blender/release/scripts/startup/bl_ui/properties_render.py
2018-06-28 08:50:11 +02:00

799 lines
24 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 bl_operators.presets import PresetMenu
class RENDER_PT_presets(PresetMenu):
bl_label = "Render Presets"
preset_subdir = "render"
preset_operator = "script.execute_preset"
preset_add_operator = "render.preset_add"
class RENDER_PT_ffmpeg_presets(PresetMenu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RenderButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class RENDER_PT_context(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
bl_options = {'HIDE_HEADER'}
bl_label = ""
@classmethod
def poll(cls, context):
return context.scene
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
if rd.has_multiple_engines:
layout.prop(rd, "engine", text="Render Engine")
class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
_frame_rate_args_prev = None
_preset_class = None
def draw_header_preset(self, context):
RENDER_PT_presets.draw_panel_header(self.layout)
@staticmethod
def _draw_framerate_label(*args):
# avoids re-creating text string each draw
if RENDER_PT_dimensions._frame_rate_args_prev == args:
return RENDER_PT_dimensions._frame_rate_ret
fps, fps_base, preset_label = args
if fps_base == 1.0:
fps_rate = round(fps)
else:
fps_rate = round(fps / fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
if custom_framerate is True:
fps_label_text = f"Custom ({fps_rate!r} fps)"
show_framerate = True
else:
fps_label_text = f"{fps_rate!r} fps"
show_framerate = (preset_label == "Custom")
RENDER_PT_dimensions._frame_rate_args_prev = args
RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate)
return args
@staticmethod
def draw_framerate(sub, rd):
if RENDER_PT_dimensions._preset_class is None:
RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets
args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label
fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args)
sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if show_framerate:
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
rd = scene.render
col = layout.column(align=True)
col.prop(rd, "resolution_x", text="Resolution X")
col.prop(rd, "resolution_y", text="Y")
col.prop(rd, "resolution_percentage", text="%")
col = layout.column(align=True)
col.prop(rd, "pixel_aspect_x", text="Aspect X")
col.prop(rd, "pixel_aspect_y", text="Y")
col = layout.column(align=True)
col.prop(rd, "use_border", text="Border")
sub = col.column(align=True)
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border", text="Crop")
col = layout.column(align=True)
col.prop(scene, "frame_start", text="Frame Start")
col.prop(scene, "frame_end", text="End")
col.prop(scene, "frame_step", text="Step")
col = layout.split(percentage=0.5)
col.alignment = 'RIGHT'
col.label(text="Frame Rate")
self.draw_framerate(col, rd)
class RENDER_PT_frame_remapping(RenderButtonsPanel, Panel):
bl_label = "Time Remapping"
bl_parent_id = "RENDER_PT_dimensions"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
col = layout.column(align=True)
col.prop(rd, "frame_map_old", text="Old")
col.prop(rd, "frame_map_new", text="New")
class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
col = layout.column(align=True)
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
col.prop(rd, "dither_intensity", text="Dither", slider=True)
class RENDER_PT_stamp(RenderButtonsPanel, Panel):
bl_label = "Metadata"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
split = layout.split()
col = split.column(align=True)
col.prop(rd, "use_stamp_time", text="Time")
col.prop(rd, "use_stamp_date", text="Date")
col.prop(rd, "use_stamp_render_time", text="RenderTime")
col.prop(rd, "use_stamp_frame", text="Frame")
col.prop(rd, "use_stamp_scene", text="Scene")
col.prop(rd, "use_stamp_memory", text="Memory")
col = split.column(align=True)
col.prop(rd, "use_stamp_camera", text="Camera")
col.prop(rd, "use_stamp_lens", text="Lens")
col.prop(rd, "use_stamp_filename", text="Filename")
col.prop(rd, "use_stamp_frame_range", text="Frame range")
col.prop(rd, "use_stamp_marker", text="Marker")
col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
if rd.use_sequencer:
col.prop(rd, "use_stamp_strip_meta", text="Sequence Strip")
row = layout.split(percentage=0.3)
row.prop(rd, "use_stamp_note", text="Note")
sub = row.row()
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_stamp_burn(RenderButtonsPanel, Panel):
bl_label = "Burn Into Image"
bl_parent_id = "RENDER_PT_stamp"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.use_property_split = True
col = layout.column()
col.active = rd.use_stamp
col.prop(rd, "stamp_font_size", text="Font Size")
col.prop(rd, "use_stamp_labels", text="Draw Labels")
col.column().prop(rd, "stamp_foreground", slider=True)
col.column().prop(rd, "stamp_background", slider=True)
class RENDER_PT_output(RenderButtonsPanel, Panel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
layout.use_property_split = False
layout.use_property_decorate = False # No animation.
rd = context.scene.render
image_settings = rd.image_settings
file_format = image_settings.file_format
layout.prop(rd, "filepath", text="")
layout.use_property_split = True
col = layout.column(align=True)
sub = col.column(align=True)
sub.active = not rd.is_movie_format
sub.prop(rd, "use_overwrite")
sub.prop(rd, "use_placeholder")
col.prop(rd, "use_file_extension")
col.prop(rd, "use_render_cache")
layout.use_property_split = False
layout.template_image_settings(image_settings, color_management=False)
if rd.use_multiview:
layout.template_image_views(image_settings)
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
bl_label = "Encoding"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
def draw_header_preset(self, context):
RENDER_PT_ffmpeg_presets.draw_panel_header(self.layout)
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
ffmpeg = rd.ffmpeg
split = layout.split()
split.prop(rd.ffmpeg, "format")
split.prop(ffmpeg, "use_autosplit")
# Video:
layout.separator()
self.draw_vcodec(context)
# Audio:
layout.separator()
if ffmpeg.format != 'MP3':
layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
if ffmpeg.audio_codec != 'NONE':
row = layout.row()
row.prop(ffmpeg, "audio_bitrate")
row.prop(ffmpeg, "audio_volume", slider=True)
def draw_vcodec(self, context):
"""Video codec options."""
layout = self.layout
ffmpeg = context.scene.render.ffmpeg
needs_codec = ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG', 'MPEG4'}
if needs_codec:
layout.prop(ffmpeg, "codec")
if needs_codec and ffmpeg.codec == 'NONE':
return
if ffmpeg.codec in {'DNXHD'}:
layout.prop(ffmpeg, "use_lossless_output")
# Output quality
use_crf = needs_codec and ffmpeg.codec in {'H264', 'MPEG4', 'WEBM'}
if use_crf:
layout.prop(ffmpeg, "constant_rate_factor")
# Encoding speed
layout.prop(ffmpeg, "ffmpeg_preset")
# I-frames
layout.prop(ffmpeg, "gopsize")
# B-Frames
row = layout.row()
row.prop(ffmpeg, "use_max_b_frames", text="Max B-frames")
pbox = row.split()
pbox.prop(ffmpeg, "max_b_frames", text="")
pbox.enabled = ffmpeg.use_max_b_frames
if not use_crf or ffmpeg.constant_rate_factor == 'NONE':
split = layout.split()
col = split.column()
col.label(text="Rate:")
col.prop(ffmpeg, "video_bitrate")
col.prop(ffmpeg, "minrate", text="Minimum")
col.prop(ffmpeg, "maxrate", text="Maximum")
col.prop(ffmpeg, "buffersize", text="Buffer")
col = split.column()
col.label(text="Mux:")
col.prop(ffmpeg, "muxrate", text="Rate")
col.prop(ffmpeg, "packetsize", text="Packet Size")
class RENDER_UL_renderviews(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
view = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if view.name in {"left", "right"}:
layout.label(view.name, icon_value=icon + (not view.use))
else:
layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
layout.prop(view, "use", text="", index=index)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label("", icon_value=icon + (not view.use))
class RENDER_PT_stereoscopy(RenderButtonsPanel, Panel):
bl_label = "Stereoscopy"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = rd.views_format == 'STEREO_3D'
row = layout.row()
row.prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
row.prop(rv, "file_suffix", text="")
else:
row = layout.row()
row.template_list("RENDER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
row = layout.row()
row.label(text="Camera Suffix:")
row.prop(rv, "camera_suffix", text="")
class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_gtao", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_gtao
col = layout.column()
col.prop(props, "use_gtao_bent_normals")
col.prop(props, "use_gtao_bounce")
col.prop(props, "gtao_distance")
col.prop(props, "gtao_factor")
col.prop(props, "gtao_quality")
class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_samples")
col.prop(props, "motion_blur_shutter")
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_dof", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_dof
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_bloom", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_bloom
col = layout.column()
col.prop(props, "bloom_threshold")
col.prop(props, "bloom_knee")
col.prop(props, "bloom_radius")
col.prop(props, "bloom_color")
col.prop(props, "bloom_intensity")
col.prop(props, "bloom_clamp")
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
bl_label = "Volumetric"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric
col = layout.column()
sub = col.column(align=True)
sub.prop(props, "volumetric_start")
sub.prop(props, "volumetric_end")
col.prop(props, "volumetric_tile_size")
col.separator()
col.prop(props, "volumetric_samples")
sub.prop(props, "volumetric_sample_distribution")
col.separator()
col.prop(props, "use_volumetric_lights")
sub = col.column()
sub.active = props.use_volumetric_lights
sub.prop(props, "volumetric_light_clamp", text="Light Clamping")
col.separator()
col.prop(props, "use_volumetric_shadows")
sub = col.column()
sub.active = props.use_volumetric_shadows
sub.prop(props, "volumetric_shadow_samples", text="Shadow Samples")
col.separator()
col.prop(props, "use_volumetric_colored_transmittance")
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_sss", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_sss
col = layout.column()
col.prop(props, "sss_samples")
col.prop(props, "sss_jitter_threshold")
col.prop(props, "use_sss_separate_albedo")
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_ssr", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.active = props.use_ssr
col.prop(props, "use_ssr_refraction", text="Refraction")
col.prop(props, "use_ssr_halfres")
col.prop(props, "ssr_quality")
col.prop(props, "ssr_max_roughness")
col.prop(props, "ssr_thickness")
col.prop(props, "ssr_border_fade")
col.prop(props, "ssr_firefly_fac")
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "shadow_method")
col.prop(props, "shadow_cube_size", text="Cube Size")
col.prop(props, "shadow_cascade_size", text="Cascade Size")
col.prop(props, "use_shadow_high_bitdepth")
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "taa_samples")
col.prop(props, "taa_render_samples")
col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "gi_diffuse_bounces")
col.prop(props, "gi_cubemap_resolution")
col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_hair(RenderButtonsPanel, Panel):
bl_label = "Hair"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.prop(rd, "hair_type", expand=True)
layout.use_property_split = True
layout.prop(rd, "hair_subdiv")
classes = (
RENDER_PT_presets,
RENDER_PT_ffmpeg_presets,
RENDER_MT_framerate_presets,
RENDER_PT_context,
RENDER_PT_dimensions,
RENDER_PT_frame_remapping,
RENDER_PT_post_processing,
RENDER_PT_output,
RENDER_PT_encoding,
RENDER_PT_stamp,
RENDER_PT_stamp_burn,
RENDER_UL_renderviews,
RENDER_PT_stereoscopy,
RENDER_PT_hair,
RENDER_PT_eevee_sampling,
RENDER_PT_eevee_film,
RENDER_PT_eevee_shadows,
RENDER_PT_eevee_indirect_lighting,
RENDER_PT_eevee_subsurface_scattering,
RENDER_PT_eevee_screen_space_reflections,
RENDER_PT_eevee_ambient_occlusion,
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_motion_blur,
RENDER_PT_eevee_depth_of_field,
RENDER_PT_eevee_bloom,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)