Files
stylized-rock-generator/stylized_tree_generator.py
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D4rkst3randClaude Opus 4.8 55beb2bb2f Tree Generator v1.8.0: Profilaufloesung je Ast-Ebene (Branch Sides / Sub Sides)
Stamm rund (8 Seiten), Aeste 4, Zweige 3 - wie im TreeIt-Referenzbaum. Runderer
Stamm bei gleichzeitig ~25% weniger Tris (baum 1368 -> 1032).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-29 11:17:36 +02:00

962 lines
44 KiB
Python

bl_info = {
"name": "Stylized Tree Generator",
"author": "D4rkst3r",
"version": (1, 8, 0),
"blender": (4, 2, 0),
"location": "View3D > Sidebar > Tree Gen",
"description": "Parametrischer Baum-/Palmen-/Busch-Generator (Geometry Nodes) mit Wachstums-Stufen",
"category": "Add Mesh",
}
# Parametrischer Stylized-Baum als Geometry-Nodes-Gruppe (Stamm + Aeste).
# Blaetter/Krone macht der Nutzer selbst - dieses Addon liefert das Geaest.
#
# HINWEIS: Der Node-Aufbau unten ist identisch mit EcoGame tools/blender_tree_gen.py
# (dort als CLI-Variante). Aenderungen bitte in beiden pflegen.
#
# LIVE BEARBEITEN: Nach dem Erzeugen liegen alle Regler am Modifier "GN_Tree" -
# im Viewport ziehen, der Baum aktualisiert sich sofort.
import bpy
import sys
import os
GROUP_NAME = "GN_StylizedTree"
OBJ_NAME = "StylizedTree"
# ============================ REGLER (Defaults) ============================
DEFAULTS = {
"Seed": 0,
"Height": 5.0,
"Trunk Radius": 0.13, # schlanker Stamm; zu dick wirkt sofort "stumpf"
"Bend": 0.5,
"Taper": 0.9,
"Branch Count": 9,
"Branch Length": 1.3,
"Branch Up": 1.3, # >1 = Aeste zeigen nach oben; negativ = haengend
"Branch Start": 0.35, # ab wo am Stamm Aeste sitzen (0..1)
"Branch End": 0.95,
"Branch Bend": 0.75, # Krummheit je Ast/Zweig (0 = gerade Staebe)
"Branch Droop": 0.0, # >0 haengt nach unten (Palme), <0 kruemmt nach oben (Kaktus)
"Branch Thickness": 0.32, # Ast-Dicke relativ zum Stamm
"Branch Taper": 0.55, # schwach verjuengen -> Roehre statt Kegel/Dorn
"Sub Count": 2, # Sub-Aeste je Hauptast (0 = aus)
"Sub Length": 0.55,
"Sub Up": 1.4,
"Sides": 8, # Stamm rund (Referenz TreeIt: ~9)
"Branch Sides": 4, # Aeste sparsamer
"Sub Sides": 3, # Zweige nur Dreiecke - sieht man nicht
"UV Scale": 1.0, # Rinden-Dichte; UVs sind world-space (m)
"Tip Blunt": 0.18, # >0 verhindert Nadelspitzen (0 = spitz, 0.45 = Kaktus)
"Root Flare": 1.1, # Wurzelanlauf: Stamm verbreitert sich am Fuss
"Detail": 0.55, # skaliert alle Resample-Counts = Tri-Budget-Regler
"Branch Collar": 0.4, # Ansatz-Verdickung: Uebergang Ast->Stamm (0 = aus)
"Merge": 0.0, # 1 = Aeste per Voxel-Remesh mit dem Stamm verschmelzen
"Merge Voxel": 0.03, # Voxelgroesse (m): klein = feiner, aber teuer
"Ribs": 0.0, # senkrechte Kanneluren (0 = glatt); Kaktus ~9
"Rib Depth": 0.0,
}
# Presets: nur die Abweichungen von DEFAULTS.
PRESETS = {
"baum": {},
"palme": {
"Height": 7.0, "Trunk Radius": 0.16, "Bend": 1.1, "Taper": 0.55,
"Branch Count": 11, "Branch Length": 2.6, "Branch Up": 0.55,
"Branch Start": 0.93, "Branch End": 1.0,
"Branch Bend": 0.25, "Branch Droop": 1.5,
"Sub Count": 0, # Wedel-Fiederung macht der User als Blattwerk
"Sides": 6,
},
"busch": {
"Height": 1.6, "Trunk Radius": 0.07, "Bend": 0.4, "Taper": 0.8,
"Branch Count": 14, "Branch Length": 0.9, "Branch Up": 1.0,
"Branch Start": 0.15, "Branch End": 0.95,
"Branch Bend": 0.6, "Branch Droop": 0.0,
"Sub Count": 1, "Sub Length": 0.35, "Sub Up": 1.6, "Sides": 4,
"Detail": 0.3, "Branch Count": 10,
},
# Kaktus: dicker, kaum verjuengter Stamm, wenige Arme, die per NEGATIVEM
# Droop nach oben kruemmen (Saguaro-Silhouette). Keine Sub-Aeste.
"kaktus": {
"Height": 3.0, "Trunk Radius": 0.28, "Bend": 0.08, "Taper": 0.10,
"Branch Count": 2, "Branch Length": 1.6, "Branch Up": 0.05,
"Branch Start": 0.28, "Branch End": 0.5,
"Branch Bend": 0.0,
"Branch Droop": -2.2, # negativ = Arme kruemmen nach OBEN (Saguaro)
"Branch Thickness": 0.72, # Arme fast so dick wie der Stamm
"Branch Taper": 0.12, # Arme bleiben dick statt spitz zuzulaufen
"Sub Count": 0,
"Tip Blunt": 0.45,
"Sides": 16, "Branch Sides": 12, "Ribs": 9.0, "Rib Depth": 0.09,
},
}
# ===========================================================================
def _sock(node, *names):
"""Falle 1: Socket nach Namen holen, mit Alternativen."""
for n in names:
if n in node.inputs:
return node.inputs[n]
raise KeyError("Socket %s nicht in %s" % (names, node.bl_idname))
def _out(node, *names):
for n in names:
if n in node.outputs:
return node.outputs[n]
return node.outputs[0]
def build_group():
old = bpy.data.node_groups.get(GROUP_NAME)
if old:
bpy.data.node_groups.remove(old)
ng = bpy.data.node_groups.new(GROUP_NAME, "GeometryNodeTree")
N, L = ng.nodes.new, ng.links.new
iface = ng.interface
def _count(base, x, y):
"""Resample-Count = base * Detail, mindestens 3. Der zentrale
Tri-Budget-Regler: die Segmentzahl entlang der Kurven dominiert die
Dreiecke (Tris ~ Segmente * Sides * 2)."""
mul = N("ShaderNodeMath"); mul.location = (x, y); mul.operation = 'MULTIPLY'
mul.inputs[0].default_value = float(base)
L(V["Detail"], mul.inputs[1])
mx = N("ShaderNodeMath"); mx.location = (x + 150, y); mx.operation = 'MAXIMUM'
mx.inputs[1].default_value = 3.0
L(mul.outputs[0], mx.inputs[0])
return mx
def _new_any(*bl_idnames):
"""Falle 2: erster Node-Typ, den diese Blender-Version kennt."""
for bid in bl_idnames:
try:
return N(bid)
except Exception:
continue
return None
iface.new_socket("Geometry", in_out='OUTPUT', socket_type='NodeSocketGeometry')
def add_in(name, stype, default, mn=None, mx=None):
s = iface.new_socket(name, in_out='INPUT', socket_type=stype)
s.default_value = default
if mn is not None:
s.min_value = mn
if mx is not None:
s.max_value = mx
add_in("Seed", 'NodeSocketInt', DEFAULTS["Seed"], 0, 9999)
add_in("Height", 'NodeSocketFloat', DEFAULTS["Height"], 0.5, 30.0)
add_in("Trunk Radius", 'NodeSocketFloat', DEFAULTS["Trunk Radius"], 0.01, 3.0)
add_in("Bend", 'NodeSocketFloat', DEFAULTS["Bend"], 0.0, 3.0)
add_in("Taper", 'NodeSocketFloat', DEFAULTS["Taper"], 0.0, 1.0)
add_in("Branch Count", 'NodeSocketInt', DEFAULTS["Branch Count"], 0, 60)
add_in("Branch Length", 'NodeSocketFloat', DEFAULTS["Branch Length"], 0.1, 10.0)
add_in("Branch Up", 'NodeSocketFloat', DEFAULTS["Branch Up"], -3.0, 3.0)
add_in("Branch Start", 'NodeSocketFloat', DEFAULTS["Branch Start"], 0.0, 1.0)
add_in("Branch End", 'NodeSocketFloat', DEFAULTS["Branch End"], 0.0, 1.0)
add_in("Branch Bend", 'NodeSocketFloat', DEFAULTS["Branch Bend"], 0.0, 2.0)
# Droop darf NEGATIV sein: dann kruemmen sich die Aeste nach OBEN
# (= Kaktus-Arme statt Palmwedel).
add_in("Branch Droop", 'NodeSocketFloat', DEFAULTS["Branch Droop"], -3.0, 3.0)
add_in("Branch Thickness", 'NodeSocketFloat', DEFAULTS["Branch Thickness"], 0.05, 1.0)
add_in("Branch Taper", 'NodeSocketFloat', DEFAULTS["Branch Taper"], 0.0, 1.0)
add_in("Sub Count", 'NodeSocketInt', DEFAULTS["Sub Count"], 0, 12)
add_in("Sub Length", 'NodeSocketFloat', DEFAULTS["Sub Length"], 0.05, 5.0)
add_in("Sub Up", 'NodeSocketFloat', DEFAULTS["Sub Up"], -3.0, 3.0)
add_in("Sides", 'NodeSocketInt', DEFAULTS["Sides"], 3, 32)
add_in("Branch Sides", 'NodeSocketInt', DEFAULTS["Branch Sides"], 3, 16)
add_in("Sub Sides", 'NodeSocketInt', DEFAULTS["Sub Sides"], 3, 12)
add_in("Tip Blunt", 'NodeSocketFloat', DEFAULTS["Tip Blunt"], 0.0, 0.9)
add_in("UV Scale", 'NodeSocketFloat', DEFAULTS["UV Scale"], 0.01, 20.0)
add_in("Detail", 'NodeSocketFloat', DEFAULTS["Detail"], 0.2, 2.0)
add_in("Root Flare", 'NodeSocketFloat', DEFAULTS["Root Flare"], 0.0, 4.0)
add_in("Branch Collar", 'NodeSocketFloat', DEFAULTS["Branch Collar"], 0.0, 3.0)
add_in("Merge", 'NodeSocketFloat', DEFAULTS["Merge"], 0.0, 1.0)
add_in("Merge Voxel", 'NodeSocketFloat', DEFAULTS["Merge Voxel"], 0.005, 0.2)
add_in("Ribs", 'NodeSocketFloat', DEFAULTS["Ribs"], 0.0, 20.0)
add_in("Rib Depth", 'NodeSocketFloat', DEFAULTS["Rib Depth"], 0.0, 0.5)
gin = N("NodeGroupInput"); gin.location = (-1400, 0)
gout = N("NodeGroupOutput"); gout.location = (1400, 0)
V = gin.outputs
# ---------- Stamm ----------
line = N("GeometryNodeCurvePrimitiveLine"); line.location = (-1150, 200)
top = N("ShaderNodeCombineXYZ"); top.location = (-1300, 120)
L(V["Height"], top.inputs["Z"])
L(top.outputs[0], _sock(line, "End"))
res = N("GeometryNodeResampleCurve"); res.location = (-950, 200)
L(_count(24, -1150, 380).outputs[0], _sock(res, "Count"))
L(_out(line, "Curve"), _sock(res, "Curve"))
spar = N("GeometryNodeSplineParameter"); spar.location = (-950, -60)
pos = N("GeometryNodeInputPosition"); pos.location = (-1150, -220)
noise = N("ShaderNodeTexNoise"); noise.location = (-950, -260)
noise.noise_dimensions = '4D'
_sock(noise, "Scale").default_value = 0.55
L(pos.outputs[0], _sock(noise, "Vector"))
L(V["Seed"], _sock(noise, "W"))
nsub = N("ShaderNodeVectorMath"); nsub.location = (-750, -260)
nsub.operation = 'SUBTRACT'; nsub.inputs[1].default_value = (0.5, 0.5, 0.5)
L(noise.outputs["Color"], nsub.inputs[0])
# Falle 5: Z des Offsets platt machen
flat = N("ShaderNodeVectorMath"); flat.location = (-580, -260)
flat.operation = 'MULTIPLY'; flat.inputs[1].default_value = (1.0, 1.0, 0.0)
L(nsub.outputs[0], flat.inputs[0])
# Falle 4: Offset mit Spline-Faktor skalieren -> Fuss bleibt stehen
bendf = N("ShaderNodeMath"); bendf.location = (-750, -60)
bendf.operation = 'MULTIPLY'
L(V["Bend"], bendf.inputs[0])
L(spar.outputs["Factor"], bendf.inputs[1])
offs = N("ShaderNodeVectorMath"); offs.location = (-400, -200)
offs.operation = 'SCALE'
L(flat.outputs[0], offs.inputs[0])
L(bendf.outputs[0], _sock(offs, "Scale"))
setpos = N("GeometryNodeSetPosition"); setpos.location = (-250, 200)
L(_out(res, "Curve"), _sock(setpos, "Geometry"))
L(offs.outputs[0], _sock(setpos, "Offset"))
# Radius: TrunkRadius * (1 - Taper * factor)
tf = N("ShaderNodeMath"); tf.location = (-580, 60); tf.operation = 'MULTIPLY'
L(V["Taper"], tf.inputs[0]); L(spar.outputs["Factor"], tf.inputs[1])
inv = N("ShaderNodeMath"); inv.location = (-420, 60); inv.operation = 'SUBTRACT'
inv.inputs[0].default_value = 1.0
L(tf.outputs[0], inv.inputs[1])
# Kuppel-Profil: (1 - f^3)^0.5 -> breite, gleichmaessige Kuppe. Mit einem
# zu spaeten/steilen Profil (f^8) trifft die Rundung nur 1-2 Resample-
# Punkte und wird zum KEGEL. Breit + genug Punkte = runde Kuppe.
# Bei starkem Taper (Baum) dominiert ohnehin die lineare Verjuengung.
def _dome(spar_node, x, y):
pw = N("ShaderNodeMath"); pw.location = (x, y); pw.operation = 'POWER'
pw.inputs[1].default_value = 3.0
L(spar_node.outputs["Factor"], pw.inputs[0])
s = N("ShaderNodeMath"); s.location = (x + 150, y); s.operation = 'SUBTRACT'
s.inputs[0].default_value = 1.0
L(pw.outputs[0], s.inputs[1])
rt = N("ShaderNodeMath"); rt.location = (x + 300, y); rt.operation = 'POWER'
rt.inputs[1].default_value = 0.5
L(s.outputs[0], rt.inputs[0])
return rt
# Verjuengung UND Kuppel GEMEINSAM begrenzen, dann erst mit dem Basisradius
# multiplizieren. Wirkt der Mindestwert nur auf die Kuppel, bleibt der bereits
# verjuengte Radius trotzdem winzig — gemessen: Sub-Ast-Spitze 0.8 mm bei
# 31 mm Basis, also weiterhin eine Nadel.
def _shape(inv_taper_socket, dome_node, base_socket, x, y,
spar_node=None, collar=False):
mul = N("ShaderNodeMath"); mul.location = (x, y); mul.operation = 'MULTIPLY'
L(inv_taper_socket, mul.inputs[0]); L(dome_node.outputs[0], mul.inputs[1])
mx = N("ShaderNodeMath"); mx.location = (x + 150, y); mx.operation = 'MAXIMUM'
L(mul.outputs[0], mx.inputs[0]); L(V["Tip Blunt"], mx.inputs[1])
src = mx
if collar and spar_node is not None:
# Ansatz-Verdickung ("Collar"): der Ast wird an seiner Basis breiter
# und laeuft schnell aus -> der Uebergang zum Stamm sieht gewachsen
# aus statt wie eine durchgesteckte Roehre. Kostet KEINE Verts.
ci = N("ShaderNodeMath"); ci.location = (x, y - 160); ci.operation = 'SUBTRACT'
ci.inputs[0].default_value = 1.0
L(spar_node.outputs["Factor"], ci.inputs[1])
cp = N("ShaderNodeMath"); cp.location = (x + 150, y - 160); cp.operation = 'POWER'
cp.inputs[1].default_value = 6.0 # faellt schnell ab -> kein Trichter
L(ci.outputs[0], cp.inputs[0])
cm = N("ShaderNodeMath"); cm.location = (x + 300, y - 160); cm.operation = 'MULTIPLY'
L(V["Branch Collar"], cm.inputs[0]); L(cp.outputs[0], cm.inputs[1])
ca = N("ShaderNodeMath"); ca.location = (x + 450, y - 160); ca.operation = 'ADD'
ca.inputs[0].default_value = 1.0
L(cm.outputs[0], ca.inputs[1])
cf = N("ShaderNodeMath"); cf.location = (x + 450, y - 60); cf.operation = 'MULTIPLY'
L(mx.outputs[0], cf.inputs[0]); L(ca.outputs[0], cf.inputs[1])
src = cf
r = N("ShaderNodeMath"); r.location = (x + 620, y); r.operation = 'MULTIPLY'
L(base_socket, r.inputs[0]); L(src.outputs[0], r.inputs[1])
return r
tdome = _dome(spar, -900, 220)
# Stammspitze duenner auslaufen lassen als die Aeste: sonst endet der Stamm
# mit einem sichtbaren flachen Deckel. Ein eigener, kleinerer Mindestwert.
ttip = N("ShaderNodeMath"); ttip.location = (-420, -80); ttip.operation = 'MULTIPLY'
L(V["Tip Blunt"], ttip.inputs[0]); ttip.inputs[1].default_value = 0.3
tmulr = N("ShaderNodeMath"); tmulr.location = (-260, 60); tmulr.operation = 'MULTIPLY'
L(inv.outputs[0], tmulr.inputs[0]); L(tdome.outputs[0], tmulr.inputs[1])
tmaxr = N("ShaderNodeMath"); tmaxr.location = (-110, 60); tmaxr.operation = 'MAXIMUM'
L(tmulr.outputs[0], tmaxr.inputs[0]); L(ttip.outputs[0], tmaxr.inputs[1])
# Wurzelanlauf: der Stamm verbreitert sich am Fuss. Hoher Exponent -> nur
# das unterste Stueck ist betroffen. Kostet keine Tris, nur Radius.
rfi = N("ShaderNodeMath"); rfi.location = (-420, -220); rfi.operation = 'SUBTRACT'
rfi.inputs[0].default_value = 1.0
L(spar.outputs["Factor"], rfi.inputs[1])
rfp = N("ShaderNodeMath"); rfp.location = (-270, -220); rfp.operation = 'POWER'
rfp.inputs[1].default_value = 9.0
L(rfi.outputs[0], rfp.inputs[0])
rfm = N("ShaderNodeMath"); rfm.location = (-120, -220); rfm.operation = 'MULTIPLY'
L(V["Root Flare"], rfm.inputs[0]); L(rfp.outputs[0], rfm.inputs[1])
rfa = N("ShaderNodeMath"); rfa.location = (30, -220); rfa.operation = 'ADD'
rfa.inputs[0].default_value = 1.0
L(rfm.outputs[0], rfa.inputs[1])
tflare = N("ShaderNodeMath"); tflare.location = (30, -60); tflare.operation = 'MULTIPLY'
L(tmaxr.outputs[0], tflare.inputs[0]); L(rfa.outputs[0], tflare.inputs[1])
trad = N("ShaderNodeMath"); trad.location = (190, 60); trad.operation = 'MULTIPLY'
L(V["Trunk Radius"], trad.inputs[0]); L(tflare.outputs[0], trad.inputs[1])
setrad = N("GeometryNodeSetCurveRadius"); setrad.location = (-80, 200)
L(_out(setpos, "Geometry"), _sock(setrad, "Curve"))
L(trad.outputs[0], _sock(setrad, "Radius"))
# ---------- Ast-Ursprünge auf dem oberen Stamm ----------
trim = N("GeometryNodeTrimCurve"); trim.location = (100, 320)
L(_out(setrad, "Curve"), _sock(trim, "Curve"))
# Ansatzbereich der Aeste: Baum = breit gestreut, Palme = alles ganz oben.
try:
L(V["Branch Start"], _sock(trim, "Start"))
L(V["Branch End"], _sock(trim, "End"))
except KeyError:
pass
c2p = N("GeometryNodeCurveToPoints"); c2p.location = (280, 320)
try:
c2p.mode = 'COUNT' # Falle 3
except Exception:
pass
L(_out(trim, "Curve"), _sock(c2p, "Curve"))
L(V["Branch Count"], _sock(c2p, "Count"))
# ---------- Ast-Geometrie (verjüngte Linie) ----------
bline = N("GeometryNodeCurvePrimitiveLine"); bline.location = (100, 40)
btop = N("ShaderNodeCombineXYZ"); btop.location = (-60, -20)
L(V["Branch Length"], btop.inputs["Z"])
L(btop.outputs[0], _sock(bline, "End"))
bres = N("GeometryNodeResampleCurve"); bres.location = (280, 40)
L(_count(14, 100, 200).outputs[0], _sock(bres, "Count"))
L(_out(bline, "Curve"), _sock(bres, "Curve"))
# Ast-Verjuengung: 1 - BranchTaper*factor. Bei Kakteen klein halten,
# sonst laufen die Arme spitz zu wie Dornen.
bspar = N("GeometryNodeSplineParameter"); bspar.location = (280, -140)
btap = N("ShaderNodeMath"); btap.location = (360, -240); btap.operation = 'MULTIPLY'
L(V["Branch Taper"], btap.inputs[0])
L(bspar.outputs["Factor"], btap.inputs[1])
binv = N("ShaderNodeMath"); binv.location = (440, -140)
binv.operation = 'SUBTRACT'; binv.inputs[0].default_value = 1.0
L(btap.outputs[0], binv.inputs[1])
# Ast-Dicke relativ zum Stamm. Beim Kaktus muessen die Arme fast so dick
# sein wie der Stamm (0.7+), beim Baum deutlich duenner (~0.3).
bbase = N("ShaderNodeMath"); bbase.location = (600, -140); bbase.operation = 'MULTIPLY'
L(V["Trunk Radius"], bbase.inputs[0]); L(V["Branch Thickness"], bbase.inputs[1])
bdome = _dome(bspar, 600, -600)
bscl = _shape(binv.outputs[0], bdome, bbase.outputs[0], 780, -140,
spar_node=bspar, collar=True)
bsetr = N("GeometryNodeSetCurveRadius"); bsetr.location = (600, 40)
L(_out(bres, "Curve"), _sock(bsetr, "Curve"))
L(bscl.outputs[0], _sock(bsetr, "Radius"))
# ---------- Ausrichtung relativ zur ELTERNKURVE ----------
# Curve to Points liefert Tangent + Normal des Ansatzpunktes gratis mit.
# Die Normale um die Tangente zu drehen (Index * Goldener Winkel) verteilt
# die Aeste spiralig um den Elternast (Phyllotaxis) UND folgt automatisch
# dessen Biegung. Vorher wurde die Richtung aus Weltkoordinaten gerechnet ->
# Aeste standen wie angeklebte Nadeln quer zum Ast.
def _child_dir(points_node, up_socket, x, y):
i = N("GeometryNodeInputIndex"); i.location = (x, y + 220)
a = N("ShaderNodeMath"); a.location = (x + 150, y + 220); a.operation = 'MULTIPLY'
a.inputs[1].default_value = 2.399963 # Goldener Winkel
L(i.outputs[0], a.inputs[0])
vr = N("ShaderNodeVectorRotate"); vr.location = (x + 320, y + 120)
vr.rotation_type = 'AXIS_ANGLE'
L(_out(points_node, "Normal"), vr.inputs["Vector"])
L(_out(points_node, "Tangent"), vr.inputs["Axis"])
L(a.outputs[0], vr.inputs["Angle"])
lean = N("ShaderNodeVectorMath"); lean.location = (x + 320, y - 60)
lean.operation = 'SCALE'
L(_out(points_node, "Tangent"), lean.inputs[0])
L(up_socket, _sock(lean, "Scale"))
add = N("ShaderNodeVectorMath"); add.location = (x + 500, y + 40)
add.operation = 'ADD'
L(vr.outputs[0], add.inputs[0]); L(lean.outputs[0], add.inputs[1])
return add
# ---------- radiale Ausrichtung je Ast ----------
dirv = _child_dir(c2p, V["Branch Up"], 100, 560)
align = _new_any("FunctionNodeAlignRotationToVector", "FunctionNodeAlignEulerToVector")
if align is not None:
align.location = (900, 560)
try:
align.axis = 'Z'
except Exception:
pass
L(dirv.outputs[0], _sock(align, "Vector"))
# Aeste an die ELTERNDICKE anpassen: "Instance on Points" wertet Felder auf
# der Punkt-Domain aus, dort liefert "Input Radius" den Stammradius genau am
# Ansatzpunkt. Ohne das sind Aeste oben (duenner Stamm) genauso dick wie
# unten - und damit dicker als der Stamm selbst.
prad = N("GeometryNodeInputRadius"); prad.location = (900, 120)
pratio = N("ShaderNodeMath"); pratio.location = (1050, 120); pratio.operation = 'DIVIDE'
L(prad.outputs[0], pratio.inputs[0]); L(V["Trunk Radius"], pratio.inputs[1])
pscale = N("ShaderNodeMapRange"); pscale.location = (1200, 120)
L(pratio.outputs[0], pscale.inputs["Value"])
pscale.inputs["To Min"].default_value = 0.35 # nicht ganz kollabieren lassen
pscale.inputs["To Max"].default_value = 1.0
pscale.clamp = True
inst = N("GeometryNodeInstanceOnPoints"); inst.location = (1400, 320)
L(_out(c2p, "Points"), _sock(inst, "Points"))
L(_out(bsetr, "Curve"), _sock(inst, "Instance"))
L(pscale.outputs[0], _sock(inst, "Scale"))
if align is not None:
L(align.outputs[0], _sock(inst, "Rotation"))
real = N("GeometryNodeRealizeInstances"); real.location = (1200, 320)
L(_out(inst, "Instances", "Geometry"), _sock(real, "Geometry"))
# ---------- Ast-Biegung NACH dem Realize ----------
# Trick fuer Variation je Ast: hier ist die Position bereits die WELT-Position
# des jeweiligen Astes. Dieselbe Noise liefert damit pro Ast einen anderen
# Wert — vor dem Realize haetten alle Instanzen identische lokale Coords
# (und wuerden exakt gleich gebogen).
rspar = N("GeometryNodeSplineParameter"); rspar.location = (1200, 60)
rpos = N("GeometryNodeInputPosition"); rpos.location = (1200, -100)
rnoise = N("ShaderNodeTexNoise"); rnoise.location = (1350, -140)
rnoise.noise_dimensions = '4D'
_sock(rnoise, "Scale").default_value = 0.9
L(rpos.outputs[0], _sock(rnoise, "Vector"))
L(V["Seed"], _sock(rnoise, "W"))
rsub = N("ShaderNodeVectorMath"); rsub.location = (1500, -140)
rsub.operation = 'SUBTRACT'; rsub.inputs[1].default_value = (0.5, 0.5, 0.5)
L(rnoise.outputs["Color"], rsub.inputs[0])
# Staerke waechst zur Astspitze -> Ansatz bleibt am Stamm
rfac = N("ShaderNodeMath"); rfac.location = (1350, 60); rfac.operation = 'MULTIPLY'
L(V["Branch Bend"], rfac.inputs[0])
L(rspar.outputs["Factor"], rfac.inputs[1])
rscale = N("ShaderNodeVectorMath"); rscale.location = (1650, -140)
rscale.operation = 'SCALE'
L(rsub.outputs[0], rscale.inputs[0])
L(rfac.outputs[0], _sock(rscale, "Scale"))
# Droop: Spitzen haengen nach unten (Palmwedel) -- quadratisch = schoene Kurve
dsq = N("ShaderNodeMath"); dsq.location = (1350, -320); dsq.operation = 'MULTIPLY'
L(rspar.outputs["Factor"], dsq.inputs[0]); L(rspar.outputs["Factor"], dsq.inputs[1])
dmul = N("ShaderNodeMath"); dmul.location = (1500, -320); dmul.operation = 'MULTIPLY'
L(V["Branch Droop"], dmul.inputs[0]); L(dsq.outputs[0], dmul.inputs[1])
dneg = N("ShaderNodeMath"); dneg.location = (1650, -320); dneg.operation = 'MULTIPLY'
dneg.inputs[1].default_value = -1.0
L(dmul.outputs[0], dneg.inputs[0])
dvec = N("ShaderNodeCombineXYZ"); dvec.location = (1800, -320)
L(dneg.outputs[0], dvec.inputs["Z"])
roffs = N("ShaderNodeVectorMath"); roffs.location = (1800, -140)
roffs.operation = 'ADD'
L(rscale.outputs[0], roffs.inputs[0])
L(dvec.outputs[0], roffs.inputs[1])
rsetp = N("GeometryNodeSetPosition"); rsetp.location = (1950, 320)
L(_out(real, "Geometry"), _sock(rsetp, "Geometry"))
L(roffs.outputs[0], _sock(rsetp, "Offset"))
# ---------- Sub-Aeste (zweite Verzweigungsebene) ----------
# Sitzen auf den bereits gebogenen Hauptaesten. Bei "Sub Count" = 0 liefert
# Curve to Points keine Punkte -> es entsteht schlicht nichts (kein Fehler).
strim = N("GeometryNodeTrimCurve"); strim.location = (2100, 520)
L(_out(rsetp, "Geometry"), _sock(strim, "Curve"))
try:
_sock(strim, "Start").default_value = 0.3
_sock(strim, "End").default_value = 0.9
except KeyError:
pass
sp = N("GeometryNodeCurveToPoints"); sp.location = (2250, 520)
try:
sp.mode = 'COUNT'
except Exception:
pass
L(_out(strim, "Curve"), _sock(sp, "Curve"))
L(V["Sub Count"], _sock(sp, "Count"))
sline = N("GeometryNodeCurvePrimitiveLine"); sline.location = (2100, 760)
stop = N("ShaderNodeCombineXYZ"); stop.location = (1950, 700)
L(V["Sub Length"], stop.inputs["Z"])
L(stop.outputs[0], _sock(sline, "End"))
sres = N("GeometryNodeResampleCurve"); sres.location = (2250, 760)
L(_count(9, 2100, 700).outputs[0], _sock(sres, "Count"))
L(_out(sline, "Curve"), _sock(sres, "Curve"))
# Sub-Aeste: gleiche Verjuengungs-Logik wie Hauptaeste (Branch Taper + Kuppel).
# Vorher lief der Radius hier hart auf 0 -> die Sub-Aeste wurden zu Nadeln.
sspar = N("GeometryNodeSplineParameter"); sspar.location = (2250, 900)
# ... und verjuengen sich nur SCHWACH. Ein dicker Ansatz, der spitz zulaeuft,
# ist genau die Dorn-Form - ein echter Zweig ist duenn und gleichmaessig.
shalf = N("ShaderNodeMath"); shalf.location = (2180, 1000); shalf.operation = 'MULTIPLY'
L(V["Branch Taper"], shalf.inputs[0]); shalf.inputs[1].default_value = 0.35
stap = N("ShaderNodeMath"); stap.location = (2330, 1000); stap.operation = 'MULTIPLY'
L(shalf.outputs[0], stap.inputs[0]); L(sspar.outputs["Factor"], stap.inputs[1])
sinv = N("ShaderNodeMath"); sinv.location = (2400, 900)
sinv.operation = 'SUBTRACT'; sinv.inputs[0].default_value = 1.0
L(stap.outputs[0], sinv.inputs[1])
sbase = N("ShaderNodeMath"); sbase.location = (2550, 900); sbase.operation = 'MULTIPLY'
L(V["Trunk Radius"], sbase.inputs[0])
sbase.inputs[1].default_value = 0.12 # Zweige sind DUENN ...
sdome = _dome(sspar, 2550, 1200)
srad2 = _shape(sinv.outputs[0], sdome, sbase.outputs[0], 2750, 900,
spar_node=sspar, collar=True)
ssetr = N("GeometryNodeSetCurveRadius"); ssetr.location = (2550, 760)
L(_out(sres, "Curve"), _sock(ssetr, "Curve"))
L(srad2.outputs[0], _sock(ssetr, "Radius"))
# Richtung: radial gestreut (Index) + "Sub Up"
sdir = _child_dir(sp, V["Sub Up"], 2100, 1060)
salign = _new_any("FunctionNodeAlignRotationToVector", "FunctionNodeAlignEulerToVector")
if salign is not None:
salign.location = (2700, 1060)
try:
salign.axis = 'Z'
except Exception:
pass
L(sdir.outputs[0], _sock(salign, "Vector"))
# Zweige ebenso an die Dicke ihres Elternastes koppeln.
sprad = N("GeometryNodeInputRadius"); sprad.location = (2700, 300)
sbaseref = N("ShaderNodeMath"); sbaseref.location = (2700, 180); sbaseref.operation = 'MULTIPLY'
L(V["Trunk Radius"], sbaseref.inputs[0]); L(V["Branch Thickness"], sbaseref.inputs[1])
sratio = N("ShaderNodeMath"); sratio.location = (2850, 240); sratio.operation = 'DIVIDE'
L(sprad.outputs[0], sratio.inputs[0]); L(sbaseref.outputs[0], sratio.inputs[1])
sscale = N("ShaderNodeMapRange"); sscale.location = (3000, 240)
L(sratio.outputs[0], sscale.inputs["Value"])
sscale.inputs["To Min"].default_value = 0.4
sscale.inputs["To Max"].default_value = 1.0
sscale.clamp = True
sinst = N("GeometryNodeInstanceOnPoints"); sinst.location = (3150, 520)
L(_out(sp, "Points"), _sock(sinst, "Points"))
L(_out(ssetr, "Curve"), _sock(sinst, "Instance"))
L(sscale.outputs[0], _sock(sinst, "Scale"))
if salign is not None:
L(salign.outputs[0], _sock(sinst, "Rotation"))
sreal = N("GeometryNodeRealizeInstances"); sreal.location = (3000, 520)
L(_out(sinst, "Instances", "Geometry"), _sock(sreal, "Geometry"))
# Sub-Aeste genauso biegen wie Stamm und Hauptaeste. Ohne diesen Schritt
# blieben sie schnurgerade - das ist der Grund, warum sie wie angeklebte
# Staebe wirkten. Auch hier NACH dem Realize, damit die Weltposition jedem
# Zweig ein eigenes Noise gibt (sonst biegen alle identisch).
sbspar = N("GeometryNodeSplineParameter"); sbspar.location = (3000, 300)
sbpos = N("GeometryNodeInputPosition"); sbpos.location = (3000, 160)
sbnoise = N("ShaderNodeTexNoise"); sbnoise.location = (3150, 160)
sbnoise.noise_dimensions = '4D'
_sock(sbnoise, "Scale").default_value = 1.6
L(sbpos.outputs[0], _sock(sbnoise, "Vector"))
L(V["Seed"], _sock(sbnoise, "W"))
sbsub = N("ShaderNodeVectorMath"); sbsub.location = (3320, 160)
sbsub.operation = 'SUBTRACT'; sbsub.inputs[1].default_value = (0.5, 0.5, 0.5)
L(sbnoise.outputs["Color"], sbsub.inputs[0])
sbfac = N("ShaderNodeMath"); sbfac.location = (3150, 300); sbfac.operation = 'MULTIPLY'
L(V["Branch Bend"], sbfac.inputs[0])
L(sbspar.outputs["Factor"], sbfac.inputs[1])
sbamt = N("ShaderNodeMath"); sbamt.location = (3320, 300); sbamt.operation = 'MULTIPLY'
sbamt.inputs[1].default_value = 0.5 # Zweige biegen etwas weniger als Aeste
L(sbfac.outputs[0], sbamt.inputs[0])
sboff = N("ShaderNodeVectorMath"); sboff.location = (3480, 220)
sboff.operation = 'SCALE'
L(sbsub.outputs[0], sboff.inputs[0])
L(sbamt.outputs[0], _sock(sboff, "Scale"))
sbset = N("GeometryNodeSetPosition"); sbset.location = (3640, 520)
L(_out(sreal, "Geometry"), _sock(sbset, "Geometry"))
L(sboff.outputs[0], _sock(sbset, "Offset"))
# ---------- Curve -> Mesh, PRO EBENE mit eigener Profilaufloesung ----------
# Referenz (TreeIt): Stamm ~9 Segmente, duenne Zweige nur Dreiecke. Ein
# "Curve to Mesh" kennt aber nur EIN Profil -> deshalb wird jede Ebene
# einzeln gewandelt und erst danach zusammengefuegt. Spart massiv Tris,
# weil die vielen duennen Zweige nicht die Rundung des Stammes brauchen.
def _profile(sides_socket, x, y):
c = N("GeometryNodeCurvePrimitiveCircle"); c.location = (x, y)
L(sides_socket, _sock(c, "Resolution"))
_sock(c, "Radius").default_value = 1.0
# Rippen (Kaktus-Kanneluren): radiale Welle auf dem Profil
sp = N("GeometryNodeSplineParameter"); sp.location = (x, y - 200)
ang = N("ShaderNodeMath"); ang.location = (x + 150, y - 200); ang.operation = 'MULTIPLY'
ang.inputs[1].default_value = 6.283185
L(sp.outputs["Factor"], ang.inputs[0])
rb = N("ShaderNodeMath"); rb.location = (x + 300, y - 200); rb.operation = 'MULTIPLY'
L(ang.outputs[0], rb.inputs[0]); L(V["Ribs"], rb.inputs[1])
co = N("ShaderNodeMath"); co.location = (x + 450, y - 200); co.operation = 'COSINE'
L(rb.outputs[0], co.inputs[0])
am = N("ShaderNodeMath"); am.location = (x + 600, y - 200); am.operation = 'MULTIPLY'
L(co.outputs[0], am.inputs[0]); L(V["Rib Depth"], am.inputs[1])
po = N("GeometryNodeInputPosition"); po.location = (x + 300, y - 340)
dn = N("ShaderNodeVectorMath"); dn.location = (x + 450, y - 340); dn.operation = 'NORMALIZE'
L(po.outputs[0], dn.inputs[0])
of = N("ShaderNodeVectorMath"); of.location = (x + 750, y - 300); of.operation = 'SCALE'
L(dn.outputs[0], of.inputs[0]); L(am.outputs[0], _sock(of, "Scale"))
st = N("GeometryNodeSetPosition"); st.location = (x + 900, y)
L(_out(c, "Curve"), _sock(st, "Geometry")); L(of.outputs[0], _sock(st, "Offset"))
# uv_u = Bogenlaenge um das Profil
sp2 = N("GeometryNodeSplineParameter"); sp2.location = (x + 900, y - 200)
su = N("GeometryNodeStoreNamedAttribute"); su.location = (x + 1050, y)
su.domain = 'POINT'; su.data_type = 'FLOAT'
L(_out(st, "Geometry"), _sock(su, "Geometry"))
_sock(su, "Name").default_value = "uv_u"
L(sp2.outputs["Length"], _sock(su, "Value"))
return su
def _to_mesh(curve_node, curve_out_name, sides_socket, x, y):
"""Kurven -> Mesh inkl. world-space UVs. Pro Ast-Ebene einmal."""
cs = N("GeometryNodeSplineParameter"); cs.location = (x, y - 140)
sv = N("GeometryNodeStoreNamedAttribute"); sv.location = (x + 150, y)
sv.domain = 'POINT'; sv.data_type = 'FLOAT'
L(_out(curve_node, curve_out_name), _sock(sv, "Geometry"))
_sock(sv, "Name").default_value = "uv_v"
L(cs.outputs["Length"], _sock(sv, "Value"))
rd = N("GeometryNodeInputRadius"); rd.location = (x, y - 280)
sw = N("GeometryNodeStoreNamedAttribute"); sw.location = (x + 300, y)
sw.domain = 'POINT'; sw.data_type = 'FLOAT'
L(_out(sv, "Geometry"), _sock(sw, "Geometry"))
_sock(sw, "Name").default_value = "uv_r"
L(rd.outputs[0], _sock(sw, "Value"))
prof = _profile(sides_socket, x - 1100, y - 500)
cm = N("GeometryNodeCurveToMesh"); cm.location = (x + 500, y)
L(_out(sw, "Geometry"), _sock(cm, "Curve"))
L(_out(prof, "Geometry"), _sock(cm, "Profile Curve"))
# Falle 7 (Blender 5.x): Radius-Attribut wird NICHT mehr implizit
# ausgewertet -> muss an den "Scale"-Eingang.
if "Scale" in cm.inputs:
ra = N("GeometryNodeInputRadius"); ra.location = (x + 350, y - 420)
L(ra.outputs[0], _sock(cm, "Scale"))
try:
_sock(cm, "Fill Caps").default_value = True
except KeyError:
pass
nu = N("GeometryNodeInputNamedAttribute"); nu.location = (x + 500, y - 200)
nu.data_type = 'FLOAT'; _sock(nu, "Name").default_value = "uv_u"
nv = N("GeometryNodeInputNamedAttribute"); nv.location = (x + 500, y - 320)
nv.data_type = 'FLOAT'; _sock(nv, "Name").default_value = "uv_v"
nr = N("GeometryNodeInputNamedAttribute"); nr.location = (x + 500, y - 440)
nr.data_type = 'FLOAT'; _sock(nr, "Name").default_value = "uv_r"
um = N("ShaderNodeMath"); um.location = (x + 650, y - 200); um.operation = 'MULTIPLY'
L(_out(nu, "Attribute"), um.inputs[0]); L(_out(nr, "Attribute"), um.inputs[1])
us_ = N("ShaderNodeMath"); us_.location = (x + 800, y - 200); us_.operation = 'MULTIPLY'
L(um.outputs[0], us_.inputs[0]); L(V["UV Scale"], us_.inputs[1])
vs_ = N("ShaderNodeMath"); vs_.location = (x + 800, y - 320); vs_.operation = 'MULTIPLY'
L(_out(nv, "Attribute"), vs_.inputs[0]); L(V["UV Scale"], vs_.inputs[1])
uv = N("ShaderNodeCombineXYZ"); uv.location = (x + 950, y - 260)
L(us_.outputs[0], uv.inputs["X"]); L(vs_.outputs[0], uv.inputs["Y"])
sm = N("GeometryNodeStoreNamedAttribute"); sm.location = (x + 1100, y)
sm.domain = 'CORNER'; sm.data_type = 'FLOAT2'
L(_out(cm, "Mesh", "Geometry"), _sock(sm, "Geometry"))
_sock(sm, "Name").default_value = "UVMap"
L(uv.outputs[0], _sock(sm, "Value"))
return sm
mesh_trunk = _to_mesh(setrad, "Curve", V["Sides"], 3400, 900)
mesh_branch = _to_mesh(rsetp, "Geometry", V["Branch Sides"], 3400, 200)
mesh_sub = _to_mesh(sbset, "Geometry", V["Sub Sides"], 3400, -500)
join = N("GeometryNodeJoinGeometry"); join.location = (4700, 300)
L(_out(mesh_sub, "Geometry"), join.inputs[0])
L(_out(mesh_branch, "Geometry"), join.inputs[0])
L(_out(mesh_trunk, "Geometry"), join.inputs[0])
stuv = join # Name beibehalten fuer den nachfolgenden Merge-Zweig
# ---------- optional: Aeste mit dem Stamm VERSCHMELZEN ----------
# Voxel-Remesh (Mesh to Volume -> Volume to Mesh) macht aus den sich
# durchdringenden Roehren EINE organische Oberflaeche mit weichen Uebergaengen.
# ACHTUNG, ehrlicher Preis: der Remesh erzeugt komplett neue Topologie ->
# die UVs sind danach WEG und der Vert-Count steigt deutlich. Deshalb als
# Schalter (Merge = 0 laesst den schnellen, UV-tauglichen Pfad unberuehrt).
m2v = N("GeometryNodeMeshToVolume"); m2v.location = (1650, -200)
L(_out(stuv, "Geometry"), _sock(m2v, "Mesh"))
try:
_sock(m2v, "Resolution Mode").default_value = 'Size'
except Exception:
pass
L(V["Merge Voxel"], _sock(m2v, "Voxel Size"))
v2m = N("GeometryNodeVolumeToMesh"); v2m.location = (1820, -200)
L(_out(m2v, "Volume", "Geometry"), _sock(v2m, "Volume"))
try:
_sock(v2m, "Resolution Mode").default_value = 'Size'
except Exception:
pass
L(V["Merge Voxel"], _sock(v2m, "Voxel Size"))
pick = N("GeometryNodeSwitch"); pick.location = (2000, 100)
pick.input_type = 'GEOMETRY'
mgt = N("ShaderNodeMath"); mgt.location = (1820, 60); mgt.operation = 'GREATER_THAN'
mgt.inputs[1].default_value = 0.5
L(V["Merge"], mgt.inputs[0])
L(mgt.outputs[0], _sock(pick, "Switch"))
L(_out(stuv, "Geometry"), _sock(pick, "False"))
L(_out(v2m, "Mesh", "Geometry"), _sock(pick, "True"))
shade = N("GeometryNodeSetShadeSmooth"); shade.location = (2200, 200)
L(_out(pick, "Output"), _sock(shade, "Geometry"))
L(_out(shade, "Geometry"), gout.inputs[0])
return ng
# Wachstums-Stufen: Faktoren/Werte fuer t = 0 (Setzling) .. 1 (ausgewachsen).
# Gleicher Seed -> dieselbe Baum-"Identitaet", nur juenger. Genau das braucht
# ein Wachstums-System, damit Stufe 1 und Stufe 4 wie DERSELBE Baum wirken.
GROWTH_YOUNG = {
"Height": 0.16, # Faktoren (werden mit dem Zielwert multipliziert)
"Trunk Radius": 0.30,
"Branch Length": 0.30,
"Branch Count": 0.35,
"Sub Count": 0.0, # Setzling hat noch keine Sub-Aeste
}
def growth_values(preset, t):
"""Parameter fuer Wachstums-Fortschritt t (0 = Setzling, 1 = ausgewachsen)."""
full = dict(DEFAULTS)
full.update(PRESETS.get(preset, {}))
out = dict(full)
t = max(0.0, min(1.0, t))
for key, young_factor in GROWTH_YOUNG.items():
if key not in full:
continue
target = full[key]
young = target * young_factor
v = young + (target - young) * t
out[key] = max(1, int(round(v))) if isinstance(target, int) and key != "Sub Count" \
else (int(round(v)) if isinstance(target, int) else v)
return out
def socket_ids(ng):
"""Name -> Modifier-Key ('Socket_3'). Fuer Presets/Skripting."""
out = {}
for s in ng.interface.items_tree:
if getattr(s, "in_out", "") == 'INPUT':
out[s.name] = s.identifier
return out
def make_object(ng, preset="baum", name=None, growth=None, seed=None):
name = name or OBJ_NAME
old = bpy.data.objects.get(name)
if old:
bpy.data.objects.remove(old, do_unlink=True)
me = bpy.data.meshes.new(name + "Mesh")
ob = bpy.data.objects.new(name, me)
bpy.context.scene.collection.objects.link(ob)
md = ob.modifiers.new("GN_Tree", 'NODES')
md.node_group = ng
ids = socket_ids(ng)
if growth is None:
values = dict(DEFAULTS)
values.update(PRESETS.get(preset, {}))
else:
values = growth_values(preset, growth)
if seed is not None:
values["Seed"] = seed
for k, v in values.items():
if k in ids:
md[ids[k]] = v
bpy.context.view_layer.objects.active = ob
return ob
# ---------------------------------------------------------------------------
# Addon-UI
# ---------------------------------------------------------------------------
from bpy.props import (
IntProperty, FloatProperty, EnumProperty, BoolProperty, PointerProperty,
)
from bpy.types import Operator, Panel, PropertyGroup
def _preset_enum(self, context):
return [(k, k.capitalize(), "") for k in PRESETS]
class TreeGenSettings(PropertyGroup):
preset: EnumProperty(name="Preset", items=_preset_enum)
seed: IntProperty(name="Seed", default=0, min=0, max=9999)
use_growth: BoolProperty(
name="Wachstums-Stufen", default=False,
description="Erzeugt mehrere Stufen (Setzling .. ausgewachsen) mit gleichem Seed",
)
stages: IntProperty(name="Anzahl Stufen", default=4, min=2, max=8)
spacing: FloatProperty(name="Abstand", default=4.0, min=0.0, max=20.0)
apply_modifier: BoolProperty(
name="Modifier anwenden", default=False,
description="Ergebnis als normales Mesh einfrieren (fuer den Export)",
)
generate_lightmap_uv: BoolProperty(
name="UV1 Lightmap-UV", default=True,
description=("Zweiter, nicht ueberlappender UV-Kanal fuer Unreal-Lightmaps. "
"Braucht 'Modifier anwenden' (nur echte Meshes lassen sich unwrappen)"),
)
def _place(ob, x):
ob.location.x = x
def _add_lightmap_uv(context, ob, op):
"""UV1 fuer Unreal-Lightmaps. Nur auf echten Meshes moeglich (nach Apply)."""
if not ob.data.polygons:
return
lm = ob.data.uv_layers.get("Lightmap") or ob.data.uv_layers.new(name="Lightmap")
# WICHTIG: aktiven Kanal setzen, sonst ueberschreibt lightmap_pack UV0.
ob.data.uv_layers.active = lm
for o in context.view_layer.objects:
try:
o.select_set(False)
except (ReferenceError, RuntimeError):
pass
ob.select_set(True)
context.view_layer.objects.active = ob
try:
bpy.ops.uv.lightmap_pack(PREF_CONTEXT='ALL_FACES', PREF_PACK_IN_ONE=True,
PREF_NEW_UVLAYER=False, PREF_BOX_DIV=12,
PREF_MARGIN_DIV=0.2)
except RuntimeError as exc:
op.report({'WARNING'}, "Lightmap-UV: %s" % exc)
# UV0 wieder als Kanal 0 / Render-UV (Unreal nutzt die Reihenfolge)
if ob.data.uv_layers:
ob.data.uv_layers.active_index = 0
ob.data.uv_layers[0].active_render = True
class TREEGEN_OT_create(Operator):
bl_idname = "object.treegen_create"
bl_label = "Baum erzeugen"
bl_description = "Erzeugt einen parametrischen Baum (Regler danach am Modifier)"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
s = context.scene.tree_gen_settings
try:
ng = build_group()
except Exception as exc: # noqa: BLE001
self.report({'ERROR'}, "Node-Gruppe fehlgeschlagen: %s" % exc)
return {'CANCELLED'}
try:
ng.asset_mark()
ng.asset_data.description = "Parametrischer Stylized-Baum (Stamm + Aeste)"
except Exception:
pass
created = []
x = 0.0
try:
if s.use_growth:
for i in range(s.stages):
t = i / float(s.stages - 1) if s.stages > 1 else 1.0
ob = make_object(ng, preset=s.preset, growth=t, seed=s.seed,
name="%s_%s_stage%d" % (OBJ_NAME, s.preset, i))
_place(ob, x); x += s.spacing
created.append(ob)
else:
ob = make_object(ng, preset=s.preset, seed=s.seed,
name="%s_%s" % (OBJ_NAME, s.preset))
created.append(ob)
except Exception as exc: # noqa: BLE001
self.report({'ERROR'}, "Erzeugen fehlgeschlagen: %s" % exc)
return {'CANCELLED'}
if s.apply_modifier:
for ob in created:
context.view_layer.objects.active = ob
try:
bpy.ops.object.modifier_apply(modifier="GN_Tree")
except RuntimeError as exc:
self.report({'WARNING'}, "Modifier-Apply: %s" % exc)
continue
# UV0 heisst nach dem Apply "UVMap" (aus den Geometry Nodes).
if s.generate_lightmap_uv:
_add_lightmap_uv(context, ob, self)
context.view_layer.update()
total = 0
dg = context.evaluated_depsgraph_get()
for ob in created:
try:
total += len(ob.evaluated_get(dg).data.vertices)
except Exception:
pass
self.report({'INFO'}, "%d Objekt(e) erzeugt, %d Verts gesamt." % (len(created), total))
return {'FINISHED'}
class VIEW3D_PT_tree_generator(Panel):
bl_label = "Tree Generator"
bl_idname = "VIEW3D_PT_tree_generator"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Tree Gen"
def draw(self, context):
layout = self.layout
s = context.scene.tree_gen_settings
box = layout.box()
box.label(text="Vorlage", icon='PRESET')
box.prop(s, "preset", text="")
box.prop(s, "seed")
box = layout.box()
box.label(text="Wachstum")
box.prop(s, "use_growth")
sub = box.column(align=True)
sub.enabled = s.use_growth
sub.prop(s, "stages")
sub.prop(s, "spacing")
box = layout.box()
box.label(text="Export")
box.prop(s, "apply_modifier")
row = box.row()
row.enabled = s.apply_modifier
row.prop(s, "generate_lightmap_uv")
layout.separator()
layout.operator("object.treegen_create", icon='OUTLINER_OB_MESH')
layout.label(text="Feinjustierung: am Modifier 'GN_Tree'", icon='INFO')
classes = (
TreeGenSettings,
TREEGEN_OT_create,
VIEW3D_PT_tree_generator,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Scene.tree_gen_settings = PointerProperty(type=TreeGenSettings)
def unregister():
del bpy.types.Scene.tree_gen_settings
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()