blender/release/scripts/startup/bl_ui/properties_texture.py

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# ##### 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,
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# 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
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from blf import gettext as _
class TEXTURE_MT_specials(bpy.types.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(bpy.types.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')
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
if context.particle_system:
idblock = context.particle_system.settings
return idblock
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, bpy.types.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")):
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return False
return ((context.material or context.world or context.lamp or context.brush or context.texture or context.particle_system or isinstance(context.space_data.pin_id, bpy.types.ParticleSettings))
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
if space.use_pin_id and not isinstance(pin_id, bpy.types.Texture):
idblock = pin_id
pin_id = None
if not space.use_pin_id:
layout.prop(space, "texture_context", expand=True)
tex_collection = (pin_id is None) and (node is None) and (not isinstance(idblock, bpy.types.Brush))
if tex_collection:
row = layout.row()
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row.template_list(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="")
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split = layout.split(percentage=0.65)
col = split.column()
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if tex_collection:
col.template_ID(idblock, "active_texture", new="texture.new")
elif node:
col.template_ID(node, "texture", new="texture.new")
elif idblock:
col.template_ID(idblock, "texture", new="texture.new")
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if pin_id:
col.template_ID(space, "pin_id")
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col = split.column()
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, bpy.types.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)
class TEXTURE_PT_colors(TextureButtonsPanel, bpy.types.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:"))
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col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
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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, bpy.types.Panel):
bl_label = _("Clouds")
tex_type = 'CLOUDS'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
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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, bpy.types.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)
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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, bpy.types.Panel):
bl_label = _("Marble")
tex_type = 'MARBLE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
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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, bpy.types.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, bpy.types.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, bpy.types.Panel):
bl_label = _("Stucci")
tex_type = 'STUCCI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
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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, bpy.types.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)
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def texture_filter_common(tex, layout):
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layout.label(text=_("Filter:"))
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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"))
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else:
layout.prop(tex, "filter_eccentricity", text=_("Eccentricity"))
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layout.prop(tex, "filter_size")
layout.prop(tex, "use_filter_size_min")
class TEXTURE_PT_image_sampling(TextureTypePanel, bpy.types.Panel):
bl_label = _("Image Sampling")
bl_options = {'DEFAULT_CLOSED'}
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
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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_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()
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#Only for Material based textures, not for Lamp/World...
if slot and isinstance(idblock, bpy.types.Material):
col.prop(tex, "use_normal_map")
row = col.row()
row.active = tex.use_normal_map
row.prop(slot, "normal_map_space", text="")
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col.prop(tex, "use_mipmap")
row = col.row()
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row.active = tex.use_mipmap
row.prop(tex, "use_mipmap_gauss")
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col.prop(tex, "use_interpolation")
texture_filter_common(tex, col)
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class TEXTURE_PT_image_mapping(TextureTypePanel, bpy.types.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()
row.prop(tex, "use_mirror_x", text="X")
row.active = (tex.repeat_x > 1)
row = col.row()
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()
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, bpy.types.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
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row = layout.row()
row.prop(env, "source", expand=True)
row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="")
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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")
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split = layout.split()
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col = split.column()
col.prop(env, "layers_ignore")
col.prop(env, "resolution")
col.prop(env, "depth")
col = split.column(align=True)
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col.label(text=_("Clipping:"))
col.prop(env, "clip_start", text=_("Start"))
col.prop(env, "clip_end", text=_("End"))
class TEXTURE_PT_envmap_sampling(TextureTypePanel, bpy.types.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
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texture_filter_common(tex, layout)
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class TEXTURE_PT_musgrave(TextureTypePanel, bpy.types.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")
if musgrave_type in {'MULTIFRACTAL', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL'}:
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, bpy.types.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, bpy.types.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, bpy.types.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
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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 == 'IMAGE_SEQUENCE':
layout.template_ID(tex, "image", open="image.open")
layout.template_image(tex, "image", tex.image_user, compact=True)
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#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, bpy.types.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
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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()
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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()
if pd.point_source == 'PARTICLE_SYSTEM':
col.label(text=_("Color Source:"))
col.prop(pd, "color_source", text="")
if pd.color_source in {'PARTICLE_SPEED', 'PARTICLE_VELOCITY'}:
col.prop(pd, "speed_scale")
if pd.color_source in {'PARTICLE_SPEED', 'PARTICLE_AGE'}:
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, bpy.types.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
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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_mapping(TextureSlotPanel, bpy.types.Panel):
bl_label = _("Mapping")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, bpy.types.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
# textype = context.texture
if not isinstance(idblock, bpy.types.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=_("Layer:"))
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="")
if isinstance(idblock, bpy.types.Brush):
if context.sculpt_object:
layout.label(text=_("Brush Mapping:"))
layout.prop(tex, "map_mode", expand=True)
row = layout.row()
row.active = tex.map_mode in {'FIXED', 'TILED'}
row.prop(tex, "angle")
else:
if isinstance(idblock, bpy.types.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")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "use_from_original")
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, bpy.types.Panel):
bl_label = _("Influence")
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
idblock = context_tex_datablock(context)
if isinstance(idblock, bpy.types.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)
# textype = context.texture
tex = context.texture_slot
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.prop(tex, toggle, text="")
sub = row.row()
sub.active = getattr(tex, toggle)
sub.prop(tex, factor, text=name, slider=True)
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return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, bpy.types.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:"))
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split = layout.split()
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col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
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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':
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")
elif isinstance(idblock, bpy.types.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, bpy.types.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, bpy.types.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", "kink_factor", "Kink")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
layout.separator()
if not isinstance(idblock, bpy.types.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 grayscale 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, bpy.types.Material) or isinstance(idblock, bpy.types.World):
col.prop(tex, "default_value", text=_("DVar"), slider=True)
if isinstance(idblock, bpy.types.Material):
layout.label(text=_("Bump Mapping:"))
# only show bump settings if activated but not for normalmap images
row = layout.row()
row.active = (tex.use_map_normal or tex.use_map_warp) and not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map)
row.prop(tex, "bump_method", text=_("Method"))
sub = row.row()
sub.active = tex.bump_method in {'BUMP_DEFAULT', 'BUMP_BEST_QUALITY'}
sub.prop(tex, "bump_objectspace", text=_("Space"))
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class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "texture"
_property_type = bpy.types.Texture
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)