# ##### 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, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from rna_prop_ui import PropertyPanel narrowui = bpy.context.user_preferences.view.properties_width_check class TEXTURE_MT_specials(bpy.types.Menu): bl_label = "Texture Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout layout.operator("texture.slot_copy", icon='COPYDOWN') layout.operator("texture.slot_paste", icon='PASTEDOWN') class TEXTURE_MT_envmap_specials(bpy.types.Menu): bl_label = "Environment Map Specials" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} 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') from properties_material import active_node_mat def context_tex_datablock(context): idblock = context.material if idblock: return active_node_mat(idblock) idblock = context.lamp if idblock: return idblock idblock = context.world if idblock: return idblock idblock = context.brush return idblock class TextureButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "texture" def poll(self, context): tex = context.texture if not tex: return False engine = context.scene.render.engine return (tex.type != 'NONE' or tex.use_nodes) and (engine in self.COMPAT_ENGINES) class TEXTURE_PT_preview(TextureButtonsPanel): bl_label = "Preview" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} 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) class TEXTURE_PT_context_texture(TextureButtonsPanel): bl_label = "" bl_show_header = False COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): engine = context.scene.render.engine if not hasattr(context, "texture_slot"): return False return ((context.material or context.world or context.lamp or context.brush or context.texture) and (engine in self.COMPAT_ENGINES)) def draw(self, context): layout = self.layout slot = context.texture_slot node = context.texture_node space = context.space_data tex = context.texture wide_ui = context.region.width > narrowui idblock = context_tex_datablock(context) tex_collection = space.pin_id == None and type(idblock) != bpy.types.Brush and not node if tex_collection: row = layout.row() row.template_list(idblock, "texture_slots", idblock, "active_texture_index", rows=2) col = row.column(align=True) col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP' col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN' col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="") if wide_ui: split = layout.split(percentage=0.65) col = split.column() else: col = layout.column() if tex_collection: col.template_ID(idblock, "active_texture", new="texture.new") elif node: col.template_ID(node, "texture", new="texture.new") elif idblock: col.template_ID(idblock, "texture", new="texture.new") if space.pin_id: col.template_ID(space, "pin_id") if wide_ui: col = split.column() if not space.pin_id: col.prop(space, "brush_texture", text="Brush", toggle=True) if tex: split = layout.split(percentage=0.2) if tex.use_nodes: if slot: split.label(text="Output:") split.prop(slot, "output_node", text="") else: if wide_ui: split.label(text="Type:") split.prop(tex, "type", text="") else: layout.prop(tex, "type", text="") class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel): _context_path = "texture" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): # use alternate poll since NONE texture type is ok engine = context.scene.render.engine return context.texture and (engine in self.COMPAT_ENGINES) class TEXTURE_PT_colors(TextureButtonsPanel): bl_label = "Colors" bl_default_closed = True COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui layout.prop(tex, "use_color_ramp", text="Ramp") if tex.use_color_ramp: layout.template_color_ramp(tex, "color_ramp", expand=True) split = layout.split() col = split.column() col.label(text="RGB Multiply:") sub = col.column(align=True) sub.prop(tex, "factor_red", text="R") sub.prop(tex, "factor_green", text="G") sub.prop(tex, "factor_blue", text="B") if wide_ui: col = split.column() col.label(text="Adjust:") col.prop(tex, "brightness") col.prop(tex, "contrast") col.prop(tex, "saturation") # Texture Slot Panels # class TextureSlotPanel(TextureButtonsPanel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): if not hasattr(context, "texture_slot"): return False engine = context.scene.render.engine return TextureButtonsPanel.poll(self, context) and (engine in self.COMPAT_ENGINES) class TEXTURE_PT_mapping(TextureSlotPanel): bl_label = "Mapping" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): idblock = context_tex_datablock(context) if type(idblock) == bpy.types.Brush and not context.sculpt_object: return False if not getattr(context, "texture_slot", None): return False engine = context.scene.render.engine return (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout idblock = context_tex_datablock(context) tex = context.texture_slot # textype = context.texture wide_ui = context.region.width > narrowui if type(idblock) != bpy.types.Brush: split = layout.split(percentage=0.3) col = split.column() col.label(text="Coordinates:") col = split.column() col.prop(tex, "texture_coordinates", text="") if tex.texture_coordinates == 'ORCO': """ ob = context.object if ob and ob.type == 'MESH': split = layout.split(percentage=0.3) split.label(text="Mesh:") split.prop(ob.data, "texco_mesh", text="") """ elif tex.texture_coordinates == 'UV': split = layout.split(percentage=0.3) split.label(text="Layer:") ob = context.object if ob and ob.type == 'MESH': split.prop_object(tex, "uv_layer", ob.data, "uv_textures", text="") else: split.prop(tex, "uv_layer", text="") elif tex.texture_coordinates == 'OBJECT': split = layout.split(percentage=0.3) split.label(text="Object:") split.prop(tex, "object", text="") if type(idblock) == bpy.types.Brush: if context.sculpt_object: layout.prop(tex, "map_mode", expand=True) row = layout.row() row.active = tex.map_mode in ('FIXED', 'TILED') row.prop(tex, "angle") row = layout.row() row.active = tex.map_mode in ('TILED', '3D') row.column().prop(tex, "size") else: if type(idblock) == bpy.types.Material: split = layout.split(percentage=0.3) split.label(text="Projection:") split.prop(tex, "mapping", text="") split = layout.split() col = split.column() if tex.texture_coordinates in ('ORCO', 'UV'): col.prop(tex, "from_dupli") elif tex.texture_coordinates == 'OBJECT': col.prop(tex, "from_original") elif wide_ui: col.label() if wide_ui: col = split.column() row = col.row() row.prop(tex, "x_mapping", text="") row.prop(tex, "y_mapping", text="") row.prop(tex, "z_mapping", text="") # any non brush split = layout.split() col = split.column() col.prop(tex, "offset") if wide_ui: col = split.column() col.prop(tex, "size") class TEXTURE_PT_influence(TextureSlotPanel): bl_label = "Influence" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): idblock = context_tex_datablock(context) if type(idblock) == bpy.types.Brush: return False if not getattr(context, "texture_slot", None): return False engine = context.scene.render.engine return (engine in self.COMPAT_ENGINES) def draw(self, context): layout = self.layout idblock = context_tex_datablock(context) # textype = context.texture tex = context.texture_slot wide_ui = context.region.width > narrowui def factor_but(layout, active, toggle, factor, name): row = layout.row(align=True) row.prop(tex, toggle, text="") sub = row.row() sub.active = active sub.prop(tex, factor, text=name, slider=True) if type(idblock) == bpy.types.Material: if idblock.type in ('SURFACE', 'HALO', 'WIRE'): split = layout.split() col = split.column() col.label(text="Diffuse:") factor_but(col, tex.map_diffuse, "map_diffuse", "diffuse_factor", "Intensity") factor_but(col, tex.map_colordiff, "map_colordiff", "colordiff_factor", "Color") factor_but(col, tex.map_alpha, "map_alpha", "alpha_factor", "Alpha") factor_but(col, tex.map_translucency, "map_translucency", "translucency_factor", "Translucency") col.label(text="Specular:") factor_but(col, tex.map_specular, "map_specular", "specular_factor", "Intensity") factor_but(col, tex.map_colorspec, "map_colorspec", "colorspec_factor", "Color") factor_but(col, tex.map_hardness, "map_hardness", "hardness_factor", "Hardness") if wide_ui: col = split.column() col.label(text="Shading:") factor_but(col, tex.map_ambient, "map_ambient", "ambient_factor", "Ambient") factor_but(col, tex.map_emit, "map_emit", "emit_factor", "Emit") factor_but(col, tex.map_mirror, "map_mirror", "mirror_factor", "Mirror") factor_but(col, tex.map_raymir, "map_raymir", "raymir_factor", "Ray Mirror") col.label(text="Geometry:") # XXX replace 'or' when displacement is fixed to not rely on normal influence value. factor_but(col, (tex.map_normal or tex.map_displacement), "map_normal", "normal_factor", "Normal") factor_but(col, tex.map_warp, "map_warp", "warp_factor", "Warp") factor_but(col, tex.map_displacement, "map_displacement", "displacement_factor", "Displace") #sub = col.column() #sub.active = tex.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) elif idblock.type == 'VOLUME': split = layout.split() col = split.column() factor_but(col, tex.map_density, "map_density", "density_factor", "Density") factor_but(col, tex.map_emission, "map_emission", "emission_factor", "Emission") factor_but(col, tex.map_scattering, "map_scattering", "scattering_factor", "Scattering") factor_but(col, tex.map_reflection, "map_reflection", "reflection_factor", "Reflection") if wide_ui: col = split.column() col.label(text=" ") factor_but(col, tex.map_coloremission, "map_coloremission", "coloremission_factor", "Emission Color") factor_but(col, tex.map_colortransmission, "map_colortransmission", "colortransmission_factor", "Transmission Color") factor_but(col, tex.map_colorreflection, "map_colorreflection", "colorreflection_factor", "Reflection Color") elif type(idblock) == bpy.types.Lamp: split = layout.split() col = split.column() factor_but(col, tex.map_color, "map_color", "color_factor", "Color") if wide_ui: col = split.column() factor_but(col, tex.map_shadow, "map_shadow", "shadow_factor", "Shadow") elif type(idblock) == bpy.types.World: split = layout.split() col = split.column() factor_but(col, tex.map_blend, "map_blend", "blend_factor", "Blend") factor_but(col, tex.map_horizon, "map_horizon", "horizon_factor", "Horizon") if wide_ui: col = split.column() factor_but(col, tex.map_zenith_up, "map_zenith_up", "zenith_up_factor", "Zenith Up") factor_but(col, tex.map_zenith_down, "map_zenith_down", "zenith_down_factor", "Zenith Down") layout.separator() split = layout.split() col = split.column() col.prop(tex, "blend_type", text="Blend") col.prop(tex, "rgb_to_intensity") sub = col.column() sub.active = tex.rgb_to_intensity sub.prop(tex, "color", text="") if wide_ui: col = split.column() col.prop(tex, "negate", text="Negative") col.prop(tex, "stencil") if type(idblock) in (bpy.types.Material, bpy.types.World): col.prop(tex, "default_value", text="DVar", slider=True) # Texture Type Panels # class TextureTypePanel(TextureButtonsPanel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): tex = context.texture engine = context.scene.render.engine return ((tex and tex.type == self.tex_type and not tex.use_nodes) and (engine in self.COMPAT_ENGINES)) class TEXTURE_PT_clouds(TextureTypePanel): bl_label = "Clouds" tex_type = 'CLOUDS' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui layout.prop(tex, "stype", expand=True) layout.label(text="Noise:") layout.prop(tex, "noise_type", text="Type", expand=True) if wide_ui: layout.prop(tex, "noise_basis", text="Basis") else: layout.prop(tex, "noise_basis", text="") split = layout.split() col = split.column() col.prop(tex, "noise_size", text="Size") col.prop(tex, "noise_depth", text="Depth") if wide_ui: col = split.column() col.prop(tex, "nabla", text="Nabla") class TEXTURE_PT_wood(TextureTypePanel): bl_label = "Wood" tex_type = 'WOOD' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui layout.prop(tex, "noisebasis2", expand=True) if wide_ui: layout.prop(tex, "stype", expand=True) else: layout.prop(tex, "stype", text="") col = layout.column() col.active = tex.stype in ('RINGNOISE', 'BANDNOISE') col.label(text="Noise:") col.row().prop(tex, "noise_type", text="Type", expand=True) if wide_ui: layout.prop(tex, "noise_basis", text="Basis") else: layout.prop(tex, "noise_basis", text="") split = layout.split() split.active = tex.stype in ('RINGNOISE', 'BANDNOISE') col = split.column() col.prop(tex, "noise_size", text="Size") col.prop(tex, "turbulence") col = split.column() col.prop(tex, "nabla") class TEXTURE_PT_marble(TextureTypePanel): bl_label = "Marble" tex_type = 'MARBLE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui layout.prop(tex, "stype", expand=True) layout.prop(tex, "noisebasis2", expand=True) layout.label(text="Noise:") layout.prop(tex, "noise_type", text="Type", expand=True) if wide_ui: layout.prop(tex, "noise_basis", text="Basis") else: layout.prop(tex, "noise_basis", text="") split = layout.split() col = split.column() col.prop(tex, "noise_size", text="Size") col.prop(tex, "noise_depth", text="Depth") if wide_ui: col = split.column() col.prop(tex, "turbulence") col.prop(tex, "nabla") class TEXTURE_PT_magic(TextureTypePanel): bl_label = "Magic" tex_type = 'MAGIC' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.prop(tex, "noise_depth", text="Depth") if wide_ui: col = split.column() col.prop(tex, "turbulence") class TEXTURE_PT_blend(TextureTypePanel): bl_label = "Blend" tex_type = 'BLEND' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui if wide_ui: layout.prop(tex, "progression") else: layout.prop(tex, "progression", text="") sub = layout.row() sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL')) sub.prop(tex, "flip_axis", expand=True) class TEXTURE_PT_stucci(TextureTypePanel): bl_label = "Stucci" tex_type = 'STUCCI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui layout.prop(tex, "stype", expand=True) layout.label(text="Noise:") layout.prop(tex, "noise_type", text="Type", expand=True) if wide_ui: layout.prop(tex, "noise_basis", text="Basis") else: layout.prop(tex, "noise_basis", text="") split = layout.split() col = split.column() col.prop(tex, "noise_size", text="Size") if wide_ui: col = split.column() col.prop(tex, "turbulence") class TEXTURE_PT_image(TextureTypePanel): bl_label = "Image" tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture layout.template_image(tex, "image", tex.image_user) def texture_filter_common(tex, layout): layout.label(text="Filter:") layout.prop(tex, "filter", text="") if tex.mipmap and tex.filter in ('AREA', 'EWA', 'FELINE'): if tex.filter == 'FELINE': layout.prop(tex, "filter_probes", text="Probes") else: layout.prop(tex, "filter_eccentricity", text="Eccentricity") layout.prop(tex, "filter_size") layout.prop(tex, "filter_size_minimum") class TEXTURE_PT_image_sampling(TextureTypePanel): bl_label = "Image Sampling" bl_default_closed = True tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture # slot = context.texture_slot wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.label(text="Alpha:") col.prop(tex, "use_alpha", text="Use") col.prop(tex, "calculate_alpha", text="Calculate") col.prop(tex, "invert_alpha", text="Invert") col.separator() col.prop(tex, "flip_axis", text="Flip X/Y Axis") if wide_ui: col = split.column() else: col.separator() col.prop(tex, "normal_map") row = col.row() row.active = tex.normal_map row.prop(tex, "normal_space", text="") col.prop(tex, "mipmap") row = col.row() row.active = tex.mipmap row.prop(tex, "mipmap_gauss") col.prop(tex, "interpolation") texture_filter_common(tex, col) class TEXTURE_PT_image_mapping(TextureTypePanel): bl_label = "Image Mapping" bl_default_closed = True tex_type = 'IMAGE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui if wide_ui: layout.prop(tex, "extension") else: layout.prop(tex, "extension", text="") split = layout.split() if tex.extension == 'REPEAT': col = split.column(align=True) col.label(text="Repeat:") col.prop(tex, "repeat_x", text="X") col.prop(tex, "repeat_y", text="Y") if wide_ui: col = split.column(align=True) col.label(text="Mirror:") col.prop(tex, "mirror_x", text="X") col.prop(tex, "mirror_y", text="Y") layout.separator() elif tex.extension == 'CHECKER': col = split.column(align=True) row = col.row() row.prop(tex, "checker_even", text="Even") row.prop(tex, "checker_odd", text="Odd") if wide_ui: col = split.column() col.prop(tex, "checker_distance", text="Distance") layout.separator() split = layout.split() col = split.column(align=True) #col.prop(tex, "crop_rectangle") col.label(text="Crop Minimum:") col.prop(tex, "crop_min_x", text="X") col.prop(tex, "crop_min_y", text="Y") if wide_ui: col = split.column(align=True) col.label(text="Crop Maximum:") col.prop(tex, "crop_max_x", text="X") col.prop(tex, "crop_max_y", text="Y") class TEXTURE_PT_plugin(TextureTypePanel): bl_label = "Plugin" tex_type = 'PLUGIN' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout # tex = context.texture layout.label(text="Nothing yet") class TEXTURE_PT_envmap(TextureTypePanel): bl_label = "Environment Map" tex_type = 'ENVIRONMENT_MAP' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture env = tex.environment_map wide_ui = context.region.width > narrowui row = layout.row() row.prop(env, "source", expand=True) row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="") 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") split = layout.split() col = split.column() col.prop(env, "ignore_layers") col.prop(env, "resolution") col.prop(env, "depth") if wide_ui: col = split.column(align=True) col.label(text="Clipping:") col.prop(env, "clip_start", text="Start") col.prop(env, "clip_end", text="End") class TEXTURE_PT_envmap_sampling(TextureTypePanel): bl_label = "Environment Map Sampling" bl_default_closed = True tex_type = 'ENVIRONMENT_MAP' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture texture_filter_common(tex, layout) class TEXTURE_PT_musgrave(TextureTypePanel): bl_label = "Musgrave" tex_type = 'MUSGRAVE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui if wide_ui: layout.prop(tex, "musgrave_type") else: layout.prop(tex, "musgrave_type", text="") split = layout.split() col = split.column() col.prop(tex, "highest_dimension", text="Dimension") col.prop(tex, "lacunarity") col.prop(tex, "octaves") if wide_ui: col = split.column() if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')): col.prop(tex, "offset") if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')): col.prop(tex, "gain") col.prop(tex, "noise_intensity", text="Intensity") layout.label(text="Noise:") if wide_ui: layout.prop(tex, "noise_basis", text="Basis") else: layout.prop(tex, "noise_basis", text="") split = layout.split() col = split.column() col.prop(tex, "noise_size", text="Size") if wide_ui: col = split.column() col.prop(tex, "nabla") class TEXTURE_PT_voronoi(TextureTypePanel): bl_label = "Voronoi" tex_type = 'VORONOI' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.label(text="Distance Metric:") col.prop(tex, "distance_metric", text="") sub = col.column() sub.active = tex.distance_metric == 'MINKOVSKY' sub.prop(tex, "minkovsky_exponent", text="Exponent") col.label(text="Coloring:") col.prop(tex, "coloring", text="") col.prop(tex, "noise_intensity", text="Intensity") if wide_ui: col = split.column() sub = col.column(align=True) sub.label(text="Feature Weights:") 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) layout.label(text="Noise:") split = layout.split() col = split.column() col.prop(tex, "noise_size", text="Size") if wide_ui: col = split.column() col.prop(tex, "nabla") class TEXTURE_PT_distortednoise(TextureTypePanel): bl_label = "Distorted Noise" tex_type = 'DISTORTED_NOISE' COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def draw(self, context): layout = self.layout tex = context.texture wide_ui = context.region.width > narrowui if wide_ui: layout.prop(tex, "noise_distortion") layout.prop(tex, "noise_basis", text="Basis") else: layout.prop(tex, "noise_distortion", text="") layout.prop(tex, "noise_basis", text="") split = layout.split() col = split.column() col.prop(tex, "distortion", text="Distortion") col.prop(tex, "noise_size", text="Size") if wide_ui: col = split.column() col.prop(tex, "nabla") class TEXTURE_PT_voxeldata(TextureButtonsPanel): bl_label = "Voxel Data" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): tex = context.texture engine = context.scene.render.engine return (tex and tex.type == 'VOXEL_DATA' and (engine in self.COMPAT_ENGINES)) def draw(self, context): layout = self.layout tex = context.texture vd = tex.voxeldata layout.prop(vd, "file_format") if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']: layout.prop(vd, "source_path") if vd.file_format == 'RAW_8BIT': layout.prop(vd, "resolution") elif vd.file_format == 'SMOKE': layout.prop(vd, "domain_object") layout.prop(vd, "smoke_data_type") elif vd.file_format == 'IMAGE_SEQUENCE': layout.template_ID(tex, "image", open="image.open") layout.template_image(tex, "image", tex.image_user, compact=True) #layout.prop(vd, "frames") layout.prop(vd, "still") row = layout.row() row.active = vd.still row.prop(vd, "still_frame_number") layout.prop(vd, "interpolation") layout.prop(vd, "extension") layout.prop(vd, "intensity") class TEXTURE_PT_pointdensity(TextureButtonsPanel): bl_label = "Point Density" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): tex = context.texture engine = context.scene.render.engine return (tex and tex.type == 'POINT_DENSITY' and (engine in self.COMPAT_ENGINES)) def draw(self, context): layout = self.layout tex = context.texture pd = tex.pointdensity wide_ui = context.region.width > narrowui if wide_ui: layout.prop(pd, "point_source", expand=True) else: layout.prop(pd, "point_source", text="") split = layout.split() col = split.column() if pd.point_source == 'PARTICLE_SYSTEM': col.label(text="Object:") col.prop(pd, "object", text="") sub = col.column() sub.enabled = bool(pd.object) if pd.object: sub.label(text="System:") sub.prop_object(pd, "particle_system", pd.object, "particle_systems", text="") sub.label(text="Cache:") sub.prop(pd, "particle_cache", text="") else: col.label(text="Object:") col.prop(pd, "object", text="") col.label(text="Cache:") col.prop(pd, "vertices_cache", text="") col.separator() col.label(text="Color Source:") 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) if wide_ui: col = split.column() col.label() col.prop(pd, "radius") col.label(text="Falloff:") col.prop(pd, "falloff", text="") if pd.falloff == 'SOFT': col.prop(pd, "falloff_softness") class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel): bl_label = "Turbulence" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} def poll(self, context): tex = context.texture engine = context.scene.render.engine return (tex and tex.type == 'POINT_DENSITY' and (engine in self.COMPAT_ENGINES)) def draw_header(self, context): layout = self.layout tex = context.texture pd = tex.pointdensity layout.prop(pd, "turbulence", text="") def draw(self, context): layout = self.layout tex = context.texture pd = tex.pointdensity layout.active = pd.turbulence wide_ui = context.region.width > narrowui split = layout.split() col = split.column() col.label(text="Influence:") col.prop(pd, "turbulence_influence", text="") col.label(text="Noise Basis:") col.prop(pd, "noise_basis", text="") if wide_ui: col = split.column() col.label() col.prop(pd, "turbulence_size") col.prop(pd, "turbulence_depth") col.prop(pd, "turbulence_strength") classes = [ TEXTURE_MT_specials, TEXTURE_MT_envmap_specials, TEXTURE_PT_context_texture, TEXTURE_PT_preview, TEXTURE_PT_clouds, # Texture Type Panels TEXTURE_PT_wood, TEXTURE_PT_marble, TEXTURE_PT_magic, TEXTURE_PT_blend, TEXTURE_PT_stucci, TEXTURE_PT_image, TEXTURE_PT_image_sampling, TEXTURE_PT_image_mapping, TEXTURE_PT_plugin, TEXTURE_PT_envmap, TEXTURE_PT_envmap_sampling, TEXTURE_PT_musgrave, TEXTURE_PT_voronoi, TEXTURE_PT_distortednoise, TEXTURE_PT_voxeldata, TEXTURE_PT_pointdensity, TEXTURE_PT_pointdensity_turbulence, TEXTURE_PT_colors, TEXTURE_PT_mapping, TEXTURE_PT_influence, TEXTURE_PT_custom_props] def register(): register = bpy.types.register for cls in classes: register(cls) def unregister(): unregister = bpy.types.unregister for cls in classes: unregister(cls) if __name__ == "__main__": register()