[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [24231] trunk/blender/release/scripts/io/ vertexpaint_dirt.py: vertex paint script ported by - Keith "Wahooney" Boshoff

Campbell Barton ideasman42 at gmail.com
Mon Nov 2 10:26:56 CET 2009


Revision: 24231
          http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=24231
Author:   campbellbarton
Date:     2009-11-02 10:26:55 +0100 (Mon, 02 Nov 2009)

Log Message:
-----------
vertex paint script ported by - Keith "Wahooney" Boshoff
Todo
- Add back nicer normal calculation function
- Make pep8 compliant
- Add vertex color layer when none exist

Added Paths:
-----------
    trunk/blender/release/scripts/io/vertexpaint_dirt.py

Added: trunk/blender/release/scripts/io/vertexpaint_dirt.py
===================================================================
--- trunk/blender/release/scripts/io/vertexpaint_dirt.py	                        (rev 0)
+++ trunk/blender/release/scripts/io/vertexpaint_dirt.py	2009-11-02 09:26:55 UTC (rev 24231)
@@ -0,0 +1,189 @@
+# bl_author = ["Campbell Barton aka ideasman42", "Keith Boshoff aka Wahooney"]
+# bl_url = ["www.blender.org", "blenderartists.org", "www.python.org"]
+# bl_version = "0.2"
+
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# Script copyright (C) Campbell J Barton
+#
+# 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
+# History
+#
+# 2009-11-01: * 2.5 port by Keith "Wahooney" Boshoff
+#              * Replaced old method with my own, speed is similar (about 0.001 sec on Suzanne)
+#               but results are far more accurate
+#
+
+import bpy
+import Mathutils
+import math
+import time
+
+from Mathutils import Vector
+from bpy.props import *
+
+def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean, dirt_only, sel_only):
+##    Window.WaitCursor(1)
+
+    #BPyMesh.meshCalcNormals(me)
+
+    vert_tone= [0.0] * len(me.verts)
+    vert_tone_count= [0] * len(me.verts)
+
+    # create lookup table for each vertex's connected vertices (via edges)
+    con = [[] for i in range(len(me.verts))]
+
+    min_tone=180.0
+    max_tone=0.0
+
+    # add connected verts
+    for e in me.edges:
+        con[e.verts[0]].append(e.verts[1])
+        con[e.verts[1]].append(e.verts[0])
+
+    for v in me.verts:
+        vec = Vector()
+        no = v.normal
+        co = v.co
+
+        # get the direction of the vectors between the vertex and it's connected vertices
+        for c in con[v.index]:
+            vec += Vector(me.verts[c].co - co).normalize()
+
+        # normalize the vector by dividing by the number of connected verts
+        vec /= len(con[v.index])
+
+        # angle is the acos of the dot product between vert and connected verts normals
+        ang = math.acos(no.dot(vec))
+
+        # enforce min/max
+
+        vert_tone[v.index] = max(clamp_clean, min(clamp_dirt, ang))
+
+    # average vert_tone_list into vert_tonef
+#    for i, tones in enumerate(vert_tone):
+#        if vert_tone_count[i]:
+#            vert_tone[i] = vert_tone[i] / vert_tone_count[i]
+
+    # Below we use edges to blur along so the edges need counting, not the faces
+    vert_tone_count=    [0] *    len(me.verts)
+    for ed in me.edges:
+        vert_tone_count[ed.verts[0]] += 1
+        vert_tone_count[ed.verts[1]] += 1
+
+
+    # Blur tone
+    blur        = blur_strength
+    blur_inv    = 1.0 - blur_strength
+
+    for i in range(blur_iterations):
+
+        # backup the original tones
+        orig_vert_tone= list(vert_tone)
+
+        for ed in me.edges:
+
+            i1 = ed.verts[0]
+            i2 = ed.verts[1]
+
+            val1 = (orig_vert_tone[i2]*blur) +  (orig_vert_tone[i1]*blur_inv)
+            val2 = (orig_vert_tone[i1]*blur) +  (orig_vert_tone[i2]*blur_inv)
+
+            # Apply the ton divided by the number of faces connected
+            vert_tone[i1] += val1 / max(vert_tone_count[i1], 1)
+            vert_tone[i2] += val2 / max(vert_tone_count[i2], 1)
+
+
+    min_tone= min(vert_tone)
+    max_tone= max(vert_tone)
+
+    print(min_tone)
+    print(max_tone)
+    print(clamp_clean)
+    print(clamp_dirt)
+
+    tone_range= max_tone-min_tone
+    if max_tone==min_tone:
+        return
+
+    for lay in me.vertex_colors:
+        if lay.active:
+            active_col_layer = lay.data
+
+    if not active_col_layer:
+        return('CANCELLED', )
+
+    for i, f in enumerate(me.faces):
+        if not sel_only or f.sel:
+            f_col = active_col_layer[i]
+
+            f_col = [f_col.color1, f_col.color2, f_col.color3, f_col.color4]
+
+            for j, v in enumerate(f.verts):
+                col = f_col[j]
+                tone = vert_tone[me.verts[v].index]
+                tone = (tone-min_tone)/tone_range
+
+                col[0] = tone*col[0]
+                col[1] = tone*col[1]
+                col[2] = tone*col[2]
+
+##    Window.WaitCursor(0)
+
+
+class VertexPaintDirt(bpy.types.Operator):
+    '''This script uses the concavity of vertices to shade the mesh, and optionaly blur the shading to remove artifacts from spesific edges.'''
+
+    bl_idname = "mesh.vertex_paint_dirt"
+    bl_label = "Dirty Vertex Colors"
+    bl_register = True
+    bl_undo = True
+
+    blur_strength = FloatProperty(name="Blur Strength", description="Blur strength per iteration", default=1.0, min=0.01, max=1.0)
+    blur_iterations = IntProperty(name="Blur Iterations", description="Number times to blur the colors. (higher blurs more)", default=1, min=0, max=40)
+    clean_angle = FloatProperty(name="Highlight Angle", description="Less then 90 limits the angle used in the tonal range", default=0.0, min=0.0, max=180.0)
+    dirt_angle = FloatProperty(name="Dirt Angle", description="Less then 90 limits the angle used in the tonal range", default=180.0, min=0.0, max=180.0)
+    dirt_only = BoolProperty(name="Dirt Only", description="Dont calculate cleans for convex areas", default=False)
+    sel_faces_only = BoolProperty(name="Selected Faces Only", description="Only apply to UV/Face selected faces (mix vpain/uvface select)", default=False)
+
+    def execute(self, context):
+        sce= context.scene
+        ob= context.object
+
+        if not ob or ob.type != 'MESH':
+            print('Error, no active mesh object, aborting.')
+            print(ob)
+            print(ob.type)
+            return('CANCELLED',)
+
+        me = ob.data
+
+        t = time.time()
+
+        applyVertexDirt(me, self.blur_iterations, self.blur_strength, math.radians(self.dirt_angle), math.radians(self.clean_angle), self.dirt_only, self.sel_faces_only)
+
+        print('done in %.6f' % (time.time()-t))
+
+        return('FINISHED',)
+
+
+bpy.ops.add(VertexPaintDirt)
+
+if __name__ == "__main__":
+    bpy.ops.mesh.vertex_paint_dirt()





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