Files
AnyImage/tools/node_assets/build_depth_plane.py
nan bdbde1a10d Refactor Cutout and Image Editing Logic
- Renamed "Base Plane Depth" to "Reference Depth" across validate_cutout.py for consistency.
- Introduced a new specification for Cutout mesh sampling to ensure source pixel spacing is preserved and limits are applied correctly.
- Unified naming conventions for image editing results to maintain consistency across Remove Background, Upscale, and Crop operations.
- Updated the handling of Refine Selection to ensure it retains the original bounds and does not apply unnecessary cropping.
- Enhanced material generation logic to connect image color directly to IOR Level, improving the rendering of dark areas.
- Established clear requirements for geometry depth controls and image result materials to ensure consistent behavior across different components.
- Removed outdated logic and ensured all changes are documented and tested for regression.
2026-09-03 01:02:10 +08:00

210 lines
8.5 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, parent=None):
socket = group.interface.new_socket(
name=name,
in_out=in_out,
socket_type=socket_type,
parent=parent,
)
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 _math(nodes, operation, location):
node = nodes.new("ShaderNodeMath")
node.operation = operation
node.location = location
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
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 = 0.1
thickness.min_value = 0.0
thickness.subtype = "DISTANCE"
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,
(-1900.0, 500.0),
{"Geometry", "Subdivide"},
)
shape_input = _group_input(
nodes,
(-1550.0, 950.0),
{"Thickness", "Depth Scale", "Reference Depth"},
)
image_input = _group_input(
nodes,
(-1200.0, -350.0),
{"Depth Image", "Uniform Scale"},
)
group_output = nodes.new("NodeGroupOutput")
group_output.location = (1550.0, 500.0)
mesh_plane = nodes.new("GeometryNodeGroup")
mesh_plane.node_tree = mesh_plane_group
mesh_plane.location = (-1600.0, 500.0)
links.new(geometry_input.outputs["Geometry"], mesh_plane.inputs["Geometry"])
links.new(geometry_input.outputs["Subdivide"], mesh_plane.inputs["Subdivide"])
links.new(shape_input.outputs["Thickness"], mesh_plane.inputs["Thickness"])
positive_half = _math(nodes, "MULTIPLY", (-1300.0, 300.0))
positive_half.inputs[1].default_value = 0.5
links.new(shape_input.outputs["Thickness"], positive_half.inputs[0])
translation = nodes.new("ShaderNodeCombineXYZ")
translation.location = (-1100.0, 300.0)
links.new(positive_half.outputs[0], translation.inputs["Z"])
place_block = nodes.new("GeometryNodeTransform")
place_block.location = (-900.0, 500.0)
links.new(mesh_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"
uv.location = (-950.0, -350.0)
texture = nodes.new("GeometryNodeImageTexture")
texture.interpolation = "Linear"
texture.extension = "EXTEND"
texture.location = (-700.0, -350.0)
links.new(image_input.outputs["Depth Image"], texture.inputs["Image"])
links.new(uv.outputs["Attribute"], texture.inputs["Vector"])
depth_components = nodes.new("ShaderNodeSeparateXYZ")
depth_components.location = (-450.0, -350.0)
links.new(texture.outputs["Color"], depth_components.inputs["Vector"])
metric_depth = _math(nodes, "MULTIPLY", (-200.0, -350.0))
links.new(depth_components.outputs["X"], metric_depth.inputs[0])
links.new(image_input.outputs["Uniform Scale"], metric_depth.inputs[1])
relative_depth = _math(nodes, "SUBTRACT", (50.0, -350.0))
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", (300.0, -350.0))
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", (50.0, -600.0))
inward_limit.inputs[1].default_value = -0.999
links.new(shape_input.outputs["Thickness"], inward_limit.inputs[0])
limited_offset = _math(nodes, "MAXIMUM", (300.0, -600.0))
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", (50.0, -850.0))
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"
safe_offset.location = (550.0, -450.0)
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.location = (-650.0, 50.0)
position_components = nodes.new("ShaderNodeSeparateXYZ")
position_components.location = (-400.0, 50.0)
links.new(position.outputs["Position"], position_components.inputs["Vector"])
layer_ratio = _math(nodes, "DIVIDE", (-150.0, 50.0))
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", (350.0, 50.0))
nonnegative_ratio.inputs[1].default_value = 0.0
links.new(layer_ratio.outputs[0], nonnegative_ratio.inputs[0])
clamped_ratio = _math(nodes, "MINIMUM", (600.0, 50.0))
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.location = (850.0, 50.0)
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", (850.0, -350.0))
links.new(safe_offset.outputs["Output"], weighted_offset.inputs[0])
links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1])
offset = nodes.new("ShaderNodeCombineXYZ")
offset.location = (1050.0, -200.0)
links.new(weighted_offset.outputs[0], offset.inputs["Z"])
set_position = nodes.new("GeometryNodeSetPosition")
set_position.location = (1050.0, 500.0)
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
shade_smooth.location = (1300.0, 500.0)
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 single-sided depth terrain block with a fixed base."
)
group.use_fake_user = True
return group