Skip to content
Snippets Groups Projects
lighting_dynamic_sky.py 13.6 KiB
Newer Older
  • Learn to ignore specific revisions
  • # Dynamic Sky.py (c) 2015 Pratik Solanki (Draguu)
    #
    #    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 3 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, see <http://www.gnu.org/licenses/>.
    #
    # ***** END GPL LICENCE BLOCK *****
    
    
    bl_info = {
        "name": "Dynamic Sky",
        "author": "Pratik Solanki",
        "version": (1, 0, 1),
        "blender": (2, 78, 0),
        "location": "View3D > Tools",
        "description": "Creates Dynamic Sky for Cycles",
        "warning": "",
        "wiki_url": "http://www.dragoneex.com/downloads/dynamic-skyadd-on",
        "category": "Lighting",
        }
    import bpy
    
    
    class dsky(bpy.types.Operator):
    
        bl_idname = "sky.dyn"
        bl_label = "Make a Procidural sky"
    
    
        def execute(self, context):
    
            def clean_node_tree(node_tree):
                nodes = node_tree.nodes
                for node in nodes:
                    if not node.type == 'OUTPUT_WORLD':
                        nodes.remove(node)
                return node_tree.nodes[0]
            bpy.context.scene.render.engine = 'CYCLES'
    
    
            def dynamic():
    
                world = bpy.data.worlds.new('Dynamic')
                world.cycles.sample_as_light = True
                world.cycles.sample_map_resolution = 2048
                world.use_nodes = True
    
                nt = world.node_tree
                bg = world.node_tree.nodes['Background']
    
                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")
                map = nt.nodes.new(type="ShaderNodeMapping")
                map.vector_type = 'NORMAL'
    
                nor = nt.nodes.new(type="ShaderNodeNormal")
    
                cr1 = nt.nodes.new(type ="ShaderNodeValToRGB")
                cr1.color_ramp.elements[0].position = 0.969
                cr1.color_ramp.interpolation = 'EASE'
                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'
                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'
    
                mat1 = nt.nodes.new(type ="ShaderNodeMath")
                mat1.operation = 'MULTIPLY'
                mat1.inputs[1].default_value = 0.2
                mat2 = nt.nodes.new(type ="ShaderNodeMath")
                mat2.operation = 'MULTIPLY'
                mat2.inputs[1].default_value = 2
                mat3 = nt.nodes.new(type ="ShaderNodeMath")
                mat3.operation = 'MULTIPLY'
                mat3.inputs[1].default_value = 40.9
                mat4 = nt.nodes.new(type ="ShaderNodeMath")
                mat4.operation = 'SUBTRACT'
                mat4.inputs[1].default_value = 1
                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])
    
                soft = nt.nodes.new(type = "ShaderNodeMixRGB")
                soft_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                soft.inputs[0].default_value = 1
                soft_1.inputs[0].default_value = 0.466
                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])
    
                mix1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                mix1.blend_type = 'MULTIPLY'
                mix1.inputs[0].default_value = 1
                mix1_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                mix1_1.blend_type = 'MULTIPLY'
                mix1_1.inputs[0].default_value = 1
    
                mix2 = nt.nodes.new(type = "ShaderNodeMixRGB")
                mix2_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                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)
                mix2_1.inputs[2].default_value = (1, 0.820, 0.650,1)
    
                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])
    
                gam = nt.nodes.new(type = "ShaderNodeGamma")
                gam.inputs[1].default_value = 2.3
                gam2 = nt.nodes.new(type = "ShaderNodeGamma")
                gam2.inputs[1].default_value = 1
                gam3 = nt.nodes.new(type = "ShaderNodeGamma")
                gam3.inputs[1].default_value = 1
    
                sunopa = nt.nodes.new(type = "ShaderNodeMixRGB")
                sunopa.blend_type = 'ADD'
                sunopa.inputs[0].default_value = 1
                sunopa_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                sunopa_1.blend_type = 'ADD'
                sunopa_1.inputs[0].default_value = 1
    
                combine = nt.nodes.new(type = "ShaderNodeMixRGB")
                ntl(combine.inputs[1],sunopa.outputs[0])
                ntl(combine.inputs[2],sunopa_1.outputs[0])
                lp = nt.nodes.new(type = "ShaderNodeLightPath")
                ntl(combine.inputs[0],lp.outputs[0])
    
                ntl(gam2.inputs[0],gam.outputs[0])
                ntl(gam.inputs[0],mix2.outputs[0])
                ntl(bg.inputs[0],combine.outputs[0])
    
                map2 = nt.nodes.new(type = "ShaderNodeMapping")
                map2.scale[2] = 6.00
                map2.scale[0] = 1.5
                map2.scale[1] = 1.5
    
                n1 = nt.nodes.new(type = "ShaderNodeTexNoise")
                n1.inputs[1].default_value = 3.8
                n1.inputs[2].default_value = 2.4
                n1.inputs[3].default_value = 0.5
    
                n2 = nt.nodes.new(type = "ShaderNodeTexNoise")
                n2.inputs[1].default_value = 2.0
                n2.inputs[2].default_value = 10
                n2.inputs[3].default_value = 0.2
    
                ntl(n2.inputs[0],map2.outputs[0])
                ntl(n1.inputs[0],map2.outputs[0])
    
                sc1 = nt.nodes.new(type = "ShaderNodeValToRGB")
                sc2 = nt.nodes.new(type = "ShaderNodeValToRGB")
                sc3 = nt.nodes.new(type = "ShaderNodeValToRGB")
                sc3_1 = nt.nodes.new(type = "ShaderNodeValToRGB")
                sc4 = nt.nodes.new(type = "ShaderNodeValToRGB")
    
                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
    
                smix1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                smix2 = nt.nodes.new(type = "ShaderNodeMixRGB")
                smix2_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
                smix3 = nt.nodes.new(type = "ShaderNodeMixRGB")
                smix4 = nt.nodes.new(type = "ShaderNodeMixRGB")
                smix5 = nt.nodes.new(type = "ShaderNodeMixRGB")
    
                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
    
                srgb = nt.nodes.new(type = "ShaderNodeSeparateRGB")
                aniadd = nt.nodes.new(type = "ShaderNodeMath")
                crgb = nt.nodes.new(type = "ShaderNodeCombineRGB")
                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
    
                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[0])
                ntl(sc2.inputs[0],n2.outputs[0])
    
                skynor = nt.nodes.new(type = "ShaderNodeNormal")
    
                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],map.outputs[0])
                ntl(map.inputs[0],tcor.outputs[0])
                ntl(sunopa_1.inputs[1],smix5.outputs[0])
                ntl(sunopa_1.inputs[2],mix2_1.outputs[0])
    
            dynamic()
    
            return {'FINISHED'}
    
    
    class Dynapanel(bpy.types.Panel):
    
        bl_label = "Dynamic sky"
        bl_idname = "SCENE_PT_layout"
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'TOOLS'
        bl_context = "objectmode"
        bl_category = "Tools"
    
        def draw(self, context):
            layout = self.layout
            scene = context.scene
    
            layout.operator("sky.dyn", text = "Create", icon='MAT_SPHERE_SKY')
    
            if bpy.data.worlds['Dynamic']:
    
                col = layout.column()
    
                m = bpy.data.worlds['Dynamic'].node_tree.nodes[28]
                m = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.012'].inputs[1]
                n = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.012'].inputs[2]
                o = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.014'].inputs[0]
                d = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.010'].inputs[0]
                so = bpy.data.worlds['Dynamic'].node_tree.nodes['Gamma.001'].inputs[1]
                so2 = bpy.data.worlds['Dynamic'].node_tree.nodes['Gamma.002'].inputs[1]
                sc = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.004'].inputs[2]
                no = bpy.data.worlds['Dynamic'].node_tree.nodes['Normal'].outputs[0]
                sof = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix'].inputs[0]
                bgp = bpy.data.worlds['Dynamic'].node_tree.nodes['Background'].inputs[1]
    
                suc = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.015'].inputs[1]
    
                col.label("Scene Control")
                col.prop(bgp, "default_value", text="Brightness")
                col.prop(so2, "default_value", text="Shadow color saturation")
    
                col.label("---------------------------------------------------------")
                col.label("Sky Control")
                col.prop(m,"default_value", text="Cloud color")
                col.prop(n, "default_value", text="Horizon Color")
                col.prop(o, "default_value", text="Cloud opacity")
                col.prop(d, "default_value", text="Cloud density")
    
                col.label("---------------------------------------------------------")
                col.label("Sun Control")
                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="")
    
            else:
                col = layout.column()
                col.label("---------------------------------------------------------")
    
    
    def register():
        bpy.utils.register_class(Dynapanel)
        bpy.utils.register_class(dsky)
    
    def unregister():
        bpy.utils.unregister_class(Dynapanel)
        bpy.utils.unregister_class(dsky)
    
    if __name__ == "__main__":
        register()