blender/release/ui/buttons_material.py
Matt Ebb fe984a6e6c volume material
* data reorganisation - uses own values now instead of reusing surface material properties (i.e. an individual density value, rather than reusing alpha) Files saved with the old system won't load up the same after this.

* improved defaults and ui
2009-08-16 06:10:31 +00:00

650 lines
18 KiB
Python

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
return (context.material) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__label__ = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
layout = self.layout
mat = context.material
layout.template_preview(mat)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
__show_header__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
return (context.object) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.itemO("object.material_slot_add", icon="ICON_ZOOMIN", text="")
col.itemO("object.material_slot_remove", icon="ICON_ZOOMOUT", text="")
if context.edit_object:
row = layout.row(align=True)
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("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.itemR(slot, "link", expand=True)
else:
row.itemL()
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if mat:
layout.itemR(mat, "type", expand=True)
if mat.type in ['SURFACE', 'WIRE']:
split = layout.split()
col = split.column()
col.itemR(mat, "alpha", slider=True)
col.itemR(mat, "ambient", slider=True)
col.itemR(mat, "emit")
col.itemR(mat, "translucency", slider=True)
col = split.column()
col.itemR(mat, "z_transparency")
col.itemR(mat, "shadeless")
col.itemR(mat, "tangent_shading")
col.itemR(mat, "cubic", slider=True)
elif mat.type == 'HALO':
layout.itemR(mat, "alpha", slider=True)
class MATERIAL_PT_strand(MaterialButtonsPanel):
__label__ = "Strand"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
return context.material.type in ('SURFACE', 'WIRE', 'HALO')
def draw(self, context):
layout = self.layout
mat = context.material
tan = mat.strand
split = layout.split()
col = split.column()
col.itemL(text="Size:")
col.itemR(tan, "start_size", text="Root")
col.itemR(tan, "end_size", text="Tip")
col.itemR(tan, "min_size", text="Minimum")
col.itemR(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "tangent_shading")
col = split.column()
col.itemR(tan, "shape")
col.itemR(tan, "width_fade")
col.itemR(tan, "uv_layer")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel):
__label__ = "Physics"
COMPAT_ENGINES = set(['BLENDER_GAME'])
def draw(self, context):
layout = self.layout
mat = context.material
phys = mat.physics
split = layout.split()
col = split.column()
col.itemR(phys, "distance")
col.itemR(phys, "friction")
col.itemR(phys, "align_to_normal")
col = split.column()
col.itemR(phys, "force", slider=True)
col.itemR(phys, "elasticity", slider=True)
col.itemR(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel):
__label__ = "Options"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
return (context.material.type in ('SURFACE', 'WIRE', 'HALO'))
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "traceable")
col.itemR(mat, "full_oversampling")
col.itemR(mat, "sky")
col.itemR(mat, "exclude_mist")
col.itemR(mat, "invert_z")
sub = col.column(align=True)
sub.itemL(text="Light Group:")
sub.itemR(mat, "light_group", text="")
row = sub.row()
row.active = mat.light_group
row.itemR(mat, "light_group_exclusive", text="Exclusive")
col = split.column()
col.itemR(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.itemR(mat, "face_texture_alpha")
col.itemS()
col.itemR(mat, "vertex_color_paint")
col.itemR(mat, "vertex_color_light")
col.itemR(mat, "object_color")
class MATERIAL_PT_shadows(MaterialButtonsPanel):
__label__ = "Shadows"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
return context.material.type in ('SURFACE', 'WIRE')
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "shadows", text="Receive")
col.itemR(mat, "transparent_shadows", text="Receive Transparent")
col.itemR(mat, "only_shadow", text="Shadows Only")
col.itemR(mat, "cast_shadows_only", text="Cast Only")
col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
col = split.column()
col.itemR(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
__label__ = "Diffuse"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
sub.itemR(mat, "diffuse_reflection", text="Intensity", slider=True)
col = split.column()
col.active = (not mat.shadeless)
col.itemR(mat, "diffuse_shader", text="")
col.itemR(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.itemR(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.itemR(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row = col.row()
row.itemR(mat, "diffuse_toon_size", text="Size")
row.itemR(mat, "diffuse_toon_smooth", text="Smooth", slider=True)
elif mat.diffuse_shader == 'FRESNEL':
row = col.row()
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.itemS()
layout.template_color_ramp(mat.diffuse_ramp, expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "diffuse_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "diffuse_ramp_blend", text="")
class MATERIAL_PT_specular(MaterialButtonsPanel):
__label__ = "Specular"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = context.material
return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.active = (not mat.shadeless)
split = layout.split()
col = split.column()
col.itemR(mat, "specular_color", text="")
col.itemR(mat, "specular_reflection", text="Intensity", slider=True)
col = split.column()
col.itemR(mat, "specular_shader", text="")
col.itemR(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
col.itemR(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row = col.row()
row.itemR(mat, "specular_hardness", text="Hardness")
row.itemR(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.itemR(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row = col.row()
row.itemR(mat, "specular_toon_size", text="Size")
row.itemR(mat, "specular_toon_smooth", text="Smooth", slider=True)
if mat.use_specular_ramp:
layout.itemS()
layout.template_color_ramp(mat.specular_ramp, expand=True)
layout.itemS()
row = layout.row()
split = row.split(percentage=0.3)
split.itemL(text="Input:")
split.itemR(mat, "specular_ramp_input", text="")
split = row.split(percentage=0.3)
split.itemL(text="Blend:")
split.itemR(mat, "specular_ramp_blend", text="")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__label__ = "Subsurface Scattering"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
sss = context.material.subsurface_scattering
layout.active = sss.enabled
split = layout.split()
split.active = (not mat.shadeless)
col = split.column(align=True)
col.itemR(sss, "color", text="")
col.itemL(text="Blend:")
col.itemR(sss, "color_factor", text="Color", slider=True)
col.itemR(sss, "texture_factor", text="Texture", slider=True)
col.itemL(text="Scattering Weight:")
col.itemR(sss, "front")
col.itemR(sss, "back")
col = split.column()
sub = col.column(align=True)
sub.itemR(sss, "ior")
sub.itemR(sss, "scale")
col.itemR(sss, "radius", text="RGB Radius")
col.itemR(sss, "error_tolerance")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__label__ = "Ray Mirror"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
raym = context.material.raytrace_mirror
layout.active = raym.enabled
split = layout.split()
col = split.column()
col.itemR(raym, "reflect", text="Reflectivity", slider=True)
col.itemR(mat, "mirror_color", text="")
col.itemL(text="Fresnel:")
col.itemR(raym, "fresnel", text="Amount")
sub = col.column()
sub.active = raym.fresnel > 0
sub.itemR(raym, "fresnel_fac", text="Blend", slider=True)
col.itemS()
col.itemS()
sub = col.split(percentage=0.4)
sub.itemL(text="Fade To:")
sub.itemR(raym, "fade_to", text="")
col = split.column()
col.itemR(raym, "depth")
col.itemR(raym, "distance", text="Max Dist")
col.itemL(text="Gloss:")
col.itemR(raym, "gloss", text="Amount", slider=True)
sub = col.column()
sub.active = raym.gloss < 1
sub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
sub.itemR(raym, "gloss_samples", text="Samples")
sub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__label__= "Ray Transparency"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
return mat and (mat.type in ('SURFACE', 'WIRE')) and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw_header(self, context):
layout = self.layout
rayt = context.material.raytrace_transparency
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = context.material
rayt = context.material.raytrace_transparency
layout.active = rayt.enabled and (not mat.shadeless)
split = layout.split()
col = split.column()
col.itemR(rayt, "ior")
col.itemR(rayt, "falloff")
col.itemR(rayt, "limit")
col = split.column()
col.itemR(rayt, "depth")
col.itemR(rayt, "filter", slider=True)
col.itemR(rayt, "specular_opacity", slider=True, text="Spec Opacity")
split = layout.split()
col = split.column()
col.itemL(text="Fresnel:")
col.itemR(rayt, "fresnel", text="Amount")
sub = col.column()
sub.active = rayt.fresnel > 0
sub.itemR(rayt, "fresnel_fac", text="Blend", slider=True)
col = split.column()
col.itemL(text="Gloss:")
col.itemR(rayt, "gloss", text="Amount", slider=True)
sub = col.column()
sub.active = rayt.gloss < 1
sub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
sub.itemR(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_volume_shading(MaterialButtonsPanel):
__label__ = "Shading"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
return (context.material.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
vol = context.material.volume
split = layout.split()
row = split.row()
row.itemR(vol, "density")
row.itemR(vol, "scattering")
split = layout.split()
col = split.column()
col.itemR(vol, "absorption")
col.itemR(vol, "absorption_color", text="")
col = split.column()
col.itemR(vol, "emission")
col.itemR(vol, "emission_color", text="")
class MATERIAL_PT_volume_scattering(MaterialButtonsPanel):
__label__ = "Scattering"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
return (context.material.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
vol = context.material.volume
split = layout.split()
col = split.column()
col.itemR(vol, "scattering_mode", text="")
if vol.scattering_mode == 'SINGLE_SCATTERING':
col.itemR(vol, "light_cache")
sub = col.column()
sub.active = vol.light_cache
sub.itemR(vol, "cache_resolution")
elif vol.scattering_mode in ('MULTIPLE_SCATTERING', 'SINGLE_PLUS_MULTIPLE_SCATTERING'):
col.itemR(vol, "cache_resolution")
col = col.column(align=True)
col.itemR(vol, "ms_diffusion")
col.itemR(vol, "ms_spread")
col.itemR(vol, "ms_intensity")
col = split.column()
# col.itemL(text="Anisotropic Scattering:")
col.itemR(vol, "phase_function", text="")
if vol.phase_function in ('SCHLICK', 'HENYEY-GREENSTEIN'):
col.itemR(vol, "asymmetry")
class MATERIAL_PT_volume_integration(MaterialButtonsPanel):
__label__ = "Integration"
__default_closed__ = False
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
return (context.material.type == 'VOLUME') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
vol = context.material.volume
split = layout.split()
col = split.column()
col.itemL(text="Step Calculation:")
col.itemR(vol, "step_calculation", text="")
col = col.column(align=True)
col.itemR(vol, "step_size")
col.itemR(vol, "shading_step_size")
col = split.column()
col.itemL()
col.itemR(vol, "depth_cutoff")
col.itemR(vol, "density_scale")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
return mat and (mat.type == 'HALO') and (context.scene.render_data.engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add", slider=True)
col.itemL(text="Options:")
col.itemR(halo, "use_texture", text="Texture")
col.itemR(halo, "use_vertex_normal", text="Vertex Normal")
col.itemR(halo, "xalpha")
col.itemR(halo, "shaded")
col.itemR(halo, "soft")
col = split.column()
col.itemR(halo, "ring")
sub = col.column()
sub.active = halo.ring
sub.itemR(halo, "rings")
sub.itemR(mat, "mirror_color", text="")
col.itemR(halo, "lines")
sub = col.column()
sub.active = halo.lines
sub.itemR(halo, "line_number", text="Lines")
sub.itemR(mat, "specular_color", text="")
col.itemR(halo, "star")
sub = col.column()
sub.active = halo.star
sub.itemR(halo, "star_tips")
col.itemR(halo, "flare_mode")
sub = col.column()
sub.active = halo.flare_mode
sub.itemR(halo, "flare_size", text="Size")
sub.itemR(halo, "flare_subsize", text="Subsize")
sub.itemR(halo, "flare_boost", text="Boost")
sub.itemR(halo, "flare_seed", text="Seed")
sub.itemR(halo, "flares_sub", text="Sub")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_raymir)
bpy.types.register(MATERIAL_PT_raytransp)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_volume_shading)
bpy.types.register(MATERIAL_PT_volume_scattering)
bpy.types.register(MATERIAL_PT_volume_integration)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_physics)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadows)