[Bf-extensions-cvs] [e3f4241] master: update add_mesh_ant_landscape.py add Farsthary planet noise re: T48967
meta-androcto
noreply at git.blender.org
Sun Jul 31 13:03:49 CEST 2016
Commit: e3f4241e295df0e1efa725606b3823f06db7a36b
Author: meta-androcto
Date: Sun Jul 31 21:03:24 2016 +1000
Branches: master
https://developer.blender.org/rBAe3f4241e295df0e1efa725606b3823f06db7a36b
update add_mesh_ant_landscape.py add Farsthary planet noise re: T48967
===================================================================
M add_mesh_ant_landscape.py
===================================================================
diff --git a/add_mesh_ant_landscape.py b/add_mesh_ant_landscape.py
index e4a1a29..262d06a 100644
--- a/add_mesh_ant_landscape.py
+++ b/add_mesh_ant_landscape.py
@@ -19,13 +19,14 @@
bl_info = {
"name": "ANT Landscape",
"author": "Jimmy Hazevoet",
- "version": (0,1,3),
+ "version": (0, 1, 4),
"blender": (2, 77, 0),
"location": "View3D > Add > Mesh",
"description": "Add a landscape primitive",
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Add_Mesh/ANT_Landscape",
+ "tracker_url": "https://developer.blender.org/maniphest/task/create/?project=3&type=Bug",
"category": "Add Mesh",
}
@@ -34,15 +35,17 @@ Another Noise Tool: Landscape mesh generator
MESH OPTIONS:
Mesh update: Turn this on for interactive mesh update.
-Sphere: Generate sphere or a grid mesh. (Turn height falloff off for sphere mesh)
+Sphere: Generate sphere or a grid mesh.
Smooth: Generate smooth shaded mesh.
Subdivision: Number of mesh subdivisions, higher numbers gives more detail but also slows down the script.
-Mesh size: X,Y size of the grid mesh (in blender units).
+Mesh size: X,Y size of the grid mesh in blender units.
+X_Offset: Noise x offset in blender units (make tiled terrain)
+Y_Offset: Noise y offset in blender units
NOISE OPTIONS: ( Most of these options are the same as in blender textures. )
Random seed: Use this to randomise the origin of the noise function.
Noise size: Size of the noise.
-Noise type: Available noise types: multiFractal, ridgedMFractal, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Cellnoise, Shattered_hTerrain, Marble
+Noise type: Available noise types: multiFractal, ridgedMFractal, fBm, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Marble, Shattered_hTerrain, Strata_hTerrain, Planet_noise
Noise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
VLNoise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
Distortion: Distortion amount.
@@ -92,75 +95,6 @@ def create_mesh_object(context, verts, edges, faces, name):
from bpy_extras import object_utils
return object_utils.object_data_add(context, mesh, operator=None)
-# A very simple "bridge" tool.
-# Connects two equally long vertex rows with faces.
-# Returns a list of the new faces (list of lists)
-#
-# vertIdx1 ... First vertex list (list of vertex indices).
-# vertIdx2 ... Second vertex list (list of vertex indices).
-# closed ... Creates a loop (first & last are closed).
-# flipped ... Invert the normal of the face(s).
-#
-# Note: You can set vertIdx1 to a single vertex index to create
-# a fan/star of faces.
-# Note: If both vertex idx list are the same length they have
-# to have at least 2 vertices.
-def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
- faces = []
-
- if not vertIdx1 or not vertIdx2:
- return None
-
- if len(vertIdx1) < 2 and len(vertIdx2) < 2:
- return None
-
- fan = False
- if (len(vertIdx1) != len(vertIdx2)):
- if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
- fan = True
- else:
- return None
-
- total = len(vertIdx2)
-
- if closed:
- # Bridge the start with the end.
- if flipped:
- face = [
- vertIdx1[0],
- vertIdx2[0],
- vertIdx2[total - 1]]
- if not fan:
- face.append(vertIdx1[total - 1])
- faces.append(face)
-
- else:
- face = [vertIdx2[0], vertIdx1[0]]
- if not fan:
- face.append(vertIdx1[total - 1])
- face.append(vertIdx2[total - 1])
- faces.append(face)
-
- # Bridge the rest of the faces.
- for num in range(total - 1):
- if flipped:
- if fan:
- face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
- else:
- face = [vertIdx2[num], vertIdx1[num],
- vertIdx1[num + 1], vertIdx2[num + 1]]
- faces.append(face)
- else:
- if fan:
- face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
- else:
- face = [vertIdx1[num], vertIdx2[num],
- vertIdx2[num + 1], vertIdx1[num + 1]]
- faces.append(face)
-
- return faces
-
-
###------------------------------------------------------------
###------------------------------------------------------------
# some functions for marble_noise
@@ -259,14 +193,30 @@ def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
steps = ( sin( value*(distort*5)*pi ) * ( 0.1/(distort*5)*pi ) )
return ( value * (1.0-0.5) + steps*0.5 )
+# planet_noise by Farsthary: https://blenderartists.org/forum/showthread.php?202944-New-quot-Planet-quot-procedural-texture-by-Farsthary
+def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
+ x,y,z = coords
+ d = 0.001
+ offset = nabla * 1000
+ x = turbulence((x, y, z), oct, hard, noisebasis)
+ y = turbulence((x + offset, y , z), oct, hard, noisebasis)
+ z = turbulence((x, y + offset, z), oct, hard, noisebasis)
+ xdy = x - turbulence((x, y + d, z), oct, hard, noisebasis)
+ xdz = x - turbulence((x, y, z + d), oct, hard, noisebasis)
+ ydx = y - turbulence((x + d, y, z), oct, hard, noisebasis)
+ ydz = y - turbulence((x, y, z + d), oct, hard, noisebasis)
+ zdx = z - turbulence((x + d, y, z), oct, hard, noisebasis)
+ zdy = z - turbulence((x, y + d, z), oct, hard, noisebasis)
+ return (zdy - ydz), (zdx - xdz), (ydx - xdy)
+
###------------------------------------------------------------
# landscape_gen
-def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]):
+def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]):
# options
rseed = options[0]
nsize = options[1]
- ntype = int( options[2][0] )
+ ntype = options[2]
nbasis = int( options[3][0] )
vlbasis = int( options[4][0] )
distortion = options[5]
@@ -312,16 +262,17 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.
if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9
if vlbasis ==9: vlbasis = 14
# noise type's
- if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
- elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
- elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
- elif ntype == 3: value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
- elif ntype == 4: value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
- elif ntype == 5: value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
- elif ntype == 6: value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
- elif ntype == 7: value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis )
- elif ntype == 8: value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
- elif ntype == 9: value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
+ if ntype == 'multi_fractal': value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
+ elif ntype == 'ridged_multi_fractal': value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+ elif ntype == 'hybrid_multi_fractal': value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
+ elif ntype == 'hetero_terrain': value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
+ elif ntype == 'fractal': value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
+ elif ntype == 'turbulence_vector': value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
+ elif ntype == 'variable_lacunarity': value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
+ elif ntype == 'marble_noise': value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis )
+ elif ntype == 'shattered_hterrain': value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
+ elif ntype == 'strata_hterrain': value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
+ elif ntype == 'planet_noise': value = planet_noise(ncoords, depth, hardnoise, nbasis)[2]*0.5+0.5
else:
value = 0.0
@@ -370,64 +321,73 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.
return value
-
+###------------------------------------------------------------
# generate grid
def grid_gen( sub_d, size_me, options ):
-
+ # mesh arrays
verts = []
faces = []
- edgeloop_prev = []
-
- delta = size_me / (sub_d - 1)
- start = -(size_me / 2.0)
- for row_x in range(sub_d):
- edgeloop_cur = []
- x = start + row_x * delta
- for row_y in range(sub_d):
- y = start + row_y * delta
+ # fill verts array
+ for i in range (0, sub_d):
+ for j in
@@ Diff output truncated at 10240 characters. @@
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