# SPDX-License-Identifier: GPL-2.0-or-later # Copyright 2015 Pratik Solanki (Draguu) bl_info = { "name": "Dynamic Sky", "author": "Pratik Solanki", "version": (1, 0, 6), "blender": (2, 80, 0), "location": "View3D > Sidebar > Create Tab", "description": "Creates Dynamic Sky for Cycles", "warning": "", "doc_url": "{BLENDER_MANUAL_URL}/addons/lighting/dynamic_sky.html", "category": "Lighting", } import bpy from bpy.props import StringProperty from bpy.types import ( Operator, Panel, ) # Handle error notifications def error_handlers(self, error, reports="ERROR"): if self and reports: self.report({'WARNING'}, reports + " (See Console for more info)") print("\n[Dynamic Sky]\nError: {}\n".format(error)) def check_world_name(name_id="Dynamic"): # check if the new name pattern is in world data name_list = [] suffix = 1 try: name_list = [world.name for world in bpy.data.worlds if name_id in world.name] new_name = "{}_{}".format(name_id, len(name_list) + suffix) if new_name in name_list: # KISS failed - numbering is not sequential # try harvesting numbers in world names, find the rightmost ones test_num = [] from re import findall for words in name_list: test_num.append(findall(r"\d+", words)) suffix += max([int(l[-1]) for l in test_num]) new_name = "{}_{}".format(name_id, suffix) return new_name except Exception as e: error_handlers(False, e) pass return name_id def check_cycles(): return ('cycles' in bpy.context.preferences.addons.keys()) class dsky(Operator): bl_idname = "sky.dyn" bl_label = "Make a Procedural sky" bl_description = ("Make a Procedural Sky with parameters in the 3D View\n" "Note: Available just for Cycles renderer\n" "Only the last created Dynamic World can be accessed from this panel") @classmethod def poll(cls, context): return check_cycles() def get_node_types(self, node_tree, node_type): for node in node_tree.nodes: if node.type == node_type: return node return None def execute(self, context): try: get_name = check_world_name() context.scene.dynamic_sky_name = get_name bpy.context.scene.render.engine = 'CYCLES' world = bpy.data.worlds.new(get_name) world.cycles.sample_as_light = True world.cycles.sample_map_resolution = 2048 world.use_nodes = True nt = world.node_tree # Note: (see T52714) to avoid string localization problems, assign the name for # nodes that will be exposed in the 3D view (pattern UI name with underscore) bg = self.get_node_types(nt, "BACKGROUND") bg.name = "Scene_Brightness" bg.inputs[0].default_value[:3] = (0.5, .1, 0.6) bg.inputs[1].default_value = 1 bg.location = (6708.3, 360) ntl = nt.links.new tcor = nt.nodes.new(type="ShaderNodeTexCoord") tcor.location = (243.729, 1005) map1 = nt.nodes.new(type="ShaderNodeMapping") map1.vector_type = 'NORMAL' map1.location = (786.54, 730) nor = nt.nodes.new(type="ShaderNodeNormal") nor.name = "Sky_normal" nor.location = (1220.16, 685) cr1 = nt.nodes.new(type="ShaderNodeValToRGB") cr1.color_ramp.elements[0].position = 0.969 cr1.color_ramp.interpolation = 'EASE' cr1.location = (1671.33, 415) 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' cr2.location = (2196.6, 415) 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' cr3.location = (2196.6, 415) mat1 = nt.nodes.new(type="ShaderNodeMath") mat1.operation = 'MULTIPLY' mat1.inputs[1].default_value = 0.2 mat1.location = (2196.6, 685) mat2 = nt.nodes.new(type="ShaderNodeMath") mat2.operation = 'MULTIPLY' mat2.inputs[1].default_value = 2 mat2.location = (3294, 685) mat3 = nt.nodes.new(type="ShaderNodeMath") mat3.operation = 'MULTIPLY' mat3.inputs[1].default_value = 40.9 mat3.location = (2745.24, 415) mat4 = nt.nodes.new(type="ShaderNodeMath") mat4.operation = 'SUBTRACT' mat4.inputs[1].default_value = 1 mat4.location = (3294, 415) 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.name = "Soft_hard" soft.location = (3819.3, 550) soft_1 = nt.nodes.new(type="ShaderNodeMixRGB") soft_1.location = (3819.3, 185) 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.location = (4344.3, 630) mix1_1 = nt.nodes.new(type="ShaderNodeMixRGB") mix1_1.blend_type = 'MULTIPLY' mix1_1.inputs[0].default_value = 1 mix1_1.location = (4344.3, 90) mix2 = nt.nodes.new(type="ShaderNodeMixRGB") mix2.location = (4782, 610) mix2_1 = nt.nodes.new(type="ShaderNodeMixRGB") mix2_1.location = (5131.8, 270) 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 gam.location = (5131.8, 610) gam2 = nt.nodes.new(type="ShaderNodeGamma") gam2.name = "Sun_value" gam2.inputs[1].default_value = 1 gam2.location = (5524.5, 610) gam3 = nt.nodes.new(type="ShaderNodeGamma") gam3.name = "Shadow_color_saturation" gam3.inputs[1].default_value = 1 gam3.location = (5524.5, 880) sunopa = nt.nodes.new(type="ShaderNodeMixRGB") sunopa.blend_type = 'ADD' sunopa.inputs[0].default_value = 1 sunopa.location = (5940.6, 610) sunopa_1 = nt.nodes.new(type="ShaderNodeMixRGB") sunopa_1.blend_type = 'ADD' sunopa_1.inputs[0].default_value = 1 sunopa_1.location = (5524.5, 340) combine = nt.nodes.new(type="ShaderNodeMixRGB") combine.location = (6313.8, 360) ntl(combine.inputs[1], sunopa.outputs[0]) ntl(combine.inputs[2], sunopa_1.outputs[0]) lp = nt.nodes.new(type="ShaderNodeLightPath") lp.location = (5940.6, 130) 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.inputs['Scale'].default_value[2] = 6.00 map2.inputs['Scale'].default_value[0] = 1.5 map2.inputs['Scale'].default_value[1] = 1.5 map2.location = (2196.6, 1510) n1 = nt.nodes.new(type="ShaderNodeTexNoise") n1.inputs['Scale'].default_value = 3.8 n1.inputs['Detail'].default_value = 2.4 n1.inputs['Distortion'].default_value = 0.5 n1.location = (2745.24, 1780) n2 = nt.nodes.new(type="ShaderNodeTexNoise") n2.inputs['Scale'].default_value = 2.0 n2.inputs['Detail'].default_value = 10 n2.inputs['Distortion'].default_value = 0.2 n2.location = (2745.24, 1510) ntl(n2.inputs[0], map2.outputs[0]) ntl(n1.inputs[0], map2.outputs[0]) sc1 = nt.nodes.new(type="ShaderNodeValToRGB") sc1.location = (3294, 1780) sc2 = nt.nodes.new(type="ShaderNodeValToRGB") sc2.location = (3294, 1510) sc3 = nt.nodes.new(type="ShaderNodeValToRGB") sc3.location = (3819.3, 820) sc3_1 = nt.nodes.new(type="ShaderNodeValToRGB") sc3_1.location = (4344.3, 1360) sc4 = nt.nodes.new(type="ShaderNodeValToRGB") sc4.location = (3819.3, 1090) 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") smix1.location = (3819.3, 1550) smix1.name = "Cloud_color" smix2 = nt.nodes.new(type="ShaderNodeMixRGB") smix2.location = (4344.3, 1630) smix2.name = "Cloud_density" smix2_1 = nt.nodes.new(type="ShaderNodeMixRGB") smix2_1.location = (4782, 1360) smix3 = nt.nodes.new(type="ShaderNodeMixRGB") smix3.location = (4344.3, 1090) smix3.name = "Sky_and_Horizon_colors" smix4 = nt.nodes.new(type="ShaderNodeMixRGB") smix4.location = (4782, 880) smix5 = nt.nodes.new(type="ShaderNodeMixRGB") smix5.name = "Cloud_opacity" smix5.location = (5131.8, 880) 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") srgb.location = (786.54, 1370) aniadd = nt.nodes.new(type="ShaderNodeMath") aniadd.location = (1220.16, 1235) crgb = nt.nodes.new(type="ShaderNodeCombineRGB") crgb.location = (1671.33, 1510) sunrgb = nt.nodes.new(type="ShaderNodeMixRGB") sunrgb.name = "Sun_color" sunrgb.blend_type = 'MULTIPLY' sunrgb.inputs[2].default_value = (32, 30, 30, 200) sunrgb.inputs[0].default_value = 1 sunrgb.location = (4344.3, 360) 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['Fac']) ntl(sc2.inputs[0], n2.outputs['Fac']) skynor = nt.nodes.new(type="ShaderNodeNormal") skynor.location = (3294, 1070) 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], map1.outputs[0]) ntl(map1.inputs[0], tcor.outputs[0]) ntl(sunopa_1.inputs[1], smix5.outputs[0]) ntl(sunopa_1.inputs[2], mix2_1.outputs[0]) world_out = self.get_node_types(nt, "OUTPUT_WORLD") world_out.location = (7167.3, 360) except Exception as e: error_handlers(self, e, "Make a Procedural sky has failed") return {"CANCELLED"} return {'FINISHED'} def draw_world_settings(col, context): get_world = context.scene.world stored_name = context.scene.dynamic_sky_name get_world_keys = bpy.data.worlds.keys() if stored_name not in get_world_keys or len(get_world_keys) < 1: col.label(text="The {} World could not".format(stored_name), icon="INFO") col.label(text="be found in the Worlds' Data", icon="BLANK1") return elif not (get_world and get_world.name == stored_name): col.label(text="Please select the World", icon="INFO") col.label(text="named {}".format(stored_name), icon="BLANK1") col.label(text="from the Properties > World", icon="BLANK1") return pick_world = bpy.data.worlds[stored_name] try: m = pick_world.node_tree.nodes[28] m = pick_world.node_tree.nodes['Sky_and_Horizon_colors'].inputs[1] n = pick_world.node_tree.nodes['Sky_and_Horizon_colors'].inputs[2] c = pick_world.node_tree.nodes['Cloud_color'].inputs[1] o = pick_world.node_tree.nodes['Cloud_opacity'].inputs[0] d = pick_world.node_tree.nodes['Cloud_density'].inputs[0] so = pick_world.node_tree.nodes['Sun_value'].inputs[1] so2 = pick_world.node_tree.nodes['Shadow_color_saturation'].inputs[1] no = pick_world.node_tree.nodes['Sky_normal'].outputs[0] sof = pick_world.node_tree.nodes['Soft_hard'].inputs[0] bgp = pick_world.node_tree.nodes['Scene_Brightness'].inputs[1] suc = pick_world.node_tree.nodes['Sun_color'].inputs[1] except: col.label(text="Please Create a new World", icon="INFO") col.label(text="seems that there was already", icon="BLANK1") col.label(text="one called {}".format(stored_name), icon="BLANK1") return col.label(text="World: %s" % stored_name) col.separator() col.label(text="Scene Control") col.prop(bgp, "default_value", text="Brightness") col.prop(so2, "default_value", text="Shadow color saturation") col.label(text="Sky Control") col.prop(m, "default_value", text="Sky color") col.prop(n, "default_value", text="Horizon Color") col.prop(c, "default_value", text="Cloud color") col.prop(o, "default_value", text="Cloud opacity") col.prop(d, "default_value", text="Cloud density") col.label(text="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="") class Dynapanel(Panel): bl_label = "Dynamic sky" bl_idname = "DYNSKY_PT_tools" bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_context = "objectmode" bl_category = "Create" bl_options = {'DEFAULT_CLOSED'} def draw(self, context): layout = self.layout layout.operator("sky.dyn", text="Create", icon='MAT_SPHERE_SKY') col = layout.column() draw_world_settings(col, context) def register(): bpy.utils.register_class(Dynapanel) bpy.utils.register_class(dsky) bpy.types.Scene.dynamic_sky_name = StringProperty( name="", default="Dynamic" ) def unregister(): bpy.utils.unregister_class(Dynapanel) bpy.utils.unregister_class(dsky) del bpy.types.Scene.dynamic_sky_name if __name__ == "__main__": register()