forked from bartvdbraak/blender
51b796ff15
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
540 lines
17 KiB
Python
540 lines
17 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 #####
|
|
|
|
# <pep8-80 compliant>
|
|
|
|
from mathutils import Vector
|
|
import bpy
|
|
from bpy.types import Operator
|
|
from bpy.props import (
|
|
BoolProperty,
|
|
EnumProperty,
|
|
FloatProperty,
|
|
FloatVectorProperty,
|
|
IntProperty,
|
|
)
|
|
|
|
|
|
def object_ensure_material(obj, mat_name):
|
|
""" Use an existing material or add a new one.
|
|
"""
|
|
mat = mat_slot = None
|
|
for mat_slot in obj.material_slots:
|
|
mat = mat_slot.material
|
|
if mat:
|
|
break
|
|
if mat is None:
|
|
mat = bpy.data.materials.new(mat_name)
|
|
if mat_slot:
|
|
mat_slot.material = mat
|
|
else:
|
|
obj.data.materials.append(mat)
|
|
return mat
|
|
|
|
|
|
class QuickFur(Operator):
|
|
bl_idname = "object.quick_fur"
|
|
bl_label = "Quick Fur"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
density = EnumProperty(
|
|
name="Fur Density",
|
|
items=(('LIGHT', "Light", ""),
|
|
('MEDIUM', "Medium", ""),
|
|
('HEAVY', "Heavy", "")),
|
|
default='MEDIUM',
|
|
)
|
|
view_percentage = IntProperty(
|
|
name="View %",
|
|
min=1, max=100,
|
|
soft_min=1, soft_max=100,
|
|
default=10,
|
|
)
|
|
length = FloatProperty(
|
|
name="Length",
|
|
min=0.001, max=100,
|
|
soft_min=0.01, soft_max=10,
|
|
default=0.1,
|
|
)
|
|
|
|
def execute(self, context):
|
|
fake_context = context.copy()
|
|
mesh_objects = [obj for obj in context.selected_objects
|
|
if obj.type == 'MESH' and obj.mode == 'OBJECT']
|
|
|
|
if not mesh_objects:
|
|
self.report({'ERROR'}, "Select at least one mesh object")
|
|
return {'CANCELLED'}
|
|
|
|
mat = bpy.data.materials.new("Fur Material")
|
|
mat.strand.tip_size = 0.25
|
|
mat.strand.blend_distance = 0.5
|
|
|
|
for obj in mesh_objects:
|
|
fake_context["object"] = obj
|
|
bpy.ops.object.particle_system_add(fake_context)
|
|
|
|
psys = obj.particle_systems[-1]
|
|
psys.settings.type = 'HAIR'
|
|
|
|
if self.density == 'LIGHT':
|
|
psys.settings.count = 100
|
|
elif self.density == 'MEDIUM':
|
|
psys.settings.count = 1000
|
|
elif self.density == 'HEAVY':
|
|
psys.settings.count = 10000
|
|
|
|
psys.settings.child_nbr = self.view_percentage
|
|
psys.settings.hair_length = self.length
|
|
psys.settings.use_strand_primitive = True
|
|
psys.settings.use_hair_bspline = True
|
|
psys.settings.child_type = 'INTERPOLATED'
|
|
|
|
obj.data.materials.append(mat)
|
|
psys.settings.material = len(obj.data.materials)
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
class QuickExplode(Operator):
|
|
bl_idname = "object.quick_explode"
|
|
bl_label = "Quick Explode"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
style = EnumProperty(
|
|
name="Explode Style",
|
|
items=(('EXPLODE', "Explode", ""),
|
|
('BLEND', "Blend", "")),
|
|
default='EXPLODE',
|
|
)
|
|
amount = IntProperty(
|
|
name="Amount of pieces",
|
|
min=2, max=10000,
|
|
soft_min=2, soft_max=10000,
|
|
default=100,
|
|
)
|
|
frame_duration = IntProperty(
|
|
name="Duration",
|
|
min=1, max=300000,
|
|
soft_min=1, soft_max=10000,
|
|
default=50,
|
|
)
|
|
|
|
frame_start = IntProperty(
|
|
name="Start Frame",
|
|
min=1, max=300000,
|
|
soft_min=1, soft_max=10000,
|
|
default=1,
|
|
)
|
|
frame_end = IntProperty(
|
|
name="End Frame",
|
|
min=1, max=300000,
|
|
soft_min=1, soft_max=10000,
|
|
default=10,
|
|
)
|
|
|
|
velocity = FloatProperty(
|
|
name="Outwards Velocity",
|
|
min=0, max=300000,
|
|
soft_min=0, soft_max=10,
|
|
default=1,
|
|
)
|
|
|
|
fade = BoolProperty(
|
|
name="Fade",
|
|
description="Fade the pieces over time",
|
|
default=True,
|
|
)
|
|
|
|
def execute(self, context):
|
|
fake_context = context.copy()
|
|
obj_act = context.active_object
|
|
|
|
if obj_act is None or obj_act.type != 'MESH':
|
|
self.report({'ERROR'}, "Active object is not a mesh")
|
|
return {'CANCELLED'}
|
|
|
|
mesh_objects = [obj for obj in context.selected_objects
|
|
if obj.type == 'MESH' and obj != obj_act]
|
|
mesh_objects.insert(0, obj_act)
|
|
|
|
if self.style == 'BLEND' and len(mesh_objects) != 2:
|
|
self.report({'ERROR'}, "Select two mesh objects")
|
|
self.style = 'EXPLODE'
|
|
return {'CANCELLED'}
|
|
elif not mesh_objects:
|
|
self.report({'ERROR'}, "Select at least one mesh object")
|
|
return {'CANCELLED'}
|
|
|
|
for obj in mesh_objects:
|
|
if obj.particle_systems:
|
|
self.report({'ERROR'},
|
|
"Object %r already has a "
|
|
"particle system" % obj.name)
|
|
|
|
return {'CANCELLED'}
|
|
|
|
if self.fade:
|
|
tex = bpy.data.textures.new("Explode fade", 'BLEND')
|
|
tex.use_color_ramp = True
|
|
|
|
if self.style == 'BLEND':
|
|
tex.color_ramp.elements[0].position = 0.333
|
|
tex.color_ramp.elements[1].position = 0.666
|
|
|
|
tex.color_ramp.elements[0].color[3] = 1.0
|
|
tex.color_ramp.elements[1].color[3] = 0.0
|
|
|
|
if self.style == 'BLEND':
|
|
from_obj = mesh_objects[1]
|
|
to_obj = mesh_objects[0]
|
|
|
|
for obj in mesh_objects:
|
|
fake_context["object"] = obj
|
|
bpy.ops.object.particle_system_add(fake_context)
|
|
|
|
settings = obj.particle_systems[-1].settings
|
|
settings.count = self.amount
|
|
# first set frame end, to prevent frame start clamping
|
|
settings.frame_end = self.frame_end - self.frame_duration
|
|
settings.frame_start = self.frame_start
|
|
settings.lifetime = self.frame_duration
|
|
settings.normal_factor = self.velocity
|
|
settings.render_type = 'NONE'
|
|
|
|
explode = obj.modifiers.new(name='Explode', type='EXPLODE')
|
|
explode.use_edge_cut = True
|
|
|
|
if self.fade:
|
|
explode.show_dead = False
|
|
uv = obj.data.uv_layers.new("Explode fade")
|
|
explode.particle_uv = uv.name
|
|
|
|
mat = object_ensure_material(obj, "Explode Fade")
|
|
|
|
mat.use_transparency = True
|
|
mat.use_transparent_shadows = True
|
|
mat.alpha = 0.0
|
|
mat.specular_alpha = 0.0
|
|
|
|
tex_slot = mat.texture_slots.add()
|
|
|
|
tex_slot.texture = tex
|
|
tex_slot.texture_coords = 'UV'
|
|
tex_slot.uv_layer = uv.name
|
|
|
|
tex_slot.use_map_alpha = True
|
|
|
|
if self.style == 'BLEND':
|
|
if obj == to_obj:
|
|
tex_slot.alpha_factor = -1.0
|
|
elem = tex.color_ramp.elements[1]
|
|
else:
|
|
elem = tex.color_ramp.elements[0]
|
|
# Keep already defined alpha!
|
|
elem.color[:3] = mat.diffuse_color
|
|
else:
|
|
tex_slot.use_map_color_diffuse = False
|
|
|
|
if self.style == 'BLEND':
|
|
settings.physics_type = 'KEYED'
|
|
settings.use_emit_random = False
|
|
settings.rotation_mode = 'NOR'
|
|
|
|
psys = obj.particle_systems[-1]
|
|
|
|
fake_context["particle_system"] = obj.particle_systems[-1]
|
|
bpy.ops.particle.new_target(fake_context)
|
|
bpy.ops.particle.new_target(fake_context)
|
|
|
|
if obj == from_obj:
|
|
psys.targets[1].object = to_obj
|
|
else:
|
|
psys.targets[0].object = from_obj
|
|
settings.normal_factor = -self.velocity
|
|
explode.show_unborn = False
|
|
explode.show_dead = True
|
|
else:
|
|
settings.factor_random = self.velocity
|
|
settings.angular_velocity_factor = self.velocity / 10.0
|
|
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
self.frame_start = context.scene.frame_current
|
|
self.frame_end = self.frame_start + self.frame_duration
|
|
return self.execute(context)
|
|
|
|
|
|
def obj_bb_minmax(obj, min_co, max_co):
|
|
for i in range(0, 8):
|
|
bb_vec = obj.matrix_world * Vector(obj.bound_box[i])
|
|
|
|
min_co[0] = min(bb_vec[0], min_co[0])
|
|
min_co[1] = min(bb_vec[1], min_co[1])
|
|
min_co[2] = min(bb_vec[2], min_co[2])
|
|
max_co[0] = max(bb_vec[0], max_co[0])
|
|
max_co[1] = max(bb_vec[1], max_co[1])
|
|
max_co[2] = max(bb_vec[2], max_co[2])
|
|
|
|
|
|
def grid_location(x, y):
|
|
return (x * 200, y * 150)
|
|
|
|
|
|
class QuickSmoke(Operator):
|
|
bl_idname = "object.quick_smoke"
|
|
bl_label = "Quick Smoke"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
style = EnumProperty(
|
|
name="Smoke Style",
|
|
items=(('SMOKE', "Smoke", ""),
|
|
('FIRE', "Fire", ""),
|
|
('BOTH', "Smoke + Fire", ""),
|
|
),
|
|
default='SMOKE',
|
|
)
|
|
|
|
show_flows = BoolProperty(
|
|
name="Render Smoke Objects",
|
|
description="Keep the smoke objects visible during rendering",
|
|
default=False,
|
|
)
|
|
|
|
def execute(self, context):
|
|
if not bpy.app.build_options.mod_smoke:
|
|
self.report({'ERROR'}, "Built without Smoke modifier support")
|
|
return {'CANCELLED'}
|
|
|
|
fake_context = context.copy()
|
|
mesh_objects = [obj for obj in context.selected_objects
|
|
if obj.type == 'MESH']
|
|
min_co = Vector((100000.0, 100000.0, 100000.0))
|
|
max_co = -min_co
|
|
|
|
if not mesh_objects:
|
|
self.report({'ERROR'}, "Select at least one mesh object")
|
|
return {'CANCELLED'}
|
|
|
|
for obj in mesh_objects:
|
|
fake_context["object"] = obj
|
|
# make each selected object a smoke flow
|
|
bpy.ops.object.modifier_add(fake_context, type='SMOKE')
|
|
obj.modifiers[-1].smoke_type = 'FLOW'
|
|
|
|
# set type
|
|
obj.modifiers[-1].flow_settings.smoke_flow_type = self.style
|
|
|
|
if not self.show_flows:
|
|
obj.draw_type = 'WIRE'
|
|
|
|
# store bounding box min/max for the domain object
|
|
obj_bb_minmax(obj, min_co, max_co)
|
|
|
|
# add the smoke domain object
|
|
bpy.ops.mesh.primitive_cube_add()
|
|
obj = context.active_object
|
|
obj.name = "Smoke Domain"
|
|
|
|
# give the smoke some room above the flows
|
|
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0))
|
|
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
|
|
|
|
# setup smoke domain
|
|
bpy.ops.object.modifier_add(type='SMOKE')
|
|
obj.modifiers[-1].smoke_type = 'DOMAIN'
|
|
if self.style == 'FIRE' or self.style == 'BOTH':
|
|
obj.modifiers[-1].domain_settings.use_high_resolution = True
|
|
|
|
# Setup material
|
|
|
|
# Cycles and Eevee
|
|
bpy.ops.object.material_slot_add()
|
|
|
|
mat = bpy.data.materials.new("Smoke Domain Material")
|
|
obj.material_slots[0].material = mat
|
|
|
|
# Make sure we use nodes
|
|
mat.use_nodes = True
|
|
|
|
# Set node variables and clear the default nodes
|
|
tree = mat.node_tree
|
|
nodes = tree.nodes
|
|
links = tree.links
|
|
|
|
nodes.clear()
|
|
|
|
# Create shader nodes
|
|
|
|
# Material output
|
|
node_out = nodes.new(type='ShaderNodeOutputMaterial')
|
|
node_out.location = grid_location(6, 1)
|
|
|
|
# Add Principled Volume
|
|
node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
|
|
node_principled.location = grid_location(4, 1)
|
|
links.new(node_principled.outputs["Volume"],
|
|
node_out.inputs["Volume"])
|
|
|
|
node_principled.inputs["Density"].default_value = 5.0
|
|
|
|
if self.style in {'FIRE', 'BOTH'}:
|
|
node_principled.inputs["Blackbody Intensity"].default_value = 1.0
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
class QuickFluid(Operator):
|
|
bl_idname = "object.quick_fluid"
|
|
bl_label = "Quick Fluid"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
style = EnumProperty(
|
|
name="Fluid Style",
|
|
items=(('INFLOW', "Inflow", ""),
|
|
('BASIC', "Basic", "")),
|
|
default='BASIC',
|
|
)
|
|
initial_velocity = FloatVectorProperty(
|
|
name="Initial Velocity",
|
|
description="Initial velocity of the fluid",
|
|
min=-100.0, max=100.0,
|
|
default=(0.0, 0.0, 0.0),
|
|
subtype='VELOCITY',
|
|
)
|
|
show_flows = BoolProperty(
|
|
name="Render Fluid Objects",
|
|
description="Keep the fluid objects visible during rendering",
|
|
default=False,
|
|
)
|
|
start_baking = BoolProperty(
|
|
name="Start Fluid Bake",
|
|
description=("Start baking the fluid immediately "
|
|
"after creating the domain object"),
|
|
default=False,
|
|
)
|
|
|
|
def execute(self, context):
|
|
if not bpy.app.build_options.mod_fluid:
|
|
self.report({'ERROR'}, "Built without Fluid modifier support")
|
|
return {'CANCELLED'}
|
|
|
|
fake_context = context.copy()
|
|
mesh_objects = [obj for obj in context.selected_objects
|
|
if (obj.type == 'MESH' and 0.0 not in obj.dimensions)]
|
|
min_co = Vector((100000.0, 100000.0, 100000.0))
|
|
max_co = -min_co
|
|
|
|
if not mesh_objects:
|
|
self.report({'ERROR'}, "Select at least one mesh object")
|
|
return {'CANCELLED'}
|
|
|
|
for obj in mesh_objects:
|
|
fake_context["object"] = obj
|
|
# make each selected object a fluid
|
|
bpy.ops.object.modifier_add(fake_context, type='FLUID_SIMULATION')
|
|
|
|
# fluid has to be before constructive modifiers,
|
|
# so it might not be the last modifier
|
|
for mod in obj.modifiers:
|
|
if mod.type == 'FLUID_SIMULATION':
|
|
break
|
|
|
|
if self.style == 'INFLOW':
|
|
mod.settings.type = 'INFLOW'
|
|
mod.settings.inflow_velocity = self.initial_velocity
|
|
else:
|
|
mod.settings.type = 'FLUID'
|
|
mod.settings.initial_velocity = self.initial_velocity
|
|
|
|
obj.hide_render = not self.show_flows
|
|
if not self.show_flows:
|
|
obj.draw_type = 'WIRE'
|
|
|
|
# store bounding box min/max for the domain object
|
|
obj_bb_minmax(obj, min_co, max_co)
|
|
|
|
# add the fluid domain object
|
|
bpy.ops.mesh.primitive_cube_add()
|
|
obj = context.active_object
|
|
obj.name = "Fluid Domain"
|
|
|
|
# give the fluid some room below the flows
|
|
# and scale with initial velocity
|
|
v = 0.5 * self.initial_velocity
|
|
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])))
|
|
)
|
|
|
|
# setup smoke domain
|
|
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
|
|
obj.modifiers[-1].settings.type = 'DOMAIN'
|
|
|
|
# make the domain smooth so it renders nicely
|
|
bpy.ops.object.shade_smooth()
|
|
|
|
# create a ray-transparent material for the domain
|
|
bpy.ops.object.material_slot_add()
|
|
|
|
mat = bpy.data.materials.new("Fluid Domain Material")
|
|
obj.material_slots[0].material = mat
|
|
|
|
# Make sure we use nodes
|
|
mat.use_nodes = True
|
|
|
|
# Set node variables and clear the default nodes
|
|
tree = mat.node_tree
|
|
nodes = tree.nodes
|
|
links = tree.links
|
|
|
|
nodes.clear()
|
|
|
|
# Create shader nodes
|
|
|
|
# Material output
|
|
node_out = nodes.new(type='ShaderNodeOutputMaterial')
|
|
node_out.location = grid_location(6, 1)
|
|
|
|
# Add Glass
|
|
node_glass = nodes.new(type='ShaderNodeBsdfGlass')
|
|
node_glass.location = grid_location(4, 1)
|
|
links.new(node_glass.outputs["BSDF"], node_out.inputs["Surface"])
|
|
node_glass.inputs["IOR"].default_value = 1.33
|
|
|
|
# Add Absorption
|
|
node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
|
|
node_absorption.location = grid_location(4, 2)
|
|
links.new(node_absorption.outputs["Volume"], node_out.inputs["Volume"])
|
|
node_absorption.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0)
|
|
|
|
if self.start_baking:
|
|
bpy.ops.fluid.bake('INVOKE_DEFAULT')
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
classes = (
|
|
QuickExplode,
|
|
QuickFluid,
|
|
QuickFur,
|
|
QuickSmoke,
|
|
)
|