forked from bartvdbraak/blender
d5f1b9c222
Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
571 lines
18 KiB
Python
571 lines
18 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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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from bpy.types import Menu, Panel
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class RENDER_MT_presets(Menu):
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bl_label = "Render Presets"
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preset_subdir = "render"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class RENDER_MT_ffmpeg_presets(Menu):
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bl_label = "FFMPEG Presets"
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preset_subdir = "ffmpeg"
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preset_operator = "script.python_file_run"
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draw = Menu.draw_preset
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class RENDER_MT_framerate_presets(Menu):
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bl_label = "Frame Rate Presets"
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preset_subdir = "framerate"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class RenderButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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scene = context.scene
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return scene and (scene.render.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_render(RenderButtonsPanel, Panel):
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bl_label = "Render"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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row = layout.row(align=True)
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row.operator("render.render", text="Render", icon='RENDER_STILL')
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row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
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row.operator("sound.mixdown", text="Audio", icon='PLAY_AUDIO')
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split = layout.split(percentage=0.33)
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split.label(text="Display:")
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row = split.row(align=True)
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row.prop(rd, "display_mode", text="")
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row.prop(rd, "use_lock_interface", icon_only=True)
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class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
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bl_label = "Dimensions"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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_frame_rate_args_prev = None
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_preset_class = None
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@staticmethod
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def _draw_framerate_label(*args):
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# avoids re-creating text string each draw
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if RENDER_PT_dimensions._frame_rate_args_prev == args:
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return RENDER_PT_dimensions._frame_rate_ret
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fps, fps_base, preset_label = args
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if fps_base == 1.0:
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fps_rate = round(fps)
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else:
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fps_rate = round(fps / fps_base, 2)
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# TODO: Change the following to iterate over existing presets
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custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
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if custom_framerate is True:
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fps_label_text = "Custom (%r fps)" % fps_rate
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show_framerate = True
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else:
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fps_label_text = "%r fps" % fps_rate
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show_framerate = (preset_label == "Custom")
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RENDER_PT_dimensions._frame_rate_args_prev = args
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RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate)
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return args
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@staticmethod
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def draw_framerate(sub, rd):
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if RENDER_PT_dimensions._preset_class is None:
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RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets
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args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label
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fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args)
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sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
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if show_framerate:
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sub.prop(rd, "fps")
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sub.prop(rd, "fps_base", text="/")
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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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rd = scene.render
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row = layout.row(align=True)
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row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
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row.operator("render.preset_add", text="", icon='ZOOMIN')
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row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
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split = layout.split()
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Resolution:")
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sub.prop(rd, "resolution_x", text="X")
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sub.prop(rd, "resolution_y", text="Y")
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sub.prop(rd, "resolution_percentage", text="")
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sub.label(text="Aspect Ratio:")
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sub.prop(rd, "pixel_aspect_x", text="X")
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sub.prop(rd, "pixel_aspect_y", text="Y")
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row = col.row()
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row.prop(rd, "use_border", text="Border")
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sub = row.row()
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sub.active = rd.use_border
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sub.prop(rd, "use_crop_to_border", text="Crop")
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Frame Range:")
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sub.prop(scene, "frame_start")
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sub.prop(scene, "frame_end")
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sub.prop(scene, "frame_step")
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sub.label(text="Frame Rate:")
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self.draw_framerate(sub, rd)
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subrow = sub.row(align=True)
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subrow.label(text="Time Remapping:")
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subrow = sub.row(align=True)
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subrow.prop(rd, "frame_map_old", text="Old")
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subrow.prop(rd, "frame_map_new", text="New")
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class RENDER_PT_antialiasing(RenderButtonsPanel, Panel):
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bl_label = "Anti-Aliasing"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_antialiasing", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_antialiasing
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split = layout.split()
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col = split.column()
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col.row().prop(rd, "antialiasing_samples", expand=True)
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sub = col.row()
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sub.enabled = not rd.use_border
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sub.prop(rd, "use_full_sample")
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col = split.column()
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col.prop(rd, "pixel_filter_type", text="")
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col.prop(rd, "filter_size", text="Size")
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class RENDER_PT_motion_blur(RenderButtonsPanel, Panel):
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bl_label = "Sampled Motion Blur"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_motion_blur", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_motion_blur
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row = layout.row()
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row.prop(rd, "motion_blur_samples")
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row.prop(rd, "motion_blur_shutter")
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class RENDER_PT_shading(RenderButtonsPanel, Panel):
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bl_label = "Shading"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_textures", text="Textures")
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col.prop(rd, "use_shadows", text="Shadows")
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col.prop(rd, "use_sss", text="Subsurface Scattering")
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col.prop(rd, "use_envmaps", text="Environment Map")
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col = split.column()
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col.prop(rd, "use_raytrace", text="Ray Tracing")
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col.prop(rd, "alpha_mode", text="Alpha")
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class RENDER_PT_performance(RenderButtonsPanel, Panel):
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bl_label = "Performance"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column(align=True)
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col.label(text="Threads:")
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col.row(align=True).prop(rd, "threads_mode", expand=True)
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sub = col.column(align=True)
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sub.enabled = rd.threads_mode == 'FIXED'
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sub.prop(rd, "threads")
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col.label(text="Tile Size:")
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col.prop(rd, "tile_x", text="X")
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col.prop(rd, "tile_y", text="Y")
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col.separator()
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col.prop(rd, 'preview_start_resolution')
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col = split.column()
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col.label(text="Memory:")
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sub = col.column()
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sub.enabled = not (rd.use_border or rd.use_full_sample)
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sub.prop(rd, "use_save_buffers")
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sub = col.column()
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sub.active = rd.use_compositing
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sub.prop(rd, "use_free_image_textures")
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sub.prop(rd, "use_free_unused_nodes")
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sub = col.column()
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sub.active = rd.use_raytrace
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sub.label(text="Acceleration structure:")
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sub.prop(rd, "raytrace_method", text="")
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if rd.raytrace_method == 'OCTREE':
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sub.prop(rd, "octree_resolution", text="Resolution")
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else:
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sub.prop(rd, "use_instances", text="Instances")
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sub.prop(rd, "use_local_coords", text="Local Coordinates")
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class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
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bl_label = "Post Processing"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_compositing")
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col.prop(rd, "use_sequencer")
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split.prop(rd, "dither_intensity", text="Dither", slider=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_fields", text="Fields")
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sub = col.column()
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sub.active = rd.use_fields
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sub.row().prop(rd, "field_order", expand=True)
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sub.prop(rd, "use_fields_still", text="Still")
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col = split.column()
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col.prop(rd, "use_edge_enhance")
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sub = col.column()
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sub.active = rd.use_edge_enhance
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sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
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sub.prop(rd, "edge_color", text="")
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class RENDER_PT_stamp(RenderButtonsPanel, Panel):
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bl_label = "Stamp"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_stamp", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_stamp
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layout.prop(rd, "stamp_font_size", text="Font Size")
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row = layout.row()
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row.column().prop(rd, "stamp_foreground", slider=True)
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row.column().prop(rd, "stamp_background", slider=True)
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_stamp_time", text="Time")
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col.prop(rd, "use_stamp_date", text="Date")
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col.prop(rd, "use_stamp_render_time", text="RenderTime")
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col.prop(rd, "use_stamp_frame", text="Frame")
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col.prop(rd, "use_stamp_scene", text="Scene")
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col = split.column()
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col.prop(rd, "use_stamp_camera", text="Camera")
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col.prop(rd, "use_stamp_lens", text="Lens")
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col.prop(rd, "use_stamp_filename", text="Filename")
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col.prop(rd, "use_stamp_marker", text="Marker")
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col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
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row = layout.split(percentage=0.2)
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row.prop(rd, "use_stamp_note", text="Note")
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sub = row.row()
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sub.active = rd.use_stamp_note
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sub.prop(rd, "stamp_note_text", text="")
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class RENDER_PT_output(RenderButtonsPanel, Panel):
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bl_label = "Output"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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image_settings = rd.image_settings
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file_format = image_settings.file_format
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layout.prop(rd, "filepath", text="")
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split = layout.split()
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col = split.column()
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col.active = not rd.is_movie_format
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col.prop(rd, "use_overwrite")
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col.prop(rd, "use_placeholder")
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col = split.column()
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col.prop(rd, "use_file_extension")
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col.prop(rd, "use_render_cache")
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layout.template_image_settings(image_settings, color_management=False)
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if rd.use_multiview:
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layout.template_image_views(image_settings)
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if file_format == 'QUICKTIME':
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quicktime = rd.quicktime
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split = layout.split()
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col = split.column()
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col.prop(quicktime, "codec_type", text="Video Codec")
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col.prop(quicktime, "codec_spatial_quality", text="Quality")
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# Audio
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col.prop(quicktime, "audiocodec_type", text="Audio Codec")
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if quicktime.audiocodec_type != 'No audio':
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split = layout.split()
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if quicktime.audiocodec_type == 'LPCM':
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split.prop(quicktime, "audio_bitdepth", text="")
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split.prop(quicktime, "audio_samplerate", text="")
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split = layout.split()
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col = split.column()
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if quicktime.audiocodec_type == 'AAC':
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col.prop(quicktime, "audio_bitrate")
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subsplit = split.split()
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col = subsplit.column()
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if quicktime.audiocodec_type == 'AAC':
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col.prop(quicktime, "audio_codec_isvbr")
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col = subsplit.column()
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col.prop(quicktime, "audio_resampling_hq")
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class RENDER_PT_encoding(RenderButtonsPanel, Panel):
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bl_label = "Encoding"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
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split = layout.split()
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split.prop(rd.ffmpeg, "format")
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if ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
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split.prop(ffmpeg, "codec")
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elif rd.ffmpeg.format == 'H264':
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split.prop(ffmpeg, "use_lossless_output")
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else:
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split.label()
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row = layout.row()
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row.prop(ffmpeg, "video_bitrate")
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row.prop(ffmpeg, "gopsize")
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|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Rate:")
|
|
col.prop(ffmpeg, "minrate", text="Minimum")
|
|
col.prop(ffmpeg, "maxrate", text="Maximum")
|
|
col.prop(ffmpeg, "buffersize", text="Buffer")
|
|
|
|
col = split.column()
|
|
col.prop(ffmpeg, "use_autosplit")
|
|
col.label(text="Mux:")
|
|
col.prop(ffmpeg, "muxrate", text="Rate")
|
|
col.prop(ffmpeg, "packetsize", text="Packet Size")
|
|
|
|
layout.separator()
|
|
|
|
# Audio:
|
|
if ffmpeg.format != 'MP3':
|
|
layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
|
|
|
|
row = layout.row()
|
|
row.prop(ffmpeg, "audio_bitrate")
|
|
row.prop(ffmpeg, "audio_volume", slider=True)
|
|
|
|
|
|
class RENDER_PT_bake(RenderButtonsPanel, Panel):
|
|
bl_label = "Bake"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
rd = context.scene.render
|
|
|
|
layout.operator("object.bake_image", icon='RENDER_STILL')
|
|
|
|
layout.prop(rd, "bake_type")
|
|
|
|
multires_bake = False
|
|
if rd.bake_type in ['NORMALS', 'DISPLACEMENT', 'DERIVATIVE', 'AO']:
|
|
layout.prop(rd, "use_bake_multires")
|
|
multires_bake = rd.use_bake_multires
|
|
|
|
if not multires_bake:
|
|
if rd.bake_type == 'NORMALS':
|
|
layout.prop(rd, "bake_normal_space")
|
|
elif rd.bake_type in {'DISPLACEMENT', 'AO'}:
|
|
layout.prop(rd, "use_bake_normalize")
|
|
|
|
# col.prop(rd, "bake_aa_mode")
|
|
# col.prop(rd, "use_bake_antialiasing")
|
|
|
|
layout.separator()
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(rd, "use_bake_to_vertex_color")
|
|
sub = col.column()
|
|
sub.active = not rd.use_bake_to_vertex_color
|
|
sub.prop(rd, "use_bake_clear")
|
|
sub.prop(rd, "bake_margin")
|
|
sub.prop(rd, "bake_quad_split", text="Split")
|
|
|
|
col = split.column()
|
|
col.prop(rd, "use_bake_selected_to_active")
|
|
sub = col.column()
|
|
sub.active = rd.use_bake_selected_to_active
|
|
sub.prop(rd, "bake_distance")
|
|
sub.prop(rd, "bake_bias")
|
|
else:
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(rd, "use_bake_clear")
|
|
col.prop(rd, "bake_margin")
|
|
|
|
if rd.bake_type == 'DISPLACEMENT':
|
|
col = split.column()
|
|
col.prop(rd, "use_bake_lores_mesh")
|
|
|
|
if rd.bake_type == 'AO':
|
|
col = split.column()
|
|
col.prop(rd, "bake_bias")
|
|
col.prop(rd, "bake_samples")
|
|
|
|
if rd.bake_type == 'DERIVATIVE':
|
|
row = layout.row()
|
|
row.prop(rd, "use_bake_user_scale", text="")
|
|
|
|
sub = row.column()
|
|
sub.active = rd.use_bake_user_scale
|
|
sub.prop(rd, "bake_user_scale", text="User Scale")
|
|
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
bpy.utils.register_module(__name__)
|