blender/release/scripts/ui/properties_material.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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 2
# 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, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
narrowui = 180
def active_node_mat(mat):
# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
# which settings from node-materials are used
if mat:
mat_node = mat.active_node_material
if mat_node:
return mat_node
else:
return mat
return None
class MATERIAL_MT_sss_presets(bpy.types.Menu):
bl_label = "SSS Presets"
preset_subdir = "sss"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
class MATERIAL_MT_specials(bpy.types.Menu):
bl_label = "Material Specials"
def draw(self, context):
layout = self.layout
layout.operator("object.material_slot_copy", icon='COPY_ID')
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("material.paste", icon='PASTEDOWN')
class MaterialButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
mat = context.material
engine = context.scene.render.engine
return mat and (engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
bl_label = ""
bl_show_header = False
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render.engine
return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
wide_ui = context.region.width > narrowui
if ob:
row = layout.row()
row.template_list(ob, "material_slots", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
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col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
if wide_ui:
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
else:
if ob:
layout.template_ID(ob, "active_material", new="material.new")
elif mat:
layout.template_ID(space, "pin_id")
if mat:
if wide_ui:
layout.prop(mat, "type", expand=True)
else:
layout.prop(mat, "type", text="")
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
_context_path = "material"
class MATERIAL_PT_shading(MaterialButtonsPanel):
bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
if wide_ui:
col = split.column()
col.prop(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "tangent_shading")
sub.prop(mat, "cubic")
elif mat.type == 'HALO':
layout.prop(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel):
bl_label = "Strand"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
tan = mat.strand
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "min_size", text="Minimum")
sub.prop(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "tangent_shading")
col.prop(tan, "shape")
if wide_ui:
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel):
bl_label = "Physics"
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COMPAT_ENGINES = {'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
phys = context.material.physics # dont use node material
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(phys, "distance")
col.prop(phys, "friction")
col.prop(phys, "align_to_normal")
if wide_ui:
col = split.column()
col.prop(phys, "force", slider=True)
col.prop(phys, "elasticity", slider=True)
col.prop(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel):
bl_label = "Options"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "traceable")
col.prop(mat, "full_oversampling")
col.prop(mat, "use_sky")
col.prop(mat, "exclude_mist")
col.prop(mat, "invert_z")
sub = col.row()
sub.prop(mat, "z_offset")
sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
sub.label(text="Light Group:")
sub.prop(mat, "light_group", text="")
row = sub.row()
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row.active = bool(mat.light_group)
row.prop(mat, "light_group_exclusive", text="Exclusive")
if wide_ui:
col = split.column()
col.prop(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.prop(mat, "face_texture_alpha")
col.separator()
col.prop(mat, "vertex_color_paint")
col.prop(mat, "vertex_color_light")
col.prop(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel):
bl_label = "Shadow"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "shadows", text="Receive")
col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
col.prop(mat, "only_shadow", text="Shadows Only")
col.prop(mat, "cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
if wide_ui:
col = split.column()
col.prop(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
col.prop(mat, "cast_approximate")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
bl_label = "Diffuse"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(mat, "diffuse_intensity", text="Intensity")
if wide_ui:
col = split.column()
col.active = (not mat.shadeless)
col.prop(mat, "diffuse_shader", text="")
col.prop(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.prop(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.prop(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
split = col.split()
col = split.column()
col.prop(mat, "diffuse_toon_size", text="Size")
if wide_ui:
col = split.column()
col.prop(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
split = col.split()
col = split.column()
col.prop(mat, "diffuse_fresnel", text="Fresnel")
if wide_ui:
col = split.column()
col.prop(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.separator()
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(mat, "diffuse_ramp_input", text="Input")
if wide_ui:
col = split.column()
col.prop(mat, "diffuse_ramp_blend", text="Blend")
row = layout.row()
row.prop(mat, "diffuse_ramp_factor", text="Factor")
class MATERIAL_PT_specular(MaterialButtonsPanel):
bl_label = "Specular"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
layout.active = (not mat.shadeless)
split = layout.split()
col = split.column()
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_intensity", text="Intensity")
if wide_ui:
col = split.column()
col.prop(mat, "specular_shader", text="")
col.prop(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
col.prop(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
split = layout.split()
col = split.column()
col.prop(mat, "specular_hardness", text="Hardness")
if wide_ui:
col = split.column()
col.prop(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.prop(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
split = layout.split()
col = split.column()
col.prop(mat, "specular_toon_size", text="Size")
if wide_ui:
col = split.column()
col.prop(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.separator()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(mat, "specular_ramp_input", text="Input")
if wide_ui:
col = split.column()
col.prop(mat, "specular_ramp_blend", text="Blend")
row = layout.row()
row.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_sss(MaterialButtonsPanel):
bl_label = "Subsurface Scattering"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
self.layout.prop(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
wide_ui = context.region.width > narrowui
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layout.active = (sss.enabled) and (not mat.shadeless)
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("MATERIAL_MT_sss_presets", text="Presets")
sub.operator("material.sss_preset_add", text="Add")
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
Changes to Color Management After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
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col.prop(sss, "radius", text="RGB Radius", expand=True)
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_tolerance", text="Error")
class MATERIAL_PT_mirror(MaterialButtonsPanel):
bl_label = "Mirror"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
raym = active_node_mat(context.material).raytrace_mirror
self.layout.prop(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
raym = mat.raytrace_mirror
wide_ui = context.region.width > narrowui
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(mat, "mirror_color", text="")
if wide_ui:
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "distance", text="Max Dist")
col.prop(raym, "depth")
col.separator()
sub = col.split(percentage=0.4)
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
if wide_ui:
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Samples")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_transp(MaterialButtonsPanel):
bl_label = "Transparency"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
wide_ui = context.region.width > narrowui
row = layout.row()
row.active = mat.transparency and (not mat.shadeless)
if wide_ui:
row.prop(mat, "transparency_method", expand=True)
else:
row.prop(mat, "transparency_method", text="")
split = layout.split()
col = split.column()
col.prop(mat, "alpha")
row = col.row()
row.active = mat.transparency and (not mat.shadeless)
row.prop(mat, "specular_alpha", text="Specular")
if wide_ui:
col = split.column()
col.active = (not mat.shadeless)
col.prop(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0
sub.prop(rayt, "fresnel_factor", text="Blend")
if mat.transparency_method == 'RAYTRACE':
layout.separator()
split = layout.split()
split.active = mat.transparency
col = split.column()
col.prop(rayt, "ior")
col.prop(rayt, "filter")
col.prop(rayt, "falloff")
col.prop(rayt, "limit")
col.prop(rayt, "depth")
if wide_ui:
col = split.column()
col.label(text="Gloss:")
col.prop(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.prop(rayt, "gloss_threshold", text="Threshold")
sub.prop(rayt, "gloss_samples", text="Samples")
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class MATERIAL_PT_transp_game(MaterialButtonsPanel):
bl_label = "Transparency"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_GAME'}
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render.engine
return mat and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
wide_ui = context.region.width > narrowui
row = layout.row()
row.active = mat.transparency and (not mat.shadeless)
if wide_ui:
row.prop(mat, "transparency_method", expand=True)
else:
row.prop(mat, "transparency_method", text="")
split = layout.split()
col = split.column()
col.prop(mat, "alpha")
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class MATERIAL_PT_halo(MaterialButtonsPanel):
bl_label = "Halo"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
halo = mat.halo
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "diffuse_color", text="")
col.prop(halo, "size")
col.prop(halo, "hardness")
col.prop(halo, "add")
col.label(text="Options:")
col.prop(halo, "texture")
col.prop(halo, "vertex_normal")
col.prop(halo, "xalpha")
col.prop(halo, "shaded")
col.prop(halo, "soft")
if wide_ui:
col = split.column()
col.prop(halo, "ring")
sub = col.column()
sub.active = halo.ring
sub.prop(halo, "rings")
sub.prop(mat, "mirror_color", text="")
col.separator()
col.prop(halo, "lines")
sub = col.column()
sub.active = halo.lines
sub.prop(halo, "line_number", text="Lines")
sub.prop(mat, "specular_color", text="")
col.separator()
col.prop(halo, "star")
sub = col.column()
sub.active = halo.star
sub.prop(halo, "star_tips")
class MATERIAL_PT_flare(MaterialButtonsPanel):
bl_label = "Flare"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
def draw_header(self, context):
halo = context.material.halo
self.layout.prop(halo, "flare_mode", text="")
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
halo = mat.halo
wide_ui = context.region.width > narrowui
layout.active = halo.flare_mode
split = layout.split()
col = split.column()
col.prop(halo, "flare_size", text="Size")
col.prop(halo, "flare_boost", text="Boost")
col.prop(halo, "flare_seed", text="Seed")
if wide_ui:
col = split.column()
col.prop(halo, "flares_sub", text="Subflares")
col.prop(halo, "flare_subsize", text="Subsize")
2010-01-31 14:46:28 +00:00
class VolumeButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
def poll(self, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
bl_label = "Density"
bl_default_closed = False
2009-12-13 16:20:18 +00:00
COMPAT_ENGINES = {'BLENDER_RENDER'}
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
def draw(self, context):
layout = self.layout
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
vol = context.material.volume # dont use node material
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(vol, "density")
if wide_ui:
col = split.column()
col.prop(vol, "density_scale")
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
bl_label = "Shading"
bl_default_closed = False
2009-12-13 16:20:18 +00:00
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(vol, "scattering")
col.prop(vol, "asymmetry")
col.prop(vol, "transmission_color")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.prop(vol, "emission")
sub.prop(vol, "emission_color", text="")
sub = col.column(align=True)
sub.prop(vol, "reflection")
sub.prop(vol, "reflection_color", text="")
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
bl_label = "Lighting"
bl_default_closed = False
2009-12-13 16:20:18 +00:00
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(vol, "lighting_mode", text="")
if wide_ui:
col = split.column()
if vol.lighting_mode == 'SHADED':
col.prop(vol, "external_shadows")
col.prop(vol, "light_cache")
sub = col.column()
sub.active = vol.light_cache
sub.prop(vol, "cache_resolution")
elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
sub = col.column()
sub.enabled = True
sub.active = False
sub.prop(vol, "light_cache")
col.prop(vol, "cache_resolution")
sub = col.column(align=True)
sub.prop(vol, "ms_diffusion")
sub.prop(vol, "ms_spread")
sub.prop(vol, "ms_intensity")
Rework of volume shading After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through. Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use. There's more detailed information and example images here: http://wiki.blender.org/index.php/User:Broken/VolumeRendering Also did some tweaks/optimisation: * Removed shading step size (was a bit annoying, if it comes back, it will be in a different form) * Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...) * Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly * Enabled voxeldata texture in preview render * Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff) More revisions to come later...
2009-09-29 22:01:32 +00:00
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
bl_label = "Transparency"
2009-12-13 16:20:18 +00:00
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(mat, "transparency_method", expand=True)
else:
layout.prop(mat, "transparency_method", text="")
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
bl_label = "Integration"
bl_default_closed = False
2009-12-13 16:20:18 +00:00
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Step Calculation:")
col.prop(vol, "step_calculation", text="")
col = col.column(align=True)
col.prop(vol, "step_size")
if wide_ui:
col = split.column()
col.label()
col.prop(vol, "depth_cutoff")
classes = [
MATERIAL_PT_context_material,
MATERIAL_PT_preview,
MATERIAL_PT_diffuse,
MATERIAL_PT_specular,
MATERIAL_PT_shading,
MATERIAL_PT_transp,
MATERIAL_PT_mirror,
MATERIAL_PT_sss,
MATERIAL_PT_halo,
MATERIAL_PT_flare,
MATERIAL_PT_physics,
MATERIAL_PT_strand,
MATERIAL_PT_options,
MATERIAL_PT_shadow,
MATERIAL_PT_transp_game,
MATERIAL_MT_sss_presets,
MATERIAL_MT_specials,
MATERIAL_PT_volume_density,
MATERIAL_PT_volume_shading,
MATERIAL_PT_volume_lighting,
MATERIAL_PT_volume_transp,
MATERIAL_PT_volume_integration,
MATERIAL_PT_custom_props]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()