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authormeta-androcto <meta.androcto1@gmail.com>2017-06-15 18:03:53 +0300
committermeta-androcto <meta.androcto1@gmail.com>2017-06-15 18:03:53 +0300
commit36ba3f822efc4f35e7c16d5ef735cfec59e6eae7 (patch)
tree18958e3316067e7862ada108047260022f3cfaaf
parent554484965a3e633b292f714d5538a32c8432a380 (diff)
addons final Easter egg commit thanks to draguu
-rw-r--r--lighting_dynamic_sky.py348
1 files changed, 348 insertions, 0 deletions
diff --git a/lighting_dynamic_sky.py b/lighting_dynamic_sky.py
new file mode 100644
index 00000000..de125529
--- /dev/null
+++ b/lighting_dynamic_sky.py
@@ -0,0 +1,348 @@
+# Dynamic Sky.py (c) 2015 Pratik Solanki (Draguu)
+#
+# 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 3 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, see <http://www.gnu.org/licenses/>.
+#
+# ***** END GPL LICENCE BLOCK *****
+
+
+bl_info = {
+ "name": "Dynamic Sky",
+ "author": "Pratik Solanki",
+ "version": (1, 0, 1),
+ "blender": (2, 78, 0),
+ "location": "View3D > Tools",
+ "description": "Creates Dynamic Sky for Cycles",
+ "warning": "",
+ "wiki_url": "http://www.dragoneex.com/downloads/dynamic-skyadd-on",
+ "category": "Lighting",
+ }
+import bpy
+
+
+class dsky(bpy.types.Operator):
+
+ bl_idname = "sky.dyn"
+ bl_label = "Make a Procidural sky"
+
+
+ def execute(self, context):
+
+ def clean_node_tree(node_tree):
+ nodes = node_tree.nodes
+ for node in nodes:
+ if not node.type == 'OUTPUT_WORLD':
+ nodes.remove(node)
+ return node_tree.nodes[0]
+ bpy.context.scene.render.engine = 'CYCLES'
+
+
+ def dynamic():
+
+ world = bpy.data.worlds.new('Dynamic')
+ world.cycles.sample_as_light = True
+ world.cycles.sample_map_resolution = 2048
+ world.use_nodes = True
+
+ nt = world.node_tree
+ bg = world.node_tree.nodes['Background']
+
+ bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)
+ bg.inputs[1].default_value = 1
+ ntl = nt.links.new
+ tcor = nt.nodes.new(type="ShaderNodeTexCoord")
+ map = nt.nodes.new(type="ShaderNodeMapping")
+ map.vector_type = 'NORMAL'
+
+ nor = nt.nodes.new(type="ShaderNodeNormal")
+
+ cr1 = nt.nodes.new(type ="ShaderNodeValToRGB")
+ cr1.color_ramp.elements[0].position = 0.969
+ cr1.color_ramp.interpolation = 'EASE'
+ cr2 = nt.nodes.new(type ="ShaderNodeValToRGB")
+ cr2.color_ramp.elements[0].position = 0.991
+ cr2.color_ramp.elements[1].position = 1
+ cr2.color_ramp.interpolation = 'EASE'
+ cr3 = nt.nodes.new(type ="ShaderNodeValToRGB")
+ cr3.color_ramp.elements[0].position = 0.779
+ cr3.color_ramp.elements[1].position = 1
+ cr3.color_ramp.interpolation = 'EASE'
+
+ mat1 = nt.nodes.new(type ="ShaderNodeMath")
+ mat1.operation = 'MULTIPLY'
+ mat1.inputs[1].default_value = 0.2
+ mat2 = nt.nodes.new(type ="ShaderNodeMath")
+ mat2.operation = 'MULTIPLY'
+ mat2.inputs[1].default_value = 2
+ mat3 = nt.nodes.new(type ="ShaderNodeMath")
+ mat3.operation = 'MULTIPLY'
+ mat3.inputs[1].default_value = 40.9
+ mat4 = nt.nodes.new(type ="ShaderNodeMath")
+ mat4.operation = 'SUBTRACT'
+ mat4.inputs[1].default_value = 1
+ ntl(mat2.inputs[0],mat1.outputs[0])
+ ntl(mat4.inputs[0],mat3.outputs[0])
+ ntl(mat1.inputs[0],cr3.outputs[0])
+ ntl(mat3.inputs[0],cr2.outputs[0])
+
+ soft = nt.nodes.new(type = "ShaderNodeMixRGB")
+ soft_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ soft.inputs[0].default_value = 1
+ soft_1.inputs[0].default_value = 0.466
+ ntl(soft.inputs[1],mat2.outputs[0])
+ ntl(soft.inputs[2],mat4.outputs[0])
+ ntl(soft_1.inputs[1],mat2.outputs[0])
+ ntl(soft_1.inputs[2],cr2.outputs[0])
+
+ mix1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ mix1.blend_type = 'MULTIPLY'
+ mix1.inputs[0].default_value = 1
+ mix1_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ mix1_1.blend_type = 'MULTIPLY'
+ mix1_1.inputs[0].default_value = 1
+
+ mix2 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ mix2_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ mix2.inputs[1].default_value = (0, 0, 0, 1)
+ mix2.inputs[2].default_value = (32, 22, 14, 200)
+ mix2_1.inputs[1].default_value = (0, 0, 0, 1)
+ mix2_1.inputs[2].default_value = (1, 0.820, 0.650,1)
+
+ ntl(mix1.inputs[1],soft.outputs[0])
+ ntl(mix1_1.inputs[1],soft_1.outputs[0])
+ ntl(mix2.inputs[0],mix1.outputs[0])
+ ntl(mix2_1.inputs[0],mix1_1.outputs[0])
+
+ gam = nt.nodes.new(type = "ShaderNodeGamma")
+ gam.inputs[1].default_value = 2.3
+ gam2 = nt.nodes.new(type = "ShaderNodeGamma")
+ gam2.inputs[1].default_value = 1
+ gam3 = nt.nodes.new(type = "ShaderNodeGamma")
+ gam3.inputs[1].default_value = 1
+
+ sunopa = nt.nodes.new(type = "ShaderNodeMixRGB")
+ sunopa.blend_type = 'ADD'
+ sunopa.inputs[0].default_value = 1
+ sunopa_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ sunopa_1.blend_type = 'ADD'
+ sunopa_1.inputs[0].default_value = 1
+
+ combine = nt.nodes.new(type = "ShaderNodeMixRGB")
+ ntl(combine.inputs[1],sunopa.outputs[0])
+ ntl(combine.inputs[2],sunopa_1.outputs[0])
+ lp = nt.nodes.new(type = "ShaderNodeLightPath")
+ ntl(combine.inputs[0],lp.outputs[0])
+
+ ntl(gam2.inputs[0],gam.outputs[0])
+ ntl(gam.inputs[0],mix2.outputs[0])
+ ntl(bg.inputs[0],combine.outputs[0])
+
+ map2 = nt.nodes.new(type = "ShaderNodeMapping")
+ map2.scale[2] = 6.00
+ map2.scale[0] = 1.5
+ map2.scale[1] = 1.5
+
+ n1 = nt.nodes.new(type = "ShaderNodeTexNoise")
+ n1.inputs[1].default_value = 3.8
+ n1.inputs[2].default_value = 2.4
+ n1.inputs[3].default_value = 0.5
+
+ n2 = nt.nodes.new(type = "ShaderNodeTexNoise")
+ n2.inputs[1].default_value = 2.0
+ n2.inputs[2].default_value = 10
+ n2.inputs[3].default_value = 0.2
+
+ ntl(n2.inputs[0],map2.outputs[0])
+ ntl(n1.inputs[0],map2.outputs[0])
+
+ sc1 = nt.nodes.new(type = "ShaderNodeValToRGB")
+ sc2 = nt.nodes.new(type = "ShaderNodeValToRGB")
+ sc3 = nt.nodes.new(type = "ShaderNodeValToRGB")
+ sc3_1 = nt.nodes.new(type = "ShaderNodeValToRGB")
+ sc4 = nt.nodes.new(type = "ShaderNodeValToRGB")
+
+ sc1.color_ramp.elements[1].position = 0.649
+ sc1.color_ramp.elements[0].position = 0.408
+
+ sc2.color_ramp.elements[1].position = 0.576
+ sc2.color_ramp.elements[0].position = 0.408
+
+ sc3.color_ramp.elements.new(0.5)
+ sc3.color_ramp.elements[2].position = 0.435
+
+ sc3.color_ramp.elements[1].position = 0.160
+ sc3.color_ramp.elements[0].position = 0.027
+
+ sc3.color_ramp.elements[1].color = (1, 1, 1, 1)
+ sc3.color_ramp.elements[0].color = (0.419, 0.419, 0.419, 0.419)
+
+ sc3.color_ramp.elements[0].position = 0.0
+ sc4.color_ramp.elements[0].position = 0.0
+ sc4.color_ramp.elements[1].position = 0.469
+ sc4.color_ramp.elements[1].color = (0, 0, 0, 1)
+ sc4.color_ramp.elements[0].color = (1, 1, 0.917412, 1)
+
+ sc3_1.color_ramp.elements.new(0.5)
+ sc3_1.color_ramp.elements[2].position = 0.435
+
+ sc3_1.color_ramp.elements[1].position = 0.187
+ sc3_1.color_ramp.elements[1].color = (1, 1, 1, 1)
+ sc3_1.color_ramp.elements[0].color = (0, 0, 0, 0)
+ sc3_1.color_ramp.elements[0].position = 0.0
+
+ smix1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ smix2 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ smix2_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ smix3 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ smix4 = nt.nodes.new(type = "ShaderNodeMixRGB")
+ smix5 = nt.nodes.new(type = "ShaderNodeMixRGB")
+
+ smix1.inputs[1].default_value = (1, 1, 1, 1)
+ smix1.inputs[2].default_value = (0, 0, 0, 1)
+ smix2.inputs[0].default_value = 0.267
+ smix2.blend_type = 'MULTIPLY'
+ smix2_1.inputs[0].default_value = 1
+ smix2_1.blend_type = 'MULTIPLY'
+
+ smix3.inputs[1].default_value = (0.434, 0.838, 1, 1)
+ smix3.inputs[2].default_value = (0.962, 0.822, 0.822, 1)
+ smix4.blend_type = 'MULTIPLY'
+ smix4.inputs[0].default_value = 1
+ smix5.blend_type = 'SCREEN'
+ smix5.inputs[0].default_value = 1
+
+ srgb = nt.nodes.new(type = "ShaderNodeSeparateRGB")
+ aniadd = nt.nodes.new(type = "ShaderNodeMath")
+ crgb = nt.nodes.new(type = "ShaderNodeCombineRGB")
+ sunrgb = nt.nodes.new(type = "ShaderNodeMixRGB")
+ sunrgb.blend_type = 'MULTIPLY'
+ sunrgb.inputs[2].default_value = (32, 30, 30, 200)
+ sunrgb.inputs[0].default_value = 1
+
+ ntl(mix2.inputs[2],sunrgb.outputs[0])
+
+ ntl(smix1.inputs[0],sc2.outputs[0])
+ ntl(smix2.inputs[1],smix1.outputs[0])
+ ntl(smix2.inputs[2],sc1.outputs[0])
+ ntl(smix2_1.inputs[2],sc3_1.outputs[0])
+ ntl(smix3.inputs[0],sc4.outputs[0])
+ ntl(smix4.inputs[2],smix3.outputs[0])
+ ntl(smix4.inputs[1],sc3.outputs[0])
+ ntl(smix5.inputs[1],smix4.outputs[0])
+ ntl(smix2_1.inputs[1],smix2.outputs[0])
+ ntl(smix5.inputs[2],smix2_1.outputs[0])
+ ntl(sunopa.inputs[1],gam3.outputs[0])
+ ntl(gam3.inputs[0],smix5.outputs[0])
+ ntl(mix1.inputs[2],sc3.outputs[0])
+ ntl(sunopa.inputs[2],gam2.outputs[0])
+
+ ntl(sc1.inputs[0],n1.outputs[0])
+ ntl(sc2.inputs[0],n2.outputs[0])
+
+ skynor = nt.nodes.new(type = "ShaderNodeNormal")
+
+ ntl(sc3.inputs[0],skynor.outputs[1])
+ ntl(sc4.inputs[0],skynor.outputs[1])
+ ntl(sc3_1.inputs[0],skynor.outputs[1])
+ ntl(map2.inputs[0],crgb.outputs[0])
+ ntl(skynor.inputs[0],tcor.outputs[0])
+ ntl(mix1_1.inputs[2],sc3.outputs[0])
+ ntl(srgb.inputs[0],tcor.outputs[0])
+ ntl(crgb.inputs[1],srgb.outputs[1])
+ ntl(crgb.inputs[2],srgb.outputs[2])
+ ntl(aniadd.inputs[1],srgb.outputs[0])
+ ntl(crgb.inputs[0],aniadd.outputs[0])
+
+ #-------------
+
+ ntl(cr1.inputs[0],nor.outputs[1])
+ ntl(cr2.inputs[0],cr1.outputs[0])
+ ntl(cr3.inputs[0],nor.outputs[1])
+ ntl(nor.inputs[0],map.outputs[0])
+ ntl(map.inputs[0],tcor.outputs[0])
+ ntl(sunopa_1.inputs[1],smix5.outputs[0])
+ ntl(sunopa_1.inputs[2],mix2_1.outputs[0])
+
+ dynamic()
+
+ return {'FINISHED'}
+
+
+class Dynapanel(bpy.types.Panel):
+
+ bl_label = "Dynamic sky"
+ bl_idname = "SCENE_PT_layout"
+ bl_space_type = 'VIEW_3D'
+ bl_region_type = 'TOOLS'
+ bl_context = "objectmode"
+ bl_category = "Tools"
+
+ def draw(self, context):
+ layout = self.layout
+ scene = context.scene
+
+ layout.operator("sky.dyn", text = "Create", icon='MAT_SPHERE_SKY')
+
+ if bpy.data.worlds['Dynamic']:
+
+ col = layout.column()
+
+ m = bpy.data.worlds['Dynamic'].node_tree.nodes[28]
+ m = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.012'].inputs[1]
+ n = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.012'].inputs[2]
+ o = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.014'].inputs[0]
+ d = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.010'].inputs[0]
+ so = bpy.data.worlds['Dynamic'].node_tree.nodes['Gamma.001'].inputs[1]
+ so2 = bpy.data.worlds['Dynamic'].node_tree.nodes['Gamma.002'].inputs[1]
+ sc = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.004'].inputs[2]
+ no = bpy.data.worlds['Dynamic'].node_tree.nodes['Normal'].outputs[0]
+ sof = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix'].inputs[0]
+ bgp = bpy.data.worlds['Dynamic'].node_tree.nodes['Background'].inputs[1]
+
+ suc = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.015'].inputs[1]
+
+ col.label("Scene Control")
+ col.prop(bgp, "default_value", text="Brightness")
+ col.prop(so2, "default_value", text="Shadow color saturation")
+
+ col.label("---------------------------------------------------------")
+ col.label("Sky Control")
+ col.prop(m,"default_value", text="Cloud color")
+ col.prop(n, "default_value", text="Horizon Color")
+ col.prop(o, "default_value", text="Cloud opacity")
+ col.prop(d, "default_value", text="Cloud density")
+
+ col.label("---------------------------------------------------------")
+ col.label("Sun Control")
+ col.prop(suc, "default_value", text="")
+ col.prop(so, "default_value", text="Sun value")
+ col.prop(sof, "default_value", text="Soft hard")
+
+ col.prop(no, "default_value", text="")
+
+ else:
+ col = layout.column()
+ col.label("---------------------------------------------------------")
+
+
+def register():
+ bpy.utils.register_class(Dynapanel)
+ bpy.utils.register_class(dsky)
+
+def unregister():
+ bpy.utils.unregister_class(Dynapanel)
+ bpy.utils.unregister_class(dsky)
+
+if __name__ == "__main__":
+ register()
+