Esempio n. 1
0
    pyNonLinearVaryingThicknessShader,
    pySamplingShader,
)
from freestyle.types import IntegrationType, Operators

Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(ChainSilhouetteIterator(),
                              NotUP1D(QuantitativeInvisibilityUP1D(0)))
## Splits strokes at points of highest 2D curavture
## when there are too many abrupt turns in it
func = pyInverseCurvature2DAngleF0D()
Operators.recursive_split(func, pyParameterUP0D(0.2, 0.8),
                          NotUP1D(pyHigherNumberOfTurnsUP1D(3, 0.5)), 2)
## Keeps only long enough strokes
Operators.select(pyHigherLengthUP1D(100))
## Sorts so as to draw the longest strokes first
## (this will be done using the causal density)
Operators.sort(pyLengthBP1D())
shaders_list = [
    pySamplingShader(10),
    BezierCurveShader(30),
    SamplingShader(50),
    ConstantThicknessShader(10),
    pyNonLinearVaryingThicknessShader(4, 25, 0.6),
    TextureAssignerShader(6),
    ConstantColorShader(0.2, 0.2, 0.2, 1.0),
    TipRemoverShader(10),
]
## Use the causal density to avoid cluttering
Operators.create(pyDensityUP1D(8, 0.4, IntegrationType.MEAN), shaders_list)
Esempio n. 2
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#  Filename : cartoon.py
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : Draws colored lines. The color is automatically 
#             infered from each object's material in a cartoon-like
#             fashion.

from freestyle.chainingiterators import ChainSilhouetteIterator
from freestyle.predicates import (
    NotUP1D,
    QuantitativeInvisibilityUP1D,
    TrueUP1D,
    )
from freestyle.shaders import (
    BezierCurveShader,
    ConstantThicknessShader,
    pyMaterialColorShader,
    )
from freestyle.types import Operators


Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(QuantitativeInvisibilityUP1D(0)))
shaders_list = [
    BezierCurveShader(3),
    ConstantThicknessShader(4),
    pyMaterialColorShader(0.8),
    ]
Operators.create(TrueUP1D(), shaders_list)
Esempio n. 3
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def process(layer_name, lineset_name):
    scene = getCurrentScene()
    layer = scene.render.layers[layer_name]
    lineset = layer.freestyle_settings.linesets[lineset_name]
    linestyle = lineset.linestyle

    selection_criteria = []
    # prepare selection criteria by visibility
    if lineset.select_by_visibility:
        if lineset.visibility == 'VISIBLE':
            selection_criteria.append(QuantitativeInvisibilityUP1D(0))
        elif lineset.visibility == 'HIDDEN':
            selection_criteria.append(NotUP1D(QuantitativeInvisibilityUP1D(0)))
        elif lineset.visibility == 'RANGE':
            selection_criteria.append(
                QuantitativeInvisibilityRangeUP1D(lineset.qi_start,
                                                  lineset.qi_end))
    # prepare selection criteria by edge types
    if lineset.select_by_edge_types:
        edge_type_criteria = []
        if lineset.select_silhouette:
            upred = pyNatureUP1D(Nature.SILHOUETTE)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_silhouette else upred)
        if lineset.select_border:
            upred = pyNatureUP1D(Nature.BORDER)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_border else upred)
        if lineset.select_crease:
            upred = pyNatureUP1D(Nature.CREASE)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_crease else upred)
        if lineset.select_ridge_valley:
            upred = pyNatureUP1D(Nature.RIDGE)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_ridge_valley else upred)
        if lineset.select_suggestive_contour:
            upred = pyNatureUP1D(Nature.SUGGESTIVE_CONTOUR)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_suggestive_contour else upred
            )
        if lineset.select_material_boundary:
            upred = pyNatureUP1D(Nature.MATERIAL_BOUNDARY)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_material_boundary else upred)
        if lineset.select_edge_mark:
            upred = pyNatureUP1D(Nature.EDGE_MARK)
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_edge_mark else upred)
        if lineset.select_contour:
            upred = ContourUP1D()
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_contour else upred)
        if lineset.select_external_contour:
            upred = ExternalContourUP1D()
            edge_type_criteria.append(
                NotUP1D(upred) if lineset.exclude_external_contour else upred)
        if lineset.edge_type_combination == 'OR':
            upred = OrUP1D(*edge_type_criteria)
        else:
            upred = AndUP1D(*edge_type_criteria)
        if upred is not None:
            if lineset.edge_type_negation == 'EXCLUSIVE':
                upred = NotUP1D(upred)
            selection_criteria.append(upred)
    # prepare selection criteria by face marks
    if lineset.select_by_face_marks:
        if lineset.face_mark_condition == 'BOTH':
            upred = FaceMarkBothUP1D()
        else:
            upred = FaceMarkOneUP1D()

        if lineset.face_mark_negation == 'EXCLUSIVE':
            upred = NotUP1D(upred)
        selection_criteria.append(upred)
    # prepare selection criteria by group of objects
    if lineset.select_by_group:
        if lineset.group is not None:
            names = {ob.name: True for ob in lineset.group.objects}
            upred = ObjectNamesUP1D(names,
                                    lineset.group_negation == 'EXCLUSIVE')
            selection_criteria.append(upred)
    # prepare selection criteria by image border
    if lineset.select_by_image_border:
        upred = WithinImageBoundaryUP1D(*ContextFunctions.get_border())
        selection_criteria.append(upred)
    # select feature edges
    upred = AndUP1D(*selection_criteria)
    if upred is None:
        upred = TrueUP1D()
    Operators.select(upred)
    # join feature edges to form chains
    if linestyle.use_chaining:
        if linestyle.chaining == 'PLAIN':
            if linestyle.use_same_object:
                Operators.bidirectional_chain(ChainSilhouetteIterator(),
                                              NotUP1D(upred))
            else:
                Operators.bidirectional_chain(
                    ChainPredicateIterator(upred, TrueBP1D()), NotUP1D(upred))
        elif linestyle.chaining == 'SKETCHY':
            if linestyle.use_same_object:
                Operators.bidirectional_chain(
                    pySketchyChainSilhouetteIterator(linestyle.rounds))
            else:
                Operators.bidirectional_chain(
                    pySketchyChainingIterator(linestyle.rounds))
    else:
        Operators.chain(ChainPredicateIterator(FalseUP1D(), FalseBP1D()),
                        NotUP1D(upred))
    # split chains
    if linestyle.material_boundary:
        Operators.sequential_split(MaterialBoundaryUP0D())
    if linestyle.use_angle_min or linestyle.use_angle_max:
        angle_min = linestyle.angle_min if linestyle.use_angle_min else None
        angle_max = linestyle.angle_max if linestyle.use_angle_max else None
        Operators.sequential_split(
            Curvature2DAngleThresholdUP0D(angle_min, angle_max))
    if linestyle.use_split_length:
        Operators.sequential_split(
            Length2DThresholdUP0D(linestyle.split_length), 1.0)
    if linestyle.use_split_pattern:
        pattern = []
        if linestyle.split_dash1 > 0 and linestyle.split_gap1 > 0:
            pattern.append(linestyle.split_dash1)
            pattern.append(linestyle.split_gap1)
        if linestyle.split_dash2 > 0 and linestyle.split_gap2 > 0:
            pattern.append(linestyle.split_dash2)
            pattern.append(linestyle.split_gap2)
        if linestyle.split_dash3 > 0 and linestyle.split_gap3 > 0:
            pattern.append(linestyle.split_dash3)
            pattern.append(linestyle.split_gap3)
        if len(pattern) > 0:
            sampling = 1.0
            controller = SplitPatternController(pattern, sampling)
            Operators.sequential_split(SplitPatternStartingUP0D(controller),
                                       SplitPatternStoppingUP0D(controller),
                                       sampling)
    # sort selected chains
    if linestyle.use_sorting:
        integration = integration_types.get(linestyle.integration_type,
                                            IntegrationType.MEAN)
        if linestyle.sort_key == 'DISTANCE_FROM_CAMERA':
            bpred = pyZBP1D(integration)
        elif linestyle.sort_key == '2D_LENGTH':
            bpred = Length2DBP1D()
        elif linestyle.sort_key == 'PROJECTED_X':
            bpred = pyProjectedXBP1D(integration)
        elif linestyle.sort_key == 'PROJECTED_Y':
            bpred = pyProjectedYBP1D(integration)
        if linestyle.sort_order == 'REVERSE':
            bpred = NotBP1D(bpred)
        Operators.sort(bpred)
    # select chains
    if linestyle.use_length_min or linestyle.use_length_max:
        length_min = linestyle.length_min if linestyle.use_length_min else None
        length_max = linestyle.length_max if linestyle.use_length_max else None
        Operators.select(LengthThresholdUP1D(length_min, length_max))
    if linestyle.use_chain_count:
        Operators.select(pyNFirstUP1D(linestyle.chain_count))
    # prepare a list of stroke shaders
    shaders_list = []
    for m in linestyle.geometry_modifiers:
        if not m.use:
            continue
        if m.type == 'SAMPLING':
            shaders_list.append(SamplingShader(m.sampling))
        elif m.type == 'BEZIER_CURVE':
            shaders_list.append(BezierCurveShader(m.error))
        elif m.type == 'SINUS_DISPLACEMENT':
            shaders_list.append(
                SinusDisplacementShader(m.wavelength, m.amplitude, m.phase))
        elif m.type == 'SPATIAL_NOISE':
            shaders_list.append(
                SpatialNoiseShader(m.amplitude, m.scale, m.octaves, m.smooth,
                                   m.use_pure_random))
        elif m.type == 'PERLIN_NOISE_1D':
            shaders_list.append(
                PerlinNoise1DShader(m.frequency, m.amplitude, m.octaves,
                                    m.angle, _seed.get(m.seed)))
        elif m.type == 'PERLIN_NOISE_2D':
            shaders_list.append(
                PerlinNoise2DShader(m.frequency, m.amplitude, m.octaves,
                                    m.angle, _seed.get(m.seed)))
        elif m.type == 'BACKBONE_STRETCHER':
            shaders_list.append(BackboneStretcherShader(m.backbone_length))
        elif m.type == 'TIP_REMOVER':
            shaders_list.append(TipRemoverShader(m.tip_length))
        elif m.type == 'POLYGONIZATION':
            shaders_list.append(PolygonalizationShader(m.error))
        elif m.type == 'GUIDING_LINES':
            shaders_list.append(GuidingLinesShader(m.offset))
        elif m.type == 'BLUEPRINT':
            if m.shape == 'CIRCLES':
                shaders_list.append(
                    pyBluePrintCirclesShader(m.rounds, m.random_radius,
                                             m.random_center))
            elif m.shape == 'ELLIPSES':
                shaders_list.append(
                    pyBluePrintEllipsesShader(m.rounds, m.random_radius,
                                              m.random_center))
            elif m.shape == 'SQUARES':
                shaders_list.append(
                    pyBluePrintSquaresShader(m.rounds, m.backbone_length,
                                             m.random_backbone))
        elif m.type == '2D_OFFSET':
            shaders_list.append(Offset2DShader(m.start, m.end, m.x, m.y))
        elif m.type == '2D_TRANSFORM':
            shaders_list.append(
                Transform2DShader(m.pivot, m.scale_x, m.scale_y, m.angle,
                                  m.pivot_u, m.pivot_x, m.pivot_y))
    # -- Base color, alpha and thickness -- #
    if (not linestyle.use_chaining) or (linestyle.chaining == 'PLAIN'
                                        and linestyle.use_same_object):
        thickness_position = linestyle.thickness_position
    else:
        thickness_position = 'CENTER'
        import bpy
        if bpy.app.debug_freestyle:
            print(
                "Warning: Thickness position options are applied when chaining is disabled\n"
                "         or the Plain chaining is used with the Same Object option enabled."
            )
    shaders_list.append(
        ConstantColorShader(*(linestyle.color), alpha=linestyle.alpha))
    shaders_list.append(
        BaseThicknessShader(linestyle.thickness, thickness_position,
                            linestyle.thickness_ratio))
    # -- Modifiers -- #
    for m in linestyle.color_modifiers:
        if not m.use:
            continue
        if m.type == 'ALONG_STROKE':
            shaders_list.append(
                ColorAlongStrokeShader(m.blend, m.influence, m.color_ramp))
        elif m.type == 'DISTANCE_FROM_CAMERA':
            shaders_list.append(
                ColorDistanceFromCameraShader(m.blend, m.influence,
                                              m.color_ramp, m.range_min,
                                              m.range_max))
        elif m.type == 'DISTANCE_FROM_OBJECT' and m.target is not None:
            shaders_list.append(
                ColorDistanceFromObjectShader(m.blend, m.influence,
                                              m.color_ramp, m.target,
                                              m.range_min, m.range_max))
        elif m.type == 'MATERIAL':
            shaders_list.append(
                ColorMaterialShader(m.blend, m.influence, m.color_ramp,
                                    m.material_attribute, m.use_ramp))
    for m in linestyle.alpha_modifiers:
        if not m.use:
            continue
        if m.type == 'ALONG_STROKE':
            shaders_list.append(
                AlphaAlongStrokeShader(m.blend, m.influence, m.mapping,
                                       m.invert, m.curve))
        elif m.type == 'DISTANCE_FROM_CAMERA':
            shaders_list.append(
                AlphaDistanceFromCameraShader(m.blend, m.influence, m.mapping,
                                              m.invert, m.curve, m.range_min,
                                              m.range_max))
        elif m.type == 'DISTANCE_FROM_OBJECT' and m.target is not None:
            shaders_list.append(
                AlphaDistanceFromObjectShader(m.blend, m.influence, m.mapping,
                                              m.invert, m.curve, m.target,
                                              m.range_min, m.range_max))
        elif m.type == 'MATERIAL':
            shaders_list.append(
                AlphaMaterialShader(m.blend, m.influence, m.mapping, m.invert,
                                    m.curve, m.material_attribute))
    for m in linestyle.thickness_modifiers:
        if not m.use:
            continue
        if m.type == 'ALONG_STROKE':
            shaders_list.append(
                ThicknessAlongStrokeShader(thickness_position,
                                           linestyle.thickness_ratio, m.blend,
                                           m.influence, m.mapping, m.invert,
                                           m.curve, m.value_min, m.value_max))
        elif m.type == 'DISTANCE_FROM_CAMERA':
            shaders_list.append(
                ThicknessDistanceFromCameraShader(thickness_position,
                                                  linestyle.thickness_ratio,
                                                  m.blend, m.influence,
                                                  m.mapping, m.invert, m.curve,
                                                  m.range_min, m.range_max,
                                                  m.value_min, m.value_max))
        elif m.type == 'DISTANCE_FROM_OBJECT' and m.target is not None:
            shaders_list.append(
                ThicknessDistanceFromObjectShader(
                    thickness_position, linestyle.thickness_ratio, m.blend,
                    m.influence, m.mapping, m.invert, m.curve, m.target,
                    m.range_min, m.range_max, m.value_min, m.value_max))
        elif m.type == 'MATERIAL':
            shaders_list.append(
                ThicknessMaterialShader(thickness_position,
                                        linestyle.thickness_ratio, m.blend,
                                        m.influence, m.mapping, m.invert,
                                        m.curve, m.material_attribute,
                                        m.value_min, m.value_max))
        elif m.type == 'CALLIGRAPHY':
            shaders_list.append(
                CalligraphicThicknessShader(thickness_position,
                                            linestyle.thickness_ratio, m.blend,
                                            m.influence, m.orientation,
                                            m.thickness_min, m.thickness_max))
    # -- Textures -- #
    has_tex = False
    if scene.render.use_shading_nodes:
        if linestyle.use_nodes and linestyle.node_tree:
            shaders_list.append(BlenderTextureShader(linestyle.node_tree))
            has_tex = True
    else:
        if linestyle.use_texture:
            textures = tuple(
                BlenderTextureShader(slot) for slot in linestyle.texture_slots
                if slot is not None)
            if textures:
                shaders_list.extend(textures)
                has_tex = True
    if has_tex:
        shaders_list.append(StrokeTextureStepShader(linestyle.texture_spacing))
    # -- Stroke caps -- #
    if linestyle.caps == 'ROUND':
        shaders_list.append(RoundCapShader())
    elif linestyle.caps == 'SQUARE':
        shaders_list.append(SquareCapShader())
    # -- Dashed line -- #
    if linestyle.use_dashed_line:
        pattern = []
        if linestyle.dash1 > 0 and linestyle.gap1 > 0:
            pattern.append(linestyle.dash1)
            pattern.append(linestyle.gap1)
        if linestyle.dash2 > 0 and linestyle.gap2 > 0:
            pattern.append(linestyle.dash2)
            pattern.append(linestyle.gap2)
        if linestyle.dash3 > 0 and linestyle.gap3 > 0:
            pattern.append(linestyle.dash3)
            pattern.append(linestyle.gap3)
        if len(pattern) > 0:
            shaders_list.append(DashedLineShader(pattern))
    # create strokes using the shaders list
    Operators.create(TrueUP1D(), shaders_list)
Esempio n. 4
0
#  Author   : Stephane Grabli
#  Date     : 04/08/2005
#  Purpose  : Draws textured strokes (illustrate the StrokeTextureShader shader)

from freestyle.chainingiterators import ChainSilhouetteIterator
from freestyle.predicates import (
    NotUP1D,
    QuantitativeInvisibilityUP1D,
    TrueUP1D,
)
from freestyle.shaders import (
    BezierCurveShader,
    ConstantColorShader,
    ConstantThicknessShader,
    SamplingShader,
    StrokeTextureShader,
)
from freestyle.types import Operators, Stroke

Operators.select(QuantitativeInvisibilityUP1D(0))
Operators.bidirectional_chain(ChainSilhouetteIterator(),
                              NotUP1D(QuantitativeInvisibilityUP1D(0)))
shaders_list = [
    SamplingShader(3),
    BezierCurveShader(4),
    StrokeTextureShader("washbrushAlpha.bmp", Stroke.DRY_MEDIUM, True),
    ConstantThicknessShader(40),
    ConstantColorShader(0, 0, 0, 1),
]
Operators.create(TrueUP1D(), shaders_list)