forked from bartvdbraak/blender
4d9197866b
* Added per surface options "influence scale" and "radius scale" for tweaking brush settings individually for each surface. * Added option to completely disable drying. This should be nice for indefinitely spreading paint etc. * Improved paint mixing algorithm. * "Paint effects" now work in relative mesh space instead of global. This means that effect speed remains same for identical shapes regardless of their size. * Complete rewrite of "spread effect" algorithm. It now works much better in all test cases done. Old algo sometimes produced artifacts and stopped spreading too early. * Adjustments / rewrite on some parts of dripping algorithm to make it work better with transparent paint. * Added a new "color dry" setting. It can be used to define wetness level when paint colors start to shift to surface "background". Lower values can be useful to prevent spreading paint from becoming transparent as it dries, while higher (default) values give better results in general. * Fix: If multiple displace/wave surfaces were used simultaneously, displace was applied using wrong normal. Please note that due to these changes in "paint effects" system older save files may require some tweaking to match results from previous versions.
499 lines
18 KiB
Python
499 lines
18 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 bpy
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from bpy.types import Panel
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from .properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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class PhysicButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and context.dynamic_paint
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class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint"
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def draw(self, context):
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layout = self.layout
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md = context.dynamic_paint
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layout.prop(md, "ui_type", expand=True)
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if md.ui_type == 'CANVAS':
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canvas = md.canvas_settings
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if canvas is None:
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layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
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else:
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layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
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surface = canvas.canvas_surfaces.active
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row = layout.row()
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row.template_list(canvas, "canvas_surfaces", canvas.canvas_surfaces, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
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col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
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if surface:
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layout.prop(surface, "name")
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layout.prop(surface, "surface_format")
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col = layout.column()
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if surface.surface_format != 'VERTEX':
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col.label(text="Quality:")
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col.prop(surface, "image_resolution")
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col.prop(surface, "use_antialiasing")
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col = layout.column()
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col.label(text="Frames:")
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split = col.split()
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col = split.column(align=True)
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col.prop(surface, "frame_start", text="Start")
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col.prop(surface, "frame_end", text="End")
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split.prop(surface, "frame_substeps")
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elif md.ui_type == 'BRUSH':
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brush = md.brush_settings
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engine = context.scene.render.engine
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if brush is None:
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layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
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else:
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layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
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split = layout.split()
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col = split.column()
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col.prop(brush, "use_absolute_alpha")
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col.prop(brush, "use_paint_erase")
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col.prop(brush, "paint_wetness", text="Wetness")
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col = split.column()
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if engine == 'BLENDER_RENDER':
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sub = col.column()
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sub.active = (brush.paint_source != 'PARTICLE_SYSTEM')
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sub.prop(brush, "use_material")
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if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and engine == 'BLENDER_RENDER':
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col.prop(brush, "material", text="")
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col.prop(brush, "paint_alpha", text="Alpha Factor")
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else:
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col.prop(brush, "paint_color", text="")
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col.prop(brush, "paint_alpha", text="Alpha")
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class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Advanced"
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return md and md.ui_type == 'CANVAS' and md.canvas_settings and md.canvas_settings.canvas_surfaces.active
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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surface_type = surface.surface_type
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layout.prop(surface, "surface_type")
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layout.separator()
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# dissolve
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if surface_type == 'PAINT':
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split = layout.split(percentage=0.35)
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split.prop(surface, "use_drying", text="Dry:")
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col = split.column()
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col.active = surface.use_drying
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split = col.split(percentage=0.7)
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col = split.column(align=True)
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col.prop(surface, "dry_speed", text="Time")
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col.prop(surface, "color_dry_threshold")
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split.prop(surface, "use_dry_log", text="Slow")
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if surface_type != 'WAVE':
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split = layout.split(percentage=0.35)
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col = split.column()
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if surface_type == 'WEIGHT':
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col.prop(surface, "use_dissolve", text="Fade:")
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else:
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col.prop(surface, "use_dissolve", text="Dissolve:")
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col = split.column()
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col.active = surface.use_dissolve
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split = col.split(percentage=0.7)
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split.prop(surface, "dissolve_speed", text="Time")
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split.prop(surface, "use_dissolve_log", text="Slow")
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# per type settings
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if surface_type == 'DISPLACE':
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layout.prop(surface, "use_incremental_displace")
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if surface.surface_format == 'VERTEX':
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row = layout.row()
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row.prop(surface, "depth_clamp")
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row.prop(surface, "displace_factor")
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elif surface_type == 'WAVE':
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layout.prop(surface, "use_wave_open_border")
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split = layout.split()
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col = split.column(align=True)
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col.prop(surface, "wave_timescale")
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col.prop(surface, "wave_speed")
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col = split.column(align=True)
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col.prop(surface, "wave_damping")
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col.prop(surface, "wave_spring")
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layout.separator()
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layout.prop(surface, "brush_group")
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row = layout.row()
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row.prop(surface, "brush_influence_scale")
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row.prop(surface, "brush_radius_scale")
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class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Output"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return 0
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return surface and not (surface.surface_format == 'VERTEX' and (surface.surface_type in {'DISPLACE', 'WAVE'}))
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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ob = context.object
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surface_type = surface.surface_type
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# vertex format outputs
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if surface.surface_format == 'VERTEX':
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if surface_type == 'PAINT':
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# toggle active preview
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layout.prop(surface, "preview_id")
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# paintmap output
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row = layout.row()
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row.prop_search(surface, "output_name_a", ob.data, "vertex_colors", text="Paintmap layer: ")
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if surface.output_exists(object=ob, index=0):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# wetmap output
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row = layout.row()
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row.prop_search(surface, "output_name_b", ob.data, "vertex_colors", text="Wetmap layer: ")
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if surface.output_exists(object=ob, index=1):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'B'
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elif surface_type == 'WEIGHT':
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row = layout.row()
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row.prop_search(surface, "output_name_a", ob, "vertex_groups", text="Vertex Group: ")
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if surface.output_exists(object=ob, index=0):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# image format outputs
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if surface.surface_format == 'IMAGE':
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layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
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layout.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV Map:")
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layout.separator()
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layout.prop(surface, "image_output_path", text="")
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row = layout.row()
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row.prop(surface, "image_fileformat", text="")
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row.prop(surface, "use_premultiply", text="Premultiply alpha")
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if surface_type == 'PAINT':
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_a", text="Paintmaps:")
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sub = split.row()
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sub.active = surface.use_output_a
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sub.prop(surface, "output_name_a", text="")
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_b", text="Wetmaps:")
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sub = split.row()
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sub.active = surface.use_output_b
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sub.prop(surface, "output_name_b", text="")
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else:
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col = layout.column()
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col.prop(surface, "output_name_a", text="Filename: ")
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if surface_type == 'DISPLACE':
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col.prop(surface, "displace_type", text="Displace Type")
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col.prop(surface, "depth_clamp")
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elif surface_type == 'WAVE':
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col.prop(surface, "depth_clamp", text="Wave Clamp")
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class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Initial Color"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return 0
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and surface.surface_type == 'PAINT')
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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ob = context.object
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layout.prop(surface, "init_color_type", expand=False)
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layout.separator()
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# dissolve
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if surface.init_color_type == 'COLOR':
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layout.prop(surface, "init_color")
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elif surface.init_color_type == 'TEXTURE':
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layout.prop(surface, "init_texture")
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layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Map:")
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elif surface.init_color_type == 'VERTEX_COLOR':
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layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer: ")
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class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Effects"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return False
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and surface.surface_type == 'PAINT')
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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layout.prop(surface, "effect_ui", expand=True)
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if surface.effect_ui == 'SPREAD':
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layout.prop(surface, "use_spread")
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row = layout.row()
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row.active = surface.use_spread
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row.prop(surface, "spread_speed")
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row.prop(surface, "color_spread_speed")
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elif surface.effect_ui == 'DRIP':
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layout.prop(surface, "use_drip")
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col = layout.column()
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col.active = surface.use_drip
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effector_weights_ui(self, context, surface.effector_weights)
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layout.label(text="Surface Movement:")
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row = layout.row()
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row.prop(surface, "drip_velocity", slider=True)
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row.prop(surface, "drip_acceleration", slider=True)
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elif surface.effect_ui == 'SHRINK':
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layout.prop(surface, "use_shrink")
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row = layout.row()
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row.active = surface.use_shrink
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row.prop(surface, "shrink_speed")
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class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Cache"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return (md and
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md.ui_type == 'CANVAS' and
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md.canvas_settings and
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md.canvas_settings.canvas_surfaces.active and
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md.canvas_settings.canvas_surfaces.active.is_cache_user)
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def draw(self, context):
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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cache = surface.point_cache
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT')
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class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Source"
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return md and md.ui_type == 'BRUSH' and md.brush_settings
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def draw(self, context):
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layout = self.layout
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brush = context.dynamic_paint.brush_settings
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ob = context.object
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split = layout.split()
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col = split.column()
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col.prop(brush, "paint_source")
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if brush.paint_source == 'PARTICLE_SYSTEM':
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col.prop_search(brush, "particle_system", ob, "particle_systems", text="")
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if brush.particle_system:
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col.label(text="Particle effect:")
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sub = col.column()
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sub.active = not brush.use_particle_radius
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sub.prop(brush, "solid_radius", text="Solid Radius")
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col.prop(brush, "use_particle_radius", text="Use Particle's Radius")
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col.prop(brush, "smooth_radius", text="Smooth radius")
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE', 'POINT'}:
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col.prop(brush, "paint_distance", text="Paint Distance")
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split = layout.row().split(percentage=0.4)
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sub = split.column()
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if brush.paint_source == 'DISTANCE':
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sub.prop(brush, "use_proximity_project")
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elif brush.paint_source == 'VOLUME_DISTANCE':
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sub.prop(brush, "invert_proximity")
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sub.prop(brush, "use_negative_volume")
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sub = split.column()
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if brush.paint_source == 'DISTANCE':
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column = sub.column()
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column.active = brush.use_proximity_project
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column.prop(brush, "ray_direction")
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sub.prop(brush, "proximity_falloff")
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if brush.proximity_falloff == 'RAMP':
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col = layout.row().column()
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col.separator()
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col.prop(brush, "use_proximity_ramp_alpha", text="Only Use Alpha")
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col.template_color_ramp(brush, "paint_ramp", expand=True)
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class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Velocity"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return md and md.ui_type == 'BRUSH' and md.brush_settings
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def draw(self, context):
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layout = self.layout
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brush = context.dynamic_paint.brush_settings
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split = layout.split()
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col = split.column()
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col.prop(brush, "use_velocity_alpha")
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col.prop(brush, "use_velocity_color")
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split.prop(brush, "use_velocity_depth")
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col = layout.column()
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col.active = (brush.use_velocity_alpha or brush.use_velocity_color or brush.use_velocity_depth)
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col.prop(brush, "velocity_max")
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col.template_color_ramp(brush, "velocity_ramp", expand=True)
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layout.separator()
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row = layout.row()
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row.prop(brush, "use_smudge")
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sub = row.row()
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sub.active = brush.use_smudge
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sub.prop(brush, "smudge_strength")
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class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Waves"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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return md and md.ui_type == 'BRUSH' and md.brush_settings
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def draw(self, context):
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layout = self.layout
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brush = context.dynamic_paint.brush_settings
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layout.prop(brush, "wave_type")
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if brush.wave_type != 'REFLECT':
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row = layout.row()
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row.prop(brush, "wave_factor")
|
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row.prop(brush, "wave_clamp")
|
|
|
|
|
|
def register():
|
|
bpy.utils.register_module(__name__)
|
|
|
|
|
|
def unregister():
|
|
bpy.utils.register_module(__name__)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|