update add_mesh_ant_landscape.py add Farsthary planet noise re: T48967
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@ -19,13 +19,14 @@
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bl_info = {
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"name": "ANT Landscape",
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"author": "Jimmy Hazevoet",
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"version": (0,1,3),
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"version": (0, 1, 4),
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"blender": (2, 77, 0),
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"location": "View3D > Add > Mesh",
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"description": "Add a landscape primitive",
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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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@ -34,15 +35,17 @@ Another Noise Tool: Landscape mesh generator
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MESH OPTIONS:
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Mesh update: Turn this on for interactive mesh update.
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Sphere: Generate sphere or a grid mesh. (Turn height falloff off for sphere mesh)
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Sphere: Generate sphere or a grid mesh.
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Smooth: Generate smooth shaded mesh.
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Subdivision: Number of mesh subdivisions, higher numbers gives more detail but also slows down the script.
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Mesh size: X,Y size of the grid mesh (in blender units).
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Mesh size: X,Y size of the grid mesh in blender units.
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X_Offset: Noise x offset in blender units (make tiled terrain)
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Y_Offset: Noise y offset in blender units
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NOISE OPTIONS: ( Most of these options are the same as in blender textures. )
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Random seed: Use this to randomise the origin of the noise function.
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Noise size: Size of the noise.
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Noise type: Available noise types: multiFractal, ridgedMFractal, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Cellnoise, Shattered_hTerrain, Marble
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Noise type: Available noise types: multiFractal, ridgedMFractal, fBm, hybridMFractal, heteroTerrain, Turbulence, Distorted Noise, Marble, Shattered_hTerrain, Strata_hTerrain, Planet_noise
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Noise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
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VLNoise basis: Blender, Perlin, NewPerlin, Voronoi_F1, Voronoi_F2, Voronoi_F3, Voronoi_F4, Voronoi_F2-F1, Voronoi Crackle, Cellnoise
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Distortion: Distortion amount.
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@ -92,75 +95,6 @@ def create_mesh_object(context, verts, edges, faces, name):
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from bpy_extras import object_utils
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return object_utils.object_data_add(context, mesh, operator=None)
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# A very simple "bridge" tool.
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# Connects two equally long vertex rows with faces.
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# Returns a list of the new faces (list of lists)
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#
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# vertIdx1 ... First vertex list (list of vertex indices).
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# vertIdx2 ... Second vertex list (list of vertex indices).
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# closed ... Creates a loop (first & last are closed).
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# flipped ... Invert the normal of the face(s).
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#
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# Note: You can set vertIdx1 to a single vertex index to create
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# a fan/star of faces.
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# Note: If both vertex idx list are the same length they have
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# to have at least 2 vertices.
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def createFaces(vertIdx1, vertIdx2, closed=False, flipped=False):
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faces = []
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if not vertIdx1 or not vertIdx2:
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return None
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if len(vertIdx1) < 2 and len(vertIdx2) < 2:
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return None
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fan = False
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if (len(vertIdx1) != len(vertIdx2)):
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if (len(vertIdx1) == 1 and len(vertIdx2) > 1):
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fan = True
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else:
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return None
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total = len(vertIdx2)
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if closed:
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# Bridge the start with the end.
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if flipped:
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face = [
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vertIdx1[0],
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vertIdx2[0],
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vertIdx2[total - 1]]
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if not fan:
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face.append(vertIdx1[total - 1])
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faces.append(face)
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else:
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face = [vertIdx2[0], vertIdx1[0]]
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if not fan:
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face.append(vertIdx1[total - 1])
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face.append(vertIdx2[total - 1])
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faces.append(face)
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# Bridge the rest of the faces.
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for num in range(total - 1):
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if flipped:
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if fan:
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face = [vertIdx2[num], vertIdx1[0], vertIdx2[num + 1]]
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else:
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face = [vertIdx2[num], vertIdx1[num],
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vertIdx1[num + 1], vertIdx2[num + 1]]
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faces.append(face)
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else:
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if fan:
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face = [vertIdx1[0], vertIdx2[num], vertIdx2[num + 1]]
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else:
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face = [vertIdx1[num], vertIdx2[num],
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vertIdx2[num + 1], vertIdx1[num + 1]]
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faces.append(face)
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return faces
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###------------------------------------------------------------
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###------------------------------------------------------------
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# some functions for marble_noise
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@ -259,14 +193,30 @@ def strata_hterrain( x,y,z, H, lacunarity, octaves, offset, distort, basis ):
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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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x,y,z = coords
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d = 0.001
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offset = nabla * 1000
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x = turbulence((x, y, z), oct, hard, noisebasis)
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y = turbulence((x + offset, y , z), oct, hard, noisebasis)
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z = turbulence((x, y + offset, z), oct, hard, noisebasis)
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xdy = x - turbulence((x, y + d, z), oct, hard, noisebasis)
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xdz = x - turbulence((x, y, z + d), oct, hard, noisebasis)
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ydx = y - turbulence((x + d, y, z), oct, hard, noisebasis)
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ydz = y - turbulence((x, y, z + d), oct, hard, noisebasis)
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zdx = z - turbulence((x + d, y, z), oct, hard, noisebasis)
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zdy = z - turbulence((x, y + d, z), oct, hard, noisebasis)
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return (zdy - ydz), (zdx - xdz), (ydx - xdy)
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###------------------------------------------------------------
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# landscape_gen
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def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]):
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def landscape_gen(x,y,z,falloffsize,options=[0,1.0,'multi_fractal', 0,0,1.0,0,6,1.0,2.0,1.0,2.0,0,0,0, 1.0,0.0,1,0.0,1.0,0,0,0,0.0,0.0]):
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# options
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rseed = options[0]
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nsize = options[1]
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ntype = int( options[2][0] )
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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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distortion = options[5]
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@ -312,16 +262,17 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.
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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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# noise type's
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if ntype == 0: value = multi_fractal( ncoords, dimension, lacunarity, depth, nbasis ) * 0.5
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elif ntype == 1: value = ridged_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
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elif ntype == 2: value = hybrid_multi_fractal( ncoords, dimension, lacunarity, depth, offset, gain, nbasis ) * 0.5
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elif ntype == 3: value = hetero_terrain( ncoords, dimension, lacunarity, depth, offset, nbasis ) * 0.25
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elif ntype == 4: value = fractal( ncoords, dimension, lacunarity, depth, nbasis )
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elif ntype == 5: value = turbulence_vector( ncoords, depth, hardnoise, nbasis )[0]
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elif ntype == 6: value = variable_lacunarity( ncoords, distortion, nbasis, vlbasis ) + 0.5
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elif ntype == 7: 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 == 8: value = shattered_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
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elif ntype == 9: value = strata_hterrain( ncoords[0], ncoords[1], ncoords[2], dimension, lacunarity, depth, offset, distortion, nbasis )
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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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else:
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value = 0.0
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@ -370,64 +321,73 @@ def landscape_gen(x,y,z,falloffsize,options=[0,1.0,1, 0,0,1.0,0,6,1.0,2.0,1.0,2.
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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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# mesh arrays
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verts = []
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faces = []
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edgeloop_prev = []
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delta = size_me / (sub_d - 1)
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start = -(size_me / 2.0)
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for row_x in range(sub_d):
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edgeloop_cur = []
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x = start + row_x * delta
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for row_y in range(sub_d):
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y = start + row_y * delta
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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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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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vert = (x,y,z)
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verts.append(vert)
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edgeloop_cur.append(len(verts))
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verts.append((x,y,z))
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if len(edgeloop_prev) > 0:
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faces_row = createFaces(edgeloop_prev, edgeloop_cur)
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faces.extend(faces_row)
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edgeloop_prev = edgeloop_cur
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# fill faces array
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count = 0
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for i in range (0, sub_d *(sub_d-1)):
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if count < sub_d-1:
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A = i+1
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B = i
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C = (i+sub_d)
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D = (i+sub_d)+1
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face = (A,B,C,D)
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faces.append(face)
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count = count + 1
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else:
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count = 0
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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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# mesh arrays
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verts = []
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faces = []
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edgeloop_prev = []
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for row_x in range(sub_d):
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edgeloop_cur = []
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for row_y in range(sub_d):
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u = sin(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
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v = cos(row_y*pi*2/(sub_d-1)) * cos(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
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w = sin(-pi/2+row_x*pi/(sub_d-1)) * size_me/2
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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 = sin(j*pi*2/(sub_d-1)) * cos(-pi/2+i*pi/(sub_d-1)) * size_me/2
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v = cos(j*pi*2/(sub_d-1)) * cos(-pi/2+i*pi/(sub_d-1)) * size_me/2
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w = sin(-pi/2+i*pi/(sub_d-1)) * size_me/2
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h = landscape_gen(u,v,w,size_me,options) / size_me
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u,v,w = u+u*h, v+v*h, w+w*h
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vert = (u,v,w)
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verts.append(vert)
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edgeloop_cur.append(len(verts))
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verts.append((u, v, w))
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if len(edgeloop_prev) > 0:
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faces_row = createFaces(edgeloop_prev, edgeloop_cur)
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faces.extend(faces_row)
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edgeloop_prev = edgeloop_cur
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# fill faces array
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count = 0
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for i in range (0, sub_d *(sub_d-1)):
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if count < sub_d-1:
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A = i+1
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B = i
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C = (i+sub_d)
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D = (i+sub_d)+1
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face = (A,B,C,D)
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faces.append(face)
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count = count + 1
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else:
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count = 0
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return verts, faces
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###------------------------------------------------------------
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# Add landscape
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class landscape_add(bpy.types.Operator):
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@ -453,7 +413,7 @@ class landscape_add(bpy.types.Operator):
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Subdivision = IntProperty(name="Subdivisions",
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min=4,
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max=6400,
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default=64,
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default=128,
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description="Mesh x y subdivisions")
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MeshSize = FloatProperty(name="Mesh Size",
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@ -483,16 +443,17 @@ class landscape_add(bpy.types.Operator):
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description="Noise size")
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NoiseTypes = [
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("0","multiFractal","multiFractal"),
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("1","ridgedMFractal","ridgedMFractal"),
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("2","hybridMFractal","hybridMFractal"),
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("3","heteroTerrain","heteroTerrain"),
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("4","fBm","fBm"),
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("5","Turbulence","Turbulence"),
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("6","Distorted Noise","Distorted Noise"),
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("7","Marble","Marble"),
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("8","Shattered_hTerrain","Shattered_hTerrain"),
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("9","Strata_hTerrain","Strata_hTerrain")]
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('multi_fractal',"multiFractal","multiFractal"),
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('ridged_multi_fractal',"ridgedMFractal","ridgedMFractal"),
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('hybrid_multi_fractal',"hybridMFractal","hybridMFractal"),
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('hetero_terrain',"heteroTerrain","heteroTerrain"),
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('fractal',"fBm","fBm"),
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('turbulence_vector',"Turbulence","Turbulence"),
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('variable_lacunarity',"Distorted Noise","Distorted Noise"),
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('marble_noise',"Marble","Marble"),
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('shattered_hterrain',"Shattered_hTerrain","Shattered_hTerrain"),
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('strata_hterrain',"Strata_hTerrain","Strata_hTerrain"),
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('planet_noise',"Planet_Noise","Planet_Noise")]
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NoiseType = EnumProperty(name="Type",
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description="Noise type",
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@ -541,7 +502,7 @@ class landscape_add(bpy.types.Operator):
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NoiseDepth = IntProperty(name="Depth",
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min=1,
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max=16,
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default=6,
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default=8,
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description="Noise Depth - number of frequencies in the fBm")
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mDimension = FloatProperty(name="Dimension",
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@ -637,7 +598,7 @@ class landscape_add(bpy.types.Operator):
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Strata = FloatProperty(name="Strata",
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min=0.01,
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max=1000.0,
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default=3.0,
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default=5.0,
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description="Strata amount")
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StrataTypes = [
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box = layout.box()
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box.prop(self, 'NoiseType')
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if self.NoiseType != '7':
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if self.NoiseType != 'marble_noise':
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box.prop(self, 'BasisType')
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box.prop(self, 'RandomSeed')
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box.prop(self, 'NoiseSize')
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if self.NoiseType == '0':
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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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box.prop(self, 'mLacunarity')
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elif self.NoiseType == '1':
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elif self.NoiseType == 'ridged_multi_fractal':
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box.prop(self, 'NoiseDepth')
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box.prop(self, 'mDimension')
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box.prop(self, 'mLacunarity')
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box.prop(self, 'mOffset')
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box.prop(self, 'mGain')
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elif self.NoiseType == '2':
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elif self.NoiseType == 'hybrid_multi_fractal':
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box.prop(self, 'NoiseDepth')
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box.prop(self, 'mDimension')
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box.prop(self, 'mLacunarity')
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box.prop(self, 'mOffset')
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box.prop(self, 'mGain')
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elif self.NoiseType == '3':
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elif self.NoiseType == 'hetero_terrain':
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box.prop(self, 'NoiseDepth')
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box.prop(self, 'mDimension')
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box.prop(self, 'mLacunarity')
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box.prop(self, 'mOffset')
|
||||
elif self.NoiseType == '4':
|
||||
elif self.NoiseType == 'fractal':
|
||||
box.prop(self, 'NoiseDepth')
|
||||
box.prop(self, 'mDimension')
|
||||
box.prop(self, 'mLacunarity')
|
||||
elif self.NoiseType == '5':
|
||||
elif self.NoiseType == 'turbulence_vector':
|
||||
box.prop(self, 'NoiseDepth')
|
||||
box.prop(self, 'HardNoise')
|
||||
elif self.NoiseType == '6':
|
||||
elif self.NoiseType == 'variable_lacunarity':
|
||||
box.prop(self, 'VLBasisType')
|
||||
box.prop(self, 'Distortion')
|
||||
elif self.NoiseType == '7':
|
||||
elif self.NoiseType == 'marble_noise':
|
||||
box.prop(self, 'MarbleShape')
|
||||
box.prop(self, 'MarbleBias')
|
||||
box.prop(self, 'MarbleSharp')
|
||||
box.prop(self, 'Distortion')
|
||||
box.prop(self, 'NoiseDepth')
|
||||
box.prop(self, 'HardNoise')
|
||||
elif self.NoiseType == '8':
|
||||
elif self.NoiseType == 'shattered_hterrain':
|
||||
box.prop(self, 'NoiseDepth')
|
||||
box.prop(self, 'mDimension')
|
||||
box.prop(self, 'mLacunarity')
|
||||
box.prop(self, 'mOffset')
|
||||
box.prop(self, 'Distortion')
|
||||
elif self.NoiseType == '9':
|
||||
elif self.NoiseType == 'strata_hterrain':
|
||||
box.prop(self, 'NoiseDepth')
|
||||
box.prop(self, 'mDimension')
|
||||
box.prop(self, 'mLacunarity')
|
||||
box.prop(self, 'mOffset')
|
||||
box.prop(self, 'Distortion')
|
||||
elif self.NoiseType == 'planet_noise':
|
||||
box.prop(self, 'NoiseDepth')
|
||||
box.prop(self, 'HardNoise')
|
||||
|
||||
box = layout.box()
|
||||
box.prop(self, 'Invert')
|
||||
|
@ -788,9 +752,7 @@ class landscape_add(bpy.types.Operator):
|
|||
|
||||
# create mesh object
|
||||
obj = create_mesh_object(context, verts, [], faces, "Landscape")
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
bpy.ops.mesh.normals_make_consistent(inside=True)
|
||||
bpy.ops.object.mode_set(mode='OBJECT')
|
||||
|
||||
# sphere, remove doubles
|
||||
if self.SphereMesh !=0:
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
|
Loading…
Reference in New Issue