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authorJimmy Hazevoet <jimhazevoet@gmail.com>2017-07-11 12:27:48 +0300
committermeta-androcto <meta.androcto1@gmail.com>2017-07-11 12:27:48 +0300
commit5de432942210e4b09d16bc9adbb612d0472183c4 (patch)
tree5c8a9f0f27b80d35b5535ba55a859b6eef7467ec /ant_landscape/ant_functions.py
parentdbb3c56b2c6816a0df3e9bc7417e21499c57c660 (diff)
ant landscape: fix noise types
Diffstat (limited to 'ant_landscape/ant_functions.py')
-rw-r--r--ant_landscape/ant_functions.py715
1 files changed, 259 insertions, 456 deletions
diff --git a/ant_landscape/ant_functions.py b/ant_landscape/ant_functions.py
index 8adacc0b..c566617d 100644
--- a/ant_landscape/ant_functions.py
+++ b/ant_landscape/ant_functions.py
@@ -30,24 +30,12 @@ from bpy.props import (
StringProperty,
EnumProperty,
IntProperty,
- PointerProperty
- )
-from mathutils.noise import (
- seed_set,
- turbulence,
- turbulence_vector,
- fractal,
- hybrid_multi_fractal,
- multi_fractal,
- ridged_multi_fractal,
- hetero_terrain,
- random_unit_vector,
- variable_lacunarity,
+ PointerProperty,
)
from math import (
- floor, sqrt,
sin, cos, pi,
)
+from .ant_noise import noise_gen
# ------------------------------------------------------------
# Create a new mesh (object) from verts/edges/faces.
@@ -137,6 +125,213 @@ def sphere_gen(sub_d_x, sub_d_y, tri, meshsize, props, water_plane, water_level)
return verts, faces
+# ------------------------------------------------------------
+# Do refresh - redraw
+class AntLandscapeRefresh(bpy.types.Operator):
+ bl_idname = "mesh.ant_landscape_refresh"
+ bl_label = "Refresh"
+ bl_description = "Refresh landscape with current settings"
+ bl_options = {'REGISTER', 'UNDO'}
+
+
+ @classmethod
+ def poll(cls, context):
+ ob = bpy.context.active_object
+ return (ob.ant_landscape and not ob.ant_landscape['sphere_mesh'])
+
+
+ def execute(self, context):
+ # turn off undo
+ undo = bpy.context.user_preferences.edit.use_global_undo
+ bpy.context.user_preferences.edit.use_global_undo = False
+
+ # ant object items
+ obj = bpy.context.active_object
+
+ bpy.ops.object.mode_set(mode = 'EDIT')
+ bpy.ops.object.mode_set(mode = 'OBJECT')
+
+ if obj and obj.ant_landscape.keys():
+ ob = obj.ant_landscape
+ obi = ob.items()
+ prop = []
+ for i in range(len(obi)):
+ prop.append(obi[i][1])
+
+ # redraw verts
+ mesh = obj.data
+
+ if ob['vert_group'] != "" and ob['vert_group'] in obj.vertex_groups:
+ vertex_group = obj.vertex_groups[ob['vert_group']]
+ gi = vertex_group.index
+ for v in mesh.vertices:
+ for g in v.groups:
+ if g.group == gi:
+ v.co[2] = 0.0
+ v.co[2] = vertex_group.weight(v.index) * noise_gen(v.co, prop)
+ else:
+ for v in mesh.vertices:
+ v.co[2] = 0.0
+ v.co[2] = noise_gen(v.co, prop)
+ mesh.update()
+ else:
+ pass
+
+ # restore pre operator undo state
+ context.user_preferences.edit.use_global_undo = undo
+
+ return {'FINISHED'}
+
+# ------------------------------------------------------------
+# Do regenerate
+class AntLandscapeRegenerate(bpy.types.Operator):
+ bl_idname = "mesh.ant_landscape_regenerate"
+ bl_label = "Regenerate"
+ bl_description = "Regenerate landscape with current settings"
+ bl_options = {'REGISTER', 'UNDO'}
+
+
+ @classmethod
+ def poll(cls, context):
+ return bpy.context.active_object.ant_landscape
+
+
+ def execute(self, context):
+
+ # turn off undo
+ undo = bpy.context.user_preferences.edit.use_global_undo
+ bpy.context.user_preferences.edit.use_global_undo = False
+
+ scene = bpy.context.scene
+ # ant object items
+ obj = bpy.context.active_object
+
+ if obj and obj.ant_landscape.keys():
+ ob = obj.ant_landscape
+ obi = ob.items()
+ ant_props = []
+ for i in range(len(obi)):
+ ant_props.append(obi[i][1])
+
+ new_name = obj.name
+
+ # Main function, create landscape mesh object
+ if ob['sphere_mesh']:
+ # sphere
+ verts, faces = sphere_gen(
+ ob['subdivision_y'],
+ ob['subdivision_x'],
+ ob['tri_face'],
+ ob['mesh_size'],
+ ant_props,
+ False,
+ 0.0
+ )
+ new_ob = create_mesh_object(context, verts, [], faces, new_name).object
+ if ob['remove_double']:
+ new_ob.select = True
+ bpy.ops.object.mode_set(mode = 'EDIT')
+ bpy.ops.mesh.remove_doubles(threshold=0.0001, use_unselected=False)
+ bpy.ops.object.mode_set(mode = 'OBJECT')
+ else:
+ # grid
+ verts, faces = grid_gen(
+ ob['subdivision_x'],
+ ob['subdivision_y'],
+ ob['tri_face'],
+ ob['mesh_size_x'],
+ ob['mesh_size_y'],
+ ant_props,
+ False,
+ 0.0
+ )
+ new_ob = create_mesh_object(context, verts, [], faces, new_name).object
+
+ new_ob.select = True
+
+ if ob['smooth_mesh']:
+ bpy.ops.object.shade_smooth()
+
+ # Landscape Material
+ if ob['land_material'] != "" and ob['land_material'] in bpy.data.materials:
+ mat = bpy.data.materials[ob['land_material']]
+ bpy.context.object.data.materials.append(mat)
+
+ # Water plane
+ if ob['water_plane']:
+ if ob['sphere_mesh']:
+ # sphere
+ verts, faces = sphere_gen(
+ ob['subdivision_y'],
+ ob['subdivision_x'],
+ ob['tri_face'],
+ ob['mesh_size'],
+ ant_props,
+ ob['water_plane'],
+ ob['water_level']
+ )
+ wobj = create_mesh_object(context, verts, [], faces, new_name+"_plane").object
+ if ob['remove_double']:
+ wobj.select = True
+ bpy.ops.object.mode_set(mode = 'EDIT')
+ bpy.ops.mesh.remove_doubles(threshold=0.0001, use_unselected=False)
+ bpy.ops.object.mode_set(mode = 'OBJECT')
+ else:
+ # grid
+ verts, faces = grid_gen(
+ 2,
+ 2,
+ ob['tri_face'],
+ ob['mesh_size_x'],
+ ob['mesh_size_y'],
+ ant_props,
+ ob['water_plane'],
+ ob['water_level']
+ )
+ wobj = create_mesh_object(context, verts, [], faces, new_name+"_plane").object
+
+ wobj.select = True
+
+ if ob['smooth_mesh']:
+ bpy.ops.object.shade_smooth()
+
+ # Water Material
+ if ob['water_material'] != "" and ob['water_material'] in bpy.data.materials:
+ mat = bpy.data.materials[ob['water_material']]
+ bpy.context.object.data.materials.append(mat)
+
+ # Loc Rot Scale
+ if ob['water_plane']:
+ wobj.location = obj.location
+ wobj.rotation_euler = obj.rotation_euler
+ wobj.scale = obj.scale
+ wobj.select = False
+
+ new_ob.location = obj.location
+ new_ob.rotation_euler = obj.rotation_euler
+ new_ob.scale = obj.scale
+
+ # Store props
+ new_ob = store_properties(ob, new_ob)
+
+ # Delete old object
+ new_ob.select = False
+
+ obj.select = True
+ scene.objects.active = obj
+ bpy.ops.object.delete(use_global=False)
+
+ # Select landscape and make active
+ new_ob.select = True
+ scene.objects.active = new_ob
+
+ # restore pre operator undo state
+ context.user_preferences.edit.use_global_undo = undo
+
+ return {'FINISHED'}
+
+
+# ------------------------------------------------------------
# Z normal value to vertex group (Slope map)
class AntVgSlopeMap(bpy.types.Operator):
bl_idname = "mesh.ant_slope_map"
@@ -217,434 +412,6 @@ class AntVgSlopeMap(bpy.types.Operator):
# ------------------------------------------------------------
-# A.N.T. Noise:
-
-# Functions for marble_noise:
-def sin_bias(a):
- return 0.5 + 0.5 * sin(a)
-
-
-def cos_bias(a):
- return 0.5 + 0.5 * cos(a)
-
-
-def tri_bias(a):
- b = 2 * pi
- a = 1 - 2 * abs(floor((a * (1 / b)) + 0.5) - (a * (1 / b)))
- return a
-
-
-def saw_bias(a):
- b = 2 * pi
- n = int(a / b)
- a -= n * b
- if a < 0:
- a += b
- return a / b
-
-
-def soft(a):
- return a
-
-
-def sharp(a):
- return a**0.5
-
-
-def sharper(a):
- return sharp(sharp(a))
-
-
-def shapes(x, y, z, shape=0):
- p = pi
- if shape is 1:
- # ring
- x = x * p
- y = y * p
- s = cos(x**2 + y**2) / (x**2 + y**2 + 0.5)
- elif shape is 2:
- # swirl
- x = x * p
- y = y * p
- s = ((x * sin(x * x + y * y) + y * cos(x * x + y * y)) / (x**2 + y**2 + 0.5))
- elif shape is 3:
- # bumps
- x = x * p
- y = y * p
- z = z * p
- s = 1 - ((cos(x * p) + cos(y * p) + cos(z * p)) - 0.5)
- elif shape is 4:
- # wave
- x = x * p * 2
- y = y * p * 2
- s = sin(x + sin(y))
- elif shape is 5:
- # z grad.
- s = (z * p)
- elif shape is 6:
- # y grad.
- s = (y * p)
- elif shape is 7:
- # x grad.
- s = (x * p)
- else:
- # marble default
- s = ((x + y + z) * 5)
- return s
-
-
-# marble_noise
-def marble_noise(x, y, z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis, amp, freq):
-
- s = shapes(x, y, z, shape)
- x += origin[0]
- y += origin[1]
- z += origin[2]
- value = s + turb * turbulence_vector((x, y, z), depth, hard, basis)[1]
-
- if bias is 1:
- value = cos_bias(value)
- elif bias is 2:
- value = tri_bias(value)
- elif bias is 3:
- value = saw_bias(value)
- else:
- value = sin_bias(value)
-
- if sharpnes is 1:
- value = 1.0 - sharp(value)
- elif sharpnes is 2:
- value = 1.0 - sharper(value)
- elif sharpnes is 3:
- value = soft(value)
- elif sharpnes is 4:
- value = sharp(value)
- elif sharpnes is 5:
- value = sharper(value)
- else:
- value = 1.0 - soft(value)
-
- return value
-
-
-# vl_noise_turbulence:
-def vlnTurbMode(coords, distort, basis, vlbasis, hardnoise):
- # hard noise
- if hardnoise:
- return (abs(-variable_lacunarity(coords, distort, basis, vlbasis)))
- # soft noise
- else:
- return variable_lacunarity(coords, distort, basis, vlbasis)
-
-
-def vl_noise_turbulence(coords, distort, depth, basis, vlbasis, hardnoise, amp, freq):
- x, y, z = coords
- value = vlnTurbMode(coords, distort, basis, vlbasis, hardnoise)
- i=0
- for i in range(depth):
- i+=1
- value += vlnTurbMode((x * (freq * i), y * (freq * i), z * (freq * i)), distort, basis, vlbasis, hardnoise) * (amp * 0.5 / i)
- return value
-
-
-## duo_multiFractal:
-def double_multiFractal(coords, H, lacunarity, octaves, offset, gain, basis, vlbasis):
- x, y, z = coords
- n1 = multi_fractal((x * 1.5 + 1, y * 1.5 + 1, z * 1.5 + 1), 1.0, 1.0, 1.0, basis) * (offset * 0.5)
- n2 = multi_fractal((x - 1, y - 1, z - 1), H, lacunarity, octaves, vlbasis) * (gain * 0.5)
- return (n1 * n1 + n2 * n2) * 0.5
-
-
-## distorted_heteroTerrain:
-def distorted_heteroTerrain(coords, H, lacunarity, octaves, offset, distort, basis, vlbasis):
- x, y, z = coords
- h1 = (hetero_terrain((x, y, z), 1.0, 2.0, 1.0, 1.0, basis) * 0.5)
- d = h1 * distort
- h2 = (hetero_terrain((x + d, y + d, z + d), H, lacunarity, octaves, offset, vlbasis) * 0.25)
- return (h1 * h1 + h2 * h2) * 0.5
-
-
-## SlickRock:
-def slick_rock(coords, H, lacunarity, octaves, offset, gain, distort, basis, vlbasis):
- x, y, z = coords
- n = multi_fractal((x,y,z), 1.0, 2.0, 2.0, basis) * distort * 0.25
- r = ridged_multi_fractal((x + n, y + n, z + n), H, lacunarity, octaves, offset + 0.1, gain * 2, vlbasis)
- return (n + (n * r)) * 0.5
-
-
-## vlhTerrain
-def vl_hTerrain(coords, H, lacunarity, octaves, offset, basis, vlbasis, distort):
- x, y, z = coords
- ht = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis ) * 0.25
- vl = ht * variable_lacunarity((x, y, z), distort, basis, vlbasis) * 0.5 + 0.5
- return vl * ht
-
-
-# another turbulence
-def ant_turbulence(coords, depth, hardnoise, nbasis, amp, freq, distortion):
- x, y, z = coords
- t = turbulence_vector((x/2, y/2, z/2), depth, 0, nbasis, amp, freq) * 0.5 * distortion
- return turbulence((t[0], t[1], t[2]), 2, hardnoise, 3) * 0.5 + 0.5
-
-
-# rocks noise
-def rocks_noise(coords, depth, hardnoise, nbasis, distortion):
- x,y,z = coords
- p = turbulence((x, y, z), 4, 0, 0) * 0.125 * distortion
- xx, yy, zz = x, y, z
- a = turbulence((xx + p, yy + p, zz), 2, 0, 7)
- pa = a * 0.1875 * distortion
- b = turbulence((x, y, z + pa), depth, hardnoise, nbasis)
- return ((a + 0.5 * (b - a)) * 0.5 + 0.5)
-
-
-# shattered_hterrain:
-def shattered_hterrain(coords, H, lacunarity, octaves, offset, distort, basis):
- x, y, z = coords
- d = (turbulence_vector(coords, 6, 0, 0)[0] * 0.5 + 0.5) * distort * 0.5
- t1 = (turbulence_vector((x + d, y + d, z + d), 0, 0, 7)[0] + 0.5)
- t2 = (hetero_terrain((x * 2, y * 2, z * 2), H, lacunarity, octaves, offset, basis) * 0.5)
- return ((t1 * t2) + t2 * 0.5) * 0.5
-
-
-# strata_hterrain
-def strata_hterrain(coords, H, lacunarity, octaves, offset, distort, basis):
- x, y, z = coords
- value = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis) * 0.5
- steps = (sin(value * (distort * 5) * pi) * (0.1 / (distort * 5) * pi))
- return (value * (1.0 - 0.5) + steps * 0.5)
-
-
-# Planet Noise by: Farsthary
-# https://farsthary.com/2010/11/24/new-planet-procedural-texture/
-def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
- x, y, z = coords
- d = 0.001
- offset = nabla * 1000
- x = turbulence((x, y, z), oct, hard, noisebasis)
- y = turbulence((x + offset, y, z), oct, hard, noisebasis)
- z = turbulence((x, y + offset, z), oct, hard, noisebasis)
- xdy = x - turbulence((x, y + d, z), oct, hard, noisebasis)
- xdz = x - turbulence((x, y, z + d), oct, hard, noisebasis)
- ydx = y - turbulence((x + d, y, z), oct, hard, noisebasis)
- ydz = y - turbulence((x, y, z + d), oct, hard, noisebasis)
- zdx = z - turbulence((x + d, y, z), oct, hard, noisebasis)
- zdy = z - turbulence((x, y + d, z), oct, hard, noisebasis)
- return (zdy - ydz), (zdx - xdz), (ydx - xdy)
-
-
-# ------------------------------------------------------------
-# landscape_gen
-def noise_gen(coords, props):
-
- terrain_name = props[0]
- cursor = props[1]
- smooth = props[2]
- triface = props[3]
- sphere = props[4]
- land_mat = props[5]
- water_mat = props[6]
- texture_name = props[7]
- subd_x = props[8]
- subd_y = props[9]
- meshsize_x = props[10]
- meshsize_y = props[11]
- meshsize = props[12]
- rseed = props[13]
- x_offset = props[14]
- y_offset = props[15]
- z_offset = props[16]
- size_x = props[17]
- size_y = props[18]
- size_z = props[19]
- nsize = props[20]
- ntype = props[21]
- nbasis = int(props[22])
- vlbasis = int(props[23])
- distortion = props[24]
- hardnoise = int(props[25])
- depth = props[26]
- amp = props[27]
- freq = props[28]
- dimension = props[29]
- lacunarity = props[30]
- offset = props[31]
- gain = props[32]
- marblebias = int(props[33])
- marblesharpnes = int(props[34])
- marbleshape = int(props[35])
- height = props[36]
- height_invert = props[37]
- height_offset = props[38]
- maximum = props[39]
- minimum = props[40]
- falloff = int(props[41])
- edge_level = props[42]
- falloffsize_x = props[43]
- falloffsize_y = props[44]
- stratatype = props[45]
- strata = props[46]
- addwater = props[47]
- waterlevel = props[48]
-
- x, y, z = coords
-
- # Origin
- if rseed is 0:
- origin = x_offset, y_offset, z_offset
- origin_x = x_offset
- origin_y = y_offset
- origin_z = z_offset
- o_range = 1.0
- else:
- # Randomise origin
- o_range = 10000.0
- seed_set(rseed)
- origin = random_unit_vector()
- ox = (origin[0] * o_range)
- oy = (origin[1] * o_range)
- oz = (origin[2] * o_range)
- origin_x = (ox - (ox / 2)) + x_offset
- origin_y = (oy - (oy / 2)) + y_offset
- origin_z = (oz - (oz / 2)) + z_offset
-
- ncoords = (x / (nsize * size_x) + origin_x, y / (nsize * size_y) + origin_y, z / (nsize * size_z) + origin_z)
-
- # Noise basis type's
- if nbasis == 9:
- nbasis = 14 # Cellnoise
- if vlbasis == 9:
- vlbasis = 14
-
- # Noise type's
- if ntype in [0, 'multi_fractal']:
- value = multi_fractal(ncoords, dimension, lacunarity, depth, nbasis) * 0.5
-
- elif ntype in [1, 'ridged_multi_fractal']:
- value = ridged_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5
-
- elif ntype in [2, 'hybrid_multi_fractal']:
- value = hybrid_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5
-
- elif ntype in [3, 'hetero_terrain']:
- value = hetero_terrain(ncoords, dimension, lacunarity, depth, offset, nbasis) * 0.25
-
- elif ntype in [4, 'fractal']:
- value = fractal(ncoords, dimension, lacunarity, depth, nbasis)
-
- elif ntype in [5, 'turbulence_vector']:
- value = turbulence_vector(ncoords, depth, hardnoise, nbasis, amp, freq)[0]
-
- elif ntype in [6, 'variable_lacunarity']:
- value = variable_lacunarity(ncoords, distortion, nbasis, vlbasis)
-
- elif ntype in [7, 'marble_noise']:
- value = marble_noise(
- (ncoords[0] - origin_x + x_offset),
- (ncoords[1] - origin_y + y_offset),
- (ncoords[2] - origin_z + z_offset),
- (origin[0] + x_offset, origin[1] + y_offset, origin[2] + z_offset), nsize,
- marbleshape, marblebias, marblesharpnes,
- distortion, depth, hardnoise, nbasis, amp, freq
- )
- elif ntype in [8, 'shattered_hterrain']:
- value = shattered_hterrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis)
-
- elif ntype in [9, 'strata_hterrain']:
- value = strata_hterrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis)
-
- elif ntype in [10, 'ant_turbulence']:
- value = ant_turbulence(ncoords, depth, hardnoise, nbasis, amp, freq, distortion)
-
- elif ntype in [11, 'vl_noise_turbulence']:
- value = vl_noise_turbulence(ncoords, distortion, depth, nbasis, vlbasis, hardnoise, amp, freq)
-
- elif ntype in [12, 'vl_hTerrain']:
- value = vl_hTerrain(ncoords, dimension, lacunarity, depth, offset, nbasis, vlbasis, distortion)
-
- elif ntype in [13, 'distorted_heteroTerrain']:
- value = distorted_heteroTerrain(ncoords, dimension, lacunarity, depth, offset, distortion, nbasis, vlbasis)
-
- elif ntype in [14, 'double_multiFractal']:
- value = double_multiFractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis, vlbasis)
-
- elif ntype in [15, 'rocks_noise']:
- value = rocks_noise(ncoords, depth, hardnoise, nbasis, distortion)
-
- elif ntype in [16, 'slick_rock']:
- value = slick_rock(ncoords,dimension, lacunarity, depth, offset, gain, distortion, nbasis, vlbasis)
-
- elif ntype in [17, 'planet_noise']:
- value = planet_noise(ncoords, depth, hardnoise, nbasis)[2] * 0.5 + 0.5
-
- elif ntype in [18, 'blender_texture']:
- if texture_name != "" and texture_name in bpy.data.textures:
- value = bpy.data.textures[texture_name].evaluate(ncoords)[3]
- else:
- value = 0.0
- else:
- value = 0.5
-
- # Adjust height
- if height_invert:
- value = 1.0 - value
- value = value * height + height_offset
- else:
- value = value * height + height_offset
-
- # Edge falloff:
- if not sphere:
- if falloff:
- ratio_x, ratio_y = abs(x) * 2 / meshsize_x, abs(y) * 2 / meshsize_y
- fallofftypes = [0,
- sqrt(ratio_y**falloffsize_y),
- sqrt(ratio_x**falloffsize_x),
- sqrt(ratio_x**falloffsize_x + ratio_y**falloffsize_y)
- ]
- dist = fallofftypes[falloff]
- value -= edge_level
- if(dist < 1.0):
- dist = (dist * dist * (3 - 2 * dist))
- value = (value - value * dist) + edge_level
- else:
- value = edge_level
-
- # Strata / terrace / layers
- if stratatype not in [0, "0"]:
- if stratatype in [1, "1"]:
- strata = strata / height
- strata *= 2
- steps = (sin(value * strata * pi) * (0.1 / strata * pi))
- value = (value * 0.5 + steps * 0.5) * 2.0
-
- elif stratatype in [2, "2"]:
- strata = strata / height
- steps = -abs(sin(value * strata * pi) * (0.1 / strata * pi))
- value = (value * 0.5 + steps * 0.5) * 2.0
-
- elif stratatype in [3, "3"]:
- strata = strata / height
- steps = abs(sin(value * strata * pi) * (0.1 / strata * pi))
- value = (value * 0.5 + steps * 0.5) * 2.0
-
- elif stratatype in [4, "4"]:
- strata = strata / height
- value = int( value * strata ) * 1.0 / strata
-
- elif stratatype in [5, "5"]:
- strata = strata / height
- steps = (int( value * strata ) * 1.0 / strata)
- value = (value * (1.0 - 0.5) + steps * 0.5)
-
- # Clamp height min max
- if (value < minimum):
- value = minimum
- if (value > maximum):
- value = maximum
-
- return value
-
-# ------------------------------------------------------------
# draw properties
def draw_ant_refresh(self, context):
@@ -711,7 +478,8 @@ def draw_ant_noise(self, context, generate=True):
col = box.column(align=True)
col.prop(self, "noise_offset_x")
col.prop(self, "noise_offset_y")
- col.prop(self, "noise_offset_z")
+ if self.sphere_mesh == True or generate == False:
+ col.prop(self, "noise_offset_z")
col.prop(self, "noise_size_x")
col.prop(self, "noise_size_y")
if self.sphere_mesh == True or generate == False:
@@ -792,7 +560,7 @@ def draw_ant_noise(self, context, generate=True):
col.prop(self, "frequency")
col.prop(self, "distortion")
col.separator()
- col.prop(self, "vl_basis_type")
+ box.prop(self, "vl_basis_type")
col.separator()
row = col.row(align=True)
row.prop(self, "hard_noise", expand=True)
@@ -803,7 +571,7 @@ def draw_ant_noise(self, context, generate=True):
col.prop(self, "offset")
col.prop(self, "distortion")
col.separator()
- col.prop(self, "vl_basis_type")
+ box.prop(self, "vl_basis_type")
elif self.noise_type == "distorted_heteroTerrain":
col.prop(self, "noise_depth")
col.prop(self, "dimension")
@@ -811,7 +579,7 @@ def draw_ant_noise(self, context, generate=True):
col.prop(self, "offset")
col.prop(self, "distortion")
col.separator()
- col.prop(self, "vl_basis_type")
+ box.prop(self, "vl_basis_type")
elif self.noise_type == "double_multiFractal":
col.prop(self, "noise_depth")
col.prop(self, "dimension")
@@ -819,7 +587,7 @@ def draw_ant_noise(self, context, generate=True):
col.prop(self, "offset")
col.prop(self, "gain")
col.separator()
- col.prop(self, "vl_basis_type")
+ box.prop(self, "vl_basis_type")
elif self.noise_type == "rocks_noise":
col.prop(self, "noise_depth")
col.prop(self, "distortion")
@@ -834,13 +602,42 @@ def draw_ant_noise(self, context, generate=True):
col.prop(self, "offset")
col.prop(self, "distortion")
col.separator()
- col.prop(self, "vl_basis_type")
+ box.prop(self, "vl_basis_type")
elif self.noise_type == "planet_noise":
col.prop(self, "noise_depth")
col.separator()
row = col.row(align=True)
row.prop(self, "hard_noise", expand=True)
+ # Effects mix
+ col = box.column(align=False)
+ box.prop(self, "fx_type")
+ if self.fx_type != "0":
+ if int(self.fx_type) <= 12:
+ box.prop(self, "fx_bias")
+
+ box.prop(self, "fx_mix_mode")
+ col = box.column(align=True)
+ col.prop(self, "fx_mixfactor")
+
+ col = box.column(align=True)
+ col.prop(self, "fx_loc_x")
+ col.prop(self, "fx_loc_y")
+ col.prop(self, "fx_size")
+
+ col = box.column(align=True)
+ col.prop(self, "fx_depth")
+ if self.fx_depth != 0:
+ col.prop(self, "fx_frequency")
+ col.prop(self, "fx_amplitude")
+ col.prop(self, "fx_turb")
+
+ col = box.column(align=True)
+ row = col.row(align=True).split(0.92, align=True)
+ row.prop(self, "fx_height")
+ row.prop(self, "fx_invert", toggle=True, text="", icon='ARROW_LEFTRIGHT')
+ col.prop(self, "fx_offset")
+
def draw_ant_displace(self, context, generate=True):
layout = self.layout
@@ -946,6 +743,20 @@ def store_properties(operator, ob):
ob.ant_landscape.water_level = operator.water_level
ob.ant_landscape.vert_group = operator.vert_group
ob.ant_landscape.remove_double = operator.remove_double
+ ob.ant_landscape.fx_mixfactor = operator.fx_mixfactor
+ ob.ant_landscape.fx_mix_mode = operator.fx_mix_mode
+ ob.ant_landscape.fx_type = operator.fx_type
+ ob.ant_landscape.fx_bias = operator.fx_bias
+ ob.ant_landscape.fx_turb = operator.fx_turb
+ ob.ant_landscape.fx_depth = operator.fx_depth
+ ob.ant_landscape.fx_frequency = operator.fx_frequency
+ ob.ant_landscape.fx_amplitude = operator.fx_amplitude
+ ob.ant_landscape.fx_size = operator.fx_size
+ ob.ant_landscape.fx_loc_x = operator.fx_loc_x
+ ob.ant_landscape.fx_loc_y = operator.fx_loc_y
+ ob.ant_landscape.fx_height = operator.fx_height
+ ob.ant_landscape.fx_offset = operator.fx_offset
+ ob.ant_landscape.fx_invert = operator.fx_invert
return ob
@@ -999,7 +810,6 @@ class Eroder(bpy.types.Operator):
min=1,
soft_max=10
)
-
Ef = FloatProperty(
name="Rain on Plains",
description="1 gives equal rain across the terrain, 0 rains more at the mountain tops",
@@ -1014,7 +824,6 @@ class Eroder(bpy.types.Operator):
min=0,
soft_max=100
)
-
Kt = FloatProperty(
name="Kt",
description="Maximum stable talus angle",
@@ -1023,7 +832,6 @@ class Eroder(bpy.types.Operator):
max=radians(90),
subtype='ANGLE'
)
-
Kr = FloatProperty(
name="Rain amount",
description="Total Rain amount",
@@ -1044,7 +852,6 @@ class Eroder(bpy.types.Operator):
description="Use active vertex group as a rain map",
default=True
)
-
Ks = FloatProperty(
name="Soil solubility",
description="Soil solubility - how quickly water quickly reaches saturation point",
@@ -1086,13 +893,11 @@ class Eroder(bpy.types.Operator):
min=0,
soft_max=2
)
-
numexpr = BoolProperty(
name="Numexpr",
description="Use numexpr module (if available)",
default=True
)
-
Pd = FloatProperty(
name="Diffusion Amount",
description="Diffusion probability",
@@ -1114,13 +919,11 @@ class Eroder(bpy.types.Operator):
min=0,
max=1
)
-
smooth = BoolProperty(
name="Smooth",
description="Set smooth shading",
default=True
)
-
showiterstats = BoolProperty(
name="Iteration Stats",
description="Show iteraration statistics",