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
This commit is contained in:
Campbell Barton 2009-11-02 09:26:55 +00:00
parent dd130350d5
commit a9f6eaf847

@ -0,0 +1,189 @@
# bl_author = ["Campbell Barton aka ideasman42", "Keith Boshoff aka Wahooney"]
# bl_url = ["www.blender.org", "blenderartists.org", "www.python.org"]
# bl_version = "0.2"
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton
#
# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# History
#
# 2009-11-01: * 2.5 port by Keith "Wahooney" Boshoff
# * Replaced old method with my own, speed is similar (about 0.001 sec on Suzanne)
# but results are far more accurate
#
import bpy
import Mathutils
import math
import time
from Mathutils import Vector
from bpy.props import *
def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean, dirt_only, sel_only):
## Window.WaitCursor(1)
#BPyMesh.meshCalcNormals(me)
vert_tone= [0.0] * len(me.verts)
vert_tone_count= [0] * len(me.verts)
# create lookup table for each vertex's connected vertices (via edges)
con = [[] for i in range(len(me.verts))]
min_tone=180.0
max_tone=0.0
# add connected verts
for e in me.edges:
con[e.verts[0]].append(e.verts[1])
con[e.verts[1]].append(e.verts[0])
for v in me.verts:
vec = Vector()
no = v.normal
co = v.co
# get the direction of the vectors between the vertex and it's connected vertices
for c in con[v.index]:
vec += Vector(me.verts[c].co - co).normalize()
# normalize the vector by dividing by the number of connected verts
vec /= len(con[v.index])
# angle is the acos of the dot product between vert and connected verts normals
ang = math.acos(no.dot(vec))
# enforce min/max
vert_tone[v.index] = max(clamp_clean, min(clamp_dirt, ang))
# average vert_tone_list into vert_tonef
# for i, tones in enumerate(vert_tone):
# if vert_tone_count[i]:
# vert_tone[i] = vert_tone[i] / vert_tone_count[i]
# Below we use edges to blur along so the edges need counting, not the faces
vert_tone_count= [0] * len(me.verts)
for ed in me.edges:
vert_tone_count[ed.verts[0]] += 1
vert_tone_count[ed.verts[1]] += 1
# Blur tone
blur = blur_strength
blur_inv = 1.0 - blur_strength
for i in range(blur_iterations):
# backup the original tones
orig_vert_tone= list(vert_tone)
for ed in me.edges:
i1 = ed.verts[0]
i2 = ed.verts[1]
val1 = (orig_vert_tone[i2]*blur) + (orig_vert_tone[i1]*blur_inv)
val2 = (orig_vert_tone[i1]*blur) + (orig_vert_tone[i2]*blur_inv)
# Apply the ton divided by the number of faces connected
vert_tone[i1] += val1 / max(vert_tone_count[i1], 1)
vert_tone[i2] += val2 / max(vert_tone_count[i2], 1)
min_tone= min(vert_tone)
max_tone= max(vert_tone)
print(min_tone)
print(max_tone)
print(clamp_clean)
print(clamp_dirt)
tone_range= max_tone-min_tone
if max_tone==min_tone:
return
for lay in me.vertex_colors:
if lay.active:
active_col_layer = lay.data
if not active_col_layer:
return('CANCELLED', )
for i, f in enumerate(me.faces):
if not sel_only or f.sel:
f_col = active_col_layer[i]
f_col = [f_col.color1, f_col.color2, f_col.color3, f_col.color4]
for j, v in enumerate(f.verts):
col = f_col[j]
tone = vert_tone[me.verts[v].index]
tone = (tone-min_tone)/tone_range
col[0] = tone*col[0]
col[1] = tone*col[1]
col[2] = tone*col[2]
## Window.WaitCursor(0)
class VertexPaintDirt(bpy.types.Operator):
'''This script uses the concavity of vertices to shade the mesh, and optionaly blur the shading to remove artifacts from spesific edges.'''
bl_idname = "mesh.vertex_paint_dirt"
bl_label = "Dirty Vertex Colors"
bl_register = True
bl_undo = True
blur_strength = FloatProperty(name="Blur Strength", description="Blur strength per iteration", default=1.0, min=0.01, max=1.0)
blur_iterations = IntProperty(name="Blur Iterations", description="Number times to blur the colors. (higher blurs more)", default=1, min=0, max=40)
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)
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)
dirt_only = BoolProperty(name="Dirt Only", description="Dont calculate cleans for convex areas", default=False)
sel_faces_only = BoolProperty(name="Selected Faces Only", description="Only apply to UV/Face selected faces (mix vpain/uvface select)", default=False)
def execute(self, context):
sce= context.scene
ob= context.object
if not ob or ob.type != 'MESH':
print('Error, no active mesh object, aborting.')
print(ob)
print(ob.type)
return('CANCELLED',)
me = ob.data
t = time.time()
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)
print('done in %.6f' % (time.time()-t))
return('FINISHED',)
bpy.ops.add(VertexPaintDirt)
if __name__ == "__main__":
bpy.ops.mesh.vertex_paint_dirt()