blender/release/scripts/startup/nodeitems_builtins.py
Jacques Lucke 396d0b5cd0 Particles: new Age Reached Event, Kill Particle and Random Float node
The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.

The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
2020-08-02 22:10:47 +02:00

568 lines
22 KiB
Python

# ##### 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>
import bpy
import nodeitems_utils
from nodeitems_utils import (
NodeCategory,
NodeItem,
NodeItemCustom,
)
# Subclasses for standard node types
class SortedNodeCategory(NodeCategory):
def __init__(self, identifier, name, description="", items=None):
# for builtin nodes the convention is to sort by name
if isinstance(items, list):
items = sorted(items, key=lambda item: item.label.lower())
super().__init__(identifier, name, description, items)
class CompositorNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'CompositorNodeTree')
class ShaderNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'ShaderNodeTree')
class TextureNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'TextureNodeTree')
class SimulationNodeCategory(SortedNodeCategory):
@classmethod
def poll(cls, context):
return (context.space_data.type == 'NODE_EDITOR' and
context.space_data.tree_type == 'SimulationNodeTree')
# menu entry for node group tools
def group_tools_draw(self, layout, context):
layout.operator("node.group_make")
layout.operator("node.group_ungroup")
layout.separator()
# maps node tree type to group node type
node_tree_group_type = {
'CompositorNodeTree': 'CompositorNodeGroup',
'ShaderNodeTree': 'ShaderNodeGroup',
'TextureNodeTree': 'TextureNodeGroup',
'SimulationNodeTree': 'SimulationNodeGroup',
}
# generic node group items generator for shader, compositor, simulation and texture node groups
def node_group_items(context):
if context is None:
return
space = context.space_data
if not space:
return
ntree = space.edit_tree
if not ntree:
return
yield NodeItemCustom(draw=group_tools_draw)
def contains_group(nodetree, group):
if nodetree == group:
return True
else:
for node in nodetree.nodes:
if node.bl_idname in node_tree_group_type.values() and node.node_tree is not None:
if contains_group(node.node_tree, group):
return True
return False
for group in context.blend_data.node_groups:
if group.bl_idname != ntree.bl_idname:
continue
# filter out recursive groups
if contains_group(group, ntree):
continue
# filter out hidden nodetrees
if group.name.startswith('.'):
continue
yield NodeItem(node_tree_group_type[group.bl_idname],
group.name,
{"node_tree": "bpy.data.node_groups[%r]" % group.name})
# only show input/output nodes inside node groups
def group_input_output_item_poll(context):
space = context.space_data
if space.edit_tree in bpy.data.node_groups.values():
return True
return False
# only show input/output nodes when editing line style node trees
def line_style_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'LINESTYLE')
# only show nodes working in world node trees
def world_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'WORLD')
# only show nodes working in object node trees
def object_shader_nodes_poll(context):
snode = context.space_data
return (snode.tree_type == 'ShaderNodeTree' and
snode.shader_type == 'OBJECT')
def cycles_shader_nodes_poll(context):
return context.engine == 'CYCLES'
def eevee_shader_nodes_poll(context):
return context.engine == 'BLENDER_EEVEE'
def eevee_cycles_shader_nodes_poll(context):
return (cycles_shader_nodes_poll(context) or
eevee_shader_nodes_poll(context))
def object_cycles_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
cycles_shader_nodes_poll(context))
def cycles_aov_node_poll(context):
return (object_cycles_shader_nodes_poll(context) or
world_shader_nodes_poll(context))
def object_eevee_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_shader_nodes_poll(context))
def object_eevee_cycles_shader_nodes_poll(context):
return (object_shader_nodes_poll(context) and
eevee_cycles_shader_nodes_poll(context))
# All standard node categories currently used in nodes.
shader_node_categories = [
# Shader Nodes (Cycles and Eevee)
ShaderNodeCategory("SH_NEW_INPUT", "Input", items=[
NodeItem("ShaderNodeTexCoord"),
NodeItem("ShaderNodeAttribute"),
NodeItem("ShaderNodeLightPath"),
NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeLayerWeight"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeTangent"),
NodeItem("ShaderNodeNewGeometry"),
NodeItem("ShaderNodeWireframe"),
NodeItem("ShaderNodeBevel"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeVolumeInfo"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeUVMap"),
NodeItem("ShaderNodeVertexColor"),
NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
ShaderNodeCategory("SH_NEW_OUTPUT", "Output", items=[
NodeItem("ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeOutputLight", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeOutputAOV", poll=cycles_aov_node_poll),
NodeItem("ShaderNodeOutputWorld", poll=world_shader_nodes_poll),
NodeItem("ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
ShaderNodeCategory("SH_NEW_SHADER", "Shader", items=[
NodeItem("ShaderNodeMixShader", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeAddShader", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfDiffuse", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfPrincipled", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlossy", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfTransparent", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfRefraction", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfGlass", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfTranslucent", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfAnisotropic", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfVelvet", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfToon", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeSubsurfaceScattering", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeEmission", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBsdfHair", poll=object_cycles_shader_nodes_poll),
NodeItem("ShaderNodeBackground", poll=world_shader_nodes_poll),
NodeItem("ShaderNodeHoldout", poll=object_eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumeAbsorption", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumeScatter", poll=eevee_cycles_shader_nodes_poll),
NodeItem("ShaderNodeVolumePrincipled"),
NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll),
NodeItem("ShaderNodeBsdfHairPrincipled", poll=object_cycles_shader_nodes_poll)
]),
ShaderNodeCategory("SH_NEW_TEXTURE", "Texture", items=[
NodeItem("ShaderNodeTexImage"),
NodeItem("ShaderNodeTexEnvironment"),
NodeItem("ShaderNodeTexSky"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexWave"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexBrick"),
NodeItem("ShaderNodeTexPointDensity"),
NodeItem("ShaderNodeTexIES"),
NodeItem("ShaderNodeTexWhiteNoise"),
]),
ShaderNodeCategory("SH_NEW_OP_COLOR", "Color", items=[
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeLightFalloff"),
NodeItem("ShaderNodeHueSaturation"),
NodeItem("ShaderNodeGamma"),
NodeItem("ShaderNodeBrightContrast"),
]),
ShaderNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeBump"),
NodeItem("ShaderNodeDisplacement"),
NodeItem("ShaderNodeVectorDisplacement"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorRotate"),
NodeItem("ShaderNodeVectorTransform"),
]),
ShaderNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[
NodeItem("ShaderNodeMapRange"),
NodeItem("ShaderNodeClamp"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeShaderToRGB", poll=object_eevee_shader_nodes_poll),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateXYZ"),
NodeItem("ShaderNodeCombineXYZ"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeCombineHSV"),
NodeItem("ShaderNodeWavelength"),
NodeItem("ShaderNodeBlackbody"),
]),
ShaderNodeCategory("SH_NEW_SCRIPT", "Script", items=[
NodeItem("ShaderNodeScript"),
]),
ShaderNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items),
ShaderNodeCategory("SH_NEW_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
compositor_node_categories = [
# Compositor Nodes
CompositorNodeCategory("CMP_INPUT", "Input", items=[
NodeItem("CompositorNodeRLayers"),
NodeItem("CompositorNodeImage"),
NodeItem("CompositorNodeMovieClip"),
NodeItem("CompositorNodeMask"),
NodeItem("CompositorNodeRGB"),
NodeItem("CompositorNodeValue"),
NodeItem("CompositorNodeTexture"),
NodeItem("CompositorNodeBokehImage"),
NodeItem("CompositorNodeTime"),
NodeItem("CompositorNodeTrackPos"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OUTPUT", "Output", items=[
NodeItem("CompositorNodeComposite"),
NodeItem("CompositorNodeViewer"),
NodeItem("CompositorNodeSplitViewer"),
NodeItem("CompositorNodeOutputFile"),
NodeItem("CompositorNodeLevels"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
CompositorNodeCategory("CMP_OP_COLOR", "Color", items=[
NodeItem("CompositorNodeMixRGB"),
NodeItem("CompositorNodeAlphaOver"),
NodeItem("CompositorNodeInvert"),
NodeItem("CompositorNodeCurveRGB"),
NodeItem("CompositorNodeHueSat"),
NodeItem("CompositorNodeColorBalance"),
NodeItem("CompositorNodeHueCorrect"),
NodeItem("CompositorNodeBrightContrast"),
NodeItem("CompositorNodeGamma"),
NodeItem("CompositorNodeColorCorrection"),
NodeItem("CompositorNodeTonemap"),
NodeItem("CompositorNodeZcombine"),
]),
CompositorNodeCategory("CMP_CONVERTOR", "Converter", items=[
NodeItem("CompositorNodeMath"),
NodeItem("CompositorNodeValToRGB"),
NodeItem("CompositorNodeSetAlpha"),
NodeItem("CompositorNodePremulKey"),
NodeItem("CompositorNodeIDMask"),
NodeItem("CompositorNodeRGBToBW"),
NodeItem("CompositorNodeSepRGBA"),
NodeItem("CompositorNodeCombRGBA"),
NodeItem("CompositorNodeSepHSVA"),
NodeItem("CompositorNodeCombHSVA"),
NodeItem("CompositorNodeSepYUVA"),
NodeItem("CompositorNodeCombYUVA"),
NodeItem("CompositorNodeSepYCCA"),
NodeItem("CompositorNodeCombYCCA"),
NodeItem("CompositorNodeSwitchView"),
]),
CompositorNodeCategory("CMP_OP_FILTER", "Filter", items=[
NodeItem("CompositorNodeBlur"),
NodeItem("CompositorNodeBilateralblur"),
NodeItem("CompositorNodeDilateErode"),
NodeItem("CompositorNodeDespeckle"),
NodeItem("CompositorNodeFilter"),
NodeItem("CompositorNodeBokehBlur"),
NodeItem("CompositorNodeVecBlur"),
NodeItem("CompositorNodeDefocus"),
NodeItem("CompositorNodeGlare"),
NodeItem("CompositorNodeInpaint"),
NodeItem("CompositorNodeDBlur"),
NodeItem("CompositorNodePixelate"),
NodeItem("CompositorNodeSunBeams"),
NodeItem("CompositorNodeDenoise"),
]),
CompositorNodeCategory("CMP_OP_VECTOR", "Vector", items=[
NodeItem("CompositorNodeNormal"),
NodeItem("CompositorNodeMapValue"),
NodeItem("CompositorNodeMapRange"),
NodeItem("CompositorNodeNormalize"),
NodeItem("CompositorNodeCurveVec"),
]),
CompositorNodeCategory("CMP_MATTE", "Matte", items=[
NodeItem("CompositorNodeKeying"),
NodeItem("CompositorNodeKeyingScreen"),
NodeItem("CompositorNodeChannelMatte"),
NodeItem("CompositorNodeColorSpill"),
NodeItem("CompositorNodeBoxMask"),
NodeItem("CompositorNodeEllipseMask"),
NodeItem("CompositorNodeLumaMatte"),
NodeItem("CompositorNodeDiffMatte"),
NodeItem("CompositorNodeDistanceMatte"),
NodeItem("CompositorNodeChromaMatte"),
NodeItem("CompositorNodeColorMatte"),
NodeItem("CompositorNodeDoubleEdgeMask"),
NodeItem("CompositorNodeCryptomatte"),
]),
CompositorNodeCategory("CMP_DISTORT", "Distort", items=[
NodeItem("CompositorNodeScale"),
NodeItem("CompositorNodeLensdist"),
NodeItem("CompositorNodeMovieDistortion"),
NodeItem("CompositorNodeTranslate"),
NodeItem("CompositorNodeRotate"),
NodeItem("CompositorNodeFlip"),
NodeItem("CompositorNodeCrop"),
NodeItem("CompositorNodeDisplace"),
NodeItem("CompositorNodeMapUV"),
NodeItem("CompositorNodeTransform"),
NodeItem("CompositorNodeStabilize"),
NodeItem("CompositorNodePlaneTrackDeform"),
NodeItem("CompositorNodeCornerPin"),
]),
CompositorNodeCategory("CMP_GROUP", "Group", items=node_group_items),
CompositorNodeCategory("CMP_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
NodeItem("CompositorNodeSwitch"),
]),
]
texture_node_categories = [
# Texture Nodes
TextureNodeCategory("TEX_INPUT", "Input", items=[
NodeItem("TextureNodeCurveTime"),
NodeItem("TextureNodeCoordinates"),
NodeItem("TextureNodeTexture"),
NodeItem("TextureNodeImage"),
NodeItem("NodeGroupInput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OUTPUT", "Output", items=[
NodeItem("TextureNodeOutput"),
NodeItem("TextureNodeViewer"),
NodeItem("NodeGroupOutput", poll=group_input_output_item_poll),
]),
TextureNodeCategory("TEX_OP_COLOR", "Color", items=[
NodeItem("TextureNodeMixRGB"),
NodeItem("TextureNodeCurveRGB"),
NodeItem("TextureNodeInvert"),
NodeItem("TextureNodeHueSaturation"),
NodeItem("TextureNodeCompose"),
NodeItem("TextureNodeDecompose"),
]),
TextureNodeCategory("TEX_PATTERN", "Pattern", items=[
NodeItem("TextureNodeChecker"),
NodeItem("TextureNodeBricks"),
]),
TextureNodeCategory("TEX_TEXTURE", "Textures", items=[
NodeItem("TextureNodeTexNoise"),
NodeItem("TextureNodeTexDistNoise"),
NodeItem("TextureNodeTexClouds"),
NodeItem("TextureNodeTexBlend"),
NodeItem("TextureNodeTexVoronoi"),
NodeItem("TextureNodeTexMagic"),
NodeItem("TextureNodeTexMarble"),
NodeItem("TextureNodeTexWood"),
NodeItem("TextureNodeTexMusgrave"),
NodeItem("TextureNodeTexStucci"),
]),
TextureNodeCategory("TEX_CONVERTOR", "Converter", items=[
NodeItem("TextureNodeMath"),
NodeItem("TextureNodeValToRGB"),
NodeItem("TextureNodeRGBToBW"),
NodeItem("TextureNodeValToNor"),
NodeItem("TextureNodeDistance"),
]),
TextureNodeCategory("TEX_DISTORT", "Distort", items=[
NodeItem("TextureNodeScale"),
NodeItem("TextureNodeTranslate"),
NodeItem("TextureNodeRotate"),
NodeItem("TextureNodeAt"),
]),
TextureNodeCategory("TEX_GROUP", "Group", items=node_group_items),
TextureNodeCategory("TEX_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
def not_implemented_node(idname):
NodeType = getattr(bpy.types, idname)
name = NodeType.bl_rna.name
label = f"{name} (mockup)"
return NodeItem(idname, label=label)
simulation_node_categories = [
# Simulation Nodes
SimulationNodeCategory("SIM_OUTPUT", "Output", items=[
NodeItem("SimulationNodeParticleSimulation"),
]),
SimulationNodeCategory("SIM_INPUTS", "Input", items=[
NodeItem("SimulationNodeTime"),
NodeItem("SimulationNodeParticleAttribute"),
NodeItem("FunctionNodeGroupInstanceID"),
NodeItem("ShaderNodeValue"),
NodeItem("FunctionNodeObjectTransforms"),
]),
SimulationNodeCategory("SIM_EMITTERS", "Emitters", items=[
NodeItem("SimulationNodeParticleMeshEmitter"),
not_implemented_node("SimulationNodeEmitParticles"),
]),
SimulationNodeCategory("SIM_EVENTS", "Events", items=[
NodeItem("SimulationNodeParticleBirthEvent"),
NodeItem("SimulationNodeParticleTimeStepEvent"),
NodeItem("SimulationNodeAgeReachedEvent"),
not_implemented_node("SimulationNodeParticleMeshCollisionEvent"),
]),
SimulationNodeCategory("SIM_FORCES", "Forces", items=[
NodeItem("SimulationNodeForce"),
]),
SimulationNodeCategory("SIM_EXECUTE", "Execute", items=[
NodeItem("SimulationNodeSetParticleAttribute"),
NodeItem("SimulationNodeExecuteCondition"),
NodeItem("SimulationNodeKillParticle"),
not_implemented_node("SimulationNodeMultiExecute"),
]),
SimulationNodeCategory("SIM_NOISE", "Noise", items=[
not_implemented_node("ShaderNodeTexNoise"),
not_implemented_node("ShaderNodeTexWhiteNoise"),
]),
SimulationNodeCategory("SIM_COLOR", "Color", items=[
not_implemented_node("ShaderNodeMixRGB"),
not_implemented_node("ShaderNodeInvert"),
not_implemented_node("ShaderNodeHueSaturation"),
not_implemented_node("ShaderNodeGamma"),
not_implemented_node("ShaderNodeBrightContrast"),
]),
SimulationNodeCategory("SIM_CONVERTER", "Converter", items=[
NodeItem("ShaderNodeMapRange"),
NodeItem("ShaderNodeClamp"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeSeparateXYZ"),
NodeItem("ShaderNodeCombineXYZ"),
not_implemented_node("ShaderNodeSeparateHSV"),
not_implemented_node("ShaderNodeCombineHSV"),
NodeItem("FunctionNodeBooleanMath"),
NodeItem("FunctionNodeFloatCompare"),
not_implemented_node("FunctionNodeSwitch"),
NodeItem("FunctionNodeCombineStrings"),
NodeItem("FunctionNodeRandomFloat"),
]),
SimulationNodeCategory("SIM_GROUP", "Group", items=node_group_items),
SimulationNodeCategory("SIM_LAYOUT", "Layout", items=[
NodeItem("NodeFrame"),
NodeItem("NodeReroute"),
]),
]
def register():
nodeitems_utils.register_node_categories('SHADER', shader_node_categories)
nodeitems_utils.register_node_categories('COMPOSITING', compositor_node_categories)
nodeitems_utils.register_node_categories('TEXTURE', texture_node_categories)
nodeitems_utils.register_node_categories('SIMULATION', simulation_node_categories)
def unregister():
nodeitems_utils.unregister_node_categories('SHADER')
nodeitems_utils.unregister_node_categories('COMPOSITING')
nodeitems_utils.unregister_node_categories('TEXTURE')
nodeitems_utils.unregister_node_categories('SIMULATION')
if __name__ == "__main__":
register()