
With Mantaflow the current smoke modifier UI will accommodate both smoke and liquids. In addition, there is now an option for Mantaflow liquids in the quick effects section ("Quick Liquid"). Reviewed By: sergey Maniphest Tasks: T59995 Differential Revision: https://developer.blender.org/D3852
563 lines
18 KiB
Python
563 lines
18 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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# <pep8-80 compliant>
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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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FloatVectorProperty,
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IntProperty,
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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 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="Fur Density",
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items=(
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('LIGHT', "Light", ""),
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('MEDIUM', "Medium", ""),
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('HEAVY', "Heavy", "")
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),
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default='MEDIUM',
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)
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view_percentage: IntProperty(
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name="View %",
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min=1, max=100,
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soft_min=1, soft_max=100,
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default=10,
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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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)
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def execute(self, context):
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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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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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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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psys.settings.tip_radius = 0.25
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obj.data.materials.append(mat)
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psys.settings.material = len(obj.data.materials)
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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="Amount 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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fake_context = 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 = [obj for obj in context.selected_objects
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if obj.type == 'MESH' and obj != obj_act]
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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'},
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"Object %r already has a "
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"particle system" % 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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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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# 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='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="Explode fade")
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explode.particle_uv = uv.name
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mat = object_ensure_material(obj, "Explode Fade")
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mat.blend_method = 'BLEND'
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mat.shadow_method = 'HASHED'
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if not mat.use_nodes:
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mat.use_nodes = True
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nodes = mat.node_tree.nodes
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for node in nodes:
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if node.type == 'OUTPUT_MATERIAL':
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node_out_mat = node
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break
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node_surface = node_out_mat.inputs['Surface'].links[0].from_node
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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_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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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 / 10.0
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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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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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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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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='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 = 1.5
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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 = "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='FLUID')
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obj.modifiers[-1].fluid_type = 'DOMAIN'
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if self.style == 'FIRE' or self.style == 'BOTH':
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obj.modifiers[-1].domain_settings.use_noise = True
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# set correct cache file format for smoke
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obj.modifiers[-1].domain_settings.cache_data_format = 'UNI'
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# Setup material
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# Cycles and Eevee
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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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# Make sure we use nodes
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mat.use_nodes = True
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# Set node variables and clear the default nodes
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tree = mat.node_tree
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nodes = tree.nodes
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links = tree.links
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nodes.clear()
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# Create shader nodes
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# Material output
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node_out = nodes.new(type='ShaderNodeOutputMaterial')
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node_out.location = grid_location(6, 1)
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# Add Principled Volume
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node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
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node_principled.location = grid_location(4, 1)
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links.new(node_principled.outputs["Volume"],
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node_out.inputs["Volume"])
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node_principled.inputs["Density"].default_value = 5.0
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if self.style in {'FIRE', 'BOTH'}:
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node_principled.inputs["Blackbody Intensity"].default_value = 1.0
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return {'FINISHED'}
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class QuickLiquid(Operator):
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bl_idname = "object.quick_liquid"
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bl_label = "Quick Liquid"
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bl_options = {'REGISTER', 'UNDO'}
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show_flows: BoolProperty(
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name="Render Liquid Objects",
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description="Keep the liquid 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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fake_context = context.copy()
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mesh_objects = [obj for obj in context.selected_objects
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if obj.type == 'MESH']
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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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fake_context["object"] = obj
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# make each selected object a liquid flow
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bpy.ops.object.modifier_add(fake_context, 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 = 'LIQUID'
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# set flow behavior
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obj.modifiers[-1].flow_settings.flow_behavior = 'GEOMETRY'
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# use some surface distance for smoke emission
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obj.modifiers[-1].flow_settings.surface_distance = 0.0
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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 liquid 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 = "Liquid Domain"
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# give the liquid 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 liquid domain
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bpy.ops.object.modifier_add(type='FLUID')
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obj.modifiers[-1].fluid_type = 'DOMAIN'
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obj.modifiers[-1].domain_settings.domain_type = 'LIQUID'
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# set all domain borders to obstacle
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obj.modifiers[-1].domain_settings.use_collision_border_front = True
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obj.modifiers[-1].domain_settings.use_collision_border_back = True
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obj.modifiers[-1].domain_settings.use_collision_border_right = True
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obj.modifiers[-1].domain_settings.use_collision_border_left = True
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obj.modifiers[-1].domain_settings.use_collision_border_top = True
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obj.modifiers[-1].domain_settings.use_collision_border_bottom = True
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# set correct cache file format for liquid
|
|
obj.modifiers[-1].domain_settings.cache_mesh_format = 'BOBJECT'
|
|
|
|
# allocate and show particle system for FLIP
|
|
obj.modifiers[-1].domain_settings.use_flip_particles = True
|
|
|
|
# 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("Liquid Domain Material")
|
|
obj.material_slots[0].material = mat
|
|
|
|
# Make sure we use nodes
|
|
mat.use_nodes = True
|
|
|
|
# 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,
|
|
)
|