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material.py
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# Copyright Hugo Aboud, vanous
#
# This file is part of BlenderDMX.
#
# BlenderDMX 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.
#
# BlenderDMX 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 <https://www.gnu.org/licenses/>.
import logging
import os
import bpy
from .gdtf import DMX_GDTF
from .logging import DMX_Log
# Shader Nodes default labels
# Blender API naming convention is inconsistent for internationalization
# Every label used is listed here, so it's easier to fix it on new API updates
PRINCIPLED_BSDF = bpy.app.translations.pgettext("Principled BSDF")
MATERIAL_OUTPUT = bpy.app.translations.pgettext("Material Output")
SHADER_NODE_EMISSION = bpy.app.translations.pgettext("ShaderNodeEmission")
SHADER_NODE_VOLUMESCATTER = bpy.app.translations.pgettext("ShaderNodeVolumeScatter")
VOLUME_SCATTER = bpy.app.translations.pgettext("Volume Scatter")
EMISSION = bpy.app.translations.pgettext("Emission")
LIGHT_NODE = bpy.app.translations.pgettext("Light Output")
SHADER_NODE_MIX_SHADER = bpy.app.translations.pgettext("ShaderNodeMixShader")
SHADER_NODE_BSDF_TRANSPARENT = bpy.app.translations.pgettext(
"ShaderNodeBsdfTransparent"
)
SHADER_NODE_TEX_IMAGE = bpy.app.translations.pgettext("ShaderNodeTexImage")
SHADER_NODE_MIX = bpy.app.translations.pgettext("ShaderNodeMix")
SHADER_NODE_COLOR_RAMP = bpy.app.translations.pgettext("ShaderNodeValToRGB")
SHADER_NODE_NOISE_TEXTURE = bpy.app.translations.pgettext("ShaderNodeTexNoise")
SHADER_NODE_TEX_IES = bpy.app.translations.pgettext("ShaderNodeTexIES")
# <get Emitter Material>
# Create an emissive material with given name, remove if already present
def getEmitterMaterial(name):
if name in bpy.data.materials:
bpy.data.materials.remove(bpy.data.materials[name])
material = bpy.data.materials.new(name)
material.use_nodes = True
# BUG: Internationalization
if PRINCIPLED_BSDF in material.node_tree.nodes:
material.node_tree.nodes.remove(material.node_tree.nodes[PRINCIPLED_BSDF])
else:
DMX_Log.log.error(
"BSDF material could not be removed when adding new Emitter, this could cause issues. Set Logging level to Info to get more details."
)
if DMX_Log.log.isEnabledFor(logging.INFO):
print("INFO", "Nodes in material tree nodes:")
for node in material.node_tree.nodes:
print("INFO", node)
node = material.node_tree.nodes.new(SHADER_NODE_EMISSION)
material.node_tree.links.new(
material.node_tree.nodes[MATERIAL_OUTPUT].inputs[0], node.outputs[0]
)
return material
# <get Volume Scatter Material>
#
def getVolumeScatterMaterial():
if "DMX_Volume" in bpy.data.materials:
return bpy.data.materials["DMX_Volume"]
material = bpy.data.materials.new("DMX_Volume")
material.use_nodes = True
# BUG: Internationalization
if PRINCIPLED_BSDF in material.node_tree.nodes:
material.node_tree.nodes.remove(material.node_tree.nodes[PRINCIPLED_BSDF])
else:
DMX_Log.log.error(
"BSDF material could not be removed when adding creating Volume, this could cause issues. Set Logging level to Info to get more details"
)
if DMX_Log.log.isEnabledFor(logging.INFO):
print("INFO", "Nodes in material tree nodes:")
for node in material.node_tree.nodes:
print("INFO", node)
volume_scatter = material.node_tree.nodes.new(SHADER_NODE_VOLUMESCATTER)
volume_scatter.name = "Volume Scatter"
color_ramp = material.node_tree.nodes.new(SHADER_NODE_COLOR_RAMP)
color_ramp.name = "Color Ramp"
noise_texture = material.node_tree.nodes.new(SHADER_NODE_NOISE_TEXTURE)
noise_texture.name = "Noise Texture"
material.node_tree.links.new(
material.node_tree.nodes[MATERIAL_OUTPUT].inputs[1], volume_scatter.outputs[0]
)
material.node_tree.links.new(noise_texture.outputs[0], color_ramp.inputs[0])
material.node_tree.links.new(color_ramp.outputs[0], volume_scatter.inputs[0])
volume_scatter.inputs["Density"].default_value = 0.1
material.node_tree.nodes["Color Ramp"].color_ramp.elements[0].position = 0.444
material.node_tree.nodes["Color Ramp"].color_ramp.elements[1].position = 1
return material
def get_gobo_material(name):
"""Material for gobo projection.
The commented out lines have originally been used
but there doesn't seem to be difference without them
keeping them here just in case."""
if name in bpy.data.materials:
bpy.data.materials.remove(bpy.data.materials[name])
material = bpy.data.materials.new(name)
material.use_nodes = True
material.node_tree.nodes.remove(material.node_tree.nodes[PRINCIPLED_BSDF])
matout = material.node_tree.nodes.get(MATERIAL_OUTPUT)
bsdf = material.node_tree.nodes.new(SHADER_NODE_BSDF_TRANSPARENT)
material.node_tree.links.new(matout.inputs[0], bsdf.outputs[0])
# set gobo node
gobo_geometry_node = material.node_tree.nodes.new("ShaderNodeTexCoord")
gobo2_image_rotate = material.node_tree.nodes.new("ShaderNodeVectorRotate")
gobo2_image_rotate.name = "Gobo2Rotation"
gobo2_image_rotate.rotation_type = "Z_AXIS"
gobo2_image_rotate.invert = True
gobo2_image_rotate.inputs[1].default_value[:2] = [0.5] * 2
gobo2_image = material.node_tree.nodes.new(SHADER_NODE_TEX_IMAGE)
gobo2_image.name = "Gobo2Texture"
gobo1_image_rotate = material.node_tree.nodes.new("ShaderNodeVectorRotate")
gobo1_image_rotate.name = "Gobo1Rotation"
gobo1_image_rotate.rotation_type = "Z_AXIS"
gobo1_image_rotate.invert = True
gobo1_image_rotate.inputs[1].default_value[:2] = [0.5] * 2
gobo1_image = material.node_tree.nodes.new(SHADER_NODE_TEX_IMAGE)
gobo1_image.name = "Gobo1Texture"
material.node_tree.links.new(
gobo_geometry_node.outputs[0], gobo1_image_rotate.inputs[0]
)
material.node_tree.links.new(gobo1_image_rotate.outputs[0], gobo1_image.inputs[0])
material.node_tree.links.new(
gobo_geometry_node.outputs[0], gobo2_image_rotate.inputs[0]
)
material.node_tree.links.new(gobo2_image_rotate.outputs[0], gobo2_image.inputs[0])
gobo1_mix = material.node_tree.nodes.new(SHADER_NODE_MIX)
gobo1_mix.data_type = "RGBA"
gobo1_mix.blend_type = "MIX"
gobo1_mix.name = "Gobo1Mix"
gobo1_mix.inputs[0].default_value = 1
gobo2_mix = material.node_tree.nodes.new(SHADER_NODE_MIX)
gobo2_mix.data_type = "RGBA"
gobo2_mix.blend_type = "MIX"
gobo2_mix.name = "Gobo2Mix"
gobo2_mix.inputs[0].default_value = 1
# gobo mix
gobos_mix = material.node_tree.nodes.new(SHADER_NODE_MIX)
gobos_mix.data_type = "RGBA"
gobos_mix.blend_type = "DARKEN"
gobos_mix.name = "Mix"
gobos_mix.inputs[0].default_value = 1
material.node_tree.links.new(gobo1_image.outputs[0], gobo1_mix.inputs["A"])
material.node_tree.links.new(gobo2_image.outputs[0], gobo2_mix.inputs["A"])
material.node_tree.links.new(gobo1_mix.outputs["Result"], gobos_mix.inputs["A"])
material.node_tree.links.new(gobo2_mix.outputs["Result"], gobos_mix.inputs["B"])
mix = material.node_tree.nodes.new(SHADER_NODE_MIX)
mix.data_type = "RGBA"
mix.blend_type = "MULTIPLY"
mix.name = "IrisMix"
mix.inputs[0].default_value = 1
material.node_tree.links.new(gobos_mix.outputs["Result"], mix.inputs["A"])
material.node_tree.links.new(mix.outputs["Result"], bsdf.inputs[0])
# set iris up
iris_texture = material.node_tree.nodes.new("ShaderNodeTexImage")
add_node = material.node_tree.nodes.new("ShaderNodeVectorMath")
iris_gobo = bpy.data.images.get("default_iris.png", None)
if iris_gobo is None:
iris_image_path = os.path.join(DMX_GDTF.getPrimitivesPath(), "default_iris.png")
iris_gobo = bpy.data.images.load(iris_image_path)
iris_gobo.alpha_mode = "CHANNEL_PACKED"
scale_node = material.node_tree.nodes.new("ShaderNodeVectorMath")
center_node = material.node_tree.nodes.new("ShaderNodeVectorMath")
center_node.inputs[1].default_value[:2] = add_node.inputs[1].default_value[:2] = [
0.5
] * 2
# inputnode.blend_type = 'DARKEN' if check_spot else 'MULTIPLY'
scale_node.label = scale_node.name = "Iris Size"
center_node.label = center_node.name = "Center"
add_node.label = add_node.name = "Iris Vector"
center_node.operation = "SUBTRACT"
scale_node.operation = "SCALE"
add_node.operation = "ADD"
iris_texture.image = iris_gobo
iris_texture.extension = "EXTEND"
iris_texture.label = iris_texture.name = "Iris"
material.node_tree.links.new(gobo_geometry_node.outputs[2], center_node.inputs[0])
material.node_tree.links.new(center_node.outputs[0], scale_node.inputs[0])
material.node_tree.links.new(scale_node.outputs[0], add_node.inputs[0])
material.node_tree.links.new(add_node.outputs[0], iris_texture.inputs[0])
material.node_tree.links.new(iris_texture.outputs[0], mix.inputs["B"])
return material
def set_light_nodes(light):
light_obj = light.object
light_obj.data.use_nodes = True
emission = light_obj.data.node_tree.nodes.get(EMISSION)
# set gobo node
gobo_geometry_node = light_obj.data.node_tree.nodes.new("ShaderNodeNewGeometry")
gobo2_image_rotate = light_obj.data.node_tree.nodes.new("ShaderNodeVectorRotate")
gobo2_image_rotate.name = "Gobo2Rotation"
gobo2_image_rotate.rotation_type = "Z_AXIS"
gobo2_image_rotate.invert = True
gobo2_image_rotate.inputs[1].default_value[:2] = [0.5] * 2
gobo2_image = light_obj.data.node_tree.nodes.new(SHADER_NODE_TEX_IMAGE)
gobo2_image.name = "Gobo2Texture"
gobo1_image_rotate = light_obj.data.node_tree.nodes.new("ShaderNodeVectorRotate")
gobo1_image_rotate.name = "Gobo1Rotation"
gobo1_image_rotate.rotation_type = "Z_AXIS"
gobo1_image_rotate.invert = True
gobo1_image_rotate.inputs[1].default_value[:2] = [0.5] * 2
gobo1_image = light_obj.data.node_tree.nodes.new(SHADER_NODE_TEX_IMAGE)
gobo1_image.name = "Gobo1Texture"
light_obj.data.node_tree.links.new(
gobo_geometry_node.outputs[5], gobo1_image_rotate.inputs[0]
)
light_obj.data.node_tree.links.new(
gobo1_image_rotate.outputs[0], gobo1_image.inputs[0]
)
light_obj.data.node_tree.links.new(
gobo_geometry_node.outputs[5], gobo2_image_rotate.inputs[0]
)
light_obj.data.node_tree.links.new(
gobo2_image_rotate.outputs[0], gobo2_image.inputs[0]
)
gobo1_mix = light_obj.data.node_tree.nodes.new(SHADER_NODE_MIX)
gobo1_mix.data_type = "RGBA"
gobo1_mix.blend_type = "MIX"
gobo1_mix.name = "Gobo1Mix"
gobo1_mix.inputs[0].default_value = 1
gobo2_mix = light_obj.data.node_tree.nodes.new(SHADER_NODE_MIX)
gobo2_mix.data_type = "RGBA"
gobo2_mix.blend_type = "MIX"
gobo2_mix.name = "Gobo2Mix"
gobo2_mix.inputs[0].default_value = 1
# gobo mix
gobos_mix = light_obj.data.node_tree.nodes.new(SHADER_NODE_MIX)
gobos_mix.data_type = "RGBA"
gobos_mix.blend_type = "DARKEN"
gobos_mix.name = "Mix"
gobos_mix.inputs[0].default_value = 1
light_obj.data.node_tree.links.new(gobo1_image.outputs[0], gobo1_mix.inputs["A"])
light_obj.data.node_tree.links.new(gobo2_image.outputs[0], gobo2_mix.inputs["A"])
light_obj.data.node_tree.links.new(
gobo1_mix.outputs["Result"], gobos_mix.inputs["A"]
)
light_obj.data.node_tree.links.new(
gobo2_mix.outputs["Result"], gobos_mix.inputs["B"]
)
mix = light_obj.data.node_tree.nodes.new(SHADER_NODE_MIX)
mix.data_type = "RGBA"
mix.blend_type = "DARKEN"
mix.name = "IrisMix"
mix.inputs[0].default_value = 1
light_obj.data.node_tree.links.new(gobos_mix.outputs["Result"], mix.inputs["A"])
light_obj.data.node_tree.links.new(mix.outputs["Result"], emission.inputs[0])
# set iris up
iris_geometry_node = light_obj.data.node_tree.nodes.new("ShaderNodeNewGeometry")
iris_texture = light_obj.data.node_tree.nodes.new("ShaderNodeTexImage")
add_node = light_obj.data.node_tree.nodes.new("ShaderNodeVectorMath")
iris_gobo = bpy.data.images.get("default_iris.png", None)
if iris_gobo is None:
iris_image_path = os.path.join(DMX_GDTF.getPrimitivesPath(), "default_iris.png")
iris_gobo = bpy.data.images.load(iris_image_path)
iris_gobo.alpha_mode = "CHANNEL_PACKED"
scale_node = light_obj.data.node_tree.nodes.new("ShaderNodeVectorMath")
center_node = light_obj.data.node_tree.nodes.new("ShaderNodeVectorMath")
center_node.inputs[1].default_value[:2] = add_node.inputs[1].default_value[:2] = [
0.5
] * 2
# inputnode.blend_type = 'DARKEN' if check_spot else 'MULTIPLY'
scale_node.label = scale_node.name = "Iris Size"
center_node.label = center_node.name = "Center"
add_node.label = add_node.name = "Iris Vector"
center_node.operation = "SUBTRACT"
scale_node.operation = "SCALE"
add_node.operation = "ADD"
iris_texture.image = iris_gobo
iris_texture.extension = "EXTEND"
iris_texture.label = iris_texture.name = "Iris"
light_obj.data.node_tree.links.new(
iris_geometry_node.outputs[5], center_node.inputs[0]
)
light_obj.data.node_tree.links.new(center_node.outputs[0], scale_node.inputs[0])
light_obj.data.node_tree.links.new(scale_node.outputs[0], add_node.inputs[0])
light_obj.data.node_tree.links.new(add_node.outputs[0], iris_texture.inputs[0])
light_obj.data.node_tree.links.new(iris_texture.outputs[0], mix.inputs["B"])
def get_ies_node(light_obj):
emission = light_obj.data.node_tree.nodes.get(EMISSION)
ies = light_obj.data.node_tree.nodes.new(SHADER_NODE_TEX_IES)
ies.name = "IES Texture"
light_obj.data.node_tree.links.new(ies.outputs[0], emission.inputs[1])
return ies
def getGeometryNodes(obj):
name = obj.name
beam_diameter = obj.get("beam_diameter", 0.005) # m
# initialize geometry_nodes node group
geometry_nodes = bpy.data.node_groups.new(type="GeometryNodeTree", name=name)
geometry_nodes.is_modifier = True
# initialize geometry_nodes nodes
# geometry_nodes interface
# Socket Geometry
geometry_socket = geometry_nodes.interface.new_socket(
name="Geometry", in_out="OUTPUT", socket_type="NodeSocketGeometry"
)
geometry_socket.attribute_domain = "POINT"
# Socket Geometry
geometry_socket_1 = geometry_nodes.interface.new_socket(
name="Geometry", in_out="INPUT", socket_type="NodeSocketGeometry"
)
geometry_socket_1.attribute_domain = "POINT"
# Socket Material
# material_socket = geometry_nodes.interface.new_socket(name = "Material", in_out='INPUT', socket_type = 'NodeSocketMaterial')
# material_socket.attribute_domain = 'POINT'
# node Realize Instances
realize_instances = geometry_nodes.nodes.new("GeometryNodeRealizeInstances")
realize_instances.name = "Realize Instances"
# node Vector
vector = geometry_nodes.nodes.new("FunctionNodeInputVector")
vector.name = "Vector"
vector.vector = (0, 0, -1)
# node Set Position
set_position = geometry_nodes.nodes.new("GeometryNodeSetPosition")
set_position.name = "Set Position"
# Offset
set_position.inputs[3].default_value = (0.0, 0.0, 0.0)
# node Collection Info
collection_info = geometry_nodes.nodes.new("GeometryNodeCollectionInfo")
collection_info.name = "Collection Info"
collection_info.transform_space = "RELATIVE"
collection = bpy.context.window_manager.dmx.collections_list
if collection and collection.name in bpy.data.collections:
collection_info.inputs[0].default_value = collection
# Separate Children
collection_info.inputs[1].default_value = False
# Reset Children
collection_info.inputs[2].default_value = False
# node Transform Geometry
transform_geometry = geometry_nodes.nodes.new("GeometryNodeTransform")
transform_geometry.name = "Transform Geometry"
# Translation
transform_geometry.inputs[1].default_value = (0.0, 0.0, 0.0)
# Scale
transform_geometry.inputs[3].default_value = (1.0, 1.0, 1.0)
# node Group Input
group_input = geometry_nodes.nodes.new("NodeGroupInput")
group_input.name = "Group Input"
# node Curve Line
curve_line = geometry_nodes.nodes.new("GeometryNodeCurvePrimitiveLine")
curve_line.name = "Curve Line"
curve_line.mode = "POINTS"
# Start
curve_line.inputs[0].default_value = (0.0, 0.0, 0)
# End
curve_line.inputs[1].default_value = (0.0, 0.0, 0)
# Direction
curve_line.inputs[2].default_value = (0.0, 0.0, 0)
# Length
curve_line.inputs[3].default_value = 0
# node Group Output
group_output = geometry_nodes.nodes.new("NodeGroupOutput")
group_output.name = "Group Output"
group_output.is_active_output = True
# node Transform Geometry.001
transform_geometry_001 = geometry_nodes.nodes.new("GeometryNodeTransform")
transform_geometry_001.name = "Transform Geometry.001"
# Translation
transform_geometry_001.inputs[1].default_value = (0.0, 0.0, 0.0)
# Scale
transform_geometry_001.inputs[3].default_value = (1.0, 1.0, 1.0)
# node Join Geometry
join_geometry = geometry_nodes.nodes.new("GeometryNodeJoinGeometry")
join_geometry.name = "Join Geometry"
# node Raycast
raycast = geometry_nodes.nodes.new("GeometryNodeRaycast")
raycast.name = "Raycast"
raycast.data_type = "FLOAT"
raycast.mapping = "INTERPOLATED"
# Attribute
# raycast.inputs[1].default_value = 0.0
# Source Position
# raycast.inputs[2].default_value = (0.0, 0.0, 0.0)
# Ray Length
# raycast.inputs[4].default_value = 100.0
# node Index
index = geometry_nodes.nodes.new("GeometryNodeInputIndex")
index.name = "Index"
# node Compare
compare = geometry_nodes.nodes.new("FunctionNodeCompare")
compare.name = "Compare"
compare.data_type = "FLOAT"
compare.mode = "ELEMENT"
compare.operation = "EQUAL"
# B
compare.inputs[1].default_value = 0.0
# A_INT
compare.inputs[2].default_value = 0
# B_INT
compare.inputs[3].default_value = 0
# A_VEC3
compare.inputs[4].default_value = (0.0, 0.0, 0.0)
# B_VEC3
compare.inputs[5].default_value = (0.0, 0.0, 0.0)
# A_COL
compare.inputs[6].default_value = (0.0, 0.0, 0.0, 0.0)
# B_COL
compare.inputs[7].default_value = (0.0, 0.0, 0.0, 0.0)
# A_STR
compare.inputs[8].default_value = ""
# B_STR
compare.inputs[9].default_value = ""
# C
compare.inputs[10].default_value = 0.8999999761581421
# Angle
compare.inputs[11].default_value = 0.08726649731397629
# Epsilon
compare.inputs[12].default_value = 0.0010000000474974513
# node Align Euler to Vector
align_euler_to_vector = geometry_nodes.nodes.new("FunctionNodeAlignEulerToVector")
align_euler_to_vector.name = "Align Euler to Vector"
align_euler_to_vector.axis = "Z"
align_euler_to_vector.pivot_axis = "AUTO"
# Rotation
align_euler_to_vector.inputs[0].default_value = (0.0, 0.0, 0.0)
# Factor
align_euler_to_vector.inputs[1].default_value = 1.0
# node Curve to Mesh
curve_to_mesh = geometry_nodes.nodes.new("GeometryNodeCurveToMesh")
curve_to_mesh.name = "Curve to Mesh"
# Fill Caps
curve_to_mesh.inputs[2].default_value = False
# node Curve Circle
curve_circle = geometry_nodes.nodes.new("GeometryNodeCurvePrimitiveCircle")
curve_circle.name = "Curve Circle"
curve_circle.mode = "RADIUS"
# Resolution
curve_circle.inputs[0].default_value = 32
# Point 1
curve_circle.inputs[1].default_value = (-1.0, 0.0, 0.0)
# Point 2
curve_circle.inputs[2].default_value = (0.0, 1.0, 0.0)
# Point 3
curve_circle.inputs[3].default_value = (1.0, 0.0, 0.0)
# Radius
curve_circle.inputs[4].default_value = beam_diameter
# node Resample Curve
resample_curve = geometry_nodes.nodes.new("GeometryNodeResampleCurve")
resample_curve.name = "Resample Curve"
resample_curve.mode = "LENGTH"
# Selection
resample_curve.inputs[1].default_value = True
# Count
resample_curve.inputs[2].default_value = 200
# Length
resample_curve.inputs[3].default_value = 0.020000000298023224
# node Set Curve Radius
set_curve_radius = geometry_nodes.nodes.new("GeometryNodeSetCurveRadius")
set_curve_radius.name = "Set Curve Radius"
# Selection
set_curve_radius.inputs[1].default_value = True
# node Random Value
random_value = geometry_nodes.nodes.new("FunctionNodeRandomValue")
random_value.name = "Random Value"
random_value.data_type = "FLOAT"
# Min
random_value.inputs[0].default_value = (0.0, 0.0, 0.0)
# Max
random_value.inputs[1].default_value = (1.0, 1.0, 1.0)
# Min_001
random_value.inputs[2].default_value = 0.75
# Max_001
random_value.inputs[3].default_value = 1.0
# Min_002
random_value.inputs[4].default_value = 0
# Max_002
random_value.inputs[5].default_value = 100
# Probability
random_value.inputs[6].default_value = 0.5
# ID
random_value.inputs[7].default_value = 0
# node Scene Time
scene_time = geometry_nodes.nodes.new("GeometryNodeInputSceneTime")
scene_time.name = "Scene Time"
# node Set Material
set_material = geometry_nodes.nodes.new("GeometryNodeSetMaterial")
set_material.name = "Set Material"
# Selection
set_material.inputs[1].default_value = True
# set_material.inputs[2].default_value = bpy.data.materials[name]
# node Set Material.001
set_material_001 = geometry_nodes.nodes.new("GeometryNodeSetMaterial")
set_material_001.name = "Set Material.001"
# Selection
set_material_001.inputs[1].default_value = True
set_material_001.inputs[2].default_value = bpy.data.materials[name]
# Set dimensions
realize_instances.width, realize_instances.height = 140.0, 100.0
vector.width, vector.height = 140.0, 100.0
set_position.width, set_position.height = 140.0, 100.0
collection_info.width, collection_info.height = 140.0, 100.0
transform_geometry.width, transform_geometry.height = 140.0, 100.0
group_input.width, group_input.height = 140.0, 100.0
curve_line.width, curve_line.height = 140.0, 100.0
group_output.width, group_output.height = 140.0, 100.0
transform_geometry_001.width, transform_geometry_001.height = 140.0, 100.0
join_geometry.width, join_geometry.height = 140.0, 100.0
raycast.width, raycast.height = 150.0, 100.0
index.width, index.height = 140.0, 100.0
compare.width, compare.height = 140.0, 100.0
align_euler_to_vector.width, align_euler_to_vector.height = 140.0, 100.0
curve_to_mesh.width, curve_to_mesh.height = 140.0, 100.0
curve_circle.width, curve_circle.height = 140.0, 100.0
resample_curve.width, resample_curve.height = 140.0, 100.0
set_curve_radius.width, set_curve_radius.height = 140.0, 100.0
random_value.width, random_value.height = 140.0, 100.0
scene_time.width, scene_time.height = 140.0, 100.0
set_material.width, set_material.height = 140.0, 100.0
set_material_001.width, set_material_001.height = 140.0, 100.0
# initialize geometry_nodes links
# vector.Vector -> align_euler_to_vector.Vector
geometry_nodes.links.new(vector.outputs[0], align_euler_to_vector.inputs[2])
# align_euler_to_vector.Rotation -> transform_geometry.Rotation
geometry_nodes.links.new(
align_euler_to_vector.outputs[0], transform_geometry.inputs[2]
)
# collection_info.Instances -> realize_instances.Geometry
geometry_nodes.links.new(collection_info.outputs[0], realize_instances.inputs[0])
# realize_instances.Geometry -> raycast.Target Geometry
geometry_nodes.links.new(realize_instances.outputs[0], raycast.inputs[0])
# vector.Vector -> raycast.Ray Direction
geometry_nodes.links.new(vector.outputs[0], raycast.inputs[3])
# transform_geometry.Geometry -> set_position.Geometry
geometry_nodes.links.new(transform_geometry.outputs[0], set_position.inputs[0])
# raycast.Hit Position -> set_position.Position
geometry_nodes.links.new(raycast.outputs[1], set_position.inputs[2])
# group_input.Geometry -> transform_geometry_001.Geometry
geometry_nodes.links.new(group_input.outputs[0], transform_geometry_001.inputs[0])
# curve_line.Curve -> transform_geometry.Geometry
geometry_nodes.links.new(curve_line.outputs[0], transform_geometry.inputs[0])
# set_material.Geometry -> join_geometry.Geometry
geometry_nodes.links.new(set_material.outputs[0], join_geometry.inputs[0])
# set_material_001.Geometry -> join_geometry.Geometry
geometry_nodes.links.new(set_material_001.outputs[0], join_geometry.inputs[0])
# index.Index -> compare.A
geometry_nodes.links.new(index.outputs[0], compare.inputs[0])
# compare.Result -> set_position.Selection
geometry_nodes.links.new(compare.outputs[0], set_position.inputs[1])
# align_euler_to_vector.Rotation -> transform_geometry_001.Rotation
geometry_nodes.links.new(
align_euler_to_vector.outputs[0], transform_geometry_001.inputs[2]
)
# join_geometry.Geometry -> group_output.Geometry
geometry_nodes.links.new(join_geometry.outputs[0], group_output.inputs[0])
# set_curve_radius.Curve -> curve_to_mesh.Curve
geometry_nodes.links.new(set_curve_radius.outputs[0], curve_to_mesh.inputs[0])
# curve_circle.Curve -> curve_to_mesh.Profile Curve
geometry_nodes.links.new(curve_circle.outputs[0], curve_to_mesh.inputs[1])
# set_position.Geometry -> resample_curve.Curve
geometry_nodes.links.new(set_position.outputs[0], resample_curve.inputs[0])
# resample_curve.Curve -> set_curve_radius.Curve
geometry_nodes.links.new(resample_curve.outputs[0], set_curve_radius.inputs[0])
# random_value.Value -> set_curve_radius.Radius
geometry_nodes.links.new(random_value.outputs[1], set_curve_radius.inputs[2])
# scene_time.Frame -> random_value.Seed
geometry_nodes.links.new(scene_time.outputs[1], random_value.inputs[8])
# transform_geometry_001.Geometry -> set_material.Geometry
geometry_nodes.links.new(transform_geometry_001.outputs[0], set_material.inputs[0])
# group_input.Material -> set_material.Material
# geometry_nodes.links.new(group_input.outputs[1], set_material.inputs[2])
# curve_to_mesh.Mesh -> set_material_001.Geometry
geometry_nodes.links.new(curve_to_mesh.outputs[0], set_material_001.inputs[0])
# group_input.Material -> set_material_001.Material
# geometry_nodes.links.new(group_input.outputs[1], set_material_001.inputs[2])
return geometry_nodes