- Introduced a new `Boundary Padding` preference in the Cutout Tool with a default of 2 px and a configurable range of 1-4 px. - Updated the Cutout client to establish inward mapping from the final Mask, sampling in a fixed direction and processing independent material RGBA and Depth. - Enhanced the handling of RGBA and Depth during cutout operations, ensuring proper mapping and preservation of source data. - Added tests to validate the new boundary padding functionality and its integration with existing cutout processes. feat(geometry): remove overall mesh smoothing from geometry nodes - Removed the `Smooth` input from several geometry node groups to eliminate unnecessary overall mesh smoothing. - Retained `Smooth Weight` for depth nodes while removing it from Cutout and Relief Plane nodes. - Ensured that boundary, normal, and fill smoothing behaviors remain intact and consistent. - Updated tests and documentation to reflect the changes in node interfaces and behaviors. feat(normals): scale tangent normals with depth - Reused the existing `o_normal_reduction` attribute to adjust Tangent Normal strength based on the geometry's `Depth Scale`. - Ensured that Tangent Normal strength is consistent with the geometry depth, preserving full strength for materials that do not provide the attribute. - Updated tests to verify the correct behavior of normal strength adjustments in both Tangent and Object Space.
34 lines
2.9 KiB
Markdown
34 lines
2.9 KiB
Markdown
## Context
|
||
|
||
五个主节点组在业务几何完成后调用共享 `expand_smooth()`,由公开的 `Smooth` 与 `Smooth Weight` 控制整体顶点位置平滑。三个深度节点组还通过同一个 `Smooth Weight` 驱动 `Boundary Smooth`;`O Image Cutout` 与 `O Image Relief Plane` 则没有该权重的其他消费者。项目同时存在 `Boundary Smooth`、`Normal Smooth`、`Fill Smooth` 和 shade smooth,它们分别承担切边修整、位移法线处理、填充墙体构造与着色职责,不属于待移除的末端整体 smooth。
|
||
|
||
## Goals / Non-Goals
|
||
|
||
**Goals:**
|
||
|
||
- 移除五个主节点组输出前的整体 `expand_smooth()` 后处理及其 `Smooth` 接口。
|
||
- 按真实消费关系处理 `Smooth Weight`:深度节点组保留,Cutout 与 Relief Plane 删除。
|
||
- 保持边界、法线、填充墙体与着色平滑行为不变。
|
||
- 使源码、保存的节点资产、接口测试与行为测试保持一致。
|
||
|
||
**Non-Goals:**
|
||
|
||
- 不移除或重新调参 `Boundary Smooth`、`Normal Smooth`、`Fill Smooth`。
|
||
- 不取消 `GeometryNodeSetShadeSmooth` 或 Blender object polygon 的 smooth shading。
|
||
- 不改变生成前的轮廓平滑、深度字段模糊或其他不位于主输出末端的专用算法。
|
||
|
||
## Decisions
|
||
|
||
1. 以“主几何构建完成后,由 `Smooth` socket 控制的 `expand_smooth()`”作为删除边界。这样可直接对应用户可见接口和五条真实调用链,避免把名称含 smooth 的不同业务误删。备选方案是删除所有含 smooth 的节点,但会破坏边界、法线和墙体生成能力。
|
||
2. 五个节点组均删除 `Smooth` socket,并把原本送入整体平滑的几何直接连接至现有 shade smooth 或 group output。此方式不引入旁路或兼容 socket,符合项目不保留旧路径的约束。
|
||
3. `Smooth Weight` 按消费者保留:`O Image Depth Cutout`、`O Image Depth Plane`、`O Image Depth Panorama` 继续用于 `smooth_cut_boundary()`;`O Image Cutout` 与 `O Image Relief Plane` 删除该 socket。共享 `expand_smooth()` 仍由边界平滑实现使用,因此保留公共实现。
|
||
4. 测试从“整体 smooth 可配置”改为验证接口不存在、未追加整体平滑、专用平滑仍有效。节点组逻辑与接口变化后执行规定的 `uv run node-group build`,由构建流程更新并验证 `.blend` 资产。
|
||
|
||
## Risks / Trade-offs
|
||
|
||
- [已有文件中的 modifier 仍保存旧 socket 值] → 这是明确的接口破坏;不提供兼容层,新资产和新建对象只暴露当前接口。
|
||
- [删除整体平滑后表面更忠实但可能更显离散] → 由细分密度及各专用平滑控制负责各自质量,不重新引入通用末端处理。
|
||
- [误删共享权重或公共 helper] → 以调用图和节点接口测试确认三个边界平滑消费者仍连接,公共 helper 仍被 `boundary_smoothing.py` 引用。
|
||
- [保存资产与源码漂移] → 必须运行节点资产构建,并执行相关节点与 operator 测试后检查旧接口引用。
|
||
|