import bpy 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 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_data.engine return mat and (engine in self.COMPAT_ENGINES) class MATERIAL_PT_preview(MaterialButtonsPanel): bl_label = "Preview" COMPAT_ENGINES = set(['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 COMPAT_ENGINES = set(['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_data.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 if ob: row = layout.row() row.template_list(ob, "materials", ob, "active_material_index", rows=2) col = row.column(align=True) col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="") col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="") col.itemO("object.material_slot_copy", icon='ICON_COPY_ID', text="") if ob.mode == 'EDIT': row = layout.row(align=True) row.itemO("object.material_slot_assign", text="Assign") row.itemO("object.material_slot_select", text="Select") row.itemO("object.material_slot_deselect", text="Deselect") split = layout.split(percentage=0.65) if ob: split.template_ID(ob, "active_material", new="material.new") row = split.row() if slot: row.itemR(slot, "link", text="") else: row.itemL() elif mat: split.template_ID(space, "pin_id") split.itemS() if mat: layout.itemR(mat, "type", expand=True) class MATERIAL_PT_shading(MaterialButtonsPanel): bl_label = "Shading" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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) if mat.type in ('SURFACE', 'WIRE'): split = layout.split() col = split.column() sub = col.column() sub.active = not mat.shadeless sub.itemR(mat, "emit") sub.itemR(mat, "ambient") sub = col.column() sub.itemR(mat, "translucency") col = split.column() col.itemR(mat, "shadeless") sub = col.column() sub.active = not mat.shadeless sub.itemR(mat, "tangent_shading") sub.itemR(mat, "cubic") elif mat.type == 'HALO': layout.itemR(mat, "alpha") class MATERIAL_PT_strand(MaterialButtonsPanel): bl_label = "Strand" bl_default_closed = True COMPAT_ENGINES = set(['BLENDER_RENDER']) def poll(self, context): mat = context.material engine = context.scene.render_data.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 split = layout.split() col = split.column(align=True) col.itemL(text="Size:") col.itemR(tan, "root_size", text="Root") col.itemR(tan, "tip_size", text="Tip") col.itemR(tan, "min_size", text="Minimum") col.itemR(tan, "blender_units") sub = col.column() sub.active = (not mat.shadeless) sub.itemR(tan, "tangent_shading") col.itemR(tan, "shape") col = split.column() col.itemL(text="Shading:") col.itemR(tan, "width_fade") ob = context.object if ob and ob.type == 'MESH': col.item_pointerR(tan, "uv_layer", ob.data, "uv_textures", text="") else: col.itemR(tan, "uv_layer", text="") col.itemS() sub = col.column() sub.active = (not mat.shadeless) sub.itemR(tan, "surface_diffuse") sub = col.column() sub.active = tan.surface_diffuse sub.itemR(tan, "blend_distance", text="Distance") class MATERIAL_PT_physics(MaterialButtonsPanel): bl_label = "Physics" COMPAT_ENGINES = set(['BLENDER_GAME']) def draw(self, context): layout = self.layout phys = context.material.physics # dont use node material split = layout.split() col = split.column() col.itemR(phys, "distance") col.itemR(phys, "friction") col.itemR(phys, "align_to_normal") col = split.column() col.itemR(phys, "force", slider=True) col.itemR(phys, "elasticity", slider=True) col.itemR(phys, "damp", slider=True) class MATERIAL_PT_options(MaterialButtonsPanel): bl_label = "Options" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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) split = layout.split() col = split.column() col.itemR(mat, "traceable") col.itemR(mat, "full_oversampling") col.itemR(mat, "sky") col.itemR(mat, "exclude_mist") col.itemR(mat, "invert_z") sub = col.row() sub.itemR(mat, "z_offset") sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY' sub = col.column(align=True) sub.itemL(text="Light Group:") sub.itemR(mat, "light_group", text="") row = sub.row() row.active = mat.light_group row.itemR(mat, "light_group_exclusive", text="Exclusive") col = split.column() col.itemR(mat, "face_texture") sub = col.column() sub.active = mat.face_texture sub.itemR(mat, "face_texture_alpha") col.itemS() col.itemR(mat, "vertex_color_paint") col.itemR(mat, "vertex_color_light") col.itemR(mat, "object_color") class MATERIAL_PT_shadow(MaterialButtonsPanel): bl_label = "Shadow" bl_default_closed = True COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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) split = layout.split() col = split.column() col.itemR(mat, "shadows", text="Receive") col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent") col.itemR(mat, "only_shadow", text="Shadows Only") col.itemR(mat, "cast_shadows_only", text="Cast Only") col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha") col = split.column() col.itemR(mat, "cast_buffer_shadows") sub = col.column() sub.active = mat.cast_buffer_shadows sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias") col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias") sub = col.column() sub.active = (not mat.ray_shadow_bias) sub.itemR(mat, "shadow_ray_bias", text="Ray Bias") class MATERIAL_PT_diffuse(MaterialButtonsPanel): bl_label = "Diffuse" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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) split = layout.split() col = split.column() col.itemR(mat, "diffuse_color", text="") sub = col.column() sub.active = (not mat.shadeless) sub.itemR(mat, "diffuse_intensity", text="Intensity") col = split.column() col.active = (not mat.shadeless) col.itemR(mat, "diffuse_shader", text="") col.itemR(mat, "use_diffuse_ramp", text="Ramp") col = layout.column() col.active = (not mat.shadeless) if mat.diffuse_shader == 'OREN_NAYAR': col.itemR(mat, "roughness") elif mat.diffuse_shader == 'MINNAERT': col.itemR(mat, "darkness") elif mat.diffuse_shader == 'TOON': row = col.row() row.itemR(mat, "diffuse_toon_size", text="Size") row.itemR(mat, "diffuse_toon_smooth", text="Smooth") elif mat.diffuse_shader == 'FRESNEL': row = col.row() row.itemR(mat, "diffuse_fresnel", text="Fresnel") row.itemR(mat, "diffuse_fresnel_factor", text="Factor") if mat.use_diffuse_ramp: layout.itemS() layout.template_color_ramp(mat, "diffuse_ramp", expand=True) layout.itemS() row = layout.row() split = row.split(percentage=0.3) split.itemL(text="Input:") split.itemR(mat, "diffuse_ramp_input", text="") split = row.split(percentage=0.3) split.itemL(text="Blend:") split.itemR(mat, "diffuse_ramp_blend", text="") row = layout.row() row.itemR(mat, "diffuse_ramp_factor", text="Factor") class MATERIAL_PT_specular(MaterialButtonsPanel): bl_label = "Specular" COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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) layout.active = (not mat.shadeless) split = layout.split() col = split.column() col.itemR(mat, "specular_color", text="") col.itemR(mat, "specular_intensity", text="Intensity") col = split.column() col.itemR(mat, "specular_shader", text="") col.itemR(mat, "use_specular_ramp", text="Ramp") col = layout.column() if mat.specular_shader in ('COOKTORR', 'PHONG'): col.itemR(mat, "specular_hardness", text="Hardness") elif mat.specular_shader == 'BLINN': row = col.row() row.itemR(mat, "specular_hardness", text="Hardness") row.itemR(mat, "specular_ior", text="IOR") elif mat.specular_shader == 'WARDISO': col.itemR(mat, "specular_slope", text="Slope") elif mat.specular_shader == 'TOON': row = col.row() row.itemR(mat, "specular_toon_size", text="Size") row.itemR(mat, "specular_toon_smooth", text="Smooth") if mat.use_specular_ramp: layout.itemS() layout.template_color_ramp(mat, "specular_ramp", expand=True) layout.itemS() row = layout.row() split = row.split(percentage=0.3) split.itemL(text="Input:") split.itemR(mat, "specular_ramp_input", text="") split = row.split(percentage=0.3) split.itemL(text="Blend:") split.itemR(mat, "specular_ramp_blend", text="") row = layout.row() row.itemR(mat, "specular_ramp_factor", text="Factor") class MATERIAL_PT_sss(MaterialButtonsPanel): bl_label = "Subsurface Scattering" bl_default_closed = True COMPAT_ENGINES = set(['BLENDER_RENDER']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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.itemR(sss, "enabled", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) sss = mat.subsurface_scattering layout.active = sss.enabled split = layout.split() split.active = (not mat.shadeless) col = split.column() col.itemR(sss, "ior") col.itemR(sss, "scale") col.itemR(sss, "color", text="") col.itemR(sss, "radius", text="RGB Radius") col = split.column() sub = col.column(align=True) sub.itemL(text="Blend:") sub.itemR(sss, "color_factor", text="Color") sub.itemR(sss, "texture_factor", text="Texture") sub.itemL(text="Scattering Weight:") sub.itemR(sss, "front") sub.itemR(sss, "back") col.itemS() col.itemR(sss, "error_tolerance", text="Error") class MATERIAL_PT_mirror(MaterialButtonsPanel): bl_label = "Mirror" bl_default_closed = True COMPAT_ENGINES = set(['BLENDER_RENDER']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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.itemR(raym, "enabled", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) raym = mat.raytrace_mirror layout.active = raym.enabled split = layout.split() col = split.column() col.itemR(raym, "reflect_factor") col.itemR(mat, "mirror_color", text="") col = split.column() col.itemR(raym, "fresnel") sub = col.column() sub.active = raym.fresnel > 0 sub.itemR(raym, "fresnel_factor", text="Blend") split = layout.split() col = split.column() col.itemS() col.itemR(raym, "distance", text="Max Dist") col.itemR(raym, "depth") col.itemS() sub = col.split(percentage=0.4) sub.itemL(text="Fade To:") sub.itemR(raym, "fade_to", text="") col = split.column() col.itemL(text="Gloss:") col.itemR(raym, "gloss_factor", text="Amount") sub = col.column() sub.active = raym.gloss_factor < 1.0 sub.itemR(raym, "gloss_threshold", text="Threshold") sub.itemR(raym, "gloss_samples", text="Samples") sub.itemR(raym, "gloss_anisotropic", text="Anisotropic") class MATERIAL_PT_transp(MaterialButtonsPanel): bl_label= "Transparency" bl_default_closed = True COMPAT_ENGINES = set(['BLENDER_RENDER']) def poll(self, context): mat = active_node_mat(context.material) engine = context.scene.render_data.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.itemR(mat, "transparency", text="") def draw(self, context): layout = self.layout mat = active_node_mat(context.material) rayt = mat.raytrace_transparency row = layout.row() row.active = mat.transparency and (not mat.shadeless) row.itemR(mat, "transparency_method", expand=True) split = layout.split() col = split.column() col.itemR(mat, "alpha") row = col.row() row.active = mat.transparency and (not mat.shadeless) row.itemR(mat, "specular_alpha", text="Specular") col = split.column() col.active = (not mat.shadeless) col.itemR(rayt, "fresnel") sub = col.column() sub.active = rayt.fresnel > 0 sub.itemR(rayt, "fresnel_factor", text="Blend") if mat.transparency_method == 'RAYTRACE': layout.itemS() split = layout.split() split.active = mat.transparency col = split.column() col.itemR(rayt, "ior") col.itemR(rayt, "filter") col.itemR(rayt, "falloff") col.itemR(rayt, "limit") col.itemR(rayt, "depth") col = split.column() col.itemL(text="Gloss:") col.itemR(rayt, "gloss_factor", text="Amount") sub = col.column() sub.active = rayt.gloss_factor < 1.0 sub.itemR(rayt, "gloss_threshold", text="Threshold") sub.itemR(rayt, "gloss_samples", text="Samples") class MATERIAL_PT_halo(MaterialButtonsPanel): bl_label= "Halo" COMPAT_ENGINES = set(['BLENDER_RENDER']) def poll(self, context): mat = context.material engine = context.scene.render_data.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 split = layout.split() col = split.column() col.itemR(mat, "diffuse_color", text="") col.itemR(halo, "size") col.itemR(halo, "hardness") col.itemR(halo, "add") col.itemL(text="Options:") col.itemR(halo, "texture") col.itemR(halo, "vertex_normal") col.itemR(halo, "xalpha") col.itemR(halo, "shaded") col.itemR(halo, "soft") col = split.column() col.itemR(halo, "ring") sub = col.column() sub.active = halo.ring sub.itemR(halo, "rings") sub.itemR(mat, "mirror_color", text="") col.itemS() col.itemR(halo, "lines") sub = col.column() sub.active = halo.lines sub.itemR(halo, "line_number", text="Lines") sub.itemR(mat, "specular_color", text="") col.itemS() col.itemR(halo, "star") sub = col.column() sub.active = halo.star sub.itemR(halo, "star_tips") class MATERIAL_PT_flare(MaterialButtonsPanel): bl_label= "Flare" COMPAT_ENGINES = set(['BLENDER_RENDER']) def poll(self, context): mat = context.material engine = context.scene.render_data.engine return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES) def draw_header(self, context): halo = context.material.halo self.layout.itemR(halo, "flare_mode", text="") def draw(self, context): layout = self.layout mat = context.material # dont use node material halo = mat.halo layout.active = halo.flare_mode split = layout.split() col = split.column() col.itemR(halo, "flare_size", text="Size") col.itemR(halo, "flare_boost", text="Boost") col.itemR(halo, "flare_seed", text="Seed") col = split.column() col.itemR(halo, "flares_sub", text="Subflares") col.itemR(halo, "flare_subsize", text="Subsize") bpy.types.register(MATERIAL_PT_context_material) bpy.types.register(MATERIAL_PT_preview) bpy.types.register(MATERIAL_PT_diffuse) bpy.types.register(MATERIAL_PT_specular) bpy.types.register(MATERIAL_PT_shading) bpy.types.register(MATERIAL_PT_transp) bpy.types.register(MATERIAL_PT_mirror) bpy.types.register(MATERIAL_PT_sss) bpy.types.register(MATERIAL_PT_halo) bpy.types.register(MATERIAL_PT_flare) bpy.types.register(MATERIAL_PT_physics) bpy.types.register(MATERIAL_PT_strand) bpy.types.register(MATERIAL_PT_options) bpy.types.register(MATERIAL_PT_shadow) # Volumetrics 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_data.engine return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES) class MATERIAL_PT_volume_density(VolumeButtonsPanel): bl_label = "Density" bl_default_closed = False COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material split = layout.split() row = split.row() row.itemR(vol, "density") row.itemR(vol, "density_scale") class MATERIAL_PT_volume_shading(VolumeButtonsPanel): bl_label = "Shading" bl_default_closed = False COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material split = layout.split() col = split.column() col.itemR(vol, "scattering") col.itemR(vol, "asymmetry") col.itemR(vol, "transmission_color") col = split.column() sub = col.column(align=True) sub.itemR(vol, "emission") sub.itemR(vol, "emission_color", text="") sub = col.column(align=True) sub.itemR(vol, "reflection") sub.itemR(vol, "reflection_color", text="") class MATERIAL_PT_volume_lighting(VolumeButtonsPanel): bl_label = "Lighting" bl_default_closed = False COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material split = layout.split() col = split.column() col.itemR(vol, "lighting_mode", text="") col = split.column() if vol.lighting_mode == 'SHADED': col.itemR(vol, "external_shadows") col.itemR(vol, "light_cache") sub = col.column() sub.active = vol.light_cache sub.itemR(vol, "cache_resolution") elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'): sub = col.column() sub.enabled = True sub.active = False sub.itemR(vol, "light_cache") col.itemR(vol, "cache_resolution") sub = col.column(align=True) sub.itemR(vol, "ms_diffusion") sub.itemR(vol, "ms_spread") sub.itemR(vol, "ms_intensity") class MATERIAL_PT_volume_transp(VolumeButtonsPanel): bl_label= "Transparency" COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw(self, context): layout = self.layout mat = context.material # dont use node material layout.itemR(mat, "transparency_method", expand=True) class MATERIAL_PT_volume_integration(VolumeButtonsPanel): bl_label = "Integration" bl_default_closed = False COMPAT_ENGINES = set(['BLENDER_RENDER']) def draw(self, context): layout = self.layout vol = context.material.volume # dont use node material split = layout.split() col = split.column() col.itemL(text="Step Calculation:") col.itemR(vol, "step_calculation", text="") col = col.column(align=True) col.itemR(vol, "step_size") col = split.column() col.itemL() col.itemR(vol, "depth_cutoff") bpy.types.register(MATERIAL_PT_volume_density) bpy.types.register(MATERIAL_PT_volume_shading) bpy.types.register(MATERIAL_PT_volume_lighting) bpy.types.register(MATERIAL_PT_volume_transp) bpy.types.register(MATERIAL_PT_volume_integration)