diff options
Diffstat (limited to 'release/scripts/startup/bl_operators/object_quick_effects.py')
-rw-r--r-- | release/scripts/startup/bl_operators/object_quick_effects.py | 292 |
1 files changed, 292 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py new file mode 100644 index 00000000000..94074a52cd6 --- /dev/null +++ b/release/scripts/startup/bl_operators/object_quick_effects.py @@ -0,0 +1,292 @@ +# ##### 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 ##### + +# <pep8 compliant> + +from mathutils import Vector +import bpy +from bpy.props import BoolProperty, EnumProperty, IntProperty, FloatProperty, FloatVectorProperty + + +class MakeFur(bpy.types.Operator): + bl_idname = "object.make_fur" + bl_label = "Make Fur" + bl_options = {'REGISTER', 'UNDO'} + + density = EnumProperty(items=( + ('LIGHT', "Light", ""), + ('MEDIUM', "Medium", ""), + ('HEAVY', "Heavy", "")), + name="Fur Density", + description="", + default='MEDIUM') + + view_percentage = IntProperty(name="View %", + default=10, min=1, max=100, soft_min=1, soft_max=100) + + length = FloatProperty(name="Length", + default=0.1, min=0.001, max=100, soft_min=0.01, soft_max=10) + + def execute(self, context): + fake_context = bpy.context.copy() + mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH'] + + if not mesh_objects: + self.report({'ERROR'}, "Select at least one mesh object.") + return {'CANCELLED'} + + mat = bpy.data.materials.new("Fur Material") + mat.strand.tip_size = 0.25 + mat.strand.blend_distance = 0.5 + + for obj in mesh_objects: + fake_context["active_object"] = obj + bpy.ops.object.particle_system_add(fake_context) + + psys = obj.particle_systems[-1] + psys.settings.type = 'HAIR' + + if self.density == 'LIGHT': + psys.settings.count = 100 + elif self.density == 'MEDIUM': + psys.settings.count = 1000 + elif self.density == 'HEAVY': + psys.settings.count = 10000 + + psys.settings.child_nbr = self.view_percentage + psys.settings.hair_length = self.length + psys.settings.use_strand_primitive = True + psys.settings.use_hair_bspline = True + psys.settings.child_type = 'INTERPOLATED' + + obj.data.materials.append(mat) + obj.particle_systems[-1].settings.material = len(obj.data.materials) + + return {'FINISHED'} + + +def obj_bb_minmax(obj, min_co, max_co): + for i in range(0, 8): + bb_vec = Vector((obj.bound_box[i][0], obj.bound_box[i][1], obj.bound_box[i][2])) * obj.matrix_world + + min_co[0] = min(bb_vec[0], min_co[0]) + min_co[1] = min(bb_vec[1], min_co[1]) + min_co[2] = min(bb_vec[2], min_co[2]) + max_co[0] = max(bb_vec[0], max_co[0]) + max_co[1] = max(bb_vec[1], max_co[1]) + max_co[2] = max(bb_vec[2], max_co[2]) + + +class MakeSmoke(bpy.types.Operator): + bl_idname = "object.make_smoke" + bl_label = "Make Smoke" + bl_options = {'REGISTER', 'UNDO'} + + style = EnumProperty(items=( + ('STREAM', "Stream", ""), + ('PUFF', "Puff", ""), + ('FIRE', "Fire", "")), + name="Smoke Style", + description="", + default='STREAM') + + show_flows = BoolProperty(name="Render Smoke Objects", + description="Keep the smoke objects visible during rendering.", + default=False) + + def execute(self, context): + mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH'] + min_co = Vector((100000, 100000, 100000)) + max_co = Vector((-100000, -100000, -100000)) + + if not mesh_objects: + self.report({'ERROR'}, "Select at least one mesh object.") + return {'CANCELLED'} + + for obj in mesh_objects: + # make each selected object a smoke flow + bpy.ops.object.modifier_add({"object": obj}, type='SMOKE') + obj.modifiers[-1].smoke_type = 'FLOW' + + psys = obj.particle_systems[-1] + if self.style == 'PUFF': + psys.settings.frame_end = psys.settings.frame_start + psys.settings.emit_from = 'VOLUME' + psys.settings.distribution = 'RAND' + elif self.style == 'FIRE': + psys.settings.effector_weights.gravity = -1 + psys.settings.lifetime = 5 + psys.settings.count = 100000 + + obj.modifiers[-2].flow_settings.initial_velocity = True + obj.modifiers[-2].flow_settings.temperature = 2 + + psys.settings.use_render_emitter = self.show_flows + if not self.show_flows: + obj.draw_type = 'WIRE' + + # store bounding box min/max for the domain object + obj_bb_minmax(obj, min_co, max_co) + + # add the smoke domain object + bpy.ops.mesh.primitive_cube_add() + obj = context.active_object + obj.name = "Smoke Domain" + + # give the smoke some room above the flows + obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0)) + obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0)) + + # setup smoke domain + bpy.ops.object.modifier_add({"object": obj}, type='SMOKE') + obj.modifiers[-1].smoke_type = 'DOMAIN' + if self.style == 'FIRE': + obj.modifiers[-1].domain_settings.use_dissolve_smoke = True + obj.modifiers[-1].domain_settings.dissolve_speed = 20 + obj.modifiers[-1].domain_settings.use_high_resolution = True + + # create a volume material with a voxel data texture for the domain + bpy.ops.object.material_slot_add({"object": obj}) + + 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.texture_slots.add() + mat.texture_slots[0].texture = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA') + mat.texture_slots[0].texture.voxel_data.domain_object = obj + mat.texture_slots[0].use_map_color_emission = False + mat.texture_slots[0].use_map_density = True + + # for fire add a second texture for emission and emission color + if self.style == 'FIRE': + mat.volume.emission = 5 + mat.texture_slots.add() + mat.texture_slots[1].texture = bpy.data.textures.new("Smoke Heat", 'VOXEL_DATA') + mat.texture_slots[1].texture.voxel_data.domain_object = obj + mat.texture_slots[1].texture.use_color_ramp = True + + ramp = mat.texture_slots[1].texture.color_ramp + + elem = ramp.elements.new(0.333) + elem.color[0] = elem.color[3] = 1 + elem.color[1] = elem.color[2] = 0 + + elem = ramp.elements.new(0.666) + elem.color[0] = elem.color[1] = elem.color[3] = 1 + elem.color[2] = 0 + + mat.texture_slots[1].use_map_emission = True + mat.texture_slots[1].blend_type = 'MULTIPLY' + + return {'FINISHED'} + + +class MakeFluid(bpy.types.Operator): + bl_idname = "object.make_fluid" + bl_label = "Make Fluid" + bl_options = {'REGISTER', 'UNDO'} + + style = EnumProperty(items=( + ('INFLOW', "Inflow", ""), + ('BASIC', "Basic", "")), + name="Fluid Style", + description="", + default='BASIC') + + initial_velocity = FloatVectorProperty(name="Initial Velocity", + description="Initial velocity of the fluid", + default=(0.0, 0.0, 0.0), min=-100.0, max=100.0, subtype='VELOCITY') + + show_flows = BoolProperty(name="Render Fluid Objects", + description="Keep the fluid objects visible during rendering.", + default=False) + + start_baking = BoolProperty(name="Start Fluid Bake", + description="Start baking the fluid immediately after creating the domain object.", + default=False) + + def execute(self, context): + mesh_objects = [obj for obj in context.selected_objects if (obj.type == 'MESH' and not 0 in obj.dimensions)] + min_co = Vector((100000, 100000, 100000)) + max_co = Vector((-100000, -100000, -100000)) + + if not mesh_objects: + self.report({'ERROR'}, "Select at least one mesh object.") + return {'CANCELLED'} + + for obj in mesh_objects: + # make each selected object a fluid + bpy.ops.object.modifier_add({"object": obj}, type='FLUID_SIMULATION') + + # fluid has to be before constructive modifiers, so it might not be the last modifier + for mod in obj.modifiers: + if mod.type == 'FLUID_SIMULATION': + break + + if self.style == 'INFLOW': + mod.settings.type = 'INFLOW' + mod.settings.inflow_velocity = self.initial_velocity.copy() + else: + mod.settings.type = 'FLUID' + mod.settings.initial_velocity = self.initial_velocity.copy() + + obj.hide_render = not self.show_flows + if not self.show_flows: + obj.draw_type = 'WIRE' + + # store bounding box min/max for the domain object + obj_bb_minmax(obj, min_co, max_co) + + # add the fluid domain object + bpy.ops.mesh.primitive_cube_add() + obj = context.active_object + obj.name = "Fluid Domain" + + # give the fluid some room below the flows and scale with initial velocity + v = 0.5 * self.initial_velocity + obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0)) + v + obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0)) + Vector((abs(v[0]), abs(v[1]), abs(v[2]))) + + # setup smoke domain + bpy.ops.object.modifier_add({"object": obj}, type='FLUID_SIMULATION') + obj.modifiers[-1].settings.type = 'DOMAIN' + + # make the domain smooth so it renders nicely + bpy.ops.object.shade_smooth() + + # create a ray-transparent material for the domain + bpy.ops.object.material_slot_add({"object": obj}) + + 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 + + if self.start_baking: + bpy.ops.fluid.bake() + + return {'FINISHED'} |