forked from bartvdbraak/blender
d3a6c0c834
Previously it was nearly impossible to have fast moving objects emitting smoke or they would just leave behind a row of smoke poofs instead of continious stream of smoke. Now it's possible to set number of subframes for each smoke flow. Another new thing is ability to set size of smoke flow particles instead of using closest smoke cell. This also works with my earlier "full sample" commit, so no more blocky particles either. :) For more info check my blog post: http://www.miikahweb.com/en/blog/2013/05/17/blender-smoke-subframes This commit also includes couple of fixes I spotted while testing: * Fix: dissolve was applied at different time for low res and high res simulations. * Fix: full sample setting didn't get copied with domain.
330 lines
10 KiB
Python
330 lines
10 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 bl_ui.properties_physics_common import (point_cache_ui,
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effector_weights_ui)
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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.smoke)
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class PHYSICS_PT_smoke(PhysicButtonsPanel, Panel):
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bl_label = "Smoke"
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def draw(self, context):
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layout = self.layout
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md = context.smoke
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ob = context.object
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layout.prop(md, "smoke_type", expand=True)
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if md.smoke_type == 'DOMAIN':
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domain = md.domain_settings
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split = layout.split()
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split.enabled = not domain.point_cache.is_baked
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col = split.column()
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col.label(text="Resolution:")
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col.prop(domain, "resolution_max", text="Divisions")
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col.label(text="Time:")
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col.prop(domain, "time_scale", text="Scale")
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col.label(text="Border Collisions:")
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col.prop(domain, "collision_extents", text="")
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col = split.column()
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col.label(text="Behavior:")
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col.prop(domain, "alpha")
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col.prop(domain, "beta", text="Temp. Diff.")
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col.prop(domain, "vorticity")
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col.prop(domain, "use_dissolve_smoke", text="Dissolve")
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sub = col.column()
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sub.active = domain.use_dissolve_smoke
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sub.prop(domain, "dissolve_speed", text="Time")
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sub.prop(domain, "use_dissolve_smoke_log", text="Slow")
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elif md.smoke_type == 'FLOW':
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flow = md.flow_settings
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layout.prop(flow, "smoke_flow_type", expand=False)
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if flow.smoke_flow_type != "OUTFLOW":
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split = layout.split()
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col = split.column()
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col.label(text="Flow Source:")
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col.prop(flow, "smoke_flow_source", expand=False, text="")
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if flow.smoke_flow_source == "PARTICLES":
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col.label(text="Particle System:")
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col.prop_search(flow, "particle_system", ob, "particle_systems", text="")
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col.prop(flow, "use_particle_size", text="Set Size")
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sub = col.column()
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sub.active = flow.use_particle_size
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sub.prop(flow, "particle_size")
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else:
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col.prop(flow, "surface_distance")
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col.prop(flow, "volume_density")
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sub = col.column(align=True)
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sub.prop(flow, "use_initial_velocity")
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sub = sub.column()
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sub.active = flow.use_initial_velocity
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sub.prop(flow, "velocity_factor")
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if flow.smoke_flow_source == "MESH":
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sub.prop(flow, "velocity_normal")
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#sub.prop(flow, "velocity_random")
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sub = split.column()
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sub.label(text="Initial Values:")
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sub.prop(flow, "use_absolute")
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if flow.smoke_flow_type in {'SMOKE', 'BOTH'}:
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sub.prop(flow, "density")
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sub.prop(flow, "temperature")
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sub.prop(flow, "smoke_color")
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if flow.smoke_flow_type in {'FIRE', 'BOTH'}:
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sub.prop(flow, "fuel_amount")
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sub.label(text="Sampling:")
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sub.prop(flow, "subframes")
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elif md.smoke_type == 'COLLISION':
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coll = md.coll_settings
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split = layout.split()
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col = split.column()
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col.prop(coll, "collision_type")
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class PHYSICS_PT_smoke_flow_advanced(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Flow Advanced"
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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.smoke
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return md and (md.smoke_type == 'FLOW') and (md.flow_settings.smoke_flow_source == "MESH")
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def draw(self, context):
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layout = self.layout
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ob = context.object
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flow = context.smoke.flow_settings
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split = layout.split()
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col = split.column()
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col.prop(flow, "use_texture")
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sub = col.column()
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sub.active = flow.use_texture
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sub.prop(flow, "noise_texture", text="")
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sub.label(text="Mapping:")
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sub.prop(flow, "texture_map_type", expand=False, text="")
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if flow.texture_map_type == "UV":
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sub.prop_search(flow, "uv_layer", ob.data, "uv_textures", text="")
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if flow.texture_map_type == "AUTO":
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sub.prop(flow, "texture_size")
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sub.prop(flow, "texture_offset")
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col = split.column()
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col.label(text="Vertex Group:")
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col.prop_search(flow, "density_vertex_group", ob, "vertex_groups", text="")
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class PHYSICS_PT_smoke_fire(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Flames"
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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.smoke
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return md and (md.smoke_type == 'DOMAIN')
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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split = layout.split()
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split.enabled = not domain.point_cache.is_baked
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col = split.column(align=True)
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col.label(text="Reaction:")
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col.prop(domain, "burning_rate")
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col.prop(domain, "flame_smoke")
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col.prop(domain, "flame_vorticity")
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col = split.column(align=True)
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col.label(text="Temperatures:")
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col.prop(domain, "flame_ignition")
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col.prop(domain, "flame_max_temp")
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col.prop(domain, "flame_smoke_color")
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class PHYSICS_PT_smoke_adaptive_domain(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Adaptive Domain"
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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.smoke
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return md and (md.smoke_type == 'DOMAIN')
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def draw_header(self, context):
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md = context.smoke.domain_settings
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self.layout.prop(md, "use_adaptive_domain", text="")
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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layout.active = domain.use_adaptive_domain
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split = layout.split()
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split.enabled = (not domain.point_cache.is_baked)
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col = split.column(align=True)
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col.label(text="Resolution:")
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col.prop(domain, "additional_res")
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col.prop(domain, "adapt_margin")
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col = split.column(align=True)
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col.label(text="Advanced:")
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col.prop(domain, "adapt_threshold")
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class PHYSICS_PT_smoke_highres(PhysicButtonsPanel, Panel):
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bl_label = "Smoke High Resolution"
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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.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
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def draw_header(self, context):
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md = context.smoke.domain_settings
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self.layout.prop(md, "use_high_resolution", text="")
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def draw(self, context):
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layout = self.layout
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md = context.smoke.domain_settings
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layout.active = md.use_high_resolution
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split = layout.split()
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split.enabled = not md.point_cache.is_baked
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col = split.column()
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col.label(text="Resolution:")
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col.prop(md, "amplify", text="Divisions")
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col.label(text="Flow Sampling:")
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col.row().prop(md, "highres_sampling", text="")
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col = split.column()
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col.label(text="Noise Method:")
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col.row().prop(md, "noise_type", text="")
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col.prop(md, "strength")
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layout.prop(md, "show_high_resolution")
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class PHYSICS_PT_smoke_groups(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Groups"
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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.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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domain = context.smoke.domain_settings
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split = layout.split()
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col = split.column()
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col.label(text="Flow Group:")
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col.prop(domain, "fluid_group", text="")
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#col.label(text="Effector Group:")
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#col.prop(domain, "effector_group", text="")
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col = split.column()
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col.label(text="Collision Group:")
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col.prop(domain, "collision_group", text="")
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class PHYSICS_PT_smoke_cache(PhysicButtonsPanel, Panel):
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bl_label = "Smoke 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.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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md = context.smoke.domain_settings
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cache = md.point_cache
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layout.label(text="Compression:")
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layout.prop(md, "point_cache_compress_type", expand=True)
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'SMOKE')
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class PHYSICS_PT_smoke_field_weights(PhysicButtonsPanel, Panel):
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bl_label = "Smoke Field Weights"
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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.smoke
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rd = context.scene.render
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return md and (md.smoke_type == 'DOMAIN') and (not rd.use_game_engine)
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def draw(self, context):
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domain = context.smoke.domain_settings
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effector_weights_ui(self, context, domain.effector_weights, 'SMOKE')
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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