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# -*- coding: utf-8 -*-
# ##### 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 #####
bl_info = {
"name": "Fast Ocean",
"author": "Laurent Laget",
"version": (0, 9),
"blender": (2, 78, 0),
"location": "Add > Mesh",
"description": "Create a dynamic ocean and turn any object easily into a collider",
"warning": "",
"wiki_url": "",
"category": "Add Mesh",
}
import bpy
def main(context):
for ob in context.scene.objects:
print(ob)
#classe fastocean
class fastocean(bpy.types.Operator):
"""Create a dynamic ocean"""
bl_idname = "object.fastocean"
bl_label = "fastocean"
bl_options = {'REGISTER', 'UNDO'}
def invoke(self, context, event):
#Set cycles
bpy.context.scene.render.engine = 'CYCLES'
bpy.context.scene.cycles.volume_bounces = 2
#ground creation
bpy.ops.mesh.primitive_plane_add(radius=30, view_align=False, enter_editmode=False, location=(0, 0, -25), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.context.object.name = "Ground"
bpy.ops.transform.resize(value=(2, 2, 2), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1)
bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
bpy.ops.apply.transformall()
#creation water plane
bpy.ops.mesh.primitive_plane_add()
#name and creation modifier ocean
bpy.context.object.name = "Ocean"
bpy.ops.object.modifier_add(type='OCEAN')
#setup modifier ocean
bpy.context.object.modifiers["Ocean"].repeat_x = 1
bpy.context.object.modifiers["Ocean"].repeat_y = 1
bpy.context.object.modifiers["Ocean"].resolution = 12
bpy.context.object.modifiers["Ocean"].wave_scale = 2
bpy.context.object.modifiers["Ocean"].use_normals = True
bpy.context.object.modifiers["Ocean"].use_foam = True
bpy.context.object.modifiers["Ocean"].foam_layer_name = "foam_layer"
obj = bpy.context.active_object
#creation material
mat_name = "M_ocean"
materials = bpy.data.materials
mat = materials.get(mat_name) or materials.new(mat_name)
if mat is None:
mat = bpy.data.materials.new(name="M_ocean")
if obj.data.materials:
obj.data.materials[0] = mat
else:
obj.data.materials.append(mat)
###creation shader###
mat.use_nodes = True
nodes = mat.node_tree.nodes
mat = materials.get(mat_name) or materials.new(mat_name)
for node in nodes:
nodes.remove(node)
#node blue water
water_node = nodes.new('ShaderNodeBsdfGlass')
water_node.location = (80,50)
water_node.distribution=('MULTI_GGX')
water_node.inputs[0].default_value = (0.11,0.44,0.8,1)
water_node.inputs[2].default_value = (1.330)
water_node.label = ('Water Shader - Glass BSDF')
### nodes for foam, attribute and noise
#attribute node for wet map
wet_node = nodes.new('ShaderNodeAttribute')
wet_node.location = (-780,790)
wet_node.attribute_name = ('dp_wetmap')
wet_node.label = ('Wet map attribute')
#attribute node 2 for wet map
wet_node2 = nodes.new('ShaderNodeAttribute')
wet_node2.location = (-780,920)
wet_node2.attribute_name = ('dp_wetmap')
wet_node2.label =('Wet map attribute 2')
#add texture coordinate
ocean_texcoord_node = nodes.new('ShaderNodeTexCoord')
ocean_texcoord_node.location = (-780,620)
#mixrgb add node
mixrgb_add_node = nodes.new('ShaderNodeMixRGB')
mixrgb_add_node.location = (-600,920)
mixrgb_add_node.use_clamp = True
mixrgb_add_node.blend_type = ('ADD')
#texture noise for first vector object
noisevec1_node = nodes.new('ShaderNodeTexNoise')
noisevec1_node.location = (-600,730)
noisevec1_node.inputs[1].default_value = (10)
noisevec1_node.inputs[2].default_value = (5)
#texture noise for second vector object
noisevec2_node = nodes.new('ShaderNodeTexNoise')
noisevec2_node.location = (-600,550)
noisevec2_node.inputs[1].default_value = (2)
noisevec2_node.inputs[2].default_value = (5)
noisevec2_node.inputs[3].default_value = (1)
#mixrgb substract node
mixrgb_substract_node = nodes.new('ShaderNodeMixRGB')
mixrgb_substract_node.location = (-180,920)
mixrgb_substract_node.use_clamp = True
mixrgb_substract_node.blend_type = ('SUBTRACT')
#mixrgb substract node 2
mixrgb_substract2_node = nodes.new('ShaderNodeMixRGB')
mixrgb_substract2_node.location = (80,920)
mixrgb_substract2_node.use_clamp = True
mixrgb_substract2_node.blend_type = ('SUBTRACT')
mixrgb_substract2_node.label = ('Subtract 2')
#multiply node for displacement
multiply_displace_node = nodes.new('ShaderNodeMath')
multiply_displace_node.operation = ('MULTIPLY')
multiply_displace_node.inputs[0].default_value = (2)
multiply_displace_node.location = (250,920)
#wet shader with attributes
wetshader_node = nodes.new(type='ShaderNodeBsdfDiffuse')
wetshader_node.location = (250,700)
wetshader_node.label = ('Wet Shader')
#Color ramp for noise texture for attribute section
gradient_noise_node = nodes.new(type='ShaderNodeValToRGB')
gradient_noise_node.location = (-180,700)
#Color ramp 2 for noise texture for attribute section
gradient_noise_node2 = nodes.new(type='ShaderNodeValToRGB')
gradient_noise_node2.location = (-440,750)
#foam attribute for both shaders
foam_node = nodes.new('ShaderNodeAttribute')
foam_node.location = (-350,300)
foam_node.attribute_name = ('foam_layer')
foam_node.label = ('Foam Attribute')
#diffuse shader, half part of foam
diffuse_foam_node = nodes.new(type='ShaderNodeBsdfDiffuse')
diffuse_foam_node.location = (-180,360)
#glossy shader, half part of foam
glossy_foam_node = nodes.new(type='ShaderNodeBsdfGlossy')
glossy_foam_node.location = (-180,220)
#mix gloss and diffuse shader for foam node
mix_foam_node = nodes.new('ShaderNodeMixShader')
mix_foam_node.location = (0,310)
mix_foam_node.label = ('Mix Foam nodes')
#mix attributes and foam shader
mix_attribute_node = nodes.new('ShaderNodeMixShader')
mix_attribute_node.location = (180,310)
mix_attribute_node.label =('Mix attributes foam')
### nodes for water, bump and volume
#texture noise for bump
noise_node = nodes.new('ShaderNodeTexNoise')
noise_node.location = (-700,50)
#gradient water
gradient_water_node = nodes.new(type='ShaderNodeValToRGB')
gradient_water_node.location = (-530,50)
gradient_water_node.color_ramp.elements[0].color = (1, 1, 1, 1)
gradient_water_node.color_ramp.elements[1].color = (0, 0, 0, 1)
#vector bump node
bump_water_node = nodes.new('ShaderNodeBump')
bump_water_node.location = (-250,50)
#mix shader
mix_node = nodes.new('ShaderNodeMixShader')
mix_node.location = (350,150)
mix_node.label = ('Mix glass with attributes')
#shader volume scatter
volume_node = nodes.new('ShaderNodeVolumeScatter')
volume_node.location = (80,-150)
volume_node.inputs[0].default_value = (0.0863 , 0.3681 , 0.2131,1)
volume_node.inputs[1].default_value = (0.29)
#shader volume absorption
absorption_node = nodes.new('ShaderNodeVolumeAbsorption')
absorption_node.location = (80,-300)
absorption_node.inputs[0].default_value = (0.115 , 0.5681 , 0.1944,1)
absorption_node.inputs[1].default_value = (0.400)
#mix volume shader
volume_mix_node = nodes.new('ShaderNodeMixShader')
volume_mix_node.location = (250,-200)
volume_mix_node.label = ('mix volumes')
#node output
node_output = nodes.new(type='ShaderNodeOutputMaterial')
node_output.location = 600,100
###creation of links###
### Links for water ###
#link blue glass to mix
mat.node_tree.links.new(water_node.outputs['BSDF'], mix_node.inputs[2])
#link noise to water gradient
mat.node_tree.links.new(noise_node.outputs[0] , gradient_water_node.inputs[0])
#link water gradient to vector bump
mat.node_tree.links.new(gradient_water_node.outputs[0] , bump_water_node.inputs[2])
#link vector bump to blue gloss water shader
mat.node_tree.links.new(bump_water_node.outputs[0] , water_node.inputs[3])
#link volume node to volmix
mat.node_tree.links.new(volume_node.outputs[0] , volume_mix_node.inputs[1])
#link absorption node to volmix
mat.node_tree.links.new(absorption_node.outputs[0] , volume_mix_node.inputs[2])
#link volmix to output volume
mat.node_tree.links.new(volume_mix_node.outputs[0] , node_output.inputs['Volume'])
#link mix to output
mat.node_tree.links.new(mix_node.outputs[0], node_output.inputs['Surface'])
### links for attributes and foam ###
#link wet paint attribute to add node
mat.node_tree.links.new(wet_node2.outputs[0], mixrgb_add_node.inputs[1])
#link foam paint attribute to add node
mat.node_tree.links.new(wet_node.outputs[0], mixrgb_add_node.inputs[2])
#link texture coordinate to noise vec1
mat.node_tree.links.new(ocean_texcoord_node.outputs['Object'], noisevec1_node.inputs[0])
#link texture coordinate to noise vec2
mat.node_tree.links.new(ocean_texcoord_node.outputs['Object'], noisevec2_node.inputs[0])
#link add to subtract1
mat.node_tree.links.new(mixrgb_add_node.outputs[0], mixrgb_substract_node.inputs[1])
#link noisevec1 to gradient_noise_node2
mat.node_tree.links.new(noisevec1_node.outputs[0], gradient_noise_node2.inputs[0])
#link noisevec2 to gradient_noise_node
mat.node_tree.links.new(noisevec2_node.outputs[0], gradient_noise_node.inputs[0])
#link subtract1 to subtract2
mat.node_tree.links.new(mixrgb_substract_node.outputs[0], mixrgb_substract2_node.inputs[1])
#link gradient_noise_node to subtract2
mat.node_tree.links.new(gradient_noise_node.outputs[0], mixrgb_substract2_node.inputs[2])
#link gradient_noise_node2 to subtract1
mat.node_tree.links.new(gradient_noise_node2.outputs[0], mixrgb_substract_node.inputs[2])
#link subtract2 to wet shader
mat.node_tree.links.new(mixrgb_substract2_node.outputs[0], wetshader_node.inputs[0])
#link foam_node to diffuse and glossy foam nodes
mat.node_tree.links.new(foam_node.outputs[0], diffuse_foam_node.inputs[0])
mat.node_tree.links.new(foam_node.outputs[0], glossy_foam_node.inputs[0])
#link diffuse and glossy foam nodes to mix_foam_node
mat.node_tree.links.new(diffuse_foam_node.outputs[0], mix_foam_node.inputs[1])
mat.node_tree.links.new(glossy_foam_node.outputs[0], mix_foam_node.inputs[2])
#link wet shader to attribute mix
mat.node_tree.links.new(wetshader_node.outputs['BSDF'], mix_attribute_node.inputs[1])
#link mix_foam_node to mix_attribute_node
mat.node_tree.links.new(mix_foam_node.outputs[0], mix_attribute_node.inputs[2])
#link mix_attribute_node to mix glass with attributes
mat.node_tree.links.new(mix_attribute_node.outputs[0], mix_node.inputs[0])
mat.node_tree.links.new(mix_attribute_node.outputs[0], mix_node.inputs[1])
#link substract2 to multiply displacement
mat.node_tree.links.new(mixrgb_substract2_node.outputs[0], multiply_displace_node.inputs[1])
#link multiply displacement to displacement output
mat.node_tree.links.new(multiply_displace_node.outputs[0], node_output.inputs['Displacement'])
###apply dynamic paint and setup the ocean as a canvas###
bpy.ops.object.modifier_add(type='DYNAMIC_PAINT')
bpy.ops.dpaint.type_toggle(type='CANVAS')
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].preview_id = 'WETMAP'
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].use_dissolve = True
bpy.ops.dpaint.output_toggle(output='A')
bpy.ops.dpaint.output_toggle(output='B')
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface"].use_antialiasing = True
###apply a second layer of dynamic paint with a wave effect###
bpy.ops.dpaint.surface_slot_add()
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["Surface.001"].name = "onde"
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["onde"].surface_type = 'WAVE'
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["onde"].use_antialiasing = True
bpy.context.object.modifiers["Dynamic Paint"].canvas_settings.canvas_surfaces["onde"].use_wave_open_border = True
return {'FINISHED'}
#classe collider_ocean
class collider_ocean(bpy.types.Operator):
"""Transform the selected object easily into a collider"""
bl_idname = "object.collider_ocean"
bl_label = "collider_ocean"
bl_options = {'REGISTER', 'UNDO'}
def invoke(self, context, event):
#apply dynamic paint, and setup the object as a brush
bpy.ops.object.modifier_add(type='DYNAMIC_PAINT')
bpy.context.object.modifiers["Dynamic Paint"].ui_type = 'BRUSH'
bpy.ops.dpaint.type_toggle(type='BRUSH')
bpy.context.object.modifiers["Dynamic Paint"].brush_settings.paint_source = 'VOLUME_DISTANCE'
bpy.context.object.modifiers["Dynamic Paint"].brush_settings.paint_distance = 4
bpy.context.object.modifiers["Dynamic Paint"].brush_settings.wave_factor = 2
return {'FINISHED'}
def menu_item(self, context):
self.layout.operator(fastocean.bl_idname, text="fast ocean", icon="PLUGIN")
self.layout.operator(collider_ocean.bl_idname, text="Make object collide with ocean", icon="PLUGIN")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_mesh_add.append(menu_item)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_mesh_add.remove(menu_item)
if __name__ == "__main__":
register()
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