blender/release/scripts/startup/bl_ui/properties_render.py
Sergey Sharybin a73dd3476e Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.

This introduces two configurable color spaces:

- Input color space for images and movie clips. This space is used to convert
  images/movies from color space in which file is saved to Blender's linear
  space (for float images, byte images are not internally converted, only input
  space is stored for such images and used later).

  This setting could be found in image/clip data block settings.

- Display color space which defines space in which particular display is working.

  This settings could be found in scene's Color Management panel.

When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.

This conversions are:

- View, which defines tone curve applying before display transformation.
  These are different ways to view the image on the same display device.
  For example it could be used to emulate film view on sRGB display.

- Exposure affects on image exposure before tone map is applied.

- Gamma is post-display gamma correction, could be used to match particular
  display gamma.

- RGB curves are user-defined curves which are applying before display
  transformation, could be used for different purposes.

All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.

This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).

Some technical notes:

- Image buffer's float buffer is now always in linear space, even if it was
  created from 16bit byte images.

- Space of byte buffer is stored in image buffer's rect_colorspace property.

- Profile of image buffer was removed since it's not longer meaningful.

- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
  to support other spaces, but it's quite large project which isn't so
  much important.

- Legacy Color Management option disabled is emulated by using None display.
  It could have some regressions, but there's no clear way to avoid them.

- If OpenColorIO is disabled on build time, it should make blender behaving
  in the same way as previous release with color management enabled.

More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management

--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00

613 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.
#
# 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel
class RENDER_MT_presets(Menu):
bl_label = "Render Presets"
preset_subdir = "render"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RENDER_MT_ffmpeg_presets(Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = Menu.draw_preset
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
rd = context.scene.render
return context.scene and (rd.engine in cls.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel, Panel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
row = layout.row()
row.operator("render.render", text="Image", icon='RENDER_STILL')
row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
row.operator("render.play_rendered_anim", text="Play", icon='RENDER_ANIMATION')
layout.prop(rd, "display_mode", text="Display")
class RENDER_PT_layers(RenderButtonsPanel, Panel):
bl_label = "Layers"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.template_list(rd, "layers", rd.layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
rl = rd.layers.active
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Light")
col.prop(rl, "material_override", text="Material")
col = split.column()
col.prop(rl, "layers", text="Layer")
col.label(text="Mask Layers:")
col.prop(rl, "layers_zmask", text="")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
col.prop(rl, "use_zmask")
row = col.row()
row.prop(rl, "invert_zmask", text="Negate")
row.active = rl.use_zmask
col.prop(rl, "use_all_z")
col = split.column()
col.prop(rl, "use_solid")
col.prop(rl, "use_halo")
col.prop(rl, "use_ztransp")
col = split.column()
col.prop(rl, "use_sky")
col.prop(rl, "use_edge_enhance")
col.prop(rl, "use_strand")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Passes:")
col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
col.prop(rl, "use_pass_color")
col = split.column()
col.label()
col.prop(rl, "use_pass_diffuse")
row = col.row()
row.prop(rl, "use_pass_specular")
row.prop(rl, "exclude_specular", text="")
row = col.row()
row.prop(rl, "use_pass_shadow")
row.prop(rl, "exclude_shadow", text="")
row = col.row()
row.prop(rl, "use_pass_emit")
row.prop(rl, "exclude_emit", text="")
row = col.row()
row.prop(rl, "use_pass_ambient_occlusion")
row.prop(rl, "exclude_ambient_occlusion", text="")
row = col.row()
row.prop(rl, "use_pass_environment")
row.prop(rl, "exclude_environment", text="")
row = col.row()
row.prop(rl, "use_pass_indirect")
row.prop(rl, "exclude_indirect", text="")
row = col.row()
row.prop(rl, "use_pass_reflection")
row.prop(rl, "exclude_reflection", text="")
row = col.row()
row.prop(rl, "use_pass_refraction")
row.prop(rl, "exclude_refraction", text="")
class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row(align=True)
row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
row.operator("render.preset_add", text="", icon='ZOOMIN')
row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Resolution:")
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text="Aspect Ratio:")
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.prop(rd, "use_border", text="Border")
sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border", text="Crop")
col = split.column()
sub = col.column(align=True)
sub.label(text="Frame Range:")
sub.prop(scene, "frame_start")
sub.prop(scene, "frame_end")
sub.prop(scene, "frame_step")
sub.label(text="Frame Rate:")
if rd.fps_base == 1:
fps_rate = round(rd.fps / rd.fps_base)
else:
fps_rate = round(rd.fps / rd.fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
if custom_framerate == True:
fps_label_text = "Custom (" + str(fps_rate) + " fps)"
else:
fps_label_text = str(fps_rate) + " fps"
sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"):
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
subrow = sub.row(align=True)
subrow.label(text="Time Remapping:")
subrow = sub.row(align=True)
subrow.prop(rd, "frame_map_old", text="Old")
subrow.prop(rd, "frame_map_new", text="New")
class RENDER_PT_antialiasing(RenderButtonsPanel, Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "use_full_sample")
col = split.column()
col.prop(rd, "pixel_filter_type", text="")
col.prop(rd, "filter_size", text="Size")
class RENDER_PT_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Sampled Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
row.prop(rd, "motion_blur_shutter")
class RENDER_PT_shading(RenderButtonsPanel, Panel):
bl_label = "Shading"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_textures", text="Textures")
col.prop(rd, "use_shadows", text="Shadows")
col.prop(rd, "use_sss", text="Subsurface Scattering")
col.prop(rd, "use_envmaps", text="Environment Map")
col = split.column()
col.prop(rd, "use_raytrace", text="Ray Tracing")
col.prop(rd, "use_color_unpremultiply")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
col = split.column()
col.label(text="Memory:")
sub = col.column()
sub.enabled = not (rd.use_border or rd.use_full_sample)
sub.prop(rd, "use_save_buffers")
sub = col.column()
sub.active = rd.use_compositing
sub.prop(rd, "use_free_image_textures")
sub.prop(rd, "use_free_unused_nodes")
sub = col.column()
sub.active = rd.use_raytrace
sub.label(text="Acceleration structure:")
sub.prop(rd, "raytrace_method", text="")
if rd.raytrace_method == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
else:
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
split.prop(rd, "dither_intensity", text="Dither", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_fields", text="Fields")
sub = col.column()
sub.active = rd.use_fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "use_fields_still", text="Still")
col = split.column()
col.prop(rd, "use_edge_enhance")
sub = col.column()
sub.active = rd.use_edge_enhance
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
class RENDER_PT_stamp(RenderButtonsPanel, Panel):
bl_label = "Stamp"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_stamp
layout.prop(rd, "stamp_font_size", text="Font Size")
row = layout.row()
row.column().prop(rd, "stamp_foreground", slider=True)
row.column().prop(rd, "stamp_background", slider=True)
split = layout.split()
col = split.column()
col.prop(rd, "use_stamp_time", text="Time")
col.prop(rd, "use_stamp_date", text="Date")
col.prop(rd, "use_stamp_render_time", text="RenderTime")
col.prop(rd, "use_stamp_frame", text="Frame")
col.prop(rd, "use_stamp_scene", text="Scene")
col = split.column()
col.prop(rd, "use_stamp_camera", text="Camera")
col.prop(rd, "use_stamp_lens", text="Lens")
col.prop(rd, "use_stamp_filename", text="Filename")
col.prop(rd, "use_stamp_marker", text="Marker")
col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
row = layout.split(percentage=0.2)
row.prop(rd, "use_stamp_note", text="Note")
sub = row.row()
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_output(RenderButtonsPanel, Panel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
image_settings = rd.image_settings
file_format = image_settings.file_format
layout.prop(rd, "filepath", text="")
flow = layout.column_flow()
flow.prop(rd, "use_overwrite")
flow.prop(rd, "use_placeholder")
flow.prop(rd, "use_file_extension")
layout.template_image_settings(image_settings, color_management=False)
if file_format == 'QUICKTIME_CARBON':
layout.operator("scene.render_data_set_quicktime_codec")
elif file_format == 'QUICKTIME_QTKIT':
quicktime = rd.quicktime
split = layout.split()
col = split.column()
col.prop(quicktime, "codec_type", text="Video Codec")
col.prop(quicktime, "codec_spatial_quality", text="Quality")
# Audio
col.prop(quicktime, "audiocodec_type", text="Audio Codec")
if quicktime.audiocodec_type != 'No audio':
split = layout.split()
if quicktime.audiocodec_type == 'LPCM':
split.prop(quicktime, "audio_bitdepth", text="")
split.prop(quicktime, "audio_samplerate", text="")
split = layout.split()
col = split.column()
if quicktime.audiocodec_type == 'AAC':
col.prop(quicktime, "audio_bitrate")
subsplit = split.split()
col = subsplit.column()
if quicktime.audiocodec_type == 'AAC':
col.prop(quicktime, "audio_codec_isvbr")
col = subsplit.column()
col.prop(quicktime, "audio_resampling_hq")
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
bl_label = "Encoding"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
ffmpeg = rd.ffmpeg
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
split = layout.split()
split.prop(rd.ffmpeg, "format")
if ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
split.prop(ffmpeg, "codec")
elif rd.ffmpeg.format == 'H264':
split.prop(ffmpeg, "use_lossless_output")
else:
split.label()
row = layout.row()
row.prop(ffmpeg, "video_bitrate")
row.prop(ffmpeg, "gopsize")
split = layout.split()
col = split.column()
col.label(text="Rate:")
col.prop(ffmpeg, "minrate", text="Minimum")
col.prop(ffmpeg, "maxrate", text="Maximum")
col.prop(ffmpeg, "buffersize", text="Buffer")
col = split.column()
col.prop(ffmpeg, "use_autosplit")
col.label(text="Mux:")
col.prop(ffmpeg, "muxrate", text="Rate")
col.prop(ffmpeg, "packetsize", text="Packet Size")
layout.separator()
# Audio:
if ffmpeg.format != 'MP3':
layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
row = layout.row()
row.prop(ffmpeg, "audio_bitrate")
row.prop(ffmpeg, "audio_volume", slider=True)
class RENDER_PT_bake(RenderButtonsPanel, Panel):
bl_label = "Bake"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.operator("object.bake_image", icon='RENDER_STILL')
layout.prop(rd, "bake_type")
multires_bake = False
if rd.bake_type in ['NORMALS', 'DISPLACEMENT']:
layout.prop(rd, "use_bake_multires")
multires_bake = rd.use_bake_multires
if not multires_bake:
if rd.bake_type == 'NORMALS':
layout.prop(rd, "bake_normal_space")
elif rd.bake_type in {'DISPLACEMENT', 'AO'}:
layout.prop(rd, "use_bake_normalize")
# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "use_bake_antialiasing")
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_bake_clear")
col.prop(rd, "bake_margin")
col.prop(rd, "bake_quad_split", text="Split")
col = split.column()
col.prop(rd, "use_bake_selected_to_active")
sub = col.column()
sub.active = rd.use_bake_selected_to_active
sub.prop(rd, "bake_distance")
sub.prop(rd, "bake_bias")
else:
if rd.bake_type == 'DISPLACEMENT':
layout.prop(rd, "use_bake_lores_mesh")
layout.prop(rd, "use_bake_clear")
layout.prop(rd, "bake_margin")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)