"""Build the Relief Plane Geometry Nodes group.""" import bpy from ..common.nodes import group_input as _group_input, interface_socket as _interface_socket from ..common.nodes import prepare_node_group 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.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 = "Fixed relief base thickness" depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat") depth_scale.default_value = 1.0 depth_scale.min_value = 0.0 options = group.interface.new_panel(name="Options", default_closed=True) 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 Scale", "Reference Depth"}, ) image_input = _group_input( nodes, {"Depth Image", "Uniform Scale"}, ) 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["Z"]) 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"]) 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") links.new(shape_input.outputs["Reference Depth"], relative_depth.inputs[0]) links.new(metric_depth.outputs[0], 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]) inward_limit = _math(nodes, "MULTIPLY") inward_limit.inputs[1].default_value = -0.999 links.new(shape_input.outputs["Thickness"], inward_limit.inputs[0]) limited_offset = _math(nodes, "MAXIMUM") links.new(full_offset.outputs[0], limited_offset.inputs[0]) links.new(inward_limit.outputs[0], limited_offset.inputs[1]) has_thickness = _math(nodes, "GREATER_THAN") has_thickness.inputs[1].default_value = 1e-6 links.new(shape_input.outputs["Thickness"], has_thickness.inputs[0]) safe_offset = nodes.new("GeometryNodeSwitch") safe_offset.input_type = "FLOAT" links.new(has_thickness.outputs[0], safe_offset.inputs["Switch"]) links.new(full_offset.outputs[0], safe_offset.inputs["False"]) links.new(limited_offset.outputs[0], safe_offset.inputs["True"]) 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["Z"], 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]) layer_weight = nodes.new("GeometryNodeSwitch") layer_weight.input_type = "FLOAT" layer_weight.inputs["False"].default_value = 1.0 links.new(has_thickness.outputs[0], layer_weight.inputs["Switch"]) links.new(clamped_ratio.outputs[0], layer_weight.inputs["True"]) weighted_offset = _math(nodes, "MULTIPLY") links.new(safe_offset.outputs["Output"], weighted_offset.inputs[0]) links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1]) offset = nodes.new("ShaderNodeCombineXYZ") links.new(weighted_offset.outputs[0], offset.inputs["Z"]) set_position = nodes.new("GeometryNodeSetPosition") links.new(place_block.outputs["Geometry"], set_position.inputs["Geometry"]) links.new(offset.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"]) links.new(shade_smooth.outputs["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