blender/release/scripts/ui/properties_material.py
2010-05-02 04:40:44 +00:00

986 lines
30 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 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.execute_preset"
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"
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
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="")
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"
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
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"
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"
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()
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
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"
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"
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
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
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=bpy.types.MATERIAL_MT_sss_presets.bl_label)
sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
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
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, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub = col.split(percentage=0.4)
sub.active = raym.distance > 0.0
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
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")
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")
class MATERIAL_PT_halo(MaterialButtonsPanel):
bl_label = "Halo"
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"
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")
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)
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
bl_label = "Density"
bl_default_closed = False
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, "density")
if wide_ui:
col = split.column()
col.prop(vol, "density_scale")
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
bl_label = "Shading"
bl_default_closed = False
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="")
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
bl_label = "Lighting"
bl_default_closed = False
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")
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
bl_label = "Transparency"
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
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")
class MATERIAL_PT_volume_options(VolumeButtonsPanel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
bl_default_closed = True
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, "exclude_mist")
col = split.column()
col.label(text="Light Group:")
col.prop(mat, "light_group", text="")
row = col.row()
row.active = bool(mat.light_group)
row.prop(mat, "light_group_exclusive", text="Exclusive")
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_volume_options,
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()