Welcome to mirror list, hosted at ThFree Co, Russian Federation.

object_quick_effects.py « bl_operators « startup « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 332b7ebae42cc97216849cf3d804fcb7b706c27c (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
# ##### 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>

import mathutils
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):
        count = 0
        for ob in context.selected_objects:
        
            if(ob == None or ob.type != 'MESH'):
                continue
                
            count += 1
            
            context.scene.objects.active = ob
            
            bpy.ops.object.particle_system_add()
            
            psys = ob.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'
            
        if count == 0:
            self.report({'ERROR'}, "Select at least one mesh object.")
            return {'CANCELLED'}
        
        return {'FINISHED'}

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):
        count = 0
        min_co = Vector((0,0,0))
        max_co = Vector((0,0,0))
        for ob in context.selected_objects:
        
            if(ob == None or ob.type != 'MESH'):
                continue
            
            context.scene.objects.active = ob
            
            # make each selected object a smoke flow
            bpy.ops.object.modifier_add(type='SMOKE')
            ob.modifiers[-1].smoke_type = 'FLOW'
            
            psys = ob.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
                
                ob.modifiers[-2].flow_settings.initial_velocity = True
                ob.modifiers[-2].flow_settings.temperature = 2
                
            psys.settings.use_render_emitter = self.show_flows
            
            # store bounding box min/max for the domain object
            for i in range(0, 8):
                bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
                
                if count == 0 and i == 0:
                    min_co += bb_vec
                    max_co += bb_vec
                else:
                    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])
                
            count += 1
            
        if count == 0:
            self.report({'ERROR'}, "Select at least one mesh object.")
            return {'CANCELLED'}
        
        # add the smoke domain object
        bpy.ops.mesh.primitive_cube_add()
        ob = context.active_object
        ob.name = "Smoke Domain"
        
        # give the smoke some room above the flows
        ob.location[0] = (max_co[0] + min_co[0]) * 0.5
        ob.location[1] = (max_co[1] + min_co[1]) * 0.5
        ob.location[2] = max_co[2] - min_co[2]
        ob.scale[0] = max_co[0] - min_co[0]
        ob.scale[1] = max_co[1] - min_co[1]
        ob.scale[2] = 2*(max_co[2] - min_co[2])
        
        # setup smoke domain
        bpy.ops.object.modifier_add(type='SMOKE')
        ob.modifiers[-1].smoke_type = 'DOMAIN'
        if self.style == 'FIRE':
            ob.modifiers[-1].domain_settings.use_dissolve_smoke = True
            ob.modifiers[-1].domain_settings.dissolve_speed = 20
            ob.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()
        
        mat = ob.material_slots[0].material
        mat.name = "Smoke Domain Material"
        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 = ob
        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 = ob
            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):
        count = 0
        min_co = Vector((0,0,0))
        max_co = Vector((0,0,0))
        for ob in context.selected_objects:
        
            if(ob == None or ob.type != 'MESH'):
                continue
            
            context.scene.objects.active = ob
            
            # make each selected object a fluid
            bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
            if self.style == 'INFLOW':
                ob.modifiers[-1].settings.type = 'INFLOW'
                ob.modifiers[-1].settings.inflow_velocity = self.initial_velocity.copy()
            else:
                ob.modifiers[-1].settings.type = 'FLUID'
                ob.modifiers[-1].settings.initial_velocity = self.initial_velocity.copy()
            
            ob.hide_render = not self.show_flows
            
            # store bounding box min/max for the domain object
            for i in range(0, 8):
                bb_vec = Vector((ob.bound_box[i][0], ob.bound_box[i][1], ob.bound_box[i][2])) * ob.matrix_world
                
                if count == 0 and i == 0:
                    min_co += bb_vec
                    max_co += bb_vec
                else:
                    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])
                
            count += 1
            
        if count == 0:
            self.report({'ERROR'}, "Select at least one mesh object.")
            return {'CANCELLED'}
        
        # add the fluid domain object
        bpy.ops.mesh.primitive_cube_add()
        ob = context.active_object
        ob.name = "Fluid Domain"
        
        # give the smoke some room above the flows
        ob.location[0] = (max_co[0] + min_co[0]) * 0.5
        ob.location[1] = (max_co[1] + min_co[1]) * 0.5
        ob.location[2] = min_co[2] - max_co[2]
        ob.scale[0] = max_co[0] - min_co[0]
        ob.scale[1] = max_co[1] - min_co[1]
        ob.scale[2] = 2*(max_co[2] - min_co[2])
        
        # setup smoke domain
        bpy.ops.object.modifier_add(type='FLUID_SIMULATION')
        ob.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()
        
        mat = ob.material_slots[0].material
        mat.name = "Fluid Domain Material"
        mat.specular_intensity = 1
        mat.specular_hardness = 100
        mat.use_transparency = True
        mat.alpha = 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'}