blender/release/scripts/ui/properties_texture.py
Matt Ebb 26e4a5802e Fix [#22121] Object Mapping - "clone" linked w/previous material/texture
after Make Single User

Was an error in UI display of node materials/texture lists, combined with a 
very weird node setup.

I will be a very happy person the day we finally get rid of the terribly 
confusing materials-inside-materials behaviour.
2010-04-23 02:25:19 +00:00

1120 lines
34 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
narrowui = 180
class TEXTURE_MT_specials(bpy.types.Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_MT_envmap_specials(bpy.types.Menu):
bl_label = "Environment Map Specials"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
layout.operator("texture.envmap_save", icon='IMAGEFILE')
layout.operator("texture.envmap_clear", icon='FILE_REFRESH')
layout.operator("texture.envmap_clear_all", icon='FILE_REFRESH')
from properties_material import active_node_mat
def context_tex_datablock(context):
idblock = context.material
if idblock:
return active_node_mat(idblock)
idblock = context.lamp
if idblock:
return idblock
idblock = context.world
if idblock:
return idblock
idblock = context.brush
return idblock
class TextureButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
def poll(self, context):
tex = context.texture
if not tex or tex == None: return False
engine = context.scene.render.engine
return (tex.type != 'NONE' or tex.use_nodes) and (engine in self.COMPAT_ENGINES)
class TEXTURE_PT_preview(TextureButtonsPanel):
bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
if idblock:
layout.template_preview(tex, parent=idblock, slot=slot)
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_context_texture(TextureButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
engine = context.scene.render.engine
if not hasattr(context, "texture_slot"):
return False
return ((context.material or context.world or context.lamp or context.brush or context.texture)
and (engine in self.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
slot = context.texture_slot
node = context.texture_node
space = context.space_data
tex = context.texture
wide_ui = context.region.width > narrowui
idblock = context_tex_datablock(context)
tex_collection = space.pin_id == None and type(idblock) != bpy.types.Brush and not node
if tex_collection:
row = layout.row()
row.template_list(idblock, "texture_slots", idblock, "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 wide_ui:
split = layout.split(percentage=0.65)
col = split.column()
else:
col = layout.column()
if tex_collection:
col.template_ID(idblock, "active_texture", new="texture.new")
elif node:
col.template_ID(node, "texture", new="texture.new")
elif idblock:
col.template_ID(idblock, "texture", new="texture.new")
if space.pin_id:
col.template_ID(space, "pin_id")
if wide_ui:
col = split.column()
if not space.pin_id:
col.prop(space, "brush_texture", text="Brush", toggle=True)
if tex:
split = layout.split(percentage=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
if wide_ui:
split.label(text="Type:")
split.prop(tex, "type", text="")
else:
layout.prop(tex, "type", text="")
class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel):
_context_path = "texture"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context): # use alternate poll since NONE texture type is ok
engine = context.scene.render.engine
return context.texture and (engine in self.COMPAT_ENGINES)
class TEXTURE_PT_colors(TextureButtonsPanel):
bl_label = "Colors"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
layout.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
col = split.column()
col.label(text="RGB Multiply:")
sub = col.column(align=True)
sub.prop(tex, "factor_red", text="R")
sub.prop(tex, "factor_green", text="G")
sub.prop(tex, "factor_blue", text="B")
if wide_ui:
col = split.column()
col.label(text="Adjust:")
col.prop(tex, "brightness")
col.prop(tex, "contrast")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
if not hasattr(context, "texture_slot"):
return False
engine = context.scene.render.engine
return TextureButtonsPanel.poll(self, context) and (engine in self.COMPAT_ENGINES)
class TEXTURE_PT_mapping(TextureSlotPanel):
bl_label = "Mapping"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.scene.render.engine
return (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
tex = context.texture_slot
# textype = context.texture
wide_ui = context.region.width > narrowui
if type(idblock) != bpy.types.Brush:
split = layout.split(percentage=0.3)
col = split.column()
col.label(text="Coordinates:")
col = split.column()
col.prop(tex, "texture_coordinates", text="")
if tex.texture_coordinates == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.label(text="Mesh:")
split.prop(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coordinates == 'UV':
split = layout.split(percentage=0.3)
split.label(text="Layer:")
ob = context.object
if ob and ob.type == 'MESH':
split.prop_object(tex, "uv_layer", ob.data, "uv_textures", text="")
else:
split.prop(tex, "uv_layer", text="")
elif tex.texture_coordinates == 'OBJECT':
split = layout.split(percentage=0.3)
split.label(text="Object:")
split.prop(tex, "object", text="")
if type(idblock) == bpy.types.Brush:
if context.sculpt_object:
layout.prop(tex, "map_mode", expand=True)
row = layout.row()
row.active = tex.map_mode in ('FIXED', 'TILED')
row.prop(tex, "angle")
row = layout.row()
row.active = tex.map_mode in ('TILED', '3D')
row.column().prop(tex, "size")
else:
if type(idblock) == bpy.types.Material:
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coordinates in ('ORCO', 'UV'):
col.prop(tex, "from_dupli")
elif tex.texture_coordinates == 'OBJECT':
col.prop(tex, "from_original")
elif wide_ui:
col.label()
if wide_ui:
col = split.column()
row = col.row()
row.prop(tex, "x_mapping", text="")
row.prop(tex, "y_mapping", text="")
row.prop(tex, "z_mapping", text="")
# any non brush
split = layout.split()
col = split.column()
col.prop(tex, "offset")
if wide_ui:
col = split.column()
col.prop(tex, "size")
class TEXTURE_PT_influence(TextureSlotPanel):
bl_label = "Influence"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.scene.render.engine
return (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
# textype = context.texture
tex = context.texture_slot
wide_ui = context.region.width > narrowui
def factor_but(layout, active, toggle, factor, name):
row = layout.row(align=True)
row.prop(tex, toggle, text="")
sub = row.row()
sub.active = active
sub.prop(tex, factor, text=name, slider=True)
if type(idblock) == bpy.types.Material:
if idblock.type in ('SURFACE', 'HALO', 'WIRE'):
split = layout.split()
col = split.column()
col.label(text="Diffuse:")
factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color")
factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha")
factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency")
col.label(text="Specular:")
factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity")
factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color")
factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness")
if wide_ui:
col = split.column()
col.label(text="Shading:")
factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient")
factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit")
factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror")
factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror")
col.label(text="Geometry:")
factor_but(col, tex.map_normal, "map_normal", "normal_factor", "Normal")
factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp")
factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace")
#sub = col.column()
#sub.active = tex.map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#sub.prop(tex, "default_value", text="Amount", slider=True)
elif idblock.type == 'VOLUME':
split = layout.split()
col = split.column()
factor_but(col, tex.map_density, "map_density", "density_factor", "Density")
factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission")
factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering")
factor_but(col, tex.map_reflection, "map_reflection", "reflection_factor", "Reflection")
if wide_ui:
col = split.column()
col.label(text=" ")
factor_but(col, tex.map_coloremission, "map_coloremission", "coloremission_factor", "Emission Color")
factor_but(col, tex.map_colortransmission, "map_colortransmission", "colortransmission_factor", "Transmission Color")
factor_but(col, tex.map_colorreflection, "map_colorreflection", "colorreflection_factor", "Reflection Color")
elif type(idblock) == bpy.types.Lamp:
split = layout.split()
col = split.column()
factor_but(col, tex.map_color, "map_color", "color_factor", "Color")
if wide_ui:
col = split.column()
factor_but(col, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow")
elif type(idblock) == bpy.types.World:
split = layout.split()
col = split.column()
factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend")
factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon")
if wide_ui:
col = split.column()
factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down")
layout.separator()
split = layout.split()
col = split.column()
col.prop(tex, "blend_type", text="Blend")
col.prop(tex, "rgb_to_intensity")
sub = col.column()
sub.active = tex.rgb_to_intensity
sub.prop(tex, "color", text="")
if wide_ui:
col = split.column()
col.prop(tex, "negate", text="Negative")
col.prop(tex, "stencil")
if type(idblock) in (bpy.types.Material, bpy.types.World):
col.prop(tex, "default_value", text="DVar", slider=True)
# Texture Type Panels #
class TextureTypePanel(TextureButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
tex = context.texture
engine = context.scene.render.engine
return ((tex and tex.type == self.tex_type and not tex.use_nodes) and (engine in self.COMPAT_ENGINES))
class TEXTURE_PT_clouds(TextureTypePanel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
layout.prop(tex, "stype", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
if wide_ui:
layout.prop(tex, "noise_basis", text="Basis")
else:
layout.prop(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.prop(tex, "noise_size", text="Size")
col.prop(tex, "noise_depth", text="Depth")
if wide_ui:
col = split.column()
col.prop(tex, "nabla", text="Nabla")
class TEXTURE_PT_wood(TextureTypePanel):
bl_label = "Wood"
tex_type = 'WOOD'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
layout.prop(tex, "noisebasis2", expand=True)
if wide_ui:
layout.prop(tex, "stype", expand=True)
else:
layout.prop(tex, "stype", text="")
col = layout.column()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.label(text="Noise:")
col.row().prop(tex, "noise_type", text="Type", expand=True)
if wide_ui:
layout.prop(tex, "noise_basis", text="Basis")
else:
layout.prop(tex, "noise_basis", text="")
split = layout.split()
split.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col = split.column()
col.prop(tex, "noise_size", text="Size")
col.prop(tex, "turbulence")
col = split.column()
col.prop(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel):
bl_label = "Marble"
tex_type = 'MARBLE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
layout.prop(tex, "stype", expand=True)
layout.prop(tex, "noisebasis2", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
if wide_ui:
layout.prop(tex, "noise_basis", text="Basis")
else:
layout.prop(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.prop(tex, "noise_size", text="Size")
col.prop(tex, "noise_depth", text="Depth")
if wide_ui:
col = split.column()
col.prop(tex, "turbulence")
col.prop(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel):
bl_label = "Magic"
tex_type = 'MAGIC'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(tex, "noise_depth", text="Depth")
if wide_ui:
col = split.column()
col.prop(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel):
bl_label = "Blend"
tex_type = 'BLEND'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(tex, "progression")
else:
layout.prop(tex, "progression", text="")
sub = layout.row()
sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'))
sub.prop(tex, "flip_axis", expand=True)
class TEXTURE_PT_stucci(TextureTypePanel):
bl_label = "Stucci"
tex_type = 'STUCCI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
layout.prop(tex, "stype", expand=True)
layout.label(text="Noise:")
layout.prop(tex, "noise_type", text="Type", expand=True)
if wide_ui:
layout.prop(tex, "noise_basis", text="Basis")
else:
layout.prop(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.prop(tex, "noise_size", text="Size")
if wide_ui:
col = split.column()
col.prop(tex, "turbulence")
class TEXTURE_PT_image(TextureTypePanel):
bl_label = "Image"
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
def texture_filter_common(tex, layout):
layout.label(text="Filter:")
layout.prop(tex, "filter", text="")
if tex.mipmap and tex.filter in ('AREA', 'EWA', 'FELINE'):
if tex.filter == 'FELINE':
layout.prop(tex, "filter_probes", text="Probes")
else:
layout.prop(tex, "filter_eccentricity", text="Eccentricity")
layout.prop(tex, "filter_size")
layout.prop(tex, "filter_size_minimum")
class TEXTURE_PT_image_sampling(TextureTypePanel):
bl_label = "Image Sampling"
bl_default_closed = True
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
# slot = context.texture_slot
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Alpha:")
col.prop(tex, "use_alpha", text="Use")
col.prop(tex, "calculate_alpha", text="Calculate")
col.prop(tex, "invert_alpha", text="Invert")
col.separator()
col.prop(tex, "flip_axis", text="Flip X/Y Axis")
if wide_ui:
col = split.column()
else:
col.separator()
col.prop(tex, "normal_map")
row = col.row()
row.active = tex.normal_map
row.prop(tex, "normal_space", text="")
col.prop(tex, "mipmap")
row = col.row()
row.active = tex.mipmap
row.prop(tex, "mipmap_gauss")
col.prop(tex, "interpolation")
texture_filter_common(tex, col)
class TEXTURE_PT_image_mapping(TextureTypePanel):
bl_label = "Image Mapping"
bl_default_closed = True
tex_type = 'IMAGE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(tex, "extension")
else:
layout.prop(tex, "extension", text="")
split = layout.split()
if tex.extension == 'REPEAT':
col = split.column(align=True)
col.label(text="Repeat:")
col.prop(tex, "repeat_x", text="X")
col.prop(tex, "repeat_y", text="Y")
if wide_ui:
col = split.column(align=True)
col.label(text="Mirror:")
col.prop(tex, "mirror_x", text="X")
col.prop(tex, "mirror_y", text="Y")
layout.separator()
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row()
row.prop(tex, "checker_even", text="Even")
row.prop(tex, "checker_odd", text="Odd")
if wide_ui:
col = split.column()
col.prop(tex, "checker_distance", text="Distance")
layout.separator()
split = layout.split()
col = split.column(align=True)
#col.prop(tex, "crop_rectangle")
col.label(text="Crop Minimum:")
col.prop(tex, "crop_min_x", text="X")
col.prop(tex, "crop_min_y", text="Y")
if wide_ui:
col = split.column(align=True)
col.label(text="Crop Maximum:")
col.prop(tex, "crop_max_x", text="X")
col.prop(tex, "crop_max_y", text="Y")
class TEXTURE_PT_plugin(TextureTypePanel):
bl_label = "Plugin"
tex_type = 'PLUGIN'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
# tex = context.texture
layout.label(text="Nothing yet")
class TEXTURE_PT_envmap(TextureTypePanel):
bl_label = "Environment Map"
tex_type = 'ENVIRONMENT_MAP'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
env = tex.environment_map
wide_ui = context.region.width > narrowui
row = layout.row()
row.prop(env, "source", expand=True)
row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="")
if env.source == 'IMAGE_FILE':
layout.template_ID(tex, "image", open="image.open")
layout.template_image(tex, "image", tex.image_user, compact=True)
else:
layout.prop(env, "mapping")
if env.mapping == 'PLANE':
layout.prop(env, "zoom")
layout.prop(env, "viewpoint_object")
split = layout.split()
col = split.column()
col.prop(env, "ignore_layers")
col.prop(env, "resolution")
col.prop(env, "depth")
if wide_ui:
col = split.column(align=True)
col.label(text="Clipping:")
col.prop(env, "clip_start", text="Start")
col.prop(env, "clip_end", text="End")
class TEXTURE_PT_envmap_sampling(TextureTypePanel):
bl_label = "Environment Map Sampling"
bl_default_closed = True
tex_type = 'ENVIRONMENT_MAP'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
texture_filter_common(tex, layout)
class TEXTURE_PT_musgrave(TextureTypePanel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(tex, "musgrave_type")
else:
layout.prop(tex, "musgrave_type", text="")
split = layout.split()
col = split.column()
col.prop(tex, "highest_dimension", text="Dimension")
col.prop(tex, "lacunarity")
col.prop(tex, "octaves")
if wide_ui:
col = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.prop(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.prop(tex, "gain")
col.prop(tex, "noise_intensity", text="Intensity")
layout.label(text="Noise:")
if wide_ui:
layout.prop(tex, "noise_basis", text="Basis")
else:
layout.prop(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.prop(tex, "noise_size", text="Size")
if wide_ui:
col = split.column()
col.prop(tex, "nabla")
class TEXTURE_PT_voronoi(TextureTypePanel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Distance Metric:")
col.prop(tex, "distance_metric", text="")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.prop(tex, "minkovsky_exponent", text="Exponent")
col.label(text="Coloring:")
col.prop(tex, "coloring", text="")
col.prop(tex, "noise_intensity", text="Intensity")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.label(text="Feature Weights:")
sub.prop(tex, "weight_1", text="1", slider=True)
sub.prop(tex, "weight_2", text="2", slider=True)
sub.prop(tex, "weight_3", text="3", slider=True)
sub.prop(tex, "weight_4", text="4", slider=True)
layout.label(text="Noise:")
split = layout.split()
col = split.column()
col.prop(tex, "noise_size", text="Size")
if wide_ui:
col = split.column()
col.prop(tex, "nabla")
class TEXTURE_PT_distortednoise(TextureTypePanel):
bl_label = "Distorted Noise"
tex_type = 'DISTORTED_NOISE'
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
tex = context.texture
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(tex, "noise_distortion")
layout.prop(tex, "noise_basis", text="Basis")
else:
layout.prop(tex, "noise_distortion", text="")
layout.prop(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.prop(tex, "distortion", text="Distortion")
col.prop(tex, "noise_size", text="Size")
if wide_ui:
col = split.column()
col.prop(tex, "nabla")
class TEXTURE_PT_voxeldata(TextureButtonsPanel):
bl_label = "Voxel Data"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
tex = context.texture
engine = context.scene.render.engine
return (tex and tex.type == 'VOXEL_DATA' and (engine in self.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
tex = context.texture
vd = tex.voxeldata
layout.prop(vd, "file_format")
if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
layout.prop(vd, "source_path")
if vd.file_format == 'RAW_8BIT':
layout.prop(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.prop(vd, "domain_object")
layout.prop(vd, "smoke_data_type")
elif vd.file_format == 'IMAGE_SEQUENCE':
layout.template_image(tex, "image", tex.image_user)
layout.prop(vd, "still")
row = layout.row()
row.active = vd.still
row.prop(vd, "still_frame_number")
layout.prop(vd, "interpolation")
layout.prop(vd, "extension")
layout.prop(vd, "intensity")
class TEXTURE_PT_pointdensity(TextureButtonsPanel):
bl_label = "Point Density"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
tex = context.texture
engine = context.scene.render.engine
return (tex and tex.type == 'POINT_DENSITY' and (engine in self.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
wide_ui = context.region.width > narrowui
if wide_ui:
layout.prop(pd, "point_source", expand=True)
else:
layout.prop(pd, "point_source", text="")
split = layout.split()
col = split.column()
if pd.point_source == 'PARTICLE_SYSTEM':
col.label(text="Object:")
col.prop(pd, "object", text="")
sub = col.column()
sub.enabled = bool(pd.object)
if pd.object:
sub.label(text="System:")
sub.prop_object(pd, "particle_system", pd.object, "particle_systems", text="")
sub.label(text="Cache:")
sub.prop(pd, "particle_cache", text="")
else:
col.label(text="Object:")
col.prop(pd, "object", text="")
col.label(text="Cache:")
col.prop(pd, "vertices_cache", text="")
col.separator()
col.label(text="Color Source:")
col.prop(pd, "color_source", text="")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_VELOCITY'):
col.prop(pd, "speed_scale")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
layout.template_color_ramp(pd, "color_ramp", expand=True)
if wide_ui:
col = split.column()
col.label()
col.prop(pd, "radius")
col.label(text="Falloff:")
col.prop(pd, "falloff", text="")
if pd.falloff == 'SOFT':
col.prop(pd, "falloff_softness")
class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel):
bl_label = "Turbulence"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def poll(self, context):
tex = context.texture
engine = context.scene.render.engine
return (tex and tex.type == 'POINT_DENSITY' and (engine in self.COMPAT_ENGINES))
def draw_header(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.prop(pd, "turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.active = pd.turbulence
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Influence:")
col.prop(pd, "turbulence_influence", text="")
col.label(text="Noise Basis:")
col.prop(pd, "noise_basis", text="")
if wide_ui:
col = split.column()
col.label()
col.prop(pd, "turbulence_size")
col.prop(pd, "turbulence_depth")
col.prop(pd, "turbulence_strength")
classes = [
TEXTURE_MT_specials,
TEXTURE_MT_envmap_specials,
TEXTURE_PT_context_texture,
TEXTURE_PT_preview,
TEXTURE_PT_clouds, # Texture Type Panels
TEXTURE_PT_wood,
TEXTURE_PT_marble,
TEXTURE_PT_magic,
TEXTURE_PT_blend,
TEXTURE_PT_stucci,
TEXTURE_PT_image,
TEXTURE_PT_image_sampling,
TEXTURE_PT_image_mapping,
TEXTURE_PT_plugin,
TEXTURE_PT_envmap,
TEXTURE_PT_envmap_sampling,
TEXTURE_PT_musgrave,
TEXTURE_PT_voronoi,
TEXTURE_PT_distortednoise,
TEXTURE_PT_voxeldata,
TEXTURE_PT_pointdensity,
TEXTURE_PT_pointdensity_turbulence,
TEXTURE_PT_colors,
TEXTURE_PT_mapping,
TEXTURE_PT_influence,
TEXTURE_PT_custom_props]
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()