blender/scripts/startup/bl_operators/object_quick_effects.py
Bartosz Kosiorek 6f1e0a8adf Physics: Decrease thickness of smoke surface emission for small objects
The Smoke Surface Emission is the height of the smoke from the mesh surface.
It is measured in Domain Grid Units, and if the grid unit is relatively big
(compared to the mesh), the smoke emission is huge.

To fix that the Surface Emission was decreased from 1.5 to 1.0. As a result
it is possible to emit smaller smokes (width 2, previously 3).

Further decreasing default value of Surface Emission is not recommended,
as in some cases (too small mesh compared to Grid Unit) will result not
emitted smoke.

Fix #132613: Issue with large smoke domain and small emitter

Pull Request: https://projects.blender.org/blender/blender/pulls/138567
2025-05-20 17:40:03 +02:00

677 lines
23 KiB
Python

# SPDX-FileCopyrightText: 2011-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from mathutils import Vector
import bpy
from bpy.types import Operator
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
)
from bpy.app.translations import (
pgettext_rpt as rpt_,
pgettext_data as data_,
)
def object_ensure_material(obj, mat_name):
""" Use an existing material or add a new one.
"""
mat = mat_slot = None
for mat_slot in obj.material_slots:
mat = mat_slot.material
if mat:
break
if mat is None:
mat = bpy.data.materials.new(mat_name)
if mat_slot:
mat_slot.material = mat
else:
obj.data.materials.append(mat)
return mat
class ObjectModeOperator:
@classmethod
def poll(cls, context):
return context.mode == 'OBJECT'
class QuickFur(ObjectModeOperator, Operator):
"""Add a fur setup to the selected objects"""
bl_idname = "object.quick_fur"
bl_label = "Quick Fur"
bl_options = {'REGISTER', 'UNDO'}
density: EnumProperty(
name="Density",
items=(
('LOW', "Low", ""),
('MEDIUM', "Medium", ""),
('HIGH', "High", ""),
),
default='MEDIUM',
)
length: FloatProperty(
name="Length",
min=0.001, max=100,
soft_min=0.01, soft_max=10,
default=0.1,
subtype='DISTANCE',
)
radius: FloatProperty(
name="Hair Radius",
min=0.0, max=10,
soft_min=0.0001, soft_max=0.1,
default=0.001,
subtype='DISTANCE',
)
view_percentage: FloatProperty(
name="View Percentage",
min=0.0, max=1.0,
default=1.0,
subtype='FACTOR',
)
apply_hair_guides: BoolProperty(
name="Apply Hair Guides",
default=True,
)
use_noise: BoolProperty(
name="Noise",
default=True,
)
use_frizz: BoolProperty(
name="Frizz",
default=True,
)
def execute(self, context):
import os
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
if self.density == 'LOW':
count = 1000
elif self.density == 'MEDIUM':
count = 10000
elif self.density == 'HIGH':
count = 100000
node_groups_to_append = {"Generate Hair Curves", "Set Hair Curve Profile", "Interpolate Hair Curves"}
if self.use_noise:
node_groups_to_append.add("Hair Curves Noise")
if self.use_frizz:
node_groups_to_append.add("Frizz Hair Curves")
assets_directory = os.path.join(
bpy.utils.system_resource('DATAFILES'),
"assets",
"geometry_nodes",
"procedural_hair_node_assets.blend",
"NodeTree",
)
for name in node_groups_to_append:
bpy.ops.wm.append(
directory=assets_directory,
filename=name,
use_recursive=True,
clear_asset_data=True,
do_reuse_local_id=True,
)
generate_group = bpy.data.node_groups["Generate Hair Curves"]
interpolate_group = bpy.data.node_groups["Interpolate Hair Curves"]
radius_group = bpy.data.node_groups["Set Hair Curve Profile"]
noise_group = bpy.data.node_groups["Hair Curves Noise"] if self.use_noise else None
frizz_group = bpy.data.node_groups["Frizz Hair Curves"] if self.use_frizz else None
material = bpy.data.materials.new(data_("Fur Material"))
mesh_with_zero_area = False
mesh_missing_uv_map = False
modifier_apply_error = False
for mesh_object in mesh_objects:
mesh = mesh_object.data
if len(mesh.uv_layers) == 0:
mesh_missing_uv_map = True
continue
with context.temp_override(active_object=mesh_object):
bpy.ops.object.curves_empty_hair_add()
curves_object = context.active_object
curves = curves_object.data
curves.materials.append(material)
area = 0.0
for poly in mesh.polygons:
area += poly.area
if area == 0.0:
mesh_with_zero_area = True
density = 10
else:
density = count / area
generate_modifier = curves_object.modifiers.new(name=data_("Generate"), type='NODES')
generate_modifier.node_group = generate_group
generate_modifier["Input_2"] = mesh_object
generate_modifier["Input_18_attribute_name"] = curves.surface_uv_map
generate_modifier["Input_12"] = True
generate_modifier["Input_20"] = self.length
generate_modifier["Input_22"] = material
generate_modifier["Input_15"] = density * 0.01
radius_modifier = curves_object.modifiers.new(name=data_("Set Hair Curve Profile"), type='NODES')
radius_modifier.node_group = radius_group
radius_modifier["Input_3"] = self.radius
interpolate_modifier = curves_object.modifiers.new(name=data_("Interpolate Hair Curves"), type='NODES')
interpolate_modifier.node_group = interpolate_group
interpolate_modifier["Input_2"] = mesh_object
interpolate_modifier["Input_18_attribute_name"] = curves.surface_uv_map
interpolate_modifier["Input_12"] = True
interpolate_modifier["Input_15"] = density
interpolate_modifier["Input_17"] = self.view_percentage
interpolate_modifier["Input_24"] = True
if noise_group:
noise_modifier = curves_object.modifiers.new(name=data_("Hair Curves Noise"), type='NODES')
noise_modifier.node_group = noise_group
if frizz_group:
frizz_modifier = curves_object.modifiers.new(name=data_("Frizz Hair Curves"), type='NODES')
frizz_modifier.node_group = frizz_group
if self.apply_hair_guides:
with context.temp_override(object=curves_object):
try:
bpy.ops.object.modifier_apply(modifier=generate_modifier.name)
except Exception:
modifier_apply_error = True
curves_object.modifiers.move(0, len(curves_object.modifiers) - 1)
if mesh_with_zero_area:
self.report({'WARNING'}, "Mesh has no face area")
if mesh_missing_uv_map:
self.report({'WARNING'}, "Mesh UV map required")
if modifier_apply_error and not mesh_with_zero_area:
self.report({'WARNING'}, "Unable to apply \"Generate\" modifier")
return {'FINISHED'}
class QuickExplode(ObjectModeOperator, Operator):
"""Make selected objects explode"""
bl_idname = "object.quick_explode"
bl_label = "Quick Explode"
bl_options = {'REGISTER', 'UNDO'}
style: EnumProperty(
name="Explode Style",
items=(
('EXPLODE', "Explode", ""),
('BLEND', "Blend", ""),
),
default='EXPLODE',
)
amount: IntProperty(
name="Number of Pieces",
min=2, max=10000,
soft_min=2, soft_max=10000,
default=100,
)
frame_duration: IntProperty(
name="Duration",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=50,
)
frame_start: IntProperty(
name="Start Frame",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=1,
)
frame_end: IntProperty(
name="End Frame",
min=1, max=300000,
soft_min=1, soft_max=10000,
default=10,
)
velocity: FloatProperty(
name="Outwards Velocity",
min=0, max=300000,
soft_min=0, soft_max=10,
default=1,
)
fade: BoolProperty(
name="Fade",
description="Fade the pieces over time",
default=True,
)
def execute(self, context):
context_override = context.copy()
obj_act = context.active_object
if obj_act is None or obj_act.type != 'MESH':
self.report({'ERROR'}, "Active object is not a mesh")
return {'CANCELLED'}
mesh_objects = [
obj for obj in context.selected_objects
if obj.type == 'MESH' and obj != obj_act
]
mesh_objects.insert(0, obj_act)
if self.style == 'BLEND' and len(mesh_objects) != 2:
self.report({'ERROR'}, "Select two mesh objects")
self.style = 'EXPLODE'
return {'CANCELLED'}
elif not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
for obj in mesh_objects:
if obj.particle_systems:
self.report({'ERROR'}, rpt_("Object {!r} already has a particle system").format(obj.name))
return {'CANCELLED'}
if self.style == 'BLEND':
from_obj = mesh_objects[1]
to_obj = mesh_objects[0]
for obj in mesh_objects:
context_override["object"] = obj
with context.temp_override(**context_override):
bpy.ops.object.particle_system_add()
settings = obj.particle_systems[-1].settings
settings.count = self.amount
# first set frame end, to prevent frame start clamping
settings.frame_end = self.frame_end - self.frame_duration
settings.frame_start = self.frame_start
settings.lifetime = self.frame_duration
settings.normal_factor = self.velocity
settings.render_type = 'NONE'
explode = obj.modifiers.new(name=data_("Explode"), type='EXPLODE')
explode.use_edge_cut = True
if self.fade:
explode.show_dead = False
uv = obj.data.uv_layers.new(name=data_("Explode fade"))
explode.particle_uv = uv.name
mat = object_ensure_material(obj, data_("Explode Fade"))
mat.surface_render_method = 'DITHERED'
if not mat.use_nodes:
mat.use_nodes = True
nodes = mat.node_tree.nodes
for node in nodes:
if node.type == 'OUTPUT_MATERIAL':
node_out_mat = node
break
node_surface = node_out_mat.inputs["Surface"].links[0].from_node
node_x = node_surface.location[0]
node_y = node_surface.location[1] - 400
offset_x = 200
node_mix = nodes.new('ShaderNodeMixShader')
node_mix.location = (node_x - offset_x, node_y)
mat.node_tree.links.new(node_surface.outputs[0], node_mix.inputs[1])
mat.node_tree.links.new(node_mix.outputs["Shader"], node_out_mat.inputs["Surface"])
offset_x += 200
node_trans = nodes.new('ShaderNodeBsdfTransparent')
node_trans.location = (node_x - offset_x, node_y)
mat.node_tree.links.new(node_trans.outputs["BSDF"], node_mix.inputs[2])
offset_x += 200
node_ramp = nodes.new('ShaderNodeValToRGB')
node_ramp.location = (node_x - offset_x, node_y)
offset_x += 200
mat.node_tree.links.new(node_ramp.outputs["Alpha"], node_mix.inputs["Fac"])
color_ramp = node_ramp.color_ramp
color_ramp.elements[0].color[3] = 0.0
color_ramp.elements[1].color[3] = 1.0
if self.style == 'BLEND':
color_ramp.elements[0].position = 0.333
color_ramp.elements[1].position = 0.666
if obj == to_obj:
# reverse ramp alpha
color_ramp.elements[0].color[3] = 1.0
color_ramp.elements[1].color[3] = 0.0
node_sep = nodes.new('ShaderNodeSeparateXYZ')
node_sep.location = (node_x - offset_x, node_y)
offset_x += 200
mat.node_tree.links.new(node_sep.outputs["X"], node_ramp.inputs["Fac"])
node_uv = nodes.new('ShaderNodeUVMap')
node_uv.location = (node_x - offset_x, node_y)
node_uv.uv_map = uv.name
mat.node_tree.links.new(node_uv.outputs["UV"], node_sep.inputs["Vector"])
if self.style == 'BLEND':
settings.physics_type = 'KEYED'
settings.use_emit_random = False
settings.rotation_mode = 'NOR'
psys = obj.particle_systems[-1]
context_override["particle_system"] = obj.particle_systems[-1]
with context.temp_override(**context_override):
bpy.ops.particle.new_target()
bpy.ops.particle.new_target()
if obj == from_obj:
psys.targets[1].object = to_obj
else:
psys.targets[0].object = from_obj
settings.normal_factor = -self.velocity
explode.show_unborn = False
explode.show_dead = True
else:
settings.factor_random = self.velocity
settings.angular_velocity_factor = self.velocity / 10.0
return {'FINISHED'}
def invoke(self, context, _event):
self.frame_start = context.scene.frame_current
self.frame_end = self.frame_start + self.frame_duration
return self.execute(context)
def obj_bb_minmax(obj, min_co, max_co):
for i in range(0, 8):
bb_vec = obj.matrix_world @ Vector(obj.bound_box[i])
min_co[0] = min(bb_vec[0], min_co[0])
min_co[1] = min(bb_vec[1], min_co[1])
min_co[2] = min(bb_vec[2], min_co[2])
max_co[0] = max(bb_vec[0], max_co[0])
max_co[1] = max(bb_vec[1], max_co[1])
max_co[2] = max(bb_vec[2], max_co[2])
def grid_location(x, y):
return (x * 200, y * 150)
class QuickSmoke(ObjectModeOperator, Operator):
"""Use selected objects as smoke emitters"""
bl_idname = "object.quick_smoke"
bl_label = "Quick Smoke"
bl_options = {'REGISTER', 'UNDO'}
style: EnumProperty(
name="Smoke Style",
items=(
('SMOKE', "Smoke", ""),
('FIRE', "Fire", ""),
('BOTH', "Smoke & Fire", ""),
),
default='SMOKE',
)
show_flows: BoolProperty(
name="Render Smoke Objects",
description="Keep the smoke objects visible during rendering",
default=False,
)
def execute(self, context):
if not bpy.app.build_options.fluid:
self.report({'ERROR'}, "Built without Fluid modifier")
return {'CANCELLED'}
context_override = context.copy()
mesh_objects = [
obj for obj in context.selected_objects
if obj.type == 'MESH'
]
min_co = Vector((100000.0, 100000.0, 100000.0))
max_co = -min_co
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
for obj in mesh_objects:
context_override["object"] = obj
# make each selected object a smoke flow
with context.temp_override(**context_override):
bpy.ops.object.modifier_add(type='FLUID')
obj.modifiers[-1].fluid_type = 'FLOW'
# set type
obj.modifiers[-1].flow_settings.flow_type = self.style
# set flow behavior
obj.modifiers[-1].flow_settings.flow_behavior = 'INFLOW'
# use some surface distance for smoke emission
obj.modifiers[-1].flow_settings.surface_distance = 1.0
if not self.show_flows:
obj.display_type = 'WIRE'
# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
# add the smoke domain object
bpy.ops.mesh.primitive_cube_add()
obj = context.active_object
obj.name = data_("Smoke Domain")
# give the smoke some room above the flows
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, 1.0))
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
# setup smoke domain
bpy.ops.object.modifier_add(type='FLUID')
obj.modifiers[-1].fluid_type = 'DOMAIN'
# The default value leads to unstable simulations (see #126924).
obj.modifiers[-1].domain_settings.cfl_condition = 4.0
if self.style == {'FIRE', 'BOTH'}:
obj.modifiers[-1].domain_settings.use_noise = True
# ensure correct cache file format for smoke
if bpy.app.build_options.openvdb:
obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
# Setup material
# Cycles and EEVEE.
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.new(data_("Smoke Domain Material"))
obj.material_slots[0].material = mat
# Make sure we use nodes
mat.use_nodes = True
# Set node variables and clear the default nodes
tree = mat.node_tree
nodes = tree.nodes
links = tree.links
nodes.clear()
# Create shader nodes
# Material output
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.location = grid_location(6, 1)
# Add Principled Volume
node_principled = nodes.new(type='ShaderNodeVolumePrincipled')
node_principled.location = grid_location(4, 1)
links.new(node_principled.outputs["Volume"], node_out.inputs["Volume"])
node_principled.inputs["Density"].default_value = 5.0
if self.style in {'FIRE', 'BOTH'}:
node_principled.inputs["Blackbody Intensity"].default_value = 1.0
return {'FINISHED'}
class QuickLiquid(Operator):
"""Make selected objects liquid"""
bl_idname = "object.quick_liquid"
bl_label = "Quick Liquid"
bl_options = {'REGISTER', 'UNDO'}
show_flows: BoolProperty(
name="Render Liquid Objects",
description="Keep the liquid objects visible during rendering",
default=False,
)
def execute(self, context):
if not bpy.app.build_options.fluid:
self.report({'ERROR'}, "Built without Fluid modifier")
return {'CANCELLED'}
context_override = context.copy()
mesh_objects = [
obj for obj in context.selected_objects
if obj.type == 'MESH'
]
min_co = Vector((100000.0, 100000.0, 100000.0))
max_co = -min_co
if not mesh_objects:
self.report({'ERROR'}, "Select at least one mesh object")
return {'CANCELLED'}
# set shading type to wireframe so that liquid particles are visible
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
for space in area.spaces:
if space.type == 'VIEW_3D':
space.shading.type = 'WIREFRAME'
for obj in mesh_objects:
context_override["object"] = obj
# make each selected object a liquid flow
with context.temp_override(**context_override):
bpy.ops.object.modifier_add(type='FLUID')
obj.modifiers[-1].fluid_type = 'FLOW'
# set type
obj.modifiers[-1].flow_settings.flow_type = 'LIQUID'
# set flow behavior
obj.modifiers[-1].flow_settings.flow_behavior = 'GEOMETRY'
# use some surface distance for smoke emission
obj.modifiers[-1].flow_settings.surface_distance = 0.0
if not self.show_flows:
obj.display_type = 'WIRE'
# store bounding box min/max for the domain object
obj_bb_minmax(obj, min_co, max_co)
# add the liquid domain object
bpy.ops.mesh.primitive_cube_add(align='WORLD')
obj = context.active_object
obj.name = data_("Liquid Domain")
# give the liquid some room above the flows
obj.location = 0.5 * (max_co + min_co) + Vector((0.0, 0.0, -1.0))
obj.scale = 0.5 * (max_co - min_co) + Vector((1.0, 1.0, 2.0))
# setup liquid domain
bpy.ops.object.modifier_add(type='FLUID')
obj.modifiers[-1].fluid_type = 'DOMAIN'
# set all domain borders to obstacle
obj.modifiers[-1].domain_settings.use_collision_border_front = True
obj.modifiers[-1].domain_settings.use_collision_border_back = True
obj.modifiers[-1].domain_settings.use_collision_border_right = True
obj.modifiers[-1].domain_settings.use_collision_border_left = True
obj.modifiers[-1].domain_settings.use_collision_border_top = True
obj.modifiers[-1].domain_settings.use_collision_border_bottom = True
# ensure correct cache file formats for liquid
if bpy.app.build_options.openvdb:
obj.modifiers[-1].domain_settings.cache_data_format = 'OPENVDB'
obj.modifiers[-1].domain_settings.cache_mesh_format = 'BOBJECT'
# change domain type, will also allocate and show particle system for FLIP
obj.modifiers[-1].domain_settings.domain_type = 'LIQUID'
liquid_domain = obj.modifiers[-2]
# set color mapping field to show phi grid for liquid
liquid_domain.domain_settings.color_ramp_field = 'PHI'
# perform a single slice of the domain
liquid_domain.domain_settings.use_slice = True
# set display thickness to a lower value for more detailed display of phi grids
liquid_domain.domain_settings.display_thickness = 0.02
# make the domain smooth so it renders nicely
bpy.ops.object.shade_smooth()
# create a ray-transparent material for the domain
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.new(data_("Liquid Domain Material"))
obj.material_slots[0].material = mat
# Make sure we use nodes
mat.use_nodes = True
# Set node variables and clear the default nodes
tree = mat.node_tree
nodes = tree.nodes
links = tree.links
nodes.clear()
# Create shader nodes
# Material output
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.location = grid_location(6, 1)
# Add Glass
node_glass = nodes.new(type='ShaderNodeBsdfGlass')
node_glass.location = grid_location(4, 1)
links.new(node_glass.outputs["BSDF"], node_out.inputs["Surface"])
node_glass.inputs["IOR"].default_value = 1.33
# Add Absorption
node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
node_absorption.location = grid_location(4, 2)
links.new(node_absorption.outputs["Volume"], node_out.inputs["Volume"])
node_absorption.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0)
return {'FINISHED'}
classes = (
QuickExplode,
QuickFur,
QuickSmoke,
QuickLiquid,
)