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Diffstat (limited to 'release/scripts/startup/bl_operators/object_quick_effects.py')
-rw-r--r--release/scripts/startup/bl_operators/object_quick_effects.py292
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'}