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blender
blender-addons
Commits
9662534b
Commit
9662534b
authored
5 years ago
by
meta-androcto
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object_cloud_gen: move to contrib: T63750
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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 #####
# <pep8 compliant>
bl_info
=
{
"
name
"
:
"
Cloud Generator
"
,
"
author
"
:
"
Nick Keeline(nrk)
"
,
"
version
"
:
(
1
,
0
,
2
),
"
blender
"
:
(
2
,
79
,
0
),
"
location
"
:
"
Tool Shelf > Create Tab
"
,
"
description
"
:
"
Creates Volumetric Clouds
"
,
"
wiki_url
"
:
"
https://wiki.blender.org/index.php/Extensions:2.6/Py/
"
"
Scripts/Object/Cloud_Gen
"
,
"
category
"
:
"
Object
"
,
}
import
bpy
from
bpy.props
import
(
BoolProperty
,
EnumProperty
,
)
from
bpy.types
import
(
Operator
,
Panel
,
)
# For Cycles Render we create node groups or if it already exists we return it.
def
CreateNodeGroup
(
Type
):
# Look for NodeTree if it already exists return it
CreateGroup
=
True
for
Group
in
bpy
.
data
.
node_groups
:
if
Group
.
name
==
Type
:
CreateGroup
=
False
NodeGroup
=
Group
if
CreateGroup
is
True
:
NodeGroup
=
bpy
.
data
.
node_groups
.
new
(
name
=
Type
,
type
=
"
ShaderNodeTree
"
)
NodeGroup
.
name
=
Type
NodeGroup
.
bl_label
=
Type
NodeGroup
.
nodes
.
clear
()
# Create a bunch of nodes and group them based on input to the def
# Function type
if
Type
==
'
CloudGen_VolumeProperties
'
:
AddAddAndEmission
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeAddShader
'
)
AddAddAndEmission
.
location
=
[
300
,
395
]
AddAbsorptionAndScatter
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeAddShader
'
)
AddAbsorptionAndScatter
.
location
=
[
0
,
395
]
VolumeAbsorption
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeVolumeAbsorption
'
)
VolumeAbsorption
.
location
=
[
-
300
,
395
]
VolumeScatter
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeVolumeScatter
'
)
VolumeScatter
.
location
=
[
-
300
,
0
]
VolumeEmission
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeEmission
'
)
VolumeEmission
.
location
=
[
-
300
,
-
300
]
MathAbsorptionMultiply
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathAbsorptionMultiply
.
location
=
[
-
750
,
395
]
MathAbsorptionMultiply
.
operation
=
'
MULTIPLY
'
MathScatterMultiply
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathScatterMultiply
.
location
=
[
-
750
,
0
]
MathScatterMultiply
.
operation
=
'
MULTIPLY
'
MathEmissionMultiply
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathEmissionMultiply
.
location
=
[
-
750
,
-
300
]
MathEmissionMultiply
.
operation
=
'
MULTIPLY
'
MathBrightnessMultiply
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathBrightnessMultiply
.
location
=
[
-
1200
,
0
]
MathBrightnessMultiply
.
operation
=
'
MULTIPLY
'
MathGreaterThan
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathGreaterThan
.
location
=
[
-
1200
,
600
]
MathGreaterThan
.
operation
=
'
GREATER_THAN
'
MathGreaterThan
.
inputs
[
1
].
default_value
=
0
NodeGroup
.
links
.
new
(
AddAddAndEmission
.
inputs
[
0
],
AddAbsorptionAndScatter
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
AddAddAndEmission
.
inputs
[
1
],
VolumeEmission
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
AddAbsorptionAndScatter
.
inputs
[
0
],
VolumeAbsorption
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
AddAbsorptionAndScatter
.
inputs
[
1
],
VolumeScatter
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
VolumeAbsorption
.
inputs
[
1
],
MathAbsorptionMultiply
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
VolumeScatter
.
inputs
[
1
],
MathScatterMultiply
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
VolumeEmission
.
inputs
[
1
],
MathEmissionMultiply
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
MathAbsorptionMultiply
.
inputs
[
0
],
MathGreaterThan
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
MathScatterMultiply
.
inputs
[
0
],
MathGreaterThan
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
MathEmissionMultiply
.
inputs
[
0
],
MathGreaterThan
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
VolumeAbsorption
.
inputs
[
0
],
MathBrightnessMultiply
.
outputs
[
0
])
# Create and Link In/Out to Group Node
# Outputs
group_outputs
=
NodeGroup
.
nodes
.
new
(
'
NodeGroupOutput
'
)
group_outputs
.
location
=
(
600
,
395
)
NodeGroup
.
outputs
.
new
(
'
NodeSocketShader
'
,
'
shader_out
'
)
NodeGroup
.
links
.
new
(
AddAddAndEmission
.
outputs
[
0
],
group_outputs
.
inputs
[
'
shader_out
'
])
# Inputs
group_inputs
=
NodeGroup
.
nodes
.
new
(
'
NodeGroupInput
'
)
group_inputs
.
location
=
(
-
1500
,
-
300
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Density
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Absorption Multiply
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketColor
'
,
'
Absorption Color
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Scatter Multiply
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketColor
'
,
'
Scatter Color
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Emission Amount
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Cloud Brightness
'
)
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Density
'
],
MathGreaterThan
.
inputs
[
0
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Absorption Multiply
'
],
MathAbsorptionMultiply
.
inputs
[
1
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Absorption Color
'
],
MathBrightnessMultiply
.
inputs
[
0
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Scatter Multiply
'
],
MathScatterMultiply
.
inputs
[
1
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Scatter Color
'
],
VolumeScatter
.
inputs
[
0
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Emission Amount
'
],
MathEmissionMultiply
.
inputs
[
1
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Cloud Brightness
'
],
MathBrightnessMultiply
.
inputs
[
1
])
if
Type
==
'
CloudGen_TextureProperties
'
:
MathAdd
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathAdd
.
location
=
[
-
200
,
0
]
MathAdd
.
operation
=
'
ADD
'
MathDensityMultiply
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeMath
'
)
MathDensityMultiply
.
location
=
[
-
390
,
0
]
MathDensityMultiply
.
operation
=
'
MULTIPLY
'
PointDensityRamp
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeValToRGB
'
)
PointDensityRamp
.
location
=
[
-
675
,
-
250
]
PointRamp
=
PointDensityRamp
.
color_ramp
PElements
=
PointRamp
.
elements
PElements
[
0
].
position
=
0.418
PElements
[
0
].
color
=
0
,
0
,
0
,
1
PElements
[
1
].
position
=
0.773
PElements
[
1
].
color
=
1
,
1
,
1
,
1
CloudRamp
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeValToRGB
'
)
CloudRamp
.
location
=
[
-
675
,
0
]
CRamp
=
CloudRamp
.
color_ramp
CElements
=
CRamp
.
elements
CElements
[
0
].
position
=
0.527
CElements
[
0
].
color
=
0
,
0
,
0
,
1
CElements
[
1
].
position
=
0.759
CElements
[
1
].
color
=
1
,
1
,
1
,
1
NoiseTex
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeTexNoise
'
)
NoiseTex
.
location
=
[
-
940
,
0
]
NoiseTex
.
inputs
[
'
Detail
'
].
default_value
=
4
TexCoord
=
NodeGroup
.
nodes
.
new
(
'
ShaderNodeTexCoord
'
)
TexCoord
.
location
=
[
-
1250
,
0
]
NodeGroup
.
links
.
new
(
MathAdd
.
inputs
[
0
],
MathDensityMultiply
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
MathAdd
.
inputs
[
1
],
PointDensityRamp
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
MathDensityMultiply
.
inputs
[
0
],
CloudRamp
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
CloudRamp
.
inputs
[
0
],
NoiseTex
.
outputs
[
0
])
NodeGroup
.
links
.
new
(
NoiseTex
.
inputs
[
0
],
TexCoord
.
outputs
[
3
])
# Create and Link In/Out to Group Nodes
# Outputs
group_outputs
=
NodeGroup
.
nodes
.
new
(
'
NodeGroupOutput
'
)
group_outputs
.
location
=
(
0
,
0
)
NodeGroup
.
outputs
.
new
(
'
NodeSocketFloat
'
,
'
Density W_CloudTex
'
)
NodeGroup
.
links
.
new
(
MathAdd
.
outputs
[
0
],
group_outputs
.
inputs
[
'
Density W_CloudTex
'
])
# Inputs
group_inputs
=
NodeGroup
.
nodes
.
new
(
'
NodeGroupInput
'
)
group_inputs
.
location
=
(
-
1250
,
-
300
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Scale
'
)
NodeGroup
.
inputs
.
new
(
'
NodeSocketFloat
'
,
'
Point Density In
'
)
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Scale
'
],
NoiseTex
.
inputs
[
'
Scale
'
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Point Density In
'
],
MathDensityMultiply
.
inputs
[
1
])
NodeGroup
.
links
.
new
(
group_inputs
.
outputs
[
'
Point Density In
'
],
PointDensityRamp
.
inputs
[
0
])
return
NodeGroup
# 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
getMeshandPutinEditMode
(
view_layer
,
object
):
# Go into Object Mode
bpy
.
ops
.
object
.
mode_set
(
mode
=
'
OBJECT
'
)
# Deselect All
bpy
.
ops
.
object
.
select_all
(
action
=
'
DESELECT
'
)
# Select the object
object
.
select_set
(
True
)
view_layer
.
objects
.
active
=
object
# Go into Edit Mode
bpy
.
ops
.
object
.
mode_set
(
mode
=
'
EDIT
'
)
return
object
.
data
def
maxAndMinVerts
(
view_layer
,
object
):
mesh
=
getMeshandPutinEditMode
(
view_layer
,
object
)
verts
=
mesh
.
vertices
# 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
]
return
[
maxVert
,
minVert
]
def
makeObjectIntoBoundBox
(
view_layer
,
objects
,
sizeDifference
,
takeFromObject
):
# Let's find the max and min of the reference object,
# it can be the same as the destination object
[
maxVert
,
minVert
]
=
maxAndMinVerts
(
view_layer
,
takeFromObject
)
# get objects mesh
mesh
=
getMeshandPutinEditMode
(
view_layer
,
objects
)
# 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
=
'
VERT
'
)
# 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
)
mesh
.
validate
()
# Update the mesh
mesh
.
update
()
def
applyScaleRotLoc
(
view_layer
,
obj
):
# Deselect All
bpy
.
ops
.
object
.
select_all
(
action
=
'
DESELECT
'
)
# Select the object
obj
.
select_set
(
True
)
view_layer
.
objects
.
active
=
obj
bpy
.
ops
.
object
.
transform_apply
(
location
=
True
,
rotation
=
True
,
scale
=
True
)
def
totallyDeleteObject
(
obj
):
bpy
.
data
.
objects
.
remove
(
obj
,
do_unlink
=
True
)
def
makeParent
(
parentobj
,
childobj
,
view_layer
):
applyScaleRotLoc
(
view_layer
,
parentobj
)
applyScaleRotLoc
(
view_layer
,
childobj
)
childobj
.
parent
=
parentobj
def
addNewObject
(
collection
,
name
,
copyobj
):
# avoid creating not needed meshes pro forme
# Create a new object
tempme
=
copyobj
.
data
ob_new_data
=
tempme
.
copy
()
ob_new
=
bpy
.
data
.
objects
.
new
(
name
,
ob_new_data
)
ob_new
.
scale
=
copyobj
.
scale
ob_new
.
location
=
copyobj
.
location
# Link new object to the given scene and select it
collection
.
objects
.
link
(
ob_new
)
ob_new
.
select_set
(
True
)
return
ob_new
def
getpdensitytexture
(
object
):
for
mslot
in
object
.
material_slots
:
# Material slot can be empty
mat
=
getattr
(
mslot
,
"
material
"
,
None
)
if
mat
:
for
tslot
in
mat
.
texture_slots
:
if
tslot
!=
'
NoneType
'
:
tex
=
tslot
.
texture
if
tex
.
type
==
'
POINT_DENSITY
'
:
if
tex
.
point_density
.
point_source
==
'
PARTICLE_SYSTEM
'
:
return
tex
def
removeParticleSystemFromObj
(
view_layer
,
obj
):
# Deselect All
bpy
.
ops
.
object
.
select_all
(
action
=
'
DESELECT
'
)
# Select the object
obj
.
select_set
(
True
)
view_layer
.
objects
.
active
=
obj
bpy
.
ops
.
object
.
particle_system_remove
()
# Deselect All
bpy
.
ops
.
object
.
select_all
(
action
=
'
DESELECT
'
)
def
convertParticlesToMesh
(
view_layer
,
particlesobj
,
destobj
,
replacemesh
):
# Select the Destination object
destobj
.
select_set
(
True
)
view_layer
.
objects
.
active
=
destobj
# Go to Edit Mode
bpy
.
ops
.
object
.
mode_set
(
mode
=
'
EDIT
'
,
toggle
=
False
)
# Delete everything in mesh if replace is true
if
replacemesh
:
bpy
.
ops
.
mesh
.
select_all
(
action
=
'
SELECT
'
)
bpy
.
ops
.
mesh
.
delete
(
type
=
'
VERT
'
)
meshPnts
=
destobj
.
data
listCloudParticles
=
particlesobj
.
particles
listMeshPnts
=
[]
for
pTicle
in
listCloudParticles
:
listMeshPnts
.
append
(
pTicle
.
location
)
# Must be in object mode for from_pydata to work
bpy
.
ops
.
object
.
mode_set
(
mode
=
'
OBJECT
'
)
# Add in the mesh data
meshPnts
.
from_pydata
(
listMeshPnts
,
[],
[])
# Update and Validate the mesh
meshPnts
.
validate
()
meshPnts
.
update
()
def
combineObjects
(
view_layer
,
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
.
select_set
(
True
)
view_layer
.
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 the action we want to take
def
getActionToDo
(
obj
):
if
not
obj
or
obj
.
type
!=
'
MESH
'
:
return
'
NOT_OBJ_DO_NOTHING
'
elif
obj
is
None
:
return
'
NO_SELECTION_DO_NOTHING
'
elif
"
CloudMember
"
in
obj
:
if
obj
[
"
CloudMember
"
]
is
not
None
:
if
obj
[
"
CloudMember
"
]
==
"
MainObj
"
:
return
'
DEGENERATE
'
elif
obj
[
"
CloudMember
"
]
==
"
CreatedObj
"
and
len
(
obj
.
particle_systems
)
>
0
:
return
'
CLOUD_CONVERT_TO_MESH
'
else
:
return
'
CLOUD_DO_NOTHING
'
elif
obj
.
type
==
'
MESH
'
:
return
'
GENERATE
'
else
:
return
'
DO_NOTHING
'
class
VIEW3D_PT_tools_cloud
(
Panel
):
bl_space_type
=
'
VIEW_3D
'
bl_region_type
=
'
UI
'
bl_category
=
'
Create
'
bl_label
=
"
Cloud Generator
"
bl_context
=
"
objectmode
"
bl_options
=
{
'
DEFAULT_CLOSED
'
}
def
draw
(
self
,
context
):
active_obj
=
context
.
active_object
layout
=
self
.
layout
col
=
layout
.
column
(
align
=
True
)
WhatToDo
=
getActionToDo
(
active_obj
)
if
WhatToDo
==
'
DEGENERATE
'
:
col
.
operator
(
"
cloud.generate_cloud
"
,
text
=
"
DeGenerate
"
)
elif
WhatToDo
==
'
CLOUD_CONVERT_TO_MESH
'
:
col
.
operator
(
"
cloud.generate_cloud
"
,
text
=
"
Convert to Mesh
"
)
elif
WhatToDo
==
'
NO_SELECTION_DO_NOTHING
'
:
col
.
label
(
text
=
"
Select one or more
"
)
col
.
label
(
text
=
"
objects to generate
"
)
col
.
label
(
text
=
"
a cloud
"
)
elif
WhatToDo
==
'
CLOUD_DO_NOTHING
'
:
col
.
label
(
text
=
"
Must select
"
)
col
.
label
(
text
=
"
bound box
"
)
elif
WhatToDo
==
'
GENERATE
'
:
col
.
operator
(
"
cloud.generate_cloud
"
,
text
=
"
Generate Cloud
"
)
col
.
prop
(
context
.
scene
,
"
cloud_type
"
)
col
.
prop
(
context
.
scene
,
"
cloudsmoothing
"
)
else
:
col
.
label
(
text
=
"
Select one or more
"
,
icon
=
"
INFO
"
)
col
.
label
(
text
=
"
objects to generate
"
,
icon
=
"
BLANK1
"
)
col
.
label
(
text
=
"
a cloud
"
,
icon
=
"
BLANK1
"
)
class
GenerateCloud
(
Operator
):
bl_idname
=
"
cloud.generate_cloud
"
bl_label
=
"
Generate Cloud
"
bl_description
=
(
"
Create a Cloud, Undo a Cloud, or convert to
"
"
Mesh Cloud depending on selection
\n
"
"
Needs an Active Mesh Object
"
)
bl_options
=
{
"
REGISTER
"
,
"
UNDO
"
}
@classmethod
def
poll
(
cls
,
context
):
obj
=
context
.
active_object
return
(
obj
and
obj
.
type
==
'
MESH
'
)
def
execute
(
self
,
context
):
# Prevent unsupported Execution in Local View modes
space_data
=
bpy
.
context
.
space_data
# if True in space_data.layers_local_view:
# self.report({'INFO'},
# "Works with Global Perspective modes only. Operation Cancelled")
# return {'CANCELLED'}
# Make variable that is the active object selected by user
active_object
=
context
.
active_object
# Make variable scene that is current scene
collection
=
context
.
collection
scene
=
context
.
scene
view_layer
=
context
.
view_layer
# 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.
if
bpy
.
context
.
scene
.
render
.
engine
==
'
BLENDER_RENDER
'
:
numOfPoints
=
1.0
maxNumOfPoints
=
100000
maxPointDensityRadius
=
1.5
scattering
=
2.5
pointDensityRadiusFactor
=
1.0
densityScale
=
1.5
elif
bpy
.
context
.
scene
.
render
.
engine
==
'
CYCLES
'
:
numOfPoints
=
.
80
maxNumOfPoints
=
100000
maxPointDensityRadius
=
1.0
scattering
=
2.5
pointDensityRadiusFactor
=
.
37
densityScale
=
1.5
# What should we do?
WhatToDo
=
getActionToDo
(
active_object
)
if
WhatToDo
==
'
DEGENERATE
'
:
# Degenerate Cloud
mainObj
=
active_object
bpy
.
ops
.
object
.
hide_view_clear
()
cloudMembers
=
active_object
.
children
createdObjects
=
[]
definitionObjects
=
[]
for
member
in
cloudMembers
:
applyScaleRotLoc
(
view_layer
,
member
)
if
member
[
"
CloudMember
"
]
==
"
CreatedObj
"
:
createdObjects
.
append
(
member
)
else
:
definitionObjects
.
append
(
member
)
for
defObj
in
definitionObjects
:
# Delete cloudmember data from objects
if
"
CloudMember
"
in
defObj
:
del
(
defObj
[
"
CloudMember
"
])
for
createdObj
in
createdObjects
:
totallyDeleteObject
(
createdObj
)
# Delete the blend_data object
totallyDeleteObject
(
mainObj
)
# Select all of the left over boxes so people can immediately
# press generate again if they want
for
eachMember
in
definitionObjects
:
eachMember
.
display_type
=
'
SOLID
'
eachMember
.
select_set
(
True
)
eachMember
.
hide_render
=
False
elif
WhatToDo
==
'
CLOUD_CONVERT_TO_MESH
'
:
cloudParticles
=
active_object
.
particle_systems
.
active
bounds
=
active_object
.
parent
# Create CloudPnts for putting points in #
# Create a new object cloudPnts
cloudPnts
=
addNewObject
(
collection
,
"
CloudPoints
"
,
bounds
)
cloudPnts
[
"
CloudMember
"
]
=
"
CreatedObj
"
cloudPnts
.
display_type
=
'
WIRE
'
cloudPnts
.
hide_render
=
True
makeParent
(
bounds
,
cloudPnts
,
view_layer
)
convertParticlesToMesh
(
view_layer
,
cloudParticles
,
cloudPnts
,
True
)
removeParticleSystemFromObj
(
view_layer
,
active_object
)
pDensity
=
getpdensitytexture
(
bounds
)
pDensity
.
point_density
.
point_source
=
'
OBJECT
'
pDensity
.
point_density
.
object
=
cloudPnts
# Let's resize the bound box to be more accurate
how_much_bigger
=
pDensity
.
point_density
.
radius
makeObjectIntoBoundBox
(
view_layer
,
bounds
,
how_much_bigger
,
cloudPnts
)
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
(
collection
,
"
CloudBounds
"
,
selectedObjects
[
0
]
)
bounds
.
display_type
=
'
BOUNDS
'
bounds
.
hide_render
=
False
# Just add a Definition Property designating this
# as the blend_data 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
(
view_layer
,
bounds
)
for
each
in
selectedObjects
:
applyScaleRotLoc
(
view_layer
,
each
)
# Let's combine all of them together.
combineObjects
(
view_layer
,
bounds
,
selectedObjects
)
# Let's add some property info to the objects
for
selObj
in
selectedObjects
:
selObj
[
"
CloudMember
"
]
=
"
DefinitionObj
"
selObj
.
name
=
"
DefinitionObj
"
selObj
.
display_type
=
'
WIRE
'
selObj
.
hide_render
=
True
selObj
.
hide
=
True
makeParent
(
bounds
,
selObj
,
view_layer
)
# Do the same to the 1. object since it is no longer in list.
firstObject
[
"
CloudMember
"
]
=
"
DefinitionObj
"
firstObject
.
name
=
"
DefinitionObj
"
firstObject
.
display_type
=
'
WIRE
'
firstObject
.
hide_render
=
True
makeParent
(
bounds
,
firstObject
,
view_layer
)
# Create Cloud for putting Cloud Mesh #
# Create a new object cloud.
cloud
=
addNewObject
(
collection
,
"
CloudMesh
"
,
bounds
)
cloud
[
"
CloudMember
"
]
=
"
CreatedObj
"
cloud
.
display_type
=
'
WIRE
'
cloud
.
hide_render
=
True
makeParent
(
bounds
,
cloud
,
view_layer
)
bpy
.
ops
.
object
.
editmode_toggle
()
bpy
.
ops
.
mesh
.
select_all
(
action
=
'
SELECT
'
)
# Don't subdivide object or smooth if smoothing box not checked.
if
scene
.
cloudsmoothing
:
bpy
.
ops
.
mesh
.
subdivide
(
number_cuts
=
2
,
fractal
=
0
,
smoothness
=
1
)
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 #
# 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
.
particle_systems
.
active
cloudParticles
.
name
=
"
CloudParticles
"
cloudParticles
.
settings
.
frame_start
=
0
cloudParticles
.
settings
.
frame_end
=
0
cloudParticles
.
settings
.
emit_from
=
'
VOLUME
'
cloudParticles
.
settings
.
lifetime
=
scene
.
frame_end
cloudParticles
.
settings
.
display_method
=
'
DOT
'
cloudParticles
.
settings
.
render_type
=
'
NONE
'
cloudParticles
.
settings
.
distribution
=
'
RAND
'
cloudParticles
.
settings
.
physics_type
=
'
NEWTON
'
cloudParticles
.
settings
.
normal_factor
=
0
# Gravity does not affect the particle system
eWeights
=
cloudParticles
.
settings
.
effector_weights
eWeights
.
gravity
=
0
# Create Volume Material #
# Deselect All
bpy
.
ops
.
object
.
select_all
(
action
=
'
DESELECT
'
)
# Select the object.
bounds
.
select_set
(
True
)
view_layer
.
objects
.
active
=
bounds
# Turn bounds object into a box. Use itself as a reference
makeObjectIntoBoundBox
(
view_layer
,
bounds
,
1.0
,
bounds
)
# 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
=
bpy
.
data
.
materials
.
new
(
"
CloudMaterial
"
)
bpy
.
ops
.
object
.
material_slot_add
()
bounds
.
material_slots
[
0
].
material
=
cloudMaterial
# Set time
scene
.
frame_current
=
1
# Set Up Material for Blender Internal
if
bpy
.
context
.
scene
.
render
.
engine
==
'
BLENDER_RENDER
'
:
# 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
=
3.0
,
3.0
,
3.0
mVolume
.
step_size
=
0.1
mVolume
.
use_light_cache
=
True
mVolume
.
cache_resolution
=
45
# Add a texture
# vMaterialTextureSlots = cloudMaterial.texture_slots # UNUSED
cloudtex
=
bpy
.
data
.
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
# Set time
scene
.
frame_current
=
1
# Add a Point Density texture
pDensity
=
bpy
.
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
.
point_density
.
vertex_cache_space
=
'
WORLD_SPACE
'
pDensity
.
point_density
.
use_turbulence
=
True
pDensity
.
point_density
.
noise_basis
=
'
VORONOI_F2
'
pDensity
.
point_density
.
turbulence_depth
=
3
pDensity
.
use_color_ramp
=
True
pRamp
=
pDensity
.
color_ramp
# pRamp.use_interpolation = 'LINEAR'
pRampElements
=
pRamp
.
elements
# pRampElements[1].position = .9
# pRampElements[1].color = 0.18, 0.18, 0.18, 0.8
bpy
.
ops
.
texture
.
slot_move
(
type
=
'
UP
'
)
# Set Up Material for Cycles Engine
elif
bpy
.
context
.
scene
.
render
.
engine
==
'
CYCLES
'
:
VolumePropertiesGroup
=
CreateNodeGroup
(
'
CloudGen_VolumeProperties
'
)
CloudTexPropertiesGroup
=
CreateNodeGroup
(
'
CloudGen_TextureProperties
'
)
cloudMaterial
.
name
=
"
CloudMaterial
"
# Add a texture
cloudtex
=
bpy
.
data
.
textures
.
new
(
"
CloudTex
"
,
type
=
'
CLOUDS
'
)
cloudtex
.
noise_type
=
'
HARD_NOISE
'
cloudtex
.
noise_scale
=
2
cloudMaterial
.
use_nodes
=
True
cloudTree
=
cloudMaterial
.
node_tree
cloudMatNodes
=
cloudTree
.
nodes
cloudMatNodes
.
clear
()
outputNode
=
cloudMatNodes
.
new
(
'
ShaderNodeOutputMaterial
'
)
outputNode
.
location
=
(
200
,
300
)
tranparentNode
=
cloudMatNodes
.
new
(
'
ShaderNodeBsdfTransparent
'
)
tranparentNode
.
location
=
(
0
,
300
)
volumeGroup
=
cloudMatNodes
.
new
(
"
ShaderNodeGroup
"
)
volumeGroup
.
node_tree
=
VolumePropertiesGroup
volumeGroup
.
location
=
(
0
,
150
)
cloudTexGroup
=
cloudMatNodes
.
new
(
"
ShaderNodeGroup
"
)
cloudTexGroup
.
node_tree
=
CloudTexPropertiesGroup
cloudTexGroup
.
location
=
(
-
200
,
150
)
PointDensityNode
=
cloudMatNodes
.
new
(
"
ShaderNodeTexPointDensity
"
)
PointDensityNode
.
location
=
(
-
400
,
150
)
PointDensityNode
.
resolution
=
100
PointDensityNode
.
space
=
'
OBJECT
'
PointDensityNode
.
interpolation
=
'
Linear
'
# PointDensityNode.color_source = 'CONSTANT'
cloudTree
.
links
.
new
(
outputNode
.
inputs
[
0
],
tranparentNode
.
outputs
[
0
])
cloudTree
.
links
.
new
(
outputNode
.
inputs
[
1
],
volumeGroup
.
outputs
[
0
])
cloudTree
.
links
.
new
(
volumeGroup
.
inputs
[
0
],
cloudTexGroup
.
outputs
[
0
])
cloudTree
.
links
.
new
(
cloudTexGroup
.
inputs
[
1
],
PointDensityNode
.
outputs
[
1
])
# 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
)
# Set the number of particles according to the volume of bounds
cloudParticles
.
settings
.
count
=
numParticles
PDensityRadius
=
(.
00013764
*
volumeBoundBox
+
.
3989
)
*
pointDensityRadiusFactor
if
bpy
.
context
.
scene
.
render
.
engine
==
'
BLENDER_RENDER
'
:
pDensity
.
point_density
.
radius
=
PDensityRadius
if
pDensity
.
point_density
.
radius
>
maxPointDensityRadius
:
pDensity
.
point_density
.
radius
=
maxPointDensityRadius
elif
bpy
.
context
.
scene
.
render
.
engine
==
'
CYCLES
'
:
PointDensityNode
.
radius
=
PDensityRadius
if
PDensityRadius
>
maxPointDensityRadius
:
PointDensityNode
.
radius
=
maxPointDensityRadius
# 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
(
collection
,
"
CloudPoints
"
,
bounds
)
cloudPnts
[
"
CloudMember
"
]
=
"
CreatedObj
"
cloudPnts
.
display_type
=
'
WIRE
'
cloudPnts
.
hide_render
=
True
makeParent
(
bounds
,
cloudPnts
,
view_layer
)
convertParticlesToMesh
(
view_layer
,
cloudParticles
,
cloudPnts
,
True
)
# Add a modifier.
bpy
.
ops
.
object
.
modifier_add
(
type
=
'
DISPLACE
'
)
cldPntsModifiers
=
cloudPnts
.
modifiers
cldPntsModifiers
[
0
].
name
=
"
CloudPnts
"
cldPntsModifiers
[
0
].
texture
=
cloudtex
cldPntsModifiers
[
0
].
texture_coords
=
'
OBJECT
'
cldPntsModifiers
[
0
].
texture_coords_object
=
cloud
cldPntsModifiers
[
0
].
strength
=
-
1.4
# Apply modifier
bpy
.
ops
.
object
.
modifier_apply
(
apply_as
=
'
DATA
'
,
modifier
=
cldPntsModifiers
[
0
].
name
)
if
bpy
.
context
.
scene
.
render
.
engine
==
'
BLENDER_RENDER
'
:
pDensity
.
point_density
.
point_source
=
'
OBJECT
'
pDensity
.
point_density
.
object
=
cloudPnts
elif
bpy
.
context
.
scene
.
render
.
engine
==
'
CYCLES
'
:
PointDensityNode
.
point_source
=
'
OBJECT
'
PointDensityNode
.
object
=
cloudPnts
removeParticleSystemFromObj
(
view_layer
,
cloud
)
else
:
if
bpy
.
context
.
scene
.
render
.
engine
==
'
BLENDER_RENDER
'
:
pDensity
.
point_density
.
point_source
=
'
PARTICLE_SYSTEM
'
pDensity
.
point_density
.
object
=
cloud
pDensity
.
point_density
.
particle_system
=
cloudParticles
elif
bpy
.
context
.
scene
.
render
.
engine
==
'
CYCLES
'
:
PointDensityNode
.
point_source
=
'
PARTICLE_SYSTEM
'
PointDensityNode
.
particle_system
=
cloudPnts
if
bpy
.
context
.
scene
.
render
.
engine
==
'
BLENDER_RENDER
'
:
if
scene
.
cloud_type
==
'
1
'
:
# Cumulous
mVolume
.
density_scale
=
2.22
pDensity
.
point_density
.
turbulence_depth
=
10
pDensity
.
point_density
.
turbulence_strength
=
6.3
pDensity
.
point_density
.
turbulence_scale
=
2.9
pRampElements
[
1
].
position
=
.
606
pDensity
.
point_density
.
radius
=
pDensity
.
point_density
.
radius
+
0.1
elif
scene
.
cloud_type
==
'
2
'
:
# Cirrus
pDensity
.
point_density
.
turbulence_strength
=
22
mVolume
.
transmission_color
=
3.5
,
3.5
,
3.5
mVolume
.
scattering
=
0.13
elif
scene
.
cloud_type
==
'
3
'
:
# Explosion
mVolume
.
emission
=
1.42
mtex
.
use_rgb_to_intensity
=
False
pRampElements
[
0
].
position
=
0.825
pRampElements
[
0
].
color
=
0.119
,
0.119
,
0.119
,
1
pRampElements
[
1
].
position
=
.
049
pRampElements
[
1
].
color
=
1.0
,
1.0
,
1.0
,
0
pDensity
.
point_density
.
turbulence_strength
=
1.5
pRampElement1
=
pRampElements
.
new
(.
452
)
pRampElement1
.
color
=
0.814
,
0.112
,
0
,
1
pRampElement2
=
pRampElements
.
new
(.
234
)
pRampElement2
.
color
=
0.814
,
0.310
,
0.002
,
1
pRampElement3
=
pRampElements
.
new
(
0.669
)
pRampElement3
.
color
=
0.0
,
0.0
,
0.040
,
1
elif
bpy
.
context
.
scene
.
render
.
engine
==
'
CYCLES
'
:
volumeGroup
.
inputs
[
'
Absorption Multiply
'
].
default_value
=
50
volumeGroup
.
inputs
[
'
Absorption Color
'
].
default_value
=
(
1.0
,
1.0
,
1.0
,
1.0
)
volumeGroup
.
inputs
[
'
Scatter Multiply
'
].
default_value
=
30
volumeGroup
.
inputs
[
'
Scatter Color
'
].
default_value
=
(.
58
,
.
58
,
.
58
,
1.0
)
volumeGroup
.
inputs
[
'
Emission Amount
'
].
default_value
=
.
1
volumeGroup
.
inputs
[
'
Cloud Brightness
'
].
default_value
=
1.3
noiseCloudScale
=
volumeBoundBox
*
(
-
.
001973
)
+
5.1216
if
noiseCloudScale
<
.
05
:
noiseCloudScale
=
.
05
cloudTexGroup
.
inputs
[
'
Scale
'
].
default_value
=
noiseCloudScale
# to cloud to view in cycles in render mode we need to hide geometry meshes...
firstObject
.
hide_viewport
=
True
cloud
.
hide_viewport
=
True
# Select the object.
bounds
.
select_set
(
True
)
view_layer
.
objects
.
active
=
bounds
# Let's resize the bound box to be more accurate.
how_much_bigger
=
PDensityRadius
+
0.1
# If it's a particle cloud use cloud mesh if otherwise use point mesh
if
not
scene
.
cloudparticles
:
makeObjectIntoBoundBox
(
view_layer
,
bounds
,
how_much_bigger
,
cloudPnts
)
else
:
makeObjectIntoBoundBox
(
view_layer
,
bounds
,
how_much_bigger
,
cloud
)
cloud_string
=
"
Cumulous
"
if
scene
.
cloud_type
==
'
1
'
else
"
Cirrus
"
if
\
scene
.
cloud_type
==
'
2
'
else
"
Stratus
"
if
\
scene
.
cloud_type
==
'
0
'
else
"
Explosion
"
self
.
report
({
'
INFO
'
},
"
Created the cloud of type {}
"
.
format
(
cloud_string
))
return
{
'
FINISHED
'
}
# List The Classes #
classes
=
(
VIEW3D_PT_tools_cloud
,
GenerateCloud
)
def
register
():
for
cls
in
classes
:
bpy
.
utils
.
register_class
(
cls
)
bpy
.
types
.
Scene
.
cloudparticles
=
BoolProperty
(
name
=
"
Particles
"
,
description
=
"
Generate Cloud as Particle System
"
,
default
=
False
)
bpy
.
types
.
Scene
.
cloudsmoothing
=
BoolProperty
(
name
=
"
Smoothing
"
,
description
=
"
Smooth Resultant Geometry From Gen Cloud Operation
"
,
default
=
True
)
bpy
.
types
.
Scene
.
cloud_type
=
EnumProperty
(
name
=
"
Type
"
,
description
=
"
Select the type of cloud to create with material settings
"
,
items
=
[(
"
0
"
,
"
Stratus
"
,
"
Generate Stratus (foggy) Cloud
"
),
(
"
1
"
,
"
Cumulous
"
,
"
Generate Cumulous (puffy) Cloud
"
),
(
"
2
"
,
"
Cirrus
"
,
"
Generate Cirrus (wispy) Cloud
"
),
(
"
3
"
,
"
Explosion
"
,
"
Generate Explosion
"
),
],
default
=
'
0
'
)
def
unregister
():
for
cls
in
reversed
(
classes
):
bpy
.
utils
.
unregister_class
(
cls
)
del
bpy
.
types
.
Scene
.
cloudparticles
del
bpy
.
types
.
Scene
.
cloudsmoothing
del
bpy
.
types
.
Scene
.
cloud_type
if
__name__
==
"
__main__
"
:
register
()
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