- 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.
113 lines
3.5 KiB
Python
113 lines
3.5 KiB
Python
"""Behavior checks for face separation and connected Depth Surface shells."""
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from collections import Counter
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import bpy
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import numpy as np
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from tests.support.nodes import CUTOUT_BUILDERS
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def surface(*, step=6.0, size=1.0, resolution=2, wrapper=False):
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bpy.ops.wm.read_factory_settings(use_empty=True)
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group = CUTOUT_BUILDERS["DEPTH_SOLID"]()
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# Two columns with a complete depth jump along their common boundary.
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points = [
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(x * size / resolution, y * size / resolution, 0)
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for y in range(resolution + 1)
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for x in range(2 * resolution + 1)
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]
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stride = 2 * resolution + 1
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faces = [
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(
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y * stride + x,
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y * stride + x + 1,
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(y + 1) * stride + x + 1,
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(y + 1) * stride + x,
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)
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for y in range(resolution)
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for x in range(2 * resolution)
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]
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mesh = bpy.data.meshes.new("Step")
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mesh.from_pydata(points, [], faces)
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uv = mesh.uv_layers.new(name="UVMap")
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for loop in mesh.loops:
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x, y, _ = points[loop.vertex_index]
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uv.data[loop.index].uv = (x / (2 * size), y / size)
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obj = bpy.data.objects.new("Step", mesh)
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bpy.context.collection.objects.link(obj)
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image = bpy.data.images.new("Camera", width=64, height=32, float_buffer=True)
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image.colorspace_settings.name = "Non-Color"
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image.alpha_mode = "CHANNEL_PACKED"
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yy, xx = np.mgrid[:32, :64]
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pixels = np.ones((32, 64, 4), np.float32)
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pixels[..., 0] = (xx + 0.5) / 32
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pixels[..., 1] = -(yy + 0.5) / 32
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pixels[..., 2] = 1 + (xx >= 32) * step
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image.pixels.foreach_set(pixels.ravel())
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modifier = obj.modifiers.new("Depth Surface", "NODES")
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modifier.node_group = group
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inputs = {
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s.name: s.identifier
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for s in group.interface.items_tree
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if s.item_type == "SOCKET" and s.in_out == "INPUT"
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}
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def set_value(name, value):
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modifier[inputs[name]] = value
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obj.update_tag(refresh={"DATA"})
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bpy.context.view_layer.update()
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for name, value in (
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("Depth Image", image),
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("Uniform Scale", size),
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("Reference Depth", size * (1 + step / 2)),
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("Depth Scale", 1.0),
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("Thickness", 0.0),
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("Front Inflation", 0.0),
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("Depth Split", 0.0),
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("Mode", 1),
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("Boundary Smooth", 0),
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):
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set_value(name, value)
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if wrapper:
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set_value("Cleanup Threshold", 0.0)
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set_value("Depth Axis", 0)
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return obj, set_value
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def evaluated(obj):
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result = obj.evaluated_get(bpy.context.evaluated_depsgraph_get())
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mesh = result.to_mesh()
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try:
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return np.array([v.co[:] for v in mesh.vertices]), [
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tuple(p.vertices) for p in mesh.polygons
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]
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finally:
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result.to_mesh_clear()
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def assert_closed(faces):
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edges = Counter(
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tuple(sorted((a, b))) for f in faces for a, b in zip(f, (*f[1:], f[0]))
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)
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assert edges and set(edges.values()) == {2}, Counter(edges.values())
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def component_count(faces):
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adjacency = {}
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for face in faces:
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for a, b in zip(face, (*face[1:], face[0])):
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adjacency.setdefault(a, set()).add(b)
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adjacency.setdefault(b, set()).add(a)
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remaining = set(adjacency)
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count = 0
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while remaining:
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count += 1
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pending = [remaining.pop()]
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while pending:
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for neighbor in adjacency[pending.pop()] & remaining:
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remaining.remove(neighbor)
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pending.append(neighbor)
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return count
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