Per-material line color settings for Freestyle.
New properties 'line_color' and 'line_priority' are added to Material ID data blocks. The 'line_color' property allows users to specify a per-material line color that can be used as a Freestyle line color through Material color modifiers of line style settings. The new line color property is intended to provide a solution for line color stylization when a proper Freestyle support for Cycles is implemented (likely as part of the upcoming Blender 2.72 release; see Patch D632). Materials in Cycles are usually set up using shader nodes, and Freestyle won't be capable of retrieving colors and other properties from node-based materials any soon. The new line color property of materials addresses this foreseen limitation by providing artists with an intuitive alternative mean to specify line colors on a per-material basis independently from node trees. The 'line_priority' property gives users a way to control line colors at material boundaries. When a line is drawn along a feature edge at material boundaries, one of the two materials on both sides of the edge has to be picked up to determine the line color. So far there was no way to control this selection (which was in effect at random). Now the material with a higher line color priority will be selected. The new per-material line settings are shown in the new Freestyle Line tab in the Material context of the Properties window (only when Freestyle is enabled).
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@@ -98,14 +98,21 @@ from mathutils import Vector
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class CurveMaterialF0D(UnaryFunction0DMaterial):
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"""
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A replacement of the built-in MaterialF0D for stroke creation.
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MaterialF0D does not work with Curves and Strokes.
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MaterialF0D does not work with Curves and Strokes. Line color
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priority is used to pick one of the two materials at material
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boundaries.
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"""
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def __call__(self, inter):
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cp = inter.object
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assert(isinstance(cp, CurvePoint))
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fe = cp.first_svertex.get_fedge(cp.second_svertex)
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assert(fe is not None), "CurveMaterialF0D: fe is None"
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return fe.material if fe.is_smooth else fe.material_left
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if fe.is_smooth:
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return fe.material
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elif fe.material_right.priority > fe.material_left.priority:
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return fe.material_right
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else:
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return fe.material_left
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class pyInverseCurvature2DAngleF0D(UnaryFunction0DDouble):
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@@ -447,7 +447,9 @@ def iter_material_color(stroke, material_attribute):
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it = stroke.stroke_vertices_begin()
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while not it.is_end:
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material = func(Interface0DIterator(it))
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if material_attribute == 'DIFF':
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if material_attribute == 'LINE':
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color = material.line[0:3]
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elif material_attribute == 'DIFF':
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color = material.diffuse[0:3]
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elif material_attribute == 'SPEC':
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color = material.specular[0:3]
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@@ -462,7 +464,18 @@ def iter_material_value(stroke, material_attribute):
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it = stroke.stroke_vertices_begin()
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while not it.is_end:
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material = func(Interface0DIterator(it))
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if material_attribute == 'DIFF':
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if material_attribute == 'LINE':
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r, g, b = material.line[0:3]
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t = 0.35 * r + 0.45 * g + 0.2 * b
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elif material_attribute == 'LINE_R':
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t = material.line[0]
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elif material_attribute == 'LINE_G':
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t = material.line[1]
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elif material_attribute == 'LINE_B':
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t = material.line[2]
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elif material_attribute == 'ALPHA':
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t = material.line[3]
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elif material_attribute == 'DIFF':
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r, g, b = material.diffuse[0:3]
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t = 0.35 * r + 0.45 * g + 0.2 * b
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elif material_attribute == 'DIFF_R':
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@@ -482,8 +495,6 @@ def iter_material_value(stroke, material_attribute):
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t = material.specular[2]
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elif material_attribute == 'SPEC_HARDNESS':
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t = material.shininess
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elif material_attribute == 'ALPHA':
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t = material.diffuse[3]
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else:
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raise ValueError("unexpected material attribute: " + material_attribute)
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yield it, t
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@@ -497,7 +508,7 @@ class ColorMaterialShader(ColorRampModifier):
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self.__use_ramp = use_ramp
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def shade(self, stroke):
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if self.__material_attribute in {'DIFF', 'SPEC'} and not self.__use_ramp:
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if self.__material_attribute in {'LINE', 'DIFF', 'SPEC'} and not self.__use_ramp:
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for it, b in iter_material_color(stroke, self.__material_attribute):
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sv = it.object
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a = sv.attribute.color
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