Update Cloud Gen: T48116 Depreciate Particles, Cycles Support

This commit is contained in:
Brendon Murphy 2016-04-19 12:52:04 +10:00
parent 1afaa00ebb
commit dac60f2a94
1 changed files with 381 additions and 119 deletions

View File

@ -22,11 +22,12 @@ bl_info = {
"name": "Cloud Generator",
"author": "Nick Keeline(nrk)",
"version": (1, 0),
"blender": (2, 75, 0),
"location": "Blender Render: Tool Shelf > Create Tab",
"blender": (2, 77, 0),
"location": "Tool Shelf > Create Tab",
"description": "Creates Volumetric Clouds",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Object/Cloud_Gen",
"tracker_url" : "https://developer.blender.org/maniphest/project/3/type/Bug/",
"category": "Object",
}
@ -34,6 +35,145 @@ import bpy
from bpy.props import BoolProperty, EnumProperty
from bpy.types import Operator, Panel
# For Cycles Render we create node groups or if it already exists we return it.
def CreateNodeGroup(Type):
# Look for NodeTree if it already exists return it
CreateGroup = True
for Group in bpy.data.node_groups:
if Group.name == Type:
CreateGroup = False
NodeGroup = Group
if CreateGroup == True:
NodeGroup = bpy.data.node_groups.new(name=Type,type="ShaderNodeTree")
NodeGroup.name = Type
NodeGroup.bl_label = Type
NodeGroup.nodes.clear()
# Create a bunch of nodes and group them based on input to the def
# Function type
if Type == 'CloudGen_VolumeProperties':
AddAddAndEmission = NodeGroup.nodes.new('ShaderNodeAddShader')
AddAddAndEmission.location = [300,395]
AddAbsorptionAndScatter = NodeGroup.nodes.new('ShaderNodeAddShader')
AddAbsorptionAndScatter.location = [0,395]
VolumeAbsorption = NodeGroup.nodes.new('ShaderNodeVolumeAbsorption')
VolumeAbsorption.location = [-300,395]
VolumeScatter = NodeGroup.nodes.new('ShaderNodeVolumeScatter')
VolumeScatter.location = [-300,0]
VolumeEmission = NodeGroup.nodes.new('ShaderNodeEmission')
VolumeEmission.location = [-300,-300]
MathAbsorptionMultiply = NodeGroup.nodes.new('ShaderNodeMath')
MathAbsorptionMultiply.location = [-750,395]
MathAbsorptionMultiply.operation = 'MULTIPLY'
MathScatterMultiply = NodeGroup.nodes.new('ShaderNodeMath')
MathScatterMultiply.location = [-750,0]
MathScatterMultiply.operation = 'MULTIPLY'
MathEmissionMultiply = NodeGroup.nodes.new('ShaderNodeMath')
MathEmissionMultiply.location = [-750,-300]
MathEmissionMultiply.operation = 'MULTIPLY'
MathBrightnessMultiply = NodeGroup.nodes.new('ShaderNodeMath')
MathBrightnessMultiply.location = [-1200,0]
MathBrightnessMultiply.operation = 'MULTIPLY'
MathGreaterThan = NodeGroup.nodes.new('ShaderNodeMath')
MathGreaterThan.location = [-1200,600]
MathGreaterThan.operation = 'GREATER_THAN'
MathGreaterThan.inputs[1].default_value = 0
NodeGroup.links.new(AddAddAndEmission.inputs[0],AddAbsorptionAndScatter.outputs[0])
NodeGroup.links.new(AddAddAndEmission.inputs[1],VolumeEmission.outputs[0])
NodeGroup.links.new(AddAbsorptionAndScatter.inputs[0],VolumeAbsorption.outputs[0])
NodeGroup.links.new(AddAbsorptionAndScatter.inputs[1],VolumeScatter.outputs[0])
NodeGroup.links.new(VolumeAbsorption.inputs[1],MathAbsorptionMultiply.outputs[0])
NodeGroup.links.new(VolumeScatter.inputs[1],MathScatterMultiply.outputs[0])
NodeGroup.links.new(VolumeEmission.inputs[1],MathEmissionMultiply.outputs[0])
NodeGroup.links.new(MathAbsorptionMultiply.inputs[0],MathGreaterThan.outputs[0])
NodeGroup.links.new(MathScatterMultiply.inputs[0],MathGreaterThan.outputs[0])
NodeGroup.links.new(MathEmissionMultiply.inputs[0],MathGreaterThan.outputs[0])
NodeGroup.links.new(VolumeAbsorption.inputs[0],MathBrightnessMultiply.outputs[0])
# Create and Link In/Out to Group Node
# Outputs
group_outputs = NodeGroup.nodes.new('NodeGroupOutput')
group_outputs.location = (600,395)
NodeGroup.outputs.new('NodeSocketShader','shader_out')
NodeGroup.links.new(AddAddAndEmission.outputs[0],group_outputs.inputs['shader_out'])
# Inputs
group_inputs = NodeGroup.nodes.new('NodeGroupInput')
group_inputs.location = (-1500,-300)
NodeGroup.inputs.new('NodeSocketFloat','Density')
NodeGroup.inputs.new('NodeSocketFloat','Absorption Multiply')
NodeGroup.inputs.new('NodeSocketColor','Absorption Color')
NodeGroup.inputs.new('NodeSocketFloat','Scatter Multiply')
NodeGroup.inputs.new('NodeSocketColor','Scatter Color')
NodeGroup.inputs.new('NodeSocketFloat','Emission Amount')
NodeGroup.inputs.new('NodeSocketFloat','Cloud Brightness')
NodeGroup.links.new(group_inputs.outputs['Density'],MathGreaterThan.inputs[0])
NodeGroup.links.new(group_inputs.outputs['Absorption Multiply'],MathAbsorptionMultiply.inputs[1])
NodeGroup.links.new(group_inputs.outputs['Absorption Color'],MathBrightnessMultiply.inputs[0])
NodeGroup.links.new(group_inputs.outputs['Scatter Multiply'],MathScatterMultiply.inputs[1])
NodeGroup.links.new(group_inputs.outputs['Scatter Color'],VolumeScatter.inputs[0])
NodeGroup.links.new(group_inputs.outputs['Emission Amount'],MathEmissionMultiply.inputs[1])
NodeGroup.links.new(group_inputs.outputs['Cloud Brightness'],MathBrightnessMultiply.inputs[1])
if Type == 'CloudGen_TextureProperties':
MathAdd = NodeGroup.nodes.new('ShaderNodeMath')
MathAdd.location = [-200,0]
MathAdd.operation = 'ADD'
MathDensityMultiply = NodeGroup.nodes.new('ShaderNodeMath')
MathDensityMultiply.location = [-390,0]
MathDensityMultiply.operation = 'MULTIPLY'
PointDensityRamp = NodeGroup.nodes.new('ShaderNodeValToRGB')
PointDensityRamp.location = [-675,-250]
PointRamp = PointDensityRamp.color_ramp
PElements = PointRamp.elements
PElements[0].position = 0.418
PElements[0].color = 0, 0, 0, 1
PElements[1].position = 0.773
PElements[1].color = 1, 1, 1, 1
CloudRamp = NodeGroup.nodes.new('ShaderNodeValToRGB')
CloudRamp.location = [-675,0]
CRamp = CloudRamp.color_ramp
CElements = CRamp.elements
CElements[0].position = 0.527
CElements[0].color = 0, 0, 0, 1
CElements[1].position = 0.759
CElements[1].color = 1, 1, 1, 1
NoiseTex = NodeGroup.nodes.new('ShaderNodeTexNoise')
NoiseTex.location = [-940,0]
NoiseTex.inputs['Detail'].default_value = 4
TexCoord = NodeGroup.nodes.new('ShaderNodeTexCoord')
TexCoord.location = [-1250,0]
NodeGroup.links.new(MathAdd.inputs[0],MathDensityMultiply.outputs[0])
NodeGroup.links.new(MathAdd.inputs[1],PointDensityRamp.outputs[0])
NodeGroup.links.new(MathDensityMultiply.inputs[0],CloudRamp.outputs[0])
NodeGroup.links.new(CloudRamp.inputs[0],NoiseTex.outputs[0])
NodeGroup.links.new(NoiseTex.inputs[0],TexCoord.outputs[3])
# Create and Link In/Out to Group Nodes
# Outputs
group_outputs = NodeGroup.nodes.new('NodeGroupOutput')
group_outputs.location = (0,0)
NodeGroup.outputs.new('NodeSocketFloat','Density W_CloudTex')
NodeGroup.links.new(MathAdd.outputs[0],group_outputs.inputs['Density W_CloudTex'])
# Inputs
group_inputs = NodeGroup.nodes.new('NodeGroupInput')
group_inputs.location = (-1250,-300)
NodeGroup.inputs.new('NodeSocketFloat','Scale')
NodeGroup.inputs.new('NodeSocketFloat','Point Density In')
NodeGroup.links.new(group_inputs.outputs['Scale'],NoiseTex.inputs['Scale'])
NodeGroup.links.new(group_inputs.outputs['Point Density In'],MathDensityMultiply.inputs[1])
NodeGroup.links.new(group_inputs.outputs['Point Density In'],PointDensityRamp.inputs[0])
return NodeGroup
# This routine takes an object and deletes all of the geometry in it
# and adds a bounding box to it.
@ -306,43 +446,38 @@ class VIEW3D_PT_tools_cloud(Panel):
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
if context.scene.render.engine == "BLENDER_RENDER":
active_obj = context.active_object
layout = self.layout
col = layout.column(align=True)
active_obj = context.active_object
layout = self.layout
col = layout.column(align=True)
WhatToDo = getActionToDo(active_obj)
WhatToDo = getActionToDo(active_obj)
if WhatToDo == 'DEGENERATE':
col.operator("cloud.generate_cloud", text="DeGenerate")
if WhatToDo == 'DEGENERATE':
col.operator("cloud.generate_cloud", text="DeGenerate")
elif WhatToDo == 'CLOUD_CONVERT_TO_MESH':
col.operator("cloud.generate_cloud", text="Convert to Mesh")
elif WhatToDo == 'CLOUD_CONVERT_TO_MESH':
col.operator("cloud.generate_cloud", text="Convert to Mesh")
elif WhatToDo == 'NO_SELECTION_DO_NOTHING':
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud")
elif WhatToDo == 'NO_SELECTION_DO_NOTHING':
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud")
elif WhatToDo == 'CLOUD_DO_NOTHING':
col.label(text="Must select")
col.label(text="bound box")
elif WhatToDo == 'CLOUD_DO_NOTHING':
col.label(text="Must select")
col.label(text="bound box")
elif WhatToDo == 'GENERATE':
col.operator("cloud.generate_cloud", text="Generate Cloud")
elif WhatToDo == 'GENERATE':
col.operator("cloud.generate_cloud", text="Generate Cloud")
col.prop(context.scene, "cloud_type")
col.prop(context.scene, "cloudsmoothing")
else:
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud")
col.prop(context.scene, "cloud_type")
col.prop(context.scene, "cloudparticles")
col.prop(context.scene, "cloudsmoothing")
else:
col.label(text="Select one or more")
col.label(text="objects to generate")
col.label(text="a cloud")
if context.scene.render.engine == "CYCLES":
layout = self.layout
layout.label(text="Blender Render Only")
class GenerateCloud(Operator):
"""Create a Cloud,Undo Cloud, or convert to Mesh Cloud depending on selection"""
bl_idname = "cloud.generate_cloud"
@ -357,14 +492,15 @@ class GenerateCloud(Operator):
else:
return (context.active_object.type == 'MESH')
def execute(self, context):
# Make variable that is the current .blend file main data blocks
# Prevent unsupported Execution in Local View modes
space_data = bpy.context.space_data
if True in space_data.layers_local_view:
self.report({'INFO'}, 'Global Perspective mode only unable to continue.')
self.report({'INFO'}, 'Global Perspective modes only unable to continue.')
return {'FINISHED'}
# Make variable that is the current .blend file main data blocks
blend_data = context.blend_data
# Make variable that is the active object selected by user
@ -376,20 +512,33 @@ class GenerateCloud(Operator):
# Parameters the user may want to change:
# Number of points this number is multiplied by the volume to get
# the number of points the scripts will put in the volume.
numOfPoints = 1.0
maxNumOfPoints = 100000
maxPointDensityRadius = 1.5
scattering = 2.5
pointDensityRadiusFactor = 1.0
densityScale = 1.5
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
numOfPoints = 1.0
maxNumOfPoints = 100000
maxPointDensityRadius = 1.5
scattering = 2.5
pointDensityRadiusFactor = 1.0
densityScale = 1.5
elif bpy.context.scene.render.engine == 'CYCLES':
numOfPoints = .80
maxNumOfPoints = 100000
maxPointDensityRadius = 1.0
scattering = 2.5
pointDensityRadiusFactor = .37
densityScale = 1.5
noiseScale = 1
# What should we do?
WhatToDo = getActionToDo(active_object)
if WhatToDo == 'DEGENERATE':
# Degenerate Cloud
mainObj = active_object
bpy.ops.object.hide_view_clear()
cloudMembers = active_object.children
createdObjects = []
@ -486,6 +635,7 @@ class GenerateCloud(Operator):
selObj.name = "DefinitioinObj"
selObj.draw_type = 'WIRE'
selObj.hide_render = True
selObj.hide = True
makeParent(bounds, selObj, scene)
# Do the same to the 1. object since it is no longer in list.
@ -562,54 +712,118 @@ class GenerateCloud(Operator):
bpy.ops.object.material_slot_add()
bounds.material_slots[0].material = cloudMaterial
# Set Up the Cloud Material
cloudMaterial.name = "CloudMaterial"
cloudMaterial.type = 'VOLUME'
mVolume = cloudMaterial.volume
mVolume.scattering = scattering
mVolume.density = 0
mVolume.density_scale = densityScale
mVolume.transmission_color = 3.0, 3.0, 3.0
mVolume.step_size = 0.1
mVolume.use_light_cache = True
mVolume.cache_resolution = 45
# Add a texture
# vMaterialTextureSlots = cloudMaterial.texture_slots # UNUSED
cloudtex = blend_data.textures.new("CloudTex", type='CLOUDS')
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_scale = 2
mtex = cloudMaterial.texture_slots.add()
mtex.texture = cloudtex
mtex.texture_coords = 'ORCO'
mtex.use_map_color_diffuse = True
# Set time
scene.frame_current = 1
#Set Up Material for Blender Internal
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
# Set Up the Cloud Material
cloudMaterial.name = "CloudMaterial"
cloudMaterial.type = 'VOLUME'
mVolume = cloudMaterial.volume
mVolume.scattering = scattering
mVolume.density = 0
mVolume.density_scale = densityScale
mVolume.transmission_color = 3.0, 3.0, 3.0
mVolume.step_size = 0.1
mVolume.use_light_cache = True
mVolume.cache_resolution = 45
# Add a Point Density texture
pDensity = blend_data.textures.new("CloudPointDensity", 'POINT_DENSITY')
# Add a texture
# vMaterialTextureSlots = cloudMaterial.texture_slots # UNUSED
cloudtex = blend_data.textures.new("CloudTex", type='CLOUDS')
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_scale = 2
mtex = cloudMaterial.texture_slots.add()
mtex.texture = cloudtex
mtex.texture_coords = 'ORCO'
mtex.use_map_color_diffuse = True
mtex = cloudMaterial.texture_slots.add()
mtex.texture = pDensity
mtex.texture_coords = 'GLOBAL'
mtex.use_map_density = True
mtex.use_rgb_to_intensity = True
mtex.texture_coords = 'GLOBAL'
# Set time
scene.frame_current = 1
pDensity.point_density.vertex_cache_space = 'WORLD_SPACE'
pDensity.point_density.use_turbulence = True
pDensity.point_density.noise_basis = 'VORONOI_F2'
pDensity.point_density.turbulence_depth = 3
# Add a Point Density texture
pDensity = blend_data.textures.new("CloudPointDensity", 'POINT_DENSITY')
pDensity.use_color_ramp = True
pRamp = pDensity.color_ramp
#pRamp.use_interpolation = 'LINEAR'
pRampElements = pRamp.elements
#pRampElements[1].position = .9
#pRampElements[1].color = 0.18, 0.18, 0.18, 0.8
bpy.ops.texture.slot_move(type='UP')
mtex = cloudMaterial.texture_slots.add()
mtex.texture = pDensity
mtex.texture_coords = 'GLOBAL'
mtex.use_map_density = True
mtex.use_rgb_to_intensity = True
mtex.texture_coords = 'GLOBAL'
pDensity.point_density.vertex_cache_space = 'WORLD_SPACE'
pDensity.point_density.use_turbulence = True
pDensity.point_density.noise_basis = 'VORONOI_F2'
pDensity.point_density.turbulence_depth = 3
pDensity.use_color_ramp = True
pRamp = pDensity.color_ramp
#pRamp.use_interpolation = 'LINEAR'
pRampElements = pRamp.elements
#pRampElements[1].position = .9
#pRampElements[1].color = 0.18, 0.18, 0.18, 0.8
bpy.ops.texture.slot_move(type='UP')
#Set Up Material for Cycles Engine
elif bpy.context.scene.render.engine == 'CYCLES':
VolumePropertiesGroup = CreateNodeGroup('CloudGen_VolumeProperties')
CloudTexPropertiesGroup = CreateNodeGroup('CloudGen_TextureProperties')
cloudMaterial.name = "CloudMaterial"
# Add a texture
# vMaterialTextureSlots = cloudMaterial.texture_slots # UNUSED
cloudtex = blend_data.textures.new("CloudTex", type='CLOUDS')
cloudtex.noise_type = 'HARD_NOISE'
cloudtex.noise_scale = 2
cloudMaterial.use_nodes = True
cloudTree = cloudMaterial.node_tree
cloudMatNodes = cloudTree.nodes
cloudMatNodes.clear()
outputNode = cloudMatNodes.new('ShaderNodeOutputMaterial')
outputNode.location = (200,300)
tranparentNode = cloudMatNodes.new('ShaderNodeBsdfTransparent')
tranparentNode.location = (0,300)
volumeGroup = cloudMatNodes.new("ShaderNodeGroup")
volumeGroup.node_tree = VolumePropertiesGroup
volumeGroup.location = (0,150)
cloudTexGroup = cloudMatNodes.new("ShaderNodeGroup")
cloudTexGroup.node_tree = CloudTexPropertiesGroup
cloudTexGroup.location = (-200,150)
PointDensityNode = cloudMatNodes.new("ShaderNodeTexPointDensity")
PointDensityNode.location = (-400,150)
PointDensityNode.resolution = 100
PointDensityNode.space = 'OBJECT'
PointDensityNode.interpolation = 'Linear'
# PointDensityNode.color_source = 'CONSTANT'
cloudTree.links.new(outputNode.inputs[0],tranparentNode.outputs[0])
cloudTree.links.new(outputNode.inputs[1],volumeGroup.outputs[0])
cloudTree.links.new(volumeGroup.inputs[0],cloudTexGroup.outputs[0])
cloudTree.links.new(cloudTexGroup.inputs[1],PointDensityNode.outputs[1])
#PointDensityNode.point_source = 'PARTICLE_SYSTEM'
#VolumePropsNode = cloudMatNodes.new(VolumePropertiesGroup)
#VolumePropsNode.location = (-200,0)
#tree = bpy.data.materials['CloudMaterial'].node_tree
#group = bpy.data.groups.data.node_groups['CloudGen_VolumeProperties']
#newgroup = tree.nodes.new("ShaderNodeGroup")
#newgroup.node_tree = bpy.data.node_groups['CloudGen_VolumeProperties']
#ramp = tree.nodes.new('ShaderNodeValToRGB')
#cramp = ramp.color_ramp
#mport bpy
#obj = bpy.data.objects['CloudBounds']
#(obj.dimensions[0] * obj.dimensions[1] * obj.dimensions[2])
# Estimate the number of particles for the size of bounds.
volumeBoundBox = (bounds.dimensions[0] * bounds.dimensions[1] * bounds.dimensions[2])
numParticles = int((2.4462 * volumeBoundBox + 430.4) * numOfPoints)
@ -623,10 +837,19 @@ class GenerateCloud(Operator):
# of bounds.
cloudParticles.settings.count = numParticles
pDensity.point_density.radius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
PDensityRadius = (.00013764 * volumeBoundBox + .3989) * pointDensityRadiusFactor
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
pDensity.point_density.radius = PDensityRadius
if pDensity.point_density.radius > maxPointDensityRadius:
pDensity.point_density.radius = maxPointDensityRadius
if pDensity.point_density.radius > maxPointDensityRadius:
pDensity.point_density.radius = maxPointDensityRadius
elif bpy.context.scene.render.engine == 'CYCLES':
PointDensityNode.radius = PDensityRadius
if PDensityRadius > maxPointDensityRadius:
PointDensityNode.radius = maxPointDensityRadius
# Set time to 1.
scene.frame_current = 1
@ -656,53 +879,92 @@ class GenerateCloud(Operator):
# Apply modifier
bpy.ops.object.modifier_apply(apply_as='DATA', modifier=cldPntsModifiers[0].name)
pDensity.point_density.point_source = 'OBJECT'
pDensity.point_density.object = cloudPnts
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
pDensity.point_density.point_source = 'OBJECT'
pDensity.point_density.object = cloudPnts
elif bpy.context.scene.render.engine == 'CYCLES':
PointDensityNode.point_source = 'OBJECT'
PointDensityNode.object = cloudPnts
removeParticleSystemFromObj(scene, cloud)
else:
pDensity.point_density.point_source = 'PARTICLE_SYSTEM'
pDensity.point_density.object = cloud
pDensity.point_density.particle_system = cloudParticles
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
pDensity.point_density.point_source = 'PARTICLE_SYSTEM'
pDensity.point_density.object = cloud
pDensity.point_density.particle_system = cloudParticles
if scene.cloud_type == '1': # Cumulous
print("Cumulous")
mVolume.density_scale = 2.22
pDensity.point_density.turbulence_depth = 10
pDensity.point_density.turbulence_strength = 6.3
pDensity.point_density.turbulence_scale = 2.9
pRampElements[1].position = .606
pDensity.point_density.radius = pDensity.point_density.radius + 0.1
elif bpy.context.scene.render.engine == 'CYCLES':
PointDensityNode.point_source = 'PARTICLE_SYSTEM'
PointDensityNode.particle_system = cloudPnts
if bpy.context.scene.render.engine == 'BLENDER_RENDER':
if scene.cloud_type == '1': # Cumulous
print("Cumulous")
mVolume.density_scale = 2.22
pDensity.point_density.turbulence_depth = 10
pDensity.point_density.turbulence_strength = 6.3
pDensity.point_density.turbulence_scale = 2.9
pRampElements[1].position = .606
pDensity.point_density.radius = pDensity.point_density.radius + 0.1
elif scene.cloud_type == '2': # Cirrus
print("Cirrus")
pDensity.point_density.turbulence_strength = 22
mVolume.transmission_color = 3.5, 3.5, 3.5
mVolume.scattering = 0.13
elif scene.cloud_type == '2': # Cirrus
print("Cirrus")
pDensity.point_density.turbulence_strength = 22
mVolume.transmission_color = 3.5, 3.5, 3.5
mVolume.scattering = 0.13
elif scene.cloud_type == '3': # Explosion
mVolume.emission = 1.42
mtex.use_rgb_to_intensity = False
pRampElements[0].position = 0.825
pRampElements[0].color = 0.119, 0.119, 0.119, 1
pRampElements[1].position = .049
pRampElements[1].color = 1.0, 1.0, 1.0, 0
pDensity.point_density.turbulence_strength = 1.5
pRampElement1 = pRampElements.new(.452)
pRampElement1.color = 0.814, 0.112, 0, 1
pRampElement2 = pRampElements.new(.234)
pRampElement2.color = 0.814, 0.310, 0.002, 1
pRampElement3 = pRampElements.new(0.669)
pRampElement3.color = 0.0, 0.0, 0.040, 1
elif scene.cloud_type == '3': # Explosion
print("Explosion")
mVolume.emission = 1.42
mtex.use_rgb_to_intensity = False
pRampElements[0].position = 0.825
pRampElements[0].color = 0.119, 0.119, 0.119, 1
pRampElements[1].position = .049
pRampElements[1].color = 1.0, 1.0, 1.0, 0
pDensity.point_density.turbulence_strength = 1.5
pRampElement1 = pRampElements.new(.452)
pRampElement1.color = 0.814, 0.112, 0, 1
pRampElement2 = pRampElements.new(.234)
pRampElement2.color = 0.814, 0.310, 0.002, 1
pRampElement3 = pRampElements.new(0.669)
pRampElement3.color = 0.0, 0.0, 0.040, 1
elif bpy.context.scene.render.engine == 'CYCLES':
volumeGroup.inputs['Absorption Multiply'].default_value = 50
volumeGroup.inputs['Absorption Color'].default_value = (1.0, 1.0, 1.0, 1.0)
volumeGroup.inputs['Scatter Multiply'].default_value = 30
volumeGroup.inputs['Scatter Color'].default_value = (.58, .58, .58, 1.0)
volumeGroup.inputs['Emission Amount'].default_value = .1
volumeGroup.inputs['Cloud Brightness'].default_value = 1.3
noiseCloudScale = volumeBoundBox*(-.001973)+5.1216
if noiseCloudScale < .05:
noiseCloudScale = .05
cloudTexGroup.inputs['Scale'].default_value = noiseCloudScale
if scene.cloud_type == '1': # Cumulous
print("Cumulous")
elif scene.cloud_type == '2': # Cirrus
print("Cirrus")
elif scene.cloud_type == '3': # Explosion
print("Explosion")
#to cloud to view in cycles in render mode we need to hide geometry meshes...
firstObject.hide = True
cloud.hide = True
# Select the object.
bounds.select = True
scene.objects.active = bounds
#Let's resize the bound box to be more accurate.
how_much_bigger = pDensity.point_density.radius + 0.1
how_much_bigger = PDensityRadius + 0.1
#If it's a particle cloud use cloud mesh if otherwise use point mesh
if not scene.cloudparticles: