forked from bartvdbraak/blender
22abd53c7e
* A couple of operators to quickly create effects that would otherwise take some time to set up. * Nice to use for demoing functionality or as a starting point for more complex effects. * "Make Fur" - Gives every selected mesh object particle fur with a desired density and length. * "Make Smoke" - Makes each selected object a smoke emitter and creates a new domain object around the emitters with the correct material to render the smoke. ** Has style options for "stream": constant smoke flow, "puff": only create smoke once from the volume of the emitter object, "fire": enable high resolution smoke and set a secondary fire color texture for the domain object. * "Make Fluid" - Makes every selected object a fluid object (normal/inflow) and has the option to start fluid baking immediately. * This should provide a nice base for extending these / adding more operators for different effects.
310 lines
12 KiB
Python
310 lines
12 KiB
Python
# ##### 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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import mathutils
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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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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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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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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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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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def execute(self, context):
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count = 0
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for ob in context.selected_objects:
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if(ob == None or ob.type != 'MESH'):
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continue
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count += 1
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context.scene.objects.active = ob
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bpy.ops.object.particle_system_add()
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psys = ob.particle_systems[-1]
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psys.settings.type = 'HAIR'
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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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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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if count == 0:
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self.report({'ERROR'}, "Select at least one mesh object.")
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return {'CANCELLED'}
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return {'FINISHED'}
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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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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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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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def execute(self, context):
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count = 0
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min_co = Vector((0,0,0))
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max_co = Vector((0,0,0))
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for ob in context.selected_objects:
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if(ob == None or ob.type != 'MESH'):
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continue
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context.scene.objects.active = ob
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# make each selected object a smoke flow
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bpy.ops.object.modifier_add(type='SMOKE')
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ob.modifiers[-1].smoke_type = 'FLOW'
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psys = ob.particle_systems[-1]
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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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ob.modifiers[-2].flow_settings.initial_velocity = True
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ob.modifiers[-2].flow_settings.temperature = 2
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psys.settings.use_render_emitter = self.show_flows
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# store bounding box min/max for the domain object
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for i in range(0, 8):
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bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
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if count == 0 and i == 0:
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min_co += bb_vec
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max_co += bb_vec
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else:
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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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count += 1
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if count == 0:
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self.report({'ERROR'}, "Select at least one mesh object.")
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return {'CANCELLED'}
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# add the smoke domain object
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bpy.ops.mesh.primitive_cube_add()
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ob = context.active_object
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ob.name = "Smoke Domain"
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# give the smoke some room above the flows
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ob.location[0] = (max_co[0] + min_co[0]) * 0.5
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ob.location[1] = (max_co[1] + min_co[1]) * 0.5
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ob.location[2] = max_co[2] - min_co[2]
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ob.scale[0] = max_co[0] - min_co[0]
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ob.scale[1] = max_co[1] - min_co[1]
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ob.scale[2] = 2*(max_co[2] - min_co[2])
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# setup smoke domain
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bpy.ops.object.modifier_add(type='SMOKE')
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ob.modifiers[-1].smoke_type = 'DOMAIN'
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if self.style == 'FIRE':
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ob.modifiers[-1].domain_settings.use_dissolve_smoke = True
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ob.modifiers[-1].domain_settings.dissolve_speed = 20
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ob.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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mat = ob.material_slots[0].material
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mat.name = "Smoke Domain Material"
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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.texture_slots.add()
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mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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mat.texture_slots[0].texture.voxel_data.domain_object = ob
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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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# 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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mat.texture_slots[1].texture.voxel_data.domain_object = ob
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mat.texture_slots[1].texture.use_color_ramp = True
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ramp = mat.texture_slots[1].texture.color_ramp
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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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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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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].blend_type = 'MULTIPLY'
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return {'FINISHED'}
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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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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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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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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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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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def execute(self, context):
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count = 0
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min_co = Vector((0,0,0))
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max_co = Vector((0,0,0))
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for ob in context.selected_objects:
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if(ob == None or ob.type != 'MESH'):
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continue
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context.scene.objects.active = ob
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# make each selected object a fluid
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bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
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if self.style == 'INFLOW':
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ob.modifiers[-1].settings.type = 'INFLOW'
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ob.modifiers[-1].settings.inflow_velocity = self.initial_velocity.copy()
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else:
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ob.modifiers[-1].settings.type = 'FLUID'
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ob.modifiers[-1].settings.initial_velocity = self.initial_velocity.copy()
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ob.hide_render = not self.show_flows
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# store bounding box min/max for the domain object
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for i in range(0, 8):
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bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
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if count == 0 and i == 0:
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min_co += bb_vec
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max_co += bb_vec
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else:
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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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count += 1
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if count == 0:
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self.report({'ERROR'}, "Select at least one mesh object.")
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return {'CANCELLED'}
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# add the fluid domain object
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bpy.ops.mesh.primitive_cube_add()
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ob = context.active_object
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ob.name = "Fluid Domain"
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# give the smoke some room above the flows
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ob.location[0] = (max_co[0] + min_co[0]) * 0.5
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ob.location[1] = (max_co[1] + min_co[1]) * 0.5
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ob.location[2] = min_co[2] - max_co[2]
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ob.scale[0] = max_co[0] - min_co[0]
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ob.scale[1] = max_co[1] - min_co[1]
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ob.scale[2] = 2*(max_co[2] - min_co[2])
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# setup smoke domain
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bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
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ob.modifiers[-1].settings.type = 'DOMAIN'
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# make the domain smooth so it renders nicely
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bpy.ops.object.shade_smooth()
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# create a ray-transparent material for the domain
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bpy.ops.object.material_slot_add()
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mat = ob.material_slots[0].material
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mat.name = "Fluid Domain Material"
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mat.specular_intensity = 1
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mat.specular_hardness = 100
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mat.use_transparency = True
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mat.alpha = 0
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mat.transparency_method = 'RAYTRACE'
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mat.raytrace_transparency.ior = 1.33
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mat.raytrace_transparency.depth = 4
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if self.start_baking:
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bpy.ops.fluid.bake()
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return {'FINISHED'} |