blender/release/scripts/startup/bl_ui/properties_texture.py
Ton Roosendaal 51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00

807 lines
24 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,
Object,
ParticleSettings,
Texture,
)
from rna_prop_ui import PropertyPanel
from .properties_paint_common import brush_texture_settings
class TEXTURE_MT_specials(Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_UL_texslots(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
def context_tex_datablock(context):
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
class TextureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
class TEXTURE_PT_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
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
idblock = context_tex_datablock(context)
if isinstance(idblock, Brush):
layout.prop(tex, "use_preview_alpha")
class TEXTURE_PT_context(TextureButtonsPanel, Panel):
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
layout.template_texture_user()
if user or pin_id:
layout.separator()
split = layout.split(percentage=0.65)
col = split.column()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
split = layout.split(percentage=0.2)
split.label(text="Type:")
split.prop(tex, "type", text="")
class TEXTURE_PT_node(TextureButtonsPanel, Panel):
bl_label = "Node"
bl_context = "texture"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
node = context.texture_node
return node and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
node = context.texture_node
ntree = node.id_data
layout.template_node_view(ntree, node, None)
class TEXTURE_PT_node_mapping(TextureButtonsPanel, Panel):
bl_label = "Mapping"
bl_context = "texture"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
node = context.texture_node
# TODO(sergey): perform a faster/nicer check?
return node and hasattr(node, 'texture_mapping') and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
node = context.texture_node
mapping = node.texture_mapping
layout.prop(mapping, "vector_type", expand=True)
row = layout.row()
row.column().prop(mapping, "translation")
row.column().prop(mapping, "rotation")
row.column().prop(mapping, "scale")
layout.label(text="Projection:")
row = layout.row()
row.prop(mapping, "mapping_x", text="")
row.prop(mapping, "mapping_y", text="")
row.prop(mapping, "mapping_z", text="")
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
tex = context.texture
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES)
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")
class TextureTypePanel(TextureButtonsPanel):
@classmethod
def poll(cls, context):
tex = context.texture
engine = context.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_EEVEE'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.row().prop(tex, "cloud_type", expand=True)
layout.label(text="Noise:")
layout.row().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_EEVEE'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.row().prop(tex, "noise_basis_2", expand=True)
layout.row().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_EEVEE'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.row().prop(tex, "marble_type", expand=True)
layout.row().prop(tex, "noise_basis_2", expand=True)
layout.label(text="Noise:")
layout.row().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_EEVEE'}
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_EEVEE'}
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_EEVEE'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.row().prop(tex, "stucci_type", expand=True)
layout.label(text="Noise:")
layout.row().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_EEVEE'}
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_lightprobes", text="Light 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_EEVEE'}
def draw(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()
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)
class TEXTURE_PT_image_mapping(TextureTypePanel, Panel):
bl_label = "Image Mapping"
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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_musgrave(TextureTypePanel, Panel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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_EEVEE'}
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_EEVEE'}
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 TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
return (context.engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_mapping(TextureSlotPanel, Panel):
bl_label = "Mapping"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@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.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_layers", 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="")
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_EEVEE'}
@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.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, 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")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
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")
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
_context_path = "texture"
_property_type = Texture
@classmethod
def poll(cls, context):
return context.texture and (context.engine in cls.COMPAT_ENGINES)
classes = (
TEXTURE_MT_specials,
TEXTURE_UL_texslots,
TEXTURE_PT_preview,
TEXTURE_PT_context,
TEXTURE_PT_node,
TEXTURE_PT_node_mapping,
TEXTURE_PT_mapping,
TEXTURE_PT_influence,
TEXTURE_PT_colors,
TEXTURE_PT_clouds,
TEXTURE_PT_wood,
TEXTURE_PT_marble,
TEXTURE_PT_magic,
TEXTURE_PT_blend,
TEXTURE_PT_stucci,
TEXTURE_PT_image,
TEXTURE_PT_image_sampling,
TEXTURE_PT_image_mapping,
TEXTURE_PT_musgrave,
TEXTURE_PT_voronoi,
TEXTURE_PT_distortednoise,
TEXTURE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)