blender/release/scripts/startup/bl_ui/properties_texture.py
Lukas Tönne bdae647670 Color sources for point density textures based on mesh vertices
This patch adds support for coloring point density textures based on several mesh vertex attributes.

* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.

The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.

Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
2016-03-24 12:07:03 +01:00

1229 lines
40 KiB
Python

# ##### 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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel, UIList
from bpy.types import (
Brush,
FreestyleLineStyle,
Lamp,
Material,
Object,
ParticleSettings,
Texture,
World,
)
from rna_prop_ui import PropertyPanel
from bl_ui.properties_paint_common import brush_texture_settings
class TEXTURE_MT_specials(Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_MT_envmap_specials(Menu):
bl_label = "Environment Map Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
layout.operator("texture.envmap_save", icon='IMAGEFILE')
layout.operator("texture.envmap_clear", icon='FILE_REFRESH')
layout.operator("texture.envmap_clear_all", icon='FILE_REFRESH')
class TEXTURE_UL_texslots(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.MaterialTextureSlot)
ma = data
slot = item
tex = slot.texture if slot else None
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if tex:
layout.prop(tex, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
if tex and isinstance(item, bpy.types.MaterialTextureSlot):
layout.prop(ma, "use_textures", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
from bl_ui.properties_material import active_node_mat
def context_tex_datablock(context):
idblock = context.material
if idblock:
return active_node_mat(idblock)
idblock = context.lamp
if idblock:
return idblock
idblock = context.world
if idblock:
return idblock
idblock = context.brush
if idblock:
return idblock
idblock = context.line_style
if idblock:
return idblock
if context.particle_system:
idblock = context.particle_system.settings
return idblock
def id_tex_datablock(bid):
if isinstance(bid, Object):
if bid.type == 'LAMP':
return bid.data
return bid.active_material
return bid
class TextureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_context_texture(TextureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
# if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")):
# return False
return ((context.material or
context.world or
context.lamp or
context.texture or
context.line_style or
context.particle_system or
isinstance(context.space_data.pin_id, ParticleSettings) or
context.texture_user) and
(engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
slot = getattr(context, "texture_slot", None)
node = getattr(context, "texture_node", None)
space = context.space_data
tex = context.texture
idblock = context_tex_datablock(context)
pin_id = space.pin_id
space.use_limited_texture_context = True
if space.use_pin_id and not isinstance(pin_id, Texture):
idblock = id_tex_datablock(pin_id)
pin_id = None
if not space.use_pin_id:
layout.prop(space, "texture_context", expand=True)
pin_id = None
if space.texture_context == 'OTHER':
if not pin_id:
layout.template_texture_user()
user = context.texture_user
if user or pin_id:
layout.separator()
row = layout.row()
if pin_id:
row.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
row.template_ID(user, propname, new="texture.new")
if tex:
split = layout.split(percentage=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
split.prop(tex, "type", text="")
return
tex_collection = (pin_id is None) and (node is None) and (not isinstance(idblock, Brush))
if tex_collection:
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots", idblock, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
if tex_collection:
layout.template_ID(idblock, "active_texture", new="texture.new")
elif node:
layout.template_ID(node, "texture", new="texture.new")
elif idblock:
layout.template_ID(idblock, "texture", new="texture.new")
if pin_id:
layout.template_ID(space, "pin_id")
if tex:
split = layout.split(percentage=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
split.prop(tex, "type", text="")
class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
# Show Alpha Button for Brush Textures, see #29502
if context.space_data.texture_context == 'BRUSH':
layout.prop(tex, "use_preview_alpha")
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
col = split.column()
col.label(text="RGB Multiply:")
sub = col.column(align=True)
sub.prop(tex, "factor_red", text="R")
sub.prop(tex, "factor_green", text="G")
sub.prop(tex, "factor_blue", text="B")
col = split.column()
col.label(text="Adjust:")
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
col = layout.column()
col.prop(tex, "use_clamp", text="Clamp")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
engine = context.scene.render.engine
return TextureButtonsPanel.poll(cls, context) and (engine in cls.COMPAT_ENGINES)
# Texture Type Panels #
class TextureTypePanel(TextureButtonsPanel):
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
class TEXTURE_PT_clouds(TextureTypePanel, Panel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "cloud_type", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
split.prop(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel, Panel):
bl_label = "Wood"
tex_type = 'WOOD'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "noise_basis_2", expand=True)
layout.prop(tex, "wood_type", expand=True)
col = layout.column()
col.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
col.label(text="Noise:")
col.row().prop(tex, "noise_type", text="Type", expand=True)
layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
split.active = tex.wood_type in {'RINGNOISE', 'BANDNOISE'}
col = split.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "turbulence")
split.prop(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel, Panel):
bl_label = "Marble"
tex_type = 'MARBLE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "marble_type", expand=True)
layout.prop(tex, "noise_basis_2", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
col.prop(tex, "noise_scale", text="Size")
col.prop(tex, "noise_depth", text="Depth")
col = split.column()
col.prop(tex, "turbulence")
col.prop(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel, Panel):
bl_label = "Magic"
tex_type = 'MAGIC'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
row = layout.row()
row.prop(tex, "noise_depth", text="Depth")
row.prop(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel, Panel):
bl_label = "Blend"
tex_type = 'BLEND'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "progression")
sub = layout.row()
sub.active = (tex.progression in {'LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'})
sub.prop(tex, "use_flip_axis", expand=True)
class TEXTURE_PT_stucci(TextureTypePanel, Panel):
bl_label = "Stucci"
tex_type = 'STUCCI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "stucci_type", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
layout.prop(tex, "noise_basis", text="Basis")
row = layout.row()
row.prop(tex, "noise_scale", text="Size")
row.prop(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel, Panel):
bl_label = "Image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
def texture_filter_common(tex, layout):
layout.label(text="Filter:")
layout.prop(tex, "filter_type", text="")
if tex.use_mipmap and tex.filter_type in {'AREA', 'EWA', 'FELINE'}:
if tex.filter_type == 'FELINE':
layout.prop(tex, "filter_probes", text="Probes")
else:
layout.prop(tex, "filter_eccentricity", text="Eccentricity")
layout.prop(tex, "filter_size")
layout.prop(tex, "use_filter_size_min")
class TEXTURE_PT_image_sampling(TextureTypePanel, Panel):
bl_label = "Image Sampling"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
if context.scene.render.engine == 'BLENDER_GAME':
self.draw_bge(context)
else:
self.draw_bi(context)
def draw_bi(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
tex = context.texture
slot = getattr(context, "texture_slot", None)
split = layout.split()
col = split.column()
col.label(text="Alpha:")
row = col.row()
row.active = bool(tex.image and tex.image.use_alpha)
row.prop(tex, "use_alpha", text="Use")
col.prop(tex, "use_calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
col.separator()
col.prop(tex, "use_flip_axis", text="Flip X/Y Axis")
col = split.column()
# Only for Material based textures, not for Lamp/World...
if slot and isinstance(idblock, Material):
col.prop(tex, "use_normal_map")
row = col.row()
row.active = tex.use_normal_map
row.prop(slot, "normal_map_space", text="")
row = col.row()
row.active = not tex.use_normal_map
row.prop(tex, "use_derivative_map")
col.prop(tex, "use_mipmap")
row = col.row()
row.active = tex.use_mipmap
row.prop(tex, "use_mipmap_gauss")
col.prop(tex, "use_interpolation")
texture_filter_common(tex, col)
def draw_bge(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
tex = context.texture
slot = getattr(context, "texture_slot", None)
split = layout.split()
col = split.column()
col.label(text="Alpha:")
col.prop(tex, "use_calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
col = split.column()
# Only for Material based textures, not for Lamp/World...
if slot and isinstance(idblock, Material):
col.prop(tex, "use_normal_map")
row = col.row()
row.active = tex.use_normal_map
row.prop(slot, "normal_map_space", text="")
row = col.row()
row.active = not tex.use_normal_map
row.prop(tex, "use_derivative_map")
class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
bl_label = "Image Mapping"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "extension")
split = layout.split()
if tex.extension == 'REPEAT':
col = split.column(align=True)
col.label(text="Repeat:")
col.prop(tex, "repeat_x", text="X")
col.prop(tex, "repeat_y", text="Y")
col = split.column(align=True)
col.label(text="Mirror:")
row = col.row(align=True)
row.prop(tex, "use_mirror_x", text="X")
row.active = (tex.repeat_x > 1)
row = col.row(align=True)
row.prop(tex, "use_mirror_y", text="Y")
row.active = (tex.repeat_y > 1)
layout.separator()
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row(align=True)
row.prop(tex, "use_checker_even", text="Even")
row.prop(tex, "use_checker_odd", text="Odd")
col = split.column()
col.prop(tex, "checker_distance", text="Distance")
layout.separator()
split = layout.split()
col = split.column(align=True)
# col.prop(tex, "crop_rectangle")
col.label(text="Crop Minimum:")
col.prop(tex, "crop_min_x", text="X")
col.prop(tex, "crop_min_y", text="Y")
col = split.column(align=True)
col.label(text="Crop Maximum:")
col.prop(tex, "crop_max_x", text="X")
col.prop(tex, "crop_max_y", text="Y")
class TEXTURE_PT_envmap(TextureTypePanel, Panel):
bl_label = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
env = tex.environment_map
row = layout.row()
row.prop(env, "source", expand=True)
row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="")
if env.source == 'IMAGE_FILE':
layout.template_ID(tex, "image", open="image.open")
layout.template_image(tex, "image", tex.image_user, compact=True)
else:
layout.prop(env, "mapping")
if env.mapping == 'PLANE':
layout.prop(env, "zoom")
layout.prop(env, "viewpoint_object")
split = layout.split()
col = split.column()
col.prop(env, "layers_ignore")
col.prop(env, "resolution")
col.prop(env, "depth")
col = split.column(align=True)
col.label(text="Clipping:")
col.prop(env, "clip_start", text="Start")
col.prop(env, "clip_end", text="End")
class TEXTURE_PT_envmap_sampling(TextureTypePanel, Panel):
bl_label = "Environment Map Sampling"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'ENVIRONMENT_MAP'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
texture_filter_common(tex, layout)
class TEXTURE_PT_musgrave(TextureTypePanel, Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "musgrave_type")
split = layout.split()
col = split.column()
col.prop(tex, "dimension_max", text="Dimension")
col.prop(tex, "lacunarity")
col.prop(tex, "octaves")
musgrave_type = tex.musgrave_type
col = split.column()
if musgrave_type in {'HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "offset")
col.prop(tex, "noise_intensity", text="Intensity")
if musgrave_type in {'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
col.prop(tex, "gain")
layout.label(text="Noise:")
layout.prop(tex, "noise_basis", text="Basis")
row = layout.row()
row.prop(tex, "noise_scale", text="Size")
row.prop(tex, "nabla")
class TEXTURE_PT_voronoi(TextureTypePanel, Panel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split()
col = split.column()
col.label(text="Distance Metric:")
col.prop(tex, "distance_metric", text="")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.prop(tex, "minkovsky_exponent", text="Exponent")
col.label(text="Coloring:")
col.prop(tex, "color_mode", text="")
col.prop(tex, "noise_intensity", text="Intensity")
col = split.column()
sub = col.column(align=True)
sub.label(text="Feature Weights:")
sub.prop(tex, "weight_1", text="1", slider=True)
sub.prop(tex, "weight_2", text="2", slider=True)
sub.prop(tex, "weight_3", text="3", slider=True)
sub.prop(tex, "weight_4", text="4", slider=True)
layout.label(text="Noise:")
row = layout.row()
row.prop(tex, "noise_scale", text="Size")
row.prop(tex, "nabla")
class TEXTURE_PT_distortednoise(TextureTypePanel, Panel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "noise_distortion")
layout.prop(tex, "noise_basis", text="Basis")
split = layout.split()
col = split.column()
col.prop(tex, "distortion", text="Distortion")
col.prop(tex, "noise_scale", text="Size")
split.prop(tex, "nabla")
class TEXTURE_PT_voxeldata(TextureButtonsPanel, Panel):
bl_label = "Voxel Data"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
return tex and (tex.type == 'VOXEL_DATA' and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
tex = context.texture
vd = tex.voxel_data
layout.prop(vd, "file_format")
if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}:
layout.prop(vd, "filepath")
if vd.file_format == 'RAW_8BIT':
layout.prop(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.prop(vd, "domain_object")
layout.prop(vd, "smoke_data_type")
elif vd.file_format == 'HAIR':
layout.prop(vd, "domain_object")
layout.prop(vd, "hair_data_type")
elif vd.file_format == 'IMAGE_SEQUENCE':
layout.template_ID(tex, "image", open="image.open")
layout.template_image(tex, "image", tex.image_user, compact=True)
# layout.prop(vd, "frame_duration")
if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}:
layout.prop(vd, "use_still_frame")
row = layout.row()
row.active = vd.use_still_frame
row.prop(vd, "still_frame")
layout.prop(vd, "interpolation")
layout.prop(vd, "extension")
layout.prop(vd, "intensity")
class TEXTURE_PT_pointdensity(TextureButtonsPanel, Panel):
bl_label = "Point Density"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.point_density
layout.prop(pd, "point_source", expand=True)
split = layout.split()
col = split.column()
if pd.point_source == 'PARTICLE_SYSTEM':
col.label(text="Object:")
col.prop(pd, "object", text="")
sub = col.column()
sub.enabled = bool(pd.object)
if pd.object:
sub.label(text="System:")
sub.prop_search(pd, "particle_system", pd.object, "particle_systems", text="")
sub.label(text="Cache:")
sub.prop(pd, "particle_cache_space", text="")
else:
col.label(text="Object:")
col.prop(pd, "object", text="")
col.label(text="Cache:")
col.prop(pd, "vertex_cache_space", text="")
col.separator()
col.label(text="Color Source:")
if pd.point_source == 'PARTICLE_SYSTEM':
col.prop(pd, "particle_color_source", text="")
if pd.particle_color_source in {'PARTICLE_SPEED', 'PARTICLE_VELOCITY'}:
col.prop(pd, "speed_scale")
if pd.particle_color_source in {'PARTICLE_SPEED', 'PARTICLE_AGE'}:
layout.template_color_ramp(pd, "color_ramp", expand=True)
else:
col.prop(pd, "vertex_color_source", text="")
if pd.vertex_color_source == 'VERTEX_COLOR':
if pd.object and pd.object.data:
col.prop_search(pd, "vertex_attribute_name", pd.object.data, "vertex_colors", text="")
if pd.vertex_color_source == 'VERTEX_WEIGHT':
if pd.object:
col.prop_search(pd, "vertex_attribute_name", pd.object, "vertex_groups", text="")
layout.template_color_ramp(pd, "color_ramp", expand=True)
col = split.column()
col.label()
col.prop(pd, "radius")
col.label(text="Falloff:")
col.prop(pd, "falloff", text="")
if pd.falloff == 'SOFT':
col.prop(pd, "falloff_soft")
if pd.falloff == 'PARTICLE_VELOCITY':
col.prop(pd, "falloff_speed_scale")
col.prop(pd, "use_falloff_curve")
if pd.use_falloff_curve:
col = layout.column()
col.label(text="Falloff Curve")
col.template_curve_mapping(pd, "falloff_curve", brush=False)
class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, Panel):
bl_label = "Turbulence"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.scene.render.engine
return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES))
def draw_header(self, context):
pd = context.texture.point_density
self.layout.prop(pd, "use_turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.point_density
layout.active = pd.use_turbulence
split = layout.split()
col = split.column()
col.label(text="Influence:")
col.prop(pd, "turbulence_influence", text="")
col.label(text="Noise Basis:")
col.prop(pd, "noise_basis", text="")
col = split.column()
col.label()
col.prop(pd, "turbulence_scale")
col.prop(pd, "turbulence_depth")
col.prop(pd, "turbulence_strength")
class TEXTURE_PT_ocean(TextureTypePanel, Panel):
bl_label = "Ocean"
tex_type = 'OCEAN'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
ot = tex.ocean
col = layout.column()
col.prop(ot, "ocean_object")
col.prop(ot, "output")
class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
bl_label = "Mapping"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush) and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.scene.render.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
tex = context.texture_slot
if not isinstance(idblock, Brush):
split = layout.split(percentage=0.3)
col = split.column()
col.label(text="Coordinates:")
col = split.column()
col.prop(tex, "texture_coords", text="")
if tex.texture_coords == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.label(text="Mesh:")
split.prop(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coords == 'UV':
split = layout.split(percentage=0.3)
split.label(text="Map:")
ob = context.object
if ob and ob.type == 'MESH':
split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
else:
split.prop(tex, "uv_layer", text="")
elif tex.texture_coords == 'OBJECT':
split = layout.split(percentage=0.3)
split.label(text="Object:")
split.prop(tex, "object", text="")
elif tex.texture_coords == 'ALONG_STROKE':
split = layout.split(percentage=0.3)
split.label(text="Use Tips:")
split.prop(tex, "use_tips", text="")
if isinstance(idblock, Brush):
if context.sculpt_object or context.image_paint_object:
brush_texture_settings(layout, idblock, context.sculpt_object)
else:
if isinstance(idblock, FreestyleLineStyle):
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split(percentage=0.3)
split.separator()
row = split.row()
row.prop(tex, "mapping_x", text="")
row.prop(tex, "mapping_y", text="")
row.prop(tex, "mapping_z", text="")
elif isinstance(idblock, Material):
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coords in {'ORCO', 'UV'}:
col.prop(tex, "use_from_dupli")
if (idblock.type == 'VOLUME' and tex.texture_coords == 'ORCO'):
col.prop(tex, "use_map_to_bounds")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "use_from_original")
if (idblock.type == 'VOLUME'):
col.prop(tex, "use_map_to_bounds")
else:
col.label()
col = split.column()
row = col.row()
row.prop(tex, "mapping_x", text="")
row.prop(tex, "mapping_y", text="")
row.prop(tex, "mapping_z", text="")
row = layout.row()
row.column().prop(tex, "offset")
row.column().prop(tex, "scale")
class TEXTURE_PT_influence(TextureSlotPanel, Panel):
bl_label = "Influence"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.scene.render.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
tex = context.texture_slot
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.prop(tex, toggle, text="")
sub = row.row(align=True)
sub.active = getattr(tex, toggle)
sub.prop(tex, factor, text=name, slider=True)
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, Material):
if idblock.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
col.label(text="Diffuse:")
factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
factor_but(col, "use_map_translucency", "translucency_factor", "Translucency")
col.label(text="Specular:")
factor_but(col, "use_map_specular", "specular_factor", "Intensity")
factor_but(col, "use_map_color_spec", "specular_color_factor", "Color")
factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
col = split.column()
col.label(text="Shading:")
factor_but(col, "use_map_ambient", "ambient_factor", "Ambient")
factor_but(col, "use_map_emit", "emit_factor", "Emit")
factor_but(col, "use_map_mirror", "mirror_factor", "Mirror")
factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror")
col.label(text="Geometry:")
# XXX replace 'or' when displacement is fixed to not rely on normal influence value.
sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal")
sub_tmp.active = (tex.use_map_normal or tex.use_map_displacement)
# END XXX
factor_but(col, "use_map_warp", "warp_factor", "Warp")
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
#~ sub = col.column()
#~ sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#~ sub.prop(tex, "default_value", text="Amount", slider=True)
elif idblock.type == 'HALO':
layout.label(text="Halo:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
col = split.column()
factor_but(col, "use_map_raymir", "raymir_factor", "Size")
factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
factor_but(col, "use_map_translucency", "translucency_factor", "Add")
elif idblock.type == 'VOLUME':
layout.label(text="Volume:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_emission", "emission_factor", "Emission")
factor_but(col, "use_map_scatter", "scattering_factor", "Scattering")
factor_but(col, "use_map_reflect", "reflection_factor", "Reflection")
col = split.column()
col.label(text=" ")
factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color")
factor_but(col, "use_map_color_transmission", "transmission_color_factor", "Transmission Color")
factor_but(col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color")
layout.label(text="Geometry:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_warp", "warp_factor", "Warp")
col = split.column()
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
elif isinstance(idblock, Lamp):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color", "color_factor", "Color")
col = split.column()
factor_but(col, "use_map_shadow", "shadow_factor", "Shadow")
elif isinstance(idblock, World):
split = layout.split()
col = split.column()
factor_but(col, "use_map_blend", "blend_factor", "Blend")
factor_but(col, "use_map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
elif isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
col.label(text="General:")
factor_but(col, "use_map_time", "time_factor", "Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col = split.column()
col.label(text="Physics:")
factor_but(col, "use_map_velocity", "velocity_factor", "Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
layout.label(text="Hair:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_length", "length_factor", "Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
col = split.column()
factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude")
factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
col = split.column()
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
layout.separator()
if not isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
col.prop(tex, "blend_type", text="Blend")
col.prop(tex, "use_rgb_to_intensity")
# color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
col.prop(tex, "color", text="")
col = split.column()
col.prop(tex, "invert", text="Negative")
col.prop(tex, "use_stencil")
if isinstance(idblock, Material) or isinstance(idblock, World):
col.prop(tex, "default_value", text="DVar", slider=True)
if isinstance(idblock, Material):
layout.label(text="Bump Mapping:")
# only show bump settings if activated but not for normal-map images
row = layout.row()
sub = row.row()
sub.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and (tex.texture.use_normal_map or tex.texture.use_derivative_map))
sub.prop(tex, "bump_method", text="Method")
# the space setting is supported for: derivative-maps + bump-maps (DEFAULT,BEST_QUALITY), not for normal-maps
sub = row.row()
sub.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) and ((tex.bump_method in {'BUMP_LOW_QUALITY', 'BUMP_MEDIUM_QUALITY', 'BUMP_BEST_QUALITY'}) or (tex.texture.type == 'IMAGE' and tex.texture.use_derivative_map))
sub.prop(tex, "bump_objectspace", text="Space")
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "texture"
_property_type = Texture
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)