forked from bartvdbraak/blender
vertex paint script ported by - Keith "Wahooney" Boshoff
Todo - Add back nicer normal calculation function - Make pep8 compliant - Add vertex color layer when none exist
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release/scripts/io/vertexpaint_dirt.py
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189
release/scripts/io/vertexpaint_dirt.py
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# bl_author = ["Campbell Barton aka ideasman42", "Keith Boshoff aka Wahooney"]
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# bl_url = ["www.blender.org", "blenderartists.org", "www.python.org"]
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# bl_version = "0.2"
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell J Barton
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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# History
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#
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# 2009-11-01: * 2.5 port by Keith "Wahooney" Boshoff
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# * Replaced old method with my own, speed is similar (about 0.001 sec on Suzanne)
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# but results are far more accurate
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#
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import bpy
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import Mathutils
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import math
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import time
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from Mathutils import Vector
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from bpy.props import *
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def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean, dirt_only, sel_only):
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## Window.WaitCursor(1)
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#BPyMesh.meshCalcNormals(me)
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vert_tone= [0.0] * len(me.verts)
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vert_tone_count= [0] * len(me.verts)
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# create lookup table for each vertex's connected vertices (via edges)
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con = [[] for i in range(len(me.verts))]
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min_tone=180.0
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max_tone=0.0
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# add connected verts
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for e in me.edges:
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con[e.verts[0]].append(e.verts[1])
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con[e.verts[1]].append(e.verts[0])
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for v in me.verts:
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vec = Vector()
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no = v.normal
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co = v.co
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# get the direction of the vectors between the vertex and it's connected vertices
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for c in con[v.index]:
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vec += Vector(me.verts[c].co - co).normalize()
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# normalize the vector by dividing by the number of connected verts
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vec /= len(con[v.index])
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# angle is the acos of the dot product between vert and connected verts normals
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ang = math.acos(no.dot(vec))
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# enforce min/max
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vert_tone[v.index] = max(clamp_clean, min(clamp_dirt, ang))
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# average vert_tone_list into vert_tonef
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# for i, tones in enumerate(vert_tone):
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# if vert_tone_count[i]:
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# vert_tone[i] = vert_tone[i] / vert_tone_count[i]
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# Below we use edges to blur along so the edges need counting, not the faces
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vert_tone_count= [0] * len(me.verts)
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for ed in me.edges:
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vert_tone_count[ed.verts[0]] += 1
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vert_tone_count[ed.verts[1]] += 1
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# Blur tone
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blur = blur_strength
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blur_inv = 1.0 - blur_strength
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for i in range(blur_iterations):
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# backup the original tones
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orig_vert_tone= list(vert_tone)
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for ed in me.edges:
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i1 = ed.verts[0]
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i2 = ed.verts[1]
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val1 = (orig_vert_tone[i2]*blur) + (orig_vert_tone[i1]*blur_inv)
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val2 = (orig_vert_tone[i1]*blur) + (orig_vert_tone[i2]*blur_inv)
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# Apply the ton divided by the number of faces connected
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vert_tone[i1] += val1 / max(vert_tone_count[i1], 1)
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vert_tone[i2] += val2 / max(vert_tone_count[i2], 1)
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min_tone= min(vert_tone)
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max_tone= max(vert_tone)
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print(min_tone)
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print(max_tone)
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print(clamp_clean)
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print(clamp_dirt)
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tone_range= max_tone-min_tone
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if max_tone==min_tone:
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return
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for lay in me.vertex_colors:
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if lay.active:
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active_col_layer = lay.data
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if not active_col_layer:
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return('CANCELLED', )
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for i, f in enumerate(me.faces):
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if not sel_only or f.sel:
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f_col = active_col_layer[i]
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f_col = [f_col.color1, f_col.color2, f_col.color3, f_col.color4]
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for j, v in enumerate(f.verts):
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col = f_col[j]
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tone = vert_tone[me.verts[v].index]
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tone = (tone-min_tone)/tone_range
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col[0] = tone*col[0]
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col[1] = tone*col[1]
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col[2] = tone*col[2]
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## Window.WaitCursor(0)
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class VertexPaintDirt(bpy.types.Operator):
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'''This script uses the concavity of vertices to shade the mesh, and optionaly blur the shading to remove artifacts from spesific edges.'''
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bl_idname = "mesh.vertex_paint_dirt"
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bl_label = "Dirty Vertex Colors"
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bl_register = True
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bl_undo = True
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blur_strength = FloatProperty(name="Blur Strength", description="Blur strength per iteration", default=1.0, min=0.01, max=1.0)
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blur_iterations = IntProperty(name="Blur Iterations", description="Number times to blur the colors. (higher blurs more)", default=1, min=0, max=40)
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clean_angle = FloatProperty(name="Highlight Angle", description="Less then 90 limits the angle used in the tonal range", default=0.0, min=0.0, max=180.0)
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dirt_angle = FloatProperty(name="Dirt Angle", description="Less then 90 limits the angle used in the tonal range", default=180.0, min=0.0, max=180.0)
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dirt_only = BoolProperty(name="Dirt Only", description="Dont calculate cleans for convex areas", default=False)
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sel_faces_only = BoolProperty(name="Selected Faces Only", description="Only apply to UV/Face selected faces (mix vpain/uvface select)", default=False)
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def execute(self, context):
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sce= context.scene
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ob= context.object
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if not ob or ob.type != 'MESH':
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print('Error, no active mesh object, aborting.')
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print(ob)
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print(ob.type)
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return('CANCELLED',)
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me = ob.data
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t = time.time()
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applyVertexDirt(me, self.blur_iterations, self.blur_strength, math.radians(self.dirt_angle), math.radians(self.clean_angle), self.dirt_only, self.sel_faces_only)
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print('done in %.6f' % (time.time()-t))
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return('FINISHED',)
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bpy.ops.add(VertexPaintDirt)
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if __name__ == "__main__":
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bpy.ops.mesh.vertex_paint_dirt()
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