blender/release/scripts/startup/bl_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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel, UIList
class RENDER_MT_presets(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 = Menu.draw_preset
class RENDER_MT_ffmpeg_presets(Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = Menu.draw_preset
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
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class RenderButtonsPanel:
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
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class RENDER_PT_context(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
bl_options = {'HIDE_HEADER'}
bl_label = ""
@classmethod
def poll(cls, context):
return context.scene
def draw(self, context):
layout = self.layout
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layout.use_property_split = True
scene = context.scene
rd = scene.render
if rd.has_multiple_engines:
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layout.prop(rd, "engine", text="Render Engine")
class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
_frame_rate_args_prev = None
_preset_class = None
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@staticmethod
def _draw_framerate_label(*args):
# avoids re-creating text string each draw
if RENDER_PT_dimensions._frame_rate_args_prev == args:
return RENDER_PT_dimensions._frame_rate_ret
fps, fps_base, preset_label = args
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if fps_base == 1.0:
fps_rate = round(fps)
else:
fps_rate = round(fps / fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
if custom_framerate is True:
fps_label_text = "Custom (%r fps)" % fps_rate
show_framerate = True
else:
fps_label_text = "%r fps" % fps_rate
show_framerate = (preset_label == "Custom")
RENDER_PT_dimensions._frame_rate_args_prev = args
RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate)
return args
@staticmethod
def draw_framerate(sub, rd):
if RENDER_PT_dimensions._preset_class is None:
RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets
args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label
fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args)
sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if show_framerate:
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
row = layout.row(align=True)
row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
row.operator("render.preset_add", text="", icon='ZOOMIN')
row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
col = layout.column(align=True)
col.prop(rd, "resolution_x", text="Resolution X")
col.prop(rd, "resolution_y", text="Y")
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col.prop(rd, "resolution_percentage", text="%")
col = layout.column(align=True)
col.prop(rd, "pixel_aspect_x", text="Aspect X")
col.prop(rd, "pixel_aspect_y", text="Y")
col = layout.column(align=True)
col.prop(rd, "use_border", text="Border")
sub = col.column(align=True)
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border", text="Crop")
col = layout.column(align=True)
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col.prop(scene, "frame_start", text="Frame Start")
col.prop(scene, "frame_end", text="End")
col.prop(scene, "frame_step", text="Step")
col = layout.split(percentage=0.5)
col.alignment = 'RIGHT'
col.label(text="Frame Rate")
self.draw_framerate(col, rd)
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class RENDER_PT_frame_remapping(RenderButtonsPanel, Panel):
bl_label = "Time Remapping"
bl_parent_id = "RENDER_PT_dimensions"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
col = layout.column(align=True)
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col.prop(rd, "frame_map_old", text="Old")
col.prop(rd, "frame_map_new", text="New")
class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
col = layout.column(align=True)
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
col.prop(rd, "dither_intensity", text="Dither", slider=True)
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class RENDER_PT_stamp(RenderButtonsPanel, Panel):
bl_label = "Metadata"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = False
rd = context.scene.render
split = layout.split()
col = split.column(align=True)
col.prop(rd, "use_stamp_time", text="Time")
col.prop(rd, "use_stamp_date", text="Date")
col.prop(rd, "use_stamp_render_time", text="RenderTime")
col.prop(rd, "use_stamp_frame", text="Frame")
col.prop(rd, "use_stamp_scene", text="Scene")
col.prop(rd, "use_stamp_memory", text="Memory")
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col = split.column(align=True)
col.prop(rd, "use_stamp_camera", text="Camera")
col.prop(rd, "use_stamp_lens", text="Lens")
col.prop(rd, "use_stamp_filename", text="Filename")
col.prop(rd, "use_stamp_frame_range", text="Frame range")
col.prop(rd, "use_stamp_marker", text="Marker")
col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
if rd.use_sequencer:
col.prop(rd, "use_stamp_strip_meta", text="Sequence Strip")
row = layout.split(percentage=0.3)
row.prop(rd, "use_stamp_note", text="Note")
sub = row.row()
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
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class RENDER_PT_stamp_burn(RenderButtonsPanel, Panel):
bl_label = "Burn Into Image"
bl_parent_id = "RENDER_PT_stamp"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.use_property_split = True
col = layout.column()
col.active = rd.use_stamp
col.prop(rd, "stamp_font_size", text="Font Size")
col.prop(rd, "use_stamp_labels", text="Draw Labels")
col.column().prop(rd, "stamp_foreground", slider=True)
col.column().prop(rd, "stamp_background", slider=True)
class RENDER_PT_output(RenderButtonsPanel, Panel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = False
rd = context.scene.render
image_settings = rd.image_settings
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file_format = image_settings.file_format
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layout.prop(rd, "filepath", text="")
layout.use_property_split = True
col = layout.column(align=True)
sub = col.column(align=True)
sub.active = not rd.is_movie_format
sub.prop(rd, "use_overwrite")
sub.prop(rd, "use_placeholder")
col.prop(rd, "use_file_extension")
col.prop(rd, "use_render_cache")
layout.use_property_split = False
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
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layout.template_image_settings(image_settings, color_management=False)
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
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if rd.use_multiview:
layout.template_image_views(image_settings)
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
bl_label = "Encoding"
bl_options = {'DEFAULT_CLOSED'}
Remove Blender Internal and legacy viewport from Blender 2.8. Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
ffmpeg = rd.ffmpeg
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
split = layout.split()
split.prop(rd.ffmpeg, "format")
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
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split.prop(ffmpeg, "use_autosplit")
# Video:
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
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layout.separator()
self.draw_vcodec(context)
# Audio:
layout.separator()
if ffmpeg.format != 'MP3':
layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
if ffmpeg.audio_codec != 'NONE':
row = layout.row()
row.prop(ffmpeg, "audio_bitrate")
row.prop(ffmpeg, "audio_volume", slider=True)
def draw_vcodec(self, context):
"""Video codec options."""
layout = self.layout
ffmpeg = context.scene.render.ffmpeg
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
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needs_codec = ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG', 'MPEG4'}
if needs_codec:
layout.prop(ffmpeg, "codec")
if needs_codec and ffmpeg.codec == 'NONE':
return
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
2016-09-21 13:01:51 +00:00
if ffmpeg.codec in {'DNXHD'}:
layout.prop(ffmpeg, "use_lossless_output")
# Output quality
use_crf = needs_codec and ffmpeg.codec in {'H264', 'MPEG4', 'WEBM'}
if use_crf:
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
2016-09-21 13:01:51 +00:00
layout.prop(ffmpeg, "constant_rate_factor")
# Encoding speed
layout.prop(ffmpeg, "ffmpeg_preset")
# I-frames
layout.prop(ffmpeg, "gopsize")
# B-Frames
row = layout.row()
row.prop(ffmpeg, "use_max_b_frames", text="Max B-frames")
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
2016-09-21 13:01:51 +00:00
pbox = row.split()
pbox.prop(ffmpeg, "max_b_frames", text="")
FFmpeg interface improvements This patch changes a couple of things in the video output encoding. {F362527} - Clearer separation between container and codec. No more "format", as this is too ambiguous. As a result, codecs were removed from the container list. - Added FFmpeg speed presets, so the user can choosen from the range "Very slow" to "Ultra fast". By default no preset is used. - Added Constant Rate Factor (CRF) mode, which allows changing the bit-rate depending on the desired quality and the input. This generally produces the best quality videos, at the expense of not knowing the exact bit-rate and file size. - Added optional maximum of non-B-frames between B-frames (`max_b_frames`). - Presets were adjusted for these changes, and new presets added. One of the new presets is [recommended](https://trac.ffmpeg.org/wiki/Encode/VFX#H.264) for reviewing videos, as it allows players to scrub through it easily. Might be nice in weeklies. This preset also requires control over the `max_b_frames` setting. GUI-only changes: - Renamed "MPEG" in the output file format menu with "FFmpeg", as this is more accurate. After all, FFmpeg is used when this option is chosen, which can also output non-MPEG files. - Certain parts of the GUI are disabled when not in use: - bit rate options are not used when a constant rate factor is given. - audio bitrate & volume are not used when no audio is exported. Note that I did not touch `BKE_ffmpeg_preset_set()`. There are currently two preset systems for FFmpeg (`BKE_ffmpeg_preset_set()` and the Python preset system). Before we do more work on `BKE_ffmpeg_preset_set()`, I think it's a good idea to determine whether we want to keep it at all. After this patch has been accepted, I'd be happy to go through the code and remove any then-obsolete bits, such as the handling of "XVID" as a container format. Reviewers: sergey, mont29, brecht Subscribers: mpan3, Blendify, brecht, fsiddi Tags: #bf_blender Differential Revision: https://developer.blender.org/D2242
2016-09-21 13:01:51 +00:00
pbox.enabled = ffmpeg.use_max_b_frames
if not use_crf or ffmpeg.constant_rate_factor == 'NONE':
split = layout.split()
col = split.column()
col.label(text="Rate:")
col.prop(ffmpeg, "video_bitrate")
col.prop(ffmpeg, "minrate", text="Minimum")
col.prop(ffmpeg, "maxrate", text="Maximum")
col.prop(ffmpeg, "buffersize", text="Buffer")
col = split.column()
col.label(text="Mux:")
col.prop(ffmpeg, "muxrate", text="Rate")
col.prop(ffmpeg, "packetsize", text="Packet Size")
class RENDER_UL_renderviews(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
view = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if view.name in {'left', 'right'}:
layout.label(view.name, icon_value=icon + (not view.use))
else:
layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
layout.prop(view, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon + (not view.use))
class RENDER_PT_stereoscopy(RenderButtonsPanel, Panel):
bl_label = "Stereoscopy"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = rd.views_format == 'STEREO_3D'
row = layout.row()
row.prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
row.prop(rv, "file_suffix", text="")
else:
row = layout.row()
row.template_list("RENDER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
row = layout.row()
row.label(text="Camera Suffix:")
row.prop(rv, "camera_suffix", text="")
class RENDER_PT_clay_settings(RenderButtonsPanel, Panel):
bl_label = "Clay Settings"
COMPAT_ENGINES = {'BLENDER_CLAY'}
def draw(self, context):
layout = self.layout
props = context.scene.display
col = layout.column()
col.template_icon_view(props, "matcap_icon")
col.prop(props, "matcap_rotation")
col.prop(props, "matcap_hue")
col.prop(props, "matcap_saturation")
col.prop(props, "matcap_value")
col.prop(props, "matcap_ssao_samples")
col.prop(props, "matcap_ssao_factor_cavity")
col.prop(props, "matcap_ssao_factor_edge")
col.prop(props, "matcap_ssao_distance")
col.prop(props, "matcap_ssao_attenuation")
col.prop(props, "matcap_hair_brightness_randomness")
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class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_gtao", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
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layout.active = props.use_gtao
col = layout.column()
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col.prop(props, "use_gtao_bent_normals")
col.prop(props, "use_gtao_bounce")
col.prop(props, "gtao_distance")
col.prop(props, "gtao_factor")
col.prop(props, "gtao_quality")
class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
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layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_samples")
col.prop(props, "motion_blur_shutter")
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_dof", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
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layout.active = props.use_dof
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_bloom", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
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layout.active = props.use_bloom
col = layout.column()
col.prop(props, "bloom_threshold")
col.prop(props, "bloom_knee")
col.prop(props, "bloom_radius")
col.prop(props, "bloom_color")
col.prop(props, "bloom_intensity")
col.prop(props, "bloom_clamp")
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
bl_label = "Volumetric"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_volumetric", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
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layout.active = props.use_volumetric
col = layout.column()
sub = col.column(align=True)
sub.prop(props, "volumetric_start")
sub.prop(props, "volumetric_end")
col.prop(props, "volumetric_tile_size")
col.separator()
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col.prop(props, "volumetric_samples")
sub.prop(props, "volumetric_sample_distribution")
col.separator()
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col.prop(props, "use_volumetric_lights")
sub = col.column()
sub.active = props.use_volumetric_lights
sub.prop(props, "volumetric_light_clamp", text="Light Clamping")
col.separator()
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col.prop(props, "use_volumetric_shadows")
sub = col.column()
sub.active = props.use_volumetric_shadows
sub.prop(props, "volumetric_shadow_samples", text="Shadow Samples")
col.separator()
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col.prop(props, "use_volumetric_colored_transmittance")
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_sss", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_sss
col = layout.column()
col.prop(props, "sss_samples")
col.prop(props, "sss_jitter_threshold")
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col.prop(props, "use_sss_separate_albedo")
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
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self.layout.prop(props, "use_ssr", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
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col.active = props.use_ssr
col.prop(props, "use_ssr_refraction", text="Refraction")
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col.prop(props, "use_ssr_halfres")
col.prop(props, "ssr_quality")
col.prop(props, "ssr_max_roughness")
col.prop(props, "ssr_thickness")
col.prop(props, "ssr_border_fade")
col.prop(props, "ssr_firefly_fac")
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "shadow_method")
col.prop(props, "shadow_cube_size")
col.prop(props, "shadow_cascade_size")
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col.prop(props, "use_shadow_high_bitdepth")
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "taa_samples")
col.prop(props, "taa_render_samples")
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col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "gi_diffuse_bounces")
col.prop(props, "gi_cubemap_resolution")
col.prop(props, "gi_visibility_resolution")
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_hair(RenderButtonsPanel, Panel):
bl_label = "Hair"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.prop(rd, "hair_type", expand=True)
layout.use_property_split = True
layout.prop(rd, "hair_subdiv")
classes = (
RENDER_MT_presets,
RENDER_MT_ffmpeg_presets,
RENDER_MT_framerate_presets,
RENDER_PT_context,
RENDER_PT_dimensions,
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RENDER_PT_frame_remapping,
RENDER_PT_post_processing,
RENDER_PT_output,
RENDER_PT_encoding,
RENDER_PT_stamp,
RENDER_PT_stamp_burn,
RENDER_UL_renderviews,
RENDER_PT_stereoscopy,
RENDER_PT_hair,
RENDER_PT_clay_settings,
RENDER_PT_eevee_sampling,
RENDER_PT_eevee_film,
RENDER_PT_eevee_shadows,
RENDER_PT_eevee_indirect_lighting,
RENDER_PT_eevee_subsurface_scattering,
RENDER_PT_eevee_screen_space_reflections,
RENDER_PT_eevee_ambient_occlusion,
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_motion_blur,
RENDER_PT_eevee_depth_of_field,
RENDER_PT_eevee_bloom,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)