forked from bartvdbraak/blender
=== Blender Python API ===
* fix two typos in RenderLayer API (renderosiy -> renderosity in two places. Will break .py's saved with render_save_layers.py, just fix passRadiosiy and passRadiosiyXOR) * add some docs on RenderLayer API * fix some copy/paste leftover in render_save_layers.py
This commit is contained in:
parent
a6b1c0a8cc
commit
3544a4bd36
@ -45,7 +45,7 @@ from Blender import Scene
|
||||
sce = Scene.GetCurrent()
|
||||
rend = sce.render
|
||||
|
||||
# default filename: theme's name + '_theme.py' in user's scripts dir:
|
||||
# default filename: filename + scenename + '_renderlayer.py' in user's scripts dir:
|
||||
default_fname = Blender.Get("scriptsdir")
|
||||
if not default_fname:
|
||||
default_fname = Blender.Get("uscriptsdir")
|
||||
@ -81,10 +81,10 @@ Remember to also set author, version and possibly url(s) above. You can also
|
||||
define an __email__ tag, check some bundled script's source for examples.
|
||||
\"\"\"
|
||||
|
||||
# This script was automatically generated by the save_theme.py bpython script.
|
||||
# This script was automatically generated by the render_save_layers.py bpython script.
|
||||
# By default, these generated scripts are released as Public Domain, but you
|
||||
# are free to change the license of the scripts you generate with
|
||||
# save_theme.py before releasing them.
|
||||
# render_save_layers.py before releasing them.
|
||||
|
||||
import Blender
|
||||
from Blender import Scene
|
||||
|
@ -1228,3 +1228,10 @@ class RenderData:
|
||||
@rtype: int (if prototype is empty)
|
||||
@return: Current new map value for the scene.
|
||||
"""
|
||||
|
||||
def addRenderLayer():
|
||||
"""
|
||||
Add a new render layer to the rendering context, see L{RenderLayer}.
|
||||
@rtype: RenderLayer
|
||||
@return: The newly created renderlayer.
|
||||
"""
|
||||
|
92
source/blender/python/api2_2x/doc/Renderlayer.py
Normal file
92
source/blender/python/api2_2x/doc/Renderlayer.py
Normal file
@ -0,0 +1,92 @@
|
||||
# Blender.Scene.Render.RenderLayer module and the RenderLayer PyType object
|
||||
|
||||
"""
|
||||
The Blender.Scene.Render.RenderLayer submodule.
|
||||
|
||||
Scene.Render.RenderLayer
|
||||
========================
|
||||
|
||||
This module provides access to B{Render Layers} in Blender.
|
||||
|
||||
Example::
|
||||
import bpy
|
||||
sce = bpy.data.scenes.active
|
||||
render = sce.render
|
||||
layer = render.addRenderLayer()
|
||||
render.removeRenderLayer(layer)
|
||||
"""
|
||||
|
||||
class RenderLayer:
|
||||
"""
|
||||
The RenderLayer object
|
||||
======================
|
||||
@type name: string
|
||||
@ivar name: Get or set the name for the L{RenderLayer}
|
||||
@type lightGroup: group
|
||||
@ivar lightGroup: group of lights
|
||||
@type enable: bool
|
||||
@ivar enable: enable this render layer
|
||||
@type enableZMask: bool
|
||||
@ivar enableZMask: Only render what's in front of the solid z values
|
||||
@type enableZMaskAll: bool
|
||||
@ivar enableZMaskAll: Fill in Z values for solid faces in invisible layers, for masking
|
||||
@type enableSolid: bool
|
||||
@ivar enableSolid: Render Solid faces in this Layer
|
||||
@type enableZTra: bool
|
||||
@ivar enableZTra: Render Z-Transparent faces in this Layer (On top of Solid and Halos)
|
||||
@type enableHalo: bool
|
||||
@ivar enableHalo: Render Halos in this Layer (on top of Solid)
|
||||
@type enableEdge: bool
|
||||
@ivar enableEdge: Render Edge-enhance in this Layer (only works for Solid faces)
|
||||
@type enableSky: bool
|
||||
@ivar enableSky: Render Sky or backbuffer in this Layer
|
||||
@type enableStrand: bool
|
||||
@ivar enableStrand: Render Strands in this Layer
|
||||
@type layerMask: bool
|
||||
@ivar layerMask: ...
|
||||
@type zLayerMask: bool
|
||||
@ivar zLayerMask: ...
|
||||
|
||||
@type passCombined: bool
|
||||
@ivar passCombined: Deliver full combined RGBA buffer
|
||||
@type passZ: bool
|
||||
@ivar passZ: Deliver Z values pass
|
||||
@type passSpeed: bool
|
||||
@ivar passSpeed: Deliver Speed Vector pass
|
||||
@type passNormal: bool
|
||||
@ivar passNormal: Deliver Normal pass
|
||||
@type passUV: bool
|
||||
@ivar passUV: Deliver Texture UV pass
|
||||
@type passMist: bool
|
||||
@ivar passMist: Deliver Mist factor pass (0-1)
|
||||
@type passIndex: bool
|
||||
@ivar passIndex: Deliver Object Index pass
|
||||
@type passColor: bool
|
||||
@ivar passColor: Deliver shade-less Color pass
|
||||
@type passDiffuse: bool
|
||||
@ivar passDiffuse: Deliver Diffuse pass
|
||||
@type passSpecular: bool
|
||||
@ivar passSpecular: Deliver Specular pass
|
||||
@type passShadow: bool
|
||||
@ivar passShadow: Deliver Shadow pass
|
||||
@type passAO: bool
|
||||
@ivar passAO: Deliver AO pass
|
||||
@type passReflect: bool
|
||||
@ivar passReflect: Deliver Raytraced Reflection pass
|
||||
@type passRefract: bool
|
||||
@ivar passRefract: Deliver Raytraced Reflection pass
|
||||
@type passRadiosity: bool
|
||||
@ivar passRadiosity: Deliver Radiosity pass
|
||||
|
||||
|
||||
@type passSpecularXOR: bool
|
||||
@ivar passSpecularXOR: Deliver Specular pass XOR
|
||||
@type passShadowXOR: bool
|
||||
@ivar passShadowXOR: Deliver Shadow pass XOR
|
||||
@type passAOXOR: bool
|
||||
@ivar passAOXOR: Deliver AO pass XOR
|
||||
@type passRefractXOR: bool
|
||||
@ivar passRefractXOR: Deliver Raytraced Reflection pass XOR
|
||||
@type passRadiosityXOR: bool
|
||||
@ivar passRadiosityXOR: Deliver Radiosity pass XOR
|
||||
"""
|
@ -3589,7 +3589,7 @@ static PyGetSetDef BPy_RenderLayer_getseters[] = {
|
||||
(getter)RenderLayer_getPassBits, (setter)RenderLayer_setPassBits,
|
||||
"Deliver Raytraced Reflection pass",
|
||||
(void *)SCE_PASS_REFRACT},
|
||||
{"passRadiosiy",
|
||||
{"passRadiosity",
|
||||
(getter)RenderLayer_getPassBits, (setter)RenderLayer_setPassBits,
|
||||
"Deliver Radiosity pass",
|
||||
(void *)SCE_PASS_RADIO},
|
||||
@ -3611,7 +3611,7 @@ static PyGetSetDef BPy_RenderLayer_getseters[] = {
|
||||
(getter)RenderLayer_getPassXorBits, (setter)RenderLayer_setPassXorBits,
|
||||
"Deliver Raytraced Reflection pass XOR",
|
||||
(void *)SCE_PASS_REFRACT},
|
||||
{"passRadiosiyXOR",
|
||||
{"passRadiosityXOR",
|
||||
(getter)RenderLayer_getPassXorBits, (setter)RenderLayer_setPassXorBits,
|
||||
"Deliver Radiosity pass XOR",
|
||||
(void *)SCE_PASS_RADIO},
|
||||
|
Loading…
Reference in New Issue
Block a user