
* Sets up a particle system and an explode modifier. * In "blend" mode requires two selected objects and creates "crossed keyed" particle systems between the objects for a simple blend effect where the first object explodes and then recombines as the second object. * Also renamed the other quick effect operators as "Quick ..." to bring some consistency to the operators (also nice that now you can just write "quick" to the operator search and get all these operators).
444 lines
17 KiB
Python
444 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 compliant>
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from mathutils import Vector
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import bpy
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from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
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class QuickFur(bpy.types.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(items=(
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('LIGHT', "Light", ""),
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('MEDIUM', "Medium", ""),
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('HEAVY', "Heavy", "")),
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name="Fur Density",
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description="",
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default='MEDIUM')
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view_percentage = IntProperty(name="View %",
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default=10, min=1, max=100, soft_min=1, soft_max=100)
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length = FloatProperty(name="Length",
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default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
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def execute(self, context):
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fake_context = bpy.context.copy()
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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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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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obj.particle_systems[-1].settings.material = len(obj.data.materials)
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return {'FINISHED'}
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class QuickExplode(bpy.types.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(items=(
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('EXPLODE', "Explode", ""),
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('BLEND', "Blend", "")),
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name="Explode Style",
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description="",
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default='EXPLODE')
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amount = IntProperty(name="Amount of pieces",
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default=100, min=2, max=10000, soft_min=2, soft_max=10000)
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duration = IntProperty(name="Duration",
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default=50, min=1, max=10000, soft_min=1, soft_max=10000)
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start_frame = IntProperty(name="Start Frame",
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default=1, min=1, max=10000, soft_min=1, soft_max=10000)
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end_frame = IntProperty(name="End Frame",
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default=10, min=1, max=10000, soft_min=1, soft_max=10000)
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velocity = FloatProperty(name="Outwards Velocity",
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default=1, min=0, max=1000, soft_min=0, soft_max=10)
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fade = BoolProperty(name="Fade",
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description="Fade the pieces over time.",
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default=True)
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invert_order = BoolProperty(name="Invert Order",
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description="Blend objects in the opposite direction (only for Blend style explosion).",
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default=False)
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def execute(self, context):
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fake_context = bpy.context.copy()
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mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
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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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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 len(obj.particle_systems) > 0:
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self.report({'ERROR'}, "Selected object's can't have particle systems.")
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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
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tex.color_ramp.elements[1].color[3] = 0
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if self.style == 'BLEND':
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if self.invert_order:
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from_obj = mesh_objects[1]
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to_obj = mesh_objects[0]
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else:
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from_obj = mesh_objects[0]
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to_obj = mesh_objects[1]
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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.start_frame
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settings.frame_end = self.end_frame - self.duration
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settings.lifetime = self.duration
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settings.normal_factor = self.velocity
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settings.render_type = 'NONE'
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bpy.ops.object.modifier_add(fake_context, type='EXPLODE')
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explode = obj.modifiers[-1]
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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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bpy.ops.mesh.uv_texture_add(fake_context);
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uv = obj.data.uv_textures[-1]
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uv.name = "Explode fade"
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explode.particle_uv = uv.name
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if len(obj.material_slots) == 0:
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obj.data.materials.append(bpy.data.materials.new("Explode fade"))
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mat = obj.data.materials[0]
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mat.use_transparency = True
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mat.use_transparent_shadows = True
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mat.alpha = 0
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mat.specular_alpha = 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
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elem = tex.color_ramp.elements[1]
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elem.color[0] = mat.diffuse_color[0]
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elem.color[1] = mat.diffuse_color[1]
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elem.color[2] = mat.diffuse_color[2]
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else:
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elem = tex.color_ramp.elements[0]
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elem.color[0] = mat.diffuse_color[0]
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elem.color[1] = mat.diffuse_color[1]
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elem.color[2] = mat.diffuse_color[2]
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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
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return {'FINISHED'}
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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 = Vector((obj.bound_box[i][0], obj.bound_box[i][1], obj.bound_box[i][2])) * obj.matrix_world
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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(bpy.types.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(items=(
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('STREAM', "Stream", ""),
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('PUFF', "Puff", ""),
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('FIRE', "Fire", "")),
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name="Smoke Style",
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description="",
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default='STREAM')
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show_flows = BoolProperty(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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def execute(self, context):
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fake_context = bpy.context.copy()
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mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
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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 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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psys = obj.particle_systems[-1]
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if self.style == 'PUFF':
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psys.settings.frame_end = psys.settings.frame_start
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psys.settings.emit_from = 'VOLUME'
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psys.settings.distribution = 'RAND'
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elif self.style == 'FIRE':
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psys.settings.effector_weights.gravity = -1
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psys.settings.lifetime = 5
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psys.settings.count = 100000
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obj.modifiers[-2].flow_settings.initial_velocity = True
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obj.modifiers[-2].flow_settings.temperature = 2
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psys.settings.use_render_emitter = 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 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_dissolve_smoke = True
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obj.modifiers[-1].domain_settings.dissolve_speed = 20
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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.texture_slots.add()
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mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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mat.texture_slots[0].texture.voxel_data.domain_object = obj
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mat.texture_slots[0].use_map_color_emission = False
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mat.texture_slots[0].use_map_density = True
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# for fire add a second texture for emission and emission color
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if self.style == 'FIRE':
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mat.volume.emission = 5
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mat.texture_slots.add()
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mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
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mat.texture_slots[1].texture.voxel_data.domain_object = obj
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mat.texture_slots[1].texture.use_color_ramp = True
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ramp = mat.texture_slots[1].texture.color_ramp
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elem = ramp.elements.new(0.333)
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elem.color[0] = elem.color[3] = 1
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elem.color[1] = elem.color[2] = 0
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elem = ramp.elements.new(0.666)
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elem.color[0] = elem.color[1] = elem.color[3] = 1
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elem.color[2] = 0
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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].blend_type = 'MULTIPLY'
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return {'FINISHED'}
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class QuickFluid(bpy.types.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(items=(
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('INFLOW', "Inflow", ""),
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('BASIC', "Basic", "")),
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name="Fluid Style",
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description="",
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default='BASIC')
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initial_velocity = FloatVectorProperty(name="Initial Velocity",
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description="Initial velocity of the fluid",
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default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
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show_flows = BoolProperty(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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start_baking = BoolProperty(name="Start Fluid Bake",
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description="Start baking the fluid immediately after creating the domain object.",
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default=False)
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def execute(self, context):
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fake_context = bpy.context.copy()
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mesh_objects = [obj for obj in context.selected_objects if (obj.type == 'MESH' and not 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, 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.copy()
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else:
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mod.settings.type = 'FLUID'
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mod.settings.initial_velocity = self.initial_velocity.copy()
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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 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) + Vector((1.0, 1.0, 2.0)) + Vector((abs(v[0]), abs(v[1]), abs(v[2])))
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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()
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return {'FINISHED'} |