forked from bartvdbraak/blender
4c52e737df
Notes: * Did not touch to addons, that's up to the authors. ;) * Did not removed any "name" field below lists. We might want to do this in some cases (less UI clutter), but probably not always, so will let maintainers of the related areas decide here.
1035 lines
33 KiB
Python
1035 lines
33 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import pgettext_iface as iface_
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def active_node_mat(mat):
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# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
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# which settings from node-materials are used
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if mat is not None:
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mat_node = mat.active_node_material
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if mat_node:
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return mat_node
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else:
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return mat
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return None
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def check_material(mat):
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if mat is not None:
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if mat.use_nodes:
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if mat.active_node_material is not None:
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return True
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return False
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return True
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return False
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def simple_material(mat):
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if (mat is not None) and (not mat.use_nodes):
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return True
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return False
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class MATERIAL_MT_sss_presets(Menu):
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bl_label = "SSS Presets"
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preset_subdir = "sss"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class MATERIAL_MT_specials(Menu):
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bl_label = "Material Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.material_slot_copy", icon='COPY_ID')
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layout.operator("material.copy", icon='COPYDOWN')
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layout.operator("material.paste", icon='PASTEDOWN')
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class MATERIAL_UL_matslots(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.MaterialSlot)
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ob = data
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slot = item
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ma = slot.material
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if ma:
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layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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else:
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layout.label(text="", icon_value=icon)
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if ma and not context.scene.render.use_shading_nodes:
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manode = ma.active_node_material
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if manode:
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layout.label(text=iface_("Node %s") % manode.name, translate=False, icon_value=layout.icon(manode))
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elif ma.use_nodes:
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layout.label(text="Node <none>")
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
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class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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# An exception, don't call the parent poll func because
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# this manages materials for all engine types
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engine = context.scene.render.engine
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return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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row = layout.row()
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row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=1)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ZOOMIN', text="")
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col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
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col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "active_material", new="material.new")
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row = split.row()
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if mat:
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row.prop(mat, "use_nodes", icon='NODETREE', text="")
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if slot:
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row.prop(slot, "link", text="")
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else:
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row.label()
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elif mat:
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split.template_ID(space, "pin_id")
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split.separator()
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if mat:
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layout.prop(mat, "type", expand=True)
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if mat.use_nodes:
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row = layout.row()
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row.label(text="", icon='NODETREE')
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if mat.active_node_material:
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row.prop(mat.active_node_material, "name", text="")
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else:
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row.label(text="No material node selected")
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel):
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bl_label = "Render Pipeline Options"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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mat = context.material
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engine = context.scene.render.engine
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return mat and (not simple_material(mat)) and (mat.type in {'SURFACE', 'WIRE', 'VOLUME'}) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self. layout
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mat = context.material
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mat_type = mat.type in {'SURFACE', 'WIRE'}
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row = layout.row()
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row.active = mat_type
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row.prop(mat, "use_transparency")
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sub = row.column()
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sub.prop(mat, "offset_z")
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sub.active = mat_type and mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
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row = layout.row()
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row.active = mat.use_transparency or not mat_type
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row.prop(mat, "transparency_method", expand=True)
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layout.separator()
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split = layout.split()
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col = split.column()
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col.prop(mat, "use_raytrace")
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col.prop(mat, "use_full_oversampling")
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sub = col.column()
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sub.active = mat_type
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sub.prop(mat, "use_sky")
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sub.prop(mat, "invert_z")
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col = split.column()
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col.active = mat_type
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col.prop(mat, "use_cast_shadows_only", text="Cast Only")
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col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
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col.prop(mat, "use_cast_buffer_shadows")
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col.prop(mat, "use_cast_approximate")
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col.prop(mat, "pass_index")
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class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel):
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bl_label = "Diffuse"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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mat = context.material
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engine = context.scene.render.engine
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return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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split = layout.split()
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col = split.column()
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col.prop(mat, "diffuse_color", text="")
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sub = col.column()
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sub.active = (not mat.use_shadeless)
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sub.prop(mat, "diffuse_intensity", text="Intensity")
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col = split.column()
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col.active = (not mat.use_shadeless)
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col.prop(mat, "diffuse_shader", text="")
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col.prop(mat, "use_diffuse_ramp", text="Ramp")
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col = layout.column()
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col.active = (not mat.use_shadeless)
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if mat.diffuse_shader == 'OREN_NAYAR':
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col.prop(mat, "roughness")
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elif mat.diffuse_shader == 'MINNAERT':
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col.prop(mat, "darkness")
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elif mat.diffuse_shader == 'TOON':
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row = col.row()
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row.prop(mat, "diffuse_toon_size", text="Size")
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row.prop(mat, "diffuse_toon_smooth", text="Smooth")
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elif mat.diffuse_shader == 'FRESNEL':
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row = col.row()
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row.prop(mat, "diffuse_fresnel", text="Fresnel")
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row.prop(mat, "diffuse_fresnel_factor", text="Factor")
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if mat.use_diffuse_ramp:
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col = layout.column()
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col.active = (not mat.use_shadeless)
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col.separator()
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col.template_color_ramp(mat, "diffuse_ramp", expand=True)
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col.separator()
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row = col.row()
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row.prop(mat, "diffuse_ramp_input", text="Input")
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row.prop(mat, "diffuse_ramp_blend", text="Blend")
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col.prop(mat, "diffuse_ramp_factor", text="Factor")
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class MATERIAL_PT_specular(MaterialButtonsPanel, Panel):
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bl_label = "Specular"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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mat = context.material
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engine = context.scene.render.engine
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return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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layout.active = (not mat.use_shadeless)
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split = layout.split()
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col = split.column()
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col.prop(mat, "specular_color", text="")
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col.prop(mat, "specular_intensity", text="Intensity")
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col = split.column()
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col.prop(mat, "specular_shader", text="")
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col.prop(mat, "use_specular_ramp", text="Ramp")
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col = layout.column()
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if mat.specular_shader in {'COOKTORR', 'PHONG'}:
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col.prop(mat, "specular_hardness", text="Hardness")
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elif mat.specular_shader == 'BLINN':
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row = col.row()
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row.prop(mat, "specular_hardness", text="Hardness")
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row.prop(mat, "specular_ior", text="IOR")
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elif mat.specular_shader == 'WARDISO':
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col.prop(mat, "specular_slope", text="Slope")
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elif mat.specular_shader == 'TOON':
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row = col.row()
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row.prop(mat, "specular_toon_size", text="Size")
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row.prop(mat, "specular_toon_smooth", text="Smooth")
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if mat.use_specular_ramp:
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layout.separator()
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layout.template_color_ramp(mat, "specular_ramp", expand=True)
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layout.separator()
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row = layout.row()
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row.prop(mat, "specular_ramp_input", text="Input")
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row.prop(mat, "specular_ramp_blend", text="Blend")
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layout.prop(mat, "specular_ramp_factor", text="Factor")
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class MATERIAL_PT_shading(MaterialButtonsPanel, Panel):
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bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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mat = context.material
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engine = context.scene.render.engine
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return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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if mat.type in {'SURFACE', 'WIRE'}:
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split = layout.split()
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col = split.column()
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sub = col.column()
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sub.active = not mat.use_shadeless
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sub.prop(mat, "emit")
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sub.prop(mat, "ambient")
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sub = col.column()
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sub.prop(mat, "translucency")
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col = split.column()
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col.prop(mat, "use_shadeless")
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sub = col.column()
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sub.active = not mat.use_shadeless
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sub.prop(mat, "use_tangent_shading")
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sub.prop(mat, "use_cubic")
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class MATERIAL_PT_transp(MaterialButtonsPanel, Panel):
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bl_label = "Transparency"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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mat = context.material
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engine = context.scene.render.engine
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return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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mat = context.material
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if simple_material(mat):
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self.layout.prop(mat, "use_transparency", text="")
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def draw(self, context):
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layout = self.layout
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base_mat = context.material
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mat = active_node_mat(context.material)
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rayt = mat.raytrace_transparency
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if simple_material(base_mat):
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row = layout.row()
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row.active = mat.use_transparency
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row.prop(mat, "transparency_method", expand=True)
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split = layout.split()
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split.active = base_mat.use_transparency
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col = split.column()
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col.prop(mat, "alpha")
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row = col.row()
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row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless)
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row.prop(mat, "specular_alpha", text="Specular")
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col = split.column()
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col.active = (not mat.use_shadeless)
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col.prop(rayt, "fresnel")
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sub = col.column()
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sub.active = rayt.fresnel > 0
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sub.prop(rayt, "fresnel_factor", text="Blend")
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if base_mat.transparency_method == 'RAYTRACE':
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layout.separator()
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split = layout.split()
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split.active = base_mat.use_transparency
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col = split.column()
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col.prop(rayt, "ior")
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col.prop(rayt, "filter")
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col.prop(rayt, "falloff")
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col.prop(rayt, "depth_max")
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col.prop(rayt, "depth")
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col = split.column()
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col.label(text="Gloss:")
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col.prop(rayt, "gloss_factor", text="Amount")
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sub = col.column()
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sub.active = rayt.gloss_factor < 1.0
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sub.prop(rayt, "gloss_threshold", text="Threshold")
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sub.prop(rayt, "gloss_samples", text="Samples")
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class MATERIAL_PT_mirror(MaterialButtonsPanel, Panel):
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bl_label = "Mirror"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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mat = context.material
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engine = context.scene.render.engine
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return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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raym = active_node_mat(context.material).raytrace_mirror
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self.layout.prop(raym, "use", text="")
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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raym = mat.raytrace_mirror
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layout.active = raym.use
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split = layout.split()
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col = split.column()
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col.prop(raym, "reflect_factor")
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col.prop(mat, "mirror_color", text="")
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col = split.column()
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col.prop(raym, "fresnel")
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sub = col.column()
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sub.active = raym.fresnel > 0
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sub.prop(raym, "fresnel_factor", text="Blend")
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split = layout.split()
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col = split.column()
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col.separator()
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col.prop(raym, "depth")
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col.prop(raym, "distance", text="Max Dist")
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col.separator()
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sub = col.split(percentage=0.4)
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sub.active = raym.distance > 0.0
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sub.label(text="Fade To:")
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sub.prop(raym, "fade_to", text="")
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col = split.column()
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col.label(text="Gloss:")
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col.prop(raym, "gloss_factor", text="Amount")
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sub = col.column()
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sub.active = raym.gloss_factor < 1.0
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sub.prop(raym, "gloss_threshold", text="Threshold")
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sub.prop(raym, "gloss_samples", text="Samples")
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sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
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class MATERIAL_PT_sss(MaterialButtonsPanel, Panel):
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bl_label = "Subsurface Scattering"
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bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
mat = active_node_mat(context.material)
|
|
sss = mat.subsurface_scattering
|
|
|
|
self.layout.active = (not mat.use_shadeless)
|
|
self.layout.prop(sss, "use", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = active_node_mat(context.material)
|
|
sss = mat.subsurface_scattering
|
|
|
|
layout.active = (sss.use) and (not mat.use_shadeless)
|
|
|
|
row = layout.row().split()
|
|
sub = row.row(align=True).split(align=True, percentage=0.75)
|
|
sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
|
|
sub.operator("material.sss_preset_add", text="", icon='ZOOMIN')
|
|
sub.operator("material.sss_preset_add", text="", icon='ZOOMOUT').remove_active = True
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(sss, "ior")
|
|
col.prop(sss, "scale")
|
|
col.prop(sss, "color", text="")
|
|
col.prop(sss, "radius", text="RGB Radius", expand=True)
|
|
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.label(text="Blend:")
|
|
sub.prop(sss, "color_factor", text="Color")
|
|
sub.prop(sss, "texture_factor", text="Texture")
|
|
sub.label(text="Scattering Weight:")
|
|
sub.prop(sss, "front")
|
|
sub.prop(sss, "back")
|
|
col.separator()
|
|
col.prop(sss, "error_threshold", text="Error")
|
|
|
|
|
|
class MATERIAL_PT_halo(MaterialButtonsPanel, Panel):
|
|
bl_label = "Halo"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # don't use node material
|
|
halo = mat.halo
|
|
|
|
def number_but(layout, toggle, number, name, color):
|
|
row = layout.row(align=True)
|
|
row.prop(halo, toggle, text="")
|
|
sub = row.column(align=True)
|
|
sub.active = getattr(halo, toggle)
|
|
sub.prop(halo, number, text=name, translate=False)
|
|
if not color == "":
|
|
sub.prop(mat, color, text="")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(mat, "alpha")
|
|
col.prop(mat, "diffuse_color", text="")
|
|
col.prop(halo, "seed")
|
|
|
|
col = split.column()
|
|
col.prop(halo, "size")
|
|
col.prop(halo, "hardness")
|
|
col.prop(halo, "add")
|
|
|
|
layout.label(text="Options:")
|
|
|
|
split = layout.split()
|
|
col = split.column()
|
|
col.prop(halo, "use_texture")
|
|
col.prop(halo, "use_vertex_normal")
|
|
col.prop(halo, "use_extreme_alpha")
|
|
col.prop(halo, "use_shaded")
|
|
col.prop(halo, "use_soft")
|
|
|
|
col = split.column()
|
|
number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color")
|
|
number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color")
|
|
number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "")
|
|
|
|
|
|
class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
|
|
bl_label = "Flare"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
halo = context.material.halo
|
|
|
|
self.layout.prop(halo, "use_flare_mode", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # don't use node material
|
|
halo = mat.halo
|
|
|
|
layout.active = halo.use_flare_mode
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(halo, "flare_size", text="Size")
|
|
col.prop(halo, "flare_boost", text="Boost")
|
|
col.prop(halo, "flare_seed", text="Seed")
|
|
|
|
col = split.column()
|
|
col.prop(halo, "flare_subflare_count", text="Subflares")
|
|
col.prop(halo, "flare_subflare_size", text="Subsize")
|
|
|
|
|
|
class MATERIAL_PT_game_settings(MaterialButtonsPanel, Panel):
|
|
bl_label = "Game Settings"
|
|
COMPAT_ENGINES = {'BLENDER_GAME'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
game = context.material.game_settings # don't use node material
|
|
|
|
row = layout.row()
|
|
row.prop(game, "use_backface_culling")
|
|
row.prop(game, "invisible")
|
|
row.prop(game, "text")
|
|
|
|
row = layout.row()
|
|
row.label(text="Alpha Blend:")
|
|
row.label(text="Face Orientation:")
|
|
row = layout.row()
|
|
row.prop(game, "alpha_blend", text="")
|
|
row.prop(game, "face_orientation", text="")
|
|
|
|
|
|
class MATERIAL_PT_physics(MaterialButtonsPanel, Panel):
|
|
bl_label = "Physics"
|
|
COMPAT_ENGINES = {'BLENDER_GAME'}
|
|
|
|
def draw_header(self, context):
|
|
game = context.material.game_settings
|
|
self.layout.prop(game, "physics", text="")
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.active = context.material.game_settings.physics
|
|
|
|
phys = context.material.physics # don't use node material
|
|
|
|
split = layout.split()
|
|
row = split.row()
|
|
row.prop(phys, "friction")
|
|
row.prop(phys, "elasticity", slider=True)
|
|
|
|
row = layout.row()
|
|
row.label(text="Force Field:")
|
|
|
|
row = layout.row()
|
|
row.prop(phys, "fh_force")
|
|
row.prop(phys, "fh_damping", slider=True)
|
|
|
|
row = layout.row()
|
|
row.prop(phys, "fh_distance")
|
|
row.prop(phys, "use_fh_normal")
|
|
|
|
|
|
class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
|
|
bl_label = "Strand"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return mat and (mat.type in {'SURFACE', 'WIRE', 'HALO'}) and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # don't use node material
|
|
tan = mat.strand
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.label(text="Size:")
|
|
sub.prop(tan, "root_size", text="Root")
|
|
sub.prop(tan, "tip_size", text="Tip")
|
|
sub.prop(tan, "size_min", text="Minimum")
|
|
sub.prop(tan, "use_blender_units")
|
|
sub = col.column()
|
|
sub.active = (not mat.use_shadeless)
|
|
sub.prop(tan, "use_tangent_shading")
|
|
col.prop(tan, "shape")
|
|
|
|
col = split.column()
|
|
col.label(text="Shading:")
|
|
col.prop(tan, "width_fade")
|
|
ob = context.object
|
|
if ob and ob.type == 'MESH':
|
|
col.prop_search(tan, "uv_layer", ob.data, "uv_textures", text="")
|
|
else:
|
|
col.prop(tan, "uv_layer", text="")
|
|
col.separator()
|
|
sub = col.column()
|
|
sub.active = (not mat.use_shadeless)
|
|
sub.label("Surface diffuse:")
|
|
sub = col.column()
|
|
sub.prop(tan, "blend_distance", text="Distance")
|
|
|
|
|
|
class MATERIAL_PT_options(MaterialButtonsPanel, Panel):
|
|
bl_label = "Options"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
base_mat = context.material
|
|
mat = active_node_mat(base_mat)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
if simple_material(base_mat):
|
|
col.prop(mat, "use_raytrace")
|
|
col.prop(mat, "use_full_oversampling")
|
|
col.prop(mat, "use_sky")
|
|
col.prop(mat, "use_mist")
|
|
if simple_material(base_mat):
|
|
col.prop(mat, "invert_z")
|
|
sub = col.row()
|
|
sub.prop(mat, "offset_z")
|
|
sub.active = mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
|
|
sub = col.column(align=True)
|
|
sub.label(text="Light Group:")
|
|
sub.prop(mat, "light_group", text="")
|
|
row = sub.row(align=True)
|
|
row.active = bool(mat.light_group)
|
|
row.prop(mat, "use_light_group_exclusive", text="Exclusive")
|
|
row.prop(mat, "use_light_group_local", text="Local")
|
|
|
|
col = split.column()
|
|
col.prop(mat, "use_face_texture")
|
|
sub = col.column()
|
|
sub.active = mat.use_face_texture
|
|
sub.prop(mat, "use_face_texture_alpha")
|
|
col.separator()
|
|
col.prop(mat, "use_vertex_color_paint")
|
|
col.prop(mat, "use_vertex_color_light")
|
|
col.prop(mat, "use_object_color")
|
|
col.prop(mat, "use_uv_project")
|
|
if simple_material(base_mat):
|
|
col.prop(mat, "pass_index")
|
|
|
|
|
|
class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel):
|
|
bl_label = "Shadow"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
base_mat = context.material
|
|
mat = active_node_mat(base_mat)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(mat, "use_shadows", text="Receive")
|
|
col.prop(mat, "use_transparent_shadows", text="Receive Transparent")
|
|
if simple_material(base_mat):
|
|
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
|
|
col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
|
|
col.prop(mat, "use_only_shadow", text="Shadows Only")
|
|
sub = col.column()
|
|
sub.active = mat.use_only_shadow
|
|
sub.prop(mat, "shadow_only_type", text="")
|
|
|
|
col = split.column()
|
|
if simple_material(base_mat):
|
|
col.prop(mat, "use_cast_buffer_shadows")
|
|
sub = col.column()
|
|
sub.active = mat.use_cast_buffer_shadows
|
|
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
|
|
col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias")
|
|
sub = col.column()
|
|
sub.active = (not mat.use_ray_shadow_bias)
|
|
sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
|
|
if simple_material(base_mat):
|
|
col.prop(mat, "use_cast_approximate")
|
|
|
|
|
|
class MATERIAL_PT_transp_game(MaterialButtonsPanel, Panel):
|
|
bl_label = "Transparency"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_GAME'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return check_material(mat) and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
mat = context.material
|
|
|
|
if simple_material(mat):
|
|
self.layout.prop(mat, "use_transparency", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
base_mat = context.material
|
|
mat = active_node_mat(base_mat)
|
|
|
|
if simple_material(base_mat):
|
|
row = layout.row()
|
|
row.active = mat.use_transparency
|
|
row.prop(mat, "transparency_method", expand=True)
|
|
|
|
layout.prop(mat, "alpha")
|
|
|
|
|
|
class VolumeButtonsPanel():
|
|
bl_space_type = 'PROPERTIES'
|
|
bl_region_type = 'WINDOW'
|
|
bl_context = "material"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
|
|
|
|
|
|
class MATERIAL_PT_volume_density(VolumeButtonsPanel, Panel):
|
|
bl_label = "Density"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # don't use node material
|
|
|
|
row = layout.row()
|
|
row.prop(vol, "density")
|
|
row.prop(vol, "density_scale")
|
|
|
|
|
|
class MATERIAL_PT_volume_shading(VolumeButtonsPanel, Panel):
|
|
bl_label = "Shading"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # don't use node material
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(vol, "scattering")
|
|
col.prop(vol, "asymmetry")
|
|
col.prop(vol, "transmission_color")
|
|
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.prop(vol, "emission")
|
|
sub.prop(vol, "emission_color", text="")
|
|
sub = col.column(align=True)
|
|
sub.prop(vol, "reflection")
|
|
sub.prop(vol, "reflection_color", text="")
|
|
|
|
|
|
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, Panel):
|
|
bl_label = "Lighting"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # don't use node material
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(vol, "light_method", text="")
|
|
|
|
col = split.column()
|
|
|
|
if vol.light_method == 'SHADED':
|
|
col.prop(vol, "use_external_shadows")
|
|
col.prop(vol, "use_light_cache")
|
|
sub = col.column()
|
|
sub.active = vol.use_light_cache
|
|
sub.prop(vol, "cache_resolution")
|
|
elif vol.light_method in {'MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'}:
|
|
sub = col.column()
|
|
sub.enabled = True
|
|
sub.active = False
|
|
sub.label("Light Cache Enabled")
|
|
col.prop(vol, "cache_resolution")
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(vol, "ms_diffusion")
|
|
sub.prop(vol, "ms_spread")
|
|
sub.prop(vol, "ms_intensity")
|
|
|
|
|
|
class MATERIAL_PT_volume_transp(VolumeButtonsPanel, Panel):
|
|
bl_label = "Transparency"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return mat and simple_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # don't use node material
|
|
|
|
layout.prop(mat, "transparency_method", expand=True)
|
|
|
|
|
|
class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel):
|
|
bl_label = "Integration"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # don't use node material
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Step Calculation:")
|
|
col.prop(vol, "step_method", text="")
|
|
col = col.column(align=True)
|
|
col.prop(vol, "step_size")
|
|
|
|
col = split.column()
|
|
col.label()
|
|
col.prop(vol, "depth_threshold")
|
|
|
|
|
|
class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel):
|
|
bl_label = "Options"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
mat = context.material
|
|
engine = context.scene.render.engine
|
|
return check_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
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mat = active_node_mat(context.material)
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split = layout.split()
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col = split.column()
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if simple_material(context.material):
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col.prop(mat, "use_raytrace")
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col.prop(mat, "use_full_oversampling")
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col.prop(mat, "use_mist")
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col = split.column()
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col.label(text="Light Group:")
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col.prop(mat, "light_group", text="")
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row = col.row()
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row.active = bool(mat.light_group)
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row.prop(mat, "use_light_group_exclusive", text="Exclusive")
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "material"
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_property_type = bpy.types.Material
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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