"""Build O Image Depth Cutout.""" import bpy from mathutils import Matrix from anyimage.operators.cutout_tool.shape import CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME from ..common.nodes import interface_socket, group_input, math_node, float_input, menu_switch, read_float_attribute, store_float_attribute, prepare_node_group, sample_field, evaluate_field from ..common.smoothing import expand_smooth from ..common.boundary_smoothing import smooth_cut_boundary from ..common.outline_smoothing import smooth_outline_camera from ..common.cutout import _island_cleanup, _position_field, _remove_zero_thickness, _shade_output from ..common.depth_surface import _math, project_depth_surface, build_surface_camera, split_depth_surface, sample_face_camera, thicken_depth_surface from ..common.smoothing import edge_boundary_field from ..common.cutout_boundary import remove_boundary_triangles, taper_split_profile NODE_GROUP_NAME = "O Image Depth Cutout" def build_normal_weight(group, uniform): """Scale normal smoothing by the active mode's relative thickness.""" control = group_input(group.nodes, {"Thickness", "Uniform Thickness", "Reference Depth"}) amount = group.nodes.new("GeometryNodeSwitch") amount.input_type = "FLOAT" group.links.new(uniform, amount.inputs["Switch"]) group.links.new(control.outputs["Thickness"], amount.inputs["False"]) ratio = _math(group, "DIVIDE", control.outputs["Uniform Thickness"], _math(group, "MAXIMUM", control.outputs["Reference Depth"], 1e-8)) group.links.new(ratio, amount.inputs["True"]) 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_volume_fields(group): """Evaluate the center and thickness on the original front surface.""" links = group.links rim = evaluate_field(group, edge_boundary_field(group.nodes, links), "FLOAT", "POINT") profile = read_float_attribute(group, "o_balloon") position = group.nodes.new("GeometryNodeInputPosition") axes = group.nodes.new("ShaderNodeSeparateXYZ") links.new(position.outputs[0], axes.inputs[0]) seed = _math(group, "SUBTRACT", axes.outputs["Z"], profile) interior = _math(group, "SUBTRACT", 1, rim) blur = group.nodes.new("GeometryNodeBlurAttribute") blur.data_type = "FLOAT" blur.inputs["Iterations"].default_value = 256 links.new(seed, blur.inputs["Value"]) links.new(interior, blur.inputs["Weight"]) center = blur.outputs[0] residual = _math(group, "SUBTRACT", axes.outputs["Z"], center) full = _math(group, "ADD", residual, profile) minimum = _math(group, "MULTIPLY", profile, 0.05) positive = _math(group, "MAXIMUM", full, minimum) control = group_input(group.nodes, {"Thickness"}) thickness = _math(group, "MULTIPLY", positive, control.outputs["Thickness"]) return {"rim": rim, "center": center, "thickness": thickness} def build_shell_fields(group, geometry, fields, uniform, normal_weight=1): """Evaluate rear directions on the center surface and select shell thickness.""" nodes, links = group.nodes, group.links position = nodes.new("GeometryNodeInputPosition") axes = nodes.new("ShaderNodeSeparateXYZ") links.new(position.outputs[0], axes.inputs[0]) center_position = nodes.new("ShaderNodeCombineXYZ") for axis in ("X", "Y"): links.new(axes.outputs[axis], center_position.inputs[axis]) links.new(fields["center"], center_position.inputs["Z"]) surface = nodes.new("GeometryNodeSetPosition") links.new(geometry, surface.inputs["Geometry"]) links.new(center_position.outputs[0], surface.inputs["Position"]) normal = nodes.new("GeometryNodeInputNormal") blur = nodes.new("GeometryNodeBlurAttribute") blur.data_type = "FLOAT_VECTOR" blur.inputs["Iterations"].default_value = 100 links.new(normal.outputs[0], blur.inputs["Value"]) normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight) rear_normal = sample_field(group, surface.outputs[0], normalized, "FLOAT_VECTOR") control = group_input(nodes, {"Uniform Thickness"}) thickness = nodes.new("GeometryNodeSwitch") thickness.input_type = "FLOAT" links.new(uniform, thickness.inputs["Switch"]) links.new(fields["thickness"], thickness.inputs["False"]) links.new(control.outputs["Uniform Thickness"], thickness.inputs["True"]) return {"thickness": thickness.outputs[0], "normal": rear_normal} def build_front_fields(group, rim, front_normal, normal_weight=1): """Fit structural amplitude over neighbouring points before creating the shell.""" links = group.links def blur(value, weight=None): result = group.nodes.new("GeometryNodeBlurAttribute") result.data_type = "FLOAT" result.inputs["Iterations"].default_value = 256 links.new(value, result.inputs["Value"]) if weight is not None: links.new(weight, result.inputs["Weight"]) return result.outputs[0] profile_node = group.nodes.new("GeometryNodeInputNamedAttribute") profile_node.data_type = "FLOAT" profile_node.inputs["Name"].default_value = "o_balloon" profile = profile_node.outputs["Attribute"] interior = _math(group, "SUBTRACT", 1, rim) position = group.nodes.new("GeometryNodeInputPosition") axes = group.nodes.new("ShaderNodeSeparateXYZ") links.new(position.outputs[0], axes.inputs[0]) depth = axes.outputs["Z"] depth_slow = blur(depth, interior) profile_slow = blur(profile, interior) depth_bump = _math(group, "SUBTRACT", depth, depth_slow) profile_bump = _math(group, "SUBTRACT", profile, profile_slow) numerator = _math(group, "MULTIPLY", depth_bump, profile_bump) denominator = _math(group, "MULTIPLY", profile_bump, profile_bump) numerator = blur(numerator) denominator = blur(denominator) denominator = _math(group, "MAXIMUM", denominator, 1e-10) structure = _math(group, "DIVIDE", numerator, denominator) structure = _math(group, "MAXIMUM", structure, 0) normal = front_normal smooth = group.nodes.new("GeometryNodeBlurAttribute") smooth.data_type = "FLOAT_VECTOR" links.new(normal, smooth.inputs["Value"]) smooth.inputs["Iterations"].default_value = 512 normalized = blend_normal(group, normal, smooth.outputs[0], normal_weight) return {"structure": structure, "inflation_normal": normalized} def build_inflation_position(group, position, distance, uniform, fields): """Grow both modes continuously while leaving the rear cap in place.""" links = group.links structure = fields["structure"] control = group.nodes.new("NodeGroupInput") a = _math(group, "MULTIPLY", control.outputs["Thickness"], control.outputs["Front Inflation"]) # A shifted cubic blend preserves continuous growth and height order. shifted = _math(group, "ADD", a, 0.75) quadratic = _math(group, "MULTIPLY", a, shifted) quadratic = _math(group, "ADD", quadratic, 0.1875) q = _math(group, "MULTIPLY", a, quadratic) k = _math(group, "ADD", structure, 0.25) square = _math(group, "MULTIPLY", k, k) cube = _math(group, "MULTIPLY", square, k) total = _math(group, "ADD", cube, q) root = _math(group, "POWER", total, 1 / 3) root_square = _math(group, "MULTIPLY", root, root) product = _math(group, "MULTIPLY", root, k) denominator = _math(group, "ADD", root_square, product) denominator = _math(group, "ADD", denominator, square) response = _math(group, "DIVIDE", q, denominator) profile = group.nodes.new("GeometryNodeInputNamedAttribute") profile.data_type = "FLOAT" profile.inputs["Name"].default_value = "o_balloon" balloon = _math(group, "MULTIPLY", profile.outputs["Attribute"], response) uniform_control = group.nodes.new("NodeGroupInput") uniform_amount = _math(group, "MULTIPLY", uniform_control.outputs["Uniform Thickness"], uniform_control.outputs["Front Inflation"]) selected = group.nodes.new("GeometryNodeSwitch") selected.input_type = "FLOAT" links.new(uniform, selected.inputs["Switch"]) links.new(balloon, selected.inputs["False"]) links.new(uniform_amount, selected.inputs["True"]) displacement = selected.outputs[0] height = fields["thickness"] layer = _math(group, "DIVIDE", distance, height) layer = _math(group, "ADD", 1, layer) layer = _math(group, "MAXIMUM", layer, 0) layer = _math(group, "MINIMUM", layer, 1) displacement = _math(group, "MULTIPLY", displacement, layer) normal = fields["inflation_normal"] offset = group.nodes.new("ShaderNodeVectorMath") offset.operation = "SCALE" links.new(normal, offset.inputs[0]) links.new(displacement, offset.inputs[3]) result = group.nodes.new("ShaderNodeVectorMath") result.operation = "ADD" links.new(position, result.inputs[0]) links.new(offset.outputs[0], result.inputs[1]) enabled = group.nodes.new("GeometryNodeSwitch") enabled.input_type = "VECTOR" links.new(control.outputs["Front Inflation"], enabled.inputs["Switch"]) links.new(position, enabled.inputs["False"]) links.new(result.outputs[0], enabled.inputs["True"]) return enabled.outputs[0] def build_front_normal(group, normal_weight): 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"]) blur.inputs["Iterations"].default_value = 100 normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight) return evaluate_field(group, normalized, "FLOAT_VECTOR", "POINT") def build_shell_position(group, position, front, uniform, fields): links = group.links def connect(value, target): if hasattr(value, "node"): links.new(value, target) else: target.default_value = value def vector(operation, a, b): result = group.nodes.new("ShaderNodeVectorMath") result.operation = operation connect(a, result.inputs[0]) connect(b, result.inputs[3 if operation == "SCALE" else 1]) return result.outputs[0] def z(value): result = group.nodes.new("ShaderNodeSeparateXYZ") links.new(value, result.inputs[0]) return result.outputs["Z"] # Uniform and the thin end of Balloon share the actual front normal. front_z = z(front) raw_z = z(position) distance = _math(group, "SUBTRACT", raw_z, front_z) normal = fields["front_normal"] thin_offset = vector("SCALE", normal, distance) uniform_position = vector("ADD", front, thin_offset) control = group_input(group.nodes, {"Thickness"}) clamp = group.nodes.new("ShaderNodeClamp") links.new(control.outputs["Thickness"], clamp.inputs["Value"]) t = clamp.outputs[0] radius = _math(group, "MULTIPLY", _math(group, "SUBTRACT", front_z, fields["center"]), t) rear = _math(group, "SUBTRACT", 1, read_float_attribute(group, "o_normal_scale")) rear_radius = _math(group, "MULTIPLY", rear, _math(group, "ADD", radius, distance)) direction = vector("SUBTRACT", fields["normal"], (0, 0, 1)) rear_shift = vector("SCALE", direction, rear_radius) axis_offset = group.nodes.new("ShaderNodeCombineXYZ") links.new(distance, axis_offset.inputs["Z"]) full_offset = vector("ADD", axis_offset.outputs[0], rear_shift) # Smoothly reach the existing full-volume shape at Thickness >= 1. transition = group.nodes.new("ShaderNodeMapRange") transition.interpolation_type = "SMOOTHERSTEP" links.new(t, transition.inputs["Value"]) mix = group.nodes.new("ShaderNodeMix") mix.data_type = "VECTOR" links.new(transition.outputs[0], mix.inputs[0]) links.new(thin_offset, mix.inputs[4]) links.new(full_offset, mix.inputs[5]) balloon_position = vector("ADD", front, mix.outputs["Result"]) choose = group.nodes.new("GeometryNodeSwitch") choose.input_type = "VECTOR" links.new(uniform, choose.inputs["Switch"]) links.new(balloon_position, choose.inputs["False"]) links.new(uniform_position, choose.inputs["True"]) return build_inflation_position(group, choose.outputs[0], distance, uniform, fields) def _build_depth_surface(group, geometry, controls): """Project the mesh and sample front-surface fields while shaping the shell.""" links = group.links split = controls.outputs["Split Threshold"] 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"], triangles=True, ) geometry = remove_boundary_triangles(group, geometry) camera = build_surface_camera(group, _position_field(group, image), corner_camera, cut_vertex, split) camera = smooth_outline_camera(group, original, geometry, camera, scale) projection = project_depth_surface( group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"], split, ) projection = smooth_cut_boundary(group, projection) projection = taper_split_profile(group, original, projection) # The mode field is shared by the geometry and thickness choices. mode = menu_switch(group, "Mode", ("Balloon", "Uniform"), "BOOLEAN") mode.inputs["Balloon"].default_value = False mode.inputs["Uniform"].default_value = True uniform = mode.outputs[0] volume = build_volume_fields(group) normal_weight = build_normal_weight(group, uniform) normal = build_front_normal(group, normal_weight) front = build_front_fields(group, volume["rim"], normal, normal_weight) shell_fields = build_shell_fields(group, projection, volume, uniform, normal_weight) thickness = sample_field(group, projection, shell_fields["thickness"], "FLOAT") shell = thicken_depth_surface( group, projection, thickness, back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True, ) fields = { name: sample_field(group, projection, value, data_type, index=shell["source_index"]) for name, value, data_type in ( ("center", volume["center"], "FLOAT"), ("front_normal", normal, "FLOAT_VECTOR"), ("structure", front["structure"], "FLOAT"), ("inflation_normal", front["inflation_normal"], "FLOAT_VECTOR"), ) } fields.update({ name: sample_field(group, projection, value, "FLOAT_VECTOR" if name == "normal" else "FLOAT", index=shell["source_index"]) for name, value in shell_fields.items() }) oriented = build_shell_position(group, shell["position"], shell["front"], uniform, fields) links.new(oriented, shell["position_input"]) amount = group.nodes.new("GeometryNodeSwitch") amount.input_type = "FLOAT" links.new(uniform, amount.inputs["Switch"]) links.new(controls.outputs["Thickness"], amount.inputs["False"]) links.new(controls.outputs["Uniform Thickness"], amount.inputs["True"]) return _remove_zero_thickness(group, projection, shell["geometry"], amount.outputs[0]) 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' group['anyimage_asset_revision'] = 23 interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry') interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu') float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet' float_input(group, 'Uniform Thickness', 0.0, subtype='DISTANCE').description = 'Distance used only by Uniform thickness mode' float_input(group, 'Depth Scale', 1.0) float_input(group, 'Split Threshold', 0.1, maximum=1, subtype='FACTOR') iterations = interface_socket(group, 'Smooth', 'INPUT', 'NodeSocketInt') iterations.default_value = 0 iterations.min_value, iterations.max_value = (0, 20) options = group.interface.new_panel(name='Options', default_closed=True) float_input(group, 'Cleanup Threshold', 0.0, parent=options) float_input(group, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options) float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options) boundary_smooth = interface_socket(group, 'Boundary Smooth', 'INPUT', 'NodeSocketInt', options) boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 2, 1, 20 boundary_smooth.description = 'Boundary geometry iterations and depth blur steps per outline smoothing round' outline_smooth = interface_socket(group, 'Outline Depth Fix', 'INPUT', 'NodeSocketInt', options) outline_smooth.default_value, outline_smooth.min_value, outline_smooth.max_value = 16, 0, 200 outline_smooth.description = 'Adaptive ray-distance smoothing rounds around the original outline; preserves split boundary distance' float_input(group, 'Front Inflation', 0.0, maximum=1, subtype='FACTOR', parent=options) data = group.interface.new_panel(name='Data', default_closed=True) interface_socket(group, 'Inward Axis', 'INPUT', 'NodeSocketMenu', data).hide_in_modifier = 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') base = group_input(group.nodes, {'Geometry', 'Cleanup Threshold'}) area = math_node(group.nodes, 'MULTIPLY') area.inputs[1].default_value = 0.01 group.links.new(base.outputs['Cleanup Threshold'], area.inputs[0]) cleaned = _island_cleanup(group, base.outputs['Geometry'], area.outputs[0]) cleaned = store_float_attribute(group, cleaned, NORMAL_SCALE_ATTRIBUTE_NAME, 1.0, domain='FACE') controls = group_input(group.nodes, set()) geometry = _build_depth_surface(group, cleaned, controls) geometry = expand_smooth(group, geometry, iterations_name='Smooth', weight_name='Smooth Weight') orient = group.nodes.new('GeometryNodeTransform') orient.inputs['Rotation'].default_value = Matrix(CUTOUT_Z_TO_X).to_euler() group.links.new(geometry, orient.inputs['Geometry']) axis = menu_switch(group, 'Inward Axis', ('-Z', '+X'), 'GEOMETRY') group.links.new(geometry, axis.inputs['-Z']) group.links.new(orient.outputs[0], axis.inputs['+X']) _shade_output(group, axis.outputs[0]) 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 == 'Inward Axis': item.default_value = '-Z' elif item.name == 'Uniform Thickness': item.name = 'Thickness' return group