blender/release/scripts/ui/properties_render.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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
class RENDER_MT_presets(bpy.types.Menu):
bl_label = "Render Presets"
preset_subdir = "render"
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class RENDER_MT_ffmpeg_presets(bpy.types.Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
class RenderButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render
return (context.scene and rd.use_game_engine is False) and (rd.engine in self.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel):
bl_label = "Render"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.operator("render.render", text="Image", icon='RENDER_STILL')
if wide_ui:
col = split.column()
col.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
layout.prop(rd, "display_mode", text="Display")
class RENDER_PT_layers(RenderButtonsPanel):
bl_label = "Layers"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
wide_ui = context.region.width > narrowui
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
if rl:
layout.prop(rl, "name")
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Light")
col.prop(rl, "material_override", text="Material")
if wide_ui:
col = split.column()
col.prop(rl, "visible_layers", text="Layer")
col.label(text="Mask Layers:")
col.prop(rl, "zmask_layers", text="")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
col.prop(rl, "zmask")
row = col.row()
row.prop(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.prop(rl, "all_z")
col = split.column()
col.prop(rl, "solid")
col.prop(rl, "halo")
col.prop(rl, "ztransp")
col = split.column()
col.prop(rl, "sky")
col.prop(rl, "edge")
col.prop(rl, "strand")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Passes:")
col.prop(rl, "pass_combined")
col.prop(rl, "pass_z")
col.prop(rl, "pass_vector")
col.prop(rl, "pass_normal")
col.prop(rl, "pass_uv")
col.prop(rl, "pass_mist")
col.prop(rl, "pass_object_index")
col.prop(rl, "pass_color")
if wide_ui:
col = split.column()
col.label()
col.prop(rl, "pass_diffuse")
row = col.row()
row.prop(rl, "pass_specular")
row.prop(rl, "pass_specular_exclude", text="")
row = col.row()
row.prop(rl, "pass_shadow")
row.prop(rl, "pass_shadow_exclude", text="")
row = col.row()
row.prop(rl, "pass_emit")
row.prop(rl, "pass_emit_exclude", text="")
row = col.row()
row.prop(rl, "pass_ao")
row.prop(rl, "pass_ao_exclude", text="")
row = col.row()
row.prop(rl, "pass_environment")
row.prop(rl, "pass_environment_exclude", text="")
row = col.row()
row.prop(rl, "pass_indirect")
row.prop(rl, "pass_indirect_exclude", text="")
row = col.row()
row.prop(rl, "pass_reflection")
row.prop(rl, "pass_reflection_exclude", text="")
row = col.row()
row.prop(rl, "pass_refraction")
row.prop(rl, "pass_refraction_exclude", text="")
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class RENDER_PT_shading(RenderButtonsPanel):
bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "render_textures", text="Textures")
col.prop(rd, "render_shadows", text="Shadows")
col.prop(rd, "render_sss", text="Subsurface Scattering")
col.prop(rd, "render_envmaps", text="Environment Map")
if wide_ui:
col = split.column()
col.prop(rd, "render_raytracing", text="Ray Tracing")
col.prop(rd, "color_management")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_performance(RenderButtonsPanel):
bl_label = "Performance"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
if wide_ui:
col = split.column()
col.label(text="Memory:")
sub = col.column()
sub.enabled = not (rd.use_border or rd.full_sample)
sub.prop(rd, "save_buffers")
sub = col.column()
sub.active = rd.use_compositing
sub.prop(rd, "free_image_textures")
sub = col.column()
sub.active = rd.render_raytracing
sub.label(text="Acceleration structure:")
sub.prop(rd, "raytrace_structure", text="")
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if rd.raytrace_structure == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
else:
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
class RENDER_PT_post_processing(RenderButtonsPanel):
bl_label = "Post Processing"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
if wide_ui:
col = split.column()
col.prop(rd, "dither_intensity", text="Dither", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "fields", text="Fields")
sub = col.column()
sub.active = rd.fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "fields_still", text="Still")
if wide_ui:
col = split.column()
else:
col.separator()
col.prop(rd, "edge")
sub = col.column()
sub.active = rd.edge
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
class RENDER_PT_output(RenderButtonsPanel):
bl_label = "Output"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.prop(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text="Color", expand=True)
if wide_ui:
col = split.column()
col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if rd.file_format in ('AVI_JPEG', 'JPEG'):
split = layout.split()
split.prop(rd, "file_quality", slider=True)
elif rd.file_format == 'OPEN_EXR':
split = layout.split()
col = split.column()
col.label(text="Codec:")
col.prop(rd, "exr_codec", text="")
if wide_ui:
subsplit = split.split()
col = subsplit.column()
col.prop(rd, "exr_half")
col.prop(rd, "exr_zbuf")
if wide_ui:
col = subsplit.column()
col.prop(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text="Depth:")
col.row().prop(rd, "jpeg2k_depth", expand=True)
if wide_ui:
col = split.column()
col.prop(rd, "jpeg2k_preset", text="")
col.prop(rd, "jpeg2k_ycc")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.prop(rd, "cineon_log", text="Convert to Log")
if wide_ui:
col = split.column(align=True)
col.active = rd.cineon_log
col.prop(rd, "cineon_black", text="Black")
col.prop(rd, "cineon_white", text="White")
col.prop(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
split.prop(rd, "tiff_bit")
elif rd.file_format == 'QUICKTIME_CARBON':
split = layout.split()
split.operator("scene.render_data_set_quicktime_codec")
elif rd.file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type", text="Video Codec")
col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
# Audio
col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
if rd.quicktime_audiocodec_type != 'No audio':
split = layout.split()
col = split.column()
if rd.quicktime_audiocodec_type == 'LPCM':
col.prop(rd, "quicktime_audio_bitdepth", text="")
if wide_ui:
col = split.column()
col.prop(rd, "quicktime_audio_samplerate", text="")
split = layout.split()
col = split.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_bitrate")
if wide_ui:
subsplit = split.split()
col = subsplit.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_codec_isvbr")
if wide_ui:
col = subsplit.column()
col.prop(rd, "quicktime_audio_resampling_hq")
class RENDER_PT_encoding(RenderButtonsPanel):
bl_label = "Encoding"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
rd = context.scene.render
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_codec")
else:
if wide_ui:
split.label()
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_video_bitrate")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_gopsize")
split = layout.split()
col = split.column()
col.label(text="Rate:")
col.prop(rd, "ffmpeg_minrate", text="Minimum")
col.prop(rd, "ffmpeg_maxrate", text="Maximum")
col.prop(rd, "ffmpeg_buffersize", text="Buffer")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_autosplit")
col.label(text="Mux:")
col.prop(rd, "ffmpeg_muxrate", text="Rate")
col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
# Audio:
sub = layout.column()
if rd.ffmpeg_format not in ('MP3'):
sub.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
sub.separator()
split = sub.split()
col = split.column()
col.prop(rd, "ffmpeg_audio_bitrate")
col.prop(rd, "ffmpeg_audio_mixrate")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_audio_volume", slider=True)
class RENDER_PT_antialiasing(RenderButtonsPanel):
bl_label = "Anti-Aliasing"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "full_sample")
if wide_ui:
col = split.column()
col.prop(rd, "pixel_filter", text="")
col.prop(rd, "filter_size", text="Size")
class RENDER_PT_motion_blur(RenderButtonsPanel):
bl_label = "Full Sample Motion Blur"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
class RENDER_PT_dimensions(RenderButtonsPanel):
bl_label = "Dimensions"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
wide_ui = context.region.width > narrowui
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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sub.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
sub.operator("render.preset_add", text="", icon="ZOOMIN")
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Resolution:")
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text="Aspect Ratio:")
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.prop(rd, "use_border", text="Border")
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sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "crop_to_border", text="Crop")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.label(text="Frame Range:")
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sub.prop(scene, "frame_start", text="Start")
sub.prop(scene, "frame_end", text="End")
sub.prop(scene, "frame_step", text="Step")
sub.label(text="Frame Rate:")
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
class RENDER_PT_stamp(RenderButtonsPanel):
bl_label = "Stamp"
bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.prop(rd, "stamp_time", text="Time")
col.prop(rd, "stamp_date", text="Date")
col.prop(rd, "stamp_render_time", text="RenderTime")
col.prop(rd, "stamp_frame", text="Frame")
col.prop(rd, "stamp_scene", text="Scene")
col.prop(rd, "stamp_camera", text="Camera")
col.prop(rd, "stamp_filename", text="Filename")
col.prop(rd, "stamp_marker", text="Marker")
col.prop(rd, "stamp_sequencer_strip", text="Seq. Strip")
if wide_ui:
col = split.column()
col.active = rd.render_stamp
col.prop(rd, "stamp_foreground", slider=True)
col.prop(rd, "stamp_background", slider=True)
col.separator()
col.prop(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.prop(rd, "stamp_note", text="Note")
sub = row.row()
sub.active = rd.stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_bake(RenderButtonsPanel):
bl_label = "Bake"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
wide_ui = context.region.width > narrowui
layout.operator("object.bake_image", icon='RENDER_STILL')
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if wide_ui:
layout.prop(rd, "bake_type")
else:
layout.prop(rd, "bake_type", text="")
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if rd.bake_type == 'NORMALS':
if wide_ui:
layout.prop(rd, "bake_normal_space")
else:
layout.prop(rd, "bake_normal_space", text="")
elif rd.bake_type in ('DISPLACEMENT', 'AO'):
layout.prop(rd, "bake_normalized")
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# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "bake_enable_aa")
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layout.separator()
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split = layout.split()
col = split.column()
col.prop(rd, "bake_clear")
col.prop(rd, "bake_margin")
col.prop(rd, "bake_quad_split", text="Split")
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if wide_ui:
col = split.column()
col.prop(rd, "bake_active")
sub = col.column()
sub.active = rd.bake_active
sub.prop(rd, "bake_distance")
sub.prop(rd, "bake_bias")
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classes = [
RENDER_MT_presets,
RENDER_MT_ffmpeg_presets,
RENDER_PT_render,
RENDER_PT_layers,
RENDER_PT_dimensions,
RENDER_PT_antialiasing,
RENDER_PT_motion_blur,
RENDER_PT_shading,
RENDER_PT_output,
RENDER_PT_encoding,
RENDER_PT_performance,
RENDER_PT_post_processing,
RENDER_PT_stamp,
RENDER_PT_bake]
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()