blender/release/scripts/startup/bl_ui/properties_particle.py
Brecht Van Lommel a59df21ad8 Fix T55645: broken particle Use Count option for instancing objects.
There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.

This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.

This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
2018-06-29 14:53:02 +02:00

1981 lines
66 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 bpy.types import Panel, Menu
from rna_prop_ui import PropertyPanel
from bpy.app.translations import pgettext_iface as iface_
from bl_operators.presets import PresetMenu
from .properties_physics_common import (
point_cache_ui,
effector_weights_ui,
basic_force_field_settings_ui,
basic_force_field_falloff_ui,
)
def particle_panel_enabled(context, psys):
if psys is None:
return True
phystype = psys.settings.physics_type
if psys.settings.type in {'EMITTER', 'REACTOR'} and phystype in {'NO', 'KEYED'}:
return True
else:
return (psys.point_cache.is_baked is False) and (not psys.is_edited) and (not context.particle_system_editable)
def particle_panel_poll(cls, context):
psys = context.particle_system
engine = context.engine
settings = 0
if psys:
settings = psys.settings
elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
settings = context.space_data.pin_id
if not settings:
return False
return settings.is_fluid is False and (engine in cls.COMPAT_ENGINES)
def particle_get_settings(context):
if context.particle_system:
return context.particle_system.settings
elif isinstance(context.space_data.pin_id, bpy.types.ParticleSettings):
return context.space_data.pin_id
return None
class PARTICLE_MT_specials(Menu):
bl_label = "Particle Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
props = layout.operator("particle.copy_particle_systems", text="Copy Active to Selected Objects")
props.use_active = True
props.remove_target_particles = False
props = layout.operator("particle.copy_particle_systems", text="Copy All to Selected Objects")
props.use_active = False
props.remove_target_particles = True
layout.operator("particle.duplicate_particle_system")
class PARTICLE_PT_hair_dynamics_presets(PresetMenu):
bl_label = "Hair Dynamics Presets"
preset_subdir = "hair_dynamics"
preset_operator = "script.execute_preset"
preset_add_operator = "particle.hair_dynamics_preset_add"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
class ParticleButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "particle"
@classmethod
def poll(cls, context):
return particle_panel_poll(cls, context)
def find_modifier(ob, psys):
for md in ob.modifiers:
if md.type == 'PARTICLE_SYSTEM':
if md.particle_system == psys:
return md
class PARTICLE_UL_particle_systems(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index, flt_flag):
ob = data
psys = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
md = find_modifier(ob, psys)
layout.prop(psys, "name", text="", emboss=False, icon_value=icon)
if md:
layout.prop(md, "show_render", emboss=False, icon_only=True,
icon='RESTRICT_RENDER_OFF' if md.show_render else 'RESTRICT_RENDER_ON')
layout.prop(md, "show_viewport", emboss=False, icon_only=True,
icon='RESTRICT_VIEW_OFF' if md.show_viewport else 'RESTRICT_VIEW_ON')
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class PARTICLE_PT_context_particles(ParticleButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return (context.particle_system or context.object or context.space_data.pin_id) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
ob = context.object
psys = context.particle_system
part = 0
if ob:
row = layout.row()
row.template_list("PARTICLE_UL_particle_systems", "particle_systems", ob, "particle_systems",
ob.particle_systems, "active_index", rows=2)
col = row.column(align=True)
col.operator("object.particle_system_add", icon='ZOOMIN', text="")
col.operator("object.particle_system_remove", icon='ZOOMOUT', text="")
col.menu("PARTICLE_MT_specials", icon='DOWNARROW_HLT', text="")
if psys is None:
part = particle_get_settings(context)
layout.operator("object.particle_system_add", icon='ZOOMIN', text="New")
if part is None:
return
layout.template_ID(context.space_data, "pin_id")
if part.is_fluid:
layout.label(text="Settings used for fluid")
return
layout.prop(part, "type", text="Type")
elif not psys.settings:
split = layout.split(percentage=0.32)
col = split.column()
col.label(text="Settings:")
col = split.column()
col.template_ID(psys, "settings", new="particle.new")
else:
part = psys.settings
split = layout.split(percentage=0.32)
col = split.column()
if part.is_fluid is False:
col.label(text="Settings:")
col.label(text="Type:")
col = split.column()
if part.is_fluid is False:
row = col.row()
row.enabled = particle_panel_enabled(context, psys)
row.template_ID(psys, "settings", new="particle.new")
if part.is_fluid:
layout.label(text=iface_("%d fluid particles for this frame") % part.count, translate=False)
return
row = col.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "type", text="")
row.prop(psys, "seed")
if part:
split = layout.split(percentage=0.65)
if part.type == 'HAIR':
if psys is not None and psys.is_edited:
split.operator("particle.edited_clear", text="Free Edit")
else:
row = split.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "regrow_hair")
row.prop(part, "use_advanced_hair")
row = split.row()
row.enabled = particle_panel_enabled(context, psys)
row.prop(part, "hair_step")
if psys is not None and psys.is_edited:
if psys.is_global_hair:
row = layout.row(align=True)
row.operator("particle.connect_hair").all = False
row.operator("particle.connect_hair", text="Connect All").all = True
else:
row = layout.row(align=True)
row.operator("particle.disconnect_hair").all = False
row.operator("particle.disconnect_hair", text="Disconnect All").all = True
elif psys is not None and part.type == 'REACTOR':
split.enabled = particle_panel_enabled(context, psys)
split.prop(psys, "reactor_target_object")
split.prop(psys, "reactor_target_particle_system", text="Particle System")
class PARTICLE_PT_emission(ParticleButtonsPanel, Panel):
bl_label = "Emission"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings is None:
return False
if settings.is_fluid:
return False
if particle_panel_poll(PARTICLE_PT_emission, context):
return psys is None or not context.particle_system.point_cache.use_external
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.use_property_split = True
layout.enabled = particle_panel_enabled(context, psys) and (psys is None or not psys.has_multiple_caches)
col = layout.column()
col.active = part.emit_from == 'VERT' or part.distribution != 'GRID'
col.prop(part, "count")
if part.type == 'HAIR':
col.prop(part, "hair_length")
if not part.use_advanced_hair:
row = layout.row()
col.prop(part, "use_modifier_stack")
return
if part.type != 'HAIR':
col = layout.column()
sub = col.column(align=True)
sub.prop(part, "frame_start", text="Frame Start")
sub.prop(part, "frame_end", text="End")
col.prop(part, "lifetime")
col.prop(part, "lifetime_random", slider=True, text="Lifetime Randomness")
class PARTICLE_PT_emission_source(ParticleButtonsPanel, Panel):
bl_label = "Source"
bl_parent_id = "PARTICLE_PT_emission"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "emit_from")
col.prop(part, "use_modifier_stack")
if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
col.prop(part, "distribution")
if part.emit_from == 'VERT':
col.prop(part, "use_emit_random", text="Random Order")
elif part.distribution == 'GRID':
col.label(text="Grid")
col.prop(part, "invert_grid")
col.prop(part, "hexagonal_grid")
else:
col.prop(part, "use_emit_random")
col.prop(part, "use_even_distribution")
if part.emit_from == 'FACE' or part.emit_from == 'VOLUME':
if part.distribution == 'JIT':
col.prop(part, "userjit", text="Particles/Face")
col.prop(part, "jitter_factor", text="Jittering Amount", slider=True)
elif part.distribution == 'GRID':
col.prop(part, "grid_resolution")
col.prop(part, "grid_random", text="Random", slider=True)
class PARTICLE_PT_hair_dynamics(ParticleButtonsPanel, Panel):
bl_label = "Hair Dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
psys = context.particle_system
engine = context.engine
if psys is None:
return False
if psys.settings is None:
return False
return psys.settings.type == 'HAIR' and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
psys = context.particle_system
self.layout.prop(psys, "use_hair_dynamics", text="")
def draw_header_preset(self, context):
psys = context.particle_system
if not psys.cloth:
return
layout = self.layout
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
PARTICLE_PT_hair_dynamics_presets.draw_panel_header(layout)
def draw(self, context):
layout = self.layout
psys = context.particle_system
if not psys.cloth:
layout.label(text="Hair dynamics disabled")
return
cloth_md = psys.cloth
cloth = cloth_md.settings
result = cloth_md.solver_result
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
layout.separator()
col = layout.column()
col.prop(cloth, "quality", text="Quality Steps", slider=True)
col.prop(psys.settings, "show_hair_grid", text="Display Hair Grid")
layout.separator()
col = layout.column()
col.prop(cloth, "pin_stiffness", text="Pin Goal Strength")
layout.separator()
if result:
box = layout.box()
if not result.status:
label = " "
icon = 'NONE'
elif result.status == {'SUCCESS'}:
label = "Success"
icon = 'NONE'
elif result.status - {'SUCCESS'} == {'NO_CONVERGENCE'}:
label = "No Convergence"
icon = 'ERROR'
else:
label = "ERROR"
icon = 'ERROR'
box.label(label, icon=icon)
box.label("Iterations: %d .. %d (avg. %d)" %
(result.min_iterations, result.max_iterations, result.avg_iterations))
box.label("Error: %.5f .. %.5f (avg. %.5f)" % (result.min_error, result.max_error, result.avg_error))
class PARTICLE_PT_hair_dynamics_structure(ParticleButtonsPanel, Panel):
bl_label = "Structure"
bl_parent_id = "PARTICLE_PT_hair_dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return context.particle_system.cloth is not None
def draw(self, context):
layout = self.layout
psys = context.particle_system
cloth_md = psys.cloth
cloth = cloth_md.settings
result = cloth_md.solver_result
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
col = layout.column()
col.prop(cloth, "mass")
sub = col.column(align=True)
sub.prop(cloth, "bending_stiffness", text="Stiffness")
sub.prop(psys.settings, "bending_random", text="Random")
col.prop(cloth, "bending_damping", text="Damping")
# XXX has no noticeable effect with stiff hair structure springs
#col.prop(cloth, "spring_damping", text="Damping")
class PARTICLE_PT_hair_dynamics_volume(ParticleButtonsPanel, Panel):
bl_label = "Volume"
bl_parent_id = "PARTICLE_PT_hair_dynamics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return context.particle_system.cloth is not None
def draw(self, context):
layout = self.layout
psys = context.particle_system
cloth_md = psys.cloth
cloth = cloth_md.settings
result = cloth_md.solver_result
layout.enabled = psys.use_hair_dynamics and psys.point_cache.is_baked is False
layout.use_property_split = True
col = layout.column()
col.prop(cloth, "air_damping", text="Air Drag")
col.prop(cloth, "internal_friction", slider=True)
col.prop(cloth, "voxel_cell_size")
col.separator()
col.prop(cloth, "density_target", text="Density Target")
col.prop(cloth, "density_strength", slider=True, text="Density Strength")
class PARTICLE_PT_cache(ParticleButtonsPanel, Panel):
bl_label = "Cache"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
psys = context.particle_system
engine = context.engine
if psys is None:
return False
if psys.settings is None:
return False
if psys.settings.is_fluid:
return False
phystype = psys.settings.physics_type
if phystype == 'NO' or phystype == 'KEYED':
return False
return (
(psys.settings.type in {'EMITTER', 'REACTOR'} or
(psys.settings.type == 'HAIR' and
(psys.use_hair_dynamics or psys.point_cache.is_baked))) and
engine in cls.COMPAT_ENGINES
)
def draw(self, context):
psys = context.particle_system
point_cache_ui(self, context, psys.point_cache, True, 'HAIR' if (psys.settings.type == 'HAIR') else 'PSYS')
class PARTICLE_PT_velocity(ParticleButtonsPanel, Panel):
bl_label = "Velocity"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_velocity, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings.type == 'HAIR' and not settings.use_advanced_hair:
return False
return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
else:
return False
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
layout.use_property_split = True
col = layout.column()
col.prop(part, "normal_factor")
sub = col.column(align=True)
sub.prop(part, "tangent_factor", text="Tangent")
sub.prop(part, "tangent_phase", slider=True, text="Tangent Phase")
col.separator()
col.prop(part, "object_align_factor")
col.separator()
if part.emit_from == 'PARTICLE':
col.prop(part, "particle_factor")
else:
col.prop(part, "object_factor", slider=True)
col.prop(part, "factor_random", text="Randomize")
# if part.type=='REACTOR':
# sub.prop(part, "reactor_factor")
# sub.prop(part, "reaction_shape", slider=True)
class PARTICLE_PT_rotation(ParticleButtonsPanel, Panel):
bl_label = "Rotation"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_rotation, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings.type == 'HAIR' and not settings.use_advanced_hair:
return False
return settings.physics_type != 'BOIDS' and (psys is None or not psys.point_cache.use_external)
else:
return False
def draw_header(self, context):
psys = context.particle_system
if psys:
part = psys.settings
else:
part = context.space_data.pin_id
self.layout.prop(part, "use_rotations", text="")
def draw(self, context):
layout = self.layout
psys = context.particle_system
if psys:
part = psys.settings
else:
part = context.space_data.pin_id
layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
layout.use_property_split = True
col = layout.column()
col.prop(part, "rotation_mode")
col.prop(part, "rotation_factor_random", slider=True, text="Randomize")
col.separator()
col.prop(part, "phase_factor", slider=True)
col.prop(part, "phase_factor_random", text="Randomize Phase ", slider=True)
if part.type != 'HAIR':
col.prop(part, "use_dynamic_rotation")
class PARTICLE_PT_rotation_angular_velocity(ParticleButtonsPanel, Panel):
bl_label = "Angular Velocity"
bl_parent_id = "PARTICLE_PT_rotation"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
psys = context.particle_system
if psys:
part = psys.settings
else:
part = context.space_data.pin_id
layout.enabled = particle_panel_enabled(context, psys) and part.use_rotations
layout.use_property_split = True
col = layout.column()
col.prop(part, "angular_velocity_mode", text="Axis")
sub = col.column(align=True)
sub.active = part.angular_velocity_mode != 'NONE'
sub.prop(part, "angular_velocity_factor", text="Amount")
class PARTICLE_PT_physics(ParticleButtonsPanel, Panel):
bl_label = "Physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if particle_panel_poll(PARTICLE_PT_physics, context):
psys = context.particle_system
settings = particle_get_settings(context)
if settings.type == 'HAIR' and not settings.use_advanced_hair:
return False
return psys is None or not psys.point_cache.use_external
else:
return False
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
layout.prop(part, "physics_type")
col = layout.column()
if part.physics_type != 'NO':
col = col.column()
col.prop(part, "mass")
col.prop(part, "use_multiply_size_mass", text="Multiply mass with size")
if part.physics_type == 'FLUID':
fluid = part.fluid
col.label(text="Fluid")
col.prop(fluid, "solver")
col.prop(fluid, "stiffness", text="Stiffness")
col.prop(fluid, "linear_viscosity", text="Viscosity")
col.prop(fluid, "buoyancy", text="Buoyancy", slider=True)
col.label(text="Advanced")
if fluid.solver == 'DDR':
sub = col.column()
sub.prop(fluid, "repulsion", slider=fluid.factor_repulsion)
sub.prop(fluid, "factor_repulsion")
sub.prop(fluid, "stiff_viscosity", slider=fluid.factor_stiff_viscosity)
sub.prop(fluid, "factor_stiff_viscosity")
sub = col.column()
sub.prop(fluid, "fluid_radius", slider=fluid.factor_radius)
sub.prop(fluid, "factor_radius")
sub.prop(fluid, "rest_density", slider=fluid.use_factor_density)
sub.prop(fluid, "use_factor_density")
if fluid.solver == 'CLASSICAL':
# With the classical solver, it is possible to calculate the
# spacing between particles when the fluid is at rest. This
# makes it easier to set stable initial conditions.
particle_volume = part.mass / fluid.rest_density
spacing = pow(particle_volume, 1.0 / 3.0)
sub.label(text="Spacing: %g" % spacing)
elif fluid.solver == 'DDR':
col.label(text="Springs")
col.prop(fluid, "spring_force", text="Force")
col.prop(fluid, "use_viscoelastic_springs")
sub = col.column()
sub.active = fluid.use_viscoelastic_springs
sub.prop(fluid, "yield_ratio", slider=True)
sub.prop(fluid, "plasticity", slider=True)
col.label(text="Advanced")
sub = col.column()
sub.prop(fluid, "rest_length", slider=fluid.factor_rest_length)
sub.prop(fluid, "factor_rest_length", text="")
sub = col.column()
sub.active = fluid.use_viscoelastic_springs
sub.prop(fluid, "use_initial_rest_length")
sub.prop(fluid, "spring_frames", text="Frames")
elif part.physics_type == 'KEYED':
sub = col.column()
sub.active = not psys.use_keyed_timing
sub.prop(part, "keyed_loops", text="Loops")
if psys:
col.prop(psys, "use_keyed_timing", text="Use Timing")
col.label(text="Keys")
elif part.physics_type == 'BOIDS':
boids = part.boids
row = layout.row()
row.prop(boids, "use_flight")
row.prop(boids, "use_land")
row.prop(boids, "use_climb")
split = layout.split()
col = split.column(align=True)
col.active = boids.use_flight
col.prop(boids, "air_speed_max")
col.prop(boids, "air_speed_min", slider=True)
col.prop(boids, "air_acc_max", slider=True)
col.prop(boids, "air_ave_max", slider=True)
col.prop(boids, "air_personal_space")
row = col.row(align=True)
row.active = (boids.use_land or boids.use_climb) and boids.use_flight
row.prop(boids, "land_smooth")
col = split.column(align=True)
col.active = boids.use_land or boids.use_climb
col.prop(boids, "land_speed_max")
col.prop(boids, "land_jump_speed")
col.prop(boids, "land_acc_max", slider=True)
col.prop(boids, "land_ave_max", slider=True)
col.prop(boids, "land_personal_space")
col.prop(boids, "land_stick_force")
layout.prop(part, "collision_group")
split = layout.split()
col = split.column(align=True)
col.label(text="Battle:")
col.prop(boids, "health")
col.prop(boids, "strength")
col.prop(boids, "aggression")
col.prop(boids, "accuracy")
col.prop(boids, "range")
col = split.column()
col.label(text="Misc:")
col.prop(boids, "bank", slider=True)
col.prop(boids, "pitch", slider=True)
col.prop(boids, "height", slider=True)
if psys and part.physics_type in {'KEYED', 'BOIDS', 'FLUID'}:
if part.physics_type == 'BOIDS':
layout.label(text="Relations:")
elif part.physics_type == 'FLUID':
layout.label(text="Fluid Interaction:")
row = layout.row()
row.template_list("UI_UL_list", "particle_targets", psys, "targets",
psys, "active_particle_target_index", rows=4)
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.new_target", icon='ZOOMIN', text="")
subsub.operator("particle.target_remove", icon='ZOOMOUT', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.target_move_up", icon='TRIA_UP', text="")
subsub.operator("particle.target_move_down", icon='TRIA_DOWN', text="")
key = psys.active_particle_target
if key:
row = layout.row()
if part.physics_type == 'KEYED':
col = row.column()
# doesn't work yet
#col.alert = key.valid
col.prop(key, "object", text="")
col.prop(key, "system", text="System")
col = row.column()
col.active = psys.use_keyed_timing
col.prop(key, "time")
col.prop(key, "duration")
elif part.physics_type == 'BOIDS':
sub = row.row()
# doesn't work yet
#sub.alert = key.valid
sub.prop(key, "object", text="")
sub.prop(key, "system", text="System")
layout.row().prop(key, "alliance", expand=True)
elif part.physics_type == 'FLUID':
sub = row.row()
# doesn't work yet
#sub.alert = key.valid
sub.prop(key, "object", text="")
sub.prop(key, "system", text="System")
class PARTICLE_PT_physics_deflection(ParticleButtonsPanel, Panel):
bl_label = "Deflection"
bl_parent_id = "PARTICLE_PT_physics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type in {'NEWTON', 'FLUID'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
col = layout.column()
col.prop(part, "use_size_deflect")
col.prop(part, "use_die_on_collision")
col.prop(part, "collision_group")
class PARTICLE_PT_physics_forces(ParticleButtonsPanel, Panel):
bl_label = "Forces"
bl_parent_id = "PARTICLE_PT_physics"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'NEWTON'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
col = layout.column()
col.prop(part, "brownian_factor")
col.prop(part, "drag_factor", slider=True)
col.prop(part, "damping", slider=True)
class PARTICLE_PT_physics_integration(ParticleButtonsPanel, Panel):
bl_label = "Integration"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_physics"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.physics_type == 'NEWTON'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.enabled = particle_panel_enabled(context, psys)
col = layout.column()
col.prop(part, "integrator")
col.prop(part, "timestep")
sub = col.row()
sub.prop(part, "subframes")
supports_courant = part.physics_type == 'FLUID'
subsub = sub.row()
subsub.enabled = supports_courant
subsub.prop(part, "use_adaptive_subframes", text="")
if supports_courant and part.use_adaptive_subframes:
col.prop(part, "courant_target", text="Threshold")
class PARTICLE_PT_boidbrain(ParticleButtonsPanel, Panel):
bl_label = "Boid Brain"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
psys = context.particle_system
settings = particle_get_settings(context)
engine = context.engine
if settings is None:
return False
if psys is not None and psys.point_cache.use_external:
return False
return settings.physics_type == 'BOIDS' and engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
boids = particle_get_settings(context).boids
layout.enabled = particle_panel_enabled(context, context.particle_system)
# Currently boids can only use the first state so these are commented out for now.
#row = layout.row()
# row.template_list("UI_UL_list", "particle_boids", boids, "states",
# boids, "active_boid_state_index", compact="True")
#col = row.row()
#sub = col.row(align=True)
#sub.operator("boid.state_add", icon='ZOOMIN', text="")
#sub.operator("boid.state_del", icon='ZOOMOUT', text="")
#sub = row.row(align=True)
#sub.operator("boid.state_move_up", icon='TRIA_UP', text="")
#sub.operator("boid.state_move_down", icon='TRIA_DOWN', text="")
state = boids.active_boid_state
#layout.prop(state, "name", text="State name")
row = layout.row()
row.prop(state, "ruleset_type")
if state.ruleset_type == 'FUZZY':
row.prop(state, "rule_fuzzy", slider=True)
else:
row.label(text="")
row = layout.row()
row.template_list("UI_UL_list", "particle_boids_rules", state,
"rules", state, "active_boid_rule_index", rows=4)
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator_menu_enum("boid.rule_add", "type", icon='ZOOMIN', text="")
subsub.operator("boid.rule_del", icon='ZOOMOUT', text="")
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("boid.rule_move_up", icon='TRIA_UP', text="")
subsub.operator("boid.rule_move_down", icon='TRIA_DOWN', text="")
rule = state.active_boid_rule
if rule:
row = layout.row()
row.prop(rule, "name", text="")
# somebody make nice icons for boids here please! -jahka
row.prop(rule, "use_in_air", icon='TRIA_UP', text="")
row.prop(rule, "use_on_land", icon='TRIA_DOWN', text="")
row = layout.row()
if rule.type == 'GOAL':
row.prop(rule, "object")
row = layout.row()
row.prop(rule, "use_predict")
elif rule.type == 'AVOID':
row.prop(rule, "object")
row = layout.row()
row.prop(rule, "use_predict")
row.prop(rule, "fear_factor")
elif rule.type == 'FOLLOW_PATH':
row.label(text="Not yet functional")
elif rule.type == 'AVOID_COLLISION':
row.prop(rule, "use_avoid")
row.prop(rule, "use_avoid_collision")
row.prop(rule, "look_ahead")
elif rule.type == 'FOLLOW_LEADER':
row.prop(rule, "object", text="")
row.prop(rule, "distance")
row = layout.row()
row.prop(rule, "use_line")
sub = row.row()
sub.active = rule.line
sub.prop(rule, "queue_count")
elif rule.type == 'AVERAGE_SPEED':
row.prop(rule, "speed", slider=True)
row.prop(rule, "wander", slider=True)
row.prop(rule, "level", slider=True)
elif rule.type == 'FIGHT':
row.prop(rule, "distance")
row.prop(rule, "flee_distance")
class PARTICLE_PT_render(ParticleButtonsPanel, Panel):
bl_label = "Render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
settings = particle_get_settings(context)
engine = context.engine
if settings is None:
return False
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.prop(part, "render_type", text="Render As")
if part.type == 'EMITTER' or \
(part.render_type in {'OBJECT', 'COLLECTION'} and part.type == 'HAIR'):
if part.render_type not in {'NONE'}:
col = layout.column(align=True)
col.prop(part, "particle_size", text="Scale")
col.prop(part, "size_random", slider=True, text="Scale Randomness")
if psys:
col = layout.column()
if part.render_type not in {'OBJECT', 'COLLECTION', 'NONE'}:
# col.enabled = False
col.prop(part, "material_slot", text="Material")
col.prop(psys, "parent", text="Coordinate System")
class PARTICLE_PT_render_extra(ParticleButtonsPanel, Panel):
bl_label = "Extra"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type != 'NONE'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col = layout.column()
col.prop(part, "use_parent_particles", text="Parent Particles")
col.prop(part, "show_unborn", text="Unborn")
col.prop(part, "use_dead", text="Dead")
class PARTICLE_PT_render_line(ParticleButtonsPanel, Panel):
bl_label = "Line"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'LINE'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col.separator()
sub = col.column(align=True)
sub.prop(part, "line_length_tail", text="Length Tail")
sub.prop(part, "line_length_head", text="Head")
col.prop(part, "use_velocity_length", text="Velocity Length")
class PARTICLE_PT_render_path(ParticleButtonsPanel, Panel):
bl_label = "Path"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'PATH'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "use_strand_primitive")
sub = col.column()
sub.active = (part.use_strand_primitive is False)
sub.prop(part, "use_render_adaptive")
sub = col.column()
sub.active = part.use_render_adaptive or part.use_strand_primitive is True
sub.prop(part, "adaptive_angle")
sub = col.column()
sub.active = (part.use_render_adaptive is True and part.use_strand_primitive is False)
sub.prop(part, "adaptive_pixel")
col.prop(part, "use_hair_bspline")
col.prop(part, "render_step", text="Steps")
class PARTICLE_PT_render_path_timing(ParticleButtonsPanel, Panel):
bl_label = "Timing"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'PATH'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "use_absolute_path_time")
if part.type == 'HAIR' or psys.point_cache.is_baked:
col.prop(part, "path_start", text="Start", slider=not part.use_absolute_path_time)
else:
col.prop(part, "trail_count")
col.prop(part, "path_end", text="End", slider=not part.use_absolute_path_time)
col.prop(part, "length_random", text="Random", slider=True)
class PARTICLE_PT_render_object(ParticleButtonsPanel, Panel):
bl_label = "Object"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'OBJECT'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "dupli_object", text="Instance Object")
sub = col.column()
sub.prop(part, "use_global_dupli", text="Global Coordinates")
sub.prop(part, "use_rotation_dupli", text="Object Rotation")
sub.prop(part, "use_scale_dupli", text="Object Scale")
class PARTICLE_PT_render_collection(ParticleButtonsPanel, Panel):
bl_label = "Collection"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'COLLECTION'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "dupli_group")
col.prop(part, "use_whole_group")
sub = col.column()
sub.active = (part.use_whole_group is False)
sub.prop(part, "use_group_pick_random")
sub.prop(part, "use_global_dupli", text="Global Coordinates")
sub.prop(part, "use_rotation_dupli", text="Object Rotation")
sub.prop(part, "use_scale_dupli", text="Object Scale")
class PARTICLE_PT_render_collection_use_count(ParticleButtonsPanel, Panel):
bl_label = "Use Count"
bl_parent_id = "PARTICLE_PT_render_collection"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'COLLECTION'
def draw_header(self, context):
layout = self.layout
part = particle_get_settings(context)
layout.active = not part.use_whole_group
layout.prop(part, "use_group_count", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
layout.active = part.use_group_count and not part.use_whole_group
row = layout.row()
row.template_list("UI_UL_list", "particle_dupli_weights", part, "dupli_weights",
part, "active_dupliweight_index")
col = row.column()
sub = col.row()
subsub = sub.column(align=True)
subsub.operator("particle.dupliob_copy", icon='ZOOMIN', text="")
subsub.operator("particle.dupliob_remove", icon='ZOOMOUT', text="")
subsub.operator("particle.dupliob_move_up", icon='TRIA_UP', text="")
subsub.operator("particle.dupliob_move_down", icon='TRIA_DOWN', text="")
subsub.separator()
subsub.operator("particle.dupliob_refresh", icon='FILE_REFRESH', text="")
weight = part.active_dupliweight
if weight:
row = layout.row()
row.prop(weight, "count")
class PARTICLE_PT_render_billboards_alignment(ParticleButtonsPanel, Panel):
bl_label = "Billboard Alignment"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'BILLBOARD'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "billboard_align", text="Align To")
col.prop(part, "lock_billboard", text="Lock Axis")
col.prop(part, "billboard_object")
class PARTICLE_PT_render_billboards_tilt(ParticleButtonsPanel, Panel):
bl_label = "Billboard Tilt"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'BILLBOARD'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
sub = col.column(align=True)
sub.prop(part, "billboard_tilt", text="Angle", slider=True)
sub.prop(part, "billboard_tilt_random", text="Random", slider=True)
sub = col.column(align=True)
sub.prop(part, "billboard_offset")
col.prop(part, "billboard_size", text="Scale")
if part.billboard_align == 'VEL':
col = col.column(align=True)
col.prop(part, "billboard_velocity_head", text="Velocity ScaleHead")
col.prop(part, "billboard_velocity_tail", text="Tail")
class PARTICLE_PT_render_billboards_uv(ParticleButtonsPanel, Panel):
bl_label = "Billboard UVs"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type == 'BILLBOARD'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
ob = context.object
part = particle_get_settings(context)
col = layout.column()
if psys:
col.prop_search(psys, "billboard_normal_uv", ob.data, "uv_layers")
col.prop_search(psys, "billboard_time_index_uv", ob.data, "uv_layers")
col.prop(part, "billboard_uv_split", text="Split UVs")
if psys:
sub = col.column()
sub.active = part.billboard_uv_split > 1
sub.prop_search(psys, "billboard_split_uv", ob.data, "uv_layers")
sub.prop(part, "billboard_animation")
sub.prop(part, "billboard_offset_split")
class PARTICLE_PT_render_trails(ParticleButtonsPanel, Panel):
bl_label = "Trails"
bl_parent_id = "PARTICLE_PT_render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.render_type in {'HALO', 'LINE', 'BILLBOARD'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "trail_count")
sub = col.column()
sub.active = (part.trail_count > 1)
sub.prop(part, "use_absolute_path_time", text="Length in Frames")
sub.prop(part, "path_end", text="Length", slider=not part.use_absolute_path_time)
sub.prop(part, "length_random", text="Random Length", slider=True)
class PARTICLE_PT_draw(ParticleButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
settings = particle_get_settings(context)
engine = context.engine
if settings is None:
return False
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = particle_get_settings(context)
layout.prop(part, "draw_method", text="Display As")
if part.draw_method == 'NONE' or (part.render_type == 'NONE' and part.draw_method == 'RENDER'):
return
path = (part.render_type == 'PATH' and part.draw_method == 'RENDER') or part.draw_method == 'PATH'
layout.separator()
col = layout.column()
col.prop(part, "draw_color", text="Color")
if part.draw_color in {'VELOCITY', 'ACCELERATION'}:
col.prop(part, "color_maximum", text="Fade Distance")
col = layout.column()
if path:
col.prop(part, "draw_step", text="Strand Steps")
col.prop(part, "draw_percentage", slider=True, text="Amount")
if part.draw_method != 'RENDER' or part.render_type == 'HALO':
col.prop(part, "draw_size", text="Size")
if part.draw_percentage != 100 and psys is not None:
if part.type == 'HAIR':
if psys.use_hair_dynamics and psys.point_cache.is_baked is False:
layout.row().label(text="Display percentage makes dynamics inaccurate without baking")
else:
phystype = part.physics_type
if phystype != 'NO' and phystype != 'KEYED' and psys.point_cache.is_baked is False:
layout.row().label(text="Display percentage makes dynamics inaccurate without baking")
else:
layout.row().label(text="")
col = layout.column()
col.prop(part, "show_guide_hairs", text="Guide Hairs")
col.prop(part, "show_size")
col.prop(part, "show_velocity")
col.prop(part, "show_number")
if part.physics_type == 'BOIDS':
col.prop(part, "show_health")
class PARTICLE_PT_children(ParticleButtonsPanel, Panel):
bl_label = "Children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.row().prop(part, "child_type", expand=True)
layout.use_property_split = True
if part.child_type == 'NONE':
return
col = layout.column()
sub = col.column(align=True)
sub.prop(part, "child_nbr", text="Display Amount")
sub.prop(part, "rendered_child_count", text="Render Amount")
col.separator()
col.prop(part, "child_length", slider=True)
col.prop(part, "child_length_threshold", slider=True)
if psys:
col.prop(psys, "child_seed", text="Seed")
col.separator()
if part.child_type == 'INTERPOLATED':
col.prop(part, "virtual_parents", slider=True)
col.prop(part, "create_long_hair_children")
else:
col.separator()
sub = col.column(align=True)
sub.prop(part, "child_size", text="Size")
sub.prop(part, "child_size_random", text="Randomize Size", slider=True)
if part.child_type == 'SIMPLE':
col.separator()
col.prop(part, "child_radius", text="Radius")
col.prop(part, "child_roundness", text="Roundness", slider=True)
elif part.virtual_parents > 0.0:
sub = col.column(align=True)
sub.label(text="Parting not available with virtual parents")
class PARTICLE_PT_children_parting(ParticleButtonsPanel, Panel):
bl_label = "Parting"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type == 'INTERPOLATED'
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "child_parting_factor", text="Parting", slider=True)
col.prop(part, "child_parting_min", text="Min")
col.prop(part, "child_parting_max", text="Max")
class PARTICLE_PT_children_clumping(ParticleButtonsPanel, Panel):
bl_label = "Clumping"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type != 'NONE'
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
sub = col.column()
sub.prop(part, "use_clump_curve")
if part.use_clump_curve:
sub.template_curve_mapping(part, "clump_curve")
else:
sub.prop(part, "clump_factor", slider=True)
sub.prop(part, "clump_shape", slider=True)
sub = col.column(align=True)
sub.prop(part, "use_clump_noise")
subsub = sub.column()
subsub.enabled = part.use_clump_noise
subsub.prop(part, "clump_noise_size")
if part.child_type == 'SIMPLE':
sub.prop(part, "twist")
sub.prop(part, "use_twist_curve")
if part.use_twist_curve:
sub.template_curve_mapping(part, "twist_curve")
class PARTICLE_PT_children_roughness(ParticleButtonsPanel, Panel):
bl_label = "Roughness"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type != 'NONE'
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "use_roughness_curve")
if part.use_roughness_curve:
sub = col.column()
sub.template_curve_mapping(part, "roughness_curve")
sub.prop(part, "roughness_1", text="Roughness")
sub.prop(part, "roughness_1_size", text="Size")
else:
sub = col.column(align=True)
sub.prop(part, "roughness_1", text="Uniform")
sub.prop(part, "roughness_1_size", text="Size")
sub = col.column(align=True)
sub.prop(part, "roughness_endpoint", "Endpoint")
sub.prop(part, "roughness_end_shape")
sub = col.column(align=True)
sub.prop(part, "roughness_2", text="Random")
sub.prop(part, "roughness_2_size", text="Size")
sub.prop(part, "roughness_2_threshold", slider=True)
class PARTICLE_PT_children_kink(ParticleButtonsPanel, Panel):
bl_label = "Kink"
bl_parent_id = "PARTICLE_PT_children"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
part = particle_get_settings(context)
return part.child_type != 'NONE'
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = particle_get_settings(context)
layout.use_property_split = True
col = layout.column()
col.prop(part, "kink", text="Kink Type")
col = layout.column()
col.active = part.kink != 'NO'
if part.kink == 'SPIRAL':
sub = col.column()
sub.prop(part, "kink_amplitude", text="Amplitude")
sub.prop(part, "kink_amplitude_random", text="Randomize Amplitude", slider=True)
col.separator()
sub = col.column()
sub.prop(part, "kink_axis")
sub.prop(part, "kink_axis_random", text="Randomize Axis", slider=True)
col.separator()
col.prop(part, "kink_frequency", text="Frequency")
col.prop(part, "kink_shape", text="Shape", slider=True)
col.prop(part, "kink_extra_steps", text="Steps")
elif part.kink in {'CURL', 'RADIAL', 'WAVE', 'BRAID', 'WAVE'}:
sub = col.column(align=True)
sub.prop(part, "kink_amplitude")
sub.prop(part, "kink_amplitude_clump", text="Clump", slider=True)
col.prop(part, "kink_flat", slider=True)
col.prop(part, "kink_frequency")
col.prop(part, "kink_shape", slider=True)
class PARTICLE_PT_field_weights(ParticleButtonsPanel, Panel):
bl_label = "Field Weights"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return particle_panel_poll(cls, context)
def draw(self, context):
part = particle_get_settings(context)
effector_weights_ui(self, context, part.effector_weights, 'PSYS')
if part.type == 'HAIR':
row = self.layout.row()
row.prop(part.effector_weights, "apply_to_hair_growing")
row.prop(part, "apply_effector_to_children")
row = self.layout.row()
row.prop(part, "effect_hair", slider=True)
class PARTICLE_PT_force_fields(ParticleButtonsPanel, Panel):
bl_label = "Force Field Settings"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part, "use_self_effect")
col.prop(part, "effector_amount", text="Effector Amount")
class PARTICLE_PT_force_fields_type1(ParticleButtonsPanel, Panel):
bl_label = "Type 1"
bl_parent_id = "PARTICLE_PT_force_fields"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part.force_field_1, "type", text="Type 1")
basic_force_field_settings_ui(self, context, part.force_field_1)
class PARTICLE_PT_force_fields_type2(ParticleButtonsPanel, Panel):
bl_label = "Type 2"
bl_parent_id = "PARTICLE_PT_force_fields"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
col = layout.column()
col.prop(part.force_field_2, "type", text="Type 2")
basic_force_field_settings_ui(self, context, part.force_field_2)
class PARTICLE_PT_force_fields_type1_falloff(ParticleButtonsPanel, Panel):
bl_label = "Falloff"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_force_fields_type1"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
basic_force_field_falloff_ui(self, context, part.force_field_1)
class PARTICLE_PT_force_fields_type2_falloff(ParticleButtonsPanel, Panel):
bl_label = "Falloff"
bl_options = {'DEFAULT_CLOSED'}
bl_parent_id = "PARTICLE_PT_force_fields_type2"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
part = particle_get_settings(context)
basic_force_field_falloff_ui(self, context, part.force_field_2)
class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel):
bl_label = "Vertex Groups"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if context.particle_system is None:
return False
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
psys = context.particle_system
col = layout.column()
row = col.row(align=True)
row.prop_search(psys, "vertex_group_density", ob, "vertex_groups", text="Density")
row.prop(psys, "invert_vertex_group_density", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_length", ob, "vertex_groups", text="Length")
row.prop(psys, "invert_vertex_group_length", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_clump", ob, "vertex_groups", text="Clump")
row.prop(psys, "invert_vertex_group_clump", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_kink", ob, "vertex_groups", text="Kink")
row.prop(psys, "invert_vertex_group_kink", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_roughness_1", ob, "vertex_groups", text="Roughness 1")
row.prop(psys, "invert_vertex_group_roughness_1", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_roughness_2", ob, "vertex_groups", text="Roughness 2")
row.prop(psys, "invert_vertex_group_roughness_2", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_roughness_end", ob, "vertex_groups", text="Roughness End")
row.prop(psys, "invert_vertex_group_roughness_end", text="", toggle=True, icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.prop_search(psys, "vertex_group_twist", ob, "vertex_groups", text="Twist")
row.prop(psys, "invert_vertex_group_twist", text="", toggle=True, icon='ARROW_LEFTRIGHT')
# Commented out vertex groups don't work and are still waiting for better implementation
# row = layout.row()
# row.prop_search(psys, "vertex_group_velocity", ob, "vertex_groups", text="Velocity")
# row.prop(psys, "invert_vertex_group_velocity", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_size", ob, "vertex_groups", text="Size")
# row.prop(psys, "invert_vertex_group_size", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_tangent", ob, "vertex_groups", text="Tangent")
# row.prop(psys, "invert_vertex_group_tangent", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_rotation", ob, "vertex_groups", text="Rotation")
# row.prop(psys, "invert_vertex_group_rotation", text="")
# row = layout.row()
# row.prop_search(psys, "vertex_group_field", ob, "vertex_groups", text="Field")
# row.prop(psys, "invert_vertex_group_field", text="")
class PARTICLE_PT_textures(ParticleButtonsPanel, Panel):
bl_label = "Textures"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if context.particle_system is None:
return False
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", part, "texture_slots", part, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
if not part.active_texture:
layout.template_ID(part, "active_texture", new="texture.new")
else:
slot = part.texture_slots[part.active_texture_index]
layout.template_ID(slot, "texture", new="texture.new")
class PARTICLE_PT_hair_shape(ParticleButtonsPanel, Panel):
bl_label = "Hair Shape"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
if context.particle_system is None:
return False
return particle_panel_poll(cls, context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
psys = context.particle_system
part = psys.settings
layout.prop(part, "shape", text="Strand Shape")
col = layout.column(align=True)
col.prop(part, "root_radius", text="Radius Root")
col.prop(part, "tip_radius", text="Tip")
col = layout.column()
col.prop(part, "radius_scale", text="Radius Scaling")
col.prop(part, "use_close_tip")
class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
_context_path = "particle_system.settings"
_property_type = bpy.types.ParticleSettings
classes = (
PARTICLE_MT_specials,
PARTICLE_PT_hair_dynamics_presets,
PARTICLE_UL_particle_systems,
PARTICLE_PT_context_particles,
PARTICLE_PT_emission,
PARTICLE_PT_emission_source,
PARTICLE_PT_hair_dynamics,
PARTICLE_PT_hair_dynamics_structure,
PARTICLE_PT_hair_dynamics_volume,
PARTICLE_PT_cache,
PARTICLE_PT_velocity,
PARTICLE_PT_rotation,
PARTICLE_PT_rotation_angular_velocity,
PARTICLE_PT_physics,
PARTICLE_PT_physics_forces,
PARTICLE_PT_physics_deflection,
PARTICLE_PT_physics_integration,
PARTICLE_PT_boidbrain,
PARTICLE_PT_render,
PARTICLE_PT_render_line,
PARTICLE_PT_render_path,
PARTICLE_PT_render_path_timing,
PARTICLE_PT_render_object,
PARTICLE_PT_render_collection,
PARTICLE_PT_render_collection_use_count,
PARTICLE_PT_render_billboards_tilt,
PARTICLE_PT_render_billboards_uv,
PARTICLE_PT_render_trails,
PARTICLE_PT_render_extra,
PARTICLE_PT_draw,
PARTICLE_PT_children,
PARTICLE_PT_children_parting,
PARTICLE_PT_children_clumping,
PARTICLE_PT_children_roughness,
PARTICLE_PT_children_kink,
PARTICLE_PT_hair_shape,
PARTICLE_PT_field_weights,
PARTICLE_PT_force_fields,
PARTICLE_PT_force_fields_type1,
PARTICLE_PT_force_fields_type1_falloff,
PARTICLE_PT_force_fields_type2,
PARTICLE_PT_force_fields_type2_falloff,
PARTICLE_PT_vertexgroups,
PARTICLE_PT_textures,
PARTICLE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)