2011-03-30 10:29:32 +00:00
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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from mathutils import Vector
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import bpy
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from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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class MakeFur(bpy.types.Operator):
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bl_idname = "object.make_fur"
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bl_label = "Make Fur"
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bl_options = {'REGISTER', 'UNDO'}
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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density = EnumProperty(items=(
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('LIGHT', "Light", ""),
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('MEDIUM', "Medium", ""),
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('HEAVY', "Heavy", "")),
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name="Fur Density",
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description="",
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default='MEDIUM')
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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view_percentage = IntProperty(name="View %",
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default=10, min=1, max=100, soft_min=1, soft_max=100)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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length = FloatProperty(name="Length",
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default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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def execute(self, context):
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2011-03-31 11:49:01 +00:00
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fake_context = bpy.context.copy()
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mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object.")
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return {'CANCELLED'}
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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mat = bpy.data.materials.new("Fur Material")
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mat.strand.tip_size = 0.25
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mat.strand.blend_distance = 0.5
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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for obj in mesh_objects:
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2011-04-20 17:51:56 +00:00
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fake_context["object"] = obj
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2011-03-31 11:49:01 +00:00
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bpy.ops.object.particle_system_add(fake_context)
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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psys = obj.particle_systems[-1]
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2011-03-30 10:29:32 +00:00
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psys.settings.type = 'HAIR'
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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if self.density == 'LIGHT':
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psys.settings.count = 100
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elif self.density == 'MEDIUM':
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psys.settings.count = 1000
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elif self.density == 'HEAVY':
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psys.settings.count = 10000
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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psys.settings.child_nbr = self.view_percentage
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psys.settings.hair_length = self.length
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psys.settings.use_strand_primitive = True
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psys.settings.use_hair_bspline = True
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psys.settings.child_type = 'INTERPOLATED'
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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obj.data.materials.append(mat)
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obj.particle_systems[-1].settings.material = len(obj.data.materials)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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return {'FINISHED'}
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2011-04-01 02:41:15 +00:00
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2011-03-31 11:49:01 +00:00
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def obj_bb_minmax(obj, min_co, max_co):
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for i in range(0, 8):
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bb_vec = Vector((obj.bound_box[i][0], obj.bound_box[i][1], obj.bound_box[i][2])) * obj.matrix_world
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min_co[0] = min(bb_vec[0], min_co[0])
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min_co[1] = min(bb_vec[1], min_co[1])
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min_co[2] = min(bb_vec[2], min_co[2])
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max_co[0] = max(bb_vec[0], max_co[0])
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max_co[1] = max(bb_vec[1], max_co[1])
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max_co[2] = max(bb_vec[2], max_co[2])
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2011-03-30 15:02:02 +00:00
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2011-04-01 02:41:15 +00:00
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2011-03-30 10:29:32 +00:00
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class MakeSmoke(bpy.types.Operator):
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bl_idname = "object.make_smoke"
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bl_label = "Make Smoke"
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bl_options = {'REGISTER', 'UNDO'}
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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style = EnumProperty(items=(
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('STREAM', "Stream", ""),
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('PUFF', "Puff", ""),
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('FIRE', "Fire", "")),
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name="Smoke Style",
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description="",
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default='STREAM')
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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show_flows = BoolProperty(name="Render Smoke Objects",
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description="Keep the smoke objects visible during rendering.",
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default=False)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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def execute(self, context):
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2011-04-20 17:51:56 +00:00
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fake_context = bpy.context.copy()
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2011-03-31 11:49:01 +00:00
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mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
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min_co = Vector((100000, 100000, 100000))
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max_co = Vector((-100000, -100000, -100000))
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object.")
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return {'CANCELLED'}
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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for obj in mesh_objects:
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2011-04-20 17:51:56 +00:00
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fake_context["object"] = obj
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2011-03-30 10:29:32 +00:00
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# make each selected object a smoke flow
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2011-04-20 17:51:56 +00:00
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bpy.ops.object.modifier_add(fake_context, type='SMOKE')
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2011-03-31 11:49:01 +00:00
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obj.modifiers[-1].smoke_type = 'FLOW'
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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psys = obj.particle_systems[-1]
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2011-03-30 10:29:32 +00:00
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if self.style == 'PUFF':
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psys.settings.frame_end = psys.settings.frame_start
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psys.settings.emit_from = 'VOLUME'
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psys.settings.distribution = 'RAND'
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elif self.style == 'FIRE':
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psys.settings.effector_weights.gravity = -1
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psys.settings.lifetime = 5
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psys.settings.count = 100000
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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obj.modifiers[-2].flow_settings.initial_velocity = True
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obj.modifiers[-2].flow_settings.temperature = 2
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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psys.settings.use_render_emitter = self.show_flows
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2011-03-30 13:35:54 +00:00
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if not self.show_flows:
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2011-03-31 11:49:01 +00:00
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obj.draw_type = 'WIRE'
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# store bounding box min/max for the domain object
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2011-03-31 11:49:01 +00:00
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obj_bb_minmax(obj, min_co, max_co)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# add the smoke domain object
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bpy.ops.mesh.primitive_cube_add()
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2011-03-31 11:49:01 +00:00
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obj = context.active_object
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obj.name = "Smoke Domain"
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# give the smoke some room above the flows
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2011-04-01 02:41:15 +00:00
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obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0))
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obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# setup smoke domain
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2011-04-20 17:51:56 +00:00
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bpy.ops.object.modifier_add(type='SMOKE')
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2011-03-31 11:49:01 +00:00
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obj.modifiers[-1].smoke_type = 'DOMAIN'
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2011-03-30 10:29:32 +00:00
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if self.style == 'FIRE':
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2011-03-31 11:49:01 +00:00
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obj.modifiers[-1].domain_settings.use_dissolve_smoke = True
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obj.modifiers[-1].domain_settings.dissolve_speed = 20
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obj.modifiers[-1].domain_settings.use_high_resolution = True
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# create a volume material with a voxel data texture for the domain
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2011-04-20 17:51:56 +00:00
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bpy.ops.object.material_slot_add()
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2011-03-30 15:02:02 +00:00
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2011-04-10 10:45:56 +00:00
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mat = bpy.data.materials.new("Smoke Domain Material")
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2011-04-04 14:35:22 +00:00
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obj.material_slots[0].material = mat
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2011-03-30 10:29:32 +00:00
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mat.type = 'VOLUME'
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mat.volume.density = 0
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mat.volume.density_scale = 5
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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mat.texture_slots.add()
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mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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2011-03-31 11:49:01 +00:00
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mat.texture_slots[0].texture.voxel_data.domain_object = obj
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2011-03-30 10:29:32 +00:00
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mat.texture_slots[0].use_map_color_emission = False
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mat.texture_slots[0].use_map_density = True
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# for fire add a second texture for emission and emission color
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if self.style == 'FIRE':
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mat.volume.emission = 5
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mat.texture_slots.add()
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mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
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2011-03-31 11:49:01 +00:00
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mat.texture_slots[1].texture.voxel_data.domain_object = obj
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2011-03-30 10:29:32 +00:00
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mat.texture_slots[1].texture.use_color_ramp = True
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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ramp = mat.texture_slots[1].texture.color_ramp
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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elem = ramp.elements.new(0.333)
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elem.color[0] = elem.color[3] = 1
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elem.color[1] = elem.color[2] = 0
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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elem = ramp.elements.new(0.666)
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elem.color[0] = elem.color[1] = elem.color[3] = 1
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elem.color[2] = 0
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].blend_type = 'MULTIPLY'
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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return {'FINISHED'}
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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class MakeFluid(bpy.types.Operator):
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bl_idname = "object.make_fluid"
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bl_label = "Make Fluid"
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bl_options = {'REGISTER', 'UNDO'}
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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style = EnumProperty(items=(
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('INFLOW', "Inflow", ""),
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('BASIC', "Basic", "")),
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name="Fluid Style",
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description="",
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default='BASIC')
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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initial_velocity = FloatVectorProperty(name="Initial Velocity",
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description="Initial velocity of the fluid",
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default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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show_flows = BoolProperty(name="Render Fluid Objects",
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description="Keep the fluid objects visible during rendering.",
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default=False)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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start_baking = BoolProperty(name="Start Fluid Bake",
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description="Start baking the fluid immediately after creating the domain object.",
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default=False)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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def execute(self, context):
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2011-04-20 17:51:56 +00:00
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fake_context = bpy.context.copy()
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2011-03-31 11:49:01 +00:00
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mesh_objects = [obj for obj in context.selected_objects if (obj.type == 'MESH' and not 0 in obj.dimensions)]
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min_co = Vector((100000, 100000, 100000))
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max_co = Vector((-100000, -100000, -100000))
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object.")
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return {'CANCELLED'}
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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for obj in mesh_objects:
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2011-04-20 17:51:56 +00:00
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fake_context["object"] = obj
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2011-03-30 10:29:32 +00:00
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# make each selected object a fluid
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2011-04-20 17:51:56 +00:00
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bpy.ops.object.modifier_add(fake_context, type='FLUID_SIMULATION')
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2011-03-31 11:49:01 +00:00
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# fluid has to be before constructive modifiers, so it might not be the last modifier
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for mod in obj.modifiers:
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if mod.type == 'FLUID_SIMULATION':
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break
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2011-03-30 10:29:32 +00:00
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if self.style == 'INFLOW':
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2011-03-31 11:49:01 +00:00
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mod.settings.type = 'INFLOW'
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mod.settings.inflow_velocity = self.initial_velocity.copy()
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2011-03-30 10:29:32 +00:00
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else:
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2011-03-31 11:49:01 +00:00
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mod.settings.type = 'FLUID'
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mod.settings.initial_velocity = self.initial_velocity.copy()
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2011-03-30 15:02:02 +00:00
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2011-03-31 11:49:01 +00:00
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obj.hide_render = not self.show_flows
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2011-03-30 13:35:54 +00:00
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if not self.show_flows:
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2011-03-31 11:49:01 +00:00
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obj.draw_type = 'WIRE'
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# store bounding box min/max for the domain object
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2011-03-31 11:49:01 +00:00
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obj_bb_minmax(obj, min_co, max_co)
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2011-03-30 15:02:02 +00:00
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2011-03-30 10:29:32 +00:00
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# add the fluid domain object
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|
|
bpy.ops.mesh.primitive_cube_add()
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2011-03-31 11:49:01 +00:00
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obj = context.active_object
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|
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obj.name = "Fluid Domain"
|
2011-03-30 15:02:02 +00:00
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|
|
2011-03-31 11:49:01 +00:00
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|
|
# give the fluid some room below the flows and scale with initial velocity
|
|
|
|
v = 0.5 * self.initial_velocity
|
2011-04-01 02:41:15 +00:00
|
|
|
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0)) + v
|
|
|
|
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0)) + Vector((abs(v[0]), abs(v[1]), abs(v[2])))
|
2011-03-30 15:02:02 +00:00
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|
|
2011-03-30 10:29:32 +00:00
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|
|
# setup smoke domain
|
2011-04-20 17:51:56 +00:00
|
|
|
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
|
2011-03-31 11:49:01 +00:00
|
|
|
obj.modifiers[-1].settings.type = 'DOMAIN'
|
2011-03-30 15:02:02 +00:00
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|
|
|
2011-03-30 10:29:32 +00:00
|
|
|
# make the domain smooth so it renders nicely
|
|
|
|
bpy.ops.object.shade_smooth()
|
2011-03-30 15:02:02 +00:00
|
|
|
|
2011-03-30 10:29:32 +00:00
|
|
|
# create a ray-transparent material for the domain
|
2011-04-20 17:51:56 +00:00
|
|
|
bpy.ops.object.material_slot_add()
|
2011-04-10 10:45:56 +00:00
|
|
|
|
|
|
|
mat = bpy.data.materials.new("Fluid Domain Material")
|
2011-04-04 14:35:22 +00:00
|
|
|
obj.material_slots[0].material = mat
|
2011-03-30 15:02:02 +00:00
|
|
|
|
2011-03-30 10:29:32 +00:00
|
|
|
mat.specular_intensity = 1
|
|
|
|
mat.specular_hardness = 100
|
|
|
|
mat.use_transparency = True
|
2011-04-01 02:41:15 +00:00
|
|
|
mat.alpha = 0.0
|
2011-03-30 10:29:32 +00:00
|
|
|
mat.transparency_method = 'RAYTRACE'
|
|
|
|
mat.raytrace_transparency.ior = 1.33
|
|
|
|
mat.raytrace_transparency.depth = 4
|
2011-03-30 15:02:02 +00:00
|
|
|
|
2011-03-30 10:29:32 +00:00
|
|
|
if self.start_baking:
|
|
|
|
bpy.ops.fluid.bake()
|
2011-03-30 15:02:02 +00:00
|
|
|
|
|
|
|
return {'FINISHED'}
|