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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
# 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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#
# ##### 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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from bpy . types import ( Brush ,
Lamp ,
Material ,
ParticleSettings ,
Texture ,
World )
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from rna_prop_ui import PropertyPanel
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class TEXTURE_MT_specials ( Menu ) :
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bl_label = " Texture Specials "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
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layout . operator ( " texture.slot_copy " , icon = ' COPYDOWN ' )
layout . operator ( " texture.slot_paste " , icon = ' PASTEDOWN ' )
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class TEXTURE_MT_envmap_specials ( Menu ) :
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bl_label = " Environment Map Specials "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
layout . operator ( " texture.envmap_save " , icon = ' IMAGEFILE ' )
layout . operator ( " texture.envmap_clear " , icon = ' FILE_REFRESH ' )
layout . operator ( " texture.envmap_clear_all " , icon = ' FILE_REFRESH ' )
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from bl_ui . properties_material import active_node_mat
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def context_tex_datablock ( context ) :
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idblock = context . material
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if idblock :
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return active_node_mat ( idblock )
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idblock = context . lamp
if idblock :
return idblock
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idblock = context . world
if idblock :
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return idblock
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idblock = context . brush
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if idblock :
return idblock
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if context . particle_system :
idblock = context . particle_system . settings
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return idblock
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class TextureButtonsPanel ( ) :
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bl_space_type = ' PROPERTIES '
bl_region_type = ' WINDOW '
bl_context = " texture "
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@classmethod
def poll ( cls , context ) :
tex = context . texture
return tex and ( tex . type != ' NONE ' or tex . use_nodes ) and ( context . scene . render . engine in cls . COMPAT_ENGINES )
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class TEXTURE_PT_context_texture ( TextureButtonsPanel , Panel ) :
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bl_label = " "
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bl_options = { ' HIDE_HEADER ' }
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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@classmethod
def poll ( cls , context ) :
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engine = context . scene . render . engine
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if not ( hasattr ( context , " texture_slot " ) or hasattr ( context , " texture_node " ) ) :
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return False
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return ( ( context . material or context . world or context . lamp or context . brush or context . texture or context . particle_system or isinstance ( context . space_data . pin_id , ParticleSettings ) )
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and ( engine in cls . COMPAT_ENGINES ) )
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def draw ( self , context ) :
layout = self . layout
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slot = getattr ( context , " texture_slot " , None )
node = getattr ( context , " texture_node " , None )
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space = context . space_data
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tex = context . texture
idblock = context_tex_datablock ( context )
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pin_id = space . pin_id
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if space . use_pin_id and not isinstance ( pin_id , Texture ) :
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idblock = pin_id
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pin_id = None
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if not space . use_pin_id :
layout . prop ( space , " texture_context " , expand = True )
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tex_collection = ( pin_id is None ) and ( node is None ) and ( not isinstance ( idblock , Brush ) )
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if tex_collection :
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row = layout . row ( )
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row . template_list ( idblock , " texture_slots " , idblock , " active_texture_index " , rows = 2 )
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col = row . column ( align = True )
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col . operator ( " texture.slot_move " , text = " " , icon = ' TRIA_UP ' ) . type = ' UP '
col . operator ( " texture.slot_move " , text = " " , icon = ' TRIA_DOWN ' ) . type = ' DOWN '
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col . menu ( " TEXTURE_MT_specials " , icon = ' DOWNARROW_HLT ' , text = " " )
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split = layout . split ( percentage = 0.65 )
col = split . column ( )
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if tex_collection :
col . template_ID ( idblock , " active_texture " , new = " texture.new " )
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elif node :
col . template_ID ( node , " texture " , new = " texture.new " )
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elif idblock :
col . template_ID ( idblock , " texture " , new = " texture.new " )
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if pin_id :
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col . template_ID ( space , " pin_id " )
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col = split . column ( )
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if tex :
split = layout . split ( percentage = 0.2 )
if tex . use_nodes :
if slot :
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split . label ( text = " Output: " )
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split . prop ( slot , " output_node " , text = " " )
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else :
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split . label ( text = " Type: " )
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split . prop ( tex , " type " , text = " " )
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class TEXTURE_PT_preview ( TextureButtonsPanel , Panel ) :
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bl_label = " Preview "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
slot = getattr ( context , " texture_slot " , None )
idblock = context_tex_datablock ( context )
if idblock :
layout . template_preview ( tex , parent = idblock , slot = slot )
else :
layout . template_preview ( tex , slot = slot )
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#Show Alpha Button for Brush Textures, see #29502
if context . space_data . texture_context == ' BRUSH ' :
layout . prop ( tex , " use_preview_alpha " )
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class TEXTURE_PT_colors ( TextureButtonsPanel , Panel ) :
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bl_label = " Colors "
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bl_options = { ' DEFAULT_CLOSED ' }
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " use_color_ramp " , text = " Ramp " )
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if tex . use_color_ramp :
layout . template_color_ramp ( tex , " color_ramp " , expand = True )
split = layout . split ( )
col = split . column ( )
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col . label ( text = " RGB Multiply: " )
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sub = col . column ( align = True )
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sub . prop ( tex , " factor_red " , text = " R " )
sub . prop ( tex , " factor_green " , text = " G " )
sub . prop ( tex , " factor_blue " , text = " B " )
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col = split . column ( )
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col . label ( text = " Adjust: " )
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col . prop ( tex , " intensity " )
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col . prop ( tex , " contrast " )
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col . prop ( tex , " saturation " )
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# Texture Slot Panels #
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class TextureSlotPanel ( TextureButtonsPanel ) :
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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@classmethod
def poll ( cls , context ) :
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if not hasattr ( context , " texture_slot " ) :
return False
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engine = context . scene . render . engine
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return TextureButtonsPanel . poll ( cls , context ) and ( engine in cls . COMPAT_ENGINES )
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# Texture Type Panels #
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class TextureTypePanel ( TextureButtonsPanel ) :
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@classmethod
def poll ( cls , context ) :
tex = context . texture
engine = context . scene . render . engine
return tex and ( ( tex . type == cls . tex_type and not tex . use_nodes ) and ( engine in cls . COMPAT_ENGINES ) )
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class TEXTURE_PT_clouds ( TextureTypePanel , Panel ) :
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bl_label = " Clouds "
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tex_type = ' CLOUDS '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " cloud_type " , expand = True )
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layout . label ( text = " Noise: " )
layout . prop ( tex , " noise_type " , text = " Type " , expand = True )
layout . prop ( tex , " noise_basis " , text = " Basis " )
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split = layout . split ( )
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col = split . column ( )
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col . prop ( tex , " noise_scale " , text = " Size " )
col . prop ( tex , " noise_depth " , text = " Depth " )
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split . prop ( tex , " nabla " , text = " Nabla " )
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class TEXTURE_PT_wood ( TextureTypePanel , Panel ) :
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bl_label = " Wood "
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tex_type = ' WOOD '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " noise_basis_2 " , expand = True )
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layout . prop ( tex , " wood_type " , expand = True )
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col = layout . column ( )
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col . active = tex . wood_type in { ' RINGNOISE ' , ' BANDNOISE ' }
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col . label ( text = " Noise: " )
col . row ( ) . prop ( tex , " noise_type " , text = " Type " , expand = True )
layout . prop ( tex , " noise_basis " , text = " Basis " )
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split = layout . split ( )
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split . active = tex . wood_type in { ' RINGNOISE ' , ' BANDNOISE ' }
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col = split . column ( )
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col . prop ( tex , " noise_scale " , text = " Size " )
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col . prop ( tex , " turbulence " )
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split . prop ( tex , " nabla " )
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class TEXTURE_PT_marble ( TextureTypePanel , Panel ) :
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bl_label = " Marble "
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tex_type = ' MARBLE '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " marble_type " , expand = True )
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layout . prop ( tex , " noise_basis_2 " , expand = True )
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layout . label ( text = " Noise: " )
layout . prop ( tex , " noise_type " , text = " Type " , expand = True )
layout . prop ( tex , " noise_basis " , text = " Basis " )
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split = layout . split ( )
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col = split . column ( )
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col . prop ( tex , " noise_scale " , text = " Size " )
col . prop ( tex , " noise_depth " , text = " Depth " )
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col = split . column ( )
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col . prop ( tex , " turbulence " )
col . prop ( tex , " nabla " )
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class TEXTURE_PT_magic ( TextureTypePanel , Panel ) :
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bl_label = " Magic "
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tex_type = ' MAGIC '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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row = layout . row ( )
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row . prop ( tex , " noise_depth " , text = " Depth " )
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row . prop ( tex , " turbulence " )
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class TEXTURE_PT_blend ( TextureTypePanel , Panel ) :
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bl_label = " Blend "
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tex_type = ' BLEND '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " progression " )
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sub = layout . row ( )
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sub . active = ( tex . progression in { ' LINEAR ' , ' QUADRATIC ' , ' EASING ' , ' RADIAL ' } )
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sub . prop ( tex , " use_flip_axis " , expand = True )
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class TEXTURE_PT_stucci ( TextureTypePanel , Panel ) :
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bl_label = " Stucci "
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tex_type = ' STUCCI '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " stucci_type " , expand = True )
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layout . label ( text = " Noise: " )
layout . prop ( tex , " noise_type " , text = " Type " , expand = True )
layout . prop ( tex , " noise_basis " , text = " Basis " )
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row = layout . row ( )
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row . prop ( tex , " noise_scale " , text = " Size " )
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row . prop ( tex , " turbulence " )
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class TEXTURE_PT_image ( TextureTypePanel , Panel ) :
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bl_label = " Image "
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tex_type = ' IMAGE '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
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tex = context . texture
layout . template_image ( tex , " image " , tex . image_user )
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def texture_filter_common ( tex , layout ) :
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layout . label ( text = " Filter: " )
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layout . prop ( tex , " filter_type " , text = " " )
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if tex . use_mipmap and tex . filter_type in { ' AREA ' , ' EWA ' , ' FELINE ' } :
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if tex . filter_type == ' FELINE ' :
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layout . prop ( tex , " filter_probes " , text = " Probes " )
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else :
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layout . prop ( tex , " filter_eccentricity " , text = " Eccentricity " )
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layout . prop ( tex , " filter_size " )
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layout . prop ( tex , " use_filter_size_min " )
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class TEXTURE_PT_image_sampling ( TextureTypePanel , Panel ) :
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bl_label = " Image Sampling "
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bl_options = { ' DEFAULT_CLOSED ' }
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tex_type = ' IMAGE '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
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idblock = context_tex_datablock ( context )
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tex = context . texture
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slot = getattr ( context , " texture_slot " , None )
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split = layout . split ( )
col = split . column ( )
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col . label ( text = " Alpha: " )
col . prop ( tex , " use_alpha " , text = " Use " )
col . prop ( tex , " use_calculate_alpha " , text = " Calculate " )
col . prop ( tex , " invert_alpha " , text = " Invert " )
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col . separator ( )
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col . prop ( tex , " use_flip_axis " , text = " Flip X/Y Axis " )
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col = split . column ( )
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#Only for Material based textures, not for Lamp/World...
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if slot and isinstance ( idblock , Material ) :
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col . prop ( tex , " use_normal_map " )
row = col . row ( )
row . active = tex . use_normal_map
row . prop ( slot , " normal_map_space " , text = " " )
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row = col . row ( )
row . active = not tex . use_normal_map
row . prop ( tex , " use_derivative_map " )
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col . prop ( tex , " use_mipmap " )
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row = col . row ( )
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row . active = tex . use_mipmap
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row . prop ( tex , " use_mipmap_gauss " )
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col . prop ( tex , " use_interpolation " )
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texture_filter_common ( tex , col )
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class TEXTURE_PT_image_mapping ( TextureTypePanel , Panel ) :
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bl_label = " Image Mapping "
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bl_options = { ' DEFAULT_CLOSED ' }
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tex_type = ' IMAGE '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " extension " )
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split = layout . split ( )
if tex . extension == ' REPEAT ' :
col = split . column ( align = True )
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col . label ( text = " Repeat: " )
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col . prop ( tex , " repeat_x " , text = " X " )
col . prop ( tex , " repeat_y " , text = " Y " )
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col = split . column ( align = True )
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col . label ( text = " Mirror: " )
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row = col . row ( )
row . prop ( tex , " use_mirror_x " , text = " X " )
row . active = ( tex . repeat_x > 1 )
row = col . row ( )
row . prop ( tex , " use_mirror_y " , text = " Y " )
row . active = ( tex . repeat_y > 1 )
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layout . separator ( )
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elif tex . extension == ' CHECKER ' :
col = split . column ( align = True )
row = col . row ( )
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row . prop ( tex , " use_checker_even " , text = " Even " )
row . prop ( tex , " use_checker_odd " , text = " Odd " )
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col = split . column ( )
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col . prop ( tex , " checker_distance " , text = " Distance " )
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layout . separator ( )
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split = layout . split ( )
col = split . column ( align = True )
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#col.prop(tex, "crop_rectangle")
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col . label ( text = " Crop Minimum: " )
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col . prop ( tex , " crop_min_x " , text = " X " )
col . prop ( tex , " crop_min_y " , text = " Y " )
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col = split . column ( align = True )
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col . label ( text = " Crop Maximum: " )
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col . prop ( tex , " crop_max_x " , text = " X " )
col . prop ( tex , " crop_max_y " , text = " Y " )
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class TEXTURE_PT_envmap ( TextureTypePanel , Panel ) :
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bl_label = " Environment Map "
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tex_type = ' ENVIRONMENT_MAP '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
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tex = context . texture
env = tex . environment_map
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row = layout . row ( )
row . prop ( env , " source " , expand = True )
row . menu ( " TEXTURE_MT_envmap_specials " , icon = ' DOWNARROW_HLT ' , text = " " )
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if env . source == ' IMAGE_FILE ' :
layout . template_ID ( tex , " image " , open = " image.open " )
layout . template_image ( tex , " image " , tex . image_user , compact = True )
else :
layout . prop ( env , " mapping " )
if env . mapping == ' PLANE ' :
layout . prop ( env , " zoom " )
layout . prop ( env , " viewpoint_object " )
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split = layout . split ( )
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col = split . column ( )
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col . prop ( env , " layers_ignore " )
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col . prop ( env , " resolution " )
col . prop ( env , " depth " )
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col = split . column ( align = True )
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col . label ( text = " Clipping: " )
col . prop ( env , " clip_start " , text = " Start " )
col . prop ( env , " clip_end " , text = " End " )
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class TEXTURE_PT_envmap_sampling ( TextureTypePanel , Panel ) :
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bl_label = " Environment Map Sampling "
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bl_options = { ' DEFAULT_CLOSED ' }
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tex_type = ' ENVIRONMENT_MAP '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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texture_filter_common ( tex , layout )
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class TEXTURE_PT_musgrave ( TextureTypePanel , Panel ) :
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bl_label = " Musgrave "
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tex_type = ' MUSGRAVE '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " musgrave_type " )
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split = layout . split ( )
col = split . column ( )
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col . prop ( tex , " dimension_max " , text = " Dimension " )
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col . prop ( tex , " lacunarity " )
col . prop ( tex , " octaves " )
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musgrave_type = tex . musgrave_type
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col = split . column ( )
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if musgrave_type in { ' HETERO_TERRAIN ' , ' RIDGED_MULTIFRACTAL ' , ' HYBRID_MULTIFRACTAL ' } :
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col . prop ( tex , " offset " )
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if musgrave_type in { ' MULTIFRACTAL ' , ' RIDGED_MULTIFRACTAL ' , ' HYBRID_MULTIFRACTAL ' } :
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col . prop ( tex , " noise_intensity " , text = " Intensity " )
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if musgrave_type in { ' RIDGED_MULTIFRACTAL ' , ' HYBRID_MULTIFRACTAL ' } :
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col . prop ( tex , " gain " )
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layout . label ( text = " Noise: " )
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layout . prop ( tex , " noise_basis " , text = " Basis " )
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row = layout . row ( )
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row . prop ( tex , " noise_scale " , text = " Size " )
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row . prop ( tex , " nabla " )
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class TEXTURE_PT_voronoi ( TextureTypePanel , Panel ) :
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bl_label = " Voronoi "
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tex_type = ' VORONOI '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
split = layout . split ( )
col = split . column ( )
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col . label ( text = " Distance Metric: " )
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col . prop ( tex , " distance_metric " , text = " " )
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sub = col . column ( )
sub . active = tex . distance_metric == ' MINKOVSKY '
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sub . prop ( tex , " minkovsky_exponent " , text = " Exponent " )
col . label ( text = " Coloring: " )
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col . prop ( tex , " color_mode " , text = " " )
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col . prop ( tex , " noise_intensity " , text = " Intensity " )
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col = split . column ( )
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sub = col . column ( align = True )
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sub . label ( text = " Feature Weights: " )
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sub . prop ( tex , " weight_1 " , text = " 1 " , slider = True )
sub . prop ( tex , " weight_2 " , text = " 2 " , slider = True )
sub . prop ( tex , " weight_3 " , text = " 3 " , slider = True )
sub . prop ( tex , " weight_4 " , text = " 4 " , slider = True )
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layout . label ( text = " Noise: " )
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row = layout . row ( )
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row . prop ( tex , " noise_scale " , text = " Size " )
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row . prop ( tex , " nabla " )
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class TEXTURE_PT_distortednoise ( TextureTypePanel , Panel ) :
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bl_label = " Distorted Noise "
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tex_type = ' DISTORTED_NOISE '
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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layout . prop ( tex , " noise_distortion " )
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layout . prop ( tex , " noise_basis " , text = " Basis " )
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split = layout . split ( )
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col = split . column ( )
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col . prop ( tex , " distortion " , text = " Distortion " )
col . prop ( tex , " noise_scale " , text = " Size " )
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split . prop ( tex , " nabla " )
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class TEXTURE_PT_voxeldata ( TextureButtonsPanel , Panel ) :
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bl_label = " Voxel Data "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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@classmethod
def poll ( cls , context ) :
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tex = context . texture
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engine = context . scene . render . engine
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return tex and ( tex . type == ' VOXEL_DATA ' and ( engine in cls . COMPAT_ENGINES ) )
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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vd = tex . voxel_data
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layout . prop ( vd , " file_format " )
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if vd . file_format in { ' BLENDER_VOXEL ' , ' RAW_8BIT ' } :
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layout . prop ( vd , " filepath " )
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if vd . file_format == ' RAW_8BIT ' :
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layout . prop ( vd , " resolution " )
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elif vd . file_format == ' SMOKE ' :
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layout . prop ( vd , " domain_object " )
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layout . prop ( vd , " smoke_data_type " )
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elif vd . file_format == ' IMAGE_SEQUENCE ' :
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layout . template_ID ( tex , " image " , open = " image.open " )
layout . template_image ( tex , " image " , tex . image_user , compact = True )
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#layout.prop(vd, "frame_duration")
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if vd . file_format in { ' BLENDER_VOXEL ' , ' RAW_8BIT ' } :
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layout . prop ( vd , " use_still_frame " )
row = layout . row ( )
row . active = vd . use_still_frame
row . prop ( vd , " still_frame " )
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layout . prop ( vd , " interpolation " )
layout . prop ( vd , " extension " )
layout . prop ( vd , " intensity " )
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class TEXTURE_PT_pointdensity ( TextureButtonsPanel , Panel ) :
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bl_label = " Point Density "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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@classmethod
def poll ( cls , context ) :
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tex = context . texture
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engine = context . scene . render . engine
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return tex and ( tex . type == ' POINT_DENSITY ' and ( engine in cls . COMPAT_ENGINES ) )
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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pd = tex . point_density
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layout . prop ( pd , " point_source " , expand = True )
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split = layout . split ( )
col = split . column ( )
if pd . point_source == ' PARTICLE_SYSTEM ' :
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col . label ( text = " Object: " )
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col . prop ( pd , " object " , text = " " )
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sub = col . column ( )
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sub . enabled = bool ( pd . object )
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if pd . object :
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sub . label ( text = " System: " )
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sub . prop_search ( pd , " particle_system " , pd . object , " particle_systems " , text = " " )
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sub . label ( text = " Cache: " )
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sub . prop ( pd , " particle_cache_space " , text = " " )
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else :
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col . label ( text = " Object: " )
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col . prop ( pd , " object " , text = " " )
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col . label ( text = " Cache: " )
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col . prop ( pd , " vertex_cache_space " , text = " " )
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col . separator ( )
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if pd . point_source == ' PARTICLE_SYSTEM ' :
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col . label ( text = " Color Source: " )
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col . prop ( pd , " color_source " , text = " " )
if pd . color_source in { ' PARTICLE_SPEED ' , ' PARTICLE_VELOCITY ' } :
col . prop ( pd , " speed_scale " )
if pd . color_source in { ' PARTICLE_SPEED ' , ' PARTICLE_AGE ' } :
layout . template_color_ramp ( pd , " color_ramp " , expand = True )
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col = split . column ( )
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col . label ( )
col . prop ( pd , " radius " )
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col . label ( text = " Falloff: " )
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col . prop ( pd , " falloff " , text = " " )
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if pd . falloff == ' SOFT ' :
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col . prop ( pd , " falloff_soft " )
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if pd . falloff == ' PARTICLE_VELOCITY ' :
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col . prop ( pd , " falloff_speed_scale " )
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col . prop ( pd , " use_falloff_curve " )
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if pd . use_falloff_curve :
col = layout . column ( )
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col . label ( text = " Falloff Curve " )
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col . template_curve_mapping ( pd , " falloff_curve " , brush = False )
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2011-08-12 06:57:00 +00:00
class TEXTURE_PT_pointdensity_turbulence ( TextureButtonsPanel , Panel ) :
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bl_label = " Turbulence "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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@classmethod
def poll ( cls , context ) :
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tex = context . texture
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engine = context . scene . render . engine
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return tex and ( tex . type == ' POINT_DENSITY ' and ( engine in cls . COMPAT_ENGINES ) )
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def draw_header ( self , context ) :
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pd = context . texture . point_density
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self . layout . prop ( pd , " use_turbulence " , text = " " )
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def draw ( self , context ) :
layout = self . layout
tex = context . texture
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pd = tex . point_density
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layout . active = pd . use_turbulence
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split = layout . split ( )
col = split . column ( )
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col . label ( text = " Influence: " )
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col . prop ( pd , " turbulence_influence " , text = " " )
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col . label ( text = " Noise Basis: " )
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col . prop ( pd , " noise_basis " , text = " " )
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col = split . column ( )
col . label ( )
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col . prop ( pd , " turbulence_scale " )
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col . prop ( pd , " turbulence_depth " )
col . prop ( pd , " turbulence_strength " )
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class TEXTURE_PT_ocean ( TextureTypePanel , Panel ) :
bl_label = " Ocean "
tex_type = ' OCEAN '
COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
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def draw ( self , context ) :
layout = self . layout
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tex = context . texture
ot = tex . ocean
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col = layout . column ( )
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col . prop ( ot , " ocean_object " )
col . prop ( ot , " output " )
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class TEXTURE_PT_mapping ( TextureSlotPanel , Panel ) :
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bl_label = " Mapping "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
@classmethod
def poll ( cls , context ) :
idblock = context_tex_datablock ( context )
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if isinstance ( idblock , Brush ) and not context . sculpt_object :
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return False
if not getattr ( context , " texture_slot " , None ) :
return False
engine = context . scene . render . engine
return ( engine in cls . COMPAT_ENGINES )
def draw ( self , context ) :
layout = self . layout
idblock = context_tex_datablock ( context )
tex = context . texture_slot
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if not isinstance ( idblock , Brush ) :
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split = layout . split ( percentage = 0.3 )
col = split . column ( )
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col . label ( text = " Coordinates: " )
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col = split . column ( )
col . prop ( tex , " texture_coords " , text = " " )
if tex . texture_coords == ' ORCO ' :
"""
ob = context . object
if ob and ob . type == ' MESH ' :
split = layout . split ( percentage = 0.3 )
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split . label ( text = " Mesh: " )
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split . prop ( ob . data , " texco_mesh " , text = " " )
"""
elif tex . texture_coords == ' UV ' :
split = layout . split ( percentage = 0.3 )
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split . label ( text = " Map: " )
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ob = context . object
if ob and ob . type == ' MESH ' :
split . prop_search ( tex , " uv_layer " , ob . data , " uv_textures " , text = " " )
else :
split . prop ( tex , " uv_layer " , text = " " )
elif tex . texture_coords == ' OBJECT ' :
split = layout . split ( percentage = 0.3 )
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split . label ( text = " Object: " )
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split . prop ( tex , " object " , text = " " )
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if isinstance ( idblock , Brush ) :
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if context . sculpt_object :
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layout . label ( text = " Brush Mapping: " )
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layout . prop ( tex , " map_mode " , expand = True )
row = layout . row ( )
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row . active = tex . map_mode in { ' FIXED ' , ' TILED ' }
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row . prop ( tex , " angle " )
else :
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if isinstance ( idblock , Material ) :
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split = layout . split ( percentage = 0.3 )
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split . label ( text = " Projection: " )
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split . prop ( tex , " mapping " , text = " " )
split = layout . split ( )
col = split . column ( )
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if tex . texture_coords in { ' ORCO ' , ' UV ' } :
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col . prop ( tex , " use_from_dupli " )
elif tex . texture_coords == ' OBJECT ' :
col . prop ( tex , " use_from_original " )
else :
col . label ( )
col = split . column ( )
row = col . row ( )
row . prop ( tex , " mapping_x " , text = " " )
row . prop ( tex , " mapping_y " , text = " " )
row . prop ( tex , " mapping_z " , text = " " )
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row = layout . row ( )
row . column ( ) . prop ( tex , " offset " )
row . column ( ) . prop ( tex , " scale " )
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class TEXTURE_PT_influence ( TextureSlotPanel , Panel ) :
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bl_label = " Influence "
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
@classmethod
def poll ( cls , context ) :
idblock = context_tex_datablock ( context )
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if isinstance ( idblock , Brush ) :
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return False
if not getattr ( context , " texture_slot " , None ) :
return False
engine = context . scene . render . engine
return ( engine in cls . COMPAT_ENGINES )
def draw ( self , context ) :
layout = self . layout
idblock = context_tex_datablock ( context )
tex = context . texture_slot
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def factor_but ( layout , toggle , factor , name ) :
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row = layout . row ( align = True )
row . prop ( tex , toggle , text = " " )
sub = row . row ( )
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sub . active = getattr ( tex , toggle )
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sub . prop ( tex , factor , text = name , slider = True )
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return sub # XXX, temp. use_map_normal needs to override.
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if isinstance ( idblock , Material ) :
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if idblock . type in { ' SURFACE ' , ' WIRE ' } :
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split = layout . split ( )
col = split . column ( )
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col . label ( text = " Diffuse: " )
factor_but ( col , " use_map_diffuse " , " diffuse_factor " , " Intensity " )
factor_but ( col , " use_map_color_diffuse " , " diffuse_color_factor " , " Color " )
factor_but ( col , " use_map_alpha " , " alpha_factor " , " Alpha " )
factor_but ( col , " use_map_translucency " , " translucency_factor " , " Translucency " )
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col . label ( text = " Specular: " )
factor_but ( col , " use_map_specular " , " specular_factor " , " Intensity " )
factor_but ( col , " use_map_color_spec " , " specular_color_factor " , " Color " )
factor_but ( col , " use_map_hardness " , " hardness_factor " , " Hardness " )
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col = split . column ( )
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col . label ( text = " Shading: " )
factor_but ( col , " use_map_ambient " , " ambient_factor " , " Ambient " )
factor_but ( col , " use_map_emit " , " emit_factor " , " Emit " )
factor_but ( col , " use_map_mirror " , " mirror_factor " , " Mirror " )
factor_but ( col , " use_map_raymir " , " raymir_factor " , " Ray Mirror " )
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col . label ( text = " Geometry: " )
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# XXX replace 'or' when displacement is fixed to not rely on normal influence value.
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sub_tmp = factor_but ( col , " use_map_normal " , " normal_factor " , " Normal " )
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sub_tmp . active = ( tex . use_map_normal or tex . use_map_displacement )
# END XXX
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factor_but ( col , " use_map_warp " , " warp_factor " , " Warp " )
factor_but ( col , " use_map_displacement " , " displacement_factor " , " Displace " )
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#~ sub = col.column()
#~ sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror
#~ sub.prop(tex, "default_value", text="Amount", slider=True)
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elif idblock . type == ' HALO ' :
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layout . label ( text = " Halo: " )
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split = layout . split ( )
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col = split . column ( )
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factor_but ( col , " use_map_color_diffuse " , " diffuse_color_factor " , " Color " )
factor_but ( col , " use_map_alpha " , " alpha_factor " , " Alpha " )
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col = split . column ( )
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factor_but ( col , " use_map_raymir " , " raymir_factor " , " Size " )
factor_but ( col , " use_map_hardness " , " hardness_factor " , " Hardness " )
factor_but ( col , " use_map_translucency " , " translucency_factor " , " Add " )
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elif idblock . type == ' VOLUME ' :
split = layout . split ( )
col = split . column ( )
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factor_but ( col , " use_map_density " , " density_factor " , " Density " )
factor_but ( col , " use_map_emission " , " emission_factor " , " Emission " )
factor_but ( col , " use_map_scatter " , " scattering_factor " , " Scattering " )
factor_but ( col , " use_map_reflect " , " reflection_factor " , " Reflection " )
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col = split . column ( )
col . label ( text = " " )
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factor_but ( col , " use_map_color_emission " , " emission_color_factor " , " Emission Color " )
factor_but ( col , " use_map_color_transmission " , " transmission_color_factor " , " Transmission Color " )
factor_but ( col , " use_map_color_reflection " , " reflection_color_factor " , " Reflection Color " )
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elif isinstance ( idblock , Lamp ) :
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split = layout . split ( )
col = split . column ( )
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factor_but ( col , " use_map_color " , " color_factor " , " Color " )
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col = split . column ( )
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factor_but ( col , " use_map_shadow " , " shadow_factor " , " Shadow " )
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elif isinstance ( idblock , World ) :
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split = layout . split ( )
col = split . column ( )
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factor_but ( col , " use_map_blend " , " blend_factor " , " Blend " )
factor_but ( col , " use_map_horizon " , " horizon_factor " , " Horizon " )
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col = split . column ( )
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factor_but ( col , " use_map_zenith_up " , " zenith_up_factor " , " Zenith Up " )
factor_but ( col , " use_map_zenith_down " , " zenith_down_factor " , " Zenith Down " )
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elif isinstance ( idblock , ParticleSettings ) :
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split = layout . split ( )
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col = split . column ( )
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col . label ( text = " General: " )
factor_but ( col , " use_map_time " , " time_factor " , " Time " )
factor_but ( col , " use_map_life " , " life_factor " , " Lifetime " )
factor_but ( col , " use_map_density " , " density_factor " , " Density " )
factor_but ( col , " use_map_size " , " size_factor " , " Size " )
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col = split . column ( )
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col . label ( text = " Physics: " )
factor_but ( col , " use_map_velocity " , " velocity_factor " , " Velocity " )
factor_but ( col , " use_map_damp " , " damp_factor " , " Damp " )
factor_but ( col , " use_map_gravity " , " gravity_factor " , " Gravity " )
factor_but ( col , " use_map_field " , " field_factor " , " Force Fields " )
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layout . label ( text = " Hair: " )
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split = layout . split ( )
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col = split . column ( )
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factor_but ( col , " use_map_length " , " length_factor " , " Length " )
factor_but ( col , " use_map_clump " , " clump_factor " , " Clump " )
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col = split . column ( )
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factor_but ( col , " use_map_kink " , " kink_factor " , " Kink " )
factor_but ( col , " use_map_rough " , " rough_factor " , " Rough " )
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layout . separator ( )
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if not isinstance ( idblock , ParticleSettings ) :
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split = layout . split ( )
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col = split . column ( )
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col . prop ( tex , " blend_type " , text = " Blend " )
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col . prop ( tex , " use_rgb_to_intensity " )
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# color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
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col . prop ( tex , " color " , text = " " )
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col = split . column ( )
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col . prop ( tex , " invert " , text = " Negative " )
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col . prop ( tex , " use_stencil " )
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if isinstance ( idblock , Material ) or isinstance ( idblock , World ) :
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col . prop ( tex , " default_value " , text = " DVar " , slider = True )
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if isinstance ( idblock , Material ) :
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layout . label ( text = " Bump Mapping: " )
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# only show bump settings if activated but not for normal-map images
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row = layout . row ( )
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sub = row . row ( )
sub . active = ( tex . use_map_normal or tex . use_map_warp ) and not ( tex . texture . type == ' IMAGE ' and ( tex . texture . use_normal_map or tex . texture . use_derivative_map ) )
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sub . prop ( tex , " bump_method " , text = " Method " )
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# the space setting is supported for: derivative-maps + bump-maps (DEFAULT,BEST_QUALITY), not for normal-maps
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sub = row . row ( )
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sub . active = ( tex . use_map_normal or tex . use_map_warp ) and not ( tex . texture . type == ' IMAGE ' and tex . texture . use_normal_map ) and ( ( tex . bump_method in { ' BUMP_LOW_QUALITY ' , ' BUMP_MEDIUM_QUALITY ' , ' BUMP_BEST_QUALITY ' } ) or ( tex . texture . type == ' IMAGE ' and tex . texture . use_derivative_map ) )
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sub . prop ( tex , " bump_objectspace " , text = " Space " )
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class TEXTURE_PT_custom_props ( TextureButtonsPanel , PropertyPanel , Panel ) :
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COMPAT_ENGINES = { ' BLENDER_RENDER ' , ' BLENDER_GAME ' }
_context_path = " texture "
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_property_type = Texture
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if __name__ == " __main__ " : # only for live edit.
bpy . utils . register_module ( __name__ )