blender/release/scripts/ui/properties_texture.py
Matt Ebb 251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00

979 lines
29 KiB
Python

# ##### 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
def active_node_mat(mat):
if mat:
mat_node = mat.active_node_material
if mat_node:
return mat_node
else:
return mat
return None
def context_tex_datablock(context):
idblock = active_node_mat(context.material)
if idblock:
return 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
return (tex and (tex.type != 'NONE' or tex.use_nodes))
class TEXTURE_PT_preview(TextureButtonsPanel):
bl_label = "Preview"
def draw(self, context):
layout = self.layout
tex = context.texture
slot = context.texture_slot
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
def poll(self, context):
return (context.material or context.world or context.lamp or context.brush or context.texture)
def draw(self, context):
layout = self.layout
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
if tex_collection:
row = layout.row()
row.template_list(idblock, "textures", 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'
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 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) and (
context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.texture_paint_object):
col.prop(space, "brush_texture", text="Brush", toggle=True)
if tex:
layout.prop(tex, "use_nodes")
split = layout.split(percentage=0.2)
if tex.use_nodes:
slot = context.texture_slot
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_colors(TextureButtonsPanel):
bl_label = "Colors"
bl_default_closed = True
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")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
def poll(self, context):
return (context.texture_slot and
TextureButtonsPanel.poll(self, context))
class TEXTURE_PT_mapping(TextureSlotPanel):
bl_label = "Mapping"
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:
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"
def poll(self, context):
idblock = context_tex_datablock(context)
if type(idblock) == bpy.types.Brush:
return False
return context.texture_slot
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:")
factor_but(col, tex.map_normal, "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_alpha, "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):
def poll(self, context):
tex = context.texture
return (tex and tex.type == self.tex_type and not tex.use_nodes)
class TEXTURE_PT_clouds(TextureTypePanel):
bl_label = "Clouds"
tex_type = 'CLOUDS'
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'
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'
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'
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'
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'
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'
def draw(self, context):
layout = self.layout
tex = context.texture
layout.template_image(tex, "image", tex.image_user)
class TEXTURE_PT_image_sampling(TextureTypePanel):
bl_label = "Image Sampling"
bl_default_closed = True
tex_type = 'IMAGE'
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.label(text="Filter:")
col.prop(tex, "filter", text="")
col.prop(tex, "filter_size")
col.prop(tex, "filter_size_minimum")
col.prop(tex, "mipmap")
row = col.row()
row.active = tex.mipmap
row.prop(tex, "mipmap_gauss")
col.prop(tex, "interpolation")
if tex.mipmap and tex.filter != 'DEFAULT':
if tex.filter == 'FELINE':
col.prop(tex, "filter_probes", text="Probes")
else:
col.prop(tex, "filter_eccentricity", text="Eccentricity")
class TEXTURE_PT_image_mapping(TextureTypePanel):
bl_label = "Image Mapping"
bl_default_closed = True
tex_type = 'IMAGE'
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'
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'
def draw(self, context):
layout = self.layout
# tex = context.texture
layout.label(text="Nothing yet")
class TEXTURE_PT_musgrave(TextureTypePanel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
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'
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'
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"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'VOXEL_DATA')
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, "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"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
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"
def poll(self, context):
tex = context.texture
return (tex and tex.type == 'POINT_DENSITY')
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")
bpy.types.register(TEXTURE_PT_context_texture)
bpy.types.register(TEXTURE_PT_preview)
bpy.types.register(TEXTURE_PT_clouds) # Texture Type Panels
bpy.types.register(TEXTURE_PT_wood)
bpy.types.register(TEXTURE_PT_marble)
bpy.types.register(TEXTURE_PT_magic)
bpy.types.register(TEXTURE_PT_blend)
bpy.types.register(TEXTURE_PT_stucci)
bpy.types.register(TEXTURE_PT_image)
bpy.types.register(TEXTURE_PT_image_sampling)
bpy.types.register(TEXTURE_PT_image_mapping)
bpy.types.register(TEXTURE_PT_plugin)
bpy.types.register(TEXTURE_PT_envmap)
bpy.types.register(TEXTURE_PT_musgrave)
bpy.types.register(TEXTURE_PT_voronoi)
bpy.types.register(TEXTURE_PT_distortednoise)
bpy.types.register(TEXTURE_PT_voxeldata)
bpy.types.register(TEXTURE_PT_pointdensity)
bpy.types.register(TEXTURE_PT_pointdensity_turbulence)
bpy.types.register(TEXTURE_PT_colors)
bpy.types.register(TEXTURE_PT_mapping)
bpy.types.register(TEXTURE_PT_influence)