addons final Easter egg commit thanks to draguu

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Brendon Murphy 2017-06-16 01:03:53 +10:00
parent 554484965a
commit 36ba3f822e
1 changed files with 348 additions and 0 deletions

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lighting_dynamic_sky.py Normal file
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# Dynamic Sky.py (c) 2015 Pratik Solanki (Draguu)
#
# 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 3 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, see <http://www.gnu.org/licenses/>.
#
# ***** END GPL LICENCE BLOCK *****
bl_info = {
"name": "Dynamic Sky",
"author": "Pratik Solanki",
"version": (1, 0, 1),
"blender": (2, 78, 0),
"location": "View3D > Tools",
"description": "Creates Dynamic Sky for Cycles",
"warning": "",
"wiki_url": "http://www.dragoneex.com/downloads/dynamic-skyadd-on",
"category": "Lighting",
}
import bpy
class dsky(bpy.types.Operator):
bl_idname = "sky.dyn"
bl_label = "Make a Procidural sky"
def execute(self, context):
def clean_node_tree(node_tree):
nodes = node_tree.nodes
for node in nodes:
if not node.type == 'OUTPUT_WORLD':
nodes.remove(node)
return node_tree.nodes[0]
bpy.context.scene.render.engine = 'CYCLES'
def dynamic():
world = bpy.data.worlds.new('Dynamic')
world.cycles.sample_as_light = True
world.cycles.sample_map_resolution = 2048
world.use_nodes = True
nt = world.node_tree
bg = world.node_tree.nodes['Background']
bg.inputs[0].default_value[:3] = (0.5, .1, 0.6)
bg.inputs[1].default_value = 1
ntl = nt.links.new
tcor = nt.nodes.new(type="ShaderNodeTexCoord")
map = nt.nodes.new(type="ShaderNodeMapping")
map.vector_type = 'NORMAL'
nor = nt.nodes.new(type="ShaderNodeNormal")
cr1 = nt.nodes.new(type ="ShaderNodeValToRGB")
cr1.color_ramp.elements[0].position = 0.969
cr1.color_ramp.interpolation = 'EASE'
cr2 = nt.nodes.new(type ="ShaderNodeValToRGB")
cr2.color_ramp.elements[0].position = 0.991
cr2.color_ramp.elements[1].position = 1
cr2.color_ramp.interpolation = 'EASE'
cr3 = nt.nodes.new(type ="ShaderNodeValToRGB")
cr3.color_ramp.elements[0].position = 0.779
cr3.color_ramp.elements[1].position = 1
cr3.color_ramp.interpolation = 'EASE'
mat1 = nt.nodes.new(type ="ShaderNodeMath")
mat1.operation = 'MULTIPLY'
mat1.inputs[1].default_value = 0.2
mat2 = nt.nodes.new(type ="ShaderNodeMath")
mat2.operation = 'MULTIPLY'
mat2.inputs[1].default_value = 2
mat3 = nt.nodes.new(type ="ShaderNodeMath")
mat3.operation = 'MULTIPLY'
mat3.inputs[1].default_value = 40.9
mat4 = nt.nodes.new(type ="ShaderNodeMath")
mat4.operation = 'SUBTRACT'
mat4.inputs[1].default_value = 1
ntl(mat2.inputs[0],mat1.outputs[0])
ntl(mat4.inputs[0],mat3.outputs[0])
ntl(mat1.inputs[0],cr3.outputs[0])
ntl(mat3.inputs[0],cr2.outputs[0])
soft = nt.nodes.new(type = "ShaderNodeMixRGB")
soft_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
soft.inputs[0].default_value = 1
soft_1.inputs[0].default_value = 0.466
ntl(soft.inputs[1],mat2.outputs[0])
ntl(soft.inputs[2],mat4.outputs[0])
ntl(soft_1.inputs[1],mat2.outputs[0])
ntl(soft_1.inputs[2],cr2.outputs[0])
mix1 = nt.nodes.new(type = "ShaderNodeMixRGB")
mix1.blend_type = 'MULTIPLY'
mix1.inputs[0].default_value = 1
mix1_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
mix1_1.blend_type = 'MULTIPLY'
mix1_1.inputs[0].default_value = 1
mix2 = nt.nodes.new(type = "ShaderNodeMixRGB")
mix2_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
mix2.inputs[1].default_value = (0, 0, 0, 1)
mix2.inputs[2].default_value = (32, 22, 14, 200)
mix2_1.inputs[1].default_value = (0, 0, 0, 1)
mix2_1.inputs[2].default_value = (1, 0.820, 0.650,1)
ntl(mix1.inputs[1],soft.outputs[0])
ntl(mix1_1.inputs[1],soft_1.outputs[0])
ntl(mix2.inputs[0],mix1.outputs[0])
ntl(mix2_1.inputs[0],mix1_1.outputs[0])
gam = nt.nodes.new(type = "ShaderNodeGamma")
gam.inputs[1].default_value = 2.3
gam2 = nt.nodes.new(type = "ShaderNodeGamma")
gam2.inputs[1].default_value = 1
gam3 = nt.nodes.new(type = "ShaderNodeGamma")
gam3.inputs[1].default_value = 1
sunopa = nt.nodes.new(type = "ShaderNodeMixRGB")
sunopa.blend_type = 'ADD'
sunopa.inputs[0].default_value = 1
sunopa_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
sunopa_1.blend_type = 'ADD'
sunopa_1.inputs[0].default_value = 1
combine = nt.nodes.new(type = "ShaderNodeMixRGB")
ntl(combine.inputs[1],sunopa.outputs[0])
ntl(combine.inputs[2],sunopa_1.outputs[0])
lp = nt.nodes.new(type = "ShaderNodeLightPath")
ntl(combine.inputs[0],lp.outputs[0])
ntl(gam2.inputs[0],gam.outputs[0])
ntl(gam.inputs[0],mix2.outputs[0])
ntl(bg.inputs[0],combine.outputs[0])
map2 = nt.nodes.new(type = "ShaderNodeMapping")
map2.scale[2] = 6.00
map2.scale[0] = 1.5
map2.scale[1] = 1.5
n1 = nt.nodes.new(type = "ShaderNodeTexNoise")
n1.inputs[1].default_value = 3.8
n1.inputs[2].default_value = 2.4
n1.inputs[3].default_value = 0.5
n2 = nt.nodes.new(type = "ShaderNodeTexNoise")
n2.inputs[1].default_value = 2.0
n2.inputs[2].default_value = 10
n2.inputs[3].default_value = 0.2
ntl(n2.inputs[0],map2.outputs[0])
ntl(n1.inputs[0],map2.outputs[0])
sc1 = nt.nodes.new(type = "ShaderNodeValToRGB")
sc2 = nt.nodes.new(type = "ShaderNodeValToRGB")
sc3 = nt.nodes.new(type = "ShaderNodeValToRGB")
sc3_1 = nt.nodes.new(type = "ShaderNodeValToRGB")
sc4 = nt.nodes.new(type = "ShaderNodeValToRGB")
sc1.color_ramp.elements[1].position = 0.649
sc1.color_ramp.elements[0].position = 0.408
sc2.color_ramp.elements[1].position = 0.576
sc2.color_ramp.elements[0].position = 0.408
sc3.color_ramp.elements.new(0.5)
sc3.color_ramp.elements[2].position = 0.435
sc3.color_ramp.elements[1].position = 0.160
sc3.color_ramp.elements[0].position = 0.027
sc3.color_ramp.elements[1].color = (1, 1, 1, 1)
sc3.color_ramp.elements[0].color = (0.419, 0.419, 0.419, 0.419)
sc3.color_ramp.elements[0].position = 0.0
sc4.color_ramp.elements[0].position = 0.0
sc4.color_ramp.elements[1].position = 0.469
sc4.color_ramp.elements[1].color = (0, 0, 0, 1)
sc4.color_ramp.elements[0].color = (1, 1, 0.917412, 1)
sc3_1.color_ramp.elements.new(0.5)
sc3_1.color_ramp.elements[2].position = 0.435
sc3_1.color_ramp.elements[1].position = 0.187
sc3_1.color_ramp.elements[1].color = (1, 1, 1, 1)
sc3_1.color_ramp.elements[0].color = (0, 0, 0, 0)
sc3_1.color_ramp.elements[0].position = 0.0
smix1 = nt.nodes.new(type = "ShaderNodeMixRGB")
smix2 = nt.nodes.new(type = "ShaderNodeMixRGB")
smix2_1 = nt.nodes.new(type = "ShaderNodeMixRGB")
smix3 = nt.nodes.new(type = "ShaderNodeMixRGB")
smix4 = nt.nodes.new(type = "ShaderNodeMixRGB")
smix5 = nt.nodes.new(type = "ShaderNodeMixRGB")
smix1.inputs[1].default_value = (1, 1, 1, 1)
smix1.inputs[2].default_value = (0, 0, 0, 1)
smix2.inputs[0].default_value = 0.267
smix2.blend_type = 'MULTIPLY'
smix2_1.inputs[0].default_value = 1
smix2_1.blend_type = 'MULTIPLY'
smix3.inputs[1].default_value = (0.434, 0.838, 1, 1)
smix3.inputs[2].default_value = (0.962, 0.822, 0.822, 1)
smix4.blend_type = 'MULTIPLY'
smix4.inputs[0].default_value = 1
smix5.blend_type = 'SCREEN'
smix5.inputs[0].default_value = 1
srgb = nt.nodes.new(type = "ShaderNodeSeparateRGB")
aniadd = nt.nodes.new(type = "ShaderNodeMath")
crgb = nt.nodes.new(type = "ShaderNodeCombineRGB")
sunrgb = nt.nodes.new(type = "ShaderNodeMixRGB")
sunrgb.blend_type = 'MULTIPLY'
sunrgb.inputs[2].default_value = (32, 30, 30, 200)
sunrgb.inputs[0].default_value = 1
ntl(mix2.inputs[2],sunrgb.outputs[0])
ntl(smix1.inputs[0],sc2.outputs[0])
ntl(smix2.inputs[1],smix1.outputs[0])
ntl(smix2.inputs[2],sc1.outputs[0])
ntl(smix2_1.inputs[2],sc3_1.outputs[0])
ntl(smix3.inputs[0],sc4.outputs[0])
ntl(smix4.inputs[2],smix3.outputs[0])
ntl(smix4.inputs[1],sc3.outputs[0])
ntl(smix5.inputs[1],smix4.outputs[0])
ntl(smix2_1.inputs[1],smix2.outputs[0])
ntl(smix5.inputs[2],smix2_1.outputs[0])
ntl(sunopa.inputs[1],gam3.outputs[0])
ntl(gam3.inputs[0],smix5.outputs[0])
ntl(mix1.inputs[2],sc3.outputs[0])
ntl(sunopa.inputs[2],gam2.outputs[0])
ntl(sc1.inputs[0],n1.outputs[0])
ntl(sc2.inputs[0],n2.outputs[0])
skynor = nt.nodes.new(type = "ShaderNodeNormal")
ntl(sc3.inputs[0],skynor.outputs[1])
ntl(sc4.inputs[0],skynor.outputs[1])
ntl(sc3_1.inputs[0],skynor.outputs[1])
ntl(map2.inputs[0],crgb.outputs[0])
ntl(skynor.inputs[0],tcor.outputs[0])
ntl(mix1_1.inputs[2],sc3.outputs[0])
ntl(srgb.inputs[0],tcor.outputs[0])
ntl(crgb.inputs[1],srgb.outputs[1])
ntl(crgb.inputs[2],srgb.outputs[2])
ntl(aniadd.inputs[1],srgb.outputs[0])
ntl(crgb.inputs[0],aniadd.outputs[0])
#-------------
ntl(cr1.inputs[0],nor.outputs[1])
ntl(cr2.inputs[0],cr1.outputs[0])
ntl(cr3.inputs[0],nor.outputs[1])
ntl(nor.inputs[0],map.outputs[0])
ntl(map.inputs[0],tcor.outputs[0])
ntl(sunopa_1.inputs[1],smix5.outputs[0])
ntl(sunopa_1.inputs[2],mix2_1.outputs[0])
dynamic()
return {'FINISHED'}
class Dynapanel(bpy.types.Panel):
bl_label = "Dynamic sky"
bl_idname = "SCENE_PT_layout"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_context = "objectmode"
bl_category = "Tools"
def draw(self, context):
layout = self.layout
scene = context.scene
layout.operator("sky.dyn", text = "Create", icon='MAT_SPHERE_SKY')
if bpy.data.worlds['Dynamic']:
col = layout.column()
m = bpy.data.worlds['Dynamic'].node_tree.nodes[28]
m = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.012'].inputs[1]
n = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.012'].inputs[2]
o = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.014'].inputs[0]
d = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.010'].inputs[0]
so = bpy.data.worlds['Dynamic'].node_tree.nodes['Gamma.001'].inputs[1]
so2 = bpy.data.worlds['Dynamic'].node_tree.nodes['Gamma.002'].inputs[1]
sc = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.004'].inputs[2]
no = bpy.data.worlds['Dynamic'].node_tree.nodes['Normal'].outputs[0]
sof = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix'].inputs[0]
bgp = bpy.data.worlds['Dynamic'].node_tree.nodes['Background'].inputs[1]
suc = bpy.data.worlds['Dynamic'].node_tree.nodes['Mix.015'].inputs[1]
col.label("Scene Control")
col.prop(bgp, "default_value", text="Brightness")
col.prop(so2, "default_value", text="Shadow color saturation")
col.label("---------------------------------------------------------")
col.label("Sky Control")
col.prop(m,"default_value", text="Cloud color")
col.prop(n, "default_value", text="Horizon Color")
col.prop(o, "default_value", text="Cloud opacity")
col.prop(d, "default_value", text="Cloud density")
col.label("---------------------------------------------------------")
col.label("Sun Control")
col.prop(suc, "default_value", text="")
col.prop(so, "default_value", text="Sun value")
col.prop(sof, "default_value", text="Soft hard")
col.prop(no, "default_value", text="")
else:
col = layout.column()
col.label("---------------------------------------------------------")
def register():
bpy.utils.register_class(Dynapanel)
bpy.utils.register_class(dsky)
def unregister():
bpy.utils.unregister_class(Dynapanel)
bpy.utils.unregister_class(dsky)
if __name__ == "__main__":
register()