# SPDX-License-Identifier: GPL-2.0-or-later # Another Noise Tool - Suite (W.I.P.) # Jimmy Hazevoet 5/2017 bl_info = { "name": "A.N.T.Landscape", "author": "Jimmy Hazevoet", "version": (0, 1, 8), "blender": (2, 80, 0), "location": "View3D > Sidebar > Create Tab", "description": "Another Noise Tool: Landscape and Displace", "warning": "", "doc_url": "{BLENDER_MANUAL_URL}/addons/add_mesh/ant_landscape.html", "category": "Add Mesh", } if "bpy" in locals(): import importlib importlib.reload(add_mesh_ant_landscape) importlib.reload(mesh_ant_displace) importlib.reload(ant_functions) importlib.reload(ant_noise) else: from ant_landscape import add_mesh_ant_landscape from ant_landscape import mesh_ant_displace from ant_landscape import ant_functions from ant_landscape import ant_noise import bpy from bpy.props import ( BoolProperty, FloatProperty, IntProperty, StringProperty, PointerProperty, EnumProperty, ) from .ant_functions import ( draw_ant_refresh, draw_ant_main, draw_ant_noise, draw_ant_displace, ) # ------------------------------------------------------------ # Menu's and panels def menu_func_eroder(self, context): ob = bpy.context.active_object if ob and (ob.ant_landscape.keys() and not ob.ant_landscape['sphere_mesh']): self.layout.operator('mesh.eroder', text="Landscape Eroder", icon='SMOOTHCURVE') def menu_func_landscape(self, context): layout = self.layout layout.separator() self.layout.operator('mesh.landscape_add', text="Landscape", icon="RNDCURVE") # Landscape Add Panel class AntLandscapeAddPanel(bpy.types.Panel): bl_category = "Create" bl_label = "Landscape" bl_idname = "ANTLANDSCAPE_PT_add" bl_space_type = "VIEW_3D" bl_region_type = "UI" bl_context = "objectmode" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): col = self.layout.column() col.operator('mesh.landscape_add', text="Landscape", icon="RNDCURVE") # Landscape Tools: class AntLandscapeToolsPanel(bpy.types.Panel): bl_category = "Create" bl_label = "Landscape Tools" bl_idname = "ANTLANDSCAPE_PT_tools" bl_space_type = "VIEW_3D" bl_region_type = "UI" bl_context = "objectmode" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = bpy.context.active_object return (ob and ob.type == 'MESH') def draw(self, context): layout = self.layout ob = context.active_object col = layout.column() col.operator('mesh.ant_displace', text="Mesh Displace", icon="RNDCURVE") col.operator('mesh.ant_slope_map', icon='GROUP_VERTEX') if ob.ant_landscape.keys() and not ob.ant_landscape['sphere_mesh']: col.operator('mesh.eroder', text="Landscape Eroder", icon='SMOOTHCURVE') # Landscape Main Settings class AntMainSettingsPanel(bpy.types.Panel): bl_category = "Create" bl_label = "Landscape Main" bl_idname = "ANTLANDSCAPE_PT_main" bl_space_type = "VIEW_3D" bl_region_type = "UI" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = bpy.context.active_object return ob.ant_landscape.keys() if ob else False def draw(self, context): layout = self.layout scene = context.scene ob = bpy.context.active_object ant = ob.ant_landscape box = layout.box() col = box.column(align=False) col.scale_y = 1.5 col.operator('mesh.ant_landscape_regenerate', text="Regenerate", icon="LOOP_FORWARDS") row = box.row(align=True) split = row.split(align=True) split.prop(ant, "smooth_mesh", toggle=True, text="Smooth", icon='SHADING_SOLID') split.prop(ant, "tri_face", toggle=True, text="Triangulate", icon='MESH_DATA') if ant.sphere_mesh: split.prop(ant, "remove_double", toggle=True, text="Remove Doubles", icon='MESH_DATA') box.prop(ant, "ant_terrain_name") box.prop_search(ant, "land_material", bpy.data, "materials") col = box.column(align=True) col.prop(ant, "subdivision_x") col.prop(ant, "subdivision_y") col = box.column(align=True) if ant.sphere_mesh: col.prop(ant, "mesh_size") else: col.prop(ant, "mesh_size_x") col.prop(ant, "mesh_size_y") # Landscape Noise Settings class AntNoiseSettingsPanel(bpy.types.Panel): bl_category = "Create" bl_label = "Landscape Noise" bl_idname = "ANTLANDSCAPE_PT_noise" bl_space_type = "VIEW_3D" bl_region_type = "UI" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = bpy.context.active_object return ob.ant_landscape.keys() if ob else False def draw(self, context): layout = self.layout scene = context.scene ob = bpy.context.active_object ant = ob.ant_landscape box = layout.box() col = box.column(align=True) col.scale_y = 1.5 if ant.sphere_mesh: col.operator('mesh.ant_landscape_regenerate', text="Regenerate", icon="LOOP_FORWARDS") else: col.operator('mesh.ant_landscape_refresh', text="Refresh", icon="FILE_REFRESH") box.prop(ant, "noise_type") if ant.noise_type == "blender_texture": box.prop_search(ant, "texture_block", bpy.data, "textures") else: box.prop(ant, "basis_type") col = box.column(align=True) col.prop(ant, "random_seed") col = box.column(align=True) col.prop(ant, "noise_offset_x") col.prop(ant, "noise_offset_y") if ant.sphere_mesh: col.prop(ant, "noise_offset_z") col.prop(ant, "noise_size_x") col.prop(ant, "noise_size_y") if ant.sphere_mesh: col.prop(ant, "noise_size_z") col = box.column(align=True) col.prop(ant, "noise_size") col = box.column(align=True) if ant.noise_type == "multi_fractal": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") elif ant.noise_type == "ridged_multi_fractal": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "gain") elif ant.noise_type == "hybrid_multi_fractal": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "gain") elif ant.noise_type == "hetero_terrain": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") elif ant.noise_type == "fractal": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") elif ant.noise_type == "turbulence_vector": col.prop(ant, "noise_depth") col.prop(ant, "amplitude") col.prop(ant, "frequency") col.separator() row = col.row(align=True) row.prop(ant, "hard_noise", expand=True) elif ant.noise_type == "variable_lacunarity": box.prop(ant, "vl_basis_type") box.prop(ant, "distortion") elif ant.noise_type == "marble_noise": box.prop(ant, "marble_shape") box.prop(ant, "marble_bias") box.prop(ant, "marble_sharp") col = box.column(align=True) col.prop(ant, "distortion") col.prop(ant, "noise_depth") col.separator() row = col.row(align=True) row.prop(ant, "hard_noise", expand=True) elif ant.noise_type == "shattered_hterrain": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "distortion") elif ant.noise_type == "strata_hterrain": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "distortion", text="Strata") elif ant.noise_type == "ant_turbulence": col.prop(ant, "noise_depth") col.prop(ant, "amplitude") col.prop(ant, "frequency") col.prop(ant, "distortion") col.separator() row = col.row(align=True) row.prop(ant, "hard_noise", expand=True) elif ant.noise_type == "vl_noise_turbulence": col.prop(ant, "noise_depth") col.prop(ant, "amplitude") col.prop(ant, "frequency") col.prop(ant, "distortion") col.separator() box.prop(ant, "vl_basis_type") col.separator() row = col.row(align=True) row.prop(ant, "hard_noise", expand=True) elif ant.noise_type == "vl_hTerrain": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "distortion") col.separator() box.prop(ant, "vl_basis_type") elif ant.noise_type == "distorted_heteroTerrain": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "distortion") col.separator() col.prop(ant, "vl_basis_type") elif ant.noise_type == "double_multiFractal": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "offset") col.prop(ant, "gain") col.separator() box.prop(ant, "vl_basis_type") elif ant.noise_type == "rocks_noise": col.prop(ant, "noise_depth") col.prop(ant, "distortion") col.separator() row = col.row(align=True) row.prop(ant, "hard_noise", expand=True) elif ant.noise_type == "slick_rock": col.prop(ant, "noise_depth") col.prop(ant, "dimension") col.prop(ant, "lacunarity") col.prop(ant, "gain") col.prop(ant, "offset") col.prop(ant, "distortion") col.separator() box.prop(ant, "vl_basis_type") elif ant.noise_type == "planet_noise": col.prop(ant, "noise_depth") col.separator() row = col.row(align=True) row.prop(ant, "hard_noise", expand=True) # Effects mix col = box.column(align=False) box.prop(ant, "fx_type") if ant.fx_type != "0": if int(ant.fx_type) <= 12: box.prop(ant, "fx_bias") box.prop(ant, "fx_mix_mode") col = box.column(align=True) col.prop(ant, "fx_mixfactor") col = box.column(align=True) col.prop(ant, "fx_loc_x") col.prop(ant, "fx_loc_y") col.prop(ant, "fx_size") col = box.column(align=True) col.prop(ant, "fx_depth") if ant.fx_depth != 0: col.prop(ant, "fx_frequency") col.prop(ant, "fx_amplitude") col.prop(ant, "fx_turb") col = box.column(align=True) row = col.row(align=True).split(factor=0.92, align=True) row.prop(ant, "fx_height") row.prop(ant, "fx_invert", toggle=True, text="", icon='ARROW_LEFTRIGHT') col.prop(ant, "fx_offset") # Landscape Displace Settings class AntDisplaceSettingsPanel(bpy.types.Panel): bl_category = "Create" bl_label = "Landscape Displace" bl_idname = "ANTLANDSCAPE_PT_disp" bl_space_type = "VIEW_3D" bl_region_type = "UI" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = bpy.context.active_object return ob.ant_landscape.keys() if ob else False def draw(self, context): layout = self.layout scene = context.scene ob = bpy.context.active_object ant = ob.ant_landscape box = layout.box() col = box.column(align=True) col.scale_y = 1.5 if ant.sphere_mesh: col.operator('mesh.ant_landscape_regenerate', text="Regenerate", icon="LOOP_FORWARDS") else: col.operator('mesh.ant_landscape_refresh', text="Refresh", icon="FILE_REFRESH") col = box.column(align=True) row = col.row(align=True).split(factor=0.92, align=True) row.prop(ant, "height") row.prop(ant, "height_invert", toggle=True, text="", icon='ARROW_LEFTRIGHT') col.prop(ant, "height_offset") col.prop(ant, "maximum") col.prop(ant, "minimum") if not ant.sphere_mesh: col = box.column() col.prop(ant, "edge_falloff") if ant.edge_falloff != "0": col = box.column(align=True) col.prop(ant, "edge_level") if ant.edge_falloff in ["2", "3"]: col.prop(ant, "falloff_x") if ant.edge_falloff in ["1", "3"]: col.prop(ant, "falloff_y") col = box.column() col.prop(ant, "strata_type") if ant.strata_type != "0": col = box.column() col.prop(ant, "strata") col = box.column() col.prop_search(ant, "vert_group", ob, "vertex_groups") # ------------------------------------------------------------ # Properties group class AntLandscapePropertiesGroup(bpy.types.PropertyGroup): ant_terrain_name: StringProperty( name="Name", default="Landscape" ) land_material: StringProperty( name='Material', default="", description="Terrain material" ) water_material: StringProperty( name='Material', default="", description="Water plane material" ) texture_block: StringProperty( name="Texture", default="" ) at_cursor: BoolProperty( name="Cursor", default=True, description="Place at cursor location", ) smooth_mesh: BoolProperty( name="Smooth", default=True, description="Shade smooth" ) tri_face: BoolProperty( name="Triangulate", default=False, description="Triangulate faces" ) sphere_mesh: BoolProperty( name="Sphere", default=False, description="Generate uv sphere - remove doubles when ready" ) subdivision_x: IntProperty( name="Subdivisions X", default=128, min=4, max=6400, description="Mesh X subdivisions" ) subdivision_y: IntProperty( default=128, name="Subdivisions Y", min=4, max=6400, description="Mesh Y subdivisions" ) mesh_size: FloatProperty( default=2.0, name="Mesh Size", min=0.01, max=100000.0, description="Mesh size" ) mesh_size_x: FloatProperty( default=2.0, name="Mesh Size X", min=0.01, description="Mesh x size" ) mesh_size_y: FloatProperty( name="Mesh Size Y", default=2.0, min=0.01, description="Mesh y size" ) random_seed: IntProperty( name="Random Seed", default=0, min=0, description="Randomize noise origin" ) noise_offset_x: FloatProperty( name="Offset X", default=0.0, description="Noise X Offset" ) noise_offset_y: FloatProperty( name="Offset Y", default=0.0, description="Noise Y Offset" ) noise_offset_z: FloatProperty( name="Offset Z", default=0.0, description="Noise Z Offset" ) noise_size_x: FloatProperty( default=1.0, name="Size X", min=0.01, max=1000.0, description="Noise x size" ) noise_size_y: FloatProperty( name="Size Y", default=1.0, min=0.01, max=1000.0, description="Noise y size" ) noise_size_z: FloatProperty( name="Size Z", default=1.0, min=0.01, max=1000.0, description="Noise Z size" ) noise_size: FloatProperty( name="Noise Size", default=1.0, min=0.01, max=1000.0, description="Noise size" ) noise_type: EnumProperty( name="Noise Type", default='hetero_terrain', description="Noise type", items=[ ('multi_fractal', "Multi Fractal", "Blender: Multi Fractal algorithm", 0), ('ridged_multi_fractal', "Ridged MFractal", "Blender: Ridged Multi Fractal", 1), ('hybrid_multi_fractal', "Hybrid MFractal", "Blender: Hybrid Multi Fractal", 2), ('hetero_terrain', "Hetero Terrain", "Blender: Hetero Terrain", 3), ('fractal', "fBm Fractal", "Blender: fBm - Fractional Browninian motion", 4), ('turbulence_vector', "Turbulence", "Blender: Turbulence Vector", 5), ('variable_lacunarity', "Distorted Noise", "Blender: Distorted Noise", 6), ('marble_noise', "Marble", "A.N.T.: Marble Noise", 7), ('shattered_hterrain', "Shattered hTerrain", "A.N.T.: Shattered hTerrain", 8), ('strata_hterrain', "Strata hTerrain", "A.N.T: Strata hTerrain", 9), ('ant_turbulence', "Another Noise", "A.N.T: Turbulence variation", 10), ('vl_noise_turbulence', "vlNoise turbulence", "A.N.T: Real vlNoise turbulence", 11), ('vl_hTerrain', "vlNoise hTerrain", "A.N.T: vlNoise hTerrain", 12), ('distorted_heteroTerrain', "Distorted hTerrain", "A.N.T distorted hTerrain", 13), ('double_multiFractal', "Double MultiFractal", "A.N.T: double multiFractal", 14), ('rocks_noise', "Noise Rocks", "A.N.T: turbulence variation", 15), ('slick_rock', "Slick Rock", "A.N.T: slick rock", 16), ('planet_noise', "Planet Noise", "Planet Noise by: Farsthary", 17), ('blender_texture', "Blender Texture - Texture Nodes", "Blender texture data block", 18)] ) basis_type: EnumProperty( name="Noise Basis", default=ant_noise.noise_basis_default, description="Noise basis algorithms", items=ant_noise.noise_basis ) vl_basis_type: EnumProperty( name="vlNoise Basis", default=ant_noise.noise_basis_default, description="VLNoise basis algorithms", items=ant_noise.noise_basis ) distortion: FloatProperty( name="Distortion", default=1.0, min=0.01, max=100.0, description="Distortion amount" ) hard_noise: EnumProperty( name="Soft Hard", default="0", description="Soft Noise, Hard noise", items=[ ("0", "Soft", "Soft Noise", 0), ("1", "Hard", "Hard noise", 1)] ) noise_depth: IntProperty( name="Depth", default=8, min=0, max=16, description="Noise Depth - number of frequencies in the fBm" ) amplitude: FloatProperty( name="Amp", default=0.5, min=0.01, max=1.0, description="Amplitude" ) frequency: FloatProperty( name="Freq", default=2.0, min=0.01, max=5.0, description="Frequency" ) dimension: FloatProperty( name="Dimension", default=1.0, min=0.01, max=2.0, description="H - fractal dimension of the roughest areas" ) lacunarity: FloatProperty( name="Lacunarity", min=0.01, max=6.0, default=2.0, description="Lacunarity - gap between successive frequencies" ) offset: FloatProperty( name="Offset", default=1.0, min=0.01, max=6.0, description="Offset - raises the terrain from sea level" ) gain: FloatProperty( name="Gain", default=1.0, min=0.01, max=6.0, description="Gain - scale factor" ) marble_bias: EnumProperty( name="Bias", default="0", description="Marble bias", items=[ ("0", "Sin", "Sin", 0), ("1", "Cos", "Cos", 1), ("2", "Tri", "Tri", 2), ("3", "Saw", "Saw", 3)] ) marble_sharp: EnumProperty( name="Sharp", default="0", description="Marble sharpness", items=[ ("0", "Soft", "Soft", 0), ("1", "Sharp", "Sharp", 1), ("2", "Sharper", "Sharper", 2), ("3", "Soft inv.", "Soft", 3), ("4", "Sharp inv.", "Sharp", 4), ("5", "Sharper inv.", "Sharper", 5)] ) marble_shape: EnumProperty( name="Shape", default="0", description="Marble shape", items=[ ("0", "Default", "Default", 0), ("1", "Ring", "Ring", 1), ("2", "Swirl", "Swirl", 2), ("3", "Bump", "Bump", 3), ("4", "Wave", "Wave", 4), ("5", "Z", "Z", 5), ("6", "Y", "Y", 6), ("7", "X", "X", 7)] ) height: FloatProperty( name="Height", default=0.5, min=-10000.0, max=10000.0, description="Noise intensity scale" ) height_invert: BoolProperty( name="Invert", default=False, description="Height invert", ) height_offset: FloatProperty( name="Offset", default=0.0, min=-10000.0, max=10000.0, description="Height offset" ) fx_mixfactor: FloatProperty( name="Mix Factor", default=0.0, min=-1.0, max=1.0, description="Effect mix factor: -1.0 = Noise, +1.0 = Effect" ) fx_mix_mode: EnumProperty( name="Effect Mix", default="0", description="Effect mix mode", items=[ ("0", "Mix", "Mix", 0), ("1", "Add", "Add", 1), ("2", "Sub", "Subtract", 2), ("3", "Mul", "Multiply", 3), ("4", "Abs", "Absolute", 4), ("5", "Scr", "Screen", 5), ("6", "Mod", "Modulo", 6), ("7", "Min", "Minimum", 7), ("8", "Max", "Maximum", 8) ] ) fx_type: EnumProperty( name="Effect Type", default="0", description="Effect type", items=[ ("0", "None", "No effect", 0), ("1", "Gradient", "Gradient", 1), ("2", "Waves", "Waves - Bumps", 2), ("3", "Zigzag", "Zigzag", 3), ("4", "Wavy", "Wavy", 4), ("5", "Bump", "Bump", 5), ("6", "Dots", "Dots", 6), ("7", "Rings", "Rings", 7), ("8", "Spiral", "Spiral", 8), ("9", "Square", "Square", 9), ("10", "Blocks", "Blocks", 10), ("11", "Grid", "Grid", 11), ("12", "Tech", "Tech", 12), ("13", "Crackle", "Crackle", 13), ("14", "Cracks", "Cracks", 14), ("15", "Rock", "Rock noise", 15), ("16", "Lunar", "Craters", 16), ("17", "Cosine", "Cosine", 17), ("18", "Spikey", "Spikey", 18), ("19", "Stone", "Stone", 19), ("20", "Flat Turb", "Flat turbulence", 20), ("21", "Flat Voronoi", "Flat voronoi", 21) ] ) fx_bias: EnumProperty( name="Effect Bias", default="0", description="Effect bias type", items=[ ("0", "Sin", "Sin", 0), ("1", "Cos", "Cos", 1), ("2", "Tri", "Tri", 2), ("3", "Saw", "Saw", 3), ("4", "None", "None", 4)] ) fx_turb: FloatProperty( name="Distortion", default=0.0, min=0.0, max=1000.0, description="Effect turbulence distortion" ) fx_depth: IntProperty( name="Depth", default=0, min=0, max=16, description="Effect depth - number of frequencies" ) fx_amplitude: FloatProperty( name="Amp", default=0.5, min=0.01, max=1.0, description="Amplitude" ) fx_frequency: FloatProperty( name="Freq", default=2.0, min=0.01, max=5.0, description="Frequency" ) fx_size: FloatProperty( name="Effect Size", default=1.0, min=0.01, max=1000.0, description="Effect size" ) fx_loc_x: FloatProperty( name="Offset X", default=0.0, description="Effect x offset" ) fx_loc_y: FloatProperty( name="Offset Y", default=0.0, description="Effect y offset" ) fx_height: FloatProperty( name="Intensity", default=1.0, min=-1000.0, max=1000.0, description="Effect intensity scale" ) fx_invert: BoolProperty( name="Invert", default=False, description="Effect invert" ) fx_offset: FloatProperty( name="Offset", default=0.0, min=-1000.0, max=1000.0, description="Effect height offset" ) edge_falloff: EnumProperty( name="Falloff", default="3", description="Flatten edges", items=[ ("0", "None", "None", 0), ("1", "Y", "Y Falloff", 1), ("2", "X", "X Falloff", 2), ("3", "X Y", "X Y Falloff", 3)] ) falloff_x: FloatProperty( name="Falloff X", default=4.0, min=0.1, max=100.0, description="Falloff x scale" ) falloff_y: FloatProperty( name="Falloff Y", default=4.0, min=0.1, max=100.0, description="Falloff y scale" ) edge_level: FloatProperty( name="Edge Level", default=0.0, min=-10000.0, max=10000.0, description="Edge level, sealevel offset" ) maximum: FloatProperty( name="Maximum", default=1.0, min=-10000.0, max=10000.0, description="Maximum, flattens terrain at plateau level" ) minimum: FloatProperty( name="Minimum", default=-1.0, min=-10000.0, max=10000.0, description="Minimum, flattens terrain at seabed level" ) vert_group: StringProperty( name="Vertex Group", default="" ) strata: FloatProperty( name="Amount", default=5.0, min=0.01, max=1000.0, description="Strata layers / terraces" ) strata_type: EnumProperty( name="Strata", default="0", description="Strata types", items=[ ("0", "None", "No strata", 0), ("1", "Smooth", "Smooth transitions", 1), ("2", "Sharp Sub", "Sharp subtract transitions", 2), ("3", "Sharp Add", "Sharp add transitions", 3), ("4", "Quantize", "Quantize", 4), ("5", "Quantize Mix", "Quantize mixed", 5)] ) water_plane: BoolProperty( name="Water Plane", default=False, description="Add water plane" ) water_level: FloatProperty( name="Level", default=0.01, min=-10000.0, max=10000.0, description="Water level" ) remove_double: BoolProperty( name="Remove Doubles", default=False, description="Remove doubles" ) refresh: BoolProperty( name="Refresh", default=False, description="Refresh" ) auto_refresh: BoolProperty( name="Auto", default=True, description="Automatic refresh" ) # ------------------------------------------------------------ # Register: classes = ( AntLandscapeAddPanel, AntLandscapeToolsPanel, AntMainSettingsPanel, AntNoiseSettingsPanel, AntDisplaceSettingsPanel, AntLandscapePropertiesGroup, add_mesh_ant_landscape.AntAddLandscape, mesh_ant_displace.AntMeshDisplace, ant_functions.AntLandscapeRefresh, ant_functions.AntLandscapeRegenerate, ant_functions.AntVgSlopeMap, ant_functions.Eroder, ) def register(): for cls in classes: bpy.utils.register_class(cls) bpy.types.VIEW3D_MT_mesh_add.append(menu_func_landscape) bpy.types.Object.ant_landscape = PointerProperty( type=AntLandscapePropertiesGroup, name="ANT_Landscape", description="Landscape properties") bpy.types.VIEW3D_MT_paint_weight.append(menu_func_eroder) def unregister(): for cls in reversed(classes): bpy.utils.unregister_class(cls) bpy.types.VIEW3D_MT_mesh_add.remove(menu_func_landscape) bpy.types.VIEW3D_MT_paint_weight.remove(menu_func_eroder) if __name__ == "__main__": register()