Files
AnyImage/tools/node_assets/build_mesh_plane.py
nan 32bcd45d7b Add new node asset scripts for geometry and shader operations
- Implemented `build_mesh_plane.py` to create a geometry node group for mesh planes with customizable parameters.
- Created `build_shadeless.py` for a shader node group that displays color without scene lighting while preserving shadows and reflections.
- Added `validate.py` to validate the integrity of the newly created node groups and their inputs.
- Introduced `validate_cutout.py` to ensure the functionality of cutout node groups and their dependencies.
- Developed `validate_mesh_plane.py` to test the mesh plane creation and its modifier settings.
2026-08-30 00:17:29 +08:00

254 lines
11 KiB
Python

"""Build the Mesh Plane Geometry Nodes group."""
import bpy
MESH_PLANE_GROUP_NAME = "O Mesh Plane"
def new_socket(interface, name, in_out, socket_type, parent=None):
socket = interface.new_socket(
name=name,
in_out=in_out,
socket_type=socket_type,
parent=parent,
)
if in_out == "INPUT" and hasattr(socket, "structure_type"):
socket.structure_type = "SINGLE"
return socket
def new_group_input(nodes, location, visible_names):
node = nodes.new("NodeGroupInput")
node.location = location
visible = set(visible_names)
for output in node.outputs:
output.hide = output.name not in visible
return node
def build_mesh_plane_group():
group = bpy.data.node_groups.new(MESH_PLANE_GROUP_NAME, "GeometryNodeTree")
group.is_modifier = True
interface = group.interface
geometry = new_socket(interface, "Geometry", "INPUT", "NodeSocketGeometry")
geometry.structure_type = "SINGLE"
subdivide = new_socket(interface, "Subdivide", "INPUT", "NodeSocketInt")
subdivide.default_value = 0
subdivide.min_value = 0
subdivide.max_value = 10
thickness = new_socket(interface, "Thickness", "INPUT", "NodeSocketFloat")
thickness.default_value = 0.0
thickness.min_value = 0.0
thickness.max_value = 10000.0
thickness.subtype = "DISTANCE"
data_panel = interface.new_panel(name="Data", default_closed=True)
material = new_socket(
interface,
"Material",
"INPUT",
"NodeSocketMaterial",
parent=data_panel,
)
material.hide_in_modifier = True
new_socket(interface, "Geometry", "OUTPUT", "NodeSocketGeometry")
nodes = group.nodes
links = group.links
geometry_input = new_group_input(nodes, (-1800.0, 500.0), {"Geometry"})
subdivide_input = new_group_input(nodes, (-1800.0, 0.0), {"Subdivide"})
thickness_input = new_group_input(nodes, (100.0, -250.0), {"Thickness"})
material_input = new_group_input(nodes, (900.0, 0.0), {"Material"})
output = nodes.new("NodeGroupOutput")
output.location = (1350.0, 500.0)
bounds = nodes.new("GeometryNodeBoundBox")
bounds.location = (-1600.0, 500.0)
links.new(geometry_input.outputs["Geometry"], bounds.inputs["Geometry"])
dimensions = nodes.new("ShaderNodeVectorMath")
dimensions.operation = "SUBTRACT"
dimensions.location = (-1400.0, 500.0)
links.new(bounds.outputs["Max"], dimensions.inputs[0])
links.new(bounds.outputs["Min"], dimensions.inputs[1])
separate_dimensions = nodes.new("ShaderNodeSeparateXYZ")
separate_dimensions.location = (-1200.0, 500.0)
links.new(dimensions.outputs["Vector"], separate_dimensions.inputs[0])
short_segments = nodes.new("ShaderNodeMath")
short_segments.operation = "POWER"
short_segments.inputs[0].default_value = 2.0
short_segments.location = (-1400.0, 0.0)
links.new(subdivide_input.outputs["Subdivide"], short_segments.inputs[1])
vertex_counts = []
for index, (axis, other_axis) in enumerate((("X", "Y"), ("Y", "X"))):
y = 300.0 - index * 300.0
ratio = nodes.new("ShaderNodeMath")
ratio.operation = "DIVIDE"
ratio.location = (-1000.0, y)
links.new(separate_dimensions.outputs[axis], ratio.inputs[0])
links.new(separate_dimensions.outputs[other_axis], ratio.inputs[1])
at_least_one = nodes.new("ShaderNodeMath")
at_least_one.operation = "MAXIMUM"
at_least_one.inputs[1].default_value = 1.0
at_least_one.location = (-800.0, y)
links.new(ratio.outputs[0], at_least_one.inputs[0])
scaled_segments = nodes.new("ShaderNodeMath")
scaled_segments.operation = "MULTIPLY"
scaled_segments.location = (-600.0, y)
links.new(short_segments.outputs[0], scaled_segments.inputs[0])
links.new(at_least_one.outputs[0], scaled_segments.inputs[1])
rounded_segments = nodes.new("ShaderNodeMath")
rounded_segments.operation = "ROUND"
rounded_segments.location = (-400.0, y)
links.new(scaled_segments.outputs[0], rounded_segments.inputs[0])
vertices = nodes.new("ShaderNodeMath")
vertices.operation = "ADD"
vertices.inputs[1].default_value = 1.0
vertices.location = (-200.0, y)
links.new(rounded_segments.outputs[0], vertices.inputs[0])
vertex_counts.append(vertices.outputs[0])
grid = nodes.new("GeometryNodeMeshGrid")
grid.location = (50.0, 500.0)
links.new(separate_dimensions.outputs["X"], grid.inputs["Size X"])
links.new(separate_dimensions.outputs["Y"], grid.inputs["Size Y"])
links.new(vertex_counts[0], grid.inputs["Vertices X"])
links.new(vertex_counts[1], grid.inputs["Vertices Y"])
position = nodes.new("GeometryNodeInputPosition")
position.location = (-200.0, 900.0)
separate_position = nodes.new("ShaderNodeSeparateXYZ")
separate_position.location = (0.0, 900.0)
links.new(position.outputs["Position"], separate_position.inputs[0])
uv_components = []
for index, axis in enumerate(("X", "Y")):
y = 900.0 - index * 180.0
normalize = nodes.new("ShaderNodeMath")
normalize.operation = "DIVIDE"
normalize.location = (200.0, y)
links.new(separate_position.outputs[axis], normalize.inputs[0])
links.new(separate_dimensions.outputs[axis], normalize.inputs[1])
offset_uv = nodes.new("ShaderNodeMath")
offset_uv.operation = "ADD"
offset_uv.inputs[1].default_value = 0.5
offset_uv.location = (400.0, y)
links.new(normalize.outputs[0], offset_uv.inputs[0])
uv_components.append(offset_uv.outputs[0])
uv_coordinates = nodes.new("ShaderNodeCombineXYZ")
uv_coordinates.location = (600.0, 800.0)
links.new(uv_components[0], uv_coordinates.inputs["X"])
links.new(uv_components[1], uv_coordinates.inputs["Y"])
store_grid_uv = nodes.new("GeometryNodeStoreNamedAttribute")
store_grid_uv.data_type = "FLOAT2"
store_grid_uv.domain = "CORNER"
store_grid_uv.inputs["Name"].default_value = "UVMap"
store_grid_uv.location = (250.0, 500.0)
links.new(grid.outputs["Mesh"], store_grid_uv.inputs["Geometry"])
links.new(uv_coordinates.outputs["Vector"], store_grid_uv.inputs["Value"])
center_sum = nodes.new("ShaderNodeVectorMath")
center_sum.operation = "ADD"
center_sum.location = (-200.0, 1150.0)
links.new(bounds.outputs["Min"], center_sum.inputs[0])
links.new(bounds.outputs["Max"], center_sum.inputs[1])
center = nodes.new("ShaderNodeVectorMath")
center.operation = "SCALE"
center.inputs[3].default_value = 0.5
center.location = (50.0, 1150.0)
links.new(center_sum.outputs["Vector"], center.inputs[0])
place_grid = nodes.new("GeometryNodeTransform")
place_grid.location = (500.0, 500.0)
links.new(store_grid_uv.outputs["Geometry"], place_grid.inputs["Geometry"])
links.new(center.outputs["Vector"], place_grid.inputs["Translation"])
cell_sizes = []
for index, axis in enumerate(("X", "Y")):
y = 100.0 - index * 180.0
segments = nodes.new("ShaderNodeMath")
segments.operation = "SUBTRACT"
segments.inputs[1].default_value = 1.0
segments.location = (-100.0, y)
links.new(vertex_counts[index], segments.inputs[0])
cell_size = nodes.new("ShaderNodeMath")
cell_size.operation = "DIVIDE"
cell_size.location = (100.0, y)
links.new(separate_dimensions.outputs[axis], cell_size.inputs[0])
links.new(segments.outputs[0], cell_size.inputs[1])
cell_sizes.append(cell_size.outputs[0])
cell_area = nodes.new("ShaderNodeMath")
cell_area.operation = "MULTIPLY"
cell_area.location = (300.0, 100.0)
links.new(cell_sizes[0], cell_area.inputs[0])
links.new(cell_sizes[1], cell_area.inputs[1])
target_step = nodes.new("ShaderNodeMath")
target_step.operation = "SQRT"
target_step.location = (500.0, 100.0)
links.new(cell_area.outputs[0], target_step.inputs[0])
depth_ratio = nodes.new("ShaderNodeMath")
depth_ratio.operation = "DIVIDE"
depth_ratio.location = (300.0, -100.0)
links.new(thickness_input.outputs["Thickness"], depth_ratio.inputs[0])
links.new(target_step.outputs[0], depth_ratio.inputs[1])
rounded_depth = nodes.new("ShaderNodeMath")
rounded_depth.operation = "ROUND"
rounded_depth.location = (500.0, -100.0)
links.new(depth_ratio.outputs[0], rounded_depth.inputs[0])
depth_segments = nodes.new("ShaderNodeMath")
depth_segments.operation = "MAXIMUM"
depth_segments.inputs[1].default_value = 1.0
depth_segments.location = (700.0, -100.0)
links.new(rounded_depth.outputs[0], depth_segments.inputs[0])
depth_vertices = nodes.new("ShaderNodeMath")
depth_vertices.operation = "ADD"
depth_vertices.inputs[1].default_value = 1.0
depth_vertices.location = (900.0, -100.0)
links.new(depth_segments.outputs[0], depth_vertices.inputs[0])
cube_size = nodes.new("ShaderNodeCombineXYZ")
cube_size.location = (700.0, 250.0)
links.new(separate_dimensions.outputs["X"], cube_size.inputs["X"])
links.new(separate_dimensions.outputs["Y"], cube_size.inputs["Y"])
links.new(thickness_input.outputs["Thickness"], cube_size.inputs["Z"])
cube = nodes.new("GeometryNodeMeshCube")
cube.location = (900.0, 250.0)
links.new(cube_size.outputs["Vector"], cube.inputs["Size"])
links.new(vertex_counts[0], cube.inputs["Vertices X"])
links.new(vertex_counts[1], cube.inputs["Vertices Y"])
links.new(depth_vertices.outputs[0], cube.inputs["Vertices Z"])
store_cube_uv = nodes.new("GeometryNodeStoreNamedAttribute")
store_cube_uv.data_type = "FLOAT2"
store_cube_uv.domain = "CORNER"
store_cube_uv.inputs["Name"].default_value = "UVMap"
store_cube_uv.location = (1100.0, 250.0)
links.new(cube.outputs["Mesh"], store_cube_uv.inputs["Geometry"])
links.new(uv_coordinates.outputs["Vector"], store_cube_uv.inputs["Value"])
place_cube = nodes.new("GeometryNodeTransform")
place_cube.location = (1300.0, 250.0)
links.new(store_cube_uv.outputs["Geometry"], place_cube.inputs["Geometry"])
links.new(center.outputs["Vector"], place_cube.inputs["Translation"])
has_thickness = nodes.new("FunctionNodeCompare")
has_thickness.data_type = "FLOAT"
has_thickness.operation = "GREATER_THAN"
has_thickness.location = (450.0, -350.0)
links.new(thickness_input.outputs["Thickness"], has_thickness.inputs[0])
geometry_switch = nodes.new("GeometryNodeSwitch")
geometry_switch.input_type = "GEOMETRY"
geometry_switch.location = (750.0, 500.0)
links.new(has_thickness.outputs["Result"], geometry_switch.inputs["Switch"])
links.new(place_grid.outputs["Geometry"], geometry_switch.inputs["False"])
links.new(place_cube.outputs["Geometry"], geometry_switch.inputs["True"])
set_material = nodes.new("GeometryNodeSetMaterial")
set_material.location = (1050.0, 500.0)
links.new(geometry_switch.outputs["Output"], set_material.inputs["Geometry"])
links.new(material_input.outputs["Material"], set_material.inputs["Material"])
links.new(set_material.outputs["Geometry"], output.inputs["Geometry"])
group.color_tag = "GEOMETRY"
group.description = (
"Build an aspect-adaptive image plane and add optional centered thickness."
)
group.use_fake_user = True
return group