(nodes, "SUBTRACT") normal_reduction.inputs[0].default_value = 1.0 scaled_depth = _math(nodes, "MULTIPLY") links.new(shape_input.outputs["Depth Scale"], scaled_depth.inputs[0]) links.new(geometry_weight.outputs[0], scaled_depth.inputs[1]) links.new(scaled_depth.outputs[0], normal_reduction.inputs[1]) output_geometry = store_float_attribute( group, shade_smooth.outputs["Geometry"], NORMAL_REDUCTION_ATTRIBUTE_NAME, normal_reduction.outputs[0], ) links.new(output_geometry, group_output.inputs["Geometry"]) group.color_tag = "GEOMETRY" group.description = ( "Build a fixed-base image relief." ) group.use_fake_user = True prepare_node_group(group) return group