Files
AnyImage/tools/node_assets/build_material_layers.py
nan 377eee43f5 Refactor and enhance geometry node groups for depth plane and material layers
- Updated the depth plane node group to load from an asset and simplified the interface.
- Created a new build script for depth plane geometry nodes.
- Introduced material layer groups for image and depth materials with appropriate sockets.
- Added functionality to connect balloon normal scale to the image material.
- Enhanced tests to validate the new node groups and their connections.
- Ensured that production code does not create node groups directly.
2026-08-31 12:25:23 +08:00

196 lines
8.2 KiB
Python

"""Build the image material Shader node groups."""
import bpy
from anyimage.operators.common.mesh_result import (
DEPTH_MATERIAL_NODE_GROUP_NAME,
IMAGE_MATERIAL_NODE_GROUP_NAME,
)
BUMP_BASE_DISTANCE = 0.001
MATERIAL_DISPLACEMENT_ATTRIBUTE = "o_material_displacement"
BACKGROUND_DEPTH_ATTRIBUTE = "o_background_depth"
DEPTH_SCALE_ATTRIBUTE = "o_depth_scale"
def build_material_layer_group(depth_plane=False):
group_name = (
DEPTH_MATERIAL_NODE_GROUP_NAME
if depth_plane
else IMAGE_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"),
]
normal_group = not depth_plane
if normal_group:
input_sockets.insert(2, ("Normal", "NodeSocketColor"))
input_sockets.insert(3, ("Normal Scale", "NodeSocketFloat"))
input_sockets.insert(4, ("Object Space", "NodeSocketBool"))
if depth_plane:
input_sockets.insert(2, ("Depth", "NodeSocketFloat"))
for name, socket_type in input_sockets:
socket = interface.new_socket(
name=name,
in_out="INPUT",
socket_type=socket_type,
)
if name == "Alpha":
socket.default_value = 1.0
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"),
]
if depth_plane:
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 = group.nodes
links = group.links
group_input = nodes.new("NodeGroupInput")
group_input.location = (-500.0, 100.0)
group_output = nodes.new("NodeGroupOutput")
group_output.location = (300.0, 100.0)
roughness_curve = nodes.new("ShaderNodeFloatCurve")
roughness_curve.mapping.initialize()
curve_points = roughness_curve.mapping.curves[0].points
curve_points[0].location = (0.0, 0.5)
curve_points[-1].location = (1.0, 0.1)
roughness_curve.mapping.update()
roughness_curve.location = (-250.0, 350.0)
bump = nodes.new("ShaderNodeBump")
bump.location = (100.0, 0.0)
if normal_group:
tangent_normal = nodes.new("ShaderNodeNormalMap")
tangent_normal.space = "TANGENT"
tangent_normal.location = (-500.0, -100.0)
object_normal = nodes.new("ShaderNodeNormalMap")
object_normal.space = "OBJECT"
object_normal.location = (-500.0, -350.0)
choose_normal = nodes.new("ShaderNodeMix")
choose_normal.data_type = "VECTOR"
choose_normal.location = (-150.0, -150.0)
for normal_map in (tangent_normal, object_normal):
links.new(group_input.outputs["Normal"], normal_map.inputs["Color"])
links.new(
group_input.outputs["Normal Scale"],
normal_map.inputs["Strength"],
)
links.new(group_input.outputs["Object Space"], choose_normal.inputs[0])
links.new(tangent_normal.outputs["Normal"], choose_normal.inputs[4])
links.new(object_normal.outputs["Normal"], choose_normal.inputs[5])
links.new(choose_normal.outputs["Result"], bump.inputs["Normal"])
displacement = None
processed_alpha = group_input.outputs["Alpha"]
bump_depth = group_input.outputs["Color"]
if depth_plane:
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]
links.new(group_input.outputs["Color"], group_output.inputs["Color"])
links.new(group_input.outputs["Color"], roughness_curve.inputs["Value"])
links.new(
roughness_curve.outputs["Value"],
group_output.inputs["Roughness"],
)
links.new(processed_alpha, group_output.inputs["Alpha"])
links.new(bump_depth, bump.inputs["Height"])
bump_distance = nodes.new("ShaderNodeMath")
bump_distance.operation = "MULTIPLY"
bump_distance.inputs[1].default_value = BUMP_BASE_DISTANCE
bump_distance.location = (500.0, 100.0) if depth_plane else (-250.0, 150.0)
links.new(group_input.outputs["Bump Scale"], bump_distance.inputs[0])
links.new(bump_distance.outputs[0], bump.inputs["Distance"])
links.new(bump.outputs["Normal"], group_output.inputs["Normal"])
if displacement is not None:
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."
if depth_plane
else f"Prepare {group_name} material outputs."
)
group.use_fake_user = True
return group