Extensions:2.4/Py/Nodes/Cookbook/Textures

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Ideas

Recipes

Blend

Example output of blend node.[.blend]

This script produces a simple gradient from given color to black. Making second color customizable is left as an exercise to the reader.

from Blender import Node

class BlendNode(Node.Scripted):
    def __init__(self, sockets):
        vector = Node.Socket('Vector', val = 3*[1.0])
        col = Node.Socket('Color', val = 4*[1.0])
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)
        
        sockets.input = [vector, col, axis]
        sockets.output = [col]

    def __call__(self):
        fac = (self.input.Vector[int(self.input.Axis + 0.5)] + 1) / 2
        self.output.Color = map(lambda x: x * fac, self.input.Color)

__node__ = BlendNode

Brick

Example output of brick node.[.blend]

This script generates a simple texture. Use axis to define axis on which direction it is headed to.

from Blender import Node

class BrickNode(Node.Scripted):
    def __init__(self, sockets):
        vector = Node.Socket('Vector', val = 3*[1.0])
        col1 = Node.Socket('Main_Color', val = 4*[1.0])
        col2 = Node.Socket('Seam_Color', val = 4*[1.0])
        w_frequency = Node.Socket('W_Frequency', val=5.0, min=-100.0, max=100.0)
        h_frequency = Node.Socket('H_Frequency', val=5.0, min=-100.0, max=100.0)
        seam = Node.Socket('Seam', val=.1, min=0.0, max=1.0)
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)
        
        col = Node.Socket('Color', val = 4*[1.0])
        
        sockets.input = [vector, col1, col2, w_frequency, h_frequency, seam, axis]
        sockets.output = [col]

    def __call__(self):
        tex_coords = self.input.Vector
        axis_int = int(self.input.Axis + 0.5)
        
        if axis_int == 0:
            x, y = tex_coords[2], tex_coords[1]
        elif axis_int == 1:
            x, y = tex_coords[0], tex_coords[2]
        else:
            x, y = tex_coords[1], tex_coords[0]
        
        col = self.input.Seam_Color
        if self.input.W_Frequency * x % 1.0 > 0.5 + self.input.Seam:
            if self.input.W_Frequency * x % 1.0 < 1.0 - self.input.Seam:
                if self.input.H_Frequency * y % 1.0 > self.input.Seam:
                    col = self.input.Main_Color
        elif self.input.W_Frequency * x % 1.0 < 0.5 - self.input.Seam:
            if self.input.W_Frequency * x % 1.0 > self.input.Seam:
                if self.input.H_Frequency * (y + y / 2) % 1.0 < 1.0 - self.input.Seam: # TODO: offset could be better
                    col = self.input.Main_Color
        
        self.output.Color = col

__node__ = BrickNode

Chess

Example output of chess node.[.blend]

This script produces a simple chess pattern. Use axis to define axis on which direction it is headed to.

from Blender import Node

class ChessNode(Node.Scripted):
    def __init__(self, sockets):
        vector = Node.Socket('Vector', val = 3*[1.0])
        col1 = Node.Socket('Main_Color', val = 4*[1.0])
        col2 = Node.Socket('Seam_Color', val = 4*[1.0])
        w_frequency = Node.Socket('W_Frequency', val=5.0, min=-100.0, max=100.0)
        h_frequency = Node.Socket('H_Frequency', val=5.0, min=-100.0, max=100.0)
        seam = Node.Socket('Seam', val=.1, min=0.0, max=0.5)
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)
        
        col = Node.Socket('Color', val = 4*[1.0])
        
        sockets.input = [vector, col1, col2, w_frequency, h_frequency, seam, axis]
        sockets.output = [col]

    def __call__(self):
        tex_coords = self.input.Vector
        axis_int = int(self.input.Axis + 0.5)
        
        if axis_int == 0:
            x, y = tex_coords[2], tex_coords[1]
        elif axis_int == 1:
            x, y = tex_coords[0], tex_coords[2]
        else:
            x, y = tex_coords[1], tex_coords[0]
        
        col = self.input.Seam_Color
        if self.input.W_Frequency * x % 1.0 > 0.5 + self.input.Seam:
            if self.input.H_Frequency * y % 1.0 > 0.5 + self.input.Seam:
                col = self.input.Main_Color
        elif self.input.W_Frequency * x % 1.0 < 0.5 - self.input.Seam:
            if self.input.H_Frequency * y % 1.0 < 0.5 - self.input.Seam:
                col = self.input.Main_Color
        
        self.output.Color = col

__node__ = ChessNode

Mod 1

Example output of Mod 1 node.[.blend]

This script produces a stripy texture.

from Blender import Node

class ModNode(Node.Scripted):
    def __init__(self, sockets):
        vector = Node.Socket('Vector', val = 3*[1.0])
        col = Node.Socket('Color', val = 4*[1.0])
        frequency = Node.Socket('Frequency', val=5.0, min=-100.0, max=100.0)
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)
        
        sockets.input = [vector, frequency, axis]
        sockets.output = [col]

    def __call__(self):
        tex_coords = self.input.Vector
        
        col = 0.0
        if self.input.Frequency * tex_coords[int(self.input.Axis + 0.5)] % 1.0 > 0.5:
            col = 1.0
        
        self.output.Color = 3*[col] + [1.0]

__node__ = ModNode

Mod 2

Example output of Mod 2 node.[.blend]

This script produces a beach balloony texture.

from math import atan2
from Blender import Node

class Mod2Node(Node.Scripted):
    def __init__(self, sockets):
        vector = Node.Socket('Vector', val = 3*[1.0])
        color1 = Node.Socket('Color1', val = 4*[1.0])
        color2 = Node.Socket('Color2', val = 4*[1.0])
        threshold = Node.Socket('Threshold', val=0.5, min=0.0, max=1.0)
        frequency = Node.Socket('Frequency', val=5.0, min=-100.0, max=100.0)
        axis = Node.Socket('Axis', val=0.0, min=0.0, max=2.0)
        
        col = Node.Socket('Color', val = 4*[1.0])
        
        sockets.input = [vector, color1, color2, threshold, frequency, axis]
        sockets.output = [col]

    def __call__(self):
        tex_coords = self.input.Vector
        axis_int = int(self.input.Axis + 0.5)
        
        if axis_int == 0:
            x, y = tex_coords[2], tex_coords[1]
        elif axis_int == 1:
            x, y = tex_coords[2], tex_coords[0]
        else:
            x, y = tex_coords[1], tex_coords[0]
        
        self.output.Color = self.input.Color1
        if self.input.Frequency * atan2(y, x) % 1.0 > self.input.Threshold:
            self.output.Color = self.input.Color2

__node__ = Mod2Node