Files
blender/release/scripts/startup/bl_operators/object_quick_effects.py
Janne Karhu e8a1d03570 Quick Explode operator:
* 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).
2011-06-12 11:14:28 +00:00

444 lines
17 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
from mathutils import Vector
import bpy
from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty
class QuickFur(bpy.types.Operator):
bl_idname = "object.quick_fur"
bl_label = "Quick Fur"
bl_options = {'REGISTER', 'UNDO'}
density = EnumProperty(items=(
('LIGHT', "Light", ""),
('MEDIUM', "Medium", ""),
('HEAVY', "Heavy", "")),
name="Fur Density",
description="",
default='MEDIUM')
view_percentage = IntProperty(name="View %",
default=10, min=1, max=100, soft_min=1, soft_max=100)
length = FloatProperty(name="Length",
default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
mat = bpy.data.materials.new("Fur Material")
mat.strand.tip_size = 0.25
mat.strand.blend_distance = 0.5
for obj in mesh_objects:
fake_context["object"] = obj
bpy.ops.object.particle_system_add(fake_context)
psys = obj.particle_systems[-1]
psys.settings.type = 'HAIR'
if self.density == 'LIGHT':
psys.settings.count = 100
elif self.density == 'MEDIUM':
psys.settings.count = 1000
elif self.density == 'HEAVY':
psys.settings.count = 10000
psys.settings.child_nbr = self.view_percentage
psys.settings.hair_length = self.length
psys.settings.use_strand_primitive = True
psys.settings.use_hair_bspline = True
psys.settings.child_type = 'INTERPOLATED'
obj.data.materials.append(mat)
obj.particle_systems[-1].settings.material = len(obj.data.materials)
return {'FINISHED'}
class QuickExplode(bpy.types.Operator):
bl_idname = "object.quick_explode"
bl_label = "Quick Explode"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('EXPLODE', "Explode", ""),
('BLEND', "Blend", "")),
name="Explode Style",
description="",
default='EXPLODE')
amount = IntProperty(name="Amount of pieces",
default=100, min=2, max=10000, soft_min=2, soft_max=10000)
duration = IntProperty(name="Duration",
default=50, min=1, max=10000, soft_min=1, soft_max=10000)
start_frame = IntProperty(name="Start Frame",
default=1, min=1, max=10000, soft_min=1, soft_max=10000)
end_frame = IntProperty(name="End Frame",
default=10, min=1, max=10000, soft_min=1, soft_max=10000)
velocity = FloatProperty(name="Outwards Velocity",
default=1, min=0, max=1000, soft_min=0, soft_max=10)
fade = BoolProperty(name="Fade",
description="Fade the pieces over time.",
default=True)
invert_order = BoolProperty(name="Invert Order",
description="Blend objects in the opposite direction (only for Blend style explosion).",
default=False)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
if self.style == 'BLEND' and len(mesh_objects) != 2:
self.report({'ERROR'}, "Select two mesh objects.")
return {'CANCELLED'}
elif not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
for obj in mesh_objects:
if len(obj.particle_systems) > 0:
self.report({'ERROR'}, "Selected object's can't have particle systems.")
return {'CANCELLED'}
if self.fade:
tex = bpy.data.textures.new("Explode fade", 'BLEND')
tex.use_color_ramp = True
if self.style == 'BLEND':
tex.color_ramp.elements[0].position = 0.333
tex.color_ramp.elements[1].position = 0.666
tex.color_ramp.elements[0].color[3] = 1
tex.color_ramp.elements[1].color[3] = 0
if self.style == 'BLEND':
if self.invert_order:
from_obj = mesh_objects[1]
to_obj = mesh_objects[0]
else:
from_obj = mesh_objects[0]
to_obj = mesh_objects[1]
for obj in mesh_objects:
fake_context["object"] = obj
bpy.ops.object.particle_system_add(fake_context)
settings = obj.particle_systems[-1].settings
settings.count = self.amount
settings.frame_start = self.start_frame
settings.frame_end = self.end_frame - self.duration
settings.lifetime = self.duration
settings.normal_factor = self.velocity
settings.render_type = 'NONE'
bpy.ops.object.modifier_add(fake_context, type='EXPLODE')
explode = obj.modifiers[-1]
explode.use_edge_cut = True
if self.fade:
explode.show_dead = False
bpy.ops.mesh.uv_texture_add(fake_context);
uv = obj.data.uv_textures[-1]
uv.name = "Explode fade"
explode.particle_uv = uv.name
if len(obj.material_slots) == 0:
obj.data.materials.append(bpy.data.materials.new("Explode fade"))
mat = obj.data.materials[0]
mat.use_transparency = True
mat.use_transparent_shadows = True
mat.alpha = 0
mat.specular_alpha = 0
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
tex_slot.texture_coords = 'UV'
tex_slot.uv_layer = uv.name
tex_slot.use_map_alpha = True
if self.style == 'BLEND':
if obj == to_obj:
tex_slot.alpha_factor = -1
elem = tex.color_ramp.elements[1]
elem.color[0] = mat.diffuse_color[0]
elem.color[1] = mat.diffuse_color[1]
elem.color[2] = mat.diffuse_color[2]
else:
elem = tex.color_ramp.elements[0]
elem.color[0] = mat.diffuse_color[0]
elem.color[1] = mat.diffuse_color[1]
elem.color[2] = mat.diffuse_color[2]
else:
tex_slot.use_map_color_diffuse = False
if self.style == 'BLEND':
settings.physics_type = 'KEYED'
settings.use_emit_random = False
settings.rotation_mode = 'NOR'
psys = obj.particle_systems[-1]
fake_context["particle_system"] = obj.particle_systems[-1]
bpy.ops.particle.new_target(fake_context)
bpy.ops.particle.new_target(fake_context)
if obj == from_obj:
psys.targets[1].object = to_obj
else:
psys.targets[0].object = from_obj
settings.normal_factor = -self.velocity
explode.show_unborn = False
explode.show_dead = True
else:
settings.factor_random = self.velocity
settings.angular_velocity_factor = self.velocity/10
return {'FINISHED'}
def obj_bb_minmax(obj, min_co, max_co):
for i in range(0, 8):
bb_vec = Vector((obj.bound_box[i][0], obj.bound_box[i][1], obj.bound_box[i][2])) * obj.matrix_world
min_co[0] = min(bb_vec[0], min_co[0])
min_co[1] = min(bb_vec[1], min_co[1])
min_co[2] = min(bb_vec[2], min_co[2])
max_co[0] = max(bb_vec[0], max_co[0])
max_co[1] = max(bb_vec[1], max_co[1])
max_co[2] = max(bb_vec[2], max_co[2])
class QuickSmoke(bpy.types.Operator):
bl_idname = "object.quick_smoke"
bl_label = "Quick Smoke"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('STREAM', "Stream", ""),
('PUFF', "Puff", ""),
('FIRE', "Fire", "")),
name="Smoke Style",
description="",
default='STREAM')
show_flows = BoolProperty(name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering.",
default=False)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
min_co = Vector((100000, 100000, 100000))
max_co = Vector((-100000, -100000, -100000))
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
for obj in mesh_objects:
fake_context["object"] = obj
# make each selected object a smoke flow
bpy.ops.object.modifier_add(fake_context, type='SMOKE')
obj.modifiers[-1].smoke_type = 'FLOW'
psys = obj.particle_systems[-1]
if self.style == 'PUFF':
psys.settings.frame_end = psys.settings.frame_start
psys.settings.emit_from = 'VOLUME'
psys.settings.distribution = 'RAND'
elif self.style == 'FIRE':
psys.settings.effector_weights.gravity = -1
psys.settings.lifetime = 5
psys.settings.count = 100000
obj.modifiers[-2].flow_settings.initial_velocity = True
obj.modifiers[-2].flow_settings.temperature = 2
psys.settings.use_render_emitter = self.show_flows
if not self.show_flows:
obj.draw_type = 'WIRE'
# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
obj = context.active_object
obj.name = "Smoke Domain"
# give the smoke 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 smoke domain
bpy.ops.object.modifier_add(type='SMOKE')
obj.modifiers[-1].smoke_type = 'DOMAIN'
if self.style == 'FIRE':
obj.modifiers[-1].domain_settings.use_dissolve_smoke = True
obj.modifiers[-1].domain_settings.dissolve_speed = 20
obj.modifiers[-1].domain_settings.use_high_resolution = True
# create a volume material with a voxel data texture for the domain
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.new("Smoke Domain Material")
obj.material_slots[0].material = mat
mat.type = 'VOLUME'
mat.volume.density = 0
mat.volume.density_scale = 5
mat.texture_slots.add()
mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
mat.texture_slots[0].texture.voxel_data.domain_object = obj
mat.texture_slots[0].use_map_color_emission = False
mat.texture_slots[0].use_map_density = True
# for fire add a second texture for emission and emission color
if self.style == 'FIRE':
mat.volume.emission = 5
mat.texture_slots.add()
mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA')
mat.texture_slots[1].texture.voxel_data.domain_object = obj
mat.texture_slots[1].texture.use_color_ramp = True
ramp = mat.texture_slots[1].texture.color_ramp
elem = ramp.elements.new(0.333)
elem.color[0] = elem.color[3] = 1
elem.color[1] = elem.color[2] = 0
elem = ramp.elements.new(0.666)
elem.color[0] = elem.color[1] = elem.color[3] = 1
elem.color[2] = 0
mat.texture_slots[1].use_map_emission = True
mat.texture_slots[1].blend_type = 'MULTIPLY'
return {'FINISHED'}
class QuickFluid(bpy.types.Operator):
bl_idname = "object.quick_fluid"
bl_label = "Quick Fluid"
bl_options = {'REGISTER', 'UNDO'}
style = EnumProperty(items=(
('INFLOW', "Inflow", ""),
('BASIC', "Basic", "")),
name="Fluid Style",
description="",
default='BASIC')
initial_velocity = FloatVectorProperty(name="Initial Velocity",
description="Initial velocity of the fluid",
default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY')
show_flows = BoolProperty(name="Render Fluid Objects",
description="Keep the fluid objects visible during rendering.",
default=False)
start_baking = BoolProperty(name="Start Fluid Bake",
description="Start baking the fluid immediately after creating the domain object.",
default=False)
def execute(self, context):
fake_context = bpy.context.copy()
mesh_objects = [obj for obj in context.selected_objects if (obj.type == 'MESH' and not 0 in obj.dimensions)]
min_co = Vector((100000, 100000, 100000))
max_co = Vector((-100000, -100000, -100000))
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object.")
return {'CANCELLED'}
for obj in mesh_objects:
fake_context["object"] = obj
# make each selected object a fluid
bpy.ops.object.modifier_add(fake_context, type='FLUID_SIMULATION')
# fluid has to be before constructive modifiers, so it might not be the last modifier
for mod in obj.modifiers:
if mod.type == 'FLUID_SIMULATION':
break
if self.style == 'INFLOW':
mod.settings.type = 'INFLOW'
mod.settings.inflow_velocity = self.initial_velocity.copy()
else:
mod.settings.type = 'FLUID'
mod.settings.initial_velocity = self.initial_velocity.copy()
obj.hide_render = not self.show_flows
if not self.show_flows:
obj.draw_type = 'WIRE'
# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
# add the fluid domain object
bpy.ops.mesh.primitive_cube_add()
obj = context.active_object
obj.name = "Fluid Domain"
# give the fluid some room below the flows and scale with initial velocity
v = 0.5 * self.initial_velocity
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0)) + v
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])))
# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
obj.modifiers[-1].settings.type = 'DOMAIN'
# 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("Fluid Domain Material")
obj.material_slots[0].material = mat
mat.specular_intensity = 1
mat.specular_hardness = 100
mat.use_transparency = True
mat.alpha = 0.0
mat.transparency_method = 'RAYTRACE'
mat.raytrace_transparency.ior = 1.33
mat.raytrace_transparency.depth = 4
if self.start_baking:
bpy.ops.fluid.bake()
return {'FINISHED'}