forked from bartvdbraak/blender
b78701f6fe
- UV's were not being calculated if there were too many VColor layers. - precalc (omd->size * omd->spatial_size) was being called in a loop. - use vector functions to avoid pointer indrections on each access which the compiler wont optimize - eg: och->ibufs_disp[f]->rect_float[4*(res_x*j + i) + 1] - dont call abs() on ints (converts to double and back to int in this case). also unrelated render buttons change. move saving options directly under the file path since these were easy to confuse with image format options like zbuf, ycc, preview.. etc.
606 lines
19 KiB
Python
606 lines
19 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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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.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()
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row.operator("render.render", text="Image", icon='RENDER_STILL')
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row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
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layout.prop(rd, "display_mode", text="Display")
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class RENDER_PT_layers(RenderButtonsPanel, Panel):
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bl_label = "Layers"
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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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scene = context.scene
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rd = scene.render
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row = layout.row()
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row.template_list(rd, "layers", rd.layers, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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rl = rd.layers.active
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if rl:
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row.prop(rl, "name")
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row.prop(rd, "use_single_layer", text="", icon_only=True)
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split = layout.split()
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col = split.column()
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col.prop(scene, "layers", text="Scene")
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col.label(text="")
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col.prop(rl, "light_override", text="Light")
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col.prop(rl, "material_override", text="Material")
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col = split.column()
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col.prop(rl, "layers", text="Layer")
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col.label(text="Mask Layers:")
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col.prop(rl, "layers_zmask", text="")
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layout.separator()
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layout.label(text="Include:")
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split = layout.split()
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col = split.column()
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col.prop(rl, "use_zmask")
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row = col.row()
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row.prop(rl, "invert_zmask", text="Negate")
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row.active = rl.use_zmask
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col.prop(rl, "use_all_z")
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col = split.column()
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col.prop(rl, "use_solid")
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col.prop(rl, "use_halo")
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col.prop(rl, "use_ztransp")
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col = split.column()
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col.prop(rl, "use_sky")
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col.prop(rl, "use_edge_enhance")
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col.prop(rl, "use_strand")
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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.label(text="Passes:")
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col.prop(rl, "use_pass_combined")
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col.prop(rl, "use_pass_z")
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col.prop(rl, "use_pass_vector")
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col.prop(rl, "use_pass_normal")
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col.prop(rl, "use_pass_uv")
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col.prop(rl, "use_pass_mist")
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col.prop(rl, "use_pass_object_index")
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col.prop(rl, "use_pass_material_index")
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col.prop(rl, "use_pass_color")
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col = split.column()
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col.label()
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col.prop(rl, "use_pass_diffuse")
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row = col.row()
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row.prop(rl, "use_pass_specular")
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row.prop(rl, "exclude_specular", text="")
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row = col.row()
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row.prop(rl, "use_pass_shadow")
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row.prop(rl, "exclude_shadow", text="")
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row = col.row()
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row.prop(rl, "use_pass_emit")
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row.prop(rl, "exclude_emit", text="")
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row = col.row()
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row.prop(rl, "use_pass_ambient_occlusion")
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row.prop(rl, "exclude_ambient_occlusion", text="")
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row = col.row()
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row.prop(rl, "use_pass_environment")
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row.prop(rl, "exclude_environment", text="")
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row = col.row()
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row.prop(rl, "use_pass_indirect")
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row.prop(rl, "exclude_indirect", text="")
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row = col.row()
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row.prop(rl, "use_pass_reflection")
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row.prop(rl, "exclude_reflection", text="")
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row = col.row()
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row.prop(rl, "use_pass_refraction")
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row.prop(rl, "exclude_refraction", text="")
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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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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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if rd.fps_base == 1:
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fps_rate = round(rd.fps / rd.fps_base)
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else:
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fps_rate = round(rd.fps / rd.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 == True:
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fps_label_text = "Custom (" + str(fps_rate) + " fps)"
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else:
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fps_label_text = str(fps_rate) + " fps"
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sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
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if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"):
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sub.prop(rd, "fps")
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sub.prop(rd, "fps_base", text="/")
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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, "use_color_management")
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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()
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col.label(text="Threads:")
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col.row().prop(rd, "threads_mode", expand=True)
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sub = col.column()
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sub.enabled = rd.threads_mode == 'FIXED'
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sub.prop(rd, "threads")
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sub = col.column(align=True)
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sub.label(text="Tiles:")
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sub.prop(rd, "parts_x", text="X")
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sub.prop(rd, "parts_y", text="Y")
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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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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.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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col = split.column()
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col.active = rd.use_stamp
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col.prop(rd, "stamp_foreground", slider=True)
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col.prop(rd, "stamp_background", slider=True)
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col.separator()
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col.prop(rd, "stamp_font_size", text="Font Size")
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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 = rd.image_settings.file_format
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layout.prop(rd, "filepath", text="")
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flow = layout.column_flow()
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flow.prop(rd, "use_overwrite")
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flow.prop(rd, "use_placeholder")
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flow.prop(rd, "use_file_extension")
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layout.template_image_settings(rd.image_settings)
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if file_format == 'QUICKTIME_CARBON':
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layout.operator("scene.render_data_set_quicktime_codec")
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elif file_format == 'QUICKTIME_QTKIT':
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split = layout.split()
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col = split.column()
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col.prop(rd, "quicktime_codec_type", text="Video Codec")
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col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
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# Audio
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col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
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if rd.quicktime_audiocodec_type != 'No audio':
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split = layout.split()
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if rd.quicktime_audiocodec_type == 'LPCM':
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split.prop(rd, "quicktime_audio_bitdepth", text="")
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split.prop(rd, "quicktime_audio_samplerate", text="")
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split = layout.split()
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col = split.column()
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if rd.quicktime_audiocodec_type == 'AAC':
|
|
col.prop(rd, "quicktime_audio_bitrate")
|
|
|
|
subsplit = split.split()
|
|
col = subsplit.column()
|
|
|
|
if rd.quicktime_audiocodec_type == 'AAC':
|
|
col.prop(rd, "quicktime_audio_codec_isvbr")
|
|
|
|
col = subsplit.column()
|
|
col.prop(rd, "quicktime_audio_resampling_hq")
|
|
|
|
|
|
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
|
|
bl_label = "Encoding"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@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
|
|
|
|
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
|
|
|
|
split = layout.split()
|
|
split.prop(rd, "ffmpeg_format")
|
|
if rd.ffmpeg_format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
|
|
split.prop(rd, "ffmpeg_codec")
|
|
else:
|
|
split.label()
|
|
|
|
row = layout.row()
|
|
row.prop(rd, "ffmpeg_video_bitrate")
|
|
row.prop(rd, "ffmpeg_gopsize")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Rate:")
|
|
col.prop(rd, "ffmpeg_minrate", text="Minimum")
|
|
col.prop(rd, "ffmpeg_maxrate", text="Maximum")
|
|
col.prop(rd, "ffmpeg_buffersize", text="Buffer")
|
|
|
|
col = split.column()
|
|
col.prop(rd, "ffmpeg_autosplit")
|
|
col.label(text="Mux:")
|
|
col.prop(rd, "ffmpeg_muxrate", text="Rate")
|
|
col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
|
|
|
|
layout.separator()
|
|
|
|
# Audio:
|
|
if rd.ffmpeg_format not in {'MP3'}:
|
|
layout.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
|
|
|
|
row = layout.row()
|
|
row.prop(rd, "ffmpeg_audio_bitrate")
|
|
row.prop(rd, "ffmpeg_audio_volume", slider=True)
|
|
|
|
|
|
class RENDER_PT_bake(RenderButtonsPanel, Panel):
|
|
bl_label = "Bake"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
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']:
|
|
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_clear")
|
|
col.prop(rd, "bake_margin")
|
|
col.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:
|
|
if rd.bake_type == 'DISPLACEMENT':
|
|
layout.prop(rd, "use_bake_lores_mesh")
|
|
|
|
layout.prop(rd, "use_bake_clear")
|
|
layout.prop(rd, "bake_margin")
|
|
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
bpy.utils.register_module(__name__)
|