blender/release/scripts/ui/properties_texture.py

966 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
tex = context.texture
col2 = context.region.width > narrowui
idblock = context_tex_datablock(context)
space = context.space_data
if idblock:
row = layout.row()
row.template_list(idblock, "textures", idblock, "active_texture_index", rows=2)
col = row.column(align=True)
col.item_enumO("texture.slot_move", "type", 'UP', text="", icon='ICON_TRIA_UP')
col.item_enumO("texture.slot_move", "type", 'DOWN', text="", icon='ICON_TRIA_DOWN')
if col2:
split = layout.split(percentage=0.65)
if idblock:
split.template_ID(idblock, "active_texture", new="texture.new")
elif tex:
split.template_ID(space, "pin_id")
else:
layout.template_ID(idblock, "active_texture", new="texture.new")
if (not space.pin_id) and (
context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.texture_paint_object):
split.itemR(space, "brush_texture", text="Brush", toggle=True)
if tex:
layout.itemR(tex, "use_nodes")
split = layout.split(percentage=0.2)
if tex.use_nodes:
slot = context.texture_slot
if slot:
split.itemL(text="Output:")
split.itemR(slot, "output_node", text="")
else:
if col2:
split.itemL(text="Type:")
split.itemR(tex, "type", text="")
else:
layout.itemR(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
col2 = context.region.width > narrowui
layout.itemR(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.itemL(text="RGB Multiply:")
sub = col.column(align=True)
sub.itemR(tex, "factor_red", text="R")
sub.itemR(tex, "factor_green", text="G")
sub.itemR(tex, "factor_blue", text="B")
if col2:
col = split.column()
col.itemL(text="Adjust:")
col.itemR(tex, "brightness")
col.itemR(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
col2 = context.region.width > narrowui
if type(idblock) != bpy.types.Brush:
split = layout.split(percentage=0.3)
col = split.column()
col.itemL(text="Coordinates:")
col = split.column()
col.itemR(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.itemL(text="Mesh:")
split.itemR(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coordinates == 'UV':
split = layout.split(percentage=0.3)
split.itemL(text="Layer:")
ob = context.object
if ob and ob.type == 'MESH':
split.item_pointerR(tex, "uv_layer", ob.data, "uv_textures", text="")
else:
split.itemR(tex, "uv_layer", text="")
elif tex.texture_coordinates == 'OBJECT':
split = layout.split(percentage=0.3)
split.itemL(text="Object:")
split.itemR(tex, "object", text="")
if type(idblock) == bpy.types.Brush:
layout.itemR(tex, "map_mode", expand=True)
row = layout.row()
row.active = tex.map_mode in ('FIXED', 'TILED')
row.itemR(tex, "angle")
row = layout.row()
row.active = tex.map_mode in ('TILED', '3D')
row.column().itemR(tex, "size")
else:
if type(idblock) == bpy.types.Material:
split = layout.split(percentage=0.3)
split.itemL(text="Projection:")
split.itemR(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coordinates in ('ORCO', 'UV'):
col.itemR(tex, "from_dupli")
elif tex.texture_coordinates == 'OBJECT':
col.itemR(tex, "from_original")
elif col2:
col.itemL()
if col2:
col = split.column()
row = col.row()
row.itemR(tex, "x_mapping", text="")
row.itemR(tex, "y_mapping", text="")
row.itemR(tex, "z_mapping", text="")
# any non brush
split = layout.split()
col = split.column()
col.itemR(tex, "offset")
if col2:
col = split.column()
col.itemR(tex, "size")
class TEXTURE_PT_influence(TextureSlotPanel):
bl_label = "Influence"
def poll(self, context):
return context.texture_slot
def draw(self, context):
layout = self.layout
idblock = context_tex_datablock(context)
# textype = context.texture
tex = context.texture_slot
col2 = context.region.width > narrowui
def factor_but(layout, active, toggle, factor, name):
row = layout.row(align=True)
row.itemR(tex, toggle, text="")
sub = row.row()
sub.active = active
sub.itemR(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.itemL(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.itemL(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 col2:
col = split.column()
col.itemL(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.itemL(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.itemR(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 col2:
col = split.column()
col.itemL(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 col2:
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 col2:
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.itemS()
split = layout.split()
col = split.column()
col.itemR(tex, "blend_type", text="Blend")
col.itemR(tex, "rgb_to_intensity")
sub = col.column()
sub.active = tex.rgb_to_intensity
sub.itemR(tex, "color", text="")
if col2:
col = split.column()
col.itemR(tex, "negate", text="Negative")
col.itemR(tex, "stencil")
if type(idblock) in (bpy.types.Material, bpy.types.World):
col.itemR(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
col2 = context.region.width > narrowui
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
if col2:
layout.itemR(tex, "noise_basis", text="Basis")
else:
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "noise_depth", text="Depth")
if col2:
col = split.column()
col.itemR(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
col2 = context.region.width > narrowui
layout.itemR(tex, "noisebasis2", expand=True)
if col2:
layout.itemR(tex, "stype", expand=True)
else:
layout.itemR(tex, "stype", text="")
col = layout.column()
col.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col.itemL(text="Noise:")
col.row().itemR(tex, "noise_type", text="Type", expand=True)
if col2:
layout.itemR(tex, "noise_basis", text="Basis")
else:
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
split.active = tex.stype in ('RINGNOISE', 'BANDNOISE')
col = split.column()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "turbulence")
col = split.column()
col.itemR(tex, "nabla")
class TEXTURE_PT_marble(TextureTypePanel):
bl_label = "Marble"
tex_type = 'MARBLE'
def draw(self, context):
layout = self.layout
tex = context.texture
col2 = context.region.width > narrowui
layout.itemR(tex, "stype", expand=True)
layout.itemR(tex, "noisebasis2", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
if col2:
layout.itemR(tex, "noise_basis", text="Basis")
else:
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.itemR(tex, "noise_size", text="Size")
col.itemR(tex, "noise_depth", text="Depth")
if col2:
col = split.column()
col.itemR(tex, "turbulence")
col.itemR(tex, "nabla")
class TEXTURE_PT_magic(TextureTypePanel):
bl_label = "Magic"
tex_type = 'MAGIC'
def draw(self, context):
layout = self.layout
tex = context.texture
col2 = context.region.width > narrowui
split = layout.split()
col = split.column()
col.itemR(tex, "noise_depth", text="Depth")
if col2:
col = split.column()
col.itemR(tex, "turbulence")
class TEXTURE_PT_blend(TextureTypePanel):
bl_label = "Blend"
tex_type = 'BLEND'
def draw(self, context):
layout = self.layout
tex = context.texture
col2 = context.region.width > narrowui
if col2:
layout.itemR(tex, "progression")
else:
layout.itemR(tex, "progression", text="")
sub = layout.row()
sub.active = (tex.progression in ('LINEAR', 'QUADRATIC', 'EASING', 'RADIAL'))
sub.itemR(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
col2 = context.region.width > narrowui
layout.itemR(tex, "stype", expand=True)
layout.itemL(text="Noise:")
layout.itemR(tex, "noise_type", text="Type", expand=True)
if col2:
layout.itemR(tex, "noise_basis", text="Basis")
else:
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.itemR(tex, "noise_size", text="Size")
if col2:
col = split.column()
col.itemR(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
col2 = context.region.width > narrowui
split = layout.split()
col = split.column()
col.itemL(text="Alpha:")
col.itemR(tex, "use_alpha", text="Use")
col.itemR(tex, "calculate_alpha", text="Calculate")
col.itemR(tex, "invert_alpha", text="Invert")
col.itemS()
col.itemR(tex, "flip_axis", text="Flip X/Y Axis")
if col2:
col = split.column()
else:
col.itemS()
col.itemR(tex, "normal_map")
row = col.row()
row.active = tex.normal_map
row.itemR(tex, "normal_space", text="")
col.itemL(text="Filter:")
col.itemR(tex, "filter", text="")
col.itemR(tex, "filter_size")
col.itemR(tex, "filter_size_minimum")
col.itemR(tex, "mipmap")
row = col.row()
row.active = tex.mipmap
row.itemR(tex, "mipmap_gauss")
col.itemR(tex, "interpolation")
if tex.mipmap and tex.filter != 'DEFAULT':
if tex.filter == 'FELINE':
col.itemR(tex, "filter_probes", text="Probes")
else:
col.itemR(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
col2 = context.region.width > narrowui
if col2:
layout.itemR(tex, "extension")
else:
layout.itemR(tex, "extension", text="")
split = layout.split()
if tex.extension == 'REPEAT':
col = split.column(align=True)
col.itemL(text="Repeat:")
col.itemR(tex, "repeat_x", text="X")
col.itemR(tex, "repeat_y", text="Y")
if col2:
col = split.column(align=True)
col.itemL(text="Mirror:")
col.itemR(tex, "mirror_x", text="X")
col.itemR(tex, "mirror_y", text="Y")
layout.itemS()
elif tex.extension == 'CHECKER':
col = split.column(align=True)
row = col.row()
row.itemR(tex, "checker_even", text="Even")
row.itemR(tex, "checker_odd", text="Odd")
if col2:
col = split.column()
col.itemR(tex, "checker_distance", text="Distance")
layout.itemS()
split = layout.split()
col = split.column(align=True)
#col.itemR(tex, "crop_rectangle")
col.itemL(text="Crop Minimum:")
col.itemR(tex, "crop_min_x", text="X")
col.itemR(tex, "crop_min_y", text="Y")
if col2:
col = split.column(align=True)
col.itemL(text="Crop Maximum:")
col.itemR(tex, "crop_max_x", text="X")
col.itemR(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.itemL(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.itemL(text="Nothing yet")
class TEXTURE_PT_musgrave(TextureTypePanel):
bl_label = "Musgrave"
tex_type = 'MUSGRAVE'
def draw(self, context):
layout = self.layout
tex = context.texture
col2 = context.region.width > narrowui
if col2:
layout.itemR(tex, "musgrave_type")
else:
layout.itemR(tex, "musgrave_type", text="")
split = layout.split()
col = split.column()
col.itemR(tex, "highest_dimension", text="Dimension")
col.itemR(tex, "lacunarity")
col.itemR(tex, "octaves")
if col2:
col = split.column()
if (tex.musgrave_type in ('HETERO_TERRAIN', 'RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "offset")
if (tex.musgrave_type in ('RIDGED_MULTIFRACTAL', 'HYBRID_MULTIFRACTAL')):
col.itemR(tex, "gain")
col.itemR(tex, "noise_intensity", text="Intensity")
layout.itemL(text="Noise:")
if col2:
layout.itemR(tex, "noise_basis", text="Basis")
else:
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.itemR(tex, "noise_size", text="Size")
if col2:
col = split.column()
col.itemR(tex, "nabla")
class TEXTURE_PT_voronoi(TextureTypePanel):
bl_label = "Voronoi"
tex_type = 'VORONOI'
def draw(self, context):
layout = self.layout
tex = context.texture
col2 = context.region.width > narrowui
split = layout.split()
col = split.column()
col.itemL(text="Distance Metric:")
col.itemR(tex, "distance_metric", text="")
sub = col.column()
sub.active = tex.distance_metric == 'MINKOVSKY'
sub.itemR(tex, "minkovsky_exponent", text="Exponent")
col.itemL(text="Coloring:")
col.itemR(tex, "coloring", text="")
col.itemR(tex, "noise_intensity", text="Intensity")
if col2:
col = split.column()
sub = col.column(align=True)
sub.itemL(text="Feature Weights:")
sub.itemR(tex, "weight_1", text="1", slider=True)
sub.itemR(tex, "weight_2", text="2", slider=True)
sub.itemR(tex, "weight_3", text="3", slider=True)
sub.itemR(tex, "weight_4", text="4", slider=True)
layout.itemL(text="Noise:")
split = layout.split()
col = split.column()
col.itemR(tex, "noise_size", text="Size")
if col2:
col = split.column()
col.itemR(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
col2 = context.region.width > narrowui
if col2:
layout.itemR(tex, "noise_distortion")
layout.itemR(tex, "noise_basis", text="Basis")
else:
layout.itemR(tex, "noise_distortion", text="")
layout.itemR(tex, "noise_basis", text="")
split = layout.split()
col = split.column()
col.itemR(tex, "distortion", text="Distortion")
col.itemR(tex, "noise_size", text="Size")
if col2:
col = split.column()
col.itemR(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.itemR(vd, "file_format")
if vd.file_format in ['BLENDER_VOXEL', 'RAW_8BIT']:
layout.itemR(vd, "source_path")
if vd.file_format == 'RAW_8BIT':
layout.itemR(vd, "resolution")
elif vd.file_format == 'SMOKE':
layout.itemR(vd, "domain_object")
layout.itemR(vd, "still")
row = layout.row()
row.active = vd.still
row.itemR(vd, "still_frame_number")
layout.itemR(vd, "interpolation")
layout.itemR(vd, "extension")
layout.itemR(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
col2 = context.region.width > narrowui
if col2:
layout.itemR(pd, "point_source", expand=True)
else:
layout.itemR(pd, "point_source", text="")
split = layout.split()
col = split.column()
if pd.point_source == 'PARTICLE_SYSTEM':
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
sub = col.column()
sub.enabled = pd.object
if pd.object:
sub.itemL(text="System:")
sub.item_pointerR(pd, "particle_system", pd.object, "particle_systems", text="")
sub.itemL(text="Cache:")
sub.itemR(pd, "particle_cache", text="")
else:
col.itemL(text="Object:")
col.itemR(pd, "object", text="")
col.itemL(text="Cache:")
col.itemR(pd, "vertices_cache", text="")
col.itemS()
col.itemL(text="Color Source:")
col.itemR(pd, "color_source", text="")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_VELOCITY'):
col.itemR(pd, "speed_scale")
if pd.color_source in ('PARTICLE_SPEED', 'PARTICLE_AGE'):
layout.template_color_ramp(pd, "color_ramp", expand=True)
if col2:
col = split.column()
col.itemL()
col.itemR(pd, "radius")
col.itemL(text="Falloff:")
col.itemR(pd, "falloff", text="")
if pd.falloff == 'SOFT':
col.itemR(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.itemR(pd, "turbulence", text="")
def draw(self, context):
layout = self.layout
tex = context.texture
pd = tex.pointdensity
layout.active = pd.turbulence
col2 = context.region.width > narrowui
split = layout.split()
col = split.column()
col.itemL(text="Influence:")
col.itemR(pd, "turbulence_influence", text="")
col.itemL(text="Noise Basis:")
col.itemR(pd, "noise_basis", text="")
if col2:
col = split.column()
col.itemL()
col.itemR(pd, "turbulence_size")
col.itemR(pd, "turbulence_depth")
col.itemR(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)