Files
AnyImage/tools/nodes/groups/image_depth_balloon.py
nan 89087fc2e2 feat: Add new Geometry Nodes groups for image relief and shadeless shader
- Implemented the "O Image Relief Plane" Geometry Nodes group to create a fixed-base image relief using depth images and various parameters.
- Created the "O Shadeless" shader node group to display color without scene lighting while preserving shadows and reflections.
- Introduced a preview feature for node groups, allowing for interactive visualization of node arrangements in an HTML format.
- Added a template HTML file for rendering node previews with customizable views and controls.
2026-09-09 21:24:57 +08:00

191 lines
8.9 KiB
Python

"""Build O Image Depth Balloon."""
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, bool_input, vector_input,
menu_switch, read_float_attribute, store_float_attribute, prepare_node_group,
)
from ..common.smoothing import expand_smooth
from ..common.cutout import _extrude_layers, _island_cleanup, _position_field, _profile_field, _remove_zero_thickness, _set_layer_z, _shade_output
NODE_GROUP_NAME = "O Image Depth Balloon"
def _set_geometry_z(group, geometry, z_value):
nodes = group.nodes
links = group.links
position = nodes.new("GeometryNodeInputPosition")
separate = nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs["Position"], separate.inputs["Vector"])
combine = nodes.new("ShaderNodeCombineXYZ")
links.new(separate.outputs["X"], combine.inputs["X"])
links.new(separate.outputs["Y"], combine.inputs["Y"])
links.new(z_value, combine.inputs["Z"])
set_position = nodes.new("GeometryNodeSetPosition")
links.new(geometry, set_position.inputs["Geometry"])
links.new(combine.outputs["Vector"], set_position.inputs["Position"])
return set_position.outputs["Geometry"]
def _plane_depth(group, direction, reference_depth):
nodes = group.nodes
links = group.links
normal = nodes.new("ShaderNodeVectorMath")
normal.operation = "NORMALIZE"
links.new(direction, normal.inputs[0])
normal_components = nodes.new("ShaderNodeSeparateXYZ")
links.new(normal.outputs["Vector"], normal_components.inputs["Vector"])
position = nodes.new("GeometryNodeInputPosition")
position_components = nodes.new("ShaderNodeSeparateXYZ")
links.new(position.outputs["Position"], position_components.inputs["Vector"])
x_term = math_node(nodes, "MULTIPLY")
links.new(position_components.outputs["X"], x_term.inputs[0])
links.new(normal_components.outputs["X"], x_term.inputs[1])
y_term = math_node(nodes, "MULTIPLY")
links.new(position_components.outputs["Y"], y_term.inputs[0])
links.new(normal_components.outputs["Y"], y_term.inputs[1])
point_dot = math_node(nodes, "ADD")
links.new(x_term.outputs[0], point_dot.inputs[0])
links.new(y_term.outputs[0], point_dot.inputs[1])
divide = math_node(nodes, "DIVIDE")
links.new(point_dot.outputs[0], divide.inputs[0])
links.new(normal_components.outputs["Z"], divide.inputs[1])
plane = math_node(nodes, "ADD")
links.new(reference_depth, plane.inputs[0])
links.new(divide.outputs[0], plane.inputs[1])
return plane.outputs[0]
def _build_depth_balloon(
group,
geometry,
thickness,
depth_scale,
double_sided,
uniform_scale,
depth_direction,
depth_image,
depth_reference,
):
nodes = group.nodes
links = group.links
profile, profile_factor = _profile_field(group, geometry)
camera_position = _position_field(group, depth_image)
separate_camera = nodes.new("ShaderNodeSeparateXYZ")
links.new(camera_position, separate_camera.inputs["Vector"])
metric_depth = math_node(nodes, "MULTIPLY")
links.new(separate_camera.outputs["Z"], metric_depth.inputs[0])
links.new(uniform_scale, metric_depth.inputs[1])
plane_depth = _plane_depth(
group,
depth_direction,
depth_reference,
)
corrected_depth = math_node(nodes, "SUBTRACT")
links.new(plane_depth, corrected_depth.inputs[0])
links.new(metric_depth.outputs[0], corrected_depth.inputs[1])
nonnegative_depth = math_node(nodes, "MAXIMUM")
nonnegative_depth.inputs[1].default_value = 0.0
links.new(corrected_depth.outputs[0], nonnegative_depth.inputs[0])
scaled_depth = math_node(nodes, "MULTIPLY")
links.new(nonnegative_depth.outputs[0], scaled_depth.inputs[0])
links.new(depth_scale, scaled_depth.inputs[1])
front_depth = scaled_depth.outputs[0]
base_front = math_node(nodes, "MULTIPLY")
links.new(profile, base_front.inputs[0])
links.new(thickness, base_front.inputs[1])
base_back = math_node(nodes, "MULTIPLY")
links.new(profile, base_back.inputs[0])
links.new(thickness, base_back.inputs[1])
negate_back = math_node(nodes, "MULTIPLY")
negate_back.inputs[1].default_value = -1.0
links.new(base_back.outputs[0], negate_back.inputs[0])
front_mix = nodes.new("ShaderNodeMix")
front_mix.data_type = "FLOAT"
front_mix.clamp_factor = True
links.new(profile_factor, front_mix.inputs["Factor"])
links.new(base_front.outputs[0], front_mix.inputs["A"])
links.new(front_depth, front_mix.inputs["B"])
mirrored_front = math_node(nodes, "MULTIPLY")
mirrored_front.inputs[1].default_value = -1.0
links.new(front_mix.outputs["Result"], mirrored_front.inputs[0])
back_choice = nodes.new("GeometryNodeSwitch")
back_choice.input_type = "FLOAT"
links.new(double_sided, back_choice.inputs["Switch"])
links.new(negate_back.outputs[0], back_choice.inputs["False"])
links.new(mirrored_front.outputs[0], back_choice.inputs["True"])
extrude = _extrude_layers(group, geometry)
shaped = _set_layer_z(
group,
geometry,
extrude,
front_mix.outputs["Result"],
back_choice.outputs["Output"],
)
front_only = _set_geometry_z(
group, geometry, front_mix.outputs["Result"]
)
return _remove_zero_thickness(group, front_only, shaped, thickness)
def build_image_depth_balloon_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')
float_input(group, 'Thickness', 1.0).description = 'Balloon profile multiplier; zero returns the sheet'
float_input(group, 'Depth Scale', 1.0)
bool_input(group, 'Double Sided', True)
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, 'Smooth Weight', 1.0, maximum=1, subtype='FACTOR', parent=options)
vector_input(group, 'Depth Direction', (0, 0, 1), subtype='DIRECTION', 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')
controls = group_input(group.nodes, set())
geometry = _build_depth_balloon(group, controls.outputs['Geometry'], controls.outputs['Thickness'], controls.outputs['Depth Scale'], controls.outputs['Double Sided'], controls.outputs['Uniform Scale'], controls.outputs['Depth Direction'], controls.outputs['Depth Image'], controls.outputs['Reference Depth'])
planar_inputs = [link.to_socket for link in group.links if link.from_node.bl_idname == 'NodeGroupInput' and link.from_socket.name == 'Geometry']
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])
for target in planar_inputs:
group.links.new(cleaned, target)
geometry = expand_smooth(group, geometry, iterations_name='Smooth', weight_name='Smooth Weight')
profile = read_float_attribute(group, 'o_balloon')
scale = profile
geometry = store_float_attribute(group, geometry, NORMAL_SCALE_ATTRIBUTE_NAME, scale)
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