blender/release/scripts/startup/bl_ui/properties_render.py

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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.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel
class RENDER_MT_presets(Menu):
bl_label = "Render Presets"
preset_subdir = "render"
* Interaction Presets This adds a new presets menu in the splash screen and the Input section of User Preferences to choose a preset interaction style, consisting of key configurations and also other user preferences such as select mouse button, view rotation style, etc. Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more presets contributed (and maintained!) by the community. It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one I changed the view manipulation key/mouse combos and also the transform manipulator keys, not much more than that. To save an interaction preset, open the user preferences Input section, and press the [ + ] button next to the presets menu. It will save out a .py file containing any edited key maps and navigation preferences to the presets/interaction folder in your scripts folder. --- Part of this commit changes the way that key maps are exported/displayed in preferences - now partial key configs are allowed. Previously it would export/import the entire key configuration, regardless of whether individual key maps were edited or not (which would make them more susceptible to conflicts in unexpected areas). (note, in blender terminology, a key map is a category of key items, such as 'Object Mode' or 'View 2d'.) Now, the export and the UI display work in a similar way to how key maps are processed internally - Locally edited key maps (after pressing the 'Edit' button) are processed first, falling back to other key maps in the current key config, and then falling back to the default key config. So it's possible for a key config to only include a few key maps, and the rest just gets pulled from the default key config. The preferences UI display works like this too behind the scenes in deciding what to show users, however using it is just like it was before, the complexity is hidden.
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preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RENDER_MT_ffmpeg_presets(Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = Menu.draw_preset
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
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class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.scene and rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel, Panel):
bl_label = "Render"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
row = layout.row()
row.operator("render.render", text="Image", icon='RENDER_STILL')
row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
layout.prop(rd, "display_mode", text="Display")
class RENDER_PT_layers(RenderButtonsPanel, Panel):
bl_label = "Layers"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.template_list(rd, "layers", rd.layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
rl = rd.layers.active
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Light")
col.prop(rl, "material_override", text="Material")
col = split.column()
col.prop(rl, "layers", text="Layer")
col.label(text="Mask Layers:")
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col.prop(rl, "layers_zmask", text="")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
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col.prop(rl, "use_zmask")
row = col.row()
row.prop(rl, "invert_zmask", text="Negate")
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row.active = rl.use_zmask
col.prop(rl, "use_all_z")
col = split.column()
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col.prop(rl, "use_solid")
col.prop(rl, "use_halo")
col.prop(rl, "use_ztransp")
col.prop(rl, "use_sky")
col = split.column()
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col.prop(rl, "use_edge_enhance")
col.prop(rl, "use_strand")
col.prop(rl, "use_freestyle")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Passes:")
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col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_object_index")
Current situation A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done. In blender movies this feature is known to be implemented, but until now it never got integrated into trunk. Proposal With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index. In the compositor the ID Mask node can be used to extract the information out of the Render pass. Impact User interface On the properties-space the next changes will be done Scene⇒Render layer⇒Passes⇒Material index will be added Material⇒Options⇒Pass index will be added DNA Material struct will get an new field called “index”. this will be a short-type. Material struct the field pad will be removed. A new Render-layer pass will be added (bit 1«18) RNA Material RNA is updated (based on “pass index” from object) Render layer RNA is updated (based on IndexOB) Blender internal renderer The Blender internal renderer will process the render pass as a copy of the Object index. Blender compositor The render layer input will get a new output socket called “IndexMA” Usage An example on how to use material index can be found at: https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend This is also example of a commit message longer than the commit itself :)
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col.prop(rl, "use_pass_material_index")
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col.prop(rl, "use_pass_color")
col = split.column()
col.label()
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col.prop(rl, "use_pass_diffuse")
row = col.row()
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row.prop(rl, "use_pass_specular")
row.prop(rl, "exclude_specular", text="")
row = col.row()
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row.prop(rl, "use_pass_shadow")
row.prop(rl, "exclude_shadow", text="")
row = col.row()
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row.prop(rl, "use_pass_emit")
row.prop(rl, "exclude_emit", text="")
row = col.row()
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row.prop(rl, "use_pass_ambient_occlusion")
row.prop(rl, "exclude_ambient_occlusion", text="")
row = col.row()
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row.prop(rl, "use_pass_environment")
row.prop(rl, "exclude_environment", text="")
row = col.row()
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row.prop(rl, "use_pass_indirect")
row.prop(rl, "exclude_indirect", text="")
row = col.row()
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row.prop(rl, "use_pass_reflection")
row.prop(rl, "exclude_reflection", text="")
row = col.row()
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row.prop(rl, "use_pass_refraction")
row.prop(rl, "exclude_refraction", text="")
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class RENDER_MT_lineset_specials(Menu):
bl_label = "Lineset Specials"
def draw(self, context):
layout = self.layout
layout.operator("scene.freestyle_lineset_copy", icon='ZOOMIN')
class RENDER_PT_freestyle(RenderButtonsPanel, Panel):
bl_label = "Freestyle"
COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
def poll(cls, context):
rd = context.scene.render
rl = rd.layers.active
return rl and rl.use_freestyle
def draw(self, context):
layout = self.layout
rd = context.scene.render
rl = rd.layers.active
freestyle = rl.freestyle_settings
split = layout.split()
col = split.column()
Optimized view map calculation by Alexander Beels. * View map calculation has been intensively optimized for speed by means of: 1) new spatial grid data structures (SphericalGrid for perspective cameras and BoxGrid for orthographic cameras; automatically switched based on the camera type); 2) a heuristic grid density calculation algorithm; and 3) new line visibility computation algorithms: A "traditional" algorithm for emulating old visibility algorithms, and a "cumulative" algorithm for improved, more consistent line visibility, both exploiting the new spatial grid data structures for fast ray casting. A new option "Raycasting Algorithm" was added to allow users to choose a ray casting (line visibility) algorithm. Available choices are: - Normal Ray Casting - Fast Ray Casting - Very Fast Ray Casting - Culled Traditional Visibility Detection - Unculled Traditional Visibility Detection - Culled Cumulative Visibility Detection - Unculled Cumulative Visibility Detection The first three algorithms are those available in the original Freestyle (the "normal" ray casting was used unconditionally, though). The "fast" and "very fast" ray casting algorithms achieve a faster calculation at the cost of less visibility accuracy. The last four are newly introduced optimized options. The culled versions of the new algorithms will exclude from visibility calculation those faces that lay outside the camera, which leads to a faster view map construction. The unculled counterparts will take all faces into account. The unculled visibility algorithms are useful when culling affects stroke chaining. The recommended options for users are the culled/unculled cumulative visibility algorithms. These options are meant to replace the old algorithms in the future. Performance improvements over the old algorithms depend on the scenes to be rendered. * Silhouette detection has also been considerably optimized for speed. Performance gains by this optimization do not depend on scenes. * Improper handling of error conditions in the view map construction was fixed.
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col.prop(freestyle, "raycasting_algorithm", text="Raycasting Algorithm")
col.prop(freestyle, "mode", text="Control Mode")
if freestyle.mode == "EDITOR":
col.label(text="Edge Detection Options:")
col.prop(freestyle, "use_smoothness")
col.prop(freestyle, "crease_angle")
col.prop(freestyle, "sphere_radius")
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col.prop(freestyle, "kr_derivative_epsilon")
lineset = freestyle.linesets.active
col.label(text="Line Sets:")
row = col.row()
rows = 2
if lineset:
rows = 5
row.template_list(freestyle, "linesets", freestyle.linesets, "active_index", rows=rows)
sub = row.column()
subsub = sub.column(align=True)
subsub.operator("scene.freestyle_lineset_add", icon='ZOOMIN', text="")
subsub.operator("scene.freestyle_lineset_remove", icon='ZOOMOUT', text="")
subsub.menu("RENDER_MT_lineset_specials", icon='DOWNARROW_HLT', text="")
if lineset:
sub.separator()
subsub = sub.column(align=True)
subsub.operator("scene.freestyle_lineset_move", icon='TRIA_UP', text="").direction = 'UP'
subsub.operator("scene.freestyle_lineset_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
else: # freestyle.mode == "SCRIPT"
col.prop(freestyle, "use_smoothness")
col.prop(freestyle, "crease_angle")
col.prop(freestyle, "sphere_radius")
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col.prop(freestyle, "use_ridges_and_valleys")
col.prop(freestyle, "use_suggestive_contours")
sub = col.row()
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sub.prop(freestyle, "kr_derivative_epsilon")
sub.active = freestyle.use_suggestive_contours
col.prop(freestyle, "use_material_boundaries")
col.operator("scene.freestyle_module_add")
for i, module in enumerate(freestyle.modules):
box = layout.box()
box.context_pointer_set("freestyle_module", module)
row = box.row(align=True)
row.prop(module, "use", text="")
row.prop(module, "module_path", text="")
row.operator("scene.freestyle_module_remove", icon='X', text="")
row.operator("scene.freestyle_module_move", icon='TRIA_UP', text="").direction = 'UP'
row.operator("scene.freestyle_module_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
class RENDER_PT_freestyle_lineset(RenderButtonsPanel, Panel):
bl_label = "Freestyle: Line Set"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
rl = rd.layers.active
if rl and rl.use_freestyle:
freestyle = rl.freestyle_settings
return freestyle.mode == "EDITOR" and freestyle.linesets.active
return False
def draw_edge_type_buttons(self, box, lineset, edge_type):
# property names
select_edge_type = "select_" + edge_type
exclude_edge_type = "exclude_" + edge_type
# draw edge type buttons
row = box.row(align=True)
row.prop(lineset, select_edge_type)
sub = row.column()
sub.prop(lineset, exclude_edge_type, text="")
sub.enabled = getattr(lineset, select_edge_type)
def draw(self, context):
layout = self.layout
rd = context.scene.render
rl = rd.layers.active
freestyle = rl.freestyle_settings
lineset = freestyle.linesets.active
split = layout.split()
col = split.column()
col.prop(lineset, "name")
col.prop(lineset, "select_by_visibility")
if lineset.select_by_visibility:
sub = col.row(align=True)
sub.prop(lineset, "visibility", expand=True)
if lineset.visibility == "RANGE":
sub = col.row(align=True)
sub.prop(lineset, "qi_start")
sub.prop(lineset, "qi_end")
col.separator() # XXX
col.prop(lineset, "select_by_edge_types")
if lineset.select_by_edge_types:
row = col.row()
row.prop(lineset, "edge_type_negation", expand=True)
row = col.row()
row.prop(lineset, "edge_type_combination", expand=True)
row = col.row()
sub = row.column()
self.draw_edge_type_buttons(sub, lineset, "silhouette")
self.draw_edge_type_buttons(sub, lineset, "border")
self.draw_edge_type_buttons(sub, lineset, "crease")
self.draw_edge_type_buttons(sub, lineset, "ridge")
self.draw_edge_type_buttons(sub, lineset, "valley")
self.draw_edge_type_buttons(sub, lineset, "suggestive_contour")
self.draw_edge_type_buttons(sub, lineset, "material_boundary")
self.draw_edge_type_buttons(sub, lineset, "edge_mark")
sub = row.column()
self.draw_edge_type_buttons(sub, lineset, "contour")
self.draw_edge_type_buttons(sub, lineset, "external_contour")
col.separator() # XXX
col.prop(lineset, "select_by_face_marks")
if lineset.select_by_face_marks:
row = col.row()
row.prop(lineset, "face_mark_negation", expand=True)
row = col.row()
row.prop(lineset, "face_mark_condition", expand=True)
col.separator() # XXX
col.prop(lineset, "select_by_group")
if lineset.select_by_group:
col.prop(lineset, "group")
row = col.row()
row.prop(lineset, "group_negation", expand=True)
col.separator() # XXX
col.prop(lineset, "select_by_image_border")
class RENDER_PT_freestyle_linestyle(RenderButtonsPanel, Panel):
bl_label = "Freestyle: Line Style"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
rl = rd.layers.active
if rl and rl.use_freestyle:
freestyle = rl.freestyle_settings
return freestyle.mode == "EDITOR" and freestyle.linesets.active
return False
def draw_modifier_box_header(self, box, modifier):
row = box.row()
row.context_pointer_set("modifier", modifier)
if modifier.expanded:
icon = "TRIA_DOWN"
else:
icon = "TRIA_RIGHT"
row.prop(modifier, "expanded", text="", icon=icon, emboss=False)
row.label(text=modifier.rna_type.name)
row.prop(modifier, "name", text="")
row.prop(modifier, "use", text="")
sub = row.row(align=True)
sub.operator("scene.freestyle_modifier_move", icon='TRIA_UP', text="").direction = 'UP'
sub.operator("scene.freestyle_modifier_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row.operator("scene.freestyle_modifier_remove", icon='X', text="")
def draw_modifier_common(self, box, modifier):
row = box.row()
row.prop(modifier, "blend", text="")
row.prop(modifier, "influence")
def draw_modifier_color_ramp_common(self, box, modifier, has_range):
box.template_color_ramp(modifier, "color_ramp", expand=True)
if has_range:
row = box.row(align=True)
row.prop(modifier, "range_min")
row.prop(modifier, "range_max")
def draw_modifier_curve_common(self, box, modifier, has_range, has_value):
row = box.row()
row.prop(modifier, "mapping", text="")
sub = row.column()
sub.prop(modifier, "invert")
if modifier.mapping == "CURVE":
sub.enabled = False
box.template_curve_mapping(modifier, "curve")
if has_range:
row = box.row(align=True)
row.prop(modifier, "range_min")
row.prop(modifier, "range_max")
if has_value:
row = box.row(align=True)
row.prop(modifier, "value_min")
row.prop(modifier, "value_max")
def draw_color_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
self.draw_modifier_common(box, modifier)
if modifier.type == "ALONG_STROKE":
self.draw_modifier_color_ramp_common(box, modifier, False)
elif modifier.type == "DISTANCE_FROM_OBJECT":
box.prop(modifier, "target")
self.draw_modifier_color_ramp_common(box, modifier, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'COLOR'
prop.name = modifier.name
elif modifier.type == "DISTANCE_FROM_CAMERA":
self.draw_modifier_color_ramp_common(box, modifier, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'COLOR'
prop.name = modifier.name
elif modifier.type == "MATERIAL":
row = box.row()
row.prop(modifier, "material_attr", text="")
sub = row.column()
sub.prop(modifier, "use_ramp")
if modifier.material_attr in ["DIFF", "SPEC"]:
sub.enabled = True
show_ramp = modifier.use_ramp
else:
sub.enabled = False
show_ramp = True
if show_ramp:
self.draw_modifier_color_ramp_common(box, modifier, False)
def draw_alpha_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
self.draw_modifier_common(box, modifier)
if modifier.type == "ALONG_STROKE":
self.draw_modifier_curve_common(box, modifier, False, False)
elif modifier.type == "DISTANCE_FROM_OBJECT":
box.prop(modifier, "target")
self.draw_modifier_curve_common(box, modifier, True, False)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'ALPHA'
prop.name = modifier.name
elif modifier.type == "DISTANCE_FROM_CAMERA":
self.draw_modifier_curve_common(box, modifier, True, False)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'ALPHA'
prop.name = modifier.name
elif modifier.type == "MATERIAL":
box.prop(modifier, "material_attr", text="")
self.draw_modifier_curve_common(box, modifier, False, False)
def draw_thickness_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
self.draw_modifier_common(box, modifier)
if modifier.type == "ALONG_STROKE":
self.draw_modifier_curve_common(box, modifier, False, True)
elif modifier.type == "DISTANCE_FROM_OBJECT":
box.prop(modifier, "target")
self.draw_modifier_curve_common(box, modifier, True, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'THICKNESS'
prop.name = modifier.name
elif modifier.type == "DISTANCE_FROM_CAMERA":
self.draw_modifier_curve_common(box, modifier, True, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'THICKNESS'
prop.name = modifier.name
elif modifier.type == "MATERIAL":
box.prop(modifier, "material_attr", text="")
self.draw_modifier_curve_common(box, modifier, False, True)
elif modifier.type == "CALLIGRAPHY":
col = box.column()
col.prop(modifier, "orientation")
col.prop(modifier, "min_thickness")
col.prop(modifier, "max_thickness")
def draw_geometry_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
if modifier.type == "SAMPLING":
box.prop(modifier, "sampling")
elif modifier.type == "BEZIER_CURVE":
box.prop(modifier, "error")
elif modifier.type == "SINUS_DISPLACEMENT":
box.prop(modifier, "wavelength")
box.prop(modifier, "amplitude")
box.prop(modifier, "phase")
elif modifier.type == "SPATIAL_NOISE":
box.prop(modifier, "amplitude")
box.prop(modifier, "scale")
box.prop(modifier, "octaves")
sub = box.row()
sub.prop(modifier, "smooth")
sub.prop(modifier, "pure_random")
elif modifier.type == "PERLIN_NOISE_1D":
box.prop(modifier, "frequency")
box.prop(modifier, "amplitude")
box.prop(modifier, "octaves")
box.prop(modifier, "angle")
box.prop(modifier, "seed")
elif modifier.type == "PERLIN_NOISE_2D":
box.prop(modifier, "frequency")
box.prop(modifier, "amplitude")
box.prop(modifier, "octaves")
box.prop(modifier, "angle")
box.prop(modifier, "seed")
elif modifier.type == "BACKBONE_STRETCHER":
box.prop(modifier, "backbone_length")
elif modifier.type == "TIP_REMOVER":
box.prop(modifier, "tip_length")
elif modifier.type == "POLYGONIZATION":
box.prop(modifier, "error")
elif modifier.type == "GUIDING_LINES":
box.prop(modifier, "offset")
elif modifier.type == "BLUEPRINT":
row = box.row()
row.prop(modifier, "shape", expand=True)
box.prop(modifier, "rounds")
if modifier.shape in ["CIRCLES", "ELLIPSES"]:
box.prop(modifier, "random_radius")
box.prop(modifier, "random_center")
elif modifier.shape == "SQUARES":
box.prop(modifier, "backbone_length")
box.prop(modifier, "random_backbone")
def draw(self, context):
layout = self.layout
rd = context.scene.render
rl = rd.layers.active
lineset = rl.freestyle_settings.linesets.active
linestyle = lineset.linestyle
layout.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
row = layout.row(align=True)
row.prop(linestyle, "panel", expand=True)
if linestyle.panel == "STROKES":
# Chaining
col = layout.column()
col.prop(linestyle, "use_chaining", text="Chaining:")
sub = col.column()
sub.enabled = linestyle.use_chaining
sub.prop(linestyle, "chaining", text="")
if linestyle.chaining == "PLAIN":
sub.prop(linestyle, "same_object")
elif linestyle.chaining == "SKETCHY":
subsub = sub.row()
subsub.prop(linestyle, "same_object")
subsub.prop(linestyle, "rounds")
# Splitting
col = layout.column()
col.label(text="Splitting:")
sub = col.row()
subcol = sub.column()
subcol.prop(linestyle, "use_min_angle", text="Min Angle")
subsub = subcol.split()
subsub.prop(linestyle, "min_angle", text="")
subsub.enabled = linestyle.use_min_angle
subcol = sub.column()
subcol.prop(linestyle, "use_max_angle", text="Max Angle")
subsub = subcol.split()
subsub.prop(linestyle, "max_angle", text="")
subsub.enabled = linestyle.use_max_angle
row = col.row()
row.prop(linestyle, "material_boundary")
# Selection
col = layout.column()
col.label(text="Selection:")
sub = col.row()
subcol = sub.column()
subcol.prop(linestyle, "use_min_length", text="Min Length")
subsub = subcol.split()
subsub.prop(linestyle, "min_length", text="")
subsub.enabled = linestyle.use_min_length
subcol = sub.column()
subcol.prop(linestyle, "use_max_length", text="Max Length")
subsub = subcol.split()
subsub.prop(linestyle, "max_length", text="")
subsub.enabled = linestyle.use_max_length
# Caps
col = layout.column()
col.label(text="Caps:")
row = col.row(align=True)
row.prop(linestyle, "caps", expand=True)
col = layout.column()
col.prop(linestyle, "use_dashed_line")
split = col.split()
split.enabled = linestyle.use_dashed_line
sub = split.column()
sub.label(text="Dash")
sub.prop(linestyle, "dash1", text="")
sub = split.column()
sub.label(text="Gap")
sub.prop(linestyle, "gap1", text="")
sub = split.column()
sub.label(text="Dash")
sub.prop(linestyle, "dash2", text="")
sub = split.column()
sub.label(text="Gap")
sub.prop(linestyle, "gap2", text="")
sub = split.column()
sub.label(text="Dash")
sub.prop(linestyle, "dash3", text="")
sub = split.column()
sub.label(text="Gap")
sub.prop(linestyle, "gap3", text="")
elif linestyle.panel == "COLOR":
col = layout.column()
col.label(text="Base Color:")
col.prop(linestyle, "color", text="")
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_color_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.color_modifiers:
self.draw_color_modifier(context, modifier)
elif linestyle.panel == "ALPHA":
col = layout.column()
col.label(text="Base Transparency:")
col.prop(linestyle, "alpha")
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_alpha_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.alpha_modifiers:
self.draw_alpha_modifier(context, modifier)
elif linestyle.panel == "THICKNESS":
col = layout.column()
col.label(text="Base Thickness:")
col.prop(linestyle, "thickness")
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_thickness_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.thickness_modifiers:
self.draw_thickness_modifier(context, modifier)
elif linestyle.panel == "GEOMETRY":
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_geometry_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.geometry_modifiers:
self.draw_geometry_modifier(context, modifier)
elif linestyle.panel == "MISC":
pass
class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row(align=True)
row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
row.operator("render.preset_add", text="", icon='ZOOMIN')
row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Resolution:")
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text="Aspect Ratio:")
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.prop(rd, "use_border", text="Border")
sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border", text="Crop")
col = split.column()
sub = col.column(align=True)
sub.label(text="Frame Range:")
sub.prop(scene, "frame_start")
sub.prop(scene, "frame_end")
sub.prop(scene, "frame_step")
sub.label(text="Frame Rate:")
if rd.fps_base == 1:
fps_rate = round(rd.fps / rd.fps_base)
else:
fps_rate = round(rd.fps / rd.fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
if custom_framerate == True:
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fps_label_text = "Custom (" + str(fps_rate) + " fps)"
else:
fps_label_text = str(fps_rate) + " fps"
sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"):
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
subrow = sub.row(align=True)
subrow.label(text="Time Remapping:")
subrow = sub.row(align=True)
subrow.prop(rd, "frame_map_old", text="Old")
subrow.prop(rd, "frame_map_new", text="New")
class RENDER_PT_antialiasing(RenderButtonsPanel, Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "use_full_sample")
col = split.column()
col.prop(rd, "pixel_filter_type", text="")
col.prop(rd, "filter_size", text="Size")
class RENDER_PT_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Sampled Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
row.prop(rd, "motion_blur_shutter")
class RENDER_PT_shading(RenderButtonsPanel, Panel):
bl_label = "Shading"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_textures", text="Textures")
col.prop(rd, "use_shadows", text="Shadows")
col.prop(rd, "use_sss", text="Subsurface Scattering")
col.prop(rd, "use_envmaps", text="Environment Map")
col = split.column()
col.prop(rd, "use_raytrace", text="Ray Tracing")
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col.prop(rd, "use_color_management")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
col = split.column()
col.label(text="Memory:")
sub = col.column()
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sub.enabled = not (rd.use_border or rd.use_full_sample)
sub.prop(rd, "use_save_buffers")
sub = col.column()
sub.active = rd.use_compositing
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sub.prop(rd, "use_free_image_textures")
sub.prop(rd, "use_free_unused_nodes")
sub = col.column()
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sub.active = rd.use_raytrace
sub.label(text="Acceleration structure:")
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sub.prop(rd, "raytrace_method", text="")
if rd.raytrace_method == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
else:
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
split.prop(rd, "dither_intensity", text="Dither", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_fields", text="Fields")
sub = col.column()
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sub.active = rd.use_fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "use_fields_still", text="Still")
col = split.column()
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col.prop(rd, "use_edge_enhance")
sub = col.column()
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sub.active = rd.use_edge_enhance
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
layout.separator()
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split = layout.split()
col = split.column()
col.prop(rd, "use_freestyle", text="Freestyle")
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class RENDER_PT_stamp(RenderButtonsPanel, Panel):
bl_label = "Stamp"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_stamp
split = layout.split()
col = split.column()
col.prop(rd, "use_stamp_time", text="Time")
col.prop(rd, "use_stamp_date", text="Date")
col.prop(rd, "use_stamp_render_time", text="RenderTime")
col.prop(rd, "use_stamp_frame", text="Frame")
col.prop(rd, "use_stamp_scene", text="Scene")
col.prop(rd, "use_stamp_camera", text="Camera")
col.prop(rd, "use_stamp_lens", text="Lens")
col.prop(rd, "use_stamp_filename", text="Filename")
col.prop(rd, "use_stamp_marker", text="Marker")
col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
col = split.column()
col.active = rd.use_stamp
col.prop(rd, "stamp_foreground", slider=True)
col.prop(rd, "stamp_background", slider=True)
col.separator()
col.prop(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.prop(rd, "use_stamp_note", text="Note")
sub = row.row()
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_output(RenderButtonsPanel, Panel):
bl_label = "Output"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
file_format = rd.file_format
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layout.prop(rd, "filepath", text="")
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if file_format in {'AVI_JPEG', 'JPEG'}:
layout.prop(rd, "file_quality", slider=True)
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if file_format == 'PNG':
layout.prop(rd, "file_quality", slider=True, text="Compression")
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if file_format in {'OPEN_EXR', 'MULTILAYER'}:
row = layout.row()
row.prop(rd, "exr_codec", text="Codec")
if file_format == 'OPEN_EXR':
row = layout.row()
row.prop(rd, "use_exr_half")
row.prop(rd, "exr_zbuf")
row.prop(rd, "exr_preview")
elif file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text="Depth:")
col.row().prop(rd, "jpeg2k_depth", expand=True)
col = split.column()
col.prop(rd, "jpeg2k_preset", text="")
col.prop(rd, "jpeg2k_ycc")
elif file_format in {'CINEON', 'DPX'}:
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split = layout.split()
split.label("FIXME: hard coded Non-Linear, Gamma:1.0")
'''
col = split.column()
col.prop(rd, "use_cineon_log", text="Convert to Log")
col = split.column(align=True)
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col.active = rd.use_cineon_log
col.prop(rd, "cineon_black", text="Black")
col.prop(rd, "cineon_white", text="White")
col.prop(rd, "cineon_gamma", text="Gamma")
'''
elif file_format == 'TIFF':
layout.prop(rd, "use_tiff_16bit")
elif file_format == 'QUICKTIME_CARBON':
layout.operator("scene.render_data_set_quicktime_codec")
elif file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type", text="Video Codec")
col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
# Audio
col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
if rd.quicktime_audiocodec_type != 'No audio':
split = layout.split()
if rd.quicktime_audiocodec_type == 'LPCM':
split.prop(rd, "quicktime_audio_bitdepth", text="")
split.prop(rd, "quicktime_audio_samplerate", text="")
split = layout.split()
col = split.column()
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")
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col = subsplit.column()
col.prop(rd, "quicktime_audio_resampling_hq")
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
bl_label = "Encoding"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.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')
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layout.prop(rd, "bake_type")
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multires_bake = False
if rd.bake_type in ['NORMALS', 'DISPLACEMENT']:
layout.prop(rd, 'use_bake_multires')
multires_bake = rd.use_bake_multires
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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")
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# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "use_bake_antialiasing")
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layout.separator()
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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")
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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__)