blender/release/scripts/startup/bl_operators/object_quick_effects.py
Janne Karhu 22abd53c7e Quick effects operators:
* 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.
2011-03-30 10:29:32 +00:00

310 lines
12 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 compliant>
import mathutils
from mathutils import Vector
import bpy
from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
class MakeFur(bpy.types.Operator):
bl_idname = "object.make_fur"
bl_label = "Make Fur"
bl_options = {'REGISTER', 'UNDO'}
density = EnumProperty(items=(
('LIGHT', "Light", ""),
('MEDIUM', "Medium", ""),
('HEAVY', "Heavy", "")),
name="Fur Density",
description="",
default='MEDIUM')
view_percentage = IntProperty(name="View %",
default=10, min=1, max=100, soft_min=1, soft_max=100)
length = FloatProperty(name="Length",
default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
def execute(self, context):
count = 0
for ob in context.selected_objects:
if(ob == None or ob.type != 'MESH'):
continue
count += 1
context.scene.objects.active = ob
bpy.ops.object.particle_system_add()
psys = ob.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'
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
return {'FINISHED'}
class MakeSmoke(bpy.types.Operator):
bl_idname = "object.make_smoke"
bl_label = "Make Smoke"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('STREAM', "Stream", ""),
('PUFF', "Puff", ""),
('FIRE', "Fire", "")),
name="Smoke Style",
description="",
default='STREAM')
show_flows = BoolProperty(name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering.",
default=False)
def execute(self, context):
count = 0
min_co = Vector((0,0,0))
max_co = Vector((0,0,0))
for ob in context.selected_objects:
if(ob == None or ob.type != 'MESH'):
continue
context.scene.objects.active = ob
# make each selected object a smoke flow
bpy.ops.object.modifier_add(type='SMOKE')
ob.modifiers[-1].smoke_type = 'FLOW'
psys = ob.particle_systems[-1]
if self.style == 'PUFF':
psys.settings.frame_end = psys.settings.frame_start
psys.settings.emit_from = 'VOLUME'
psys.settings.distribution = 'RAND'
elif self.style == 'FIRE':
psys.settings.effector_weights.gravity = -1
psys.settings.lifetime = 5
psys.settings.count = 100000
ob.modifiers[-2].flow_settings.initial_velocity = True
ob.modifiers[-2].flow_settings.temperature = 2
psys.settings.use_render_emitter = self.show_flows
# store bounding box min/max for the domain object
for i in range(0, 8):
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
if count == 0 and i == 0:
min_co += bb_vec
max_co += bb_vec
else:
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])
count += 1
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
ob.name = "Smoke Domain"
# give the smoke some room above the flows
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
ob.location[2] = max_co[2] - min_co[2]
ob.scale[0] = max_co[0] - min_co[0]
ob.scale[1] = max_co[1] - min_co[1]
ob.scale[2] = 2*(max_co[2] - min_co[2])
# setup smoke domain
bpy.ops.object.modifier_add(type='SMOKE')
ob.modifiers[-1].smoke_type = 'DOMAIN'
if self.style == 'FIRE':
ob.modifiers[-1].domain_settings.use_dissolve_smoke = True
ob.modifiers[-1].domain_settings.dissolve_speed = 20
ob.modifiers[-1].domain_settings.use_high_resolution = True
# create a volume material with a voxel data texture for the domain
bpy.ops.object.material_slot_add()
mat = ob.material_slots[0].material
mat.name = "Smoke Domain Material"
mat.type = 'VOLUME'
mat.volume.density = 0
mat.volume.density_scale = 5
mat.texture_slots.add()
mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
mat.texture_slots[0].texture.voxel_data.domain_object = ob
mat.texture_slots[0].use_map_color_emission = False
mat.texture_slots[0].use_map_density = True
# for fire add a second texture for emission and emission color
if self.style == 'FIRE':
mat.volume.emission = 5
mat.texture_slots.add()
mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
mat.texture_slots[1].texture.voxel_data.domain_object = ob
mat.texture_slots[1].texture.use_color_ramp = True
ramp = mat.texture_slots[1].texture.color_ramp
elem = ramp.elements.new(0.333)
elem.color[0] = elem.color[3] = 1
elem.color[1] = elem.color[2] = 0
elem = ramp.elements.new(0.666)
elem.color[0] = elem.color[1] = elem.color[3] = 1
elem.color[2] = 0
mat.texture_slots[1].use_map_emission = True
mat.texture_slots[1].blend_type = 'MULTIPLY'
return {'FINISHED'}
class MakeFluid(bpy.types.Operator):
bl_idname = "object.make_fluid"
bl_label = "Make Fluid"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('INFLOW', "Inflow", ""),
('BASIC', "Basic", "")),
name="Fluid Style",
description="",
default='BASIC')
initial_velocity = FloatVectorProperty(name="Initial Velocity",
description="Initial velocity of the fluid",
default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, 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):
count = 0
min_co = Vector((0,0,0))
max_co = Vector((0,0,0))
for ob in context.selected_objects:
if(ob == None or ob.type != 'MESH'):
continue
context.scene.objects.active = ob
# make each selected object a fluid
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
if self.style == 'INFLOW':
ob.modifiers[-1].settings.type = 'INFLOW'
ob.modifiers[-1].settings.inflow_velocity = self.initial_velocity.copy()
else:
ob.modifiers[-1].settings.type = 'FLUID'
ob.modifiers[-1].settings.initial_velocity = self.initial_velocity.copy()
ob.hide_render = not self.show_flows
# store bounding box min/max for the domain object
for i in range(0, 8):
bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
if count == 0 and i == 0:
min_co += bb_vec
max_co += bb_vec
else:
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])
count += 1
if count == 0:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
# add the fluid domain object
bpy.ops.mesh.primitive_cube_add()
ob = context.active_object
ob.name = "Fluid Domain"
# give the smoke some room above the flows
ob.location[0] = (max_co[0] + min_co[0]) * 0.5
ob.location[1] = (max_co[1] + min_co[1]) * 0.5
ob.location[2] = min_co[2] - max_co[2]
ob.scale[0] = max_co[0] - min_co[0]
ob.scale[1] = max_co[1] - min_co[1]
ob.scale[2] = 2*(max_co[2] - min_co[2])
# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
ob.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 = ob.material_slots[0].material
mat.name = "Fluid Domain Material"
mat.specular_intensity = 1
mat.specular_hardness = 100
mat.use_transparency = True
mat.alpha = 0
mat.transparency_method = 'RAYTRACE'
mat.raytrace_transparency.ior = 1.33
mat.raytrace_transparency.depth = 4
if self.start_baking:
bpy.ops.fluid.bake()
return {'FINISHED'}