2009-11-01 15:21:20 +00:00
|
|
|
# ##### 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.
|
2009-11-03 07:23:02 +00:00
|
|
|
#
|
2009-11-01 15:21:20 +00:00
|
|
|
# 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.
|
2009-11-03 07:23:02 +00:00
|
|
|
#
|
2009-11-01 15:21:20 +00:00
|
|
|
# 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 #####
|
2009-10-31 20:16:59 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
# <pep8 compliant>
|
2009-05-10 12:12:05 +00:00
|
|
|
import bpy
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-10-06 15:31:25 +00:00
|
|
|
def active_node_mat(mat):
|
2009-10-31 19:31:45 +00:00
|
|
|
# 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
|
2009-10-06 15:31:25 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
return None
|
2009-10-06 15:31:25 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-05-10 12:12:05 +00:00
|
|
|
class MaterialButtonsPanel(bpy.types.Panel):
|
2009-10-31 19:31:45 +00:00
|
|
|
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
|
2009-05-20 13:34:04 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
def poll(self, context):
|
|
|
|
mat = context.material
|
|
|
|
engine = context.scene.render_data.engine
|
|
|
|
return mat and (engine in self.COMPAT_ENGINES)
|
2009-05-28 23:45:50 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-05-28 23:45:50 +00:00
|
|
|
class MATERIAL_PT_preview(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Preview"
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
self.layout.template_preview(context.material)
|
2009-05-28 23:45:50 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-07-09 09:42:34 +00:00
|
|
|
class MATERIAL_PT_context_material(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = ""
|
|
|
|
bl_show_header = False
|
|
|
|
COMPAT_ENGINES = set(['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_data.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
|
|
|
|
|
|
|
|
if ob:
|
|
|
|
row = layout.row()
|
|
|
|
|
|
|
|
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
|
|
|
|
|
|
|
|
col = row.column(align=True)
|
|
|
|
col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="")
|
|
|
|
col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
|
|
|
|
col.itemO("object.material_slot_copy", icon='ICON_COPY_ID', text="")
|
|
|
|
|
|
|
|
if ob.mode == 'EDIT':
|
|
|
|
row = layout.row(align=True)
|
|
|
|
row.itemO("object.material_slot_assign", text="Assign")
|
|
|
|
row.itemO("object.material_slot_select", text="Select")
|
|
|
|
row.itemO("object.material_slot_deselect", text="Deselect")
|
|
|
|
|
|
|
|
split = layout.split(percentage=0.65)
|
|
|
|
|
|
|
|
if ob:
|
|
|
|
split.template_ID(ob, "active_material", new="material.new")
|
|
|
|
row = split.row()
|
|
|
|
if slot:
|
|
|
|
row.itemR(slot, "link", text="")
|
|
|
|
else:
|
|
|
|
row.itemL()
|
|
|
|
elif mat:
|
|
|
|
split.template_ID(space, "pin_id")
|
|
|
|
split.itemS()
|
|
|
|
|
|
|
|
if mat:
|
|
|
|
layout.itemR(mat, "type", expand=True)
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-08-15 19:35:03 +00:00
|
|
|
class MATERIAL_PT_shading(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Shading"
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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)
|
|
|
|
|
|
|
|
if mat.type in ('SURFACE', 'WIRE'):
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = not mat.shadeless
|
|
|
|
sub.itemR(mat, "emit")
|
|
|
|
sub.itemR(mat, "ambient")
|
|
|
|
sub = col.column()
|
|
|
|
sub.itemR(mat, "translucency")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "shadeless")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = not mat.shadeless
|
|
|
|
sub.itemR(mat, "tangent_shading")
|
|
|
|
sub.itemR(mat, "cubic")
|
|
|
|
|
|
|
|
elif mat.type == 'HALO':
|
|
|
|
layout.itemR(mat, "alpha")
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-06-16 12:54:34 +00:00
|
|
|
class MATERIAL_PT_strand(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Strand"
|
|
|
|
bl_default_closed = True
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = context.material
|
|
|
|
engine = context.scene.render_data.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
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column(align=True)
|
|
|
|
col.itemL(text="Size:")
|
|
|
|
col.itemR(tan, "root_size", text="Root")
|
|
|
|
col.itemR(tan, "tip_size", text="Tip")
|
|
|
|
col.itemR(tan, "min_size", text="Minimum")
|
|
|
|
col.itemR(tan, "blender_units")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = (not mat.shadeless)
|
|
|
|
sub.itemR(tan, "tangent_shading")
|
|
|
|
col.itemR(tan, "shape")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemL(text="Shading:")
|
|
|
|
col.itemR(tan, "width_fade")
|
|
|
|
ob = context.object
|
2009-10-31 23:35:56 +00:00
|
|
|
if ob and ob.type == 'MESH':
|
|
|
|
col.item_pointerR(tan, "uv_layer", ob.data, "uv_textures", text="")
|
|
|
|
else:
|
|
|
|
col.itemR(tan, "uv_layer", text="")
|
2009-10-31 19:31:45 +00:00
|
|
|
col.itemS()
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = (not mat.shadeless)
|
|
|
|
sub.itemR(tan, "surface_diffuse")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = tan.surface_diffuse
|
|
|
|
sub.itemR(tan, "blend_distance", text="Distance")
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-08-07 19:14:49 +00:00
|
|
|
class MATERIAL_PT_physics(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Physics"
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_GAME'])
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
phys = context.material.physics # dont use node material
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(phys, "distance")
|
|
|
|
col.itemR(phys, "friction")
|
|
|
|
col.itemR(phys, "align_to_normal")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(phys, "force", slider=True)
|
|
|
|
col.itemR(phys, "elasticity", slider=True)
|
|
|
|
col.itemR(phys, "damp", slider=True)
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-06-13 21:22:21 +00:00
|
|
|
class MATERIAL_PT_options(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Options"
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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)
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "traceable")
|
|
|
|
col.itemR(mat, "full_oversampling")
|
|
|
|
col.itemR(mat, "sky")
|
|
|
|
col.itemR(mat, "exclude_mist")
|
|
|
|
col.itemR(mat, "invert_z")
|
|
|
|
sub = col.row()
|
|
|
|
sub.itemR(mat, "z_offset")
|
|
|
|
sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
|
|
|
|
sub = col.column(align=True)
|
|
|
|
sub.itemL(text="Light Group:")
|
|
|
|
sub.itemR(mat, "light_group", text="")
|
|
|
|
row = sub.row()
|
|
|
|
row.active = mat.light_group
|
|
|
|
row.itemR(mat, "light_group_exclusive", text="Exclusive")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "face_texture")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = mat.face_texture
|
|
|
|
sub.itemR(mat, "face_texture_alpha")
|
|
|
|
col.itemS()
|
|
|
|
col.itemR(mat, "vertex_color_paint")
|
|
|
|
col.itemR(mat, "vertex_color_light")
|
|
|
|
col.itemR(mat, "object_color")
|
2009-07-17 12:35:57 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-08-15 19:35:03 +00:00
|
|
|
class MATERIAL_PT_shadow(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Shadow"
|
|
|
|
bl_default_closed = True
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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)
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "shadows", text="Receive")
|
|
|
|
col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent")
|
|
|
|
col.itemR(mat, "only_shadow", text="Shadows Only")
|
|
|
|
col.itemR(mat, "cast_shadows_only", text="Cast Only")
|
|
|
|
col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "cast_buffer_shadows")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = mat.cast_buffer_shadows
|
|
|
|
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
|
|
|
|
col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = (not mat.ray_shadow_bias)
|
|
|
|
sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
|
2009-06-13 21:22:21 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-06-14 18:16:38 +00:00
|
|
|
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Diffuse"
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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)
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "diffuse_color", text="")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = (not mat.shadeless)
|
|
|
|
sub.itemR(mat, "diffuse_intensity", text="Intensity")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.active = (not mat.shadeless)
|
|
|
|
col.itemR(mat, "diffuse_shader", text="")
|
|
|
|
col.itemR(mat, "use_diffuse_ramp", text="Ramp")
|
|
|
|
|
|
|
|
col = layout.column()
|
|
|
|
col.active = (not mat.shadeless)
|
|
|
|
if mat.diffuse_shader == 'OREN_NAYAR':
|
|
|
|
col.itemR(mat, "roughness")
|
|
|
|
elif mat.diffuse_shader == 'MINNAERT':
|
|
|
|
col.itemR(mat, "darkness")
|
|
|
|
elif mat.diffuse_shader == 'TOON':
|
|
|
|
row = col.row()
|
|
|
|
row.itemR(mat, "diffuse_toon_size", text="Size")
|
|
|
|
row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
|
|
|
|
elif mat.diffuse_shader == 'FRESNEL':
|
|
|
|
row = col.row()
|
|
|
|
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
|
|
|
|
row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
|
|
|
|
|
|
|
|
if mat.use_diffuse_ramp:
|
|
|
|
layout.itemS()
|
|
|
|
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
|
|
|
|
layout.itemS()
|
|
|
|
row = layout.row()
|
|
|
|
split = row.split(percentage=0.3)
|
|
|
|
split.itemL(text="Input:")
|
|
|
|
split.itemR(mat, "diffuse_ramp_input", text="")
|
|
|
|
split = row.split(percentage=0.3)
|
|
|
|
split.itemL(text="Blend:")
|
|
|
|
split.itemR(mat, "diffuse_ramp_blend", text="")
|
|
|
|
row = layout.row()
|
|
|
|
row.itemR(mat, "diffuse_ramp_factor", text="Factor")
|
2009-08-25 14:26:27 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-06-14 18:16:38 +00:00
|
|
|
class MATERIAL_PT_specular(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Specular"
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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)
|
|
|
|
|
|
|
|
layout.active = (not mat.shadeless)
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "specular_color", text="")
|
|
|
|
col.itemR(mat, "specular_intensity", text="Intensity")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "specular_shader", text="")
|
|
|
|
col.itemR(mat, "use_specular_ramp", text="Ramp")
|
|
|
|
|
|
|
|
col = layout.column()
|
|
|
|
if mat.specular_shader in ('COOKTORR', 'PHONG'):
|
|
|
|
col.itemR(mat, "specular_hardness", text="Hardness")
|
|
|
|
elif mat.specular_shader == 'BLINN':
|
|
|
|
row = col.row()
|
|
|
|
row.itemR(mat, "specular_hardness", text="Hardness")
|
|
|
|
row.itemR(mat, "specular_ior", text="IOR")
|
|
|
|
elif mat.specular_shader == 'WARDISO':
|
|
|
|
col.itemR(mat, "specular_slope", text="Slope")
|
|
|
|
elif mat.specular_shader == 'TOON':
|
|
|
|
row = col.row()
|
|
|
|
row.itemR(mat, "specular_toon_size", text="Size")
|
|
|
|
row.itemR(mat, "specular_toon_smooth", text="Smooth")
|
|
|
|
|
|
|
|
if mat.use_specular_ramp:
|
|
|
|
layout.itemS()
|
|
|
|
layout.template_color_ramp(mat, "specular_ramp", expand=True)
|
|
|
|
layout.itemS()
|
|
|
|
row = layout.row()
|
|
|
|
split = row.split(percentage=0.3)
|
|
|
|
split.itemL(text="Input:")
|
|
|
|
split.itemR(mat, "specular_ramp_input", text="")
|
|
|
|
split = row.split(percentage=0.3)
|
|
|
|
split.itemL(text="Blend:")
|
|
|
|
split.itemR(mat, "specular_ramp_blend", text="")
|
|
|
|
row = layout.row()
|
|
|
|
row.itemR(mat, "specular_ramp_factor", text="Factor")
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-05-10 12:12:05 +00:00
|
|
|
class MATERIAL_PT_sss(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Subsurface Scattering"
|
|
|
|
bl_default_closed = True
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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.itemR(sss, "enabled", text="")
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
sss = mat.subsurface_scattering
|
|
|
|
|
|
|
|
layout.active = sss.enabled
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
split.active = (not mat.shadeless)
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(sss, "ior")
|
|
|
|
col.itemR(sss, "scale")
|
|
|
|
col.itemR(sss, "color", text="")
|
|
|
|
col.itemR(sss, "radius", text="RGB Radius")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
sub = col.column(align=True)
|
|
|
|
sub.itemL(text="Blend:")
|
|
|
|
sub.itemR(sss, "color_factor", text="Color")
|
|
|
|
sub.itemR(sss, "texture_factor", text="Texture")
|
|
|
|
sub.itemL(text="Scattering Weight:")
|
|
|
|
sub.itemR(sss, "front")
|
|
|
|
sub.itemR(sss, "back")
|
|
|
|
col.itemS()
|
|
|
|
col.itemR(sss, "error_tolerance", text="Error")
|
2009-06-14 18:16:38 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-08-15 19:35:03 +00:00
|
|
|
class MATERIAL_PT_mirror(MaterialButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Mirror"
|
|
|
|
bl_default_closed = True
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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.itemR(raym, "enabled", text="")
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
raym = mat.raytrace_mirror
|
|
|
|
|
|
|
|
layout.active = raym.enabled
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(raym, "reflect_factor")
|
|
|
|
col.itemR(mat, "mirror_color", text="")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(raym, "fresnel")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = raym.fresnel > 0
|
|
|
|
sub.itemR(raym, "fresnel_factor", text="Blend")
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemS()
|
|
|
|
col.itemR(raym, "distance", text="Max Dist")
|
|
|
|
col.itemR(raym, "depth")
|
|
|
|
col.itemS()
|
|
|
|
sub = col.split(percentage=0.4)
|
|
|
|
sub.itemL(text="Fade To:")
|
|
|
|
sub.itemR(raym, "fade_to", text="")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemL(text="Gloss:")
|
|
|
|
col.itemR(raym, "gloss_factor", text="Amount")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = raym.gloss_factor < 1.0
|
|
|
|
sub.itemR(raym, "gloss_threshold", text="Threshold")
|
|
|
|
sub.itemR(raym, "gloss_samples", text="Samples")
|
|
|
|
sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
|
2009-08-25 14:26:27 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-08-15 19:35:03 +00:00
|
|
|
class MATERIAL_PT_transp(MaterialButtonsPanel):
|
2009-10-31 23:35:56 +00:00
|
|
|
bl_label = "Transparency"
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_default_closed = True
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
engine = context.scene.render_data.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.itemR(mat, "transparency", text="")
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
mat = active_node_mat(context.material)
|
|
|
|
rayt = mat.raytrace_transparency
|
|
|
|
|
|
|
|
row = layout.row()
|
|
|
|
row.active = mat.transparency and (not mat.shadeless)
|
|
|
|
row.itemR(mat, "transparency_method", expand=True)
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "alpha")
|
|
|
|
row = col.row()
|
|
|
|
row.active = mat.transparency and (not mat.shadeless)
|
|
|
|
row.itemR(mat, "specular_alpha", text="Specular")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.active = (not mat.shadeless)
|
|
|
|
col.itemR(rayt, "fresnel")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = rayt.fresnel > 0
|
|
|
|
sub.itemR(rayt, "fresnel_factor", text="Blend")
|
|
|
|
|
|
|
|
if mat.transparency_method == 'RAYTRACE':
|
|
|
|
layout.itemS()
|
|
|
|
split = layout.split()
|
|
|
|
split.active = mat.transparency
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(rayt, "ior")
|
|
|
|
col.itemR(rayt, "filter")
|
|
|
|
col.itemR(rayt, "falloff")
|
|
|
|
col.itemR(rayt, "limit")
|
|
|
|
col.itemR(rayt, "depth")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemL(text="Gloss:")
|
|
|
|
col.itemR(rayt, "gloss_factor", text="Amount")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = rayt.gloss_factor < 1.0
|
|
|
|
sub.itemR(rayt, "gloss_threshold", text="Threshold")
|
|
|
|
sub.itemR(rayt, "gloss_samples", text="Samples")
|
2009-08-13 05:21:25 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
class MATERIAL_PT_halo(MaterialButtonsPanel):
|
2009-10-31 23:35:56 +00:00
|
|
|
bl_label = "Halo"
|
2009-10-31 19:31:45 +00:00
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = context.material
|
|
|
|
engine = context.scene.render_data.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
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(mat, "diffuse_color", text="")
|
|
|
|
col.itemR(halo, "size")
|
|
|
|
col.itemR(halo, "hardness")
|
|
|
|
col.itemR(halo, "add")
|
|
|
|
col.itemL(text="Options:")
|
|
|
|
col.itemR(halo, "texture")
|
|
|
|
col.itemR(halo, "vertex_normal")
|
|
|
|
col.itemR(halo, "xalpha")
|
|
|
|
col.itemR(halo, "shaded")
|
|
|
|
col.itemR(halo, "soft")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(halo, "ring")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = halo.ring
|
|
|
|
sub.itemR(halo, "rings")
|
|
|
|
sub.itemR(mat, "mirror_color", text="")
|
|
|
|
col.itemS()
|
|
|
|
col.itemR(halo, "lines")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = halo.lines
|
|
|
|
sub.itemR(halo, "line_number", text="Lines")
|
|
|
|
sub.itemR(mat, "specular_color", text="")
|
|
|
|
col.itemS()
|
|
|
|
col.itemR(halo, "star")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = halo.star
|
|
|
|
sub.itemR(halo, "star_tips")
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
class MATERIAL_PT_flare(MaterialButtonsPanel):
|
2009-10-31 23:35:56 +00:00
|
|
|
bl_label = "Flare"
|
2009-10-31 19:31:45 +00:00
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def poll(self, context):
|
|
|
|
mat = context.material
|
|
|
|
engine = context.scene.render_data.engine
|
|
|
|
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
|
|
|
|
|
|
|
|
def draw_header(self, context):
|
|
|
|
halo = context.material.halo
|
|
|
|
|
|
|
|
self.layout.itemR(halo, "flare_mode", text="")
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
mat = context.material # dont use node material
|
|
|
|
halo = mat.halo
|
|
|
|
|
|
|
|
layout.active = halo.flare_mode
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(halo, "flare_size", text="Size")
|
|
|
|
col.itemR(halo, "flare_boost", text="Boost")
|
|
|
|
col.itemR(halo, "flare_seed", text="Seed")
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(halo, "flares_sub", text="Subflares")
|
|
|
|
col.itemR(halo, "flare_subsize", text="Subsize")
|
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
bpy.types.register(MATERIAL_PT_context_material)
|
|
|
|
bpy.types.register(MATERIAL_PT_preview)
|
|
|
|
bpy.types.register(MATERIAL_PT_diffuse)
|
|
|
|
bpy.types.register(MATERIAL_PT_specular)
|
|
|
|
bpy.types.register(MATERIAL_PT_shading)
|
|
|
|
bpy.types.register(MATERIAL_PT_transp)
|
|
|
|
bpy.types.register(MATERIAL_PT_mirror)
|
|
|
|
bpy.types.register(MATERIAL_PT_sss)
|
|
|
|
bpy.types.register(MATERIAL_PT_halo)
|
|
|
|
bpy.types.register(MATERIAL_PT_flare)
|
|
|
|
bpy.types.register(MATERIAL_PT_physics)
|
|
|
|
bpy.types.register(MATERIAL_PT_strand)
|
|
|
|
bpy.types.register(MATERIAL_PT_options)
|
|
|
|
bpy.types.register(MATERIAL_PT_shadow)
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
class VolumeButtonsPanel(bpy.types.Panel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_space_type = 'PROPERTIES'
|
|
|
|
bl_region_type = 'WINDOW'
|
|
|
|
bl_context = "material"
|
2009-09-01 00:33:39 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
def poll(self, context):
|
|
|
|
mat = context.material
|
|
|
|
engine = context.scene.render_data.engine
|
|
|
|
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Density"
|
|
|
|
bl_default_closed = False
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
|
2009-10-31 19:31:45 +00:00
|
|
|
vol = context.material.volume # dont use node material
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
row = split.row()
|
|
|
|
row.itemR(vol, "density")
|
|
|
|
row.itemR(vol, "density_scale")
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Shading"
|
|
|
|
bl_default_closed = False
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
vol = context.material.volume # dont use node material
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(vol, "scattering")
|
|
|
|
col.itemR(vol, "asymmetry")
|
|
|
|
col.itemR(vol, "transmission_color")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
sub = col.column(align=True)
|
|
|
|
sub.itemR(vol, "emission")
|
|
|
|
sub.itemR(vol, "emission_color", text="")
|
|
|
|
sub = col.column(align=True)
|
|
|
|
sub.itemR(vol, "reflection")
|
|
|
|
sub.itemR(vol, "reflection_color", text="")
|
2009-08-16 06:10:31 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Lighting"
|
|
|
|
bl_default_closed = False
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
vol = context.material.volume # dont use node material
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemR(vol, "lighting_mode", text="")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
|
|
|
|
if vol.lighting_mode == 'SHADED':
|
|
|
|
col.itemR(vol, "external_shadows")
|
|
|
|
col.itemR(vol, "light_cache")
|
|
|
|
sub = col.column()
|
|
|
|
sub.active = vol.light_cache
|
|
|
|
sub.itemR(vol, "cache_resolution")
|
|
|
|
elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
|
|
|
|
sub = col.column()
|
|
|
|
sub.enabled = True
|
|
|
|
sub.active = False
|
|
|
|
sub.itemR(vol, "light_cache")
|
|
|
|
col.itemR(vol, "cache_resolution")
|
|
|
|
|
|
|
|
sub = col.column(align=True)
|
|
|
|
sub.itemR(vol, "ms_diffusion")
|
|
|
|
sub.itemR(vol, "ms_spread")
|
|
|
|
sub.itemR(vol, "ms_intensity")
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
|
2009-10-31 23:35:56 +00:00
|
|
|
bl_label = "Transparency"
|
2009-10-31 19:31:45 +00:00
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
mat = context.material # dont use node material
|
|
|
|
|
|
|
|
layout.itemR(mat, "transparency_method", expand=True)
|
|
|
|
|
2009-10-31 23:35:56 +00:00
|
|
|
|
2009-09-01 00:33:39 +00:00
|
|
|
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
|
2009-10-31 19:31:45 +00:00
|
|
|
bl_label = "Integration"
|
|
|
|
bl_default_closed = False
|
|
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
|
|
|
|
def draw(self, context):
|
|
|
|
layout = self.layout
|
|
|
|
|
|
|
|
vol = context.material.volume # dont use node material
|
|
|
|
|
|
|
|
split = layout.split()
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemL(text="Step Calculation:")
|
|
|
|
col.itemR(vol, "step_calculation", text="")
|
|
|
|
col = col.column(align=True)
|
|
|
|
col.itemR(vol, "step_size")
|
|
|
|
|
|
|
|
col = split.column()
|
|
|
|
col.itemL()
|
|
|
|
col.itemR(vol, "depth_cutoff")
|
2009-07-09 09:07:25 +00:00
|
|
|
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
bpy.types.register(MATERIAL_PT_volume_density)
|
2009-08-16 06:10:31 +00:00
|
|
|
bpy.types.register(MATERIAL_PT_volume_shading)
|
Rework of volume shading
After code review and experimentation, this commit makes some changes to the way that volumes are shaded. Previously, there were problems with the 'scattering' component, in that it wasn't physically correct - it didn't conserve energy and was just acting as a brightness multiplier. This has been changed to be more correct, so that as the light is scattered out of the volume, there is less remaining to penetrate through.
Since this behaviour is very similar to absorption but more useful, absorption has been removed and has been replaced by a 'transmission colour' - controlling the colour of light penetrating through the volume after it has been scattered/absorbed. As well as this, there's now 'reflection', a non-physically correct RGB multiplier for out-scattered light. This is handy for tweaking the overall colour of the volume, without having to worry about wavelength dependent absorption, and its effects on transmitted light. Now at least, even though there is the ability to tweak things non-physically, volume shading is physically based by default, and has a better combination of correctness and ease of use.
There's more detailed information and example images here:
http://wiki.blender.org/index.php/User:Broken/VolumeRendering
Also did some tweaks/optimisation:
* Removed shading step size (was a bit annoying, if it comes back, it will be in a different form)
* Removed phase function options, now just one asymmetry slider controls the range between back-scattering, isotropic scattering, and forward scattering. (note, more extreme values gives artifacts with light cache, will fix...)
* Disabled the extra 'bounce lights' from the preview render for volumes, speeds updates significantly
* Enabled voxeldata texture in preview render
* Fixed volume shadows (they were too dark, fixed by avoiding using the shadfac/AddAlphaLight stuff)
More revisions to come later...
2009-09-29 22:01:32 +00:00
|
|
|
bpy.types.register(MATERIAL_PT_volume_lighting)
|
2009-08-23 02:54:30 +00:00
|
|
|
bpy.types.register(MATERIAL_PT_volume_transp)
|
2009-08-16 06:10:31 +00:00
|
|
|
bpy.types.register(MATERIAL_PT_volume_integration)
|