This adds support for packed linked data. This is a key part of an improved asset workflow in Blender. Packed IDs remain considered as linked data (i.e. they cannot be edited), but they are stored in the current blendfile. This means that they: * Are not lost in case the library data becomes unavailable. * Are not changed in case the library data is updated. These packed IDs are de-duplicated across blend-files, so e.g. if a shot file and several of its dependencies all use the same util geometry node, there will be a single copy of that geometry node in the shot file. In case there are several versions of a same ID (e.g. linked at different moments from a same library, which has been modified in-between), there will be several packed IDs. Name collisions are averted by storing these packed IDs into a new type of 'archive' libraries (and their namespaces). These libraries: * Only contain packed IDs. * Are owned and managed by their 'real' library data-block, called an 'archive parent'. For more in-depth, technical design: #132167 UI/UX design: #140870 Co-authored-by: Bastien Montagne <bastien@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/133801
680 lines
23 KiB
Python
680 lines
23 KiB
Python
# SPDX-FileCopyrightText: 2011-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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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 (
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BoolProperty,
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EnumProperty,
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FloatProperty,
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IntProperty,
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)
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from bpy.app.translations import (
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pgettext_rpt as rpt_,
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pgettext_data as data_,
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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 ObjectModeOperator:
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@classmethod
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def poll(cls, context):
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return context.mode == 'OBJECT'
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class QuickFur(ObjectModeOperator, Operator):
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"""Add a fur setup to the selected objects"""
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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="Density",
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items=(
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('LOW', "Low", ""),
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('MEDIUM', "Medium", ""),
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('HIGH', "High", ""),
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),
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default='MEDIUM',
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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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subtype='DISTANCE',
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)
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radius: FloatProperty(
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name="Hair Radius",
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min=0.0, max=10,
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soft_min=0.0001, soft_max=0.1,
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default=0.001,
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subtype='DISTANCE',
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)
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view_percentage: FloatProperty(
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name="View Percentage",
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min=0.0, max=1.0,
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default=1.0,
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subtype='FACTOR',
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)
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apply_hair_guides: BoolProperty(
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name="Apply Hair Guides",
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default=True,
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)
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use_noise: BoolProperty(
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name="Noise",
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default=True,
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)
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use_frizz: BoolProperty(
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name="Frizz",
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default=True,
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)
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def execute(self, context):
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import os
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from collections import namedtuple
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mesh_objects = [obj for obj in context.selected_objects 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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if self.density == 'LOW':
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count = 1000
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elif self.density == 'MEDIUM':
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count = 10000
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elif self.density == 'HIGH':
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count = 100000
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asset_library_filepath = os.path.join(
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bpy.utils.system_resource('DATAFILES'),
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"assets",
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"geometry_nodes",
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"procedural_hair_node_assets.blend",
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)
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# Create a named tuple that stores attributes for the node-group names.
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attr_name_pairs = [
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("generate", "Generate Hair Curves"),
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("interpolate", "Interpolate Hair Curves"),
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("radius", "Set Hair Curve Profile"),
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]
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if self.use_noise:
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attr_name_pairs.append(("noise", "Hair Curves Noise"))
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if self.use_frizz:
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attr_name_pairs.append(("frizz", "Frizz Hair Curves"))
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NodeGroupData = namedtuple("NodeGroupData", tuple(v for v, _ in attr_name_pairs))
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with bpy.data.libraries.load(
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asset_library_filepath,
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link=True,
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pack=True,
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set_fake=False,
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) as (data_src, data_dst):
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# The values are assumed to exist, no inspection of the source is needed.
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del data_src
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data_dst.node_groups.extend([name for _, name in attr_name_pairs])
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# For convenient name lookups.
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node_groups_name_map = {id.name: id for id in data_dst.node_groups}
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node_groups = NodeGroupData(*(node_groups_name_map[name] for _, name in attr_name_pairs))
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del node_groups_name_map
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material = bpy.data.materials.new(data_("Fur Material"))
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mesh_with_zero_area = False
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mesh_missing_uv_map = False
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modifier_apply_error = False
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for mesh_object in mesh_objects:
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mesh = mesh_object.data
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if len(mesh.uv_layers) == 0:
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mesh_missing_uv_map = True
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continue
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with context.temp_override(active_object=mesh_object):
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bpy.ops.object.curves_empty_hair_add()
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curves_object = context.active_object
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curves = curves_object.data
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curves.materials.append(material)
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area = 0.0
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for poly in mesh.polygons:
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area += poly.area
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if area == 0.0:
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mesh_with_zero_area = True
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density = 10
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else:
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density = count / area
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generate_modifier = curves_object.modifiers.new(name=data_("Generate"), type='NODES')
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generate_modifier.node_group = node_groups.generate
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generate_modifier["Input_2"] = mesh_object
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generate_modifier["Input_18_attribute_name"] = curves.surface_uv_map
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generate_modifier["Input_12"] = True
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generate_modifier["Input_20"] = self.length
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generate_modifier["Input_22"] = material
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generate_modifier["Input_15"] = density * 0.01
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radius_modifier = curves_object.modifiers.new(name=data_("Set Hair Curve Profile"), type='NODES')
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radius_modifier.node_group = node_groups.radius
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radius_modifier["Input_3"] = self.radius
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interpolate_modifier = curves_object.modifiers.new(name=data_("Interpolate Hair Curves"), type='NODES')
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interpolate_modifier.node_group = node_groups.interpolate
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interpolate_modifier["Input_2"] = mesh_object
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interpolate_modifier["Input_18_attribute_name"] = curves.surface_uv_map
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interpolate_modifier["Input_12"] = True
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interpolate_modifier["Input_15"] = density
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interpolate_modifier["Input_17"] = self.view_percentage
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interpolate_modifier["Input_24"] = True
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if self.use_noise:
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noise_modifier = curves_object.modifiers.new(name=data_("Hair Curves Noise"), type='NODES')
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noise_modifier.node_group = node_groups.noise
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if self.use_frizz:
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frizz_modifier = curves_object.modifiers.new(name=data_("Frizz Hair Curves"), type='NODES')
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frizz_modifier.node_group = node_groups.frizz
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if self.apply_hair_guides:
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with context.temp_override(object=curves_object):
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try:
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bpy.ops.object.modifier_apply(modifier=generate_modifier.name)
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except Exception:
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modifier_apply_error = True
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curves_object.modifiers.move(0, len(curves_object.modifiers) - 1)
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if mesh_with_zero_area:
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self.report({'WARNING'}, "Mesh has no face area")
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if mesh_missing_uv_map:
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self.report({'WARNING'}, "Mesh UV map required")
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if modifier_apply_error and not mesh_with_zero_area:
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self.report({'WARNING'}, "Unable to apply \"Generate\" modifier")
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return {'FINISHED'}
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class QuickExplode(ObjectModeOperator, Operator):
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"""Make selected objects explode"""
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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=(
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('EXPLODE', "Explode", ""),
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('BLEND', "Blend", ""),
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),
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default='EXPLODE',
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)
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amount: IntProperty(
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name="Number 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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context_override = 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 = [
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obj for obj in context.selected_objects
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if obj.type == 'MESH' and obj != obj_act
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]
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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'}, rpt_("Object {!r} already has a particle system").format(obj.name))
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return {'CANCELLED'}
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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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context_override["object"] = obj
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with context.temp_override(**context_override):
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bpy.ops.object.particle_system_add()
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settings = obj.particle_systems[-1].settings
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settings.count = self.amount
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# first set frame end, to prevent frame start clamping
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settings.frame_end = self.frame_end - self.frame_duration
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settings.frame_start = self.frame_start
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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=data_("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_layers.new(name=data_("Explode fade"))
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explode.particle_uv = uv.name
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mat = object_ensure_material(obj, data_("Explode Fade"))
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mat.surface_render_method = 'DITHERED'
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nodes = mat.node_tree.nodes
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node_out_mat = nodes.new("ShaderNodeOutputMaterial")
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node_surface = nodes.new("ShaderNodeBsdfPrincipled")
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nodes.active = node_out_mat
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node_x = node_surface.location[0]
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node_y = node_surface.location[1] - 400
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offset_x = 200
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node_out_mat.location[0] = node_x + node_surface.width + offset_x
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node_mix = nodes.new('ShaderNodeMixShader')
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node_mix.location = (node_x - offset_x, node_y)
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mat.node_tree.links.new(node_surface.outputs[0], node_mix.inputs[1])
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mat.node_tree.links.new(node_mix.outputs["Shader"], node_out_mat.inputs["Surface"])
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offset_x += 200
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node_trans = nodes.new('ShaderNodeBsdfTransparent')
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node_trans.location = (node_x - offset_x, node_y)
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mat.node_tree.links.new(node_trans.outputs["BSDF"], node_mix.inputs[2])
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offset_x += 200
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node_ramp = nodes.new('ShaderNodeValToRGB')
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node_ramp.location = (node_x - offset_x, node_y)
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offset_x += 200
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mat.node_tree.links.new(node_ramp.outputs["Alpha"], node_mix.inputs["Fac"])
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color_ramp = node_ramp.color_ramp
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color_ramp.elements[0].color[3] = 0.0
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color_ramp.elements[1].color[3] = 1.0
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if self.style == 'BLEND':
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color_ramp.elements[0].position = 0.333
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color_ramp.elements[1].position = 0.666
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if obj == to_obj:
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# reverse ramp alpha
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color_ramp.elements[0].color[3] = 1.0
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color_ramp.elements[1].color[3] = 0.0
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node_sep = nodes.new('ShaderNodeSeparateXYZ')
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node_sep.location = (node_x - offset_x, node_y)
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offset_x += 200
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mat.node_tree.links.new(node_sep.outputs["X"], node_ramp.inputs["Fac"])
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node_uv = nodes.new('ShaderNodeUVMap')
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node_uv.location = (node_x - offset_x, node_y)
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node_uv.uv_map = uv.name
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mat.node_tree.links.new(node_uv.outputs["UV"], node_sep.inputs["Vector"])
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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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context_override["particle_system"] = obj.particle_systems[-1]
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with context.temp_override(**context_override):
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bpy.ops.particle.new_target()
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bpy.ops.particle.new_target()
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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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def grid_location(x, y):
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return (x * 200, y * 150)
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class QuickSmoke(ObjectModeOperator, Operator):
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"""Use selected objects as smoke emitters"""
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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=(
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('SMOKE', "Smoke", ""),
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('FIRE', "Fire", ""),
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('BOTH', "Smoke & Fire", ""),
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),
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default='SMOKE',
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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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if not bpy.app.build_options.fluid:
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self.report({'ERROR'}, "Built without Fluid modifier")
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return {'CANCELLED'}
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context_override = context.copy()
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mesh_objects = [
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obj for obj in context.selected_objects
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if obj.type == 'MESH'
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]
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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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context_override["object"] = obj
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# make each selected object a smoke flow
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with context.temp_override(**context_override):
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bpy.ops.object.modifier_add(type='FLUID')
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obj.modifiers[-1].fluid_type = 'FLOW'
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# set type
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obj.modifiers[-1].flow_settings.flow_type = self.style
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# set flow behavior
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obj.modifiers[-1].flow_settings.flow_behavior = 'INFLOW'
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# use some surface distance for smoke emission
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obj.modifiers[-1].flow_settings.surface_distance = 1.0
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if not self.show_flows:
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obj.display_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 = data_("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))
|
|
|
|
# setup smoke domain
|
|
bpy.ops.object.modifier_add(type='FLUID')
|
|
obj.modifiers[-1].fluid_type = 'DOMAIN'
|
|
# The default value leads to unstable simulations (see #126924).
|
|
obj.modifiers[-1].domain_settings.cfl_condition = 4.0
|
|
if self.style == {'FIRE', 'BOTH'}:
|
|
obj.modifiers[-1].domain_settings.use_noise = True
|
|
|
|
# ensure correct cache file format for smoke
|
|
if bpy.app.build_options.openvdb:
|
|
obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
|
|
|
|
# Setup material
|
|
|
|
# Cycles and EEVEE.
|
|
bpy.ops.object.material_slot_add()
|
|
|
|
mat = bpy.data.materials.new(data_("Smoke Domain Material"))
|
|
obj.material_slots[0].material = mat
|
|
|
|
# Set node variables and clear the default nodes
|
|
tree = mat.node_tree
|
|
nodes = tree.nodes
|
|
links = tree.links
|
|
|
|
nodes.clear()
|
|
|
|
# Create shader nodes
|
|
|
|
# Material output
|
|
node_out = nodes.new(type='ShaderNodeOutputMaterial')
|
|
node_out.location = grid_location(6, 1)
|
|
|
|
# Add Principled Volume
|
|
node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
|
|
node_principled.location = grid_location(4, 1)
|
|
links.new(node_principled.outputs["Volume"], node_out.inputs["Volume"])
|
|
|
|
node_principled.inputs["Density"].default_value = 5.0
|
|
|
|
if self.style in {'FIRE', 'BOTH'}:
|
|
node_principled.inputs["Blackbody Intensity"].default_value = 1.0
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
class QuickLiquid(Operator):
|
|
"""Make selected objects liquid"""
|
|
bl_idname = "object.quick_liquid"
|
|
bl_label = "Quick Liquid"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
show_flows: BoolProperty(
|
|
name="Render Liquid Objects",
|
|
description="Keep the liquid objects visible during rendering",
|
|
default=False,
|
|
)
|
|
|
|
def execute(self, context):
|
|
if not bpy.app.build_options.fluid:
|
|
self.report({'ERROR'}, "Built without Fluid modifier")
|
|
return {'CANCELLED'}
|
|
|
|
context_override = context.copy()
|
|
mesh_objects = [
|
|
obj for obj in context.selected_objects
|
|
if obj.type == 'MESH'
|
|
]
|
|
min_co = Vector((100000.0, 100000.0, 100000.0))
|
|
max_co = -min_co
|
|
|
|
if not mesh_objects:
|
|
self.report({'ERROR'}, "Select at least one mesh object")
|
|
return {'CANCELLED'}
|
|
|
|
# set shading type to wireframe so that liquid particles are visible
|
|
for area in bpy.context.screen.areas:
|
|
if area.type == 'VIEW_3D':
|
|
for space in area.spaces:
|
|
if space.type == 'VIEW_3D':
|
|
space.shading.type = 'WIREFRAME'
|
|
|
|
for obj in mesh_objects:
|
|
context_override["object"] = obj
|
|
# make each selected object a liquid flow
|
|
with context.temp_override(**context_override):
|
|
bpy.ops.object.modifier_add(type='FLUID')
|
|
obj.modifiers[-1].fluid_type = 'FLOW'
|
|
|
|
# set type
|
|
obj.modifiers[-1].flow_settings.flow_type = 'LIQUID'
|
|
|
|
# set flow behavior
|
|
obj.modifiers[-1].flow_settings.flow_behavior = 'GEOMETRY'
|
|
|
|
# use some surface distance for smoke emission
|
|
obj.modifiers[-1].flow_settings.surface_distance = 0.0
|
|
|
|
if not self.show_flows:
|
|
obj.display_type = 'WIRE'
|
|
|
|
# store bounding box min/max for the domain object
|
|
obj_bb_minmax(obj, min_co, max_co)
|
|
|
|
# add the liquid domain object
|
|
bpy.ops.mesh.primitive_cube_add(align='WORLD')
|
|
obj = context.active_object
|
|
obj.name = data_("Liquid Domain")
|
|
|
|
# give the liquid some room above the flows
|
|
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0))
|
|
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
|
|
|
|
# setup liquid domain
|
|
bpy.ops.object.modifier_add(type='FLUID')
|
|
obj.modifiers[-1].fluid_type = 'DOMAIN'
|
|
# set all domain borders to obstacle
|
|
obj.modifiers[-1].domain_settings.use_collision_border_front = True
|
|
obj.modifiers[-1].domain_settings.use_collision_border_back = True
|
|
obj.modifiers[-1].domain_settings.use_collision_border_right = True
|
|
obj.modifiers[-1].domain_settings.use_collision_border_left = True
|
|
obj.modifiers[-1].domain_settings.use_collision_border_top = True
|
|
obj.modifiers[-1].domain_settings.use_collision_border_bottom = True
|
|
|
|
# ensure correct cache file formats for liquid
|
|
if bpy.app.build_options.openvdb:
|
|
obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
|
|
obj.modifiers[-1].domain_settings.cache_mesh_format = 'BOBJECT'
|
|
|
|
# change domain type, will also allocate and show particle system for FLIP
|
|
obj.modifiers[-1].domain_settings.domain_type = 'LIQUID'
|
|
|
|
liquid_domain = obj.modifiers[-2]
|
|
|
|
# set color mapping field to show phi grid for liquid
|
|
liquid_domain.domain_settings.color_ramp_field = 'PHI'
|
|
|
|
# perform a single slice of the domain
|
|
liquid_domain.domain_settings.use_slice = True
|
|
|
|
# set display thickness to a lower value for more detailed display of phi grids
|
|
liquid_domain.domain_settings.display_thickness = 0.02
|
|
|
|
# make the domain smooth so it renders nicely
|
|
bpy.ops.object.shade_smooth()
|
|
|
|
# create a ray-transparent material for the domain
|
|
bpy.ops.object.material_slot_add()
|
|
|
|
mat = bpy.data.materials.new(data_("Liquid Domain Material"))
|
|
obj.material_slots[0].material = mat
|
|
|
|
# Set node variables and clear the default nodes
|
|
tree = mat.node_tree
|
|
nodes = tree.nodes
|
|
links = tree.links
|
|
|
|
nodes.clear()
|
|
|
|
# Create shader nodes
|
|
|
|
# Material output
|
|
node_out = nodes.new(type='ShaderNodeOutputMaterial')
|
|
node_out.location = grid_location(6, 1)
|
|
|
|
# Add Glass
|
|
node_glass = nodes.new(type='ShaderNodeBsdfGlass')
|
|
node_glass.location = grid_location(4, 1)
|
|
links.new(node_glass.outputs["BSDF"], node_out.inputs["Surface"])
|
|
node_glass.inputs["IOR"].default_value = 1.33
|
|
|
|
# Add Absorption
|
|
node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
|
|
node_absorption.location = grid_location(4, 2)
|
|
links.new(node_absorption.outputs["Volume"], node_out.inputs["Volume"])
|
|
node_absorption.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0)
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
classes = (
|
|
QuickExplode,
|
|
QuickFur,
|
|
QuickSmoke,
|
|
QuickLiquid,
|
|
)
|