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authorTon Roosendaal <ton@blender.org>2018-04-19 18:34:44 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2018-04-19 18:35:25 +0300
commit51b796ff1528c52cc8b4079fab1003671652a4d9 (patch)
tree0dfc2d2dabe5e77959264f5b6667897569290a41 /release/scripts/startup/bl_operators/object_quick_effects.py
parent785e8a636a293941a4295e669cb5aeecfafae039 (diff)
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
Diffstat (limited to 'release/scripts/startup/bl_operators/object_quick_effects.py')
-rw-r--r--release/scripts/startup/bl_operators/object_quick_effects.py130
1 files changed, 50 insertions, 80 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py
index 24323b1554e..70334fb0f23 100644
--- a/release/scripts/startup/bl_operators/object_quick_effects.py
+++ b/release/scripts/startup/bl_operators/object_quick_effects.py
@@ -364,88 +364,38 @@ class QuickSmoke(Operator):
# Setup material
- # Cycles
- if context.scene.render.use_shading_nodes or context.render.use_shading_nodes:
- bpy.ops.object.material_slot_add()
-
- mat = bpy.data.materials.new("Smoke Domain Material")
- obj.material_slots[0].material = mat
-
- # Make sure we use nodes
- mat.use_nodes = True
-
- # Set node variables and clear the default nodes
- tree = mat.node_tree
- nodes = tree.nodes
- links = tree.links
-
- nodes.clear()
+ # Cycles and Eevee
+ bpy.ops.object.material_slot_add()
- # Create shader nodes
+ mat = bpy.data.materials.new("Smoke Domain Material")
+ obj.material_slots[0].material = mat
- # Material output
- node_out = nodes.new(type='ShaderNodeOutputMaterial')
- node_out.location = grid_location(6, 1)
+ # Make sure we use nodes
+ mat.use_nodes = True
- # Add Principled Volume
- node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
- node_principled.location = grid_location(4, 1)
- links.new(node_principled.outputs["Volume"],
- node_out.inputs["Volume"])
+ # Set node variables and clear the default nodes
+ tree = mat.node_tree
+ nodes = tree.nodes
+ links = tree.links
- node_principled.inputs["Density"].default_value = 5.0
+ nodes.clear()
- if self.style in {'FIRE', 'BOTH'}:
- node_principled.inputs["Blackbody Intensity"].default_value = 1.0
+ # Create shader nodes
- # Blender Internal
- else:
- # create a volume material with a voxel data texture for the domain
- bpy.ops.object.material_slot_add()
-
- mat = bpy.data.materials.new("Smoke Domain Material")
- obj.material_slots[0].material = mat
- mat.type = 'VOLUME'
- mat.volume.density = 0
- mat.volume.density_scale = 5
- mat.volume.step_size = 0.1
-
- tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
- tex.voxel_data.domain_object = obj
- tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
-
- tex_slot = mat.texture_slots.add()
- tex_slot.texture = tex
- tex_slot.texture_coords = 'ORCO'
- tex_slot.use_map_color_emission = False
- tex_slot.use_map_density = True
- tex_slot.use_map_color_reflection = True
-
- # for fire add a second texture for flame emission
- mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
- tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
- tex.voxel_data.domain_object = obj
- tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
- tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
- tex.use_color_ramp = True
+ # Material output
+ node_out = nodes.new(type='ShaderNodeOutputMaterial')
+ node_out.location = grid_location(6, 1)
- tex_slot = mat.texture_slots.add()
- tex_slot.texture = tex
- tex_slot.texture_coords = 'ORCO'
+ # Add Principled Volume
+ node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
+ node_principled.location = grid_location(4, 1)
+ links.new(node_principled.outputs["Volume"],
+ node_out.inputs["Volume"])
- # add color ramp for flame color
- ramp = tex.color_ramp
- # dark orange
- elem = ramp.elements.new(0.333)
- elem.color = (0.2, 0.03, 0.0, 1.0)
+ node_principled.inputs["Density"].default_value = 5.0
- # yellow glow
- elem = ramp.elements.new(0.666)
- elem.color = (1, 0.65, 0.25, 1.0)
-
- mat.texture_slots[1].use_map_density = True
- mat.texture_slots[1].use_map_emission = True
- mat.texture_slots[1].emission_factor = 5
+ if self.style in {'FIRE', 'BOTH'}:
+ node_principled.inputs["Blackbody Intensity"].default_value = 1.0
return {'FINISHED'}
@@ -547,13 +497,33 @@ class QuickFluid(Operator):
mat = bpy.data.materials.new("Fluid Domain Material")
obj.material_slots[0].material = mat
- mat.specular_intensity = 1
- mat.specular_hardness = 100
- mat.use_transparency = True
- mat.alpha = 0.0
- mat.transparency_method = 'RAYTRACE'
- mat.raytrace_transparency.ior = 1.33
- mat.raytrace_transparency.depth = 4
+ # Make sure we use nodes
+ mat.use_nodes = True
+
+ # Set node variables and clear the default nodes
+ tree = mat.node_tree
+ nodes = tree.nodes
+ links = tree.links
+
+ nodes.clear()
+
+ # Create shader nodes
+
+ # Material output
+ node_out = nodes.new(type='ShaderNodeOutputMaterial')
+ node_out.location = grid_location(6, 1)
+
+ # Add Glass
+ node_glass = nodes.new(type='ShaderNodeBsdfGlass')
+ node_glass.location = grid_location(4, 1)
+ links.new(node_glass.outputs["BSDF"], node_out.inputs["Surface"])
+ node_glass.inputs["IOR"].default_value = 1.33
+
+ # Add Absorption
+ node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
+ node_absorption.location = grid_location(4, 2)
+ links.new(node_absorption.outputs["Volume"], node_out.inputs["Volume"])
+ node_absorption.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0)
if self.start_baking:
bpy.ops.fluid.bake('INVOKE_DEFAULT')