forked from bartvdbraak/blender
927b976a88
Don't use passes anymore for indirect lighting, people were using this probably thinking it would do bounces, but that's not the intention of this feature, it is to reduce problems with light bleeding. I want to remove this option for AO as well, but will leave it in for now until there is a better alternative. Added bounces option for indirect, could be implemented much better, but perhaps useful for testing now. Existing files need to set this to 1 to get the same results again.
235 lines
6.7 KiB
Python
235 lines
6.7 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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narrowui = 180
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class WorldButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "world"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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def poll(self, context):
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rd = context.scene.render_data
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return (context.world) and (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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class WORLD_PT_preview(WorldButtonsPanel):
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bl_label = "Preview"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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self.layout.template_preview(context.world)
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class WORLD_PT_context_world(WorldButtonsPanel):
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bl_label = ""
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bl_show_header = False
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def poll(self, context):
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rd = context.scene.render_data
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return (not rd.use_game_engine) and (rd.engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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world = context.world
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space = context.space_data
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wide_ui = context.region.width > narrowui
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if wide_ui:
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split = layout.split(percentage=0.65)
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if scene:
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split.template_ID(scene, "world", new="world.new")
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elif world:
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split.template_ID(space, "pin_id")
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else:
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layout.template_ID(scene, "world", new="world.new")
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class WORLD_PT_world(WorldButtonsPanel):
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bl_label = "World"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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world = context.world
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if wide_ui:
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row = layout.row()
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row.prop(world, "paper_sky")
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row.prop(world, "blend_sky")
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row.prop(world, "real_sky")
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else:
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col = layout.column()
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col.prop(world, "paper_sky")
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col.prop(world, "blend_sky")
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col.prop(world, "real_sky")
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row = layout.row()
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row.column().prop(world, "horizon_color")
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col = row.column()
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col.prop(world, "zenith_color")
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col.active = world.blend_sky
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row.column().prop(world, "ambient_color")
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class WORLD_PT_mist(WorldButtonsPanel):
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bl_label = "Mist"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.mist, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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world = context.world
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layout.active = world.mist.enabled
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split = layout.split()
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col = split.column()
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col.prop(world.mist, "intensity", slider=True)
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col.prop(world.mist, "start")
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if wide_ui:
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col = split.column()
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col.prop(world.mist, "depth")
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col.prop(world.mist, "height")
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layout.prop(world.mist, "falloff")
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class WORLD_PT_stars(WorldButtonsPanel):
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bl_label = "Stars"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.stars, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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world = context.world
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layout.active = world.stars.enabled
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split = layout.split()
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col = split.column()
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col.prop(world.stars, "size")
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col.prop(world.stars, "color_randomization", text="Colors")
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if wide_ui:
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col = split.column()
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col.prop(world.stars, "min_distance", text="Min. Dist")
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col.prop(world.stars, "average_separation", text="Separation")
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class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
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bl_label = "Ambient Occlusion"
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def draw_header(self, context):
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world = context.world
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self.layout.prop(world.ambient_occlusion, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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ao = context.world.ambient_occlusion
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layout.active = ao.enabled
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layout.prop(ao, "gather_method", expand=True)
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split = layout.split()
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col = split.column()
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col.label(text="Attenuation:")
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if ao.gather_method == 'RAYTRACE':
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col.prop(ao, "distance")
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col.prop(ao, "falloff")
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sub = col.row()
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sub.active = ao.falloff
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sub.prop(ao, "falloff_strength", text="Strength")
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if ao.gather_method == 'RAYTRACE':
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if wide_ui:
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col = split.column()
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col.label(text="Sampling:")
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col.prop(ao, "sample_method", text="")
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sub = col.column()
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sub.prop(ao, "samples")
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if ao.sample_method == 'ADAPTIVE_QMC':
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sub.prop(ao, "threshold")
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sub.prop(ao, "adapt_to_speed", slider=True)
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elif ao.sample_method == 'CONSTANT_JITTERED':
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sub.prop(ao, "bias")
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if ao.gather_method == 'APPROXIMATE':
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if wide_ui:
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col = split.column()
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col.label(text="Sampling:")
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col.prop(ao, "passes")
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col.prop(ao, "error_tolerance", text="Error")
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col.prop(ao, "pixel_cache")
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col.prop(ao, "correction")
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col = layout.column()
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col.label(text="Influence:")
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col.row().prop(ao, "blend_mode", expand=True)
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split = layout.split()
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col = split.column()
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col.prop(ao, "energy")
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col.prop(ao, "indirect_energy")
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if wide_ui:
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col = split.column()
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col.prop(ao, "color")
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col.prop(ao, "indirect_bounces")
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bpy.types.register(WORLD_PT_context_world)
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bpy.types.register(WORLD_PT_preview)
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bpy.types.register(WORLD_PT_world)
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bpy.types.register(WORLD_PT_ambient_occlusion)
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bpy.types.register(WORLD_PT_mist)
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bpy.types.register(WORLD_PT_stars)
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