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blender
blender-addons
Commits
36ba3f82
Commit
36ba3f82
authored
7 years ago
by
meta-androcto
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addons final Easter egg commit thanks to draguu
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55448496
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lighting_dynamic_sky.py
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36ba3f82
# 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
()
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