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test2/scripts/startup/bl_ui/node_add_menu_shader.py

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# SPDX-FileCopyrightText: 2022-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import Menu
from bl_ui import node_add_menu
from bpy.app.translations import (
contexts as i18n_contexts,
)
# only show input/output nodes when editing line style node trees
def line_style_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'LINESTYLE')
# only show nodes working in world node trees
def world_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'WORLD')
# only show nodes working in object node trees
def object_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'OBJECT')
def cycles_shader_nodes_poll(context):
return context.engine == 'CYCLES'
def eevee_shader_nodes_poll(context):
return context.engine == 'BLENDER_EEVEE_NEXT'
def object_not_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
not eevee_shader_nodes_poll(context))
def object_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_shader_nodes_poll(context))
class NODE_MT_category_shader_input(Menu):
bl_idname = "NODE_MT_category_shader_input"
bl_label = "Input"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeAmbientOcclusion")
node_add_menu.add_node_type(layout, "ShaderNodeAttribute")
node_add_menu.add_node_type(layout, "ShaderNodeBevel")
node_add_menu.add_node_type_with_outputs(
context, layout, "ShaderNodeCameraData", [
"View Vector", "View Z Depth", "View Distance"])
node_add_menu.add_node_type(layout, "ShaderNodeVertexColor")
node_add_menu.add_node_type_with_outputs(
context, layout, "ShaderNodeHairInfo", [
"Is Strand", "Intercept", "Length", "Thickness", "Tangent Normal", "Random"])
node_add_menu.add_node_type(layout, "ShaderNodeFresnel")
node_add_menu.add_node_type_with_outputs(context,
layout,
"ShaderNodeNewGeometry",
["Position",
"Normal",
"Tangent",
"True Normal",
"Incoming",
"Parametric",
"Backfacing",
"Pointiness",
"Random Per Island"])
node_add_menu.add_node_type(layout, "ShaderNodeLayerWeight")
node_add_menu.add_node_type_with_outputs(context,
layout,
"ShaderNodeLightPath",
["Is Camera Ray",
"Is Shadow Ray",
"Is Diffuse Ray",
"Is Glossy Ray",
"Is Singular Ray",
"Is Reflection Ray",
"Is Transmission Ray",
"Is Volume Scatter Ray",
"Ray Length",
"Ray Depth",
"Diffuse Depth",
"Glossy Depth",
"Transparent Depth",
"Transmission Depth"])
node_add_menu.add_node_type_with_outputs(
context, layout, "ShaderNodeObjectInfo", [
"Location", "Color", "Alpha", "Object Index", "Material Index", "Random"])
node_add_menu.add_node_type_with_outputs(
context, layout, "ShaderNodeParticleInfo", [
"Index", "Random", "Age", "Lifetime", "Location", "Size", "Velocity", "Angular Velocity"])
node_add_menu.add_node_type_with_outputs(context, layout, "ShaderNodePointInfo",
["Position", "Radius", "Random"])
node_add_menu.add_node_type(layout, "ShaderNodeRGB")
node_add_menu.add_node_type(layout, "ShaderNodeTangent")
node_add_menu.add_node_type_with_outputs(context, layout, "ShaderNodeTexCoord",
["Normal", "UV", "Object", "Camera", "Window", "Reflection"])
node_add_menu.add_node_type(layout, "ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll(context))
node_add_menu.add_node_type(layout, "ShaderNodeUVMap")
node_add_menu.add_node_type(layout, "ShaderNodeValue")
node_add_menu.add_node_type_with_outputs(context, layout, "ShaderNodeVolumeInfo",
["Color", "Density", "Flame", "Temperature"])
node_add_menu.add_node_type(layout, "ShaderNodeWireframe")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_output(Menu):
bl_idname = "NODE_MT_category_shader_output"
bl_label = "Output"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputMaterial",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputLight",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputAOV",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputWorld",
poll=world_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeOutputLineStyle",
poll=line_style_shader_nodes_poll(context),
)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_shader(Menu):
bl_idname = "NODE_MT_category_shader_shader"
bl_label = "Shader"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(
layout,
"ShaderNodeAddShader",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBackground",
poll=world_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfMetallic",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfDiffuse",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeEmission",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfGlass",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfGlossy",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfHair",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeHoldout",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeMixShader",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfPrincipled",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfHairPrincipled",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumePrincipled"
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfRayPortal",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfRefraction",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfSheen",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeEeveeSpecular",
poll=object_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeSubsurfaceScattering",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfToon",
poll=object_not_eevee_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfTranslucent",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeBsdfTransparent",
poll=object_shader_nodes_poll(context),
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumeAbsorption",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumeScatter",
)
node_add_menu.add_node_type(
layout,
"ShaderNodeVolumeCoefficients",
)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_color(Menu):
bl_idname = "NODE_MT_category_shader_color"
bl_label = "Color"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBrightContrast")
node_add_menu.add_node_type(layout, "ShaderNodeGamma")
node_add_menu.add_node_type(layout, "ShaderNodeHueSaturation")
node_add_menu.add_node_type(layout, "ShaderNodeInvert")
node_add_menu.add_node_type(layout, "ShaderNodeLightFalloff")
node_add_menu.add_color_mix_node(context, layout)
node_add_menu.add_node_type(layout, "ShaderNodeRGBCurve")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_converter(Menu):
bl_idname = "NODE_MT_category_shader_converter"
bl_label = "Converter"
def draw(self, context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBlackbody")
node_add_menu.add_node_type(layout, "ShaderNodeClamp")
node_add_menu.add_node_type(layout, "ShaderNodeValToRGB")
node_add_menu.add_node_type(layout, "ShaderNodeCombineColor")
node_add_menu.add_node_type(layout, "ShaderNodeCombineXYZ")
node_add_menu.add_node_type(layout, "ShaderNodeFloatCurve")
node_add_menu.add_node_type(layout, "ShaderNodeMapRange")
node_add_menu.add_node_type_with_searchable_enum(context, layout, "ShaderNodeMath", "operation")
node_add_menu.add_node_type(layout, "ShaderNodeMix")
node_add_menu.add_node_type(layout, "ShaderNodeRGBToBW")
node_add_menu.add_node_type(layout, "ShaderNodeSeparateColor")
node_add_menu.add_node_type(layout, "ShaderNodeSeparateXYZ")
node_add_menu.add_node_type(layout, "ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll(context))
node_add_menu.add_node_type_with_searchable_enum(context, layout, "ShaderNodeVectorMath", "operation")
node_add_menu.add_node_type(layout, "ShaderNodeWavelength")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_texture(Menu):
bl_idname = "NODE_MT_category_shader_texture"
bl_label = "Texture"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeTexBrick")
node_add_menu.add_node_type(layout, "ShaderNodeTexChecker")
node_add_menu.add_node_type(layout, "ShaderNodeTexEnvironment")
Nodes: Implement Gabor noise This patch implements a new Gabor noise node based on [1] but with the improvements from [2] and the phasor formulation from [3]. We compare with the most popular existing implementation, that of OSL, from the user's point of view: - This implementation produces C1 continuous noise as opposed to the non continuous OSL implementation, so it can be used for bump mapping and is generally smother. This is achieved by windowing the Gabor kernel using a Hann window. - The Bandwidth input of OSL was hard-coded to 1 and was replaced with a frequency input, which OSL hard codes to 2, since frequency is more natural to control. This is even more true now that that Gabor kernel is windowed as opposed to truncated, which means increasing the bandwidth will just turn the Gaussian component of the Gabor into a Hann window. While decreasing the bandwidth will eliminate the harmonic from the Gabor kernel, which is the point of Gabor noise. - OSL had three discrete modes of operation for orienting the kernel. Anisotropic, Isotropic, and a hybrid mode. While this implementation provides a continuous Anisotropy parameter which users are already familiar with from the Glossy BSDF node. - This implementation provides not just the Gabor noise value, but also its phase and intensity components. The Gabor noise value is basically sin(phase) * intensity, but the phase is arguably more useful since it does not suffer from the low contrast issues that Gabor suffers from. While the intensity is useful to hide the singularities in the phase. - This implementation converges faster that OSL's relative to the impulse count, so we fix the impulses count to 8 for simplicitly. - This implementation does not implement anisotropic filtering. Future improvements to the node includes implementing surface noise and filtering. As well as extending the spectral control of the noise, either by providing specialized kernels as was done in #110802, or by providing some more procedural control over the frequencies of the Gabor. References: [1]: Lagae, Ares, et al. "Procedural noise using sparse Gabor convolution." ACM Transactions on Graphics (TOG) 28.3 (2009): 1-10. [2]: Tavernier, Vincent, et al. "Making gabor noise fast and normalized." Eurographics 2019-40th Annual Conference of the European Association for Computer Graphics. 2019. [3]: Tricard, Thibault, et al. "Procedural phasor noise." ACM Transactions on Graphics (TOG) 38.4 (2019): 1-13. Pull Request: https://projects.blender.org/blender/blender/pulls/121820
2024-06-19 09:33:32 +02:00
node_add_menu.add_node_type(layout, "ShaderNodeTexGabor")
node_add_menu.add_node_type(layout, "ShaderNodeTexGradient")
node_add_menu.add_node_type(layout, "ShaderNodeTexIES")
node_add_menu.add_node_type(layout, "ShaderNodeTexImage")
node_add_menu.add_node_type(layout, "ShaderNodeTexMagic")
node_add_menu.add_node_type(layout, "ShaderNodeTexNoise")
node_add_menu.add_node_type(layout, "ShaderNodeTexPointDensity")
node_add_menu.add_node_type(layout, "ShaderNodeTexSky")
node_add_menu.add_node_type(layout, "ShaderNodeTexVoronoi")
node_add_menu.add_node_type(layout, "ShaderNodeTexWave")
node_add_menu.add_node_type(layout, "ShaderNodeTexWhiteNoise")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_vector(Menu):
bl_idname = "NODE_MT_category_shader_vector"
bl_label = "Vector"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeBump")
node_add_menu.add_node_type(layout, "ShaderNodeDisplacement")
node_add_menu.add_node_type(layout, "ShaderNodeMapping")
node_add_menu.add_node_type(layout, "ShaderNodeNormal")
node_add_menu.add_node_type(layout, "ShaderNodeNormalMap")
node_add_menu.add_node_type(layout, "ShaderNodeVectorCurve")
node_add_menu.add_node_type(layout, "ShaderNodeVectorDisplacement")
node_add_menu.add_node_type(layout, "ShaderNodeVectorRotate")
node_add_menu.add_node_type(layout, "ShaderNodeVectorTransform")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_script(Menu):
bl_idname = "NODE_MT_category_shader_script"
bl_label = "Script"
def draw(self, _context):
layout = self.layout
node_add_menu.add_node_type(layout, "ShaderNodeScript")
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_category_shader_group(Menu):
bl_idname = "NODE_MT_category_shader_group"
bl_label = "Group"
def draw(self, context):
layout = self.layout
node_add_menu.draw_node_group_add_menu(context, layout)
node_add_menu.draw_assets_for_catalog(layout, self.bl_label)
class NODE_MT_shader_node_add_all(Menu):
bl_idname = "NODE_MT_shader_node_add_all"
bl_label = "Add"
bl_translation_context = i18n_contexts.operator_default
def draw(self, _context):
layout = self.layout
layout.menu("NODE_MT_category_shader_input")
layout.menu("NODE_MT_category_shader_output")
layout.separator()
layout.menu("NODE_MT_category_shader_color")
layout.menu("NODE_MT_category_shader_converter")
layout.menu("NODE_MT_category_shader_shader")
layout.menu("NODE_MT_category_shader_texture")
layout.menu("NODE_MT_category_shader_vector")
layout.separator()
layout.menu("NODE_MT_category_shader_script")
layout.separator()
layout.menu("NODE_MT_category_shader_group")
layout.menu("NODE_MT_category_layout")
node_add_menu.draw_root_assets(layout)
classes = (
NODE_MT_shader_node_add_all,
NODE_MT_category_shader_input,
NODE_MT_category_shader_output,
NODE_MT_category_shader_color,
NODE_MT_category_shader_converter,
NODE_MT_category_shader_shader,
NODE_MT_category_shader_texture,
NODE_MT_category_shader_vector,
NODE_MT_category_shader_script,
NODE_MT_category_shader_group,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)