okay okay
added a random range option in the custom slot editor, so that the same custom scattering operator could give different result because of size and offset randomisation.
i’ll try to do more range randomisation tomorrow ? what kind of parameters would you like to see ? more would be killer no ? Shall i work on other procedural texture ? right now the only possibility is the cloud texture.
# "Scatter" Add-on
# Copyright (C) 2019 Dorian Borremans aka BD3D
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
# <pep8 compliant>
bl_info = {
"name" : "Scatter [BD3D]",
"author" : "BD3D",
"description" : "The scattering tool of 2.8",
"blender" : (2, 80, 0),
"location" : "Operator",
"warning" : "",
"category" : "Generic"
}
import bpy
import random
from bpy.types import Menu
import webbrowser
from bpy.types import Operator, AddonPreferences, PropertyGroup
from bpy.props import StringProperty, IntProperty, BoolProperty, FloatProperty
import rna_keymap_ui
context = bpy.context
def find_collection(context, item):
collections = item.users_collection
if len(collections) > 0:
return collections[0]
return context.scene.collection
def make_collection(collection_name, parent_collection):
if collection_name in bpy.data.collections:
return bpy.data.collections[collection_name]
else:
new_collection = bpy.data.collections.new(collection_name)
parent_collection.children.link(new_collection)
return new_collection
######################################################################################
######################################################################################
# # # # # # # # # # # # SCATTER ADDON PREF # # # # # # # # # # # #
######################################################################################
######################################################################################
class ScatterPref(AddonPreferences):
bl_idname = __name__
scatter_01_count = IntProperty(
name="Emission Number",
subtype='NONE',
default=1000,
min=0,
)#percentage couvert?
scatter_01_seed = IntProperty(
name="Emission Seed Value",
subtype='NONE',
default=5,
min=0,
)
scatter_01_seed_is_random = BoolProperty(
name="Emission Random Seed Value",
subtype='NONE',
default=True,
)
scatter_01_particle_size = FloatProperty(
name="Render Scale",
subtype='NONE',
default=0.25,
min=0.01,
max=3
)
scatter_01_size_random = FloatProperty(
name="Render Scale Randomness",
subtype='NONE',
default=0.35,
min=0,
max=1
)
scatter_01_phase_factor_random = FloatProperty(
name="Rotation Randomize Phase",
subtype='NONE',
default=2,
min=0,
max=2
)
scatter_01_display_percentage = IntProperty(
name="Viewport Display Percentage",
subtype='NONE',
default=100,
min=0,
max=100
)
scatter_01_noise_scale = FloatProperty(
name="Texture Noise Size",
subtype='NONE',
default=0.45,
min=0.01,
max=100
)
scatter_01_noise_depth = IntProperty(
name="Texture Noise Depth",
subtype='NONE',
default=0,
min=0,
max=20
)
scatter_01_contrast = FloatProperty(
name="Texture Color Contrast",
subtype='NONE',
default=3,
min=0,
max=5
)
scatter_01_intensity = FloatProperty(
name="Texture Color Brightness",
subtype='NONE',
default=1,
min=0,
max=2
)
scatter_01_density_factor = FloatProperty(
name="Texture Influence Density",
subtype='NONE',
default=1,
min=0,
max=1
)
scatter_01_length_factor = FloatProperty(
name="Texture Influence Length",
subtype='NONE',
default=0.3,
min=0,
max=1
)
scatter_01_scalex = FloatProperty(
name="Texture Mapping size X",
subtype='NONE',
default=1,
min=-100,
max=100
)
scatter_01_scaley = FloatProperty(
name="Texture Mapping size Y",
subtype='NONE',
default=1,
min=-100,
max=100
)
scatter_01_scalez = FloatProperty(
name="Texture Mapping size Z",
subtype='NONE',
default=1,
min=-100,
max=100
)
scatter_01_offsetx = FloatProperty(
name="Texture Mapping offset X in meters",
subtype='NONE',
default=0,
min=-10,
max=10
)
scatter_01_offsety = FloatProperty(
name="Texture Mapping offset Y in meters",
subtype='NONE',
default=0,
min=-10,
max=10
)
scatter_01_offsetz = FloatProperty(
name="Texture Mapping offset Z in meters",
subtype='NONE',
default=0,
min=-10,
max=10
)
scatter_01_size_is_random = BoolProperty(
name="Texture Mapping Random Size Value XYZ",
subtype='NONE',
default=False,
)
scatter_01_size_A = FloatProperty(
name="Size Possibilities Range From A",
subtype='NONE',
default=0.7,
min=-100,
max=100
)
scatter_01_size_B = FloatProperty(
name="To B",
subtype='NONE',
default=1.4,
min=-100,
max=100
)
scatter_01_offset_is_random = BoolProperty(
name="Texture Mapping Random Offset Value XYZ in meters",
subtype='NONE',
default=True,
)
scatter_01_offset_A = FloatProperty(
name="Offset Possibilities Range From A",
subtype='NONE',
default=0,
min=-10,
max=10
)
scatter_01_offset_B = FloatProperty(
name="To B",
subtype='NONE',
default=10,
min=-10,
max=10
)
scatter_01_open= bpy.props.BoolProperty(
name="Show Debug Tools",
description="Expand me senpai",
default=False
)
######################################################################################
def draw(self, context): #DRAWING HERE - DRAWING HERE - DRAWING HERE- DRAWING HERE
layout = self.layout
full= "------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------"
addon_prefs = context.preferences.addons[__name__].preferences
box = layout.box()
col = box.column()
row = col.row(align=True)
row.alignment = 'LEFT'
row.prop(self,
'scatter_01_open',
text="Custom Scattering Slot 01",
emboss=False,
icon="PLAY" if self.scatter_01_open else "PLAY")
if self.scatter_01_open:
col.label(text=full)
col.prop(self,"scatter_01_count")
if addon_prefs.scatter_01_seed_is_random == True:
col.prop(self,"scatter_01_seed_is_random")
else:
col.prop(self,"scatter_01_seed_is_random")
col.prop(self,"scatter_01_seed")
col.prop(self,"scatter_01_particle_size")
col.prop(self,"scatter_01_size_random")
col.prop(self,"scatter_01_phase_factor_random")
col.label(text=' ')
col.prop(self,"scatter_01_density_factor")
col.prop(self,"scatter_01_length_factor")
col.label(text=' ')
col.prop(self,"scatter_01_offset_is_random")
if addon_prefs.scatter_01_offset_is_random == True:
col.prop(self,"scatter_01_offset_A")
col.prop(self,"scatter_01_offset_B")
else:
col.prop(self,"scatter_01_offsetx")
col.prop(self,"scatter_01_offsety")
col.prop(self,"scatter_01_offsetz")
col.label(text=' ')
col.prop(self,"scatter_01_size_is_random")
if addon_prefs.scatter_01_size_is_random == True:
col.prop(self,"scatter_01_size_A")
col.prop(self,"scatter_01_size_B")
else:
col.prop(self,"scatter_01_scalex")
col.prop(self,"scatter_01_scaley")
col.prop(self,"scatter_01_scalez")
col.label(text=' ')
col.prop(self,"scatter_01_noise_scale")
col.prop(self,"scatter_01_noise_depth")
col.prop(self,"scatter_01_contrast")
col.prop(self,"scatter_01_intensity")
col.label(text=' ')
col.prop(self,"scatter_01_display_percentage")
######################################################################################
######################################################################################
# # # # # # # # # # # # SCATTER OPERATOR # # # # # # # # # # # #
######################################################################################
######################################################################################
class Scatter_OT_Custom01(bpy.types.Operator):
bl_idname = "scatter.custom01"
bl_label = "custom scattering operator 01"
bl_description = ""
def execute(self, context):
context = bpy.context
addon_prefs = context.preferences.addons[__name__].preferences
scene = context.scene
A = context.object
### ### Naming
slotname = "Custom1"
if len(bpy.context.selected_objects) > 2:
particlename = bpy.context.selected_objects[1].name + " ..."
else:
particlename = bpy.context.selected_objects[1].name #BUG why the f does the name change when multiple execution ???
pref = "SCATTER: ["+slotname+"] ["+particlename+"] v."
i = 1
name = "%s%d" % (pref, i)
while A.modifiers.get(name):
i += 1
name = "%s%d" % (pref, i)
### ### add particle system + rename and add selection in new coll
m = A.modifiers.new(name, type='PARTICLE_SYSTEM')
A.select_set(state=False)
for o in bpy.context.selected_objects:
o_collection = find_collection(bpy.context, o)
new_collection = make_collection(name , o_collection)
new_collection.objects.link(o)
o_collection.objects.unlink(o)
A.select_set(state=True)
### ### particle parameters
ps = m.particle_system
ps.name = name
ps.settings.name = name
ps.settings.type = 'HAIR'
ps.settings.render_type = 'COLLECTION'
ps.settings.instance_collection = bpy.data.collections[name]
ps.settings.particle_size = addon_prefs.scatter_01_particle_size
ps.settings.hair_length = 4
ps.settings.size_random = addon_prefs.scatter_01_size_random
ps.settings.count = addon_prefs.scatter_01_count
if addon_prefs.scatter_01_seed_is_random == True:
bpy.context.object.particle_systems[name].seed = random.randint(0,10000)
else:
bpy.context.object.particle_systems[name].seed = addon_prefs.scatter_01_seed
ps.settings.display_percentage = addon_prefs.scatter_01_display_percentage
ps.settings.use_advanced_hair = True
ps.settings.use_rotations = True
ps.settings.rotation_factor_random = 1
ps.settings.phase_factor = 1
ps.settings.phase_factor_random = addon_prefs.scatter_01_phase_factor_random
### ### texture parameters
bpy.ops.texture.new()
texturename = name
bpy.data.textures[-1].name = texturename
bpy.data.textures[texturename].type = 'CLOUDS' #LATER SUPPORT OTHER NOISE TYPE AND OPTIONS
bpy.data.textures[texturename].noise_scale = addon_prefs.scatter_01_noise_scale
bpy.data.textures[texturename].noise_depth = addon_prefs.scatter_01_noise_depth
bpy.data.textures[texturename].contrast = addon_prefs.scatter_01_contrast
bpy.data.textures[texturename].intensity = addon_prefs.scatter_01_intensity
ps.settings.texture_slots.add().texture = bpy.data.textures[texturename]
ps.settings.texture_slots[0].blend_type = 'MULTIPLY'
ps.settings.texture_slots[0].use_map_time = False
ps.settings.texture_slots[0].use_map_density = True
ps.settings.texture_slots[0].density_factor = addon_prefs.scatter_01_density_factor
ps.settings.texture_slots[0].use_map_length = True
ps.settings.texture_slots[0].length_factor = addon_prefs.scatter_01_length_factor
if addon_prefs.scatter_01_offset_is_random == False:
ps.settings.texture_slots[0].scale[1] = addon_prefs.scatter_01_scalex
ps.settings.texture_slots[0].scale[2] = addon_prefs.scatter_01_scaley
ps.settings.texture_slots[0].scale[0] = addon_prefs.scatter_01_scalez
else:
randomn =round(random.uniform(addon_prefs.scatter_01_size_A,addon_prefs.scatter_01_size_B), 2)
ps.settings.texture_slots[0].scale[1] = randomn
ps.settings.texture_slots[0].scale[2] = randomn
ps.settings.texture_slots[0].scale[0] = randomn
if addon_prefs.scatter_01_offset_is_random == False:
ps.settings.texture_slots[0].offset[1] = addon_prefs.scatter_01_offsetx
ps.settings.texture_slots[0].offset[2] = addon_prefs.scatter_01_offsety
ps.settings.texture_slots[0].offset[0] = addon_prefs.scatter_01_offsetz
else:
randomno =round(random.uniform(addon_prefs.scatter_01_offset_A,addon_prefs.scatter_01_offset_B), 2)
ps.settings.texture_slots[0].offset[1] = randomno
ps.settings.texture_slots[0].offset[2] = randomno
ps.settings.texture_slots[0].offset[0] = randomno
ps.settings.texture_slots[0].texture_coords = 'GLOBAL'
return {'FINISHED'}
######################################################################################
######################################################################################
# # # # # # # # # # # # N MENU # # # # # # # # # # # #
######################################################################################
######################################################################################
class Scatter_PT_ScatteringPanel(bpy.types.Panel):
bl_idname = "Scatter_PT_ScatteringPanel"
bl_label = "Scatter"
bl_category = "Scatter"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
def draw(self, context):
layout = self.layout
bigbutton = layout.column()
bigbutton.scale_y=2
bigbutton.operator('scatter.custom01', text="SCATTER", icon='PLAY')
######################################################################################
######################################################################################
# # # # # # # # # # # # REG # # # # # # # # # # # #
######################################################################################
######################################################################################
def register():
bpy.utils.register_class(ScatterPref)
bpy.utils.register_class(Scatter_OT_Custom01)
bpy.utils.register_class(Scatter_PT_ScatteringPanel)
def unregister():
bpy.utils.unregister_class(ScatterPref)
bpy.utils.unregister_class(Scatter_OT_Custom01)
bpy.utils.unregister_class(Scatter_PT_ScatteringPanel)
if __name__ == "__main__":
register()
#write ops to do on script exec
Scatter_v01.py (17.3 KB)
@filibis i don’t think thoses are true particles ? are they ?