blender/release/scripts/ui/buttons_scene.py
Janne Karhu bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00

483 lines
13 KiB
Python

import bpy
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
rd = context.scene.render_data
return (rd.use_game_engine==False) and (rd.engine in self.COMPAT_ENGINES)
class SCENE_PT_render(RenderButtonsPanel):
__label__ = "Render"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
row = layout.row()
row.itemO("screen.render", text="Image", icon='ICON_RENDER_RESULT')
row.item_booleanO("screen.render", "animation", True, text="Animation", icon='ICON_RENDER_ANIMATION')
layout.itemR(rd, "display_mode", text="Display")
class SCENE_PT_layers(RenderButtonsPanel):
__label__ = "Layers"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
col.itemO("scene.render_layer_add", icon='ICON_ZOOMIN', text="")
col.itemO("scene.render_layer_remove", icon='ICON_ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
split = layout.split()
col = split.column()
col.itemR(scene, "visible_layers", text="Scene")
col = split.column()
col.itemR(rl, "visible_layers", text="Layer")
layout.itemR(rl, "light_override", text="Light")
layout.itemR(rl, "material_override", text="Material")
layout.itemS()
layout.itemL(text="Include:")
split = layout.split()
col = split.column()
col.itemR(rl, "zmask")
row = col.row()
row.itemR(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.itemR(rl, "all_z")
col = split.column()
col.itemR(rl, "solid")
col.itemR(rl, "halo")
col.itemR(rl, "ztransp")
col = split.column()
col.itemR(rl, "sky")
col.itemR(rl, "edge")
col.itemR(rl, "strand")
if rl.zmask:
split = layout.split()
split.itemL(text="Zmask Layers:")
split.column().itemR(rl, "zmask_layers", text="")
layout.itemS()
split = layout.split()
col = split.column()
col.itemL(text="Passes:")
col.itemR(rl, "pass_combined")
col.itemR(rl, "pass_z")
col.itemR(rl, "pass_vector")
col.itemR(rl, "pass_normal")
col.itemR(rl, "pass_uv")
col.itemR(rl, "pass_mist")
col.itemR(rl, "pass_object_index")
col = split.column()
col.itemL()
col.itemR(rl, "pass_color")
col.itemR(rl, "pass_diffuse")
row = col.row()
row.itemR(rl, "pass_specular")
row.itemR(rl, "pass_specular_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_shadow")
row.itemR(rl, "pass_shadow_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_ao")
row.itemR(rl, "pass_ao_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_reflection")
row.itemR(rl, "pass_reflection_exclude", text="", icon='ICON_X')
row = col.row()
row.itemR(rl, "pass_refraction")
row.itemR(rl, "pass_refraction_exclude", text="", icon='ICON_X')
class SCENE_PT_shading(RenderButtonsPanel):
__label__ = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "render_textures", text="Textures")
col.itemR(rd, "render_shadows", text="Shadows")
col.itemR(rd, "render_sss", text="Subsurface Scattering")
col.itemR(rd, "render_envmaps", text="Environment Map")
col = split.column()
col.itemR(rd, "render_raytracing", text="Ray Tracing")
col.itemR(rd, "color_management")
col.itemR(rd, "alpha_mode", text="Alpha")
class SCENE_PT_performance(RenderButtonsPanel):
__label__ = "Performance"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column(align=True)
col.itemL(text="Threads:")
col.row().itemR(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'THREADS_FIXED'
sub.itemR(rd, "threads")
col.itemL(text="Tiles:")
col.itemR(rd, "parts_x", text="X")
col.itemR(rd, "parts_y", text="Y")
col = split.column()
col.itemL(text="Memory:")
sub = col.column()
sub.itemR(rd, "save_buffers")
sub.enabled = not rd.full_sample
sub = col.column()
sub.active = rd.use_compositing
sub.itemR(rd, "free_image_textures")
sub = col.column()
sub.active = rd.render_raytracing
sub.itemL(text="Ray Tracing Octree:")
sub.itemR(rd, "octree_resolution", text="")
class SCENE_PT_post_processing(RenderButtonsPanel):
__label__ = "Post Processing"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
col = split.column()
col.itemR(rd, "use_compositing")
col.itemR(rd, "use_sequencer")
col = split.column()
col.itemR(rd, "dither_intensity", text="Dither", slider=True)
layout.itemS()
split = layout.split()
col = split.column()
col.itemR(rd, "fields", text="Fields")
sub = col.column()
sub.active = rd.fields
sub.row().itemR(rd, "field_order", expand=True)
sub.itemR(rd, "fields_still", text="Still")
col = split.column()
col.itemR(rd, "edge")
sub = col.column()
sub.active = rd.edge
sub.itemR(rd, "edge_threshold", text="Threshold", slider=True)
sub.itemR(rd, "edge_color", text="")
class SCENE_PT_output(RenderButtonsPanel):
__label__ = "Output"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.itemR(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.itemR(rd, "file_format", text="")
col.row().itemR(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.itemR(rd, "file_extensions")
col.itemR(rd, "use_overwrite")
col.itemR(rd, "use_placeholder")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.itemR(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.itemL(text="Codec:")
col.itemR(rd, "exr_codec", text="")
subsplit = split.split()
col = subsplit.column()
col.itemR(rd, "exr_half")
col.itemR(rd, "exr_zbuf")
col = subsplit.column()
col.itemR(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.itemL(text="Depth:")
col.row().itemR(rd, "jpeg2k_depth", expand=True)
col = split.column()
col.itemR(rd, "jpeg2k_preset", text="")
col.itemR(rd, "jpeg2k_ycc")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.itemR(rd, "cineon_log", text="Convert to Log")
col = split.column(align=True)
col.active = rd.cineon_log
col.itemR(rd, "cineon_black", text="Black")
col.itemR(rd, "cineon_white", text="White")
col.itemR(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
split.itemR(rd, "tiff_bit")
class SCENE_PT_encoding(RenderButtonsPanel):
__label__ = "Encoding"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
rd = context.scene.render_data
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
split = layout.split()
split.itemR(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
split.itemR(rd, "ffmpeg_codec")
else:
split.itemL()
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_video_bitrate")
col.itemL(text="Rate:")
col.itemR(rd, "ffmpeg_minrate", text="Minimum")
col.itemR(rd, "ffmpeg_maxrate", text="Maximum")
col.itemR(rd, "ffmpeg_buffersize", text="Buffer")
col = split.column()
col.itemR(rd, "ffmpeg_gopsize")
col.itemR(rd, "ffmpeg_autosplit")
col.itemL(text="Mux:")
col.itemR(rd, "ffmpeg_muxrate", text="Rate")
col.itemR(rd, "ffmpeg_packetsize", text="Packet Size")
row = layout.row()
row.itemL(text="Audio:")
row = layout.row()
row.itemR(rd, "ffmpeg_audio_codec")
split = layout.split()
col = split.column()
col.itemR(rd, "ffmpeg_audio_bitrate")
col.itemR(rd, "ffmpeg_audio_mixrate")
col = split.column()
col.itemR(rd, "ffmpeg_multiplex_audio")
col.itemR(rd, "ffmpeg_audio_volume")
class SCENE_PT_antialiasing(RenderButtonsPanel):
__label__ = "Anti-Aliasing"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
rd = context.scene.render_data
self.layout.itemR(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.antialiasing
split = layout.split()
col = split.column()
col.row().itemR(rd, "antialiasing_samples", expand=True)
col.itemR(rd, "full_sample")
col = split.column()
col.itemR(rd, "pixel_filter", text="")
col.itemR(rd, "filter_size", text="Size", slider=True)
class SCENE_PT_dimensions(RenderButtonsPanel):
__label__ = "Dimensions"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Resolution:")
sub.itemR(rd, "resolution_x", text="X")
sub.itemR(rd, "resolution_y", text="Y")
sub.itemR(rd, "resolution_percentage", text="")
sub.itemL(text="Aspect Ratio:")
sub.itemR(rd, "pixel_aspect_x", text="X")
sub.itemR(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.itemR(rd, "use_border", text="Border")
rowsub = row.row()
rowsub.active = rd.use_border
rowsub.itemR(rd, "crop_to_border", text="Crop")
col = split.column(align=True)
col.itemL(text="Frame Range:")
col.itemR(scene, "start_frame", text="Start")
col.itemR(scene, "end_frame", text="End")
col.itemR(scene, "frame_step", text="Step")
col.itemL(text="Frame Rate:")
col.itemR(rd, "fps")
col.itemR(rd, "fps_base",text="/")
class SCENE_PT_stamp(RenderButtonsPanel):
__label__ = "Stamp"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
rd = context.scene.render_data
self.layout.itemR(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.itemR(rd, "stamp_time", text="Time")
col.itemR(rd, "stamp_date", text="Date")
col.itemR(rd, "stamp_frame", text="Frame")
col.itemR(rd, "stamp_scene", text="Scene")
col.itemR(rd, "stamp_camera", text="Camera")
col.itemR(rd, "stamp_filename", text="Filename")
col.itemR(rd, "stamp_marker", text="Marker")
col.itemR(rd, "stamp_sequence_strip", text="Seq. Strip")
col = split.column()
col.active = rd.render_stamp
col.itemR(rd, "stamp_foreground", slider=True)
col.itemR(rd, "stamp_background", slider=True)
col.itemR(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.itemR(rd, "stamp_note", text="Note")
sub = row.row()
sub.active = rd.stamp_note
sub.itemR(rd, "stamp_note_text", text="")
class SCENE_PT_unit(RenderButtonsPanel):
__label__ = "Units"
__default_closed__ = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw(self, context):
layout = self.layout
unit = context.scene.unit_settings
col = layout.column()
col.row().itemR(unit, "system", expand=True)
row = layout.row()
row.active = (unit.system != 'NONE')
row.itemR(unit, "scale_length", text="Scale")
row.itemR(unit, "use_separate")
class SCENE_PT_physics(RenderButtonsPanel):
__label__ = "Gravity"
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def draw_header(self, context):
self.layout.itemR(context.scene, "use_gravity", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.use_gravity
layout.itemR(scene, "gravity", text="")
bpy.types.register(SCENE_PT_render)
bpy.types.register(SCENE_PT_layers)
bpy.types.register(SCENE_PT_dimensions)
bpy.types.register(SCENE_PT_antialiasing)
bpy.types.register(SCENE_PT_shading)
bpy.types.register(SCENE_PT_output)
bpy.types.register(SCENE_PT_encoding)
bpy.types.register(SCENE_PT_performance)
bpy.types.register(SCENE_PT_post_processing)
bpy.types.register(SCENE_PT_stamp)
bpy.types.register(SCENE_PT_unit)
bpy.types.register(SCENE_PT_physics)