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  • # Dynamic Sky.py (c) 2015 Pratik Solanki (Draguu)
    
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    # ##### BEGIN GPL LICENSE BLOCK #####
    
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    #  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.
    
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    #  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 #####
    
        "author": "Pratik Solanki",
    
        "location": "View3D > Sidebar > Create Tab",
    
        "description": "Creates Dynamic Sky for Cycles",
    
        "doc_url": "{BLENDER_MANUAL_URL}/addons/lighting/dynamic_sky.html",
    
        "category": "Lighting",
    
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    import bpy
    from bpy.props import StringProperty
    from bpy.types import (
            Operator,
            Panel,
            )
    
    
    # Handle error notifications
    def error_handlers(self, error, reports="ERROR"):
        if self and reports:
            self.report({'WARNING'}, reports + " (See Console for more info)")
    
    
        print("\n[Dynamic Sky]\nError: {}\n".format(error))
    
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    def check_world_name(name_id="Dynamic"):
        # check if the new name pattern is in world data
        name_list = []
        suffix = 1
        try:
            name_list = [world.name for world in bpy.data.worlds if name_id in world.name]
            new_name = "{}_{}".format(name_id, len(name_list) + suffix)
            if new_name in name_list:
                # KISS failed - numbering is not sequential
                # try harvesting numbers in world names, find the rightmost ones
                test_num = []
                from re import findall
                for words in name_list:
    
                    test_num.append(findall("\d+", words))
    
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                suffix += max([int(l[-1]) for l in test_num])
                new_name = "{}_{}".format(name_id, suffix)
            return new_name
        except Exception as e:
            error_handlers(False, e)
            pass
        return name_id
    
    
    
        return ('cycles' in bpy.context.preferences.addons.keys())
    
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    class dsky(Operator):
    
        bl_idname = "sky.dyn"
    
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        bl_label = "Make a Procedural sky"
    
        bl_description = ("Make a Procedural Sky with parameters in the 3D View\n"
                          "Note: Available just for Cycles renderer\n"
                          "Only the last created Dynamic World can be accessed from this panel")
    
        @classmethod
        def poll(cls, context):
            return check_cycles()
    
        def get_node_types(self, node_tree, node_type):
            for node in node_tree.nodes:
                if node.type == node_type:
                    return node
            return None
    
    
        def execute(self, context):
    
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            try:
                get_name = check_world_name()
                context.scene.dynamic_sky_name = get_name
                bpy.context.scene.render.engine = 'CYCLES'
    
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                world = bpy.data.worlds.new(get_name)
    
                world.cycles.sample_as_light = True
                world.cycles.sample_map_resolution = 2048
                world.use_nodes = True
    
                nt = world.node_tree
    
                # Note: (see T52714) to avoid string localization problems, assign the name for
                # nodes that will be exposed in the 3D view (pattern UI name with underscore)
                bg = self.get_node_types(nt, "BACKGROUND")
                bg.name = "Scene_Brightness"
    
                bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)
                bg.inputs[1].default_value = 1
    
                ntl = nt.links.new
                tcor = nt.nodes.new(type="ShaderNodeTexCoord")
    
                tcor.location = (243.729, 1005)
    
                map1 = nt.nodes.new(type="ShaderNodeMapping")
                map1.vector_type = 'NORMAL'
                map1.location = (786.54, 730)
    
    
                nor = nt.nodes.new(type="ShaderNodeNormal")
    
                nor.name = "Sky_normal"
                nor.location = (1220.16, 685)
    
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                cr1 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                cr1.color_ramp.elements[0].position = 0.969
                cr1.color_ramp.interpolation = 'EASE'
    
                cr1.location = (1671.33, 415)
    
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                cr2 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                cr2.color_ramp.elements[0].position = 0.991
                cr2.color_ramp.elements[1].position = 1
                cr2.color_ramp.interpolation = 'EASE'
    
                cr2.location = (2196.6, 415)
    
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                cr3 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                cr3.color_ramp.elements[0].position = 0.779
                cr3.color_ramp.elements[1].position = 1
                cr3.color_ramp.interpolation = 'EASE'
    
                cr3.location = (2196.6, 415)
    
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                mat1 = nt.nodes.new(type="ShaderNodeMath")
    
                mat1.operation = 'MULTIPLY'
                mat1.inputs[1].default_value = 0.2
    
                mat1.location = (2196.6, 685)
    
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                mat2 = nt.nodes.new(type="ShaderNodeMath")
    
                mat2.operation = 'MULTIPLY'
                mat2.inputs[1].default_value = 2
    
                mat2.location = (3294, 685)
    
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                mat3 = nt.nodes.new(type="ShaderNodeMath")
    
                mat3.operation = 'MULTIPLY'
                mat3.inputs[1].default_value = 40.9
    
                mat3.location = (2745.24, 415)
    
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                mat4 = nt.nodes.new(type="ShaderNodeMath")
    
                mat4.operation = 'SUBTRACT'
                mat4.inputs[1].default_value = 1
    
                mat4.location = (3294, 415)
    
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                ntl(mat2.inputs[0], mat1.outputs[0])
                ntl(mat4.inputs[0], mat3.outputs[0])
                ntl(mat1.inputs[0], cr3.outputs[0])
                ntl(mat3.inputs[0], cr2.outputs[0])
    
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                soft = nt.nodes.new(type="ShaderNodeMixRGB")
    
                soft.name = "Soft_hard"
                soft.location = (3819.3, 550)
    
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                soft_1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                soft_1.location = (3819.3, 185)
    
                soft.inputs[0].default_value = 1
                soft_1.inputs[0].default_value = 0.466
    
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                ntl(soft.inputs[1], mat2.outputs[0])
                ntl(soft.inputs[2], mat4.outputs[0])
                ntl(soft_1.inputs[1], mat2.outputs[0])
                ntl(soft_1.inputs[2], cr2.outputs[0])
    
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                mix1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                mix1.blend_type = 'MULTIPLY'
                mix1.inputs[0].default_value = 1
    
                mix1.location = (4344.3, 630)
    
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                mix1_1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                mix1_1.blend_type = 'MULTIPLY'
                mix1_1.inputs[0].default_value = 1
    
                mix1_1.location = (4344.3, 90)
    
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                mix2 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                mix2.location = (4782, 610)
    
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                mix2_1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                mix2_1.location = (5131.8, 270)
    
                mix2.inputs[1].default_value = (0, 0, 0, 1)
                mix2.inputs[2].default_value = (32, 22, 14, 200)
                mix2_1.inputs[1].default_value = (0, 0, 0, 1)
    
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                mix2_1.inputs[2].default_value = (1, 0.820, 0.650, 1)
    
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                ntl(mix1.inputs[1], soft.outputs[0])
                ntl(mix1_1.inputs[1], soft_1.outputs[0])
                ntl(mix2.inputs[0], mix1.outputs[0])
                ntl(mix2_1.inputs[0], mix1_1.outputs[0])
    
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                gam = nt.nodes.new(type="ShaderNodeGamma")
    
                gam.inputs[1].default_value = 2.3
    
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                gam2 = nt.nodes.new(type="ShaderNodeGamma")
    
                gam2.inputs[1].default_value = 1
    
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                gam3 = nt.nodes.new(type="ShaderNodeGamma")
    
                gam3.name = "Shadow_color_saturation"
    
                gam3.inputs[1].default_value = 1
    
                gam3.location = (5524.5, 880)
    
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                sunopa = nt.nodes.new(type="ShaderNodeMixRGB")
    
                sunopa.blend_type = 'ADD'
                sunopa.inputs[0].default_value = 1
    
                sunopa.location = (5940.6, 610)
    
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                sunopa_1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                sunopa_1.blend_type = 'ADD'
                sunopa_1.inputs[0].default_value = 1
    
                sunopa_1.location = (5524.5, 340)
    
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                combine = nt.nodes.new(type="ShaderNodeMixRGB")
    
                combine.location = (6313.8, 360)
    
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                ntl(combine.inputs[1], sunopa.outputs[0])
                ntl(combine.inputs[2], sunopa_1.outputs[0])
                lp = nt.nodes.new(type="ShaderNodeLightPath")
    
                lp.location = (5940.6, 130)
    
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                ntl(combine.inputs[0], lp.outputs[0])
    
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                ntl(gam2.inputs[0], gam.outputs[0])
                ntl(gam.inputs[0], mix2.outputs[0])
                ntl(bg.inputs[0], combine.outputs[0])
    
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                map2 = nt.nodes.new(type="ShaderNodeMapping")
    
                map2.inputs['Scale'].default_value[2] = 6.00
                map2.inputs['Scale'].default_value[0] = 1.5
                map2.inputs['Scale'].default_value[1] = 1.5
    
                map2.location = (2196.6, 1510)
    
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                n1 = nt.nodes.new(type="ShaderNodeTexNoise")
    
                n1.inputs['Scale'].default_value = 3.8
                n1.inputs['Detail'].default_value = 2.4
                n1.inputs['Distortion'].default_value = 0.5
    
                n1.location = (2745.24, 1780)
    
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                n2 = nt.nodes.new(type="ShaderNodeTexNoise")
    
                n2.inputs['Scale'].default_value = 2.0
                n2.inputs['Detail'].default_value = 10
                n2.inputs['Distortion'].default_value = 0.2
    
                n2.location = (2745.24, 1510)
    
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                ntl(n2.inputs[0], map2.outputs[0])
                ntl(n1.inputs[0], map2.outputs[0])
    
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                sc1 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                sc1.location = (3294, 1780)
    
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                sc2 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                sc2.location = (3294, 1510)
    
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                sc3 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                sc3.location = (3819.3, 820)
    
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                sc3_1 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                sc3_1.location = (4344.3, 1360)
    
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                sc4 = nt.nodes.new(type="ShaderNodeValToRGB")
    
                sc4.location = (3819.3, 1090)
    
    
                sc1.color_ramp.elements[1].position = 0.649
                sc1.color_ramp.elements[0].position = 0.408
    
                sc2.color_ramp.elements[1].position = 0.576
                sc2.color_ramp.elements[0].position = 0.408
    
                sc3.color_ramp.elements.new(0.5)
                sc3.color_ramp.elements[2].position = 0.435
    
                sc3.color_ramp.elements[1].position = 0.160
                sc3.color_ramp.elements[0].position = 0.027
    
                sc3.color_ramp.elements[1].color = (1, 1, 1, 1)
                sc3.color_ramp.elements[0].color = (0.419, 0.419, 0.419, 0.419)
    
                sc3.color_ramp.elements[0].position = 0.0
                sc4.color_ramp.elements[0].position = 0.0
                sc4.color_ramp.elements[1].position = 0.469
                sc4.color_ramp.elements[1].color = (0, 0, 0, 1)
                sc4.color_ramp.elements[0].color = (1, 1, 0.917412, 1)
    
                sc3_1.color_ramp.elements.new(0.5)
                sc3_1.color_ramp.elements[2].position = 0.435
    
                sc3_1.color_ramp.elements[1].position = 0.187
                sc3_1.color_ramp.elements[1].color = (1, 1, 1, 1)
                sc3_1.color_ramp.elements[0].color = (0, 0, 0, 0)
                sc3_1.color_ramp.elements[0].position = 0.0
    
    
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                smix1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                smix1.location = (3819.3, 1550)
                smix1.name = "Cloud_color"
    
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                smix2 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                smix2.location = (4344.3, 1630)
                smix2.name = "Cloud_density"
    
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                smix2_1 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                smix2_1.location = (4782, 1360)
    
    
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                smix3 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                smix3.location = (4344.3, 1090)
                smix3.name = "Sky_and_Horizon_colors"
    
    
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                smix4 = nt.nodes.new(type="ShaderNodeMixRGB")
    
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                smix5 = nt.nodes.new(type="ShaderNodeMixRGB")
    
                smix5.name = "Cloud_opacity"
                smix5.location = (5131.8, 880)
    
    
                smix1.inputs[1].default_value = (1, 1, 1, 1)
                smix1.inputs[2].default_value = (0, 0, 0, 1)
                smix2.inputs[0].default_value = 0.267
                smix2.blend_type = 'MULTIPLY'
                smix2_1.inputs[0].default_value = 1
                smix2_1.blend_type = 'MULTIPLY'
    
                smix3.inputs[1].default_value = (0.434, 0.838, 1, 1)
                smix3.inputs[2].default_value = (0.962, 0.822, 0.822, 1)
                smix4.blend_type = 'MULTIPLY'
                smix4.inputs[0].default_value = 1
                smix5.blend_type = 'SCREEN'
                smix5.inputs[0].default_value = 1
    
    
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                srgb = nt.nodes.new(type="ShaderNodeSeparateRGB")
    
                srgb.location = (786.54, 1370)
    
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                aniadd = nt.nodes.new(type="ShaderNodeMath")
    
                aniadd.location = (1220.16, 1235)
    
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                crgb = nt.nodes.new(type="ShaderNodeCombineRGB")
    
                crgb.location = (1671.33, 1510)
    
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                sunrgb = nt.nodes.new(type="ShaderNodeMixRGB")
    
                sunrgb.blend_type = 'MULTIPLY'
                sunrgb.inputs[2].default_value = (32, 30, 30, 200)
                sunrgb.inputs[0].default_value = 1
    
                sunrgb.location = (4344.3, 360)
    
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                ntl(mix2.inputs[2], sunrgb.outputs[0])
    
                ntl(smix1.inputs[0], sc2.outputs[0])
                ntl(smix2.inputs[1], smix1.outputs[0])
                ntl(smix2.inputs[2], sc1.outputs[0])
                ntl(smix2_1.inputs[2], sc3_1.outputs[0])
                ntl(smix3.inputs[0], sc4.outputs[0])
                ntl(smix4.inputs[2], smix3.outputs[0])
                ntl(smix4.inputs[1], sc3.outputs[0])
                ntl(smix5.inputs[1], smix4.outputs[0])
                ntl(smix2_1.inputs[1], smix2.outputs[0])
                ntl(smix5.inputs[2], smix2_1.outputs[0])
                ntl(sunopa.inputs[1], gam3.outputs[0])
                ntl(gam3.inputs[0], smix5.outputs[0])
                ntl(mix1.inputs[2], sc3.outputs[0])
                ntl(sunopa.inputs[2], gam2.outputs[0])
    
    
                ntl(sc1.inputs[0], n1.outputs['Fac'])
                ntl(sc2.inputs[0], n2.outputs['Fac'])
    
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                skynor = nt.nodes.new(type="ShaderNodeNormal")
    
                skynor.location = (3294, 1070)
    
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                ntl(sc3.inputs[0], skynor.outputs[1])
                ntl(sc4.inputs[0], skynor.outputs[1])
                ntl(sc3_1.inputs[0], skynor.outputs[1])
                ntl(map2.inputs[0], crgb.outputs[0])
                ntl(skynor.inputs[0], tcor.outputs[0])
                ntl(mix1_1.inputs[2], sc3.outputs[0])
                ntl(srgb.inputs[0], tcor.outputs[0])
                ntl(crgb.inputs[1], srgb.outputs[1])
                ntl(crgb.inputs[2], srgb.outputs[2])
                ntl(aniadd.inputs[1], srgb.outputs[0])
                ntl(crgb.inputs[0], aniadd.outputs[0])
    
                ntl(cr1.inputs[0], nor.outputs[1])
                ntl(cr2.inputs[0], cr1.outputs[0])
                ntl(cr3.inputs[0], nor.outputs[1])
    
                ntl(nor.inputs[0], map1.outputs[0])
                ntl(map1.inputs[0], tcor.outputs[0])
    
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                ntl(sunopa_1.inputs[1], smix5.outputs[0])
                ntl(sunopa_1.inputs[2], mix2_1.outputs[0])
    
                world_out = self.get_node_types(nt, "OUTPUT_WORLD")
                world_out.location = (7167.3, 360)
    
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            except Exception as e:
                error_handlers(self, e, "Make a Procedural sky has failed")
    
                return {"CANCELLED"}
    
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    def draw_world_settings(col, context):
        get_world = context.scene.world
        stored_name = context.scene.dynamic_sky_name
        get_world_keys = bpy.data.worlds.keys()
    
        if stored_name not in get_world_keys or len(get_world_keys) < 1:
            col.label(text="The {} World could not".format(stored_name),
                     icon="INFO")
            col.label(text="be found in the Worlds' Data", icon="BLANK1")
            return
    
        elif not (get_world and get_world.name == stored_name):
            col.label(text="Please select the World", icon="INFO")
            col.label(text="named {}".format(stored_name), icon="BLANK1")
            col.label(text="from the Properties > World", icon="BLANK1")
            return
    
        pick_world = bpy.data.worlds[stored_name]
        try:
            m = pick_world.node_tree.nodes[28]
    
    
            m = pick_world.node_tree.nodes['Sky_and_Horizon_colors'].inputs[1]
            n = pick_world.node_tree.nodes['Sky_and_Horizon_colors'].inputs[2]
            c = pick_world.node_tree.nodes['Cloud_color'].inputs[1]
            o = pick_world.node_tree.nodes['Cloud_opacity'].inputs[0]
            d = pick_world.node_tree.nodes['Cloud_density'].inputs[0]
            so = pick_world.node_tree.nodes['Sun_value'].inputs[1]
            so2 = pick_world.node_tree.nodes['Shadow_color_saturation'].inputs[1]
            no = pick_world.node_tree.nodes['Sky_normal'].outputs[0]
            sof = pick_world.node_tree.nodes['Soft_hard'].inputs[0]
            bgp = pick_world.node_tree.nodes['Scene_Brightness'].inputs[1]
    
            suc = pick_world.node_tree.nodes['Sun_color'].inputs[1]
    
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        except:
            col.label(text="Please Create a new World", icon="INFO")
            col.label(text="seems that there was already", icon="BLANK1")
            col.label(text="one called {}".format(stored_name), icon="BLANK1")
            return
    
    
        col.label(text="World: %s" % stored_name)
    
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        col.separator()
    
    
        col.label(text="Scene Control")
    
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        col.prop(bgp, "default_value", text="Brightness")
        col.prop(so2, "default_value", text="Shadow color saturation")
    
    
        col.label(text="Sky Control")
    
        col.prop(m, "default_value", text="Sky color")
    
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        col.prop(n, "default_value", text="Horizon Color")
    
        col.prop(c, "default_value", text="Cloud color")
    
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        col.prop(o, "default_value", text="Cloud opacity")
        col.prop(d, "default_value", text="Cloud density")
    
    
        col.label(text="Sun Control")
    
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        col.prop(suc, "default_value", text="")
        col.prop(so, "default_value", text="Sun value")
        col.prop(sof, "default_value", text="Soft hard")
    
        col.prop(no, "default_value", text="")
    
    
    class Dynapanel(Panel):
    
        bl_label = "Dynamic sky"
    
        bl_idname = "DYNSKY_PT_tools"
    
        bl_space_type = 'VIEW_3D'
    
        bl_context = "objectmode"
    
        bl_options = {'DEFAULT_CLOSED'}
    
    
        def draw(self, context):
            layout = self.layout
    
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            layout.operator("sky.dyn", text="Create", icon='MAT_SPHERE_SKY')
    
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            col = layout.column()
            draw_world_settings(col, context)
    
    
    
    def register():
        bpy.utils.register_class(Dynapanel)
        bpy.utils.register_class(dsky)
    
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        bpy.types.Scene.dynamic_sky_name = StringProperty(
                name="",
                default="Dynamic"
                )
    
    
    
    def unregister():
        bpy.utils.unregister_class(Dynapanel)
        bpy.utils.unregister_class(dsky)
    
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        del bpy.types.Scene.dynamic_sky_name
    
    
    
    if __name__ == "__main__":
        register()