Files
AnyImage/tools/nodes/common/normal_map.py
nan 4035f5c9e4 Refactor geometry generation to standardize Blender object coordinates
- Unified the canonical local frame for generated geometries (Plane, Depth Plane, Relief Plane, Cutout, Depth Cutout) to align with Blender's object coordinate system, setting X as horizontal, Z as up, and +Y as depth.
- Removed the `Depth Axis` parameter from `O Image Cutout` and `O Image Depth Cutout`, simplifying the geometry generation process.
- Updated the depth direction defaults to use +Y instead of -Z for `O Image Relief Plane` and Depth Symmetry.
- Adjusted the geometry nodes to ensure thickness, projection, and shell displacements operate along the Y-axis.
- Implemented new capabilities for handling object space normals to align with the new canonical frame.
- Enhanced the Depth Symmetry functionality to mirror across the canonical Y-axis and perform a final rotation to maintain the correct orientation.
- Added tests to validate the new coordinate system and ensure compatibility with existing assets.
2026-09-15 13:33:37 +08:00

83 lines
3.5 KiB
Python

"""Share persistent face attributes between depth symmetry and image materials.
Rotation stores pre-inversion Euler angles, face kind is 1/2/3 for front/back/wall,
and axis is 1 for the final +X orientation. Missing attributes mean identity.
These FACE attributes stay on the output mesh for the material consumer.
"""
from mathutils import Matrix
from anyimage.common.object import blender_frame_rotation
ROTATION_ATTRIBUTE = 'o_depth_rotation'
FACE_ATTRIBUTE = 'o_depth_face'
AXIS_ATTRIBUTE = 'o_depth_axis'
def transform_object_normal_color(group, color, strength):
"""Rotate encoded object normals, reflect backs and disable wall normal maps."""
nodes, links = group.nodes, group.links
def attribute(name):
node = nodes.new('ShaderNodeAttribute')
node.attribute_type = 'GEOMETRY'
node.attribute_name = name
return node
def math(operation, value, constant):
node = nodes.new('ShaderNodeMath')
node.operation = operation
links.new(value, node.inputs[0])
node.inputs[1].default_value = constant
return node.outputs[0]
rotation = attribute(ROTATION_ATTRIBUTE)
face = attribute(FACE_ATTRIBUTE)
axis = attribute(AXIS_ATTRIBUTE)
decode = nodes.new('ShaderNodeVectorMath')
decode.operation = 'MULTIPLY_ADD'
decode.inputs[1].default_value = (2., 2., 2.)
decode.inputs[2].default_value = (-1., -1., -1.)
links.new(color, decode.inputs[0])
base = nodes.new('ShaderNodeVectorRotate')
base.rotation_type = 'EULER_XYZ'
base.inputs['Rotation'].default_value = Matrix(blender_frame_rotation()).to_euler()
links.new(decode.outputs[0], base.inputs['Vector'])
rotate = nodes.new('ShaderNodeVectorRotate')
rotate.rotation_type = 'EULER_XYZ'
rotate.invert = True
links.new(base.outputs[0], rotate.inputs['Vector'])
links.new(rotation.outputs['Vector'], rotate.inputs['Rotation'])
separate = nodes.new('ShaderNodeSeparateXYZ')
links.new(rotate.outputs[0], separate.inputs[0])
back = math('COMPARE', face.outputs['Fac'], 2.)
# Reflect the normal's Y component on the back.
difference = math('MULTIPLY', separate.outputs['Y'], -2.)
correction = nodes.new('ShaderNodeMath')
correction.operation = 'MULTIPLY_ADD'
links.new(back, correction.inputs[0])
links.new(difference, correction.inputs[1])
links.new(separate.outputs['Y'], correction.inputs[2])
combine = nodes.new('ShaderNodeCombineXYZ')
links.new(separate.outputs['X'], combine.inputs['X'])
links.new(correction.outputs[0], combine.inputs['Y'])
links.new(separate.outputs['Z'], combine.inputs['Z'])
axis_rotation = nodes.new('ShaderNodeVectorMath')
axis_rotation.operation = 'SCALE'
axis_rotation.inputs[0].default_value = Matrix.Rotation(1.5707963267948966, 4, 'Z').to_euler()
links.new(axis.outputs['Fac'], axis_rotation.inputs['Scale'])
orient = nodes.new('ShaderNodeVectorRotate')
orient.rotation_type = 'EULER_XYZ'
links.new(combine.outputs[0], orient.inputs['Vector'])
links.new(axis_rotation.outputs[0], orient.inputs['Rotation'])
encode = nodes.new('ShaderNodeVectorMath')
encode.operation = 'MULTIPLY_ADD'
encode.inputs[1].default_value = (.5, .5, .5)
encode.inputs[2].default_value = (.5, .5, .5)
links.new(orient.outputs[0], encode.inputs[0])
mapped = math('LESS_THAN', face.outputs['Fac'], 2.5)
weight = nodes.new('ShaderNodeMath')
weight.operation = 'MULTIPLY'
links.new(mapped, weight.inputs[0])
links.new(strength, weight.inputs[1])
return encode.outputs[0], weight.outputs[0]