Files
AnyImage/tools/nodes/groups/image_relief_plane.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

176 lines
7.3 KiB
Python

"""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