forked from bartvdbraak/blender
Fix T41419: Quick Smoke doesn´t work with Cycles
Now the Quick Smoke operator creates a basic node setup for smoke and fire. This could be made more fancy still, but that's for later. :)
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2e560ebb95
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@ -289,6 +289,10 @@ def obj_bb_minmax(obj, min_co, max_co):
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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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def grid_location(x, y):
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return (x * 200, y * 150)
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class QuickSmoke(Operator):
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@ -351,56 +355,134 @@ class QuickSmoke(Operator):
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if self.style == 'FIRE':
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obj.modifiers[-1].domain_settings.use_high_resolution = True
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# create a volume material with a voxel data texture for the domain
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bpy.ops.object.material_slot_add()
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# Setup material
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mat = bpy.data.materials.new("Smoke Domain Material")
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obj.material_slots[0].material = mat
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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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mat.volume.step_size = 0.1
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# Cycles
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if context.scene.render.use_shading_nodes:
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bpy.ops.object.material_slot_add()
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tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
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mat = bpy.data.materials.new("Smoke Domain Material")
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obj.material_slots[0].material = mat
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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tex_slot.texture_coords = 'ORCO'
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tex_slot.use_map_color_emission = False
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tex_slot.use_map_density = True
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tex_slot.use_map_color_reflection = True
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# Make sure we use nodes
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mat.use_nodes = True
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# for fire add a second texture for flame emission
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mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
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tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
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tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
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tex.use_color_ramp = True
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# Set node variables and clear the default nodes
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tree = mat.node_tree
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nodes = tree.nodes
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links = tree.links
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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tex_slot.texture_coords = 'ORCO'
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nodes.clear()
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# add color ramp for flame color
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ramp = tex.color_ramp
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# dark orange
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elem = ramp.elements.new(0.333)
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elem.color[0] = 0.2
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elem.color[1] = 0.03
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elem.color[2] = 0
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elem.color[3] = 1
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# yellow glow
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elem = ramp.elements.new(0.666)
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elem.color[0] = elem.color[3] = 1
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elem.color[1] = 0.65
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elem.color[2] = 0.25
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# Create shader nodes
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mat.texture_slots[1].use_map_density = True
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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].emission_factor = 5
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# Material output
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node_out = nodes.new(type='ShaderNodeOutputMaterial')
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node_out.location = grid_location(6, 1)
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# Add shader 1
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node_add_shader_1 = nodes.new(type='ShaderNodeAddShader')
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node_add_shader_1.location = grid_location(5, 1)
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links.new(node_add_shader_1.outputs["Shader"],
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node_out.inputs["Volume"])
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# Smoke
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# Add shader 2
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node_add_shader_2 = nodes.new(type='ShaderNodeAddShader')
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node_add_shader_2.location = grid_location(4, 2)
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links.new(node_add_shader_2.outputs["Shader"],
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node_add_shader_1.inputs[0])
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# Volume scatter
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node_scatter = nodes.new(type='ShaderNodeVolumeScatter')
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node_scatter.location = grid_location(3, 3)
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links.new(node_scatter.outputs["Volume"],
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node_add_shader_2.inputs[0])
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# Volume absorption
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node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
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node_absorption.location = grid_location(3, 2)
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links.new(node_absorption.outputs["Volume"],
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node_add_shader_2.inputs[1])
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# Attribute "density"
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node_attrib_density = nodes.new(type='ShaderNodeAttribute')
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node_attrib_density.attribute_name = "density"
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node_attrib_density.location = grid_location(2, 2)
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links.new(node_attrib_density.outputs["Fac"],
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node_scatter.inputs["Density"])
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links.new(node_attrib_density.outputs["Fac"],
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node_absorption.inputs["Density"])
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# Fire
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# Emission
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node_emission = nodes.new(type='ShaderNodeEmission')
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node_emission.inputs["Color"].default_value = (0.8, 0.1, 0.01, 1.0)
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node_emission.location = grid_location(4, 1)
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links.new(node_emission.outputs["Emission"],
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node_add_shader_1.inputs[1])
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# Attribute "flame"
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node_attrib_flame = nodes.new(type='ShaderNodeAttribute')
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node_attrib_flame.attribute_name = "flame"
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node_attrib_flame.location = grid_location(3, 1)
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links.new(node_attrib_flame.outputs["Fac"],
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node_emission.inputs["Strength"])
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# Blender Internal
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else:
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# create a volume material with a voxel data texture for the domain
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bpy.ops.object.material_slot_add()
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mat = bpy.data.materials.new("Smoke Domain Material")
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obj.material_slots[0].material = mat
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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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mat.volume.step_size = 0.1
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tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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tex_slot.texture_coords = 'ORCO'
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tex_slot.use_map_color_emission = False
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tex_slot.use_map_density = True
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tex_slot.use_map_color_reflection = True
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# for fire add a second texture for flame emission
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mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
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tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
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tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
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tex.use_color_ramp = True
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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tex_slot.texture_coords = 'ORCO'
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# add color ramp for flame color
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ramp = tex.color_ramp
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# dark orange
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elem = ramp.elements.new(0.333)
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elem.color[0] = 0.2
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elem.color[1] = 0.03
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elem.color[2] = 0
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elem.color[3] = 1
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# yellow glow
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elem = ramp.elements.new(0.666)
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elem.color[0] = elem.color[3] = 1
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elem.color[1] = 0.65
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elem.color[2] = 0.25
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mat.texture_slots[1].use_map_density = True
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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].emission_factor = 5
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return {'FINISHED'}
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