Files
AnyImage/tools/nodes/groups/image_depth_cutout.py
nan 8ae3c1d5b7 Refactor geometry node groups for image depth processing
- Introduced new utility functions in common nodes for evaluating fields and capturing attributes.
- Simplified volume field calculations in image depth cutout and panorama groups by utilizing new utility functions.
- Enhanced readability and maintainability of the image depth cutout and panorama node groups by removing redundant code and improving function usage.
- Adjusted default values for thickness and depth scale in image relief plane group for better user experience.
- Improved handling of geometry attributes and connections in image depth plane group to streamline processing.
2026-09-10 16:46:19 +08:00

418 lines
20 KiB
Python

"""Build O Image Depth Cutout."""
import bpy
from mathutils import Matrix
from anyimage.operators.cutout_tool.shape import CUTOUT_Z_TO_X, NORMAL_SCALE_ATTRIBUTE_NAME
from ..common.nodes import interface_socket, group_input, math_node, float_input, menu_switch, read_float_attribute, store_float_attribute, prepare_node_group, capture_fields, evaluate_field
from ..common.smoothing import expand_smooth
from ..common.cutout import _island_cleanup, _position_field, _remove_zero_thickness, _shade_output
from ..common.depth_surface import _math, project_depth_surface, build_surface_camera, split_depth_surface, sample_face_camera, thicken_depth_surface
from ..common.smoothing import edge_boundary_field
NODE_GROUP_NAME = "O Image Depth Cutout"
def build_volume_fields(group):
"""Evaluate the center and thickness on the original front surface."""
links = group.links
rim = evaluate_field(group, edge_boundary_field(group.nodes, links), "FLOAT", "POINT")
profile = read_float_attribute(group, "o_balloon")
position = group.nodes.new("GeometryNodeInputPosition")
axes = group.nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs[0], axes.inputs[0])
seed = _math(group, "SUBTRACT", axes.outputs["Z"], profile)
interior = _math(group, "SUBTRACT", 1, rim)
blur = group.nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT"
blur.inputs["Iterations"].default_value = 256
links.new(seed, blur.inputs["Value"])
links.new(interior, blur.inputs["Weight"])
center = blur.outputs[0]
residual = _math(group, "SUBTRACT", axes.outputs["Z"], center)
full = _math(group, "ADD", residual, profile)
minimum = _math(group, "MULTIPLY", profile, 0.05)
positive = _math(group, "MAXIMUM", full, minimum)
control = group_input(group.nodes, {"Thickness"})
thickness = _math(group, "MULTIPLY", positive, control.outputs["Thickness"])
return {"rim": rim, "center": center, "thickness": thickness}
def build_volume_rounding(group, geometry, fields, uniform):
links = group.links
control = group.nodes.new("NodeGroupInput")
profile = group.nodes.new("GeometryNodeInputNamedAttribute")
profile.data_type = "FLOAT"
profile.inputs["Name"].default_value = "o_balloon"
balloon = profile.outputs["Attribute"]
maximum = group.nodes.new("GeometryNodeAttributeStatistic")
maximum.data_type, maximum.domain = "FLOAT", "POINT"
links.new(geometry, maximum.inputs["Geometry"])
links.new(balloon, maximum.inputs["Attribute"])
limit = _math(group, "MAXIMUM", maximum.outputs["Max"], 1e-8)
falloff = group.nodes.new("ShaderNodeMapRange")
falloff.interpolation_type = "SMOOTHERSTEP"
falloff.inputs["To Min"].default_value = 1
falloff.inputs["To Max"].default_value = 0
links.new(balloon, falloff.inputs["Value"])
links.new(limit, falloff.inputs["From Max"])
weight = _math(group, "MULTIPLY", falloff.outputs[0], control.outputs["Edge Round"])
center = fields["center"]
position = group.nodes.new("GeometryNodeInputPosition")
axes = group.nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs[0], axes.inputs[0])
target = _math(group, "ADD", center, balloon)
delta = _math(group, "SUBTRACT", target, axes.outputs["Z"])
delta = _math(group, "MULTIPLY", delta, weight)
enabled = _math(group, "MINIMUM", control.outputs["Thickness"], 1)
enabled = _math(group, "MAXIMUM", enabled, 0)
delta = _math(group, "MULTIPLY", delta, enabled)
rear = _math(group, "MULTIPLY", balloon, weight)
rear = _math(group, "MULTIPLY", rear, control.outputs["Thickness"])
thickness = fields["thickness"]
total = _math(group, "ADD", thickness, delta)
total = _math(group, "ADD", total, rear)
# Evaluate normals on a separate center surface with identical point indices.
center_position = group.nodes.new("ShaderNodeCombineXYZ")
for axis in ("X", "Y"):
links.new(axes.outputs[axis], center_position.inputs[axis])
links.new(center, center_position.inputs["Z"])
surface = group.nodes.new("GeometryNodeSetPosition")
links.new(geometry, surface.inputs["Geometry"])
links.new(center_position.outputs[0], surface.inputs["Position"])
normal = group.nodes.new("GeometryNodeInputNormal")
blur = group.nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT_VECTOR"
links.new(normal.outputs[0], blur.inputs["Value"])
local = group.nodes.new("NodeGroupInput")
links.new(local.outputs["Normal Smooth"], blur.inputs["Iterations"])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
index = group.nodes.new("GeometryNodeInputIndex")
sample = group.nodes.new("GeometryNodeSampleIndex")
sample.data_type, sample.domain = "FLOAT_VECTOR", "POINT"
links.new(surface.outputs[0], sample.inputs["Geometry"])
links.new(normalize.outputs[0], sample.inputs["Value"])
links.new(index.outputs[0], sample.inputs["Index"])
thickness = group.nodes.new("GeometryNodeSwitch")
thickness.input_type = "FLOAT"
links.new(uniform, thickness.inputs["Switch"])
links.new(total, thickness.inputs["False"])
links.new(control.outputs["Uniform Thickness"], thickness.inputs["True"])
carrier, captured = capture_fields(
group, geometry, "POINT",
edge_weight=("FLOAT", weight), front_delta=("FLOAT", delta),
thickness=("FLOAT", thickness.outputs[0]), normal=("VECTOR", sample.outputs[0]),
)
displacement = group.nodes.new("ShaderNodeCombineXYZ")
links.new(captured["front_delta"], displacement.inputs["Z"])
front = group.nodes.new("GeometryNodeSetPosition")
links.new(carrier, front.inputs["Geometry"])
links.new(displacement.outputs[0], front.inputs["Offset"])
choose = group.nodes.new("GeometryNodeSwitch")
choose.input_type = "GEOMETRY"
links.new(uniform, choose.inputs["Switch"])
links.new(front.outputs[0], choose.inputs["False"])
links.new(carrier, choose.inputs["True"])
return choose.outputs[0], captured
def build_front_fields(group, rim, front_normal):
"""Fit structural amplitude over neighbouring points before creating the shell."""
links = group.links
def blur(value, weight=None):
result = group.nodes.new("GeometryNodeBlurAttribute")
result.data_type = "FLOAT"
result.inputs["Iterations"].default_value = 256
links.new(value, result.inputs["Value"])
if weight is not None:
links.new(weight, result.inputs["Weight"])
return result.outputs[0]
profile_node = group.nodes.new("GeometryNodeInputNamedAttribute")
profile_node.data_type = "FLOAT"
profile_node.inputs["Name"].default_value = "o_balloon"
profile = profile_node.outputs["Attribute"]
interior = _math(group, "SUBTRACT", 1, rim)
position = group.nodes.new("GeometryNodeInputPosition")
axes = group.nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs[0], axes.inputs[0])
depth = axes.outputs["Z"]
depth_slow = blur(depth, interior)
profile_slow = blur(profile, interior)
depth_bump = _math(group, "SUBTRACT", depth, depth_slow)
profile_bump = _math(group, "SUBTRACT", profile, profile_slow)
numerator = _math(group, "MULTIPLY", depth_bump, profile_bump)
denominator = _math(group, "MULTIPLY", profile_bump, profile_bump)
numerator = blur(numerator)
denominator = blur(denominator)
denominator = _math(group, "MAXIMUM", denominator, 1e-10)
structure = _math(group, "DIVIDE", numerator, denominator)
structure = _math(group, "MAXIMUM", structure, 0)
normal = front_normal
controls = group.nodes.new("NodeGroupInput")
# Keep the accepted broad front-direction filter at the default of 50;
# zero disables both this filter and the initial front/back normal filters.
spread = _math(group, "MULTIPLY", controls.outputs["Normal Smooth"], 256 / 50)
smooth = group.nodes.new("GeometryNodeBlurAttribute")
smooth.data_type = "FLOAT_VECTOR"
links.new(normal, smooth.inputs["Value"])
links.new(spread, smooth.inputs["Iterations"])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(smooth.outputs[0], normalize.inputs[0])
return {"structure": structure, "inflation_normal": normalize.outputs[0]}
def build_inflation_position(group, position, distance, uniform, fields):
"""Grow both modes continuously while leaving the rear cap in place."""
links = group.links
structure = fields["structure"]
control = group.nodes.new("NodeGroupInput")
a = _math(group, "MULTIPLY", control.outputs["Thickness"], control.outputs["Front Inflation"])
# A shifted cubic blend preserves continuous growth and height order.
shifted = _math(group, "ADD", a, 0.75)
quadratic = _math(group, "MULTIPLY", a, shifted)
quadratic = _math(group, "ADD", quadratic, 0.1875)
q = _math(group, "MULTIPLY", a, quadratic)
k = _math(group, "ADD", structure, 0.25)
square = _math(group, "MULTIPLY", k, k)
cube = _math(group, "MULTIPLY", square, k)
total = _math(group, "ADD", cube, q)
root = _math(group, "POWER", total, 1 / 3)
root_square = _math(group, "MULTIPLY", root, root)
product = _math(group, "MULTIPLY", root, k)
denominator = _math(group, "ADD", root_square, product)
denominator = _math(group, "ADD", denominator, square)
response = _math(group, "DIVIDE", q, denominator)
profile = group.nodes.new("GeometryNodeInputNamedAttribute")
profile.data_type = "FLOAT"
profile.inputs["Name"].default_value = "o_balloon"
balloon = _math(group, "MULTIPLY", profile.outputs["Attribute"], response)
uniform_control = group.nodes.new("NodeGroupInput")
uniform_amount = _math(group, "MULTIPLY", uniform_control.outputs["Uniform Thickness"], uniform_control.outputs["Front Inflation"])
selected = group.nodes.new("GeometryNodeSwitch")
selected.input_type = "FLOAT"
links.new(uniform, selected.inputs["Switch"])
links.new(balloon, selected.inputs["False"])
links.new(uniform_amount, selected.inputs["True"])
displacement = selected.outputs[0]
height = fields["thickness"]
layer = _math(group, "DIVIDE", distance, height)
layer = _math(group, "ADD", 1, layer)
layer = _math(group, "MAXIMUM", layer, 0)
layer = _math(group, "MINIMUM", layer, 1)
displacement = _math(group, "MULTIPLY", displacement, layer)
normal = fields["inflation_normal"]
offset = group.nodes.new("ShaderNodeVectorMath")
offset.operation = "SCALE"
links.new(normal, offset.inputs[0])
links.new(displacement, offset.inputs[3])
result = group.nodes.new("ShaderNodeVectorMath")
result.operation = "ADD"
links.new(position, result.inputs[0])
links.new(offset.outputs[0], result.inputs[1])
return result.outputs[0]
def build_front_normal(group):
links = group.links
normal = group.nodes.new("GeometryNodeInputNormal")
control = group.nodes.new("NodeGroupInput")
blur = group.nodes.new("GeometryNodeBlurAttribute")
blur.data_type = "FLOAT_VECTOR"
links.new(normal.outputs[0], blur.inputs["Value"])
links.new(control.outputs["Normal Smooth"], blur.inputs["Iterations"])
normalize = group.nodes.new("ShaderNodeVectorMath")
normalize.operation = "NORMALIZE"
links.new(blur.outputs[0], normalize.inputs[0])
return evaluate_field(group, normalize.outputs[0], "FLOAT_VECTOR", "POINT")
def build_shell_position(group, position, front, uniform, fields):
links = group.links
def connect(value, target):
if hasattr(value, "node"):
links.new(value, target)
else:
target.default_value = value
def vector(operation, a, b):
result = group.nodes.new("ShaderNodeVectorMath")
result.operation = operation
connect(a, result.inputs[0])
connect(b, result.inputs[3 if operation == "SCALE" else 1])
return result.outputs[0]
def z(value):
result = group.nodes.new("ShaderNodeSeparateXYZ")
links.new(value, result.inputs[0])
return result.outputs["Z"]
# Uniform and the thin end of Balloon share the actual front normal.
front_z = z(front)
raw_z = z(position)
distance = _math(group, "SUBTRACT", raw_z, front_z)
normal = fields["front_normal"]
thin_offset = vector("SCALE", normal, distance)
uniform_position = vector("ADD", front, thin_offset)
# R = t * (front_z - center) + (1 - t) * front_delta, with t clamped.
# This avoids division by Thickness and removes the old zero-thickness drift.
control = group.nodes.new("NodeGroupInput")
clamp = group.nodes.new("ShaderNodeClamp")
links.new(control.outputs["Thickness"], clamp.inputs["Value"])
t = clamp.outputs[0]
center = fields["center"]
delta = fields["front_delta"]
radius = _math(group, "SUBTRACT", front_z, center)
radius = _math(group, "MULTIPLY", radius, t)
remaining = _math(group, "SUBTRACT", 1, t)
remainder = _math(group, "MULTIPLY", remaining, delta)
radius = _math(group, "ADD", radius, remainder)
# Front and rear use the same edge field, evaluated on their own caps.
edge = fields["edge_weight"]
mask = read_float_attribute(group, "o_normal_scale")
remaining = _math(group, "SUBTRACT", 1, edge)
remaining = _math(group, "MULTIPLY", remaining, mask)
weight = _math(group, "SUBTRACT", 1, remaining)
difference = _math(group, "SUBTRACT", weight, edge)
base = _math(group, "MULTIPLY", difference, radius)
layer = _math(group, "MULTIPLY", weight, distance)
rear_radius = _math(group, "ADD", base, layer)
front_radius = _math(group, "MULTIPLY", edge, radius)
normal = fields["normal"]
direction = vector("SUBTRACT", normal, (0, 0, 1))
front_shift = vector("SCALE", direction, front_radius)
front_position = vector("ADD", front, front_shift)
rear_shift = vector("SCALE", direction, rear_radius)
axis_offset = group.nodes.new("ShaderNodeCombineXYZ")
links.new(distance, axis_offset.inputs["Z"])
full_offset = vector("ADD", axis_offset.outputs[0], rear_shift)
# Smoothly reach the existing full-volume shape at Thickness >= 1.
transition = group.nodes.new("ShaderNodeMapRange")
transition.interpolation_type = "SMOOTHERSTEP"
links.new(t, transition.inputs["Value"])
mix = group.nodes.new("ShaderNodeMix")
mix.data_type = "VECTOR"
links.new(transition.outputs[0], mix.inputs[0])
links.new(thin_offset, mix.inputs[4])
links.new(full_offset, mix.inputs[5])
balloon_position = vector("ADD", front_position, mix.outputs["Result"])
choose = group.nodes.new("GeometryNodeSwitch")
choose.input_type = "VECTOR"
links.new(uniform, choose.inputs["Switch"])
links.new(balloon_position, choose.inputs["False"])
links.new(uniform_position, choose.inputs["True"])
return build_inflation_position(group, choose.outputs[0], distance, uniform, fields)
def _build_depth_surface(group, geometry, controls):
"""Project the cleaned mesh, capture surface fields, and connect the shell."""
links = group.links
split = controls.outputs["Split Threshold"]
image = controls.outputs["Depth Image"]
scale = controls.outputs["Uniform Scale"]
geometry, corner_camera, cut_vertex = split_depth_surface(
group, geometry, sample_face_camera(group, image), split, scale, triangles=True,
)
camera = build_surface_camera(group, _position_field(group, image), corner_camera, cut_vertex, split)
projection = project_depth_surface(
group, geometry, camera, scale, controls.outputs["Reference Depth"], controls.outputs["Depth Scale"],
)
# The mode field is shared by the geometry and thickness choices.
mode = menu_switch(group, "Mode", ("Balloon", "Uniform"), "BOOLEAN")
mode.inputs["Balloon"].default_value = False
mode.inputs["Uniform"].default_value = True
uniform = mode.outputs[0]
volume = build_volume_fields(group)
normal = build_front_normal(group)
front = build_front_fields(group, volume["rim"], normal)
shared, fields = capture_fields(
group, projection, "POINT",
center=("FLOAT", volume["center"]), front_normal=("VECTOR", normal),
structure=("FLOAT", front["structure"]), inflation_normal=("VECTOR", front["inflation_normal"]),
)
rounded, rounding = build_volume_rounding(group, shared, {**volume, **fields}, uniform)
fields.update(rounding)
shell = thicken_depth_surface(
group, rounded, fields["thickness"], back_mask=NORMAL_SCALE_ATTRIBUTE_NAME, weld_zero_thickness=True,
)
oriented = build_shell_position(group, shell["position"], shell["front"], uniform, fields)
links.new(oriented, shell["position_input"])
amount = group.nodes.new("GeometryNodeSwitch")
amount.input_type = "FLOAT"
links.new(uniform, amount.inputs["Switch"])
links.new(controls.outputs["Thickness"], amount.inputs["False"])
links.new(controls.outputs["Uniform Thickness"], amount.inputs["True"])
return _remove_zero_thickness(group, projection, shell["geometry"], amount.outputs[0])
def build_image_depth_cutout_group():
name = NODE_GROUP_NAME
existing = bpy.data.node_groups.get(name)
if existing is not None:
return existing
group = bpy.data.node_groups.new(name, 'GeometryNodeTree')
group.is_modifier, group.use_fake_user = (True, True)
group.color_tag = 'GEOMETRY'
group['anyimage_asset_revision'] = 11
interface_socket(group, 'Geometry', 'INPUT', 'NodeSocketGeometry')
interface_socket(group, 'Mode', 'INPUT', 'NodeSocketMenu')
float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet'
float_input(group, 'Uniform Thickness', 0.0, subtype='DISTANCE').description = 'Distance used only by Uniform thickness mode'
float_input(group, 'Depth Scale', 1.0)
float_input(group, 'Split Threshold', 0.0, maximum=1, subtype='FACTOR')
iterations = interface_socket(group, 'Smooth', 'INPUT', 'NodeSocketInt')
iterations.default_value = 0
iterations.min_value, iterations.max_value = (0, 20)
options = group.interface.new_panel(name='Options', default_closed=True)
float_input(group, 'Cleanup Threshold', 0.0, parent=options)
float_input(group, 'Reference Depth', 1.0, subtype='DISTANCE', parent=options)
float_input(group, 'Edge Round', 0.2, maximum=1, subtype='FACTOR', parent=options)
float_input(group, 'Front Inflation', 1.0, maximum=32, parent=options)
normal_iterations = interface_socket(group, 'Normal Smooth', 'INPUT', 'NodeSocketInt', options)
normal_iterations.default_value = 50
normal_iterations.min_value, normal_iterations.max_value = (0, 50)
float_input(group, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options)
data = group.interface.new_panel(name='Data', default_closed=True)
interface_socket(group, 'Inward Axis', 'INPUT', 'NodeSocketMenu', data).hide_in_modifier = True
float_input(group, 'Uniform Scale', 1.0, parent=data).hide_in_modifier = True
interface_socket(group, 'Depth Image', 'INPUT', 'NodeSocketImage', data).hide_in_modifier = True
interface_socket(group, 'Geometry', 'OUTPUT', 'NodeSocketGeometry')
base = group_input(group.nodes, {'Geometry', 'Cleanup Threshold'})
area = math_node(group.nodes, 'MULTIPLY')
area.inputs[1].default_value = 0.01
group.links.new(base.outputs['Cleanup Threshold'], area.inputs[0])
cleaned = _island_cleanup(group, base.outputs['Geometry'], area.outputs[0])
cleaned = store_float_attribute(group, cleaned, NORMAL_SCALE_ATTRIBUTE_NAME, 1.0, domain='FACE')
controls = group_input(group.nodes, set())
geometry = _build_depth_surface(group, cleaned, controls)
geometry = expand_smooth(group, geometry, iterations_name='Smooth', weight_name='Smooth Weight')
orient = group.nodes.new('GeometryNodeTransform')
orient.inputs['Rotation'].default_value = Matrix(CUTOUT_Z_TO_X).to_euler()
group.links.new(geometry, orient.inputs['Geometry'])
axis = menu_switch(group, 'Inward Axis', ('-Z', '+X'), 'GEOMETRY')
group.links.new(geometry, axis.inputs['-Z'])
group.links.new(orient.outputs[0], axis.inputs['+X'])
_shade_output(group, axis.outputs[0])
prepare_node_group(group)
for item in group.interface.items_tree:
if item.item_type != 'SOCKET' or item.in_out != 'INPUT':
continue
if item.name == 'Mode':
item.default_value = 'Balloon'
elif item.name == 'Inward Axis':
item.default_value = '-Z'
elif item.name == 'Uniform Thickness':
item.name = 'Thickness'
return group