Files
AnyImage/tools/nodes/groups/image_relief_plane.py
nan 591e62085a feat(cutout): implement boundary padding for cutout textures
- 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.
2026-09-15 00:40:24 +08:00

194 lines
8.4 KiB
Python

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