blender/release/ui/buttons_material.py

483 lines
13 KiB
Python
Raw Normal View History

import bpy
class MaterialButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "material"
def poll(self, context):
return (context.material != None)
class MATERIAL_PT_preview(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_preview"
__label__ = "Preview"
def draw(self, context):
layout = self.layout
mat = context.material
layout.template_preview(mat)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_context_material"
__no_header__ = True
def poll(self, context):
return (context.object)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if ob:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.itemO("object.material_slot_add", icon="ICON_ZOOMIN", text="")
col.itemO("object.material_slot_remove", icon="ICON_ZOOMOUT", text="")
if context.edit_object:
row = layout.row(align=True)
row.itemO("object.material_slot_assign", text="Assign")
row.itemO("object.material_slot_select", text="Select")
row.itemO("object.material_slot_deselect", text="Deselect")
split = layout.split(percentage=0.65)
if ob and slot:
split.template_ID(slot, "material", new="material.new")
row = split.row()
row.itemR(slot, "link", expand=True)
elif mat:
split.template_ID(space, "pin_id")
split.itemS()
class MATERIAL_PT_material(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_material"
__label__ = "Shading"
def draw(self, context):
layout = self.layout
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
if mat:
layout.itemR(mat, "type", expand=True)
# row = layout.row()
if mat.type == 'SURFACE':
split = layout.split()
sub = split.column()
sub.itemR(mat, "alpha", slider=True)
sub.itemR(mat, "ambient", slider=True)
sub.itemR(mat, "emit")
sub.itemR(mat, "translucency", slider=True)
sub = split.column()
sub.itemR(mat, "shadeless")
sub.itemR(mat, "wireframe")
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic", slider=True)
elif mat.type == 'VOLUME':
split = layout.split()
sub = split.column()
sub.itemR(mat, "alpha", slider=True)
sub.itemR(mat, "ambient", slider=True)
sub.itemR(mat, "emit")
sub.itemR(mat, "translucency", slider=True)
sub = split.column()
sub.itemR(mat, "shadeless")
sub.itemR(mat, "wireframe")
sub.itemR(mat, "tangent_shading")
sub.itemR(mat, "cubic", slider=True)
elif mat.type == 'HALO':
layout.itemR(mat, "alpha", slider=True)
class MATERIAL_PT_strand(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_strand"
__label__ = "Strand"
__default_closed__ = True
def draw(self, context):
layout = self.layout
tan = context.material.strand
mat = context.material
split = layout.split()
sub = split.column()
sub.itemL(text="Size:")
sub.itemR(tan, "start_size", text="Root")
sub.itemR(tan, "end_size", text="Tip")
sub.itemR(tan, "min_size", text="Minimum")
sub.itemR(tan, "blender_units")
colsub = sub.column()
colsub.active = mat.shadeless== False
colsub.itemR(tan, "tangent_shading")
sub = split.column()
sub.itemR(tan, "shape")
sub.itemR(tan, "width_fade")
sub.itemR(tan, "uv_layer")
colsub = sub.column()
colsub.active = mat.shadeless== False
colsub.itemR(tan, "surface_diffuse")
colsubsub = colsub.column()
colsubsub.active = tan.surface_diffuse
colsubsub.itemR(tan, "blend_distance", text="Distance")
class MATERIAL_PT_options(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_options"
__label__ = "Options"
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
sub = split.column()
sub.itemR(mat, "traceable")
sub.itemR(mat, "full_oversampling")
sub.itemR(mat, "sky")
sub.itemR(mat, "exclude_mist")
sub = split.column()
sub.itemR(mat, "face_texture")
colsub = sub.column()
colsub.active = mat.face_texture
colsub.itemR(mat, "face_texture_alpha")
sub.itemR(mat, "invert_z")
sub.itemR(mat, "light_group")
sub.itemR(mat, "light_group_exclusive")
class MATERIAL_PT_shadows(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_shadows"
__label__ = "Shadows"
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
sub = split.column()
sub.itemR(mat, "shadows", text="Receive")
sub.itemR(mat, "transparent_shadows", text="Receive Transparent")
sub.itemR(mat, "only_shadow", text="Shadows Only")
sub.itemR(mat, "cast_shadows_only", text="Cast Only")
sub.itemR(mat, "shadow_casting_alpha", text="Casting Alpha", slider=True)
sub = split.column()
sub.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
colsub = sub.column()
colsub.active = not mat.ray_shadow_bias
colsub.itemR(mat, "shadow_ray_bias", text="Ray Shadow Bias")
sub.itemR(mat, "cast_buffer_shadows")
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_diffuse"
__label__ = "Diffuse"
def poll(self, context):
mat = context.material
return (mat and mat.type != "HALO")
def draw(self, context):
layout = self.layout
mat = context.material
split = layout.split()
sub = split.column()
sub.itemR(mat, "diffuse_color", text="")
sub.itemR(mat, "vertex_color_paint")
sub.itemR(mat, "vertex_color_light")
sub = split.column()
sub.active = mat.shadeless== False
sub.itemR(mat, "diffuse_reflection", text="Intensity", slider=True)
sub.itemR(mat, "object_color")
row = layout.row()
row.active = mat.shadeless== False
row.itemR(mat, "diffuse_shader", text="Shader")
split = layout.split()
split.active = mat.shadeless== False
sub = split.column()
if mat.diffuse_shader == 'OREN_NAYAR':
sub.itemR(mat, "roughness")
if mat.diffuse_shader == 'MINNAERT':
sub.itemR(mat, "darkness")
if mat.diffuse_shader == 'TOON':
sub.itemR(mat, "diffuse_toon_size", text="Size")
sub = split.column()
sub.itemR(mat, "diffuse_toon_smooth", text="Smooth")
if mat.diffuse_shader == 'FRESNEL':
sub.itemR(mat, "diffuse_fresnel", text="Fresnel")
sub = split.column()
sub.itemR(mat, "diffuse_fresnel_factor", text="Factor")
layout.itemR(mat, "diffuse_ramp", text="Ramp")
class MATERIAL_PT_specular(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_specular"
__label__ = "Specular"
def poll(self, context):
mat = context.material
return (mat and mat.type != "HALO")
def draw(self, context):
layout = self.layout
mat = context.material
layout.active = mat.shadeless== False
split = layout.split()
sub = split.column()
sub.itemR(mat, "specular_color", text="")
sub = split.column()
sub.itemR(mat, "specular_reflection", text="Intensity", slider=True)
layout.itemR(mat, "spec_shader", text="Shader")
split = layout.split()
sub = split.column()
if mat.spec_shader in ('COOKTORR', 'PHONG'):
sub.itemR(mat, "specular_hardness", text="Hardness")
if mat.spec_shader == 'BLINN':
sub.itemR(mat, "specular_hardness", text="Hardness")
sub = split.column()
sub.itemR(mat, "specular_ior", text="IOR")
if mat.spec_shader == 'WARDISO':
sub.itemR(mat, "specular_slope", text="Slope")
if mat.spec_shader == 'TOON':
sub.itemR(mat, "specular_toon_size", text="Size")
sub = split.column()
sub.itemR(mat, "specular_toon_smooth", text="Smooth")
layout.itemR(mat, "specular_ramp", text="Ramp")
class MATERIAL_PT_sss(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_sss"
__label__ = "Subsurface Scattering"
__default_closed__ = True
def poll(self, context):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
layout.itemR(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
sss = context.material.subsurface_scattering
mat = context.material
layout.active = sss.enabled
split = layout.split()
split.active = mat.shadeless== False
sub = split.column()
sub.itemR(sss, "color", text="")
sub.itemL(text="Blend:")
sub.itemR(sss, "color_factor", slider=True)
sub.itemR(sss, "texture_factor", slider=True)
sub.itemL(text="Scattering Weight:")
sub.itemR(sss, "front")
sub.itemR(sss, "back")
sub = split.column()
sub.itemR(sss, "ior")
sub.itemR(sss, "scale")
sub.itemR(sss, "radius", text="RGB Radius")
sub.itemR(sss, "error_tolerance")
class MATERIAL_PT_raymir(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raymir"
__label__ = "Ray Mirror"
__default_closed__ = True
def poll(self, context):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
layout.itemR(raym, "enabled", text="")
def draw(self, context):
layout = self.layout
raym = context.material.raytrace_mirror
mat = context.material
layout.active = raym.enabled
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
split = layout.split()
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
sub = split.column()
sub.itemR(raym, "reflect", text="Reflectivity", slider=True)
sub.itemR(mat, "mirror_color", text="")
sub.itemR(raym, "fresnel")
sub.itemR(raym, "fresnel_fac", text="Fac", slider=True)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
sub = split.column()
sub.itemR(raym, "gloss", slider=True)
colsub = sub.column()
colsub.active = raym.gloss < 1
colsub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
colsub.itemR(raym, "gloss_samples", text="Samples")
colsub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
row = layout.row()
row.itemR(raym, "distance", text="Max Dist")
row.itemR(raym, "depth")
layout.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_raytransp"
__label__= "Ray Transparency"
__default_closed__ = True
def poll(self, context):
mat = context.material
return (mat and mat.type == "SURFACE")
def draw_header(self, context):
layout = self.layout
rayt = context.material.raytrace_transparency
layout.itemR(rayt, "enabled", text="")
def draw(self, context):
layout = self.layout
rayt = context.material.raytrace_transparency
mat = context.material
layout.active = rayt.enabled
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
split = layout.split()
split.active = mat.shadeless== False
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
sub = split.column()
sub.itemR(rayt, "ior")
sub.itemR(rayt, "fresnel")
sub.itemR(rayt, "fresnel_fac", text="Fac", slider=True)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
sub = split.column()
sub.itemR(rayt, "gloss", slider=True)
colsub = sub.column()
colsub.active = rayt.gloss < 1
colsub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
colsub.itemR(rayt, "gloss_samples", text="Samples")
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
flow = layout.column_flow()
flow.active = mat.shadeless== False
flow.itemR(rayt, "filter", slider=True)
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
flow.itemR(rayt, "limit")
flow.itemR(rayt, "falloff")
flow.itemR(rayt, "specular_opacity", slider=True, text="Spec Opacity")
UI: Layout Engine * Buttons are now created first, and after that the layout is computed. This means the layout engine now works at button level, and makes it easier to write templates. Otherwise you had to store all info and create the buttons later. * Added interface_templates.c as a separate file to put templates in. These can contain regular buttons, and can be put in a Free layout, which means you can specify manual coordinates, but still get nested correct inside other layouts. * API was changed to allow better nesting. Previously items were added in the last added layout specifier, i.e. one level up in the layout hierarchy. This doesn't work well in always, so now when creating things like rows or columns it always returns a layout which you have to add the items in. All py scripts were updated to follow this. * Computing the layout now goes in two passes, first estimating the required width/height of all nested layouts, and then in the second pass using the results of that to decide on the actual locations. * Enum and array buttons now follow the direction of the layout, i.e. they are vertical or horizontal depending if they are in a column or row. * Color properties now get a color picker, and only get the additional RGB sliders with Expand=True. * File/directory string properties now get a button next to them for opening the file browse, though this is not implemented yet. * Layout items can now be aligned, set align=True when creating a column, row, etc. * Buttons now get a minimum width of one icon (avoids squashing icon buttons). * Moved some more space variables into Style.
2009-05-15 11:19:59 +00:00
flow.itemR(rayt, "depth")
class MATERIAL_PT_halo(MaterialButtonsPanel):
__idname__= "MATERIAL_PT_halo"
__label__= "Halo"
def poll(self, context):
mat = context.material
return (mat and mat.type == "HALO")
def draw(self, context):
layout = self.layout
mat = context.material
halo = mat.halo
split = layout.split()
col = split.column()
col.itemR(mat, "diffuse_color", text="")
col.itemR(halo, "size")
col.itemR(halo, "hardness")
col.itemR(halo, "add", slider=True)
col.itemL(text="Options:")
col.itemR(halo, "use_texture", text="Texture")
col.itemR(halo, "use_vertex_normal", text="Vertex Normal")
col.itemR(halo, "xalpha")
col.itemR(halo, "shaded")
col.itemR(halo, "soft")
col = split.column()
col = col.column()
col.itemR(halo, "ring")
colsub = col.column()
colsub.active = halo.ring
colsub.itemR(halo, "rings")
colsub.itemR(mat, "mirror_color", text="")
col.itemR(halo, "lines")
colsub = col.column()
colsub.active = halo.lines
colsub.itemR(halo, "line_number", text="Lines")
colsub.itemR(mat, "specular_color", text="")
col.itemR(halo, "star")
colsub = col.column()
colsub.active = halo.star
colsub.itemR(halo, "star_tips")
col.itemR(halo, "flare_mode")
colsub = col.column()
colsub.active = halo.flare_mode
colsub.itemR(halo, "flare_size", text="Size")
colsub.itemR(halo, "flare_subsize", text="Subsize")
colsub.itemR(halo, "flare_boost", text="Boost")
colsub.itemR(halo, "flare_seed", text="Seed")
colsub.itemR(halo, "flares_sub", text="Sub")
bpy.types.register(MATERIAL_PT_context_material)
bpy.types.register(MATERIAL_PT_preview)
bpy.types.register(MATERIAL_PT_material)
bpy.types.register(MATERIAL_PT_diffuse)
bpy.types.register(MATERIAL_PT_specular)
bpy.types.register(MATERIAL_PT_raymir)
bpy.types.register(MATERIAL_PT_raytransp)
bpy.types.register(MATERIAL_PT_sss)
bpy.types.register(MATERIAL_PT_halo)
bpy.types.register(MATERIAL_PT_strand)
bpy.types.register(MATERIAL_PT_options)
bpy.types.register(MATERIAL_PT_shadows)