blender/release/scripts/freestyle/styles/sketchy_topology_preserved.py
Folkert de Vries 7d38d85340 Freestyle: Fix for references of deprecated texture stroke shaders.
Removed all references of deprecated texture shader.  Also deleted
several lines of dead code.

Since texture_shader.py no longer does what it was supposed to do,
the file itself was removed.

Patch reviewed by Tamito Kajiyama (kjym3).
2015-03-09 12:53:13 +09:00

52 lines
1.8 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# Filename : sketchy_topology_preserved.py
# Author : Stephane Grabli
# Date : 04/08/2005
# Purpose : The topology of the strokes is built
# so as to chain several times the same ViewEdge.
# The topology of the objects is preserved
from freestyle.chainingiterators import pySketchyChainSilhouetteIterator
from freestyle.predicates import (
QuantitativeInvisibilityUP1D,
TrueUP1D,
)
from freestyle.shaders import (
ConstantColorShader,
IncreasingThicknessShader,
SamplingShader,
SmoothingShader,
SpatialNoiseShader,
)
from freestyle.types import Operators
upred = QuantitativeInvisibilityUP1D(0)
Operators.select(upred)
Operators.bidirectional_chain(pySketchyChainSilhouetteIterator(3, True))
shaders_list = [
SamplingShader(4),
SpatialNoiseShader(20, 220, 2, True, True),
IncreasingThicknessShader(4, 8),
SmoothingShader(300, 0.05, 0, 0.2, 0, 0, 0, 0.5),
ConstantColorShader(0.6, 0.2, 0.0),
]
Operators.create(TrueUP1D(), shaders_list)