- 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.
194 lines
8.4 KiB
Python
194 lines
8.4 KiB
Python
"""Build the Relief Plane Geometry Nodes group."""
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import bpy
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from anyimage.operators.cutout_tool.shape import NORMAL_REDUCTION_ATTRIBUTE_NAME
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from ..common.nodes import group_input as _group_input, interface_socket as _interface_socket
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from ..common.nodes import store_float_attribute
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from ..common.nodes import prepare_node_group, float_input, vector_input
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from ..common.reference_plane import reference_plane_depth
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RELIEF_PLANE_NODE_GROUP_NAME = "O Image Relief Plane"
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def _math(nodes, operation):
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node = nodes.new("ShaderNodeMath")
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node.operation = operation
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return node
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def build_image_relief_plane_group(image_plane_group):
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group = bpy.data.node_groups.get(RELIEF_PLANE_NODE_GROUP_NAME)
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if group is not None:
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return group
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group = bpy.data.node_groups.new(
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RELIEF_PLANE_NODE_GROUP_NAME,
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"GeometryNodeTree",
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)
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group.is_modifier = True
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geometry = _interface_socket(group, "Geometry", "INPUT", "NodeSocketGeometry")
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geometry.structure_type = "SINGLE"
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subdivide = _interface_socket(group, "Subdivide", "INPUT", "NodeSocketInt")
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subdivide.description = "Increase mesh density to represent finer shapes. Higher levels create more vertices and require more processing time."
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subdivide.default_value = 6
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subdivide.min_value = 0
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subdivide.max_value = 10
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thickness = _interface_socket(group, "Thickness", "INPUT", "NodeSocketFloat")
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thickness.default_value = 0.5
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thickness.min_value = 0.0
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thickness.subtype = "DISTANCE"
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thickness.description = "Set the thickness of the flat base beneath the relief."
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vector_input(group, "Depth Direction", (0, 0, 1), subtype="DIRECTION").description = "Set the direction used to orient the reference depth plane."
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depth_offset = _interface_socket(group, "Depth Offset", "INPUT", "NodeSocketFloat")
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depth_offset.default_value = 1.0
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depth_offset.min_value = -10.0
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depth_offset.max_value = 10.0
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depth_offset.subtype = "DISTANCE"
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depth_offset.description = "Correct the reference depth before direction and scale are applied."
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depth_scale = _interface_socket(group, "Depth Scale", "INPUT", "NodeSocketFloat")
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depth_scale.default_value = 0.5
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depth_scale.min_value = 0.0
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depth_scale.max_value = 2.0
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options = group.interface.new_panel(name="Options", default_closed=True)
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base_plane_depth = _interface_socket(
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group,
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"Reference Depth",
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"INPUT",
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"NodeSocketFloat",
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parent=options,
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)
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base_plane_depth.default_value = 1.0
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base_plane_depth.min_value = 0.0
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base_plane_depth.subtype = "DISTANCE"
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data = group.interface.new_panel(name="Data", default_closed=True)
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uniform_scale = _interface_socket(
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group,
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"Uniform Scale",
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"INPUT",
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"NodeSocketFloat",
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parent=data,
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)
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uniform_scale.default_value = 1.0
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uniform_scale.min_value = 0.0
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uniform_scale.hide_in_modifier = True
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depth_image = _interface_socket(
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group,
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"Depth Image",
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"INPUT",
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"NodeSocketImage",
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parent=data,
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)
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depth_image.hide_in_modifier = True
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_interface_socket(group, "Geometry", "OUTPUT", "NodeSocketGeometry")
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nodes = group.nodes
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links = group.links
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geometry_input = _group_input(
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nodes,
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{"Geometry", "Subdivide"},
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)
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shape_input = _group_input(
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nodes,
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{"Thickness", "Depth Direction", "Depth Offset", "Depth Scale"},
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)
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image_input = _group_input(
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nodes,
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{"Depth Image", "Uniform Scale"},
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)
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group_output = nodes.new("NodeGroupOutput")
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image_plane = nodes.new("GeometryNodeGroup")
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image_plane.node_tree = image_plane_group
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links.new(geometry_input.outputs["Geometry"], image_plane.inputs["Geometry"])
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links.new(geometry_input.outputs["Subdivide"], image_plane.inputs["Subdivide"])
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links.new(shape_input.outputs["Thickness"], image_plane.inputs["Thickness"])
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positive_half = _math(nodes, "MULTIPLY")
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positive_half.inputs[1].default_value = 0.5
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links.new(shape_input.outputs["Thickness"], positive_half.inputs[0])
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translation = nodes.new("ShaderNodeCombineXYZ")
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links.new(positive_half.outputs[0], translation.inputs["Z"])
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place_block = nodes.new("GeometryNodeTransform")
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links.new(image_plane.outputs["Geometry"], place_block.inputs["Geometry"])
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links.new(translation.outputs["Vector"], place_block.inputs["Translation"])
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uv = nodes.new("GeometryNodeInputNamedAttribute")
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uv.data_type = "FLOAT_VECTOR"
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uv.inputs["Name"].default_value = "UVMap"
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texture = nodes.new("GeometryNodeImageTexture")
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texture.interpolation = "Linear"
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texture.extension = "EXTEND"
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links.new(image_input.outputs["Depth Image"], texture.inputs["Image"])
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links.new(uv.outputs["Attribute"], texture.inputs["Vector"])
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depth_components = nodes.new("ShaderNodeSeparateXYZ")
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links.new(texture.outputs["Color"], depth_components.inputs["Vector"])
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metric_depth = _math(nodes, "MULTIPLY")
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links.new(depth_components.outputs["Z"], metric_depth.inputs[0])
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links.new(image_input.outputs["Uniform Scale"], metric_depth.inputs[1])
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relative_depth = _math(nodes, "SUBTRACT")
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reference_input = _group_input(nodes, {"Reference Depth"})
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corrected_reference = _math(nodes, "ADD")
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links.new(reference_input.outputs["Reference Depth"], corrected_reference.inputs[0])
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links.new(shape_input.outputs["Depth Offset"], corrected_reference.inputs[1])
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plane_depth = reference_plane_depth(
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group, shape_input.outputs["Depth Direction"], corrected_reference.outputs[0],
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)
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links.new(plane_depth, relative_depth.inputs[0])
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links.new(metric_depth.outputs[0], relative_depth.inputs[1])
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full_offset = _math(nodes, "MULTIPLY")
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links.new(relative_depth.outputs[0], full_offset.inputs[0])
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links.new(shape_input.outputs["Depth Scale"], full_offset.inputs[1])
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has_thickness = _math(nodes, "GREATER_THAN")
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has_thickness.inputs[1].default_value = 1e-6
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links.new(shape_input.outputs["Thickness"], has_thickness.inputs[0])
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safe_offset = _math(nodes, "MAXIMUM")
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safe_offset.inputs[1].default_value = 0.0
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links.new(full_offset.outputs[0], safe_offset.inputs[0])
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position = nodes.new("GeometryNodeInputPosition")
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position_components = nodes.new("ShaderNodeSeparateXYZ")
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links.new(position.outputs["Position"], position_components.inputs["Vector"])
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layer_ratio = _math(nodes, "DIVIDE")
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links.new(position_components.outputs["Z"], layer_ratio.inputs[0])
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links.new(shape_input.outputs["Thickness"], layer_ratio.inputs[1])
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nonnegative_ratio = _math(nodes, "MAXIMUM")
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nonnegative_ratio.inputs[1].default_value = 0.0
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links.new(layer_ratio.outputs[0], nonnegative_ratio.inputs[0])
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clamped_ratio = _math(nodes, "MINIMUM")
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clamped_ratio.inputs[1].default_value = 1.0
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links.new(nonnegative_ratio.outputs[0], clamped_ratio.inputs[0])
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layer_weight = nodes.new("GeometryNodeSwitch")
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layer_weight.input_type = "FLOAT"
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layer_weight.inputs["False"].default_value = 1.0
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links.new(has_thickness.outputs[0], layer_weight.inputs["Switch"])
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links.new(clamped_ratio.outputs[0], layer_weight.inputs["True"])
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weighted_offset = _math(nodes, "MULTIPLY")
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links.new(safe_offset.outputs[0], weighted_offset.inputs[0])
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links.new(layer_weight.outputs["Output"], weighted_offset.inputs[1])
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displacement = nodes.new("ShaderNodeCombineXYZ")
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links.new(weighted_offset.outputs[0], displacement.inputs["Z"])
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set_position = nodes.new("GeometryNodeSetPosition")
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links.new(place_block.outputs["Geometry"], set_position.inputs["Geometry"])
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links.new(displacement.outputs["Vector"], set_position.inputs["Offset"])
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shade_smooth = nodes.new("GeometryNodeSetShadeSmooth")
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shade_smooth.domain = "FACE"
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shade_smooth.inputs["Shade Smooth"].default_value = True
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links.new(set_position.outputs["Geometry"], shade_smooth.inputs["Geometry"])
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normal_reduction = _math(nodes, "SUBTRACT")
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normal_reduction.inputs[0].default_value = 1.0
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links.new(shape_input.outputs["Depth Scale"], normal_reduction.inputs[1])
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output_geometry = store_float_attribute(
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group, shade_smooth.outputs["Geometry"], NORMAL_REDUCTION_ATTRIBUTE_NAME,
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normal_reduction.outputs[0],
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)
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links.new(output_geometry, group_output.inputs["Geometry"])
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group.color_tag = "GEOMETRY"
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group.description = (
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"Build a fixed-base image relief."
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)
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group.use_fake_user = True
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prepare_node_group(group)
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return group
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