[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [20151] trunk/blender/release/scripts/ wizard_landscape_ant.py: Another Noise Tool svn commit is complaining about mixed line endings so after 16 attempts I wont include the full message

Campbell Barton ideasman42 at gmail.com
Mon May 11 14:38:24 CEST 2009


Revision: 20151
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=20151
Author:   campbellbarton
Date:     2009-05-11 14:38:24 +0200 (Mon, 11 May 2009)

Log Message:
-----------
Another Noise Tool svn commit is complaining about mixed line endings so after 16 attempts I wont include the full message

Added Paths:
-----------
    trunk/blender/release/scripts/wizard_landscape_ant.py

Added: trunk/blender/release/scripts/wizard_landscape_ant.py
===================================================================
--- trunk/blender/release/scripts/wizard_landscape_ant.py	                        (rev 0)
+++ trunk/blender/release/scripts/wizard_landscape_ant.py	2009-05-11 12:38:24 UTC (rev 20151)
@@ -0,0 +1,2148 @@
+#!BPY
+"""
+Name: 'Landscape Generator (A.N.T)'
+Blender: 248
+Group: 'Wizards'
+Tip: 'Create landscape mesh.'
+"""
+
+__author__ = "Jimmy Hazevoet"
+__url__     = ('http://wiki.blender.org/index.php/Scripts/Manual/Wizards/ANTLandscape','elysiun')
+__version__ = "v.1.05 03-2007"
+__bpydoc__ = """\
+
+Another Noise Tool 'Landscape' v.1.05
+
+This script uses noise functions to create a terrain from a grid mesh.
+
+Usage:
+
+Make new terrain:  press the "Add New Grid" button, change some noise settings and press the "Update" button.
+
+Work on previous made grid:  select the grid/terrain in the 3D view, and press the "Assign" button.
+
+Tip: use a low resolution grid mesh and add some Multires levels for detail
+
+Note: when using Multires materials can get weird,
+only apply materials when your terrain is ready, or not use Multires.
+
+This Script creates a landscape mesh.
+Press the Auto button when you start the script.
+Then the Generate Button & read it's tooltip.
+The mesh created is average 16000 verts.
+To me the mesh appears quite small in the 3d view.
+Just Press S in the 3d view to scale it up.
+This saves overhead drawing the Mesh.
+
+Known Issues:
+If the mesh is not drawn in the 3d view first time, 
+Move your mouse to the 3d view, or press the button again.
+
+Not really an issue, more to be aware.
+Due to the complex nature & design of the script, it only creates one mesh at a time.
+When you press Generate or Reset, 
+Even if you have Closed then Opened the script or .blend file,
+The mesh Will be Overwritten.
+To create Multiple Landscapes you Must Re-Name or save the Mesh
+in Blender's F7 menu Links & Materials Panel.
+
+Readme:
+v.1.04:
+_ New G.U.I.
+_ New noise types like: 
+Double_Terrain, 
+StatsByAlt_Terrain, 
+slickRock, 
+ditorted_heteroTerrain, 
+vlNoise_turbulence, 
+and many more.
+
+New fractalized Effect functions.     
+Effect types such as: gradient,
+waves and bumps, dome, piramide, 
+squares, grid, shattered rocks, 
+lunar, and many more.
+     
+Bias types: Sin, Cos, Tri, Saw, 
+and Default(no bias).
+    
+For example the 'Rings' effect 
+with 'Sin Bias' makes 'Rings' 
+and 'Default Bias' makes 'Dome'.
+The Effect 'Mix factor' Slider gives control over how much of the Effect is vissible, 
+-1.0=noise, 0.0=average, 1.0=effect
+this slider controls also the 'Warp amount' if mix type 'Warp' is selected.
+
+Image effect: mix image with noise
+_ IPOCurve Filter: use Ipo curve to filter terrain height.
+I know it's a bit strange to use animation curves for landscape modelling, (actualy i want a curves panel in my G.U.I. but i dont know how to do that)
+the downside of this method is that you have this 'Empty' moving around in your scene, so put it on another layer and 'Pin' the Ipo block so that it stays visible.
+Usage:
+Add one 'Empty' Object to your scene, now add one Loc Key at Frame 1, go to Frame 101 (UpArrow ten times),
+move the 'Empty' +100 units in X+ direction and add another Loc Key, open the Ipo Curve Editor Window, rename this IpoBlock if you want,
+Copie the first curve to buffer and Paste it in the empty slots (from top to bottom), now you can edit the curves freely.
+(use the 'Pin' option to keep the curves visible while other objects are selected)
+Set the CurveLength and CurveHeight Button value's according to the length and height of the selected curve.
+A curve filter is very versatile when it comes to 'height' filtering.
+
+_ PreView in UV/Image Editor Window:
+The preview image is now rendered as Blender.Image and will be saved to file directory as 'ANTview_size.tga'
+you have to select 'ANTview_size.tga' in the UV/Image Editor Window
+now it's posible to render and save a large HeightMap image (you can also create nice texture images when the VertCol gradient is enabled),
+! If you Change the preview image Size a New Blender.Image object is created. (one for size 256, one for size 512 one for.....) !
+
+_ VertexColours: use any image as colour gradient.
+This function actualy uses one 'row' of pixels from a image to produce the color gradient,
+Make one or more custom gradient images with the Gimp or any other graphics software, the gradients must go from left to right (left is bottom and right is top.
+you only need one row of pixels so you can put 10 gradients in a 256*10 image.(higher resolutions like 512*n or 1024*n gives smoother result) 
+Set Window DrawMode 'Textured' , and set the 'VCol Paint' option in the Materials panel !
+
+_ Mesh Tiles: Create large scale terrains.
+
+_ Vertices Selection: select flat areas.
+
+_ Keyboard HotKeys:
+SPACE = Update mesh.
+R = Randomise.
+V = Redraw preview.
+
+_ and more...
+
+"""
+
+
+
+
+###
+#
+# Alt+P to start script.
+#
+###
+# scroll down to see info about updates
+##
+################################################################################################################
+# Another Noise Tool 'Landscape'
+# Jimmy Hazevoet
+# license: Do whatever you want with it.
+################################################################################################################
+
+################################################################################################################
+#   v.1.04:
+#
+# _ New G.U.I.
+# _ New noise types like: Double_Terrain, StatsByAlt_Terrain, slickRock, ditorted_heteroTerrain, vlNoise_turbulence, and many more.
+# _ New fractalized Effect functions.
+#      Effect types such as: gradient, waves and bumps, dome, piramide, squares, grid, shattered rocks, lunar, and many more.
+#      Bias types: Sin, Cos, Tri, Saw, and Default(no bias).
+#      For example the 'Rings' effect with 'Sin Bias' makes 'Rings' and 'Default Bias' makes 'Dome'.
+# _ The Effect 'Mix factor' Slider gives control over how much of the Effect is vissible, -1.0=noise, 0.0=average, 1.0=effect
+#      this slider controls also the 'Warp amount' if mix type 'Warp' is selected.
+# _ Image effect: mix image with noise
+# _ IPOCurve Filter: use Ipo curve to filter terrain height.
+#      I know it's a bit strange to use animation curves for landscape modelling, (actualy i want a curves panel in my G.U.I. but i dont know how to do that)
+#      the downside of this method is that you have this 'Empty' moving around in your scene, so put it on another layer and 'Pin' the Ipo block so that it stays visible.
+#     Usage:
+#      Add one 'Empty' Object to your scene, now add one Loc Key at Frame 1, go to Frame 101 (UpArrow ten times),
+#      move the 'Empty' +100 units in X+ direction and add another Loc Key, open the Ipo Curve Editor Window, rename this IpoBlock if you want,
+#      Copie the first curve to buffer and Paste it in the empty slots (from top to bottom), now you can edit the curves freely.
+#      (use the 'Pin' option to keep the curves visible while other objects are selected)
+#      Set the CurveLength and CurveHeight Button value's according to the length and height of the selected curve.
+#      A curve filter is very versatile when it comes to 'height' filtering.
+# _ PreView in UV/Image Editor Window:
+#      The preview image is now rendered as Blender.Image and will be saved to file directory as 'ANTview_size.tga'
+#      you have to select 'ANTview_size.tga' in the UV/Image Editor Window
+#      now it's posible to render and save a large HeightMap image (you can also create nice texture images when the VertCol gradient is enabled),
+#      ! If you Change the preview image Size a New Blender.Image object is created. (one for size 256, one for size 512 one for.....) !
+# _ VertexColours: use any image as colour gradient.
+#      This function actualy uses one 'row' of pixels from a image to produce the color gradient,
+#      Make one or more custom gradient images with the Gimp or any other graphics software, the gradients must go from left to right (left is bottom and right is top.
+#      you only need one row of pixels so you can put 10 gradients in a 256*10 image.(higher resolutions like 512*n or 1024*n gives smoother result) 
+#      Set Window DrawMode 'Textured' , and set the 'VCol Paint' option in the Materials panel !
+# _ Mesh Tiles: Create large scale terrains.
+# _ Vertices Selection: select flat areas.
+# _ Keyboard HotKeys:
+#      SPACE = Update mesh.
+#      R = Randomise.
+#      V = Redraw preview.
+# _ and more...
+################################################################################################################
+
+################################################################################################################
+# BugFix: Sept./2006  v.1.04a
+#-----------------------------
+# _Image Effect did not worked well with tiled mesh. Fixed (now use Freq. and Loc. buttons to scale and position image).
+#
+################################################################################################################
+
+
+################################################################################################################
+# UPDATE: v.1.05  03-2007
+#---------------------------------------------------------------------------------------------------------------
+#
+# _ New: Save and Load function, save your settings to a .ant file.
+# __NOTE: when saving/loading settings to/from a file,
+#         make sure the filename/path is not too long!
+# __HOTKEY__ Load from file: L
+# __HOTKEY__ Save to file  : S
+#
+# _ New mesh code, uses Mesh instead of NMesh,
+#        this gives a small speed improvement and alows you to use Multires.
+#
+#   Usage: Select a Grid/Terrain mesh and hit the Assign button, now you can work on it, when ready you assign another.
+#
+# _ New: 'Musgrave' noise types, 'Random noise' and 'Constant' in 'Effects' section.
+# _ New: 'Custom Effect', write custom formulae ( x,y, a,b, from math import *, from Blender.Noise import * )
+# _ New: 'Custom Height Filter', write custom formulae ( x,y, h, a,b, from math import *, from Blender.Noise import * )
+# _ New: 'Change Filter Order', Toggle: OFF = Noise+Effect+Falloff+FILTER / ON = Noise+FILTER+Effect+Falloff
+#

@@ Diff output truncated at 10240 characters. @@




More information about the Bf-blender-cvs mailing list