Files
AnyImage/tools/node_assets/build_depth_plane.py
nan 377eee43f5 Refactor and enhance geometry node groups for depth plane and material layers
- Updated the depth plane node group to load from an asset and simplified the interface.
- Created a new build script for depth plane geometry nodes.
- Introduced material layer groups for image and depth materials with appropriate sockets.
- Added functionality to connect balloon normal scale to the image material.
- Enhanced tests to validate the new node groups and their connections.
- Ensured that production code does not create node groups directly.
2026-08-31 12:25:23 +08:00

191 lines
8.0 KiB
Python

"""Build the Depth Plane Geometry Nodes group."""
import bpy
DEPTH_PLANE_NODE_GROUP_NAME = "O Image Depth Plane"
def _interface_socket(group, name, in_out, socket_type):
socket = group.interface.new_socket(
name=name,
in_out=in_out,
socket_type=socket_type,
)
if in_out == "INPUT" and hasattr(socket, "structure_type"):
socket.structure_type = "SINGLE"
return socket
def _group_input(nodes, location, visible_names):
node = nodes.new("NodeGroupInput")
node.location = location
visible = set(visible_names)
for output in node.outputs:
output.hide = output.name not in visible
return node
def build_depth_plane_group(mesh_plane_group):
group = bpy.data.node_groups.get(DEPTH_PLANE_NODE_GROUP_NAME)
if group is not None:
return group
group = bpy.data.node_groups.new(
DEPTH_PLANE_NODE_GROUP_NAME,
"GeometryNodeTree",
)
group.is_modifier = True
_interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
subdivide.default_value = 7
subdivide.min_value = 0
subdivide.max_value = 10
thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat")
thickness.default_value = 0.1
thickness.min_value = 0.0
thickness.subtype = "DISTANCE"
depth_amount = _interface_socket(group, "Depth Amount", "INPUT", "NodeSocketFloat")
depth_amount.default_value = 1.0
depth_amount.min_value = 0.0
reference_depth = _interface_socket(
group, "Reference Depth", "INPUT", "NodeSocketFloat"
)
reference_depth.hide_in_modifier = True
uniform_scale = _interface_socket(
group, "Uniform Scale", "INPUT", "NodeSocketFloat"
)
uniform_scale.hide_in_modifier = True
depth_image = _interface_socket(group, "Depth Image", "INPUT", "NodeSocketImage")
depth_image.hide_in_modifier = True
material = _interface_socket(group, "Material", "INPUT", "NodeSocketMaterial")
material.hide_in_modifier = True
_interface_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
nodes = group.nodes
links = group.links
geometry_input = _group_input(
nodes,
(-1850.0, 450.0),
{"Geometry", "Subdivide", "Material"},
)
shape_input = _group_input(
nodes,
(-1250.0, 850.0),
{"Thickness", "Depth Amount"},
)
image_input = _group_input(
nodes,
(-1050.0, 50.0),
{"Depth Image", "Reference Depth", "Uniform Scale"},
)
cleanup_input = _group_input(nodes, (650.0, -200.0), {"Thickness"})
group_output = nodes.new("NodeGroupOutput")
group_output.location = (1850.0, 450.0)
mesh_plane = nodes.new("GeometryNodeGroup")
mesh_plane.node_tree = mesh_plane_group
mesh_plane.inputs["Thickness"].default_value = 0.0
mesh_plane.location = (-1550.0, 450.0)
links.new(geometry_input.outputs["Geometry"], mesh_plane.inputs["Geometry"])
links.new(geometry_input.outputs["Subdivide"], mesh_plane.inputs["Subdivide"])
links.new(geometry_input.outputs["Material"], mesh_plane.inputs["Material"])
extrude = nodes.new("GeometryNodeExtrudeMesh")
extrude.mode = "FACES"
extrude.inputs["Offset"].default_value = (0.0, 0.0, -1.0)
extrude.inputs["Individual"].default_value = False
extrude.location = (-1200.0, 450.0)
links.new(mesh_plane.outputs["Geometry"], extrude.inputs["Mesh"])
links.new(shape_input.outputs["Thickness"], extrude.inputs["Offset Scale"])
geometry = extrude.outputs["Mesh"]
uv = nodes.new("GeometryNodeInputNamedAttribute")
uv.data_type = "FLOAT_VECTOR"
uv.inputs["Name"].default_value = "UVMap"
uv.location = (-1000.0, 50.0)
texture = nodes.new("GeometryNodeImageTexture")
texture.location = (-800.0, 50.0)
links.new(image_input.outputs["Depth Image"], texture.inputs["Image"])
links.new(uv.outputs["Attribute"], texture.inputs["Vector"])
separate = nodes.new("ShaderNodeSeparateXYZ")
separate.location = (-600.0, 50.0)
links.new(texture.outputs["Color"], separate.inputs["Vector"])
relative_depth = nodes.new("ShaderNodeMath")
relative_depth.operation = "SUBTRACT"
relative_depth.location = (-600.0, -150.0)
links.new(image_input.outputs["Reference Depth"], relative_depth.inputs[0])
links.new(separate.outputs["X"], relative_depth.inputs[1])
local_depth = nodes.new("ShaderNodeMath")
local_depth.operation = "MULTIPLY"
local_depth.location = (-350.0, -150.0)
links.new(relative_depth.outputs[0], local_depth.inputs[0])
links.new(image_input.outputs["Uniform Scale"], local_depth.inputs[1])
raw_depth = nodes.new("ShaderNodeMath")
raw_depth.operation = "MULTIPLY"
raw_depth.location = (-100.0, 150.0)
links.new(local_depth.outputs[0], raw_depth.inputs[0])
links.new(shape_input.outputs["Depth Amount"], raw_depth.inputs[1])
inward_limit = nodes.new("ShaderNodeMath")
inward_limit.operation = "MULTIPLY"
inward_limit.inputs[1].default_value = -0.98
inward_limit.location = (-100.0, -50.0)
links.new(shape_input.outputs["Thickness"], inward_limit.inputs[0])
clamp = nodes.new("ShaderNodeMath")
clamp.operation = "MAXIMUM"
clamp.location = (150.0, 50.0)
links.new(raw_depth.outputs[0], clamp.inputs[0])
links.new(inward_limit.outputs[0], clamp.inputs[1])
has_thickness = nodes.new("ShaderNodeMath")
has_thickness.operation = "GREATER_THAN"
has_thickness.inputs[1].default_value = 1e-6
has_thickness.location = (-100.0, -350.0)
links.new(shape_input.outputs["Thickness"], has_thickness.inputs[0])
choose_depth = nodes.new("GeometryNodeSwitch")
choose_depth.input_type = "FLOAT"
choose_depth.location = (400.0, 50.0)
links.new(has_thickness.outputs[0], choose_depth.inputs["Switch"])
links.new(raw_depth.outputs[0], choose_depth.inputs["False"])
links.new(clamp.outputs[0], choose_depth.inputs["True"])
combine = nodes.new("ShaderNodeCombineXYZ")
combine.location = (600.0, 50.0)
links.new(choose_depth.outputs["Output"], combine.inputs["Z"])
front = nodes.new("FunctionNodeBooleanMath")
front.operation = "NOT"
front.location = (400.0, 300.0)
links.new(extrude.outputs["Top"], front.inputs[0])
set_position = nodes.new("GeometryNodeSetPosition")
set_position.location = (800.0, 450.0)
links.new(geometry, set_position.inputs["Geometry"])
links.new(front.outputs[0], set_position.inputs["Selection"])
links.new(combine.outputs["Vector"], set_position.inputs["Offset"])
geometry = set_position.outputs["Geometry"]
zero_thickness = nodes.new("ShaderNodeMath")
zero_thickness.operation = "LESS_THAN"
zero_thickness.inputs[1].default_value = 1e-6
zero_thickness.location = (1000.0, -150.0)
links.new(cleanup_input.outputs["Thickness"], zero_thickness.inputs[0])
back_or_side = nodes.new("FunctionNodeBooleanMath")
back_or_side.operation = "OR"
back_or_side.location = (1000.0, 150.0)
links.new(extrude.outputs["Top"], back_or_side.inputs[0])
links.new(extrude.outputs["Side"], back_or_side.inputs[1])
delete_selection = nodes.new("FunctionNodeBooleanMath")
delete_selection.operation = "AND"
delete_selection.location = (1200.0, 50.0)
links.new(zero_thickness.outputs[0], delete_selection.inputs[0])
links.new(back_or_side.outputs[0], delete_selection.inputs[1])
delete_geometry = nodes.new("GeometryNodeDeleteGeometry")
delete_geometry.domain = "FACE"
delete_geometry.location = (1350.0, 450.0)
links.new(geometry, delete_geometry.inputs["Geometry"])
links.new(delete_selection.outputs[0], delete_geometry.inputs["Selection"])
shade_smooth = nodes.new("GeometryNodeSetShadeSmooth")
shade_smooth.domain = "FACE"
shade_smooth.inputs["Shade Smooth"].default_value = True
shade_smooth.location = (1600.0, 450.0)
links.new(delete_geometry.outputs["Geometry"], shade_smooth.inputs["Geometry"])
links.new(shade_smooth.outputs["Geometry"], group_output.inputs["Geometry"])
group.use_fake_user = True
return group