blender/release/scripts/startup/bl_ui/properties_material.py
Clément Foucault 846cdf5318 Eevee : SSS : Add Translucency support.
This adds the possibility to simulate things like red ears with strong backlight or material with high scattering distances.

To enable it you need to turn on the "Subsurface Translucency" option in the "Options" tab of the Material Panel (and of course to have "regular" SSS enabled in both render settings and material options).
Since the effect is adding another overhead I prefer to make it optional. But this is open to discussion.

Be aware that the effect only works for direct lights (so no indirect/world lighting) that have shadowmaps, and is affected by the "softness" of the shadowmap and resolution.

Technical notes:

This is inspired by http://www.iryoku.com/translucency/ but goes a bit beyond that.
We do not use a sum of gaussian to apply in regards to the object thickness but we precompute a 1D kernel texture.
This texture stores the light transmited to a point at the back of an infinite slab of material of variying thickness.
We make the assumption that the slab is perpendicular to the light so that no fresnel or diffusion term is taken into account.
The light is considered constant.
If the setup is similar to the one assume during the profile baking, the realtime render matches cycles reference.
Due to these assumptions the computed transmitted light is in most cases too bright for curvy objects.

Finally we jitter the shadow map sample per pixel so we can simulate dispersion inside the medium.
Radius of the dispersion is in world space and derived by from the "soft" shadowmap parameter.
Idea for this come from this presentation http://www.iryoku.com/stare-into-the-future (slide 164).
2017-11-22 04:51:21 +01:00

1232 lines
38 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 Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy.app.translations import pgettext_iface as iface_
from bpy_extras.node_utils import find_node_input, find_output_node
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(Menu):
bl_label = "SSS Presets"
preset_subdir = "sss"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class MATERIAL_MT_specials(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 MATERIAL_UL_matslots(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.MaterialSlot)
# ob = data
slot = item
ma = slot.material
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
if ma and not context.view_render.use_shading_nodes:
manode = ma.active_node_material
if manode:
layout.label(text=iface_("Node %s") % manode.name, translate=False, icon_value=layout.icon(manode))
elif ma.use_nodes:
layout.label(text="Node <none>")
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
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.engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
# An exception, don't call the parent poll func because
# this manages materials for all engine types
engine = context.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:
is_sortable = (len(ob.material_slots) > 1)
rows = 1
if is_sortable:
rows = 4
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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 is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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.row().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, 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, 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.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.prop(mat, "pass_index")
col = split.column()
col.active = mat_type
col.prop(mat, "use_cast_shadows", text="Cast")
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "use_cast_buffer_shadows")
sub = col.column()
sub.active = mat.use_cast_buffer_shadows
sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
col.prop(mat, "use_cast_approximate")
class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel):
bl_label = "Diffuse"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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:
col = layout.column()
col.active = (not mat.use_shadeless)
col.separator()
col.template_color_ramp(mat, "diffuse_ramp", expand=True)
col.separator()
row = col.row()
row.prop(mat, "diffuse_ramp_input", text="Input")
row.prop(mat, "diffuse_ramp_blend", text="Blend")
col.prop(mat, "diffuse_ramp_factor", text="Factor")
class MATERIAL_PT_specular(MaterialButtonsPanel, Panel):
bl_label = "Specular"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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, Panel):
bl_label = "Transparency"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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 > 0.0)
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, Panel):
bl_label = "Mirror"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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 > 0.0)
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, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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(align=True, 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, Panel):
bl_label = "Halo"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.engine
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # don't 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(align=True)
sub.active = getattr(halo, toggle)
sub.prop(halo, number, text=name, translate=False)
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", iface_("Rings"), "mirror_color")
number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color")
number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "")
class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
bl_label = "Flare"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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 # don't 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_game_settings(MaterialButtonsPanel, Panel):
bl_label = "Game Settings"
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
return context.material and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
game = context.material.game_settings # don't use node material
row = layout.row()
row.prop(game, "use_backface_culling")
row.prop(game, "invisible")
row.prop(game, "text")
row = layout.row()
row.label(text="Alpha Blend:")
row.label(text="Face Orientation:")
row = layout.row()
row.prop(game, "alpha_blend", text="")
row.prop(game, "face_orientation", text="")
class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
bl_label = "Physics"
COMPAT_ENGINES = {'BLENDER_GAME'}
def draw_header(self, context):
game = context.material.game_settings
self.layout.prop(game, "physics", text="")
@classmethod
def poll(cls, context):
return context.material and (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.active = context.material.game_settings.physics
phys = context.material.physics # don't 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, Panel):
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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 # don't 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_layers", 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, Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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(align=True)
row.active = bool(mat.light_group)
row.prop(mat, "use_light_group_exclusive", text="Exclusive")
row.prop(mat, "use_light_group_local", text="Local")
col = split.column()
col.prop(mat, "use_vertex_color_paint")
col.prop(mat, "use_vertex_color_light")
col.prop(mat, "use_object_color")
col.prop(mat, "use_uv_project")
if simple_material(base_mat):
col.prop(mat, "pass_index")
col.label("Edit Image")
col.template_ID(mat, "edit_image")
class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
bl_label = "Shadow"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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")
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="")
if not simple_material(base_mat):
col = split.column()
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 = split.column()
col.prop(mat, "use_cast_shadows", text="Cast")
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "use_cast_buffer_shadows")
sub = col.column()
sub.active = mat.use_cast_buffer_shadows
if simple_material(base_mat):
sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
if simple_material(base_mat):
col.prop(mat, "use_cast_approximate")
class MATERIAL_PT_transp_game(MaterialButtonsPanel, Panel):
bl_label = "Transparency"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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)
layout.active = mat.use_transparency
if simple_material(base_mat):
row = layout.row()
row.prop(mat, "transparency_method", expand=True)
layout.prop(mat, "alpha")
layout.prop(mat, "specular_alpha", text="Specular")
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.engine
return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_volume_density(VolumeButtonsPanel, Panel):
bl_label = "Density"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # don't use node material
row = layout.row()
row.prop(vol, "density")
row.prop(vol, "density_scale")
class MATERIAL_PT_volume_shading(VolumeButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # don't 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, Panel):
bl_label = "Lighting"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # don't 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, Panel):
bl_label = "Transparency"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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 # don't use node material
layout.row().prop(mat, "transparency_method", expand=True)
class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel):
bl_label = "Integration"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
vol = context.material.volume # don't 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, Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.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, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "material"
_property_type = bpy.types.Material
class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.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:
is_sortable = len(ob.material_slots) > 1
rows = 1
if (is_sortable):
rows = 4
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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 is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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 slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
def panel_node_draw(layout, ntree, output_type):
node = find_output_node(ntree, output_type)
if node:
input = find_node_input(node, 'Surface')
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.separator()
if mat.use_nodes:
panel_node_draw(layout, mat.node_tree, ('OUTPUT_EEVEE_MATERIAL', 'OUTPUT_MATERIAL'))
else:
raym = mat.raytrace_mirror
layout.prop(mat, "diffuse_color", text="Base Color")
layout.prop(raym, "reflect_factor", text="Metallic")
layout.prop(mat, "specular_intensity", text="Specular")
layout.prop(raym, "gloss_factor", text="Roughness")
class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
bl_label = "Options"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "blend_method")
if mat.blend_method != "OPAQUE":
layout.prop(mat, "transparent_shadow_method")
row = layout.row()
row.active = ((mat.blend_method == "CLIP") or (mat.transparent_shadow_method == "CLIP"))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {"OPAQUE", "CLIP", "HASHED"}:
layout.prop(mat, "transparent_hide_backside")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_screen_subsurface")
row = layout.row()
row.active = mat.use_screen_subsurface
row.prop(mat, "use_sss_translucency")
classes = (
MATERIAL_MT_sss_presets,
MATERIAL_MT_specials,
MATERIAL_UL_matslots,
MATERIAL_PT_context_material,
MATERIAL_PT_preview,
MATERIAL_PT_pipeline,
MATERIAL_PT_diffuse,
MATERIAL_PT_specular,
MATERIAL_PT_shading,
MATERIAL_PT_transp,
MATERIAL_PT_mirror,
MATERIAL_PT_sss,
MATERIAL_PT_halo,
MATERIAL_PT_flare,
MATERIAL_PT_game_settings,
MATERIAL_PT_physics,
MATERIAL_PT_strand,
MATERIAL_PT_options,
MATERIAL_PT_shadow,
MATERIAL_PT_transp_game,
MATERIAL_PT_volume_density,
MATERIAL_PT_volume_shading,
MATERIAL_PT_volume_lighting,
MATERIAL_PT_volume_transp,
MATERIAL_PT_volume_integration,
MATERIAL_PT_volume_options,
MATERIAL_PT_custom_props,
EEVEE_MATERIAL_PT_context_material,
EEVEE_MATERIAL_PT_surface,
EEVEE_MATERIAL_PT_options,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)