
ViewRender was removed, which means we can't get the render engine for files saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee and set the engine to that. A fix included with this is that .blend thumbails now draw with Clay mode, and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should be very fast and not e.g. load heavy image textures. Differential Revision: https://developer.blender.org/D3156
570 lines
19 KiB
Python
570 lines
19 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 QuickFur(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(
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name="Fur Density",
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items=(('LIGHT', "Light", ""),
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('MEDIUM', "Medium", ""),
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('HEAVY', "Heavy", "")),
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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' and obj.mode == 'OBJECT']
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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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psys.settings.material = len(obj.data.materials)
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return {'FINISHED'}
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class QuickExplode(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(
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name="Explode Style",
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items=(('EXPLODE', "Explode", ""),
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('BLEND', "Blend", "")),
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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.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] = 1.0
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tex.color_ramp.elements[1].color[3] = 0.0
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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("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.use_transparency = True
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mat.use_transparent_shadows = True
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mat.alpha = 0.0
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mat.specular_alpha = 0.0
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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 = -1.0
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elem = tex.color_ramp.elements[1]
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else:
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elem = tex.color_ramp.elements[0]
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# Keep already defined alpha!
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elem.color[:3] = mat.diffuse_color
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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 / 10.0
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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(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(
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name="Smoke Style",
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items=(('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.mod_smoke:
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self.report({'ERROR'}, "Built without Smoke modifier support")
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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='SMOKE')
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obj.modifiers[-1].smoke_type = 'FLOW'
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# set type
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obj.modifiers[-1].flow_settings.smoke_flow_type = self.style
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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' or self.style == 'BOTH':
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obj.modifiers[-1].domain_settings.use_high_resolution = True
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# Setup material
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# Cycles
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if context.scene.render.use_shading_nodes or context.render.use_shading_nodes:
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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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# Blender Internal
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else:
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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.volume.step_size = 0.1
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tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
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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 = 'ORCO'
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tex_slot.use_map_color_emission = False
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tex_slot.use_map_density = True
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tex_slot.use_map_color_reflection = True
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# for fire add a second texture for flame emission
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mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
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tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
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tex.voxel_data.domain_object = obj
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tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
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tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
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tex.use_color_ramp = True
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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 = 'ORCO'
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# add color ramp for flame color
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ramp = tex.color_ramp
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# dark orange
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elem = ramp.elements.new(0.333)
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elem.color = (0.2, 0.03, 0.0, 1.0)
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# yellow glow
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elem = ramp.elements.new(0.666)
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elem.color = (1, 0.65, 0.25, 1.0)
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mat.texture_slots[1].use_map_density = True
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mat.texture_slots[1].use_map_emission = True
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mat.texture_slots[1].emission_factor = 5
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return {'FINISHED'}
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class QuickFluid(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(
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name="Fluid Style",
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items=(('INFLOW', "Inflow", ""),
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('BASIC', "Basic", "")),
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default='BASIC',
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)
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initial_velocity = FloatVectorProperty(
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name="Initial Velocity",
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description="Initial velocity of the fluid",
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min=-100.0, max=100.0,
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default=(0.0, 0.0, 0.0),
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subtype='VELOCITY',
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)
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show_flows = BoolProperty(
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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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)
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start_baking = BoolProperty(
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name="Start Fluid Bake",
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description=("Start baking the fluid immediately "
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"after creating the domain object"),
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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.mod_fluid:
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self.report({'ERROR'}, "Built without Fluid modifier support")
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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' and 0.0 not in obj.dimensions)]
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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 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,
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# 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
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else:
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mod.settings.type = 'FLUID'
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mod.settings.initial_velocity = self.initial_velocity
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|
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('INVOKE_DEFAULT')
|
|
|
|
return {'FINISHED'}
|
|
|
|
|
|
classes = (
|
|
QuickExplode,
|
|
QuickFluid,
|
|
QuickFur,
|
|
QuickSmoke,
|
|
)
|