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Commit 6aa5f8f4 authored by Brendon Murphy's avatar Brendon Murphy
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trunk/py/scripts/addons/object_cloud_gen.py

fix for api changes
thanks to loopduplicate
parent f598bb04
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......@@ -330,7 +330,7 @@ class GenerateCloud(bpy.types.Operator):
def execute(self, context):
# Make variable that is the current .blend file main data blocks
blend_data = context.blend_data
main = context.main
# Make variable that is the active object selected by user
active_object = context.active_object
......@@ -373,7 +373,7 @@ class GenerateCloud(bpy.types.Operator):
for createdObj in createdObjects:
totallyDeleteObject(scene, createdObj)
# Delete the blend_data object
# Delete the main object
totallyDeleteObject(scene, mainObj)
# Select all of the left over boxes so people can immediately
......@@ -404,7 +404,7 @@ class GenerateCloud(bpy.types.Operator):
bounds.hide_render = False
# Just add a Definition Property designating this
# as the blend_data object.
# as the main object.
bounds["CloudMember"] = "MainObj"
# Since we used iteration 0 to copy with object we
......@@ -492,7 +492,7 @@ class GenerateCloud(bpy.types.Operator):
bpy.ops.object.material_slot_remove()
# Add a new material.
cloudMaterial = blend_data.materials.new("CloudMaterial")
cloudMaterial = main.materials.new("CloudMaterial")
bpy.ops.object.material_slot_add()
bounds.material_slots[0].material = cloudMaterial
......@@ -510,13 +510,10 @@ class GenerateCloud(bpy.types.Operator):
# Add a texture
vMaterialTextureSlots = cloudMaterial.texture_slots
cloudtex = blend_data.textures.new("CloudTex", type='CLOUDS')
cloudtex = main.textures.new("CloudTex", type='CLOUDS')
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_scale = 2
mtex = cloudMaterial.texture_slots.add()
mtex.texture = cloudtex
mtex.texture_coords = 'ORCO'
mtex.use_map_color_diffuse = True
cloudMaterial.add_texture(cloudtex, 'ORCO')
# Add a force field to the points.
cloudField = bounds.field
......@@ -533,15 +530,11 @@ class GenerateCloud(bpy.types.Operator):
#bpy.ops.ptcache.bake(bake=False)
# Add a Point Density texture
pDensity = blend_data.textures.new("CloudPointDensity", 'POINT_DENSITY')
mtex = cloudMaterial.texture_slots.add()
mtex.texture = pDensity
mtex.texture_coords = 'GLOBAL'
mtex.use_map_density = True
mtex.use_rgb_to_intensity = True
mtex.texture_coords = 'GLOBAL'
pDensity = main.textures.new("CloudPointDensity", 'POINT_DENSITY')
cloudMaterial.add_texture(pDensity, 'ORCO')
vMaterialTextureSlots[1].use_map_density = True
vMaterialTextureSlots[1].use_rgb_to_intensity = True
vMaterialTextureSlots[1].texture_coords = 'GLOBAL'
pDensity.point_density.vertex_cache_space = 'WORLD_SPACE'
pDensity.point_density.use_turbulence = True
pDensity.point_density.noise_basis = 'VORONOI_F2'
......@@ -549,7 +542,7 @@ class GenerateCloud(bpy.types.Operator):
pDensity.use_color_ramp = True
pRamp = pDensity.color_ramp
pRamp.use_interpolation = 'LINEAR'
#pRamp.use_interpolation = 'LINEAR'
pRampElements = pRamp.elements
#pRampElements[1].position = .9
#pRampElements[1].color = [.18,.18,.18,.8]
......@@ -567,7 +560,7 @@ class GenerateCloud(bpy.types.Operator):
# Set the number of particles according to the volume
# of bounds.
cloudParticles.settings.amount = numParticles
cloudParticles.settings.count = numParticles
pDensity.point_density.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
......
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