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#
#  Filename : japanese_bigbrush.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : Simulates a big brush fr oriental painting
#
#############################################################################  
#
#  Copyright (C) : Please refer to the COPYRIGHT file distributed 
#  with this source distribution. 
#
#  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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
#############################################################################

from freestyle_init import *
from logical_operators import *
from PredicatesU1D import *
from PredicatesB1D import *
from Functions0D import *
from shaders import *

Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectionalChain(ChainSilhouetteIterator(),NotUP1D(QuantitativeInvisibilityUP1D(0)))
## Splits strokes at points of highest 2D curavture 
## when there are too many abrupt turns in it
func = pyInverseCurvature2DAngleF0D()
Operators.recursiveSplit(func,  pyParameterUP0D(0.2,0.8), NotUP1D(pyHigherNumberOfTurnsUP1D(3, 0.5)), 2)
## Keeps only long enough strokes
Operators.select(pyHigherLengthUP1D(100))
## Sorts so as to draw the longest strokes first
## (this will be done using the causal density)
Operators.sort(pyLengthBP1D())
shaders_list = 	[
		pySamplingShader(10),
		BezierCurveShader(30),
		SamplingShader(50),
		ConstantThicknessShader(10),
		pyNonLinearVaryingThicknessShader(4,25, 0.6),
		TextureAssignerShader(6),
		ConstantColorShader(0.2, 0.2, 0.2,1.0),
		TipRemoverShader(10)
		]
		
## Use the causal density to avoid cluttering
Operators.create(pyDensityUP1D(8,0.4, IntegrationType.MEAN), shaders_list)