From e3f4241e295df0e1efa725606b3823f06db7a36b Mon Sep 17 00:00:00 2001 From: meta-androcto Date: Sun, 31 Jul 2016 21:03:24 +1000 Subject: update add_mesh_ant_landscape.py add Farsthary planet noise re: T48967 --- add_mesh_ant_landscape.py | 270 ++++++++++++++++++++-------------------------- 1 file changed, 116 insertions(+), 154 deletions(-) diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py index e4a1a297..262d06a3 100644 --- a/add_mesh_ant_landscape.py +++ b/add_mesh_ant_landscape.py @@ -19,13 +19,14 @@ bl_info = { "name": "ANT Landscape", "author": "Jimmy Hazevoet", - "version": (0,1,3), + "version": (0, 1, 4), "blender": (2, 77, 0), "location": "View3D > Add > Mesh", "description": "Add a landscape primitive", "warning": "", # used for warning icon and text in addons panel "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/" "Scripts/Add_Mesh/ANT_Landscape", + "tracker_url": "https://developer.blender.org/maniphest/task/create/?project=3&type=Bug", "category": "Add Mesh", } @@ -34,15 +35,17 @@ Another Noise Tool: Landscape mesh generator MESH OPTIONS: Mesh update: Turn this on for interactive mesh update. -Sphere: Generate sphere or a grid mesh. (Turn height falloff off for sphere mesh) +Sphere: Generate sphere or a grid mesh. Smooth: Generate smooth shaded mesh. Subdivision: Number of mesh subdivisions, higher numbers gives more detail but also slows down the script. -Mesh size: X,Y size of the grid mesh (in blender units). +Mesh size: X,Y size of the grid mesh in blender units. +X_Offset: Noise x offset in blender units (make tiled terrain) +Y_Offset: Noise y offset in blender units NOISE OPTIONS: ( Most of these options are the same as in blender textures. ) Random seed: Use this to randomise the origin of the noise function. Noise size: Size of the noise. -Noise type: Available noise types: multiFractal, ridgedMFractal, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Cellnoise, Shattered_hTerrain, Marble +Noise type: Available noise types: multiFractal, ridgedMFractal, fBm, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Marble, Shattered_hTerrain, Strata_hTerrain, Planet_noise Noise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise VLNoise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise Distortion: Distortion amount. @@ -92,75 +95,6 @@ def create_mesh_object(context, verts, edges, faces, name): from bpy_extras import object_utils return object_utils.object_data_add(context, mesh, operator=None) -# A very simple "bridge" tool. -# Connects two equally long vertex rows with faces. -# Returns a list of the new faces (list of lists) -# -# vertIdx1 ... First vertex list (list of vertex indices). -# vertIdx2 ... Second vertex list (list of vertex indices). -# closed ... Creates a loop (first & last are closed). -# flipped ... Invert the normal of the face(s). -# -# Note: You can set vertIdx1 to a single vertex index to create -# a fan/star of faces. -# Note: If both vertex idx list are the same length they have -# to have at least 2 vertices. -def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False): - faces = [] - - if not vertIdx1 or not vertIdx2: - return None - - if len(vertIdx1) < 2 and len(vertIdx2) < 2: - return None - - fan = False - if (len(vertIdx1) != len(vertIdx2)): - if (len(vertIdx1) == 1 and len(vertIdx2) > 1): - fan = True - else: - return None - - total = len(vertIdx2) - - if closed: - # Bridge the start with the end. - if flipped: - face = [ - vertIdx1[0], - vertIdx2[0], - vertIdx2[total - 1]] - if not fan: - face.append(vertIdx1[total - 1]) - faces.append(face) - - else: - face = [vertIdx2[0], vertIdx1[0]] - if not fan: - face.append(vertIdx1[total - 1]) - face.append(vertIdx2[total - 1]) - faces.append(face) - - # Bridge the rest of the faces. - for num in range(total - 1): - if flipped: - if fan: - face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]] - else: - face = [vertIdx2[num], vertIdx1[num], - vertIdx1[num + 1], vertIdx2[num + 1]] - faces.append(face) - else: - if fan: - face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]] - else: - face = [vertIdx1[num], vertIdx2[num], - vertIdx2[num + 1], vertIdx1[num + 1]] - faces.append(face) - - return faces - - ###------------------------------------------------------------ ###------------------------------------------------------------ # some functions for marble_noise @@ -259,14 +193,30 @@ def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ): 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://blenderartists.org/forum/showthread.php?202944-New-quot-Planet-quot-procedural-texture-by-Farsthary +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 landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]): +def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]): # options rseed = options[0] nsize = options[1] - ntype = int( options[2][0] ) + ntype = options[2] nbasis = int( options[3][0] ) vlbasis = int( options[4][0] ) distortion = options[5] @@ -312,16 +262,17 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2. if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9 if vlbasis ==9: vlbasis = 14 # noise type's - if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5 - elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5 - elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5 - elif ntype == 3: value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25 - elif ntype == 4: value = fractal( ncoords, dimension, lacunarity, depth, nbasis ) - elif ntype == 5: value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0] - elif ntype == 6: value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5 - elif ntype == 7: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis ) - elif ntype == 8: value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis ) - elif ntype == 9: value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis ) + if ntype == 'multi_fractal': value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5 + elif ntype == 'ridged_multi_fractal': value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5 + elif ntype == 'hybrid_multi_fractal': value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5 + elif ntype == 'hetero_terrain': value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25 + elif ntype == 'fractal': value = fractal( ncoords, dimension, lacunarity, depth, nbasis ) + elif ntype == 'turbulence_vector': value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0] + elif ntype == 'variable_lacunarity': value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5 + elif ntype == 'marble_noise': value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis ) + elif ntype == 'shattered_hterrain': value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis ) + elif ntype == 'strata_hterrain': value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis ) + elif ntype == 'planet_noise': value = planet_noise(ncoords, depth, hardnoise, nbasis)[2]*0.5+0.5 else: value = 0.0 @@ -370,64 +321,73 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2. return value - +###------------------------------------------------------------ # generate grid def grid_gen( sub_d, size_me, options ): - + # mesh arrays verts = [] faces = [] - edgeloop_prev = [] - - delta = size_me / (sub_d - 1) - start = -(size_me / 2.0) - for row_x in range(sub_d): - edgeloop_cur = [] - x = start + row_x * delta - for row_y in range(sub_d): - y = start + row_y * delta + # fill verts array + for i in range (0, sub_d): + for j in range(0,sub_d): + u = (i/sub_d-1/2) + v = (j/sub_d-1/2) + x = size_me*u + y = size_me*v z = landscape_gen(x,y,0.0,size_me,options) - - edgeloop_cur.append(len(verts)) - verts.append((x,y,z)) - - if len(edgeloop_prev) > 0: - faces_row = createFaces(edgeloop_prev, edgeloop_cur) - faces.extend(faces_row) - - edgeloop_prev = edgeloop_cur - + vert = (x,y,z) + verts.append(vert) + + # fill faces array + count = 0 + for i in range (0, sub_d *(sub_d-1)): + if count < sub_d-1: + A = i+1 + B = i + C = (i+sub_d) + D = (i+sub_d)+1 + face = (A,B,C,D) + faces.append(face) + count = count + 1 + else: + count = 0 + return verts, faces - # generate sphere def sphere_gen( sub_d, size_me, options ): - + # mesh arrays verts = [] faces = [] - edgeloop_prev = [] - - for row_x in range(sub_d): - edgeloop_cur = [] - for row_y in range(sub_d): - u = sin(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2 - v = cos(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2 - w = sin(-pi/2+row_x*pi/(sub_d-1)) * size_me/2 + + # fill verts array + for i in range (0, sub_d): + for j in range(0,sub_d): + u = sin(j*pi*2/(sub_d-1)) * cos(-pi/2+i*pi/(sub_d-1)) * size_me/2 + v = cos(j*pi*2/(sub_d-1)) * cos(-pi/2+i*pi/(sub_d-1)) * size_me/2 + w = sin(-pi/2+i*pi/(sub_d-1)) * size_me/2 h = landscape_gen(u,v,w,size_me,options) / size_me u,v,w = u+u*h, v+v*h, w+w*h - - edgeloop_cur.append(len(verts)) - verts.append((u, v, w)) - - if len(edgeloop_prev) > 0: - faces_row = createFaces(edgeloop_prev, edgeloop_cur) - faces.extend(faces_row) - - edgeloop_prev = edgeloop_cur - + vert = (u,v,w) + verts.append(vert) + + # fill faces array + count = 0 + for i in range (0, sub_d *(sub_d-1)): + if count < sub_d-1: + A = i+1 + B = i + C = (i+sub_d) + D = (i+sub_d)+1 + face = (A,B,C,D) + faces.append(face) + count = count + 1 + else: + count = 0 + return verts, faces - ###------------------------------------------------------------ # Add landscape class landscape_add(bpy.types.Operator): @@ -453,7 +413,7 @@ class landscape_add(bpy.types.Operator): Subdivision = IntProperty(name="Subdivisions", min=4, max=6400, - default=64, + default=128, description="Mesh x y subdivisions") MeshSize = FloatProperty(name="Mesh Size", @@ -483,16 +443,17 @@ class landscape_add(bpy.types.Operator): description="Noise size") NoiseTypes = [ - ("0","multiFractal","multiFractal"), - ("1","ridgedMFractal","ridgedMFractal"), - ("2","hybridMFractal","hybridMFractal"), - ("3","heteroTerrain","heteroTerrain"), - ("4","fBm","fBm"), - ("5","Turbulence","Turbulence"), - ("6","Distorted Noise","Distorted Noise"), - ("7","Marble","Marble"), - ("8","Shattered_hTerrain","Shattered_hTerrain"), - ("9","Strata_hTerrain","Strata_hTerrain")] + ('multi_fractal',"multiFractal","multiFractal"), + ('ridged_multi_fractal',"ridgedMFractal","ridgedMFractal"), + ('hybrid_multi_fractal',"hybridMFractal","hybridMFractal"), + ('hetero_terrain',"heteroTerrain","heteroTerrain"), + ('fractal',"fBm","fBm"), + ('turbulence_vector',"Turbulence","Turbulence"), + ('variable_lacunarity',"Distorted Noise","Distorted Noise"), + ('marble_noise',"Marble","Marble"), + ('shattered_hterrain',"Shattered_hTerrain","Shattered_hTerrain"), + ('strata_hterrain',"Strata_hTerrain","Strata_hTerrain"), + ('planet_noise',"Planet_Noise","Planet_Noise")] NoiseType = EnumProperty(name="Type", description="Noise type", @@ -541,7 +502,7 @@ class landscape_add(bpy.types.Operator): NoiseDepth = IntProperty(name="Depth", min=1, max=16, - default=6, + default=8, description="Noise Depth - number of frequencies in the fBm") mDimension = FloatProperty(name="Dimension", @@ -637,7 +598,7 @@ class landscape_add(bpy.types.Operator): Strata = FloatProperty(name="Strata", min=0.01, max=1000.0, - default=3.0, + default=5.0, description="Strata amount") StrataTypes = [ @@ -666,60 +627,63 @@ class landscape_add(bpy.types.Operator): box = layout.box() box.prop(self, 'NoiseType') - if self.NoiseType != '7': + if self.NoiseType != 'marble_noise': box.prop(self, 'BasisType') box.prop(self, 'RandomSeed') box.prop(self, 'NoiseSize') - if self.NoiseType == '0': + if self.NoiseType == 'multi_fractal': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') - elif self.NoiseType == '1': + elif self.NoiseType == 'ridged_multi_fractal': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') box.prop(self, 'mOffset') box.prop(self, 'mGain') - elif self.NoiseType == '2': + elif self.NoiseType == 'hybrid_multi_fractal': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') box.prop(self, 'mOffset') box.prop(self, 'mGain') - elif self.NoiseType == '3': + elif self.NoiseType == 'hetero_terrain': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') box.prop(self, 'mOffset') - elif self.NoiseType == '4': + elif self.NoiseType == 'fractal': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') - elif self.NoiseType == '5': + elif self.NoiseType == 'turbulence_vector': box.prop(self, 'NoiseDepth') box.prop(self, 'HardNoise') - elif self.NoiseType == '6': + elif self.NoiseType == 'variable_lacunarity': box.prop(self, 'VLBasisType') box.prop(self, 'Distortion') - elif self.NoiseType == '7': + elif self.NoiseType == 'marble_noise': box.prop(self, 'MarbleShape') box.prop(self, 'MarbleBias') box.prop(self, 'MarbleSharp') box.prop(self, 'Distortion') box.prop(self, 'NoiseDepth') box.prop(self, 'HardNoise') - elif self.NoiseType == '8': + elif self.NoiseType == 'shattered_hterrain': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') box.prop(self, 'mOffset') box.prop(self, 'Distortion') - elif self.NoiseType == '9': + elif self.NoiseType == 'strata_hterrain': box.prop(self, 'NoiseDepth') box.prop(self, 'mDimension') box.prop(self, 'mLacunarity') box.prop(self, 'mOffset') box.prop(self, 'Distortion') + elif self.NoiseType == 'planet_noise': + box.prop(self, 'NoiseDepth') + box.prop(self, 'HardNoise') box = layout.box() box.prop(self, 'Invert') @@ -788,9 +752,7 @@ class landscape_add(bpy.types.Operator): # create mesh object obj = create_mesh_object(context, verts, [], faces, "Landscape") - bpy.ops.object.mode_set(mode='EDIT') - bpy.ops.mesh.normals_make_consistent(inside=True) - bpy.ops.object.mode_set(mode='OBJECT') + # sphere, remove doubles if self.SphereMesh !=0: bpy.ops.object.mode_set(mode='EDIT') -- cgit v1.2.3