update ant landscape by @jimmyhaze
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@ -26,9 +26,8 @@ bl_info = {
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"warning": "", # used for warning icon and text in addons panel
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"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
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"Scripts/Add_Mesh/ANT_Landscape",
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"tracker_url": "https://developer.blender.org/maniphest/task/create/?project=3&type=Bug",
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"category": "Add Mesh",
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}
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}
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"""
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Another Noise Tool: Landscape mesh generator
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@ -132,12 +131,12 @@ def shapes(x,y,shape=0):
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# swirl
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x = x*2
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y = y*2
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s = (( x*sin( x*x+y*y ) + y*cos( x*x+y*y ) ) / (x**2+y**2+0.5))
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s = ((x*sin( x*x+y*y) + y*cos(x*x+y*y)) / (x**2+y**2+0.5))
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elif shape == 3:
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# bumps
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x = x*2
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y = y*2
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s = ((cos( x*pi ) + cos( y*pi ))-0.5)
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s = ((cos( x*pi) + cos(y*pi))-0.5)
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elif shape == 4:
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# y grad.
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s = (y*pi)
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@ -150,7 +149,7 @@ def shapes(x,y,shape=0):
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return s
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# marble_noise
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def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis ):
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def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard, basis):
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x = x / size
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y = y / size
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z = z / size
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@ -159,21 +158,21 @@ def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard,
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x += origin[0]
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y += origin[1]
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z += origin[2]
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value = s + turb * turbulence_vector((x,y,z), depth, hard, basis )[0]
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value = s + turb * turbulence_vector((x,y,z), depth, hard, basis)[0]
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if bias == 1:
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value = tri_bias( value )
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value = tri_bias(value)
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elif bias == 2:
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value = saw_bias( value )
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value = saw_bias(value)
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else:
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value = sin_bias( value )
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value = sin_bias(value)
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if sharpnes == 1:
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value = sharp( value )
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value = sharp(value)
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elif sharpnes == 2:
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value = sharper( value )
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value = sharper(value)
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else:
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value = soft( value )
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value = soft(value)
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return value
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@ -181,17 +180,17 @@ def marble_noise(x,y,z, origin, size, shape, bias, sharpnes, turb, depth, hard,
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# custom noise types
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# shattered_hterrain:
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def shattered_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
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d = ( turbulence_vector( ( x, y, z ), 6, 0, 0 )[0] * 0.5 + 0.5 )*distort*0.5
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t1 = ( turbulence_vector( ( x+d, y+d, z ), 0, 0, 7 )[0] + 0.5 )
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t2 = ( hetero_terrain(( x*2, y*2, z*2 ), H, lacunarity, octaves, offset, basis )*0.5 )
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return (( t1*t2 )+t2*0.5) * 0.5
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def shattered_hterrain(x,y,z, H, lacunarity, octaves, offset, distort, basis):
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d = (turbulence_vector((x, y, z), 6, 0, 0)[0] * 0.5 + 0.5)*distort*0.5
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t1 = (turbulence_vector((x+d, y+d, z), 0, 0, 7)[0] + 0.5)
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t2 = (hetero_terrain((x*2, y*2, z*2), H, lacunarity, octaves, offset, basis)*0.5)
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return ((t1*t2)+t2*0.5) * 0.5
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# strata_hterrain
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def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
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value = hetero_terrain(( x, y, z ), H, lacunarity, octaves, offset, basis )*0.5
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steps = ( sin( value*(distort*5)*pi ) * ( 0.1/(distort*5)*pi ) )
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return ( value * (1.0-0.5) + steps*0.5 )
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def strata_hterrain(x,y,z, H, lacunarity, octaves, offset, distort, basis):
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value = hetero_terrain((x, y, z), H, lacunarity, octaves, offset, basis)*0.5
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steps = (sin( value*(distort*5)*pi) * (0.1/(distort*5)*pi))
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return (value * (1.0-0.5) + steps*0.5)
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# planet_noise by Farsthary: https://blenderartists.org/forum/showthread.php?202944-New-quot-Planet-quot-procedural-texture-by-Farsthary
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def planet_noise(coords, oct=6, hard=0, noisebasis=1, nabla=0.001):
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@ -217,8 +216,8 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
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rseed = options[0]
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nsize = options[1]
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ntype = options[2]
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nbasis = int( options[3][0] )
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vlbasis = int( options[4][0] )
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nbasis = int(options[3][0])
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vlbasis = int(options[4][0])
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distortion = options[5]
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hardnoise = options[6]
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depth = options[7]
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@ -226,13 +225,13 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
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lacunarity = options[9]
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offset = options[10]
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gain = options[11]
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marblebias = int( options[12][0] )
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marblesharpnes = int( options[13][0] )
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marbleshape = int( options[14][0] )
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marblebias = int(options[12][0])
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marblesharpnes = int(options[13][0])
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marbleshape = int(options[14][0])
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invert = options[15]
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height = options[16]
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heightoffset = options[17]
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falloff = int( options[18][0] )
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falloff = int(options[18][0])
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sealevel = options[19]
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platlevel = options[20]
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strata = options[21]
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@ -249,30 +248,54 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
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origin_z = 0.0
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else:
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# randomise origin
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seed_set( rseed )
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seed_set(rseed)
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origin = random_unit_vector()
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origin_x = (( 0.5 - origin[0] ) * 1000.0) + x_offset
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origin_y = (( 0.5 - origin[1] ) * 1000.0) + y_offset
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origin_z = ( 0.5 - origin[2] ) * 1000.0
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origin_x = ((0.5 - origin[0]) * 1000.0) + x_offset
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origin_y = ((0.5 - origin[1]) * 1000.0) + y_offset
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origin_z = (0.5 - origin[2]) * 1000.0
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# adjust noise size and origin
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ncoords = ( x / nsize + origin_x, y / nsize + origin_y, z / nsize + origin_z )
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ncoords = (x / nsize + origin_x, y / nsize + origin_y, z / nsize + origin_z)
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# noise basis type's
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if nbasis == 9: nbasis = 14 # to get cellnoise basis you must set 14 instead of 9
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if vlbasis ==9: vlbasis = 14
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if nbasis == 9:
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nbasis = 14 # to get cellnoise basis you must set 14 instead of 9
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if vlbasis ==9:
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vlbasis = 14
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# noise type's
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if ntype == 'multi_fractal': value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
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elif ntype == 'ridged_multi_fractal': value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
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elif ntype == 'hybrid_multi_fractal': value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
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elif ntype == 'hetero_terrain': value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
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elif ntype == 'fractal': value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
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elif ntype == 'turbulence_vector': value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
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elif ntype == 'variable_lacunarity': value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
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elif ntype == 'marble_noise': value = marble_noise( x*2.0/falloffsize,y*2.0/falloffsize,z*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis )
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elif ntype == 'shattered_hterrain': value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
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elif ntype == 'strata_hterrain': value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
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elif ntype == 'planet_noise': value = planet_noise(ncoords, depth, hardnoise, nbasis)[2]*0.5+0.5
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if ntype == 'multi_fractal':
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value = multi_fractal(ncoords, dimension, lacunarity, depth, nbasis) * 0.5
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elif ntype == 'ridged_multi_fractal':
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value = ridged_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5
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elif ntype == 'hybrid_multi_fractal':
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value = hybrid_multi_fractal(ncoords, dimension, lacunarity, depth, offset, gain, nbasis) * 0.5
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elif ntype == 'hetero_terrain':
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value = hetero_terrain(ncoords, dimension, lacunarity, depth, offset, nbasis) * 0.25
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elif ntype == 'fractal':
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value = fractal(ncoords, dimension, lacunarity, depth, nbasis)
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elif ntype == 'turbulence_vector':
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value = turbulence_vector(ncoords, depth, hardnoise, nbasis)[0]
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elif ntype == 'variable_lacunarity':
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value = variable_lacunarity(ncoords, distortion, nbasis, vlbasis) + 0.5
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elif ntype == 'marble_noise':
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value = marble_noise(ncoords[0]*2.0/falloffsize,ncoords[1]*2.0/falloffsize,ncoords[2]*2/falloffsize, origin, nsize, marbleshape, marblebias, marblesharpnes, distortion, depth, hardnoise, nbasis)
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elif ntype == 'shattered_hterrain':
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value = shattered_hterrain(ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis)
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elif ntype == 'strata_hterrain':
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value = strata_hterrain(ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis)
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elif ntype == 'planet_noise':
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value = planet_noise(ncoords, depth, hardnoise, nbasis)[2]*0.5+0.5
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else:
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value = 0.0
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@ -291,39 +314,46 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,
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radius = (falloffsize/2)**2
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else:
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radius = falloffsize/2
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value = value - sealevel
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if( dist < radius ):
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if(dist < radius):
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dist = dist / radius
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dist = ( (dist) * (dist) * ( 3-2*(dist) ) )
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value = ( value - value * dist ) + sealevel
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dist = (dist * dist * (3-2 * dist))
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value = (value - value * dist) + sealevel
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else:
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value = sealevel
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# strata / terrace / layered
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if stratatype !='0':
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strata = strata / height
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if stratatype == '1':
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strata *= 2
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steps = ( sin( value*strata*pi ) * ( 0.1/strata*pi ) )
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value = ( value * (1.0-0.5) + steps*0.5 ) * 2.0
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steps = (sin( value*strata*pi) * (0.1/strata*pi))
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value = (value * (1.0-0.5) + steps*0.5) * 2.0
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elif stratatype == '2':
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steps = -abs( sin( value*(strata)*pi ) * ( 0.1/(strata)*pi ) )
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value =( value * (1.0-0.5) + steps*0.5 ) * 2.0
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steps = -abs( sin(value*(strata)*pi) * (0.1/(strata)*pi))
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value =(value * (1.0-0.5) + steps*0.5) * 2.0
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elif stratatype == '3':
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steps = abs( sin( value*(strata)*pi ) * ( 0.1/(strata)*pi ) )
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value =( value * (1.0-0.5) + steps*0.5 ) * 2.0
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steps = abs(sin(value*(strata)*pi) * (0.1/(strata)*pi))
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value =(value * (1.0-0.5) + steps*0.5) * 2.0
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else:
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value = value
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# clamp height
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if ( value < sealevel ): value = sealevel
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if ( value > platlevel ): value = platlevel
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if (value < sealevel):
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value = sealevel
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if (value > platlevel):
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value = platlevel
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return value
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###------------------------------------------------------------
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# generate grid
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def grid_gen( sub_d, size_me, options ):
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def grid_gen(sub_d, size_me, options):
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# mesh arrays
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verts = []
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faces = []
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@ -331,8 +361,8 @@ def grid_gen( sub_d, size_me, options ):
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# fill verts array
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for i in range (0, sub_d):
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for j in range(0,sub_d):
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u = (i/sub_d-1/2)
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v = (j/sub_d-1/2)
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u = (i/(sub_d-1)-1/2)
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v = (j/(sub_d-1)-1/2)
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x = size_me*u
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y = size_me*v
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z = landscape_gen(x,y,0.0,size_me,options)
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@ -356,7 +386,7 @@ def grid_gen( sub_d, size_me, options ):
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return verts, faces
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# generate sphere
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def sphere_gen( sub_d, size_me, options ):
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def sphere_gen(sub_d, size_me, options):
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# mesh arrays
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verts = []
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faces = []
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@ -496,7 +526,7 @@ class landscape_add(bpy.types.Operator):
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description="Distortion amount")
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HardNoise = BoolProperty(name="Hard",
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default=True,
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default=False,
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description="Hard noise")
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NoiseDepth = IntProperty(name="Depth",
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@ -622,15 +652,16 @@ class landscape_add(bpy.types.Operator):
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box.prop(self, 'SmoothMesh')
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box.prop(self, 'Subdivision')
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box.prop(self, 'MeshSize')
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box.prop(self, 'XOffset')
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box.prop(self, 'YOffset')
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box = layout.box()
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box.prop(self, 'NoiseType')
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if self.NoiseType != 'marble_noise':
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box.prop(self, 'BasisType')
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box.prop(self, 'BasisType')
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box.prop(self, 'RandomSeed')
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box.prop(self, 'XOffset')
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box.prop(self, 'YOffset')
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box.prop(self, 'NoiseSize')
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box = layout.box()
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if self.NoiseType == 'multi_fractal':
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box.prop(self, 'NoiseDepth')
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box.prop(self, 'mDimension')
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@ -745,10 +776,10 @@ class landscape_add(bpy.types.Operator):
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# Main function
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if self.SphereMesh !=0:
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# sphere
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verts, faces = sphere_gen( self.Subdivision, self.MeshSize, options )
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verts, faces = sphere_gen(self.Subdivision, self.MeshSize, options)
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else:
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# grid
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verts, faces = grid_gen( self.Subdivision, self.MeshSize, options )
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verts, faces = grid_gen(self.Subdivision, self.MeshSize, options)
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# create mesh object
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obj = create_mesh_object(context, verts, [], faces, "Landscape")
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