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# SPDX-License-Identifier: GPL-2.0-or-later
# Copyright 2015 Pratik Solanki (Draguu)
"name": "Dynamic Sky",
"author": "Pratik Solanki",
"version": (1, 0, 6),
"blender": (2, 80, 0),
"description": "Creates Dynamic Sky for Cycles",
"doc_url": "{BLENDER_MANUAL_URL}/addons/lighting/dynamic_sky.html",
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))
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(r"\d+", words))
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
def check_cycles():
return ('cycles' in bpy.context.preferences.addons.keys())
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):
try:
get_name = check_world_name()
context.scene.dynamic_sky_name = get_name
bpy.context.scene.render.engine = 'CYCLES'
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
bg.location = (6708.3, 360)
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)
cr1.color_ramp.elements[0].position = 0.969
cr1.color_ramp.interpolation = 'EASE'
cr1.location = (1671.33, 415)
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)
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)
mat1.operation = 'MULTIPLY'
mat1.inputs[1].default_value = 0.2
mat1.location = (2196.6, 685)
mat2.operation = 'MULTIPLY'
mat2.inputs[1].default_value = 2
mat2.location = (3294, 685)
mat3.operation = 'MULTIPLY'
mat3.inputs[1].default_value = 40.9
mat3.location = (2745.24, 415)
mat4.operation = 'SUBTRACT'
mat4.inputs[1].default_value = 1
mat4.location = (3294, 415)
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.name = "Soft_hard"
soft.location = (3819.3, 550)
soft_1.location = (3819.3, 185)
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.blend_type = 'MULTIPLY'
mix1.inputs[0].default_value = 1
mix1.location = (4344.3, 630)
mix1_1.blend_type = 'MULTIPLY'
mix1_1.inputs[0].default_value = 1
mix1_1.location = (4344.3, 90)
mix2.location = (4782, 610)
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)
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.inputs[1].default_value = 2.3
gam.location = (5131.8, 610)
gam2.name = "Sun_value"
gam2.inputs[1].default_value = 1
gam2.location = (5524.5, 610)
gam3.name = "Shadow_color_saturation"
gam3.inputs[1].default_value = 1
gam3.location = (5524.5, 880)
sunopa.blend_type = 'ADD'
sunopa.inputs[0].default_value = 1
sunopa.location = (5940.6, 610)
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)
combine = nt.nodes.new(type="ShaderNodeMixRGB")
combine.location = (6313.8, 360)
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)
ntl(gam2.inputs[0], gam.outputs[0])
ntl(gam.inputs[0], mix2.outputs[0])
ntl(bg.inputs[0], combine.outputs[0])
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)
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)
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)
ntl(n2.inputs[0], map2.outputs[0])
ntl(n1.inputs[0], map2.outputs[0])
sc1.location = (3294, 1780)
sc2.location = (3294, 1510)
sc3.location = (3819.3, 820)
sc3_1 = nt.nodes.new(type="ShaderNodeValToRGB")
sc3_1.location = (4344.3, 1360)
sc4.location = (3819.3, 1090)
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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.location = (3819.3, 1550)
smix1.name = "Cloud_color"
smix2.location = (4344.3, 1630)
smix2.name = "Cloud_density"
smix2_1 = nt.nodes.new(type="ShaderNodeMixRGB")
smix2_1.location = (4782, 1360)
smix3.location = (4344.3, 1090)
smix3.name = "Sky_and_Horizon_colors"
smix4.location = (4782, 880)
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
srgb = nt.nodes.new(type="ShaderNodeSeparateRGB")
srgb.location = (786.54, 1370)
aniadd.location = (1220.16, 1235)
crgb = nt.nodes.new(type="ShaderNodeCombineRGB")
crgb.location = (1671.33, 1510)
sunrgb.name = "Sun_color"
sunrgb.blend_type = 'MULTIPLY'
sunrgb.inputs[2].default_value = (32, 30, 30, 200)
sunrgb.inputs[0].default_value = 1
sunrgb.location = (4344.3, 360)
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'])
skynor = nt.nodes.new(type="ShaderNodeNormal")
skynor.location = (3294, 1070)
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])
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)
except Exception as e:
error_handlers(self, e, "Make a Procedural sky has failed")
return {"CANCELLED"}
return {'FINISHED'}
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]
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)
col.prop(bgp, "default_value", text="Brightness")
col.prop(so2, "default_value", text="Shadow color saturation")
col.prop(m, "default_value", text="Sky color")
col.prop(n, "default_value", text="Horizon Color")
col.prop(c, "default_value", text="Cloud color")
col.prop(o, "default_value", text="Cloud opacity")
col.prop(d, "default_value", text="Cloud density")
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_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_context = "objectmode"
bl_category = "Create"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.operator("sky.dyn", text="Create", icon='MAT_SPHERE_SKY')
col = layout.column()
draw_world_settings(col, context)
def register():
bpy.utils.register_class(Dynapanel)
bpy.utils.register_class(dsky)
bpy.types.Scene.dynamic_sky_name = StringProperty(
name="",
default="Dynamic"
)
def unregister():
bpy.utils.unregister_class(Dynapanel)
bpy.utils.unregister_class(dsky)
if __name__ == "__main__":
register()