# ##### 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, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy narrowui = 180 class RENDER_MT_presets(bpy.types.Menu): bl_label = "Render Presets" preset_subdir = "render" preset_operator = "script.python_file_run" 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" 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 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, "visible_layers", text="Scene") if wide_ui: col = split.column() col.prop(rl, "visible_layers", text="Layer") layout.prop(rl, "light_override", text="Light") layout.prop(rl, "material_override", text="Material") 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") if rl.zmask: split = layout.split() split.label(text="Zmask Layers:") split.column().prop(rl, "zmask_layers", text="") 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="", icon='X') row = col.row() row.prop(rl, "pass_shadow") row.prop(rl, "pass_shadow_exclude", text="", icon='X') row = col.row() row.prop(rl, "pass_emit") row.prop(rl, "pass_emit_exclude", text="", icon='X') row = col.row() row.prop(rl, "pass_ao") row.prop(rl, "pass_ao_exclude", text="", icon='X') row = col.row() row.prop(rl, "pass_environment") row.prop(rl, "pass_environment_exclude", text="", icon='X') row = col.row() row.prop(rl, "pass_indirect") row.prop(rl, "pass_indirect_exclude", text="", icon='X') row = col.row() row.prop(rl, "pass_reflection") row.prop(rl, "pass_reflection_exclude", text="", icon='X') row = col.row() row.prop(rl, "pass_refraction") row.prop(rl, "pass_refraction_exclude", text="", icon='X') class RENDER_PT_shading(RenderButtonsPanel): bl_label = "Shading" 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 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 == 'THREADS_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="") 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 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" 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 ('AVIJPEG', 'JPEG'): split = layout.split() split.prop(rd, "quality", slider=True) elif rd.file_format == 'OPENEXR': 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_set_quicktime_codec") elif rd.file_format == 'QUICKTIME_QTKIT': split = layout.split() col = split.column() col.prop(rd, "quicktime_codec_type") col.prop(rd, "quicktime_codec_spatial_quality", text="Quality") class RENDER_PT_encoding(RenderButtonsPanel): bl_label = "Encoding" bl_default_closed = True 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" 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" 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) sub.menu("RENDER_MT_presets", text="Presets") sub.operator("render.preset_add", text="Add") 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") 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:") sub.prop(scene, "start_frame", text="Start") sub.prop(scene, "end_frame", 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 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') if wide_ui: layout.prop(rd, "bake_type") else: layout.prop(rd, "bake_type", text="") 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") # col.prop(rd, "bake_aa_mode") # col.prop(rd, "bake_enable_aa") layout.separator() split = layout.split() col = split.column() col.prop(rd, "bake_clear") col.prop(rd, "bake_margin") col.prop(rd, "bake_quad_split", text="Split") 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") 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()