blender/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
Miika Hamalainen 91d148b891 Dynamic Paint: Added a new "smoothness" parameter for waves.
It greatly helps getting rid of that "noise" that occurs if you use really steep objects (like cubes) as a brush. New default value is 1.0 which is just high enough to only get rid of the sharpest spikes, so if you want really smooth waves it's better use higher values.

This also seems to "fix" bug [#35413].
2013-08-03 09:46:38 +00:00

531 lines
19 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.
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, UIList
from bl_ui.properties_physics_common import (point_cache_ui,
effector_weights_ui,
)
class PHYSICS_UL_dynapaint_surfaces(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.DynamicPaintSurface)
surf = item
sticon = layout.enum_item_icon(surf, "surface_type", surf.surface_type)
if self.layout_type in {'DEFAULT', 'COMPACT'}:
row = layout.row(align=True)
row.label(text="", icon_value=icon)
row.label(text=surf.name, translate=False, icon_value=sticon)
row = layout.row(align=True)
if surf.use_color_preview:
row.prop(surf, "show_preview", text="", emboss=False,
icon='RESTRICT_VIEW_OFF' if surf.show_preview else 'RESTRICT_VIEW_ON')
row.prop(surf, "is_active", text="")
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
row = layout.row(align=True)
row.label(text="", icon_value=icon)
row.label(text="", icon_value=sticon)
class PhysicButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "physics"
@classmethod
def poll(cls, context):
ob = context.object
rd = context.scene.render
return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and context.dynamic_paint
class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint"
def draw(self, context):
layout = self.layout
md = context.dynamic_paint
layout.prop(md, "ui_type", expand=True)
if md.ui_type == 'CANVAS':
canvas = md.canvas_settings
if canvas is None:
layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
else:
layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
surface = canvas.canvas_surfaces.active
row = layout.row()
row.template_list("PHYSICS_UL_dynapaint_surfaces", "", canvas, "canvas_surfaces",
canvas.canvas_surfaces, "active_index", rows=2)
col = row.column(align=True)
col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
if surface:
layout.prop(surface, "name")
layout.prop(surface, "surface_format")
col = layout.column()
if surface.surface_format != 'VERTEX':
col.label(text="Quality:")
col.prop(surface, "image_resolution")
col.prop(surface, "use_antialiasing")
col = layout.column()
col.label(text="Frames:")
split = col.split()
col = split.column(align=True)
col.prop(surface, "frame_start", text="Start")
col.prop(surface, "frame_end", text="End")
split.prop(surface, "frame_substeps")
elif md.ui_type == 'BRUSH':
brush = md.brush_settings
engine = context.scene.render.engine
if brush is None:
layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
else:
layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
split = layout.split()
col = split.column()
col.prop(brush, "use_absolute_alpha")
col.prop(brush, "use_paint_erase")
col.prop(brush, "paint_wetness", text="Wetness")
col = split.column()
if engine == 'BLENDER_RENDER':
sub = col.column()
sub.active = (brush.paint_source != 'PARTICLE_SYSTEM')
sub.prop(brush, "use_material")
if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and engine == 'BLENDER_RENDER':
col.prop(brush, "material", text="")
col.prop(brush, "paint_alpha", text="Alpha Factor")
else:
col.prop(brush, "paint_color", text="")
col.prop(brush, "paint_alpha", text="Alpha")
class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Advanced"
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'CANVAS' and md.canvas_settings and md.canvas_settings.canvas_surfaces.active and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
surface_type = surface.surface_type
layout.prop(surface, "surface_type")
layout.separator()
# dissolve
if surface_type == 'PAINT':
split = layout.split(percentage=0.35)
split.prop(surface, "use_drying", text="Dry:")
col = split.column()
col.active = surface.use_drying
split = col.split(percentage=0.7)
col = split.column(align=True)
col.prop(surface, "dry_speed", text="Time")
col.prop(surface, "color_dry_threshold")
split.prop(surface, "use_dry_log", text="Slow")
if surface_type != 'WAVE':
split = layout.split(percentage=0.35)
col = split.column()
if surface_type == 'WEIGHT':
col.prop(surface, "use_dissolve", text="Fade:")
else:
col.prop(surface, "use_dissolve", text="Dissolve:")
col = split.column()
col.active = surface.use_dissolve
split = col.split(percentage=0.7)
split.prop(surface, "dissolve_speed", text="Time")
split.prop(surface, "use_dissolve_log", text="Slow")
# per type settings
if surface_type == 'DISPLACE':
layout.prop(surface, "use_incremental_displace")
if surface.surface_format == 'VERTEX':
row = layout.row()
row.prop(surface, "depth_clamp")
row.prop(surface, "displace_factor")
elif surface_type == 'WAVE':
layout.prop(surface, "use_wave_open_border")
split = layout.split()
col = split.column(align=True)
col.prop(surface, "wave_timescale")
col.prop(surface, "wave_speed")
col = split.column(align=True)
col.prop(surface, "wave_damping")
col.prop(surface, "wave_spring")
col.prop(surface, "wave_smoothness")
layout.separator()
layout.prop(surface, "brush_group")
row = layout.row()
row.prop(surface, "brush_influence_scale")
row.prop(surface, "brush_radius_scale")
class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Output"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
return 0
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
return (surface and
(not (surface.surface_format == 'VERTEX' and (surface.surface_type in {'DISPLACE', 'WAVE'}))) and
(not rd.use_game_engine))
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
surface_type = surface.surface_type
# vertex format outputs
if surface.surface_format == 'VERTEX':
if surface_type == 'PAINT':
# toggle active preview
layout.prop(surface, "preview_id")
# paint-map output
row = layout.row()
row.prop_search(surface, "output_name_a", ob.data, "vertex_colors", text="Paintmap layer:")
if surface.output_exists(object=ob, index=0):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
# wet-map output
row = layout.row()
row.prop_search(surface, "output_name_b", ob.data, "vertex_colors", text="Wetmap layer:")
if surface.output_exists(object=ob, index=1):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'B'
elif surface_type == 'WEIGHT':
row = layout.row()
row.prop_search(surface, "output_name_a", ob, "vertex_groups", text="Vertex Group:")
if surface.output_exists(object=ob, index=0):
ic = 'ZOOMOUT'
else:
ic = 'ZOOMIN'
row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
# image format outputs
if surface.surface_format == 'IMAGE':
layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
layout.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV Map:")
layout.separator()
layout.prop(surface, "image_output_path", text="")
row = layout.row()
row.prop(surface, "image_fileformat", text="")
row.prop(surface, "use_premultiply", text="Premultiply alpha")
if surface_type == 'PAINT':
split = layout.split(percentage=0.4)
split.prop(surface, "use_output_a", text="Paintmaps:")
sub = split.row()
sub.active = surface.use_output_a
sub.prop(surface, "output_name_a", text="")
split = layout.split(percentage=0.4)
split.prop(surface, "use_output_b", text="Wetmaps:")
sub = split.row()
sub.active = surface.use_output_b
sub.prop(surface, "output_name_b", text="")
else:
col = layout.column()
col.prop(surface, "output_name_a", text="Filename:")
if surface_type == 'DISPLACE':
col.prop(surface, "displace_type", text="Displace Type")
col.prop(surface, "depth_clamp")
elif surface_type == 'WAVE':
col.prop(surface, "depth_clamp", text="Wave Clamp")
class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Initial Color"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
return 0
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
return (surface and surface.surface_type == 'PAINT') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
ob = context.object
layout.prop(surface, "init_color_type", expand=False)
layout.separator()
# dissolve
if surface.init_color_type == 'COLOR':
layout.prop(surface, "init_color")
elif surface.init_color_type == 'TEXTURE':
layout.prop(surface, "init_texture")
layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Map:")
elif surface.init_color_type == 'VERTEX_COLOR':
layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer:")
class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Effects"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
return False
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
return (surface and surface.surface_type == 'PAINT') and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
canvas = context.dynamic_paint.canvas_settings
surface = canvas.canvas_surfaces.active
layout.prop(surface, "effect_ui", expand=True)
if surface.effect_ui == 'SPREAD':
layout.prop(surface, "use_spread")
row = layout.row()
row.active = surface.use_spread
row.prop(surface, "spread_speed")
row.prop(surface, "color_spread_speed")
elif surface.effect_ui == 'DRIP':
layout.prop(surface, "use_drip")
col = layout.column()
col.active = surface.use_drip
effector_weights_ui(self, context, surface.effector_weights, 'DYNAMIC_PAINT')
layout.label(text="Surface Movement:")
row = layout.row()
row.prop(surface, "drip_velocity", slider=True)
row.prop(surface, "drip_acceleration", slider=True)
elif surface.effect_ui == 'SHRINK':
layout.prop(surface, "use_shrink")
row = layout.row()
row.active = surface.use_shrink
row.prop(surface, "shrink_speed")
class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Cache"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return (md and
md.ui_type == 'CANVAS' and
md.canvas_settings and
md.canvas_settings.canvas_surfaces.active and
md.canvas_settings.canvas_surfaces.active.is_cache_user and
(not rd.use_game_engine))
def draw(self, context):
surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
cache = surface.point_cache
point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT')
class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Source"
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
ob = context.object
split = layout.split()
col = split.column()
col.prop(brush, "paint_source")
if brush.paint_source == 'PARTICLE_SYSTEM':
col.prop_search(brush, "particle_system", ob, "particle_systems", text="")
if brush.particle_system:
col.label(text="Particle effect:")
sub = col.column()
sub.active = not brush.use_particle_radius
sub.prop(brush, "solid_radius", text="Solid Radius")
col.prop(brush, "use_particle_radius", text="Use Particle's Radius")
col.prop(brush, "smooth_radius", text="Smooth radius")
if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE', 'POINT'}:
col.prop(brush, "paint_distance", text="Paint Distance")
split = layout.row().split(percentage=0.4)
sub = split.column()
if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
sub.prop(brush, "use_proximity_project")
if brush.paint_source == 'VOLUME_DISTANCE':
sub.prop(brush, "invert_proximity")
sub.prop(brush, "use_negative_volume")
sub = split.column()
if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
column = sub.column()
column.active = brush.use_proximity_project
column.prop(brush, "ray_direction")
sub.prop(brush, "proximity_falloff")
if brush.proximity_falloff == 'RAMP':
col = layout.row().column()
col.separator()
col.prop(brush, "use_proximity_ramp_alpha", text="Only Use Alpha")
col.template_color_ramp(brush, "paint_ramp", expand=True)
class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Velocity"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
split = layout.split()
col = split.column()
col.prop(brush, "use_velocity_alpha")
col.prop(brush, "use_velocity_color")
split.prop(brush, "use_velocity_depth")
col = layout.column()
col.active = (brush.use_velocity_alpha or brush.use_velocity_color or brush.use_velocity_depth)
col.prop(brush, "velocity_max")
col.template_color_ramp(brush, "velocity_ramp", expand=True)
layout.separator()
row = layout.row()
row.prop(brush, "use_smudge")
sub = row.row()
sub.active = brush.use_smudge
sub.prop(brush, "smudge_strength")
class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, Panel):
bl_label = "Dynamic Paint Waves"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
md = context.dynamic_paint
rd = context.scene.render
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
def draw(self, context):
layout = self.layout
brush = context.dynamic_paint.brush_settings
layout.prop(brush, "wave_type")
if brush.wave_type != 'REFLECT':
row = layout.row()
row.prop(brush, "wave_factor")
row.prop(brush, "wave_clamp")
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.register_module(__name__)
if __name__ == "__main__":
register()