# the stopping extremities for strokes from freestyle.chainingiterators import ChainSilhouetteIterator from freestyle.predicates import ( NotUP1D, QuantitativeInvisibilityUP1D, TrueUP1D, pyBackTVertexUP0D, pyVertexNatureUP0D, ) from freestyle.shaders import ( ConstantColorShader, IncreasingThicknessShader, SpatialNoiseShader, ) from freestyle.types import Nature, Operators upred = QuantitativeInvisibilityUP1D(0) Operators.select(upred) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred)) # starting and stopping predicates: start = pyVertexNatureUP0D(Nature.NON_T_VERTEX) stop = pyBackTVertexUP0D() Operators.sequential_split(start, stop, 10) shaders_list = [ SpatialNoiseShader(7, 120, 2, True, True), IncreasingThicknessShader(5, 8), ConstantColorShader(0.2, 0.2, 0.2, 1), ] Operators.create(TrueUP1D(), shaders_list)
# that do not belong to the external contour of the scene from freestyle.chainingiterators import ChainSilhouetteIterator from freestyle.predicates import ( AndUP1D, ExternalContourUP1D, NotUP1D, QuantitativeInvisibilityUP1D, TrueUP1D, ) from freestyle.shaders import ( BackboneStretcherShader, IncreasingColorShader, IncreasingThicknessShader, SamplingShader, SpatialNoiseShader, ) from freestyle.types import Operators upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ExternalContourUP1D()) Operators.select(upred) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred)) shaders_list = [ SamplingShader(4), SpatialNoiseShader(4, 150, 2, True, True), IncreasingThicknessShader(2, 5), BackboneStretcherShader(20), IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1), ] Operators.create(TrueUP1D(), shaders_list)
# Purpose : Builds sketchy strokes whose topology relies on a # parameterization that covers the complete lines (visible+invisible) # whereas only the visible portions are actually drawn from freestyle.chainingiterators import pySketchyChainSilhouetteIterator from freestyle.predicates import ( QuantitativeInvisibilityUP1D, TrueUP1D, ) from freestyle.shaders import ( IncreasingColorShader, IncreasingThicknessShader, SamplingShader, SmoothingShader, SpatialNoiseShader, pyHLRShader, ) from freestyle.types import Operators Operators.select(QuantitativeInvisibilityUP1D(0)) Operators.bidirectional_chain(pySketchyChainSilhouetteIterator(3, False)) shaders_list = [ SamplingShader(2), SpatialNoiseShader(15, 120, 2, True, True), IncreasingThicknessShader(5, 30), SmoothingShader(100, 0.05, 0, 0.2, 0, 0, 0, 1), IncreasingColorShader(0, 0.2, 0, 1, 0.2, 0.7, 0.2, 1), pyHLRShader(), ] Operators.create(TrueUP1D(), shaders_list)
from freestyle.chainingiterators import pySketchyChainingIterator from freestyle.predicates import ( AndUP1D, ExternalContourUP1D, NotUP1D, QuantitativeInvisibilityUP1D, TrueUP1D, ) from freestyle.shaders import ( IncreasingColorShader, IncreasingThicknessShader, SamplingShader, SmoothingShader, SpatialNoiseShader, TextureAssignerShader, ) from freestyle.types import Operators upred = AndUP1D(QuantitativeInvisibilityUP1D(0), ExternalContourUP1D()) Operators.select(upred) Operators.bidirectional_chain(pySketchyChainingIterator(), NotUP1D(upred)) shaders_list = [ SamplingShader(4), SpatialNoiseShader(10, 150, 2, True, True), IncreasingThicknessShader(4, 10), SmoothingShader(400, 0.1, 0, 0.2, 0, 0, 0, 1), IncreasingColorShader(1, 0, 0, 1, 0, 1, 0, 1), TextureAssignerShader(4), ] Operators.create(TrueUP1D(), shaders_list)
# Filename : suggestive.py # Author : Stephane Grabli # Date : 04/08/2005 # Purpose : Draws the suggestive contours. # ***** The suggestive contours must be enabled # in the options dialog ***** from freestyle.chainingiterators import ChainSilhouetteIterator from freestyle.predicates import ( AndUP1D, NotUP1D, QuantitativeInvisibilityUP1D, TrueUP1D, pyNatureUP1D, ) from freestyle.shaders import ( ConstantColorShader, IncreasingThicknessShader, ) from freestyle.types import Nature, Operators upred = AndUP1D(pyNatureUP1D(Nature.SUGGESTIVE_CONTOUR), QuantitativeInvisibilityUP1D(0)) Operators.select(upred) Operators.bidirectional_chain(ChainSilhouetteIterator(), NotUP1D(upred)) shaders_list = [ IncreasingThicknessShader(1, 3), ConstantColorShader(0.2, 0.2, 0.2, 1), ] Operators.create(TrueUP1D(), shaders_list)