# ##### BEGIN GPL LICENSE BLOCK ##### # # 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 2 # 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, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### bl_info = { "name": "Cloud Generator", "author": "Nick Keeline(nrk)", "version": (1,0), "blender": (2, 5, 7), "api": 35853, "location": "View3D > Tool Shelf > Cloud Generator Panel", "description": "Creates Volumetric Clouds", "warning": "", "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\ "Scripts/Object/Cloud_Gen", "tracker_url": "https://projects.blender.org/tracker/index.php?"\ "func=detail&aid=22015", "category": "Object"} """ Place this file in the .blender/scripts/addons dir You have to activated the script in the "Add-Ons" tab (user preferences). The functionality can then be accessed via the Tool shelf when objects are selected Rev 0 initial release Rev 0.1 added scene to create_mesh per python api change. Rev 0.2 Added Point Density turbulence and fixed degenerate Rev 0.3 Fixed bug in degenerate Rev 0.4 updated for api change/changed to new apply modifier technique Rev 0.5 made particle count equation with radius so radius increases with cloud volume Rev 0.6 added poll function to operator, fixing crash with no selected objects Rev 0.7 added particles option and Type of Cloud wanted selector Rev 0.8 fixed particles by commenting out add cloud texture force field Rev 0.9 Added smoothing and explosion material Rev 1.0 Added ability to convert object with particle system to cloud and auto resizing of bound box """ import bpy import mathutils from math import * from bpy.props import * # This routine takes an object and deletes all of the geometry in it # and adds a bounding box to it. # It will add or subtract the bound box size by the variable sizeDifference. def getMeshandPutinEditMode(scene, object): # Go into Object Mode bpy.ops.object.mode_set(mode='OBJECT') # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the object object.select = True scene.objects.active = object # Go into Edit Mode bpy.ops.object.mode_set(mode='EDIT') return object.data def maxAndMinVerts(scene, object): mesh = getMeshandPutinEditMode(scene, object) verts = mesh.vertices #Set the max and min verts to the first vertex on the list maxVert = [verts[0].co[0], verts[0].co[1], verts[0].co[2]] minVert = [verts[0].co[0], verts[0].co[1], verts[0].co[2]] #Create Max and Min Vertex array for the outer corners of the box for vert in verts: #Max vertex if vert.co[0] > maxVert[0]: maxVert[0] = vert.co[0] if vert.co[1] > maxVert[1]: maxVert[1] = vert.co[1] if vert.co[2] > maxVert[2]: maxVert[2] = vert.co[2] #Min Vertex if vert.co[0] < minVert[0]: minVert[0] = vert.co[0] if vert.co[1] < minVert[1]: minVert[1] = vert.co[1] if vert.co[2] < minVert[2]: minVert[2] = vert.co[2] return [maxVert, minVert] def makeObjectIntoBoundBox(scene, object, sizeDifference, takeFromObject): #Let's find the max and min of the reference object, it can be the same as the destination object [maxVert, minVert] = maxAndMinVerts(scene, takeFromObject) #get objects mesh mesh = getMeshandPutinEditMode(scene, object) #Add the size difference to the max size of the box maxVert[0] = maxVert[0] + sizeDifference maxVert[1] = maxVert[1] + sizeDifference maxVert[2] = maxVert[2] + sizeDifference #subtract the size difference to the min size of the box minVert[0] = minVert[0] - sizeDifference minVert[1] = minVert[1] - sizeDifference minVert[2] = minVert[2] - sizeDifference #Create arrays of verts and faces to be added to the mesh addVerts = [] #X high loop addVerts.append([maxVert[0], maxVert[1], maxVert[2]]) addVerts.append([maxVert[0], maxVert[1], minVert[2]]) addVerts.append([maxVert[0], minVert[1], minVert[2]]) addVerts.append([maxVert[0], minVert[1], maxVert[2]]) #x low loop addVerts.append([minVert[0], maxVert[1], maxVert[2]]) addVerts.append([minVert[0], maxVert[1], minVert[2]]) addVerts.append([minVert[0], minVert[1], minVert[2]]) addVerts.append([minVert[0], minVert[1], maxVert[2]]) # Make the faces of the bounding box. addFaces = [] # Draw a box on paper and number the vertices. # Use right hand rule to come up with number orders for faces on # the box (with normals pointing out). addFaces.append([0, 3, 2, 1]) addFaces.append([4, 5, 6, 7]) addFaces.append([0, 1, 5, 4]) addFaces.append([1, 2, 6, 5]) addFaces.append([2, 3, 7, 6]) addFaces.append([0, 4, 7, 3]) # Delete all geometry from the object. bpy.ops.mesh.select_all(action='SELECT') bpy.ops.mesh.delete(type='ALL') # Must be in object mode for from_pydata to work bpy.ops.object.mode_set(mode='OBJECT') # Add the mesh data. mesh.from_pydata(addVerts, [], addFaces) # Update the mesh mesh.update() def applyScaleRotLoc(scene, obj): # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the object obj.select = True scene.objects.active = obj bpy.ops.object.transform_apply(location=True, rotation=True, scale=True) def totallyDeleteObject(scene, obj): scene.objects.unlink(obj) bpy.data.objects.remove(obj) def makeParent(parentobj, childobj, scene): applyScaleRotLoc(scene, parentobj) applyScaleRotLoc(scene, childobj) childobj.parent = parentobj def addNewObject(scene, name, copyobj): # Create new mesh mesh = bpy.data.meshes.new(name) # Create a new object. ob_new = bpy.data.objects.new(name, mesh) tempme = copyobj.data ob_new.data = tempme.copy() ob_new.scale = copyobj.scale ob_new.location = copyobj.location # Link new object to the given scene and select it. scene.objects.link(ob_new) ob_new.select = True return ob_new def getpdensitytexture(object): for mslot in object.material_slots: mat = mslot.material for tslot in mat.texture_slots: if tslot!= 'NoneType': tex = tslot.texture if tex.type == 'POINT_DENSITY': if tex.point_density.point_source == 'PARTICLE_SYSTEM': return tex def removeParticleSystemFromObj(scene, object): # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the object. object.select = True scene.objects.active = object bpy.ops.object.particle_system_remove() # Deselect All bpy.ops.object.select_all(action='DESELECT') def convertParticlesToMesh(scene, particlesobj, destobj, replacemesh): # Select the Destination object. destobj.select = True scene.objects.active = destobj #Go to Edit Mode bpy.ops.object.mode_set(mode='EDIT',toggle=False) #Delete everything in mesh if replace true if replacemesh: bpy.ops.mesh.select_all(action='SELECT') bpy.ops.mesh.delete(type='ALL') meshPnts = destobj.data listCloudParticles = particlesobj.particles listMeshPnts = [] for pTicle in listCloudParticles: listMeshPnts.append(pTicle.location) # Must be in object mode for from_pydata to work. bpy.ops.object.mode_set(mode='OBJECT') # Add in the mesh data. meshPnts.from_pydata(listMeshPnts, [], []) # Update the mesh. meshPnts.update() def combineObjects(scene, combined, listobjs): # scene is the current scene # combined is the object we want to combine everything into # listobjs is the list of objects to stick into combined # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the new object. combined.select = True scene.objects.active = combined # Add data if (len(listobjs) > 0): for i in listobjs: # Add a modifier bpy.ops.object.modifier_add(type='BOOLEAN') union = combined.modifiers union[0].name = "AddEmUp" union[0].object = i union[0].operation = 'UNION' # Apply modifier bpy.ops.object.modifier_apply(apply_as='DATA', modifier=union[0].name) # Returns the action we want to take def getActionToDo(obj): if not obj or obj.type != 'MESH': return 'NOT_OBJ_DO_NOTHING' elif obj is None: return 'NO_SELECTION_DO_NOTHING' elif "CloudMember" in obj: if obj["CloudMember"] != None: if obj["CloudMember"] == "MainObj": return 'DEGENERATE' elif obj["CloudMember"] == "CreatedObj" and len(obj.particle_systems) > 0: return 'CLOUD_CONVERT_TO_MESH' else: return 'CLOUD_DO_NOTHING' elif obj.type == 'MESH': return 'GENERATE' else: return 'DO_NOTHING' class VIEW3D_PT_tools_cloud(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'TOOLS' bl_label = "Cloud Generator" bl_context = "objectmode" def draw(self, context): active_obj = context.active_object layout = self.layout col = layout.column(align=True) WhatToDo = getActionToDo(active_obj) if WhatToDo == 'DEGENERATE': col.operator("cloud.generate_cloud", text="DeGenerate") elif WhatToDo == 'CLOUD_CONVERT_TO_MESH': col.operator("cloud.generate_cloud", text="Convert to Mesh") elif WhatToDo == 'NO_SELECTION_DO_NOTHING': col.label(text="Select one or more") col.label(text="objects to generate") col.label(text="a cloud.") elif WhatToDo == 'CLOUD_DO_NOTHING': col.label(text="Must select") col.label(text="bound box") elif WhatToDo == 'GENERATE': col.operator("cloud.generate_cloud", text="Generate Cloud") col.prop(context.scene, "cloud_type") col.prop(context.scene, "cloudparticles") col.prop(context.scene, "cloudsmoothing") else: col.label(text="Select one or more") col.label(text="objects to generate") col.label(text="a cloud.") class GenerateCloud(bpy.types.Operator): bl_idname = "cloud.generate_cloud" bl_label = "Generate Cloud" bl_description = "Create a Cloud,Undo Cloud, or convert to Mesh Cloud depending on selection" bl_register = True bl_undo = True @classmethod def poll(cls, context): if not context.active_object: return False else: return (context.active_object.type=='MESH') def execute(self, context): # Make variable that is the current .blend file main data blocks blend_data = context.blend_data # Make variable that is the active object selected by user active_object = context.active_object # Make variable scene that is current scene scene = context.scene # Parameters the user may want to change: # Number of points this number is multiplied by the volume to get # the number of points the scripts will put in the volume. numOfPoints = 1.0 maxNumOfPoints = 100000 maxPointDensityRadius = 1.5 scattering = 2.5 pointDensityRadiusFactor = 1.0 densityScale = 1.5 # What should we do? WhatToDo = getActionToDo(active_object) if WhatToDo == 'DEGENERATE': # Degenerate Cloud mainObj = active_object cloudMembers = active_object.children createdObjects = [] definitionObjects = [] for member in cloudMembers: applyScaleRotLoc(scene, member) if (member["CloudMember"] == "CreatedObj"): createdObjects.append(member) else: definitionObjects.append(member) for defObj in definitionObjects: #Delete cloudmember data from objects if "CloudMember" in defObj: del(defObj["CloudMember"]) for createdObj in createdObjects: totallyDeleteObject(scene, createdObj) # Delete the blend_data object totallyDeleteObject(scene, mainObj) # Select all of the left over boxes so people can immediately # press generate again if they want. for eachMember in definitionObjects: eachMember.draw_type = 'SOLID' eachMember.select = True eachMember.hide_render = False elif WhatToDo == 'CLOUD_CONVERT_TO_MESH': cloudParticles = active_object.particle_systems.active bounds = active_object.parent ###############Create CloudPnts for putting points in######### # Create a new object cloudPnts cloudPnts = addNewObject(scene, "CloudPoints", bounds) cloudPnts["CloudMember"] = "CreatedObj" cloudPnts.draw_type = 'WIRE' cloudPnts.hide_render = True makeParent(bounds, cloudPnts, scene) convertParticlesToMesh(scene, cloudParticles, cloudPnts, True) removeParticleSystemFromObj(scene, active_object) pDensity = getpdensitytexture(bounds) pDensity.point_density.point_source = 'OBJECT' pDensity.point_density.object = cloudPnts #Let's resize the bound box to be more accurate. how_much_bigger = pDensity.point_density.radius makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts) else: # Generate Cloud ###############Create Combined Object bounds################## # Make a list of all Selected objects. selectedObjects = bpy.context.selected_objects if not selectedObjects: selectedObjects = [bpy.context.active_object] # Create a new object bounds bounds = addNewObject(scene, "CloudBounds", selectedObjects[0]) bounds.draw_type = 'BOUNDS' bounds.hide_render = False # Just add a Definition Property designating this # as the blend_data object. bounds["CloudMember"] = "MainObj" # Since we used iteration 0 to copy with object we # delete it off the list. firstObject = selectedObjects[0] del selectedObjects[0] # Apply location Rotation and Scale to all objects involved. applyScaleRotLoc(scene, bounds) for each in selectedObjects: applyScaleRotLoc(scene, each) # Let's combine all of them together. combineObjects(scene, bounds, selectedObjects) # Let's add some property info to the objects. for selObj in selectedObjects: selObj["CloudMember"] = "DefinitioinObj" selObj.name = "DefinitioinObj" selObj.draw_type = 'WIRE' selObj.hide_render = True makeParent(bounds, selObj, scene) # Do the same to the 1. object since it is no longer in list. firstObject["CloudMember"] = "DefinitioinObj" firstObject.name = "DefinitioinObj" firstObject.draw_type = 'WIRE' firstObject.hide_render = True makeParent(bounds, firstObject, scene) ###############Create Cloud for putting Cloud Mesh############ # Create a new object cloud. cloud = addNewObject(scene, "CloudMesh", bounds) cloud["CloudMember"] = "CreatedObj" cloud.draw_type = 'WIRE' cloud.hide_render = True makeParent(bounds, cloud, scene) bpy.ops.object.editmode_toggle() bpy.ops.mesh.select_all(action='SELECT') #Don't subdivide object or smooth if smoothing box not checked. if scene.cloudsmoothing: bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1) # bpy.ops.object.transform_apply(location=True) bpy.ops.mesh.vertices_smooth(repeat=20) bpy.ops.mesh.tris_convert_to_quads() bpy.ops.mesh.faces_shade_smooth() bpy.ops.object.editmode_toggle() ###############Create Particles in cloud obj################## # Set time to 0. scene.frame_current = 0 # Add a new particle system. bpy.ops.object.particle_system_add() #Particle settings setting it up! cloudParticles = cloud.particle_systems.active cloudParticles.name = "CloudParticles" cloudParticles.settings.frame_start = 0 cloudParticles.settings.frame_end = 0 cloudParticles.settings.emit_from = 'VOLUME' cloudParticles.settings.lifetime = scene.frame_end cloudParticles.settings.draw_method = 'DOT' cloudParticles.settings.render_type = 'NONE' cloudParticles.settings.distribution = 'RAND' cloudParticles.settings.physics_type = 'NEWTON' cloudParticles.settings.normal_factor = 0 #Gravity does not effect the particle system eWeights = cloudParticles.settings.effector_weights eWeights.gravity = 0 ####################Create Volume Material#################### # Deselect All bpy.ops.object.select_all(action='DESELECT') # Select the object. bounds.select = True scene.objects.active = bounds # Turn bounds object into a box. Use itself as a reference. makeObjectIntoBoundBox(scene, bounds, 1.0, bounds) # Delete all material slots in bounds object. for i in range(len(bounds.material_slots)): bounds.active_material_index = i - 1 bpy.ops.object.material_slot_remove() # Add a new material. cloudMaterial = blend_data.materials.new("CloudMaterial") bpy.ops.object.material_slot_add() bounds.material_slots[0].material = cloudMaterial # Set Up the Cloud Material cloudMaterial.name = "CloudMaterial" cloudMaterial.type = 'VOLUME' mVolume = cloudMaterial.volume mVolume.scattering = scattering mVolume.density = 0 mVolume.density_scale = densityScale mVolume.transmission_color = [3, 3, 3] mVolume.step_size = 0.1 mVolume.use_light_cache = True mVolume.cache_resolution = 45 # Add a texture vMaterialTextureSlots = cloudMaterial.texture_slots cloudtex = blend_data.textures.new("CloudTex", type='CLOUDS') cloudtex.noise_type = 'HARD_NOISE' cloudtex.noise_scale = 2 mtex = cloudMaterial.texture_slots.add() mtex.texture = cloudtex mtex.texture_coords = 'ORCO' mtex.use_map_color_diffuse = True # Set time scene.frame_current = 1 # Add a Point Density texture pDensity = blend_data.textures.new("CloudPointDensity", 'POINT_DENSITY') mtex = cloudMaterial.texture_slots.add() mtex.texture = pDensity mtex.texture_coords = 'GLOBAL' mtex.use_map_density = True mtex.use_rgb_to_intensity = True mtex.texture_coords = 'GLOBAL' pDensity.point_density.vertex_cache_space = 'WORLD_SPACE' pDensity.point_density.use_turbulence = True pDensity.point_density.noise_basis = 'VORONOI_F2' pDensity.point_density.turbulence_depth = 3 pDensity.use_color_ramp = True pRamp = pDensity.color_ramp #pRamp.use_interpolation = 'LINEAR' pRampElements = pRamp.elements #pRampElements[1].position = .9 #pRampElements[1].color = [.18,.18,.18,.8] bpy.ops.texture.slot_move(type='UP') # Estimate the number of particles for the size of bounds. volumeBoundBox = (bounds.dimensions[0] * bounds.dimensions[1]* bounds.dimensions[2]) numParticles = int((2.4462 * volumeBoundBox + 430.4) * numOfPoints) if numParticles > maxNumOfPoints: numParticles = maxNumOfPoints if numParticles < 10000: numParticles = int(numParticles + 15 * volumeBoundBox) print(numParticles) # Set the number of particles according to the volume # of bounds. cloudParticles.settings.count = numParticles pDensity.point_density.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor if pDensity.point_density.radius > maxPointDensityRadius: pDensity.point_density.radius = maxPointDensityRadius # Set time to 1. scene.frame_current = 1 if not scene.cloudparticles: ###############Create CloudPnts for putting points in######### # Create a new object cloudPnts cloudPnts = addNewObject(scene, "CloudPoints", bounds) cloudPnts["CloudMember"] = "CreatedObj" cloudPnts.draw_type = 'WIRE' cloudPnts.hide_render = True makeParent(bounds, cloudPnts, scene) convertParticlesToMesh(scene, cloudParticles, cloudPnts, True) # Add a modifier. bpy.ops.object.modifier_add(type='DISPLACE') cldPntsModifiers = cloudPnts.modifiers cldPntsModifiers[0].name = "CloudPnts" cldPntsModifiers[0].texture = cloudtex cldPntsModifiers[0].texture_coords = 'OBJECT' cldPntsModifiers[0].texture_coords_object = cloud cldPntsModifiers[0].strength = -1.4 # Apply modifier bpy.ops.object.modifier_apply(apply_as='DATA', modifier=cldPntsModifiers[0].name) pDensity.point_density.point_source = 'OBJECT' pDensity.point_density.object = cloudPnts removeParticleSystemFromObj(scene, cloud) else: pDensity.point_density.point_source = 'PARTICLE_SYSTEM' pDensity.point_density.object = cloud pDensity.point_density.particle_system = cloudParticles if scene.cloud_type == '1': # Cumulous print("Cumulous") mVolume.density_scale = 2.22 pDensity.point_density.turbulence_depth = 10 pDensity.point_density.turbulence_strength = 6.3 pDensity.point_density.turbulence_scale = 2.9 pRampElements[1].position = .606 pDensity.point_density.radius = pDensity.point_density.radius + .1 elif scene.cloud_type == '2': # Cirrus print("Cirrus") pDensity.point_density.turbulence_strength = 22 mVolume.transmission_color = [3.5, 3.5, 3.5] mVolume.scattering = .13 elif scene.cloud_type == '3': # Explosion mVolume.emission = 1.42 mtex.use_rgb_to_intensity = False pRampElements[0].position = .825 pRampElements[0].color = [.119,.119,.119,1] pRampElements[1].position = .049 pRampElements[1].color = [1.0,1.0,1.0,0] pDensity.point_density.turbulence_strength = 1.5 pRampElement1 = pRampElements.new(.452) pRampElement1.color = [.814,.112,0,1] pRampElement2 = pRampElements.new(.234) pRampElement2.color = [.814,.310,.002,1] pRampElement3 = pRampElements.new(.669) pRampElement3.color = [0,.0,.040,1] # Select the object. bounds.select = True scene.objects.active = bounds #Let's resize the bound box to be more accurate. how_much_bigger = pDensity.point_density.radius + .1 #If it's a particle cloud use cloud mesh if otherwise use point mesh if not scene.cloudparticles: makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloudPnts) else: makeObjectIntoBoundBox(scene, bounds, how_much_bigger, cloud) return {'FINISHED'} def register(): bpy.utils.register_module(__name__) bpy.types.Scene.cloudparticles = BoolProperty( name="Particles", description="Generate Cloud as Particle System", default=False) bpy.types.Scene.cloudsmoothing = BoolProperty( name="Smoothing", description="Smooth Resultant Geometry From Gen Cloud Operation", default=True) bpy.types.Scene.cloud_type = EnumProperty( name="Type", description="Select the type of cloud to create with material settings", items=[("0","Stratus","Generate Stratus_foggy Cloud"), ("1","Cumulous","Generate Cumulous_puffy Cloud"), ("2","Cirrus","Generate Cirrus_wispy Cloud"), ("3","Explosion","Generate Explosion"), ], default='0') def unregister(): bpy.utils.unregister_module(__name__) del bpy.types.Scene.cloudparticles del bpy.types.Scene.cloud_type if __name__ == "__main__": register()