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|
# ##### 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_addon_info = {
"name": "Cloud Generator",
"author": "Nick Keeline(nrk)",
"version": (0,7),
"blender": (2, 5, 3),
"api": 31667,
"location": "Tool Shelf ",
"description": "Creates Volumetric Clouds",
"warning": "returns error at line 542",
"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&group_id=153&atid=469",
"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
"""
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 makeObjectIntoBoundBox(object, sizeDifference):
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object
object.select = True
# Go into Edit Mode
bpy.ops.object.mode_set(mode='EDIT')
mesh = object.data
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]
#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.rotation_apply()
bpy.ops.object.location_apply()
bpy.ops.object.scale_apply()
def totallyDeleteObject(scene, obj):
#To Do this section to be updated when
#Ability to completely delet objects added to blender
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object and delete it.
obj.select = True
scene.objects.active = obj
# Delete all material slots in obj
for i in range(len(obj.material_slots)):
#textureSlots = cloudMaterial.texture_slots
obj.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
#bpy.ops.object.parent_clear(type='CLEAR')
# Delete the Main Object
bpy.ops.object.delete()
#bpy.data.objects.remove(obj)
def makeParent(parentobj, childobj, scene):
applyScaleRotLoc(scene, parentobj)
applyScaleRotLoc(scene, childobj)
childobj.parent = parentobj
#childobj.location = childobj.location - parentobj.location
def addNewObject(scene, name, copyobj):
'''
Add an object and do other silly stuff.
'''
# 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 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 True if we want to degenerate
# and False if we want to generate a new cloud.
def degenerateCloud(obj):
if not obj:
return False
if "CloudMember" in obj:
if obj["CloudMember"] != None:
if obj.parent:
if "CloudMember" not in obj.parent:
return False
else:
return True
return False
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)
degenerate = degenerateCloud(active_obj)
if active_obj and degenerate:
col.operator("cloud.generate_cloud", text="DeGenerate")
elif active_obj is None:
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud.")
elif "CloudMember" in active_obj:
col.label(text="Must select")
col.label(text="bound box")
elif active_obj and active_obj.type == 'MESH':
col.operator("cloud.generate_cloud", text="Generate Cloud")
col.prop(context.scene, "cloudparticles")
col.prop(context.scene, "cloud_type")
else:
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud.")
cloudTypes = []
cloudTypes.append(("0","Stratus","Generate Stratus_foggy Cloud"))
cloudTypes.append(("1","Cumulous","Generate Cumulous_puffy Cloud"))
cloudTypes.append(("2","Cirrus","Generate Cirrus_wispy Cloud"))
#cloudTypes.append(("3","Nimbus","Generate Nimbus Cloud"))
bpy.types.Scene.BoolProperty( attr="cloudparticles",
name="Particles",
description="Generate Cloud as Particle System",
default=False)
bpy.types.Scene.EnumProperty( attr="cloud_type",
name="Type",
description="Select the type of cloud to create with material settings",
items = cloudTypes, default = '0')
class GenerateCloud(bpy.types.Operator):
bl_idname = "cloud.generate_cloud"
bl_label = "Generate Cloud"
bl_description = "Create a Cloud."
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
scattering = 2.5
pointDensityRadiusFactor = 1.0
densityScale = 1.5
# Should we degnerate?
degenerate = degenerateCloud(active_object)
if 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
#scene.objects.active = eachMember
#TODO Delete this when render bug caused by degenerate is fixed.
self.report({'WARNING'}, "Please save file exit and reenter blender before rendering to clean memory and prevent crash")
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')
bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1)
bpy.ops.object.location_apply()
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##################
# Turn off gravity.
scene.use_gravity = False
# 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.draw_method = 'DOT'
cloudParticles.settings.render_type = 'NONE'
cloudParticles.settings.normal_factor = 0
cloudParticles.settings.distribution = 'RAND'
cloudParticles.settings.physics_type = 'NO'
####################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.
makeObjectIntoBoundBox(bounds, .6)
# 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 = 75
# 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
# Add a force field to the points.
cloudField = bounds.field
cloudField.type = 'TEXTURE'
cloudField.strength = 2
cloudField.texture = cloudtex
# Set time
#for i in range(12):
# scene.current_frame = i
# scene.update()
scene.frame_current = 1
#bpy.ops.ptcache.bake(bake=False)
# 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.amount = numParticles
pDensity.point_density.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
# 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)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='ALL')
meshPnts = cloudPnts.data
listCloudParticles = cloudParticles.particles
listMeshPnts = []
for pTicle in listCloudParticles:
listMeshPnts.append(pTicle.location)
# Must be in object mode fro 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()
# 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_coordinate_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
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
cloud.select = True
scene.objects.active = cloud
bpy.ops.object.particle_system_remove()
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
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
# Select the object.
bounds.select = True
scene.objects.active = bounds
return {'FINISHED'}
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()
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