forked from bartvdbraak/blender
509 lines
17 KiB
Python
509 lines
17 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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# <pep8-80 compliant>
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from mathutils import Vector
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import bpy
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from bpy.types import Operator
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from bpy.props import (BoolProperty,
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EnumProperty,
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IntProperty,
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FloatProperty,
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FloatVectorProperty,
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)
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def object_ensure_material(obj, mat_name):
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""" Use an existing material or add a new one.
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"""
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mat = mat_slot = None
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for mat_slot in obj.material_slots:
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mat = mat_slot.material
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if mat:
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break
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if mat is None:
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mat = bpy.data.materials.new(mat_name)
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if mat_slot:
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mat_slot.material = mat
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else:
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obj.data.materials.append(mat)
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return mat
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class QuickFur(Operator):
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bl_idname = "object.quick_fur"
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bl_label = "Quick Fur"
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bl_options = {'REGISTER', 'UNDO'}
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density = EnumProperty(
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name="Fur Density",
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items=(('LIGHT', "Light", ""),
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('MEDIUM', "Medium", ""),
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('HEAVY', "Heavy", "")),
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default='MEDIUM',
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)
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view_percentage = IntProperty(
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name="View %",
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min=1, max=100,
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soft_min=1, soft_max=100,
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default=10,
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)
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length = FloatProperty(
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name="Length",
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min=0.001, max=100,
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soft_min=0.01, soft_max=10,
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default=0.1,
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)
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def execute(self, context):
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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mat = bpy.data.materials.new("Fur Material")
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mat.strand.tip_size = 0.25
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mat.strand.blend_distance = 0.5
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for obj in mesh_objects:
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fake_context["object"] = obj
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bpy.ops.object.particle_system_add(fake_context)
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psys = obj.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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obj.data.materials.append(mat)
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psys.settings.material = len(obj.data.materials)
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return {'FINISHED'}
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class QuickExplode(Operator):
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bl_idname = "object.quick_explode"
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bl_label = "Quick Explode"
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bl_options = {'REGISTER', 'UNDO'}
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style = EnumProperty(
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name="Explode Style",
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items=(('EXPLODE', "Explode", ""),
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('BLEND', "Blend", "")),
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default='EXPLODE',
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)
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amount = IntProperty(
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name="Amount of pieces",
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min=2, max=10000,
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soft_min=2, soft_max=10000,
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default=100,
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)
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frame_duration = IntProperty(
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name="Duration",
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min=1, max=300000,
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soft_min=1, soft_max=10000,
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default=50,
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)
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frame_start = IntProperty(
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name="Start Frame",
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min=1, max=300000,
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soft_min=1, soft_max=10000,
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default=1,
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)
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frame_end = IntProperty(
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name="End Frame",
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min=1, max=300000,
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soft_min=1, soft_max=10000,
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default=10,
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)
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velocity = FloatProperty(
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name="Outwards Velocity",
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min=0, max=300000,
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soft_min=0, soft_max=10,
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default=1,
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)
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fade = BoolProperty(
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name="Fade",
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description="Fade the pieces over time",
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default=True,
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)
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def execute(self, context):
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fake_context = context.copy()
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obj_act = context.active_object
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if obj_act is None or obj_act.type != 'MESH':
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self.report({'ERROR'}, "Active object is not a mesh")
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return {'CANCELLED'}
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH' and obj != obj_act]
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mesh_objects.insert(0, obj_act)
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if self.style == 'BLEND' and len(mesh_objects) != 2:
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self.report({'ERROR'}, "Select two mesh objects")
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self.style = 'EXPLODE'
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return {'CANCELLED'}
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elif not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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for obj in mesh_objects:
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if obj.particle_systems:
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self.report({'ERROR'},
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"Object %r already has a "
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"particle system" % obj.name)
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return {'CANCELLED'}
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if self.fade:
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tex = bpy.data.textures.new("Explode fade", 'BLEND')
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tex.use_color_ramp = True
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if self.style == 'BLEND':
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tex.color_ramp.elements[0].position = 0.333
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tex.color_ramp.elements[1].position = 0.666
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tex.color_ramp.elements[0].color[3] = 1.0
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tex.color_ramp.elements[1].color[3] = 0.0
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if self.style == 'BLEND':
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from_obj = mesh_objects[1]
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to_obj = mesh_objects[0]
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for obj in mesh_objects:
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fake_context["object"] = obj
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bpy.ops.object.particle_system_add(fake_context)
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settings = obj.particle_systems[-1].settings
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settings.count = self.amount
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settings.frame_start = self.frame_start
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settings.frame_end = self.frame_end - self.frame_duration
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settings.lifetime = self.frame_duration
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settings.normal_factor = self.velocity
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settings.render_type = 'NONE'
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explode = obj.modifiers.new(name='Explode', type='EXPLODE')
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explode.use_edge_cut = True
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if self.fade:
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explode.show_dead = False
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uv = obj.data.uv_textures.new("Explode fade")
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explode.particle_uv = uv.name
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mat = object_ensure_material(obj, "Explode Fade")
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mat.use_transparency = True
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mat.use_transparent_shadows = True
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mat.alpha = 0.0
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mat.specular_alpha = 0.0
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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tex_slot.texture_coords = 'UV'
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tex_slot.uv_layer = uv.name
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tex_slot.use_map_alpha = True
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if self.style == 'BLEND':
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if obj == to_obj:
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tex_slot.alpha_factor = -1.0
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elem = tex.color_ramp.elements[1]
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else:
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elem = tex.color_ramp.elements[0]
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# Keep already defined alpha!
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elem.color[:3] = mat.diffuse_color
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else:
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tex_slot.use_map_color_diffuse = False
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if self.style == 'BLEND':
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settings.physics_type = 'KEYED'
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settings.use_emit_random = False
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settings.rotation_mode = 'NOR'
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psys = obj.particle_systems[-1]
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fake_context["particle_system"] = obj.particle_systems[-1]
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bpy.ops.particle.new_target(fake_context)
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bpy.ops.particle.new_target(fake_context)
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if obj == from_obj:
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psys.targets[1].object = to_obj
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else:
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psys.targets[0].object = from_obj
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settings.normal_factor = -self.velocity
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explode.show_unborn = False
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explode.show_dead = True
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else:
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settings.factor_random = self.velocity
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settings.angular_velocity_factor = self.velocity / 10.0
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return {'FINISHED'}
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def invoke(self, context, event):
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self.frame_start = context.scene.frame_current
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self.frame_end = self.frame_start + self.frame_duration
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return self.execute(context)
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def obj_bb_minmax(obj, min_co, max_co):
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for i in range(0, 8):
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bb_vec = obj.matrix_world * Vector(obj.bound_box[i])
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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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class QuickSmoke(Operator):
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bl_idname = "object.quick_smoke"
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bl_label = "Quick Smoke"
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bl_options = {'REGISTER', 'UNDO'}
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style = EnumProperty(
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name="Smoke Style",
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items=(('STREAM', "Stream", ""),
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('FIRE', "Fire", ""),
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),
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default='STREAM',
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)
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show_flows = BoolProperty(
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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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)
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def execute(self, context):
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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min_co = Vector((100000.0, 100000.0, 100000.0))
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max_co = -min_co
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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for obj in mesh_objects:
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fake_context["object"] = obj
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# make each selected object a smoke flow
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bpy.ops.object.modifier_add(fake_context, type='SMOKE')
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obj.modifiers[-1].smoke_type = 'FLOW'
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if self.style == 'FIRE':
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obj.modifiers[-1].flow_settings.smoke_flow_type = 'FIRE'
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if not self.show_flows:
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obj.draw_type = 'WIRE'
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# store bounding box min/max for the domain object
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obj_bb_minmax(obj, min_co, max_co)
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# add the smoke domain object
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bpy.ops.mesh.primitive_cube_add()
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obj = context.active_object
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obj.name = "Smoke Domain"
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# give the smoke some room above the flows
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obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0))
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obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
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# setup smoke domain
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bpy.ops.object.modifier_add(type='SMOKE')
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obj.modifiers[-1].smoke_type = 'DOMAIN'
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if self.style == 'FIRE':
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obj.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 = bpy.data.materials.new("Smoke Domain Material")
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obj.material_slots[0].material = mat
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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.volume.step_size = 0.1
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tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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tex_slot.use_map_color_emission = False
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tex_slot.use_map_density = True
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tex_slot.use_map_color_reflection = True
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# for fire add a second texture for flame emission
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mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
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tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
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tex.use_color_ramp = True
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tex_slot = mat.texture_slots.add()
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tex_slot.texture = tex
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# add color ramp for flame color
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ramp = tex.color_ramp
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# dark orange
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elem = ramp.elements.new(0.333)
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elem.color[0] = 0.2
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elem.color[1] = 0.03
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elem.color[2] = 0
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elem.color[3] = 1
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# yellow glow
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elem = ramp.elements.new(0.666)
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elem.color[0] = elem.color[3] = 1
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elem.color[1] = 0.65
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elem.color[2] = 0.25
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mat.texture_slots[1].use_map_density = True
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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].emission_factor = 5
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return {'FINISHED'}
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class QuickFluid(Operator):
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bl_idname = "object.quick_fluid"
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bl_label = "Quick Fluid"
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bl_options = {'REGISTER', 'UNDO'}
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style = EnumProperty(
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name="Fluid Style",
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items=(('INFLOW', "Inflow", ""),
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('BASIC', "Basic", "")),
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default='BASIC',
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)
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initial_velocity = FloatVectorProperty(
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name="Initial Velocity",
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description="Initial velocity of the fluid",
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min=-100.0, max=100.0,
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default=(0.0, 0.0, 0.0),
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subtype='VELOCITY',
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)
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show_flows = BoolProperty(
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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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)
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start_baking = BoolProperty(
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name="Start Fluid Bake",
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description=("Start baking the fluid immediately "
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"after creating the domain object"),
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default=False,
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)
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def execute(self, context):
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if (obj.type == 'MESH' and not 0.0 in obj.dimensions)]
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min_co = Vector((100000, 100000, 100000))
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max_co = Vector((-100000, -100000, -100000))
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if not mesh_objects:
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self.report({'ERROR'}, "Select at least one mesh object")
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return {'CANCELLED'}
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for obj in mesh_objects:
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fake_context["object"] = obj
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# make each selected object a fluid
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bpy.ops.object.modifier_add(fake_context, type='FLUID_SIMULATION')
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# fluid has to be before constructive modifiers,
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# so it might not be the last modifier
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for mod in obj.modifiers:
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if mod.type == 'FLUID_SIMULATION':
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break
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if self.style == 'INFLOW':
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mod.settings.type = 'INFLOW'
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mod.settings.inflow_velocity = self.initial_velocity
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else:
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mod.settings.type = 'FLUID'
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mod.settings.initial_velocity = self.initial_velocity
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obj.hide_render = not self.show_flows
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if not self.show_flows:
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obj.draw_type = 'WIRE'
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# store bounding box min/max for the domain object
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obj_bb_minmax(obj, min_co, max_co)
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# add the fluid domain object
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bpy.ops.mesh.primitive_cube_add()
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obj = context.active_object
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obj.name = "Fluid Domain"
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# give the fluid some room below the flows
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# and scale with initial velocity
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v = 0.5 * self.initial_velocity
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obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0)) + v
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obj.scale = (0.5 * (max_co - min_co) +
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Vector((1.0, 1.0, 2.0)) +
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Vector((abs(v[0]), abs(v[1]), abs(v[2])))
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)
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# setup smoke domain
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bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
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obj.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 = bpy.data.materials.new("Fluid Domain Material")
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obj.material_slots[0].material = mat
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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 = 0.0
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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('INVOKE_DEFAULT')
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return {'FINISHED'}
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