- Introduced tests for boundary smoothing in `test_boundary_smoothing.py`, verifying that smoothing reduces stair-step artifacts while preserving boundary integrity. - Added tests for cutout boundary behavior in `test_cutout_boundary.py`, ensuring proper handling of boundary triangles and normal blending. - Created `test_temporary_attributes.py` to check the cleanup of temporary attributes across depth modifier branches, ensuring no warnings are raised. - Implemented point culling functionality in `test_validity.py`, confirming that invalid points are removed without affecting adjacent geometry. - Developed boundary smoothing logic in `boundary_smoothing.py`, allowing for depth smoothing while maintaining edge integrity. - Added cutout boundary management in `cutout_boundary.py`, including functions for removing boundary triangles and tapering thickness profiles. - Implemented validity checks in `validity.py` to ensure proper deletion of invalid vertices and associated wire edges.
462 lines
23 KiB
Python
462 lines
23 KiB
Python
"""Build O Image Depth Cutout."""
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import bpy
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from mathutils import Matrix
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from anyimage.operators.cutout_tool.shape import CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME
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from ..common.nodes import interface_socket, group_input, math_node, float_input, menu_switch, read_float_attribute, store_float_attribute, prepare_node_group, sample_field, evaluate_field
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from ..common.smoothing import expand_smooth
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from ..common.boundary_smoothing import smooth_boundary_camera, smooth_cut_boundary
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from ..common.cutout import _island_cleanup, _position_field, _remove_zero_thickness, _shade_output
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from ..common.depth_surface import _math, project_depth_surface, build_surface_camera, split_depth_surface, sample_face_camera, thicken_depth_surface
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from ..common.smoothing import edge_boundary_field
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from ..common.cutout_boundary import remove_boundary_triangles, taper_split_profile
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NODE_GROUP_NAME = "O Image Depth Cutout"
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def build_normal_weight(group, uniform):
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"""Scale normal smoothing by the active mode's relative thickness."""
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control = group_input(group.nodes, {"Thickness", "Uniform Thickness", "Reference Depth"})
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amount = group.nodes.new("GeometryNodeSwitch")
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amount.input_type = "FLOAT"
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group.links.new(uniform, amount.inputs["Switch"])
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group.links.new(control.outputs["Thickness"], amount.inputs["False"])
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ratio = _math(group, "DIVIDE", control.outputs["Uniform Thickness"],
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_math(group, "MAXIMUM", control.outputs["Reference Depth"], 1e-8))
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group.links.new(ratio, amount.inputs["True"])
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ramp = group.nodes.new("ShaderNodeMapRange")
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ramp.interpolation_type = "SMOOTHSTEP"
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ramp.clamp = True
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group.links.new(amount.outputs[0], ramp.inputs["Value"])
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return ramp.outputs["Result"]
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def blend_normal(group, original, smoothed, weight):
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"""Normalize the thickness-weighted blend on the consumer geometry."""
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mix = group.nodes.new("ShaderNodeMix")
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mix.data_type = "VECTOR"
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if isinstance(weight, (int, float)):
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mix.inputs[0].default_value = weight
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else:
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group.links.new(weight, mix.inputs[0])
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group.links.new(original, mix.inputs[4])
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group.links.new(smoothed, mix.inputs[5])
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normalize = group.nodes.new("ShaderNodeVectorMath")
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normalize.operation = "NORMALIZE"
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group.links.new(mix.outputs["Result"], normalize.inputs[0])
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return normalize.outputs[0]
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def build_volume_fields(group):
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"""Evaluate the center and thickness on the original front surface."""
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links = group.links
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rim = evaluate_field(group, edge_boundary_field(group.nodes, links), "FLOAT", "POINT")
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profile = read_float_attribute(group, "o_balloon")
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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seed = _math(group, "SUBTRACT", axes.outputs["Z"], profile)
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interior = _math(group, "SUBTRACT", 1, rim)
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blur = group.nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT"
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blur.inputs["Iterations"].default_value = 256
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links.new(seed, blur.inputs["Value"])
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links.new(interior, blur.inputs["Weight"])
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center = blur.outputs[0]
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residual = _math(group, "SUBTRACT", axes.outputs["Z"], center)
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full = _math(group, "ADD", residual, profile)
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minimum = _math(group, "MULTIPLY", profile, 0.05)
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positive = _math(group, "MAXIMUM", full, minimum)
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control = group_input(group.nodes, {"Thickness"})
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thickness = _math(group, "MULTIPLY", positive, control.outputs["Thickness"])
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return {"rim": rim, "center": center, "thickness": thickness}
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def build_volume_rounding(group, geometry, fields, uniform, normal_weight=1):
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links = group.links
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control = group.nodes.new("NodeGroupInput")
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profile = group.nodes.new("GeometryNodeInputNamedAttribute")
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profile.data_type = "FLOAT"
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profile.inputs["Name"].default_value = "o_balloon"
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balloon = profile.outputs["Attribute"]
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maximum = group.nodes.new("GeometryNodeAttributeStatistic")
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maximum.data_type, maximum.domain = "FLOAT", "POINT"
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links.new(geometry, maximum.inputs["Geometry"])
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links.new(balloon, maximum.inputs["Attribute"])
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limit = _math(group, "MAXIMUM", maximum.outputs["Max"], 1e-8)
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falloff = group.nodes.new("ShaderNodeMapRange")
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falloff.interpolation_type = "SMOOTHERSTEP"
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falloff.inputs["To Min"].default_value = 1
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falloff.inputs["To Max"].default_value = 0
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links.new(balloon, falloff.inputs["Value"])
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links.new(limit, falloff.inputs["From Max"])
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weight = _math(group, "MULTIPLY", falloff.outputs[0], control.outputs["Edge Round"])
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center = fields["center"]
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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target = _math(group, "ADD", center, balloon)
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delta = _math(group, "SUBTRACT", target, axes.outputs["Z"])
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delta = _math(group, "MULTIPLY", delta, weight)
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enabled = _math(group, "MINIMUM", control.outputs["Thickness"], 1)
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enabled = _math(group, "MAXIMUM", enabled, 0)
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delta = _math(group, "MULTIPLY", delta, enabled)
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rear = _math(group, "MULTIPLY", balloon, weight)
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rear = _math(group, "MULTIPLY", rear, control.outputs["Thickness"])
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thickness = fields["thickness"]
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total = _math(group, "ADD", thickness, delta)
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total = _math(group, "ADD", total, rear)
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# Evaluate normals on a separate center surface with identical point indices.
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center_position = group.nodes.new("ShaderNodeCombineXYZ")
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for axis in ("X", "Y"):
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links.new(axes.outputs[axis], center_position.inputs[axis])
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links.new(center, center_position.inputs["Z"])
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surface = group.nodes.new("GeometryNodeSetPosition")
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links.new(geometry, surface.inputs["Geometry"])
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links.new(center_position.outputs[0], surface.inputs["Position"])
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normal = group.nodes.new("GeometryNodeInputNormal")
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blur = group.nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT_VECTOR"
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links.new(normal.outputs[0], blur.inputs["Value"])
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local = group.nodes.new("NodeGroupInput")
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links.new(local.outputs["Normal Smooth"], blur.inputs["Iterations"])
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normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight)
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index = group.nodes.new("GeometryNodeInputIndex")
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sample = group.nodes.new("GeometryNodeSampleIndex")
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sample.data_type, sample.domain = "FLOAT_VECTOR", "POINT"
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links.new(surface.outputs[0], sample.inputs["Geometry"])
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links.new(normalized, sample.inputs["Value"])
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links.new(index.outputs[0], sample.inputs["Index"])
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thickness = group.nodes.new("GeometryNodeSwitch")
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thickness.input_type = "FLOAT"
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links.new(uniform, thickness.inputs["Switch"])
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links.new(total, thickness.inputs["False"])
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links.new(control.outputs["Uniform Thickness"], thickness.inputs["True"])
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rounding = {
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"edge_weight": weight, "front_delta": delta,
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"thickness": thickness.outputs[0], "normal": sample.outputs[0],
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}
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displacement = group.nodes.new("ShaderNodeCombineXYZ")
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links.new(delta, displacement.inputs["Z"])
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front = group.nodes.new("GeometryNodeSetPosition")
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links.new(geometry, front.inputs["Geometry"])
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links.new(displacement.outputs[0], front.inputs["Offset"])
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choose = group.nodes.new("GeometryNodeSwitch")
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choose.input_type = "GEOMETRY"
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links.new(uniform, choose.inputs["Switch"])
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links.new(front.outputs[0], choose.inputs["False"])
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links.new(geometry, choose.inputs["True"])
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return choose.outputs[0], rounding
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def build_front_fields(group, rim, front_normal, normal_weight=1):
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"""Fit structural amplitude over neighbouring points before creating the shell."""
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links = group.links
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def blur(value, weight=None):
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result = group.nodes.new("GeometryNodeBlurAttribute")
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result.data_type = "FLOAT"
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result.inputs["Iterations"].default_value = 256
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links.new(value, result.inputs["Value"])
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if weight is not None:
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links.new(weight, result.inputs["Weight"])
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return result.outputs[0]
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profile_node = group.nodes.new("GeometryNodeInputNamedAttribute")
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profile_node.data_type = "FLOAT"
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profile_node.inputs["Name"].default_value = "o_balloon"
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profile = profile_node.outputs["Attribute"]
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interior = _math(group, "SUBTRACT", 1, rim)
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position = group.nodes.new("GeometryNodeInputPosition")
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axes = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs[0], axes.inputs[0])
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depth = axes.outputs["Z"]
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depth_slow = blur(depth, interior)
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profile_slow = blur(profile, interior)
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depth_bump = _math(group, "SUBTRACT", depth, depth_slow)
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profile_bump = _math(group, "SUBTRACT", profile, profile_slow)
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numerator = _math(group, "MULTIPLY", depth_bump, profile_bump)
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denominator = _math(group, "MULTIPLY", profile_bump, profile_bump)
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numerator = blur(numerator)
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denominator = blur(denominator)
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denominator = _math(group, "MAXIMUM", denominator, 1e-10)
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structure = _math(group, "DIVIDE", numerator, denominator)
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structure = _math(group, "MAXIMUM", structure, 0)
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normal = front_normal
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controls = group.nodes.new("NodeGroupInput")
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# Keep the accepted broad front-direction filter at the default of 50;
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# zero disables both this filter and the initial front/back normal filters.
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spread = _math(group, "MULTIPLY", controls.outputs["Normal Smooth"], 256 / 50)
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smooth = group.nodes.new("GeometryNodeBlurAttribute")
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smooth.data_type = "FLOAT_VECTOR"
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links.new(normal, smooth.inputs["Value"])
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links.new(spread, smooth.inputs["Iterations"])
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normalized = blend_normal(group, normal, smooth.outputs[0], normal_weight)
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return {"structure": structure, "inflation_normal": normalized}
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def build_inflation_position(group, position, distance, uniform, fields):
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"""Grow both modes continuously while leaving the rear cap in place."""
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links = group.links
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structure = fields["structure"]
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control = group.nodes.new("NodeGroupInput")
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a = _math(group, "MULTIPLY", control.outputs["Thickness"], control.outputs["Front Inflation"])
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# A shifted cubic blend preserves continuous growth and height order.
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shifted = _math(group, "ADD", a, 0.75)
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quadratic = _math(group, "MULTIPLY", a, shifted)
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quadratic = _math(group, "ADD", quadratic, 0.1875)
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q = _math(group, "MULTIPLY", a, quadratic)
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k = _math(group, "ADD", structure, 0.25)
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square = _math(group, "MULTIPLY", k, k)
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cube = _math(group, "MULTIPLY", square, k)
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total = _math(group, "ADD", cube, q)
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root = _math(group, "POWER", total, 1 / 3)
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root_square = _math(group, "MULTIPLY", root, root)
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product = _math(group, "MULTIPLY", root, k)
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denominator = _math(group, "ADD", root_square, product)
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denominator = _math(group, "ADD", denominator, square)
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response = _math(group, "DIVIDE", q, denominator)
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profile = group.nodes.new("GeometryNodeInputNamedAttribute")
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profile.data_type = "FLOAT"
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profile.inputs["Name"].default_value = "o_balloon"
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balloon = _math(group, "MULTIPLY", profile.outputs["Attribute"], response)
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uniform_control = group.nodes.new("NodeGroupInput")
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uniform_amount = _math(group, "MULTIPLY", uniform_control.outputs["Uniform Thickness"], uniform_control.outputs["Front Inflation"])
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selected = group.nodes.new("GeometryNodeSwitch")
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selected.input_type = "FLOAT"
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links.new(uniform, selected.inputs["Switch"])
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links.new(balloon, selected.inputs["False"])
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links.new(uniform_amount, selected.inputs["True"])
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displacement = selected.outputs[0]
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height = fields["thickness"]
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layer = _math(group, "DIVIDE", distance, height)
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layer = _math(group, "ADD", 1, layer)
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layer = _math(group, "MAXIMUM", layer, 0)
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layer = _math(group, "MINIMUM", layer, 1)
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displacement = _math(group, "MULTIPLY", displacement, layer)
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normal = fields["inflation_normal"]
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offset = group.nodes.new("ShaderNodeVectorMath")
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offset.operation = "SCALE"
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links.new(normal, offset.inputs[0])
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links.new(displacement, offset.inputs[3])
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result = group.nodes.new("ShaderNodeVectorMath")
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result.operation = "ADD"
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links.new(position, result.inputs[0])
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links.new(offset.outputs[0], result.inputs[1])
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return result.outputs[0]
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def build_front_normal(group, normal_weight):
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links = group.links
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normal = group.nodes.new("GeometryNodeInputNormal")
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control = group.nodes.new("NodeGroupInput")
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blur = group.nodes.new("GeometryNodeBlurAttribute")
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blur.data_type = "FLOAT_VECTOR"
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links.new(normal.outputs[0], blur.inputs["Value"])
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links.new(control.outputs["Normal Smooth"], blur.inputs["Iterations"])
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normalized = blend_normal(group, normal.outputs[0], blur.outputs[0], normal_weight)
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return evaluate_field(group, normalized, "FLOAT_VECTOR", "POINT")
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def build_shell_position(group, position, front, uniform, fields):
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links = group.links
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def connect(value, target):
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if hasattr(value, "node"):
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links.new(value, target)
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else:
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target.default_value = value
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def vector(operation, a, b):
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result = group.nodes.new("ShaderNodeVectorMath")
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result.operation = operation
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connect(a, result.inputs[0])
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connect(b, result.inputs[3 if operation == "SCALE" else 1])
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return result.outputs[0]
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def z(value):
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result = group.nodes.new("ShaderNodeSeparateXYZ")
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links.new(value, result.inputs[0])
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return result.outputs["Z"]
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# Uniform and the thin end of Balloon share the actual front normal.
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front_z = z(front)
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raw_z = z(position)
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distance = _math(group, "SUBTRACT", raw_z, front_z)
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normal = fields["front_normal"]
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thin_offset = vector("SCALE", normal, distance)
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uniform_position = vector("ADD", front, thin_offset)
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# R = t * (front_z - center) + (1 - t) * front_delta, with t clamped.
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# This avoids division by Thickness and removes the old zero-thickness drift.
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control = group.nodes.new("NodeGroupInput")
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clamp = group.nodes.new("ShaderNodeClamp")
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links.new(control.outputs["Thickness"], clamp.inputs["Value"])
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t = clamp.outputs[0]
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center = fields["center"]
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delta = fields["front_delta"]
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radius = _math(group, "SUBTRACT", front_z, center)
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radius = _math(group, "MULTIPLY", radius, t)
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remaining = _math(group, "SUBTRACT", 1, t)
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remainder = _math(group, "MULTIPLY", remaining, delta)
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radius = _math(group, "ADD", radius, remainder)
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# Front and rear use the same edge field, evaluated on their own caps.
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edge = fields["edge_weight"]
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mask = read_float_attribute(group, "o_normal_scale")
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remaining = _math(group, "SUBTRACT", 1, edge)
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remaining = _math(group, "MULTIPLY", remaining, mask)
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weight = _math(group, "SUBTRACT", 1, remaining)
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difference = _math(group, "SUBTRACT", weight, edge)
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base = _math(group, "MULTIPLY", difference, radius)
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layer = _math(group, "MULTIPLY", weight, distance)
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rear_radius = _math(group, "ADD", base, layer)
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front_radius = _math(group, "MULTIPLY", edge, radius)
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normal = fields["normal"]
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direction = vector("SUBTRACT", normal, (0, 0, 1))
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front_shift = vector("SCALE", direction, front_radius)
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front_position = vector("ADD", front, front_shift)
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rear_shift = vector("SCALE", direction, rear_radius)
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axis_offset = group.nodes.new("ShaderNodeCombineXYZ")
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links.new(distance, axis_offset.inputs["Z"])
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full_offset = vector("ADD", axis_offset.outputs[0], rear_shift)
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# Smoothly reach the existing full-volume shape at Thickness >= 1.
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transition = group.nodes.new("ShaderNodeMapRange")
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transition.interpolation_type = "SMOOTHERSTEP"
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links.new(t, transition.inputs["Value"])
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mix = group.nodes.new("ShaderNodeMix")
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mix.data_type = "VECTOR"
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links.new(transition.outputs[0], mix.inputs[0])
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links.new(thin_offset, mix.inputs[4])
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links.new(full_offset, mix.inputs[5])
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balloon_position = vector("ADD", front_position, mix.outputs["Result"])
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choose = group.nodes.new("GeometryNodeSwitch")
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choose.input_type = "VECTOR"
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links.new(uniform, choose.inputs["Switch"])
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links.new(balloon_position, choose.inputs["False"])
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links.new(uniform_position, choose.inputs["True"])
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return build_inflation_position(group, choose.outputs[0], distance, uniform, fields)
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def _build_depth_surface(group, geometry, controls):
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"""Project the mesh and sample front-surface fields while shaping the shell."""
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links = group.links
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split = controls.outputs["Split Threshold"]
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image = controls.outputs["Depth Image"]
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scale = controls.outputs["Uniform Scale"]
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original = geometry
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geometry, corner_camera, cut_vertex = split_depth_surface(
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group, geometry, sample_face_camera(group, image), split, scale, triangles=True,
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)
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geometry = remove_boundary_triangles(group, geometry)
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camera = build_surface_camera(group, _position_field(group, image), corner_camera, cut_vertex, split)
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camera = smooth_boundary_camera(group, camera)
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projection = project_depth_surface(
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group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"], split,
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)
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projection = smooth_cut_boundary(group, projection)
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projection = taper_split_profile(group, original, projection)
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# The mode field is shared by the geometry and thickness choices.
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mode = menu_switch(group, "Mode", ("Balloon", "Uniform"), "BOOLEAN")
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mode.inputs["Balloon"].default_value = False
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mode.inputs["Uniform"].default_value = True
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uniform = mode.outputs[0]
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volume = build_volume_fields(group)
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normal_weight = build_normal_weight(group, uniform)
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normal = build_front_normal(group, normal_weight)
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front = build_front_fields(group, volume["rim"], normal, normal_weight)
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rounded, rounding = build_volume_rounding(group, projection, volume, uniform, normal_weight)
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thickness = sample_field(group, projection, rounding["thickness"], "FLOAT")
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shell = thicken_depth_surface(
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group, rounded, thickness, back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
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)
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fields = {
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name: sample_field(group, projection, value, data_type, index=shell["source_index"])
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for name, value, data_type in (
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("center", volume["center"], "FLOAT"), ("front_normal", normal, "FLOAT_VECTOR"),
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("structure", front["structure"], "FLOAT"), ("inflation_normal", front["inflation_normal"], "FLOAT_VECTOR"),
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)
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}
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fields.update({
|
|
name: sample_field(group, projection, value, "FLOAT_VECTOR" if name == "normal" else "FLOAT",
|
|
index=shell["source_index"])
|
|
for name, value in rounding.items()
|
|
})
|
|
oriented = build_shell_position(group, shell["position"], shell["front"], uniform, fields)
|
|
links.new(oriented, shell["position_input"])
|
|
amount = group.nodes.new("GeometryNodeSwitch")
|
|
amount.input_type = "FLOAT"
|
|
links.new(uniform, amount.inputs["Switch"])
|
|
links.new(controls.outputs["Thickness"], amount.inputs["False"])
|
|
links.new(controls.outputs["Uniform Thickness"], amount.inputs["True"])
|
|
return _remove_zero_thickness(group, projection, shell["geometry"], amount.outputs[0])
|
|
|
|
|
|
def build_image_depth_cutout_group():
|
|
name = NODE_GROUP_NAME
|
|
existing = bpy.data.node_groups.get(name)
|
|
if existing is not None:
|
|
return existing
|
|
group = bpy.data.node_groups.new(name, 'GeometryNodeTree')
|
|
group.is_modifier, group.use_fake_user = (True, True)
|
|
group.color_tag = 'GEOMETRY'
|
|
group['anyimage_asset_revision'] = 18
|
|
interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry')
|
|
interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu')
|
|
float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet'
|
|
float_input(group, 'Uniform Thickness', 0.0, subtype='DISTANCE').description = 'Distance used only by Uniform thickness mode'
|
|
float_input(group, 'Depth Scale', 1.0)
|
|
float_input(group, 'Split Threshold', 0.1, maximum=1, subtype='FACTOR')
|
|
iterations = interface_socket(group, 'Smooth', 'INPUT', 'NodeSocketInt')
|
|
iterations.default_value = 0
|
|
iterations.min_value, iterations.max_value = (0, 20)
|
|
options = group.interface.new_panel(name='Options', default_closed=True)
|
|
boundary_smooth = interface_socket(group, 'Boundary Smooth', 'INPUT', 'NodeSocketInt', options)
|
|
boundary_smooth.default_value, boundary_smooth.min_value, boundary_smooth.max_value = 5, 0, 20
|
|
boundary_smooth.description = 'Smooth boundary depth and geometry along the original outline and split edges'
|
|
float_input(group, 'Cleanup Threshold', 0.0, parent=options)
|
|
float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options)
|
|
float_input(group, 'Edge Round', 0.2, maximum=1, subtype='FACTOR', parent=options)
|
|
float_input(group, 'Front Inflation', 1.0, maximum=32, parent=options)
|
|
normal_iterations = interface_socket(group, 'Normal Smooth', 'INPUT', 'NodeSocketInt', options)
|
|
normal_iterations.default_value = 50
|
|
normal_iterations.min_value, normal_iterations.max_value = (0, 50)
|
|
float_input(group, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options)
|
|
data = group.interface.new_panel(name='Data', default_closed=True)
|
|
interface_socket(group, 'Inward Axis', 'INPUT', 'NodeSocketMenu', data).hide_in_modifier = True
|
|
float_input(group, 'Uniform Scale', 1.0, parent=data).hide_in_modifier = True
|
|
interface_socket(group, 'Depth Image', 'INPUT', 'NodeSocketImage', data).hide_in_modifier = True
|
|
interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry')
|
|
base = group_input(group.nodes, {'Geometry', 'Cleanup Threshold'})
|
|
area = math_node(group.nodes, 'MULTIPLY')
|
|
area.inputs[1].default_value = 0.01
|
|
group.links.new(base.outputs['Cleanup Threshold'], area.inputs[0])
|
|
cleaned = _island_cleanup(group, base.outputs['Geometry'], area.outputs[0])
|
|
cleaned = store_float_attribute(group, cleaned, NORMAL_SCALE_ATTRIBUTE_NAME, 1.0, domain='FACE')
|
|
controls = group_input(group.nodes, set())
|
|
geometry = _build_depth_surface(group, cleaned, controls)
|
|
geometry = expand_smooth(group, geometry, iterations_name='Smooth', weight_name='Smooth Weight')
|
|
orient = group.nodes.new('GeometryNodeTransform')
|
|
orient.inputs['Rotation'].default_value = Matrix(CUTOUT_Z_TO_X).to_euler()
|
|
group.links.new(geometry, orient.inputs['Geometry'])
|
|
axis = menu_switch(group, 'Inward Axis', ('-Z', '+X'), 'GEOMETRY')
|
|
group.links.new(geometry, axis.inputs['-Z'])
|
|
group.links.new(orient.outputs[0], axis.inputs['+X'])
|
|
_shade_output(group, axis.outputs[0])
|
|
prepare_node_group(group)
|
|
for item in group.interface.items_tree:
|
|
if item.item_type != 'SOCKET' or item.in_out != 'INPUT':
|
|
continue
|
|
if item.name == 'Mode':
|
|
item.default_value = 'Balloon'
|
|
elif item.name == 'Inward Axis':
|
|
item.default_value = '-Z'
|
|
elif item.name == 'Uniform Thickness':
|
|
item.name = 'Thickness'
|
|
return group
|