forked from iheanyi/Maya-Rain-Generator-Script
/
maya_rain_script.py
219 lines (161 loc) · 8.06 KB
/
maya_rain_script.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
import maya.cmds as cmds
import random
""" Project 3 Script
Script coded up by Iheanyi Ekechukwu, enjoy it!
Creates a plane that will add rain to the entire environment
"""
class ProjectLayout(object):
def __init__(self):
self.width = 10
self.height = 10
def reset_environment(self, *args):
cmds.select(all=True)
cmds.delete()
print "Environment has been reset!"
def show(self):
self.createGUI()
def createGUI(self):
if cmds.window("scriptWindow", exists=True):
cmds.deleteUI("scriptWindow")
# Create the window, awwww yiss
self.window = cmds.window("scriptWindow", title="Iheanyi Ekechukwu Rain Generator Script", wh=(500,270), sizeable=True)
self.layout = cmds.columnLayout()
# Maybe let the user designate their surface by typing it in? Awesome.
all_selected = cmds.ls(selection=True)
# Get currently selected surface, should be a polygon plane or surface
if len(all_selected):
self.selected_surface = all_selected[0]
else:
print "Error: Nothing is selected!"
# Parameters for the GUI include
# (1) Rain Velocity
# (2) Resilience/bounciness of the ground
self.rain_rate = cmds.floatSliderGrp(minValue=1, maxValue = 300, value=100, field=1, label="Rain Rate",step=1)
self.rain_speed = cmds.floatSliderGrp(minValue=1,maxValue=20,precision=2, value=1.0, field=1, label="Rain Velocity", step=0.1)
self.surface_resilience = cmds.floatSliderGrp(minValue=0.1, maxValue=0.5, precision=2, value=0.35, field=1, label="Surface Resilience", step=0.01)
self.turbulence_magnitude = cmds.floatSliderGrp(minValue=5, maxValue=10, precision=1, value=10, field=1, label="Turbulence Magnitude", step=1)
self.vortex_magnitude = cmds.floatSliderGrp(minValue=5, maxValue=25, value=5, field=1, label="Vortex Magnitude", step=1)
# Create Rain Field button
self.rainButton = cmds.button(label='Create Rain Surface', command=self.create_rain)
self.resetButon = cmds.button(label="Reset Environment", command=self.reset_environment)
cmds.showWindow(self.window)
def get_float_value(self, field):
return cmds.floatSliderGrp(field, q=True, value=True)
def get_int_value(self, field):
return cmds.intSliderGrp(field, q=True, value=True)
def create_rain(self, *args):
# Create the initial rain surface
rainSurface = cmds.polyPlane(n="rainSurface", sx=10, sy=10, width=10, height=10)
cmds.move(10, "rainSurface", y=True)
# Create the emitter and particles
rate = self.get_float_value(self.rain_rate)
_emitter = cmds.emitter(type='omni', r=rate, sro=False)
emitterName = _emitter[1]
particleName, particleShape = cmds.particle()
cmds.select(emitterName)
emitterConnect = cmds.connectDynamic(particleName, em=emitterName)
cmds.setAttr(emitterName+".emitterType", 2)
# Set particle attributes
cmds.setAttr(particleShape+".lifespanMode", 2)
cmds.setAttr(particleShape+".lifespanRandom", 5)
# Select particle for gravity field creation
cmds.select(particleName)
_gravity = cmds.gravity(pos=(0,0,0), m=9.8)
#print _gravity
gravityName = _gravity[0]
gravityConnect = cmds.connectDynamic(particleName, f=gravityName)
# Change particle render type
cmds.setAttr(particleShape + ".particleRenderType", 6)
# Create turbulence field
cmds.select(particleName)
_turbulence = cmds.turbulence()
turbulenceName = _turbulence[1]
cmds.connectDynamic(particleShape, f=turbulenceName)
turb_magnitude = self.get_float_value(self.turbulence_magnitude)
cmds.setAttr(turbulenceName+".magnitude", turb_magnitude)
cmds.setAttr(turbulenceName+".attenuation", 0) # Attenuation at 0 for
cmds.setAttr(turbulenceName+".frequency", 50)
# Create vortex field
cmds.select(particleName)
vortex = cmds.vortex()
vortexName = vortex[1]
vortexConnect = cmds.connectDynamic(particleShape,f=vortexName)
vort_magnitude = self.get_float_value(self.vortex_magnitude)
print vort_magnitude
# Update Vortex Attributes
cmds.setAttr(vortexName+".magnitude", vort_magnitude)
# Make raindrops past the bounds of the surface plane
cmds.setAttr(emitterName+".minDistance", 1)
cmds.setAttr(emitterName+".maxDistance", 1)
# Set raindrops speed
cmds.setAttr(emitterName+".speedRandom", 0.9)
cmds.setAttr(emitterName+".tangentSpeed", 1.5)
wind_speed = self.get_float_value(self.rain_speed)
cmds.setAttr(emitterName+".speed", wind_speed)
print "Raindrops speed added."
# Create surface for collisions (should be selected in the beginning, if not, a new surface will be created)
#if self.selected_surface is None:
groundName, groundShape = cmds.polyPlane(n="groundSurface", sx=10, sy=10, width=25, height=25)
# Set resilience
resilience = self.get_float_value(self.surface_resilience)
cmds.select(particleName, r=True)
cmds.select(groundName, add=True)
cmds.collision(groundName, particleName, r=resilience)
cmds.connectDynamic(particleName, c=groundName)
print "Collisions added."
# Split the raindrops on collision
splitName, splitShape = cmds.particle(inherit=0.5, name="splitParticle")
#print splitName, splitShape
cmds.event(particleName, split=3, t=splitShape, spread=0.5, random=False)
cmds.setAttr(splitShape+".inheritFactor", 0.5)
print "Raindrop splits added."
# Add the gravity field to newly split particles
cmds.select(gravityName, r=True)
cmds.select(splitShape, add=True)
cmds.connectDynamic(splitShape, f=gravityName)
print "Gravity field added."
""" Commands:
polyPlane -w 1 -h 1 -sx 10 -sy 10 -ax 0 1 0 -cuv 2 -ch 1;
# Move plane upwards. Also, change emitter to surface?
emitter -type omni -r 100 -sro 0 -nuv 0 -cye none -cyi 1 -spd 1 -srn 0 -nsp 1 -tsp 0 -mxd 0 -mnd 0 -dx 1 -dy 0 -dz 0 -sp 0
particle;
connectDynamic -em emitter1 particle1;
setAttr "emitter1.emitterType" 2;
setAttr "particleShape1.lifespanMode" 2;
setAttr "particleShape1.lifespanRandom" 5;
select -r particle1 ;
gravity -pos 0 0 0 -m 9.8 -att 0 -dx 0 -dy -1 -dz 0 -mxd -1 -vsh none -vex 0 -vof 0 0 0 -vsw 360 -tsr 0.5 ;
connectDynamic -f gravityField1 particle1;
setAttr "particleShape1.particleRenderType" 6;
setAttr "particleShape1.particleRenderType" 6;
# Create turbulence field
turbulence -pos 0 0 0 -m 5 -att 1 -f 1 -phaseX 0 -phaseY 0 -phaseZ 0 -noiseLevel 0 -noiseRatio 0.707 -mxd -1 -vsh none -vex 0 -vof 0 0 0 -vsw 360 -tsr 0.5 ;
connectDynamic -f turbulenceField1 particleShape1;
setAttr "turbulenceField1.magnitude" 10;
setAttr "turbulenceField1.frequency" 50;
# Create vortex field
vortex -pos 0 0 0 -m 5 -att 1 -ax 0 -ay 1 -az 0 -mxd -1 -vsh none -vex 0 -vof 0 0 0 -vsw 360 -tsr 0.5 ;
connectDynamic -f vortexField1 particleShape1;
setAttr "vortexField1.magnitude" 5;
setAttr "vortexField1.attenuation" 0.5;
# Control raindrops speed
setAttr "emitter1.minDistance" 10;
setAttr "emitter1.maxDistance" 10;
setAttr "emitter1.speedRandom" 0.9;
setAttr "emitter1.tangentSpeed" 1.5;
setAttr "emitter1.speed" 1;
# Set collision factor
collision -r 0.35 -f 0 -o 0.01 pPlane2;
connectDynamic -c pPlane2 particle1;
setAttr "geoConnector2.resilience" 0.35; # Resilience lowers the bounciness of the rain
# Split raindrops on collide
particle -i 1.0 ;
setAttr particleShape2.inheritFactor 0.5;
event -split 3 -target particleShape2 -spread 0.5 -random 0 -count 0 particle1;
# Add gravity field to new raindrops
select -r gravityField1 ;
select -add particleShape2 ;
connectDynamic -f gravityField1 particle2; ;
"""
layout = ProjectLayout()
layout.show()