blender/release/ui/buttons_material.py

130 lines
3.0 KiB
Python
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import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Material"
def draw(self, context):
mat = context.main.materials[0]
layout = self.layout
if not mat:
return
layout.row()
layout.itemR(mat, "diffuse_color")
layout.itemR(mat, "specular_color")
layout.itemR(mat, "mirror_color")
layout.row()
layout.itemR(mat, "color_model")
layout.itemR(mat, "alpha")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
def draw(self, context):
sss = context.main.materials[0].subsurface_scattering
layout = self.layout
if not sss:
return
layout.row()
layout.itemR(sss, "enabled", text="Enable")
layout.column_flow()
layout.itemR(sss, "error_tolerance")
layout.itemR(sss, "ior")
layout.itemR(sss, "scale")
layout.row()
layout.itemR(sss, "color")
layout.itemR(sss, "radius")
layout.column_flow()
layout.itemR(sss, "color_factor")
layout.itemR(sss, "texture_factor")
layout.itemR(sss, "front")
layout.itemR(sss, "back")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
def draw(self, context):
raym = context.main.materials[0].raytrace_mirror
layout = self.layout
if not raym:
return
layout.row()
layout.itemR(raym, "enabled", text="Enable")
layout.split(number=2)
sub = layout.sub(0)
sub.column_flow()
sub.itemR(raym, "reflect", text="RayMir")
sub.itemR(raym, "fresnel")
sub.itemR(raym, "fresnel_fac", text="Fac")
sub = layout.sub(1)
sub.column_flow()
sub.itemR(raym, "gloss")
sub.itemR(raym, "gloss_threshold")
sub.itemR(raym, "gloss_samples")
sub.itemR(raym, "gloss_anisotropic")
layout.column_flow()
layout.itemR(raym, "distance", text="Max Dist")
layout.itemR(raym, "depth")
layout.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raytransp"
__label__= "Ray Transparency"
def draw(self, context):
rayt = context.main.materials[0].raytrace_transparency
layout = self.layout
if not rayt:
return
layout.row()
layout.itemR(rayt, "enabled", text="Enable")
layout.split(number=2)
sub = layout.sub(0)
sub.column()
sub.itemR(rayt, "ior")
sub.itemR(rayt, "fresnel")
sub.itemR(rayt, "fresnel_fac", text="Fac")
sub = layout.sub(1)
sub.column()
sub.itemR(rayt, "gloss")
sub.itemR(rayt, "gloss_threshold")
sub.itemR(rayt, "gloss_samples")
layout.column_flow()
layout.itemR(rayt, "filter")
layout.itemR(rayt, "limit")
layout.itemR(rayt, "falloff")
layout.itemR(rayt, "specular_opacity")
layout.itemR(rayt, "depth")
bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_raymir)
bpy.types.register(MATERIAL_PT_raytransp)
bpy.types.register(MATERIAL_PT_sss)