update ant landscape by @jimmyhaze

This commit is contained in:
Brendon Murphy 2016-08-08 22:17:24 +10:00
parent 080432b1f2
commit 1c7bbbd872
1 changed files with 98 additions and 67 deletions

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