blender/release/scripts/ui/properties_world.py
Brecht Van Lommel 927b976a88 AAO Indirect Diffuse
Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.

Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
2009-12-02 11:54:48 +00:00

235 lines
6.7 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
class WorldButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
class WORLD_PT_preview(WorldButtonsPanel):
bl_label = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
self.layout.template_preview(context.world)
class WORLD_PT_context_world(WorldButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
world = context.world
space = context.space_data
wide_ui = context.region.width > narrowui
if wide_ui:
split = layout.split(percentage=0.65)
if scene:
split.template_ID(scene, "world", new="world.new")
elif world:
split.template_ID(space, "pin_id")
else:
layout.template_ID(scene, "world", new="world.new")
class WORLD_PT_world(WorldButtonsPanel):
bl_label = "World"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
world = context.world
if wide_ui:
row = layout.row()
row.prop(world, "paper_sky")
row.prop(world, "blend_sky")
row.prop(world, "real_sky")
else:
col = layout.column()
col.prop(world, "paper_sky")
col.prop(world, "blend_sky")
col.prop(world, "real_sky")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.blend_sky
row.column().prop(world, "ambient_color")
class WORLD_PT_mist(WorldButtonsPanel):
bl_label = "Mist"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist, "enabled", text="")
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
world = context.world
layout.active = world.mist.enabled
split = layout.split()
col = split.column()
col.prop(world.mist, "intensity", slider=True)
col.prop(world.mist, "start")
if wide_ui:
col = split.column()
col.prop(world.mist, "depth")
col.prop(world.mist, "height")
layout.prop(world.mist, "falloff")
class WORLD_PT_stars(WorldButtonsPanel):
bl_label = "Stars"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.prop(world.stars, "enabled", text="")
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
world = context.world
layout.active = world.stars.enabled
split = layout.split()
col = split.column()
col.prop(world.stars, "size")
col.prop(world.stars, "color_randomization", text="Colors")
if wide_ui:
col = split.column()
col.prop(world.stars, "min_distance", text="Min. Dist")
col.prop(world.stars, "average_separation", text="Separation")
class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
world = context.world
self.layout.prop(world.ambient_occlusion, "enabled", text="")
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
ao = context.world.ambient_occlusion
layout.active = ao.enabled
layout.prop(ao, "gather_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Attenuation:")
if ao.gather_method == 'RAYTRACE':
col.prop(ao, "distance")
col.prop(ao, "falloff")
sub = col.row()
sub.active = ao.falloff
sub.prop(ao, "falloff_strength", text="Strength")
if ao.gather_method == 'RAYTRACE':
if wide_ui:
col = split.column()
col.label(text="Sampling:")
col.prop(ao, "sample_method", text="")
sub = col.column()
sub.prop(ao, "samples")
if ao.sample_method == 'ADAPTIVE_QMC':
sub.prop(ao, "threshold")
sub.prop(ao, "adapt_to_speed", slider=True)
elif ao.sample_method == 'CONSTANT_JITTERED':
sub.prop(ao, "bias")
if ao.gather_method == 'APPROXIMATE':
if wide_ui:
col = split.column()
col.label(text="Sampling:")
col.prop(ao, "passes")
col.prop(ao, "error_tolerance", text="Error")
col.prop(ao, "pixel_cache")
col.prop(ao, "correction")
col = layout.column()
col.label(text="Influence:")
col.row().prop(ao, "blend_mode", expand=True)
split = layout.split()
col = split.column()
col.prop(ao, "energy")
col.prop(ao, "indirect_energy")
if wide_ui:
col = split.column()
col.prop(ao, "color")
col.prop(ao, "indirect_bounces")
bpy.types.register(WORLD_PT_context_world)
bpy.types.register(WORLD_PT_preview)
bpy.types.register(WORLD_PT_world)
bpy.types.register(WORLD_PT_ambient_occlusion)
bpy.types.register(WORLD_PT_mist)
bpy.types.register(WORLD_PT_stars)