import bpy class MaterialButtonsPanel(bpy.types.Panel): __space_type__ = "BUTTONS_WINDOW" __region_type__ = "WINDOW" __context__ = "material" def poll(self, context): return (context.material != None) class MATERIAL_PT_preview(MaterialButtonsPanel): __idname__= "MATERIAL_PT_preview" __label__ = "Preview" def poll(self, context): return (context.material or context.object) def draw(self, context): layout = self.layout mat = context.material layout.template_preview(mat) class MATERIAL_PT_material(MaterialButtonsPanel): __idname__= "MATERIAL_PT_material" __label__ = "Material" def poll(self, context): return (context.material or context.object) def draw(self, context): layout = self.layout mat = context.material ob = context.object slot = context.material_slot space = context.space_data split = layout.split(percentage=0.65) if ob and slot: split.template_ID(context, slot, "material", new="MATERIAL_OT_new") split.itemR(ob, "active_material_index", text="Active") elif mat: split.template_ID(context, space, "pin_id") split.itemS() if mat: layout.itemS() layout.itemR(mat, "type", expand=True) row = layout.row() row.column().itemR(mat, "diffuse_color") row.column().itemR(mat, "specular_color") row.column().itemR(mat, "mirror_color") layout.itemR(mat, "alpha", slider=True) class MATERIAL_PT_sss(MaterialButtonsPanel): __idname__= "MATERIAL_PT_sss" __label__ = "Subsurface Scattering" def poll(self, context): mat = context.material return (mat and mat.type == "SURFACE") def draw_header(self, context): sss = context.material.subsurface_scattering layout = self.layout layout.itemR(sss, "enabled", text="") def draw(self, context): layout = self.layout sss = context.material.subsurface_scattering layout.active = sss.enabled flow = layout.column_flow() flow.itemR(sss, "error_tolerance") flow.itemR(sss, "ior") flow.itemR(sss, "scale") row = layout.row() row.column().itemR(sss, "color") row.column().itemR(sss, "radius") flow = layout.column_flow() flow.itemR(sss, "color_factor", slider=True) flow.itemR(sss, "texture_factor", slider=True) flow.itemR(sss, "front") flow.itemR(sss, "back") class MATERIAL_PT_raymir(MaterialButtonsPanel): __idname__= "MATERIAL_PT_raymir" __label__ = "Ray Mirror" def poll(self, context): mat = context.material return (mat and mat.type == "SURFACE") def draw_header(self, context): raym = context.material.raytrace_mirror layout = self.layout layout.itemR(raym, "enabled", text="") def draw(self, context): layout = self.layout raym = context.material.raytrace_mirror layout.active = raym.enabled split = layout.split() sub = split.column() sub.itemR(raym, "reflect", text="RayMir", slider=True) sub.itemR(raym, "fresnel") sub.itemR(raym, "fresnel_fac", text="Fac", slider=True) sub = split.column() sub.itemR(raym, "gloss", slider=True) sub.itemR(raym, "gloss_threshold", slider=True) sub.itemR(raym, "gloss_samples") sub.itemR(raym, "gloss_anisotropic", slider=True) row = layout.row() row.itemR(raym, "distance", text="Max Dist") row.itemR(raym, "depth") layout.itemR(raym, "fade_to") class MATERIAL_PT_raytransp(MaterialButtonsPanel): __idname__= "MATERIAL_PT_raytransp" __label__= "Ray Transparency" def poll(self, context): mat = context.material return (mat and mat.type == "SURFACE") def draw_header(self, context): rayt = context.material.raytrace_transparency layout = self.layout layout.itemR(rayt, "enabled", text="") def draw(self, context): layout = self.layout rayt = context.material.raytrace_transparency layout.active = rayt.enabled split = layout.split() sub = split.column() sub.itemR(rayt, "ior") sub.itemR(rayt, "fresnel") sub.itemR(rayt, "fresnel_fac", text="Fac", slider=True) sub = split.column() sub.itemR(rayt, "gloss", slider=True) sub.itemR(rayt, "gloss_threshold", slider=True) sub.itemR(rayt, "gloss_samples") flow = layout.column_flow() flow.itemR(rayt, "filter", slider=True) flow.itemR(rayt, "limit") flow.itemR(rayt, "falloff") flow.itemR(rayt, "specular_opacity", slider=True) flow.itemR(rayt, "depth") class MATERIAL_PT_halo(MaterialButtonsPanel): __idname__= "MATERIAL_PT_halo" __label__= "Halo" def poll(self, context): mat = context.material return (mat and mat.type == "HALO") def draw(self, context): layout = self.layout mat = context.material halo = mat.halo split = layout.split() col = split.column(align=True) col.itemL(text="General Settings:") col.itemR(halo, "size") col.itemR(halo, "hardness") col.itemR(halo, "add", slider=True) col.itemL(text="Options:") col.itemR(halo, "use_texture", text="Texture") col.itemR(halo, "use_vertex_normal", text="Vertex Normal") col.itemR(halo, "xalpha") col.itemR(halo, "shaded") col.itemR(halo, "soft") col = split.column() col = col.column(align=True) col.itemR(halo, "ring") colsub = col.column() colsub.active = halo.ring colsub.itemR(halo, "rings") col.itemR(halo, "lines") colsub = col.column() colsub.active = halo.lines colsub.itemR(halo, "line_number", text="Lines") col.itemR(halo, "star") colsub = col.column() colsub.active = halo.star colsub.itemR(halo, "star_tips") col.itemR(halo, "flare_mode") colsub = col.column() colsub.active = halo.flare_mode colsub.itemR(halo, "flare_size", text="Size") colsub.itemR(halo, "flare_subsize", text="Subsize") colsub.itemR(halo, "flare_boost", text="Boost") colsub.itemR(halo, "flare_seed", text="Seed") colsub.itemR(halo, "flares_sub", text="Sub") bpy.types.register(MATERIAL_PT_preview) bpy.types.register(MATERIAL_PT_material) bpy.types.register(MATERIAL_PT_raymir) bpy.types.register(MATERIAL_PT_raytransp) bpy.types.register(MATERIAL_PT_sss) bpy.types.register(MATERIAL_PT_halo)