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# ##### 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 #####
bl_addon_info = {
'name': 'Object: Cloud Generator',
'blender': (2, 5, 3),
'location': 'Tool Shelf ',
'description': 'Creates Volumetric Clouds',
'url': 'http://wiki.blender.org/index.php/Extensions:2.5/Py/' \
'Scripts/Object/Cloud_Gen',
'category': 'Object'}
"""
Place this file in the .blender/scripts/addons dir
You have to activated the script in the "Add-Ons" tab (user preferences).
The functionality can then be accessed via the Tool shelf when objects
are selected
Rev 0 initial release
Rev 0.1 added scene to create_mesh per python api change.
Rev 0.2 Added Point Density turbulence and fixed degenerate
Rev 0.3 Fixed bug in degenerate
Rev 0.4 updated for api change/changed to new apply modifier technique
Rev 0.5 made particle count equation with radius so radius increases with cloud volume
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Rev 0.6 added poll function to operator, fixing crash with no selected objects
Rev 0.7 added particles option and Type of Cloud wanted selector
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"""
import bpy
import mathutils
from math import *
from bpy.props import *
# This routine takes an object and deletes all of the geometry in it
# and adds a bounding box to it.
# It will add or subtract the bound box size by the variable sizeDifference.
def makeObjectIntoBoundBox(object, sizeDifference):
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object
object.selected = True
# Go into Edit Mode
bpy.ops.object.mode_set(mode='EDIT')
mesh = object.data
verts = mesh.verts
#Set the max and min verts to the first vertex on the list
maxVert = [verts[0].co[0], verts[0].co[1], verts[0].co[2]]
minVert = [verts[0].co[0], verts[0].co[1], verts[0].co[2]]
#Create Max and Min Vertex array for the outer corners of the box
for vert in verts:
#Max vertex
if vert.co[0] > maxVert[0]:
maxVert[0] = vert.co[0]
if vert.co[1] > maxVert[1]:
maxVert[1] = vert.co[1]
if vert.co[2] > maxVert[2]:
maxVert[2] = vert.co[2]
#Min Vertex
if vert.co[0] < minVert[0]:
minVert[0] = vert.co[0]
if vert.co[1] < minVert[1]:
minVert[1] = vert.co[1]
if vert.co[2] < minVert[2]:
minVert[2] = vert.co[2]
#Add the size difference to the max size of the box
maxVert[0] = maxVert[0] + sizeDifference
maxVert[1] = maxVert[1] + sizeDifference
maxVert[2] = maxVert[2] + sizeDifference
#subtract the size difference to the min size of the box
minVert[0] = minVert[0] - sizeDifference
minVert[1] = minVert[1] - sizeDifference
minVert[2] = minVert[2] - sizeDifference
#Create arrays of verts and faces to be added to the mesh
addVerts = []
#X high loop
addVerts.append([maxVert[0], maxVert[1], maxVert[2]])
addVerts.append([maxVert[0], maxVert[1], minVert[2]])
addVerts.append([maxVert[0], minVert[1], minVert[2]])
addVerts.append([maxVert[0], minVert[1], maxVert[2]])
#x low loop
addVerts.append([minVert[0], maxVert[1], maxVert[2]])
addVerts.append([minVert[0], maxVert[1], minVert[2]])
addVerts.append([minVert[0], minVert[1], minVert[2]])
addVerts.append([minVert[0], minVert[1], maxVert[2]])
# Make the faces of the bounding box.
addFaces = []
# Draw a box on paper and number the vertices.
# Use right hand rule to come up with number orders for faces on
# the box (with normals pointing out).
addFaces.append([0, 3, 2, 1])
addFaces.append([4, 5, 6, 7])
addFaces.append([0, 1, 5, 4])
addFaces.append([1, 2, 6, 5])
addFaces.append([2, 3, 7, 6])
addFaces.append([0, 4, 7, 3])
# Delete all geometry from the object.
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.delete(type='ALL')
# Must be in object mode for from_pydata to work
bpy.ops.object.mode_set(mode='OBJECT')
# Add the mesh data.
mesh.from_pydata(addVerts, [], addFaces)
# Update the mesh
mesh.update()
def applyScaleRotLoc(scene, obj):
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object
obj.selected = True
scene.objects.active = obj
#bpy.ops.object.rotation_apply()
bpy.ops.object.location_apply()
bpy.ops.object.scale_apply()
def totallyDeleteObject(scene, obj):
#To Do this section to be updated when
#Ability to completely delet objects added to blender
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object and delete it.
obj.selected = True
scene.objects.active = obj
# Delete all material slots in obj
for i in range(len(obj.material_slots)):
#textureSlots = cloudMaterial.texture_slots
obj.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
#bpy.ops.object.parent_clear(type='CLEAR')
# Delete the Main Object
bpy.ops.object.delete()
#bpy.data.objects.remove(obj)
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def makeParent(parentobj, childobj, scene):
applyScaleRotLoc(scene, parentobj)
applyScaleRotLoc(scene, childobj)
childobj.parent = parentobj
#childobj.location = childobj.location - parentobj.location
def addNewObject(scene, name, copyobj):
'''
Add an object and do other silly stuff.
'''
# Create new mesh
mesh = bpy.data.meshes.new(name)
# Create a new object.
ob_new = bpy.data.objects.new(name, mesh)
tempme = copyobj.data
ob_new.data = tempme.copy()
ob_new.scale = copyobj.scale
ob_new.location = copyobj.location
# Link new object to the given scene and select it.
scene.objects.link(ob_new)
ob_new.selected = True
return ob_new
def combineObjects(scene, combined, listobjs):
# scene is the current scene
# combined is the object we want to combine everything into
# listobjs is the list of objects to stick into combined
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the new object.
combined.selected = True
scene.objects.active = combined
# Add data
if (len(listobjs) > 0):
for i in listobjs:
# Add a modifier
bpy.ops.object.modifier_add(type='BOOLEAN')
union = combined.modifiers
union[0].name = "AddEmUp"
union[0].object = i
union[0].operation = 'UNION'
# Apply modifier
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=union[0].name)
# Returns True if we want to degenerate
# and False if we want to generate a new cloud.
def degenerateCloud(obj):
if not obj:
return False
if "CloudMember" in obj:
if obj["CloudMember"] != None:
if obj.parent:
if "CloudMember" not in obj.parent:
return False
return False
class View3DPanel(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
class VIEW3D_PT_tools_cloud(View3DPanel):
bl_label = "Cloud Generator"
bl_context = "objectmode"
def draw(self, context):
active_obj = context.active_object
layout = self.layout
col = layout.column(align=True)
degenerate = degenerateCloud(active_obj)
if active_obj and degenerate:
col.operator("cloud.generate_cloud", text="DeGenerate")
elif active_obj is None:
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud.")
elif "CloudMember" in active_obj:
col.label(text="Must select")
col.label(text="bound box")
elif active_obj and active_obj.type == 'MESH':
col.operator("cloud.generate_cloud", text="Generate Cloud")
col.prop(context.scene, "cloudparticles")
col.prop(context.scene, "cloud_type")
else:
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud.")
cloudTypes = []
cloudTypes.append(("0","Stratus","Generate Stratus_foggy Cloud"))
cloudTypes.append(("1","Cumulous","Generate Cumulous_puffy Cloud"))
cloudTypes.append(("2","Cirrus","Generate Cirrus_wispy Cloud"))
#cloudTypes.append(("3","Nimbus","Generate Nimbus Cloud"))
bpy.types.Scene.BoolProperty( attr="cloudparticles",
name="Particles",
description="Generate Cloud as Particle System",
default=False)
bpy.types.Scene.EnumProperty( attr="cloud_type",
name="Type",
description="Select the type of cloud to create with material settings",
items = cloudTypes, default = '0')
class GenerateCloud(bpy.types.Operator):
bl_idname = "cloud.generate_cloud"
bl_label = "Generate Cloud"
bl_description = "Create a Cloud."
bl_register = True
bl_undo = True
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def poll(self, context):
if not context.active_object:
return False
else:
return (context.active_object.type=='MESH')
def execute(self, context):
# Make variable that is the current .blend file main data blocks
main = context.main
# Make variable that is the active object selected by user
active_object = context.active_object
# Make variable scene that is current scene
scene = context.scene
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# Parameters the user may want to change:
# Number of points this number is multiplied by the volume to get
# the number of points the scripts will put in the volume.
numOfPoints = 1.0
maxNumOfPoints = 100000
scattering = 2.5
pointDensityRadiusFactor = 1.0
densityScale = 1.5
# Should we degnerate?
degenerate = degenerateCloud(active_object)
if degenerate:
# Degenerate Cloud
mainObj = active_object
cloudMembers = active_object.children
createdObjects = []
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for member in cloudMembers:
applyScaleRotLoc(scene, member)
if (member["CloudMember"] == "CreatedObj"):
createdObjects.append(member)
else:
definitionObjects.append(member)
for defObj in definitionObjects:
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if "CloudMember" in defObj:
del(defObj["CloudMember"])
for createdObj in createdObjects:
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# Delete the main object
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# Select all of the left over boxes so people can immediately
# press generate again if they want.
for eachMember in definitionObjects:
eachMember.max_draw_type = 'SOLID'
eachMember.selected = True
#scene.objects.active = eachMember
#TODO Delete this when render bug caused by degenerate is fixed.
self.report({'WARNING'}, "Please save file exit and reenter blender before rendering to clean memory and prevent crash")
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else:
# Generate Cloud
###############Create Combined Object bounds##################
# Make a list of all Selected objects.
selectedObjects = bpy.context.selected_objects
if not selectedObjects:
selectedObjects = [bpy.context.active_object]
# Create a new object bounds
bounds = addNewObject(scene,
"CloudBounds",
selectedObjects[0])
bounds.max_draw_type = 'BOUNDS'
bounds.restrict_render = False
# Just add a Definition Property designating this
# as the main object.
bounds["CloudMember"] = "MainObj"
# Since we used iteration 0 to copy with object we
# delete it off the list.
firstObject = selectedObjects[0]
del selectedObjects[0]
# Apply location Rotation and Scale to all objects involved.
applyScaleRotLoc(scene, bounds)
for each in selectedObjects:
applyScaleRotLoc(scene, each)
# Let's combine all of them together.
combineObjects(scene, bounds, selectedObjects)
# Let's add some property info to the objects.
for selObj in selectedObjects:
selObj["CloudMember"] = "DefinitioinObj"
selObj.name = "DefinitioinObj"
selObj.max_draw_type = 'WIRE'
selObj.restrict_render = True
makeParent(bounds, selObj, scene)
# Do the same to the 1. object since it is no longer in list.
firstObject["CloudMember"] = "DefinitioinObj"
firstObject.name = "DefinitioinObj"
firstObject.max_draw_type = 'WIRE'
firstObject.restrict_render = True
makeParent(bounds, firstObject, scene)
###############Create Cloud for putting Cloud Mesh############
# Create a new object cloud.
cloud = addNewObject(scene, "CloudMesh", bounds)
cloud["CloudMember"] = "CreatedObj"
cloud.max_draw_type = 'WIRE'
cloud.restrict_render = True
makeParent(bounds, cloud, scene)
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.subdivide(number_cuts=2, fractal=0, smoothness=1)
bpy.ops.object.location_apply()
bpy.ops.mesh.vertices_smooth(repeat=20)
bpy.ops.mesh.tris_convert_to_quads()
bpy.ops.mesh.faces_shade_smooth()
bpy.ops.object.editmode_toggle()
###############Create Particles in cloud obj##################
# Turn off gravity.
scene.use_gravity = False
# Set time to 0.
scene.frame_current = 0
# Add a new particle system.
bpy.ops.object.particle_system_add()
#Particle settings setting it up!
cloudParticles = cloud.active_particle_system
cloudParticles.name = "CloudParticles"
cloudParticles.settings.frame_start = 0
cloudParticles.settings.frame_end = 0
cloudParticles.settings.emit_from = 'VOLUME'
cloudParticles.settings.draw_as = 'DOT'
cloudParticles.settings.ren_as = 'NONE'
cloudParticles.settings.normal_factor = 0
cloudParticles.settings.distribution = 'RAND'
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####################Create Volume Material####################
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
bounds.selected = True
scene.objects.active = bounds
# Turn bounds object into a box.
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# Delete all material slots in bounds object.
for i in range(len(bounds.material_slots)):
bounds.active_material_index = i - 1
bpy.ops.object.material_slot_remove()
# Add a new material.
cloudMaterial = main.materials.new("CloudMaterial")
bpy.ops.object.material_slot_add()
bounds.material_slots[0].material = cloudMaterial
# Set Up the Cloud Material
cloudMaterial.name = "CloudMaterial"
cloudMaterial.type = 'VOLUME'
mVolume = cloudMaterial.volume
mVolume.scattering = scattering
mVolume.density = 0
mVolume.density_scale = densityScale
mVolume.transmission_color = [3, 3, 3]
mVolume.step_size = 0.1
mVolume.light_cache = True
mVolume.cache_resolution = 75
# Add a texture
vMaterialTextureSlots = cloudMaterial.texture_slots
cloudtex = main.textures.new("CloudTex")
cloudMaterial.add_texture(cloudtex, 'ORCO')
cloudtex.type = 'CLOUDS'
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_size = 2
# Add a force field to the points.
cloudField = bounds.field
cloudField.type = 'TEXTURE'
cloudField.strength = 2
cloudField.texture = cloudtex
# Set time
#for i in range(12):
# scene.current_frame = i
# scene.update()
scene.frame_current = 1
#bpy.ops.ptcache.bake(bake=False)
# Add a Point Density texture
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cloudPointDensity = main.textures.new("CloudPointDensity")
cloudPointDensity.type = 'POINT_DENSITY'
cloudMaterial.add_texture(cloudPointDensity, 'ORCO')
pDensity = vMaterialTextureSlots[1].texture
vMaterialTextureSlots[1].map_density = True
vMaterialTextureSlots[1].rgb_to_intensity = True
vMaterialTextureSlots[1].texture_coordinates = 'GLOBAL'
pDensity.pointdensity.vertices_cache = 'WORLD_SPACE'
pDensity.pointdensity.turbulence = True
pDensity.pointdensity.noise_basis = 'VORONOI_F2'
pDensity.pointdensity.turbulence_depth = 3
pDensity.use_color_ramp = True
pRamp = pDensity.color_ramp
pRamp.interpolation = 'LINEAR'
pRampElements = pRamp.elements
#pRampElements[1].position = .9
#pRampElements[1].color = [.18,.18,.18,.8]
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# Estimate the number of particles for the size of bounds.
volumeBoundBox = (bounds.dimensions[0] * bounds.dimensions[1]* bounds.dimensions[2])
numParticles = int((2.4462 * volumeBoundBox + 430.4) * numOfPoints)
if numParticles > maxNumOfPoints:
numParticles = maxNumOfPoints
if numParticles < 10000:
numParticles = int(numParticles + 15 * volumeBoundBox)
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print(numParticles)
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# Set the number of particles according to the volume
# of bounds.
cloudParticles.settings.amount = numParticles
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pDensity.pointdensity.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
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# Set time to 1.
scene.frame_current = 1
if not scene.cloudparticles:
###############Create CloudPnts for putting points in#########
# Create a new object cloudPnts
cloudPnts = addNewObject(scene, "CloudPoints", bounds)
cloudPnts["CloudMember"] = "CreatedObj"
cloudPnts.max_draw_type = 'WIRE'
cloudPnts.restrict_render = True
bpy.ops.object.editmode_toggle()
bpy.ops.mesh.select_all(action='SELECT')
listCloudParticles = cloudParticles.particles
listMeshPnts = []
for pTicle in listCloudParticles:
listMeshPnts.append(pTicle.location)
# Must be in object mode fro from_pydata to work.
bpy.ops.object.mode_set(mode='OBJECT')
# Add in the mesh data.
meshPnts.from_pydata(listMeshPnts, [], [])
# Add a modifier.
bpy.ops.object.modifier_add(type='DISPLACE')
cldPntsModifiers = cloudPnts.modifiers
cldPntsModifiers[0].name = "CloudPnts"
cldPntsModifiers[0].texture = cloudtex
cldPntsModifiers[0].texture_coordinates = 'OBJECT'
cldPntsModifiers[0].texture_coordinate_object = cloud
cldPntsModifiers[0].strength = -1.4
# Apply modifier
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=cldPntsModifiers[0].name)
pDensity.pointdensity.point_source = 'OBJECT'
pDensity.pointdensity.object = cloudPnts
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
# Select the object.
cloud.selected = True
scene.objects.active = cloud
# Deselect All
bpy.ops.object.select_all(action='DESELECT')
else:
pDensity.pointdensity.point_source = 'PARTICLE_SYSTEM'
pDensity.pointdensity.object = cloud
pDensity.pointdensity.particle_system = cloudParticles
if scene.cloud_type == '1': # Cumulous
print("Cumulous")
mVolume.density_scale = 2.22
pDensity.pointdensity.turbulence_depth = 10
pDensity.pointdensity.turbulence_strength = 6.3
pDensity.pointdensity.turbulence_size = 2.9
pRampElements[1].position = .606
pDensity.pointdensity.radius = pDensity.pointdensity.radius + .1
elif scene.cloud_type == '2': # Cirrus
print("Cirrus")
pDensity.pointdensity.turbulence_strength = 22
mVolume.transmission_color = [3.5, 3.5, 3.5]
mVolume.scattering = .13
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# Select the object.
bounds.selected = True
scene.objects.active = bounds
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classes = [VIEW3D_PT_tools_cloud,
GenerateCloud]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)