Files
AnyImage/tools/nodes/groups/image_depth_layer.py
nan 89087fc2e2 feat: Add new Geometry Nodes groups for image relief and shadeless shader
- Implemented the "O Image Relief Plane" Geometry Nodes group to create a fixed-base image relief using depth images and various parameters.
- Created the "O Shadeless" shader node group to display color without scene lighting while preserving shadows and reflections.
- Introduced a preview feature for node groups, allowing for interactive visualization of node arrangements in an HTML format.
- Added a template HTML file for rendering node previews with customizable views and controls.
2026-09-09 21:24:57 +08:00

103 lines
5.2 KiB
Python

"""Build O Image Depth Layer."""
import bpy
from anyimage.common.material import DEPTH_MATERIAL_NODE_GROUP_NAME
from ..common.materials import build_material_nodes, connect_material_outputs
MATERIAL_DISPLACEMENT_ATTRIBUTE = "o_material_displacement"
BACKGROUND_DEPTH_ATTRIBUTE = "o_background_depth"
DEPTH_SCALE_ATTRIBUTE = "o_depth_scale"
def build_image_depth_layer_group():
group_name = DEPTH_MATERIAL_NODE_GROUP_NAME
existing = bpy.data.node_groups.get(group_name)
if existing is not None:
return existing
group = bpy.data.node_groups.new(group_name, 'ShaderNodeTree')
interface = group.interface
input_sockets = [('Color', 'NodeSocketColor'), ('Alpha', 'NodeSocketFloat'), ('Bump Scale', 'NodeSocketFloat')]
input_sockets.insert(2, ('Depth', 'NodeSocketFloat'))
options = None
option_names = {'Alpha Fix', 'Normal Scale', 'Object Space'}
for name, socket_type in input_sockets:
socket = interface.new_socket(name=name, in_out='INPUT', socket_type=socket_type, parent=options if name in option_names else None)
if name in {'Alpha', 'Alpha Fix'}:
socket.default_value = 1.0 if name == 'Alpha' else 0.0
socket.min_value = 0.0
socket.max_value = 1.0
socket.subtype = 'FACTOR'
elif name == 'Bump Scale':
socket.default_value = 0.0
socket.min_value = -10000.0
socket.max_value = 10000.0
elif name == 'Normal':
socket.default_value = (0.5, 0.5, 1.0, 1.0)
elif name == 'Normal Scale':
socket.default_value = 1.0
socket.min_value = 0.0
socket.max_value = 10.0
elif name == 'Object Space':
socket.default_value = False
output_sockets = [('Color', 'NodeSocketColor'), ('Roughness', 'NodeSocketFloat'), ('Alpha', 'NodeSocketFloat'), ('Normal', 'NodeSocketVector')]
output_sockets.append(('Displacement', 'NodeSocketVector'))
for name, socket_type in output_sockets:
interface.new_socket(name=name, in_out='OUTPUT', socket_type=socket_type)
nodes, links = group.nodes, group.links
group_input, group_output, roughness_curve, bump = build_material_nodes(group)
processed_alpha = group_input.outputs['Alpha']
displacement = nodes.new('ShaderNodeDisplacement')
displacement.inputs['Midlevel'].default_value = 0.0
displacement.inputs['Scale'].default_value = 1.0
group_input.location = (-1200.0, 100.0)
group_output.location = (1050.0, 100.0)
roughness_curve.location = (-300.0, 450.0)
bump.location = (750.0, 50.0)
displacement.location = (750.0, -300.0)
background_attribute = nodes.new('ShaderNodeAttribute')
background_attribute.attribute_type = 'GEOMETRY'
background_attribute.attribute_name = BACKGROUND_DEPTH_ATTRIBUTE
background_attribute.location = (-950.0, -500.0)
material_attribute = nodes.new('ShaderNodeAttribute')
material_attribute.attribute_type = 'GEOMETRY'
material_attribute.attribute_name = MATERIAL_DISPLACEMENT_ATTRIBUTE
material_attribute.location = (-50.0, -650.0)
strength_attribute = nodes.new('ShaderNodeAttribute')
strength_attribute.attribute_type = 'GEOMETRY'
strength_attribute.attribute_name = DEPTH_SCALE_ATTRIBUTE
strength_attribute.location = (200.0, -650.0)
foreground_mask = nodes.new('ShaderNodeMath')
foreground_mask.operation = 'GREATER_THAN'
foreground_mask.inputs[1].default_value = 0.5
foreground_mask.location = (-950.0, -250.0)
clamp_foreground = nodes.new('ShaderNodeMath')
clamp_foreground.operation = 'MAXIMUM'
clamp_foreground.location = (-650.0, -400.0)
masked_depth = nodes.new('ShaderNodeMix')
masked_depth.data_type = 'FLOAT'
masked_depth.location = (-350.0, -350.0)
enabled_depth = nodes.new('ShaderNodeMath')
enabled_depth.operation = 'MULTIPLY'
enabled_depth.location = (250.0, -350.0)
scaled_depth = nodes.new('ShaderNodeMath')
scaled_depth.operation = 'MULTIPLY'
scaled_depth.location = (450.0, -350.0)
links.new(group_input.outputs['Alpha'], foreground_mask.inputs[0])
links.new(group_input.outputs['Depth'], clamp_foreground.inputs[0])
links.new(background_attribute.outputs['Fac'], clamp_foreground.inputs[1])
links.new(foreground_mask.outputs[0], masked_depth.inputs[0])
links.new(background_attribute.outputs['Fac'], masked_depth.inputs[2])
links.new(clamp_foreground.outputs[0], masked_depth.inputs[3])
links.new(masked_depth.outputs['Result'], enabled_depth.inputs[0])
links.new(material_attribute.outputs['Fac'], enabled_depth.inputs[1])
links.new(enabled_depth.outputs[0], scaled_depth.inputs[0])
links.new(strength_attribute.outputs['Fac'], scaled_depth.inputs[1])
processed_alpha = foreground_mask.outputs[0]
processed_depth = scaled_depth.outputs[0]
connect_material_outputs(group, group_input, group_output, roughness_curve, bump, processed_alpha, (500.0, 100.0))
links.new(processed_depth, displacement.inputs['Height'])
links.new(displacement.outputs['Displacement'], group_output.inputs['Displacement'])
group.color_tag = 'SHADER'
group.description = 'Prepare image depth material outputs.'
group.use_fake_user = True
return group