[Bf-extensions-cvs] [f439379c] master: object_cloud_gen: removed unsupported: T63750

meta-androcto noreply at git.blender.org
Sat Sep 14 00:21:16 CEST 2019


Commit: f439379cf637af05bec87e2ee0273dd2b2b43d6b
Author: meta-androcto
Date:   Sat Sep 14 08:20:22 2019 +1000
Branches: master
https://developer.blender.org/rBACf439379cf637af05bec87e2ee0273dd2b2b43d6b

object_cloud_gen: removed unsupported: T63750

===================================================================

D	object_cloud_gen.py

===================================================================

diff --git a/object_cloud_gen.py b/object_cloud_gen.py
deleted file mode 100644
index 23bcab7f..00000000
--- a/object_cloud_gen.py
+++ /dev/null
@@ -1,992 +0,0 @@
-# ##### 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, 80, 0),
-    "location": "Tool Shelf > Create Tab",
-    "description": "Creates Volumetric Clouds",
-    'warning': 'under construction',
-    "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 

@@ Diff output truncated at 10240 characters. @@



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