- 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.
80 lines
4.0 KiB
Python
80 lines
4.0 KiB
Python
"""Render optional geometry weights against ordinary normal map strength."""
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import bpy
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import numpy as np
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import pytest
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from anyimage.operators.cutout_tool.shape import NORMAL_REDUCTION_ATTRIBUTE_NAME
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from tests.support.materials import image_layer
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@pytest.mark.parametrize('image_layer', ['definition', 'asset'], indirect=True)
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@pytest.mark.parametrize('engine', ['CYCLES', 'BLENDER_EEVEE_NEXT'])
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@pytest.mark.parametrize('domain', ['POINT', 'FACE'])
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def test_normal_scale_preserves_missing_and_zero_weights(image_layer, engine, domain, tmp_path):
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scene = bpy.context.scene
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scene.render.engine = engine
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scene.cycles.device = 'CPU'
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scene.cycles.samples = 1
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scene.cycles.use_denoising = False
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scene.render.resolution_x, scene.render.resolution_y = 320, 64
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scene.render.resolution_percentage = 100
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scene.render.image_settings.file_format = 'OPEN_EXR'
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scene.render.image_settings.color_depth = '32'
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scene.render.filepath = str(tmp_path / 'normal_scale.exr')
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bpy.ops.object.camera_add(location=(0, 0, 10))
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scene.camera = bpy.context.object
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scene.camera.data.type = 'ORTHO'
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scene.camera.data.ortho_scale = 10
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for mode_index, space in enumerate(('TANGENT', 'OBJECT')):
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shared = None
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for weight_index, weight in enumerate((None, 0.0, 0.4, 1.0, 2.0)):
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column = mode_index * 5 + weight_index
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for reference in (False, True):
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bpy.ops.mesh.primitive_plane_add(
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size=.8, location=(column - 4.5, .5 if reference else -.5, 0),
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)
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obj = bpy.context.object
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obj.data.uv_layers.active.name = 'UVMap'
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if weight is not None and not reference:
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attr = obj.data.attributes.new(NORMAL_REDUCTION_ATTRIBUTE_NAME, 'FLOAT', domain)
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for item in attr.data:
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item.value = 1.0 - weight
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if not reference and shared is not None:
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obj.data.materials.append(shared)
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continue
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material = bpy.data.materials.new(f'{space} {weight} {reference}')
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material.use_nodes = True
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nodes, links = material.node_tree.nodes, material.node_tree.links
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nodes.clear()
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normal = nodes.new('ShaderNodeNormalMap' if reference else 'ShaderNodeGroup')
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color = (.7, .65, .9, 1)
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if reference:
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normal.space = space
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normal.inputs['Color'].default_value = color
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normal.inputs['Strength'].default_value = .5 * (1 if weight is None else weight)
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else:
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normal.node_tree = image_layer
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normal.inputs['Object Space'].default_value = space == 'OBJECT'
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normal.inputs['Normal'].default_value = color
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normal.inputs['Normal Scale'].default_value = .5
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shared = material
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encode = nodes.new('ShaderNodeVectorMath')
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encode.operation = 'MULTIPLY_ADD'
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encode.inputs[1].default_value = (.5, .5, .5)
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encode.inputs[2].default_value = (.5, .5, .5)
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links.new(normal.outputs['Normal'], encode.inputs[0])
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emission = nodes.new('ShaderNodeEmission')
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output = nodes.new('ShaderNodeOutputMaterial')
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links.new(encode.outputs[0], emission.inputs['Color'])
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links.new(emission.outputs[0], output.inputs['Surface'])
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obj.data.materials.append(material)
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bpy.ops.render.render(write_still=True)
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rendered = bpy.data.images.load(scene.render.filepath, check_existing=False)
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try:
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pixels = np.array(rendered.pixels[:]).reshape(64, 320, 4)
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columns = np.arange(10) * 32 + 16
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np.testing.assert_allclose(pixels[16, columns, :3], pixels[48, columns, :3], atol=2e-4)
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assert np.linalg.norm(pixels[16, 16, :3] - pixels[16, 48, :3]) > .01
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finally:
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bpy.data.images.remove(rendered)
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