Files
AnyImage/tools/nodes/common/boundary_smoothing.py
nan 7f878a2f3f Optimize Cutout Geometry Nodes
- Refactor Depth Cutout to reuse the projected outline field, reducing redundant boundary calculations and improving performance.
- Derive the center field from shared low-frequency fields, eliminating an unnecessary blur operation.
- Implement triangle-only strip cleanup for Depth Cutout, as the input is confirmed to be triangulated.
- Short-circuit zero-thickness branches in both Cutout and Depth Cutout to avoid unnecessary geometry generation.
- Standardize internal attribute naming with a new `_o_` prefix and implement wildcard cleanup for temporary attributes.
- Update relevant tests to ensure functionality remains consistent and validate changes against existing behavior.
2026-09-16 09:11:25 +08:00

104 lines
4.8 KiB
Python

"""Apply boundary-preserving smoothing within a narrow cut-edge band."""
from .nodes import evaluate_field, group_input
from .depth_surface import _math
from .smoothing import edge_boundary_field, expand_smooth
def boundary_influence(group, protected=False, *, boundary=None):
"""Fade a boundary field through two rings while excluding protected points."""
nodes, links = group.nodes, group.links
if boundary is None:
boundary = edge_boundary_field(nodes, links)
boundary = evaluate_field(group, boundary, "FLOAT", "POINT")
unprotected = _math(group, "SUBTRACT", 1, protected)
cut = _math(group, "MULTIPLY", boundary, unprotected)
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT"
blur.inputs["Iterations"].default_value = 2
blur.inputs["Weight"].default_value = 1
links.new(cut, blur.inputs["Value"])
return _math(group, "MULTIPLY", _math(group, "MAXIMUM", cut, blur.outputs["Value"]), unprotected)
def smooth_boundary_depth(group, depth, protected=False):
"""Blur point depth on the current mesh and apply it only in the edge band."""
nodes, links = group.nodes, group.links
depth = evaluate_field(group, depth, "FLOAT", "POINT")
iterations = group_input(nodes, {"Boundary Smooth"}).outputs["Boundary Smooth"]
influence = boundary_influence(group, protected)
blur = nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT"
blur.inputs["Weight"].default_value = 0.5
links.new(depth, blur.inputs["Value"])
links.new(iterations, blur.inputs["Iterations"])
mix = nodes.new("ShaderNodeMix")
mix.data_type = "FLOAT"
links.new(influence, mix.inputs[0])
links.new(depth, mix.inputs[2])
links.new(blur.outputs["Value"], mix.inputs[3])
choose = nodes.new("GeometryNodeSwitch")
choose.input_type = "FLOAT"
links.new(influence, choose.inputs["Switch"])
links.new(depth, choose.inputs["False"])
links.new(mix.outputs[0], choose.inputs["True"])
enabled = nodes.new("GeometryNodeSwitch")
enabled.input_type = "FLOAT"
links.new(iterations, enabled.inputs["Switch"])
links.new(depth, enabled.inputs["False"])
links.new(choose.outputs[0], enabled.inputs["True"])
return enabled.outputs[0]
def smooth_boundary_camera(group, camera, protected=False):
"""Reconstruct blurred camera depth along each unchanged projection ray."""
nodes, links = group.nodes, group.links
axes = nodes.new("ShaderNodeSeparateXYZ")
links.new(camera, axes.inputs[0])
depth = axes.outputs["Z"]
smoothed = smooth_boundary_depth(group, depth, protected)
return reconstruct_camera_depth(group, camera, depth, smoothed)
def reconstruct_camera_depth(group, camera, depth, smoothed):
"""Move each valid camera point along its original projection ray."""
nodes, links = group.nodes, group.links
changed = _math(group, "GREATER_THAN", _math(group, "ABSOLUTE", _math(group, "SUBTRACT", smoothed, depth)), 0)
enabled = _math(group, "MULTIPLY", changed, _math(group, "GREATER_THAN", depth, 1e-8))
projected = nodes.new("ShaderNodeVectorMath")
projected.operation = "SCALE"
links.new(camera, projected.inputs[0])
links.new(_math(group, "DIVIDE", smoothed, depth), projected.inputs[3])
choose = nodes.new("GeometryNodeSwitch")
choose.input_type = "VECTOR"
links.new(enabled, choose.inputs["Switch"])
links.new(camera, choose.inputs["False"])
links.new(projected.outputs[0], choose.inputs["True"])
return choose.outputs[0]
def cut_boundary_influence(group, split_boundary, protected=False, *, outline_scale=0.1, boundary=None):
"""Give split edges full influence and outline edges a configured share."""
nodes, links = group.nodes, group.links
if boundary is None:
boundary = evaluate_field(group, edge_boundary_field(nodes, links), "FLOAT", "POINT")
split = _math(group, "MULTIPLY", boundary, split_boundary)
outline = _math(group, "MAXIMUM", _math(group, "SUBTRACT", boundary, split), 0)
split_influence = boundary_influence(group, protected, boundary=split)
outline_influence = _math(
group, "MULTIPLY", boundary_influence(group, protected, boundary=outline), outline_scale,
)
return _math(group, "MAXIMUM", split_influence, outline_influence)
def smooth_cut_boundary(group, geometry, split_boundary=False, *, protected=False, outline_scale=0.1, boundary=None):
"""Blend O Smooth through split and outline masks with configurable weights."""
influence = cut_boundary_influence(
group, split_boundary, protected, outline_scale=outline_scale, boundary=boundary,
)
# The support band depends on topology, which stays unchanged in the loop.
return expand_smooth(
group, geometry, iterations_name="Boundary Smooth", weight_name="Smooth Weight",
influence=influence, pin_sharp=False,
)