forked from bartvdbraak/blender
Cycles UI:
* Use full width for the world sample as lamp properties
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@ -337,16 +337,13 @@ class CyclesObject_PT_ray_visibility(CyclesButtonsPanel, Panel):
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ob = context.object
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ob = context.object
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visibility = ob.cycles_visibility
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visibility = ob.cycles_visibility
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split = layout.split()
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flow = layout.column_flow()
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col = split.column()
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flow.prop(visibility, "camera")
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col.prop(visibility, "camera")
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flow.prop(visibility, "diffuse")
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col.prop(visibility, "diffuse")
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flow.prop(visibility, "glossy")
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col.prop(visibility, "glossy")
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flow.prop(visibility, "transmission")
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flow.prop(visibility, "shadow")
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col = split.column()
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col.prop(visibility, "transmission")
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col.prop(visibility, "shadow")
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def find_node(material, nodetype):
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def find_node(material, nodetype):
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@ -473,17 +470,13 @@ class CyclesWorld_PT_settings(CyclesButtonsPanel, Panel):
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world = context.world
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world = context.world
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cworld = world.cycles
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cworld = world.cycles
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split = layout.split()
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col = layout.column()
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col = split.column()
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col.prop(cworld, "sample_as_light")
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col.prop(cworld, "sample_as_light")
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row = col.row()
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row = col.row()
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row.active = cworld.sample_as_light
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row.active = cworld.sample_as_light
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row.prop(cworld, "sample_map_resolution")
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row.prop(cworld, "sample_map_resolution")
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col = split.column()
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col.label()
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class CyclesWorld_PT_volume(CyclesButtonsPanel, Panel):
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class CyclesWorld_PT_volume(CyclesButtonsPanel, Panel):
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bl_label = "Volume"
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bl_label = "Volume"
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