blender/release/scripts/startup/bl_ui/properties_material.py
Jeroen Bakker c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00

975 lines
31 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
def active_node_mat(mat):
# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
# which settings from node-materials are used
if mat is not None:
mat_node = mat.active_node_material
if mat_node:
return mat_node
else:
return mat
return None
def check_material(mat):
if mat is not None:
if mat.use_nodes:
if mat.active_node_material is not None:
return True
return False
return True
return False
def simple_material(mat):
if (mat is not None) and (not mat.use_nodes):
return True
return False
class MATERIAL_MT_sss_presets(bpy.types.Menu):
bl_label = "SSS Presets"
preset_subdir = "sss"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class MATERIAL_MT_specials(bpy.types.Menu):
bl_label = "Material Specials"
def draw(self, context):
layout = self.layout
layout.operator("object.material_slot_copy", icon='COPY_ID')
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("material.paste", icon='PASTEDOWN')
class MaterialButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render.engine
return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
row = layout.row()
row.template_list(ob, "material_slots", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if mat:
row.prop(mat, "use_nodes", icon="NODETREE", text="")
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
if mat:
layout.prop(mat, "type", expand=True)
if mat.use_nodes:
row = layout.row()
row.label(text="", icon='NODETREE')
if mat.active_node_material:
row.prop(mat.active_node_material, "name", text="")
else:
row.label(text="No material node selected")
class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_pipeline(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Render Pipeline Options"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (not simple_material(mat)) and (mat.type in {'SURFACE', 'WIRE', 'VOLUME'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self. layout
mat = context.material
mat_type = mat.type in {'SURFACE', 'WIRE'}
row = layout.row()
row.active = mat_type
row.prop(mat, "use_transparency")
sub = row.column()
sub.prop(mat, "offset_z")
sub.active = mat_type and mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
row = layout.row()
row.active = mat.use_transparency or not mat_type
row.prop(mat, "transparency_method", expand=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(mat, "use_raytrace")
col.prop(mat, "use_full_oversampling")
sub = col.column()
sub.active = mat_type
sub.prop(mat, "use_sky")
sub.prop(mat, "invert_z")
col = split.column()
col.active = mat_type
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
col.prop(mat, "use_cast_buffer_shadows")
col.prop(mat, "use_cast_approximate")
class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Diffuse"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
col.prop(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.use_shadeless)
sub.prop(mat, "diffuse_intensity", text="Intensity")
col = split.column()
col.active = (not mat.use_shadeless)
col.prop(mat, "diffuse_shader", text="")
col.prop(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.use_shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.prop(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.prop(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row = col.row()
row.prop(mat, "diffuse_toon_size", text="Size")
row.prop(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
row.prop(mat, "diffuse_fresnel", text="Fresnel")
row.prop(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.separator()
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
layout.separator()
row = layout.row()
row.prop(mat, "diffuse_ramp_input", text="Input")
row.prop(mat, "diffuse_ramp_blend", text="Blend")
layout.prop(mat, "diffuse_ramp_factor", text="Factor")
class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Specular"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
layout.active = (not mat.use_shadeless)
split = layout.split()
col = split.column()
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_intensity", text="Intensity")
col = split.column()
col.prop(mat, "specular_shader", text="")
col.prop(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in {'COOKTORR', 'PHONG'}:
col.prop(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row = col.row()
row.prop(mat, "specular_hardness", text="Hardness")
row.prop(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.prop(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row = col.row()
row.prop(mat, "specular_toon_size", text="Size")
row.prop(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.separator()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.separator()
row = layout.row()
row.prop(mat, "specular_ramp_input", text="Input")
row.prop(mat, "specular_ramp_blend", text="Blend")
layout.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
if mat.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.use_shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
col = split.column()
col.prop(mat, "use_shadeless")
sub = col.column()
sub.active = not mat.use_shadeless
sub.prop(mat, "use_tangent_shading")
sub.prop(mat, "use_cubic")
class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Transparency"
# bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
if simple_material(mat):
self.layout.prop(mat, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
if simple_material(base_mat):
row = layout.row()
row.active = mat.use_transparency
row.prop(mat, "transparency_method", expand=True)
split = layout.split()
split.active = base_mat.use_transparency
col = split.column()
col.prop(mat, "alpha")
row = col.row()
row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless)
row.prop(mat, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.use_shadeless)
col.prop(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0
sub.prop(rayt, "fresnel_factor", text="Blend")
if base_mat.transparency_method == 'RAYTRACE':
layout.separator()
split = layout.split()
split.active = base_mat.use_transparency
col = split.column()
col.prop(rayt, "ior")
col.prop(rayt, "filter")
col.prop(rayt, "falloff")
col.prop(rayt, "depth_max")
col.prop(rayt, "depth")
col = split.column()
col.label(text="Gloss:")
col.prop(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.prop(rayt, "gloss_threshold", text="Threshold")
sub.prop(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Mirror"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
raym = active_node_mat(context.material).raytrace_mirror
self.layout.prop(raym, "use", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
raym = mat.raytrace_mirror
layout.active = raym.use
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(mat, "mirror_color", text="")
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub = col.split(percentage=0.4)
sub.active = raym.distance > 0.0
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Samples")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
self.layout.active = (not mat.use_shadeless)
self.layout.prop(sss, "use", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
layout.active = (sss.use) and (not mat.use_shadeless)
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
sub.operator("material.sss_preset_add", text="", icon="ZOOMOUT").remove_active = True
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_threshold", text="Error")
class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Halo"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
halo = mat.halo
def number_but(layout, toggle, number, name, color):
row = layout.row(align=True)
row.prop(halo, toggle, text="")
sub = row.column()
sub.active = getattr(halo, toggle)
sub.prop(halo, number, text=name)
if not color == "":
sub.prop(mat, color, text="")
split = layout.split()
col = split.column()
col.prop(mat, "alpha")
col.prop(mat, "diffuse_color", text="")
col.prop(halo, "seed")
col = split.column()
col.prop(halo, "size")
col.prop(halo, "hardness")
col.prop(halo, "add")
layout.label(text="Options:")
split = layout.split()
col = split.column()
col.prop(halo, "use_texture")
col.prop(halo, "use_vertex_normal")
col.prop(halo, "use_extreme_alpha")
col.prop(halo, "use_shaded")
col.prop(halo, "use_soft")
col = split.column()
number_but(col, "use_ring", "ring_count", "Rings", "mirror_color")
number_but(col, "use_lines", "line_count", "Lines", "specular_color")
number_but(col, "use_star", "star_tip_count", "Star tips", "")
class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Flare"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
halo = context.material.halo
self.layout.prop(halo, "use_flare_mode", text="")
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
halo = mat.halo
layout.active = halo.use_flare_mode
split = layout.split()
col = split.column()
col.prop(halo, "flare_size", text="Size")
col.prop(halo, "flare_boost", text="Boost")
col.prop(halo, "flare_seed", text="Seed")
col = split.column()
col.prop(halo, "flare_subflare_count", text="Subflares")
col.prop(halo, "flare_subflare_size", text="Subsize")
class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
phys = context.material.physics # dont use node material
split = layout.split()
row = split.row()
row.prop(phys, "friction")
row.prop(phys, "elasticity", slider=True)
row = layout.row()
row.label(text="Force Field:")
row = layout.row()
row.prop(phys, "fh_force")
row.prop(phys, "fh_damping", slider=True)
row = layout.row()
row.prop(phys, "fh_distance")
row.prop(phys, "use_fh_normal")
class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in {'SURFACE', 'WIRE', 'HALO'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
tan = mat.strand
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "size_min", text="Minimum")
sub.prop(tan, "use_blender_units")
sub = col.column()
sub.active = (not mat.use_shadeless)
sub.prop(tan, "use_tangent_shading")
col.prop(tan, "shape")
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(tan, "uv_layer", ob.data, "uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.use_shadeless)
sub.label("Surface diffuse:")
sub = col.column()
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = active_node_mat(base_mat)
split = layout.split()
col = split.column()
if simple_material(base_mat):
col.prop(mat, "use_raytrace")
col.prop(mat, "use_full_oversampling")
col.prop(mat, "use_sky")
col.prop(mat, "use_mist")
if simple_material(base_mat):
col.prop(mat, "invert_z")
sub = col.row()
sub.prop(mat, "offset_z")
sub.active = mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
sub.label(text="Light Group:")
sub.prop(mat, "light_group", text="")
row = sub.row()
row.active = bool(mat.light_group)
row.prop(mat, "use_light_group_exclusive", text="Exclusive")
col = split.column()
col.prop(mat, "use_face_texture")
sub = col.column()
sub.active = mat.use_face_texture
sub.prop(mat, "use_face_texture_alpha")
col.separator()
col.prop(mat, "use_vertex_color_paint")
col.prop(mat, "use_vertex_color_light")
col.prop(mat, "use_object_color")
col.prop(mat, "pass_index")
class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Shadow"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = active_node_mat(base_mat)
split = layout.split()
col = split.column()
col.prop(mat, "use_shadows", text="Receive")
col.prop(mat, "use_transparent_shadows", text="Receive Transparent")
if simple_material(base_mat):
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
col.prop(mat, "use_only_shadow", text="Shadows Only")
sub = col.column()
sub.active = mat.use_only_shadow
sub.prop(mat, "shadow_only_type", text="")
col = split.column()
if simple_material(base_mat):
col.prop(mat, "use_cast_buffer_shadows")
sub = col.column()
sub.active = mat.use_cast_buffer_shadows
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.use_ray_shadow_bias)
sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
if simple_material(base_mat):
col.prop(mat, "use_cast_approximate")
class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Transparency"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
if simple_material(mat):
self.layout.prop(mat, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = active_node_mat(base_mat)
if simple_material(base_mat):
row = layout.row()
row.active = mat.use_transparency
row.prop(mat, "transparency_method", expand=True)
layout.prop(mat, "alpha")
class VolumeButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_volume_density(VolumeButtonsPanel, bpy.types.Panel):
bl_label = "Density"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
row = layout.row()
row.prop(vol, "density")
row.prop(vol, "density_scale")
class MATERIAL_PT_volume_shading(VolumeButtonsPanel, bpy.types.Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
col = split.column()
col.prop(vol, "scattering")
col.prop(vol, "asymmetry")
col.prop(vol, "transmission_color")
col = split.column()
sub = col.column(align=True)
sub.prop(vol, "emission")
sub.prop(vol, "emission_color", text="")
sub = col.column(align=True)
sub.prop(vol, "reflection")
sub.prop(vol, "reflection_color", text="")
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, bpy.types.Panel):
bl_label = "Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
col = split.column()
col.prop(vol, "light_method", text="")
col = split.column()
if vol.light_method == 'SHADED':
col.prop(vol, "use_external_shadows")
col.prop(vol, "use_light_cache")
sub = col.column()
sub.active = vol.use_light_cache
sub.prop(vol, "cache_resolution")
elif vol.light_method in {'MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'}:
sub = col.column()
sub.enabled = True
sub.active = False
sub.label("Light Cache Enabled")
col.prop(vol, "cache_resolution")
sub = col.column(align=True)
sub.prop(vol, "ms_diffusion")
sub.prop(vol, "ms_spread")
sub.prop(vol, "ms_intensity")
class MATERIAL_PT_volume_transp(VolumeButtonsPanel, bpy.types.Panel):
bl_label = "Transparency"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and simple_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
layout.prop(mat, "transparency_method", expand=True)
class MATERIAL_PT_volume_integration(VolumeButtonsPanel, bpy.types.Panel):
bl_label = "Integration"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # dont use node material
split = layout.split()
col = split.column()
col.label(text="Step Calculation:")
col.prop(vol, "step_method", text="")
col = col.column(align=True)
col.prop(vol, "step_size")
col = split.column()
col.label()
col.prop(vol, "depth_threshold")
class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
split = layout.split()
col = split.column()
if simple_material(context.material):
col.prop(mat, "use_raytrace")
col.prop(mat, "use_full_oversampling")
col.prop(mat, "use_mist")
col = split.column()
col.label(text="Light Group:")
col.prop(mat, "light_group", text="")
row = col.row()
row.active = bool(mat.light_group)
row.prop(mat, "use_light_group_exclusive", text="Exclusive")
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "material"
_property_type = bpy.types.Material
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)