Fix T41419: Quick Smoke doesn´t work with Cycles

Now the Quick Smoke operator creates a basic node setup for smoke and fire. This could be made more fancy still, but that's for later. :)
This commit is contained in:
Thomas Dinges 2014-09-07 05:15:26 +02:00
parent 2e560ebb95
commit 9460fe3fa0
Notes: blender-bot 2023-02-14 10:14:08 +01:00
Referenced by issue #41419, Quick Smoke doesn´t work with Cycles
1 changed files with 125 additions and 43 deletions

View File

@ -289,6 +289,10 @@ def obj_bb_minmax(obj, min_co, max_co):
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(Operator):
@ -351,56 +355,134 @@ class QuickSmoke(Operator):
if self.style == 'FIRE':
obj.modifiers[-1].domain_settings.use_high_resolution = True
# create a volume material with a voxel data texture for the domain
bpy.ops.object.material_slot_add()
# Setup material
mat = bpy.data.materials.new("Smoke Domain Material")
obj.material_slots[0].material = mat
mat.type = 'VOLUME'
mat.volume.density = 0
mat.volume.density_scale = 5
mat.volume.step_size = 0.1
# Cycles
if context.scene.render.use_shading_nodes:
bpy.ops.object.material_slot_add()
tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
tex.voxel_data.domain_object = obj
tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
mat = bpy.data.materials.new("Smoke Domain Material")
obj.material_slots[0].material = mat
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
tex_slot.texture_coords = 'ORCO'
tex_slot.use_map_color_emission = False
tex_slot.use_map_density = True
tex_slot.use_map_color_reflection = True
# Make sure we use nodes
mat.use_nodes = True
# for fire add a second texture for flame emission
mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
tex.voxel_data.domain_object = obj
tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
tex.use_color_ramp = True
# Set node variables and clear the default nodes
tree = mat.node_tree
nodes = tree.nodes
links = tree.links
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
tex_slot.texture_coords = 'ORCO'
nodes.clear()
# add color ramp for flame color
ramp = tex.color_ramp
# dark orange
elem = ramp.elements.new(0.333)
elem.color[0] = 0.2
elem.color[1] = 0.03
elem.color[2] = 0
elem.color[3] = 1
# yellow glow
elem = ramp.elements.new(0.666)
elem.color[0] = elem.color[3] = 1
elem.color[1] = 0.65
elem.color[2] = 0.25
# Create shader nodes
mat.texture_slots[1].use_map_density = True
mat.texture_slots[1].use_map_emission = True
mat.texture_slots[1].emission_factor = 5
# Material output
node_out = nodes.new(type='ShaderNodeOutputMaterial')
node_out.location = grid_location(6, 1)
# Add shader 1
node_add_shader_1 = nodes.new(type='ShaderNodeAddShader')
node_add_shader_1.location = grid_location(5, 1)
links.new(node_add_shader_1.outputs["Shader"],
node_out.inputs["Volume"])
# Smoke
# Add shader 2
node_add_shader_2 = nodes.new(type='ShaderNodeAddShader')
node_add_shader_2.location = grid_location(4, 2)
links.new(node_add_shader_2.outputs["Shader"],
node_add_shader_1.inputs[0])
# Volume scatter
node_scatter = nodes.new(type='ShaderNodeVolumeScatter')
node_scatter.location = grid_location(3, 3)
links.new(node_scatter.outputs["Volume"],
node_add_shader_2.inputs[0])
# Volume absorption
node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption')
node_absorption.location = grid_location(3, 2)
links.new(node_absorption.outputs["Volume"],
node_add_shader_2.inputs[1])
# Attribute "density"
node_attrib_density = nodes.new(type='ShaderNodeAttribute')
node_attrib_density.attribute_name = "density"
node_attrib_density.location = grid_location(2, 2)
links.new(node_attrib_density.outputs["Fac"],
node_scatter.inputs["Density"])
links.new(node_attrib_density.outputs["Fac"],
node_absorption.inputs["Density"])
# Fire
# Emission
node_emission = nodes.new(type='ShaderNodeEmission')
node_emission.inputs["Color"].default_value = (0.8, 0.1, 0.01, 1.0)
node_emission.location = grid_location(4, 1)
links.new(node_emission.outputs["Emission"],
node_add_shader_1.inputs[1])
# Attribute "flame"
node_attrib_flame = nodes.new(type='ShaderNodeAttribute')
node_attrib_flame.attribute_name = "flame"
node_attrib_flame.location = grid_location(3, 1)
links.new(node_attrib_flame.outputs["Fac"],
node_emission.inputs["Strength"])
# Blender Internal
else:
# create a volume material with a voxel data texture for the domain
bpy.ops.object.material_slot_add()
mat = bpy.data.materials.new("Smoke Domain Material")
obj.material_slots[0].material = mat
mat.type = 'VOLUME'
mat.volume.density = 0
mat.volume.density_scale = 5
mat.volume.step_size = 0.1
tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA')
tex.voxel_data.domain_object = obj
tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
tex_slot.texture_coords = 'ORCO'
tex_slot.use_map_color_emission = False
tex_slot.use_map_density = True
tex_slot.use_map_color_reflection = True
# for fire add a second texture for flame emission
mat.volume.emission_color = Vector((0.0, 0.0, 0.0))
tex = bpy.data.textures.new("Flame", 'VOXEL_DATA')
tex.voxel_data.domain_object = obj
tex.voxel_data.smoke_data_type = 'SMOKEFLAME'
tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE'
tex.use_color_ramp = True
tex_slot = mat.texture_slots.add()
tex_slot.texture = tex
tex_slot.texture_coords = 'ORCO'
# add color ramp for flame color
ramp = tex.color_ramp
# dark orange
elem = ramp.elements.new(0.333)
elem.color[0] = 0.2
elem.color[1] = 0.03
elem.color[2] = 0
elem.color[3] = 1
# yellow glow
elem = ramp.elements.new(0.666)
elem.color[0] = elem.color[3] = 1
elem.color[1] = 0.65
elem.color[2] = 0.25
mat.texture_slots[1].use_map_density = True
mat.texture_slots[1].use_map_emission = True
mat.texture_slots[1].emission_factor = 5
return {'FINISHED'}