forked from bartvdbraak/blender
acca04bf33
- re-arranged UI in a way that gave far too much vert scrolling. - was added all over for simple things like making text="", layout engine should handle this. - Ton and Brecht are ok with removing this now. Ton would like to work on the layout engine to make it better support these cases.
693 lines
21 KiB
Python
693 lines
21 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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class RENDER_MT_presets(bpy.types.Menu):
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bl_label = "Render Presets"
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preset_subdir = "render"
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preset_operator = "script.execute_preset"
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draw = bpy.types.Menu.draw_preset
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class RENDER_MT_ffmpeg_presets(bpy.types.Menu):
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bl_label = "FFMPEG Presets"
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preset_subdir = "ffmpeg"
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preset_operator = "script.python_file_run"
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draw = bpy.types.Menu.draw_preset
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class RenderButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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class RENDER_PT_render(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Render"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.operator("render.render", text="Image", icon='RENDER_STILL')
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col = split.column()
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col.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
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layout.prop(rd, "display_mode", text="Display")
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class RENDER_PT_layers(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Layers"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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row = layout.row()
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row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
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col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
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rl = rd.layers[rd.active_layer_index]
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if rl:
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layout.prop(rl, "name")
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split = layout.split()
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col = split.column()
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col.prop(scene, "layers", text="Scene")
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col.label(text="")
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col.prop(rl, "light_override", text="Light")
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col.prop(rl, "material_override", text="Material")
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col = split.column()
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col.prop(rl, "visible_layers", text="Layer")
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col.label(text="Mask Layers:")
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col.prop(rl, "zmask_layers", text="")
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layout.separator()
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layout.label(text="Include:")
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split = layout.split()
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col = split.column()
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col.prop(rl, "zmask")
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row = col.row()
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row.prop(rl, "zmask_negate", text="Negate")
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row.active = rl.zmask
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col.prop(rl, "all_z")
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col = split.column()
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col.prop(rl, "solid")
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col.prop(rl, "halo")
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col.prop(rl, "ztransp")
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col = split.column()
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col.prop(rl, "sky")
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col.prop(rl, "edge")
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col.prop(rl, "strand")
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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.label(text="Passes:")
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col.prop(rl, "pass_combined")
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col.prop(rl, "pass_z")
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col.prop(rl, "pass_vector")
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col.prop(rl, "pass_normal")
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col.prop(rl, "pass_uv")
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col.prop(rl, "pass_mist")
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col.prop(rl, "pass_object_index")
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col.prop(rl, "pass_color")
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col = split.column()
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col.label()
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col.prop(rl, "pass_diffuse")
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row = col.row()
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row.prop(rl, "pass_specular")
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row.prop(rl, "pass_specular_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_shadow")
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row.prop(rl, "pass_shadow_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_emit")
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row.prop(rl, "pass_emit_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_ao")
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row.prop(rl, "pass_ao_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_environment")
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row.prop(rl, "pass_environment_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_indirect")
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row.prop(rl, "pass_indirect_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_reflection")
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row.prop(rl, "pass_reflection_exclude", text="")
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row = col.row()
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row.prop(rl, "pass_refraction")
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row.prop(rl, "pass_refraction_exclude", text="")
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class RENDER_PT_shading(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Shading"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_textures", text="Textures")
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col.prop(rd, "use_shadows", text="Shadows")
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col.prop(rd, "use_sss", text="Subsurface Scattering")
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col.prop(rd, "use_envmaps", text="Environment Map")
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col = split.column()
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col.prop(rd, "use_raytracing", text="Ray Tracing")
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col.prop(rd, "color_management")
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col.prop(rd, "alpha_mode", text="Alpha")
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class RENDER_PT_performance(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Performance"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.label(text="Threads:")
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col.row().prop(rd, "threads_mode", expand=True)
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sub = col.column()
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sub.enabled = rd.threads_mode == 'FIXED'
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sub.prop(rd, "threads")
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sub = col.column(align=True)
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sub.label(text="Tiles:")
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sub.prop(rd, "parts_x", text="X")
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sub.prop(rd, "parts_y", text="Y")
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col = split.column()
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col.label(text="Memory:")
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sub = col.column()
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sub.enabled = not (rd.use_border or rd.full_sample)
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sub.prop(rd, "save_buffers")
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sub = col.column()
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sub.active = rd.use_compositing
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sub.prop(rd, "free_image_textures")
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sub = col.column()
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sub.active = rd.use_raytracing
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sub.label(text="Acceleration structure:")
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sub.prop(rd, "raytrace_structure", text="")
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if rd.raytrace_structure == 'OCTREE':
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sub.prop(rd, "octree_resolution", text="Resolution")
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else:
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sub.prop(rd, "use_instances", text="Instances")
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sub.prop(rd, "use_local_coords", text="Local Coordinates")
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class RENDER_PT_post_processing(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Post Processing"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_compositing")
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col.prop(rd, "use_sequencer")
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col = split.column()
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col.prop(rd, "dither_intensity", text="Dither", slider=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(rd, "fields", text="Fields")
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sub = col.column()
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sub.active = rd.fields
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sub.row().prop(rd, "field_order", expand=True)
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sub.prop(rd, "fields_still", text="Still")
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col = split.column()
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col.prop(rd, "edge")
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sub = col.column()
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sub.active = rd.edge
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sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
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sub.prop(rd, "edge_color", text="")
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class RENDER_PT_output(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Output"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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file_format = rd.file_format
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layout.prop(rd, "output_path", text="")
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split = layout.split()
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col = split.column()
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col.prop(rd, "file_format", text="")
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col.row().prop(rd, "color_mode", text="Color", expand=True)
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col = split.column()
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col.prop(rd, "use_file_extension")
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col.prop(rd, "use_overwrite")
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col.prop(rd, "use_placeholder")
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if file_format in ('AVI_JPEG', 'JPEG'):
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split = layout.split()
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split.prop(rd, "file_quality", slider=True)
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if file_format == 'PNG':
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split = layout.split()
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split.prop(rd, "file_quality", slider=True, text="Compression")
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elif file_format == 'MULTILAYER':
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split = layout.split()
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col = split.column()
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col.label(text="Codec:")
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col.prop(rd, "exr_codec", text="")
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col = split.column()
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elif file_format == 'OPEN_EXR':
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split = layout.split()
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col = split.column()
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col.label(text="Codec:")
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col.prop(rd, "exr_codec", text="")
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subsplit = split.split()
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col = subsplit.column()
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col.prop(rd, "exr_half")
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col.prop(rd, "exr_zbuf")
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col = subsplit.column()
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col.prop(rd, "exr_preview")
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elif file_format == 'JPEG2000':
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split = layout.split()
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col = split.column()
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col.label(text="Depth:")
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col.row().prop(rd, "jpeg2k_depth", expand=True)
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col = split.column()
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col.prop(rd, "jpeg2k_preset", text="")
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col.prop(rd, "jpeg2k_ycc")
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elif file_format in ('CINEON', 'DPX'):
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split = layout.split()
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col = split.column()
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col.prop(rd, "cineon_log", text="Convert to Log")
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col = split.column(align=True)
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col.active = rd.cineon_log
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col.prop(rd, "cineon_black", text="Black")
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col.prop(rd, "cineon_white", text="White")
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col.prop(rd, "cineon_gamma", text="Gamma")
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elif file_format == 'TIFF':
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split = layout.split()
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split.prop(rd, "tiff_bit")
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elif file_format == 'QUICKTIME_CARBON':
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split = layout.split()
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split.operator("scene.render_data_set_quicktime_codec")
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elif file_format == 'QUICKTIME_QTKIT':
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split = layout.split()
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col = split.column()
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col.prop(rd, "quicktime_codec_type", text="Video Codec")
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col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
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# Audio
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col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
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if rd.quicktime_audiocodec_type != 'No audio':
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split = layout.split()
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col = split.column()
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if rd.quicktime_audiocodec_type == 'LPCM':
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col.prop(rd, "quicktime_audio_bitdepth", text="")
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col = split.column()
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col.prop(rd, "quicktime_audio_samplerate", text="")
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split = layout.split()
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col = split.column()
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if rd.quicktime_audiocodec_type == 'AAC':
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col.prop(rd, "quicktime_audio_bitrate")
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subsplit = split.split()
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col = subsplit.column()
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if rd.quicktime_audiocodec_type == 'AAC':
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col.prop(rd, "quicktime_audio_codec_isvbr")
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col = subsplit.column()
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col.prop(rd, "quicktime_audio_resampling_hq")
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class RENDER_PT_encoding(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Encoding"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
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split = layout.split()
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col = split.column()
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col.prop(rd, "ffmpeg_format")
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if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
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col = split.column()
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col.prop(rd, "ffmpeg_codec")
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else:
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split.label()
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split = layout.split()
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col = split.column()
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col.prop(rd, "ffmpeg_video_bitrate")
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col = split.column()
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col.prop(rd, "ffmpeg_gopsize")
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split = layout.split()
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col = split.column()
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col.label(text="Rate:")
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col.prop(rd, "ffmpeg_minrate", text="Minimum")
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col.prop(rd, "ffmpeg_maxrate", text="Maximum")
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col.prop(rd, "ffmpeg_buffersize", text="Buffer")
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col = split.column()
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col.prop(rd, "ffmpeg_autosplit")
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col.label(text="Mux:")
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col.prop(rd, "ffmpeg_muxrate", text="Rate")
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col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
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# Audio:
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sub = layout.column()
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if rd.ffmpeg_format not in ('MP3'):
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sub.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
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sub.separator()
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split = sub.split()
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col = split.column()
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col.prop(rd, "ffmpeg_audio_bitrate")
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col.prop(rd, "ffmpeg_audio_mixrate")
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col = split.column()
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col.prop(rd, "ffmpeg_audio_volume", slider=True)
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class RENDER_PT_antialiasing(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Anti-Aliasing"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "render_antialiasing", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.render_antialiasing
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split = layout.split()
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col = split.column()
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col.row().prop(rd, "antialiasing_samples", expand=True)
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sub = col.row()
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sub.enabled = not rd.use_border
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sub.prop(rd, "full_sample")
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col = split.column()
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col.prop(rd, "pixel_filter", text="")
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col.prop(rd, "filter_size", text="Size")
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class RENDER_PT_motion_blur(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Full Sample Motion Blur"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "motion_blur", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.motion_blur
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row = layout.row()
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row.prop(rd, "motion_blur_samples")
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row.prop(rd, "motion_blur_shutter")
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class RENDER_PT_dimensions(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Dimensions"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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row = layout.row(align=True)
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row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
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row.operator("render.preset_add", text="", icon="ZOOMIN")
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split = layout.split()
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Resolution:")
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sub.prop(rd, "resolution_x", text="X")
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sub.prop(rd, "resolution_y", text="Y")
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sub.prop(rd, "resolution_percentage", text="")
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sub.label(text="Aspect Ratio:")
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sub.prop(rd, "pixel_aspect_x", text="X")
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sub.prop(rd, "pixel_aspect_y", text="Y")
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row = col.row()
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row.prop(rd, "use_border", text="Border")
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sub = row.row()
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sub.active = rd.use_border
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sub.prop(rd, "crop_to_border", text="Crop")
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Frame Range:")
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sub.prop(scene, "frame_start", text="Start")
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sub.prop(scene, "frame_end", text="End")
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sub.prop(scene, "frame_step", text="Step")
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sub.label(text="Frame Rate:")
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sub.prop(rd, "fps")
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sub.prop(rd, "fps_base", text="/")
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class RENDER_PT_stamp(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Stamp"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "render_stamp", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.render_stamp
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split = layout.split()
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col = split.column()
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col.prop(rd, "stamp_time", text="Time")
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col.prop(rd, "stamp_date", text="Date")
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col.prop(rd, "stamp_render_time", text="RenderTime")
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col.prop(rd, "stamp_frame", text="Frame")
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col.prop(rd, "stamp_scene", text="Scene")
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col.prop(rd, "stamp_camera", text="Camera")
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col.prop(rd, "stamp_filename", text="Filename")
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col.prop(rd, "stamp_marker", text="Marker")
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col.prop(rd, "stamp_sequencer_strip", text="Seq. Strip")
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col = split.column()
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col.active = rd.render_stamp
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col.prop(rd, "stamp_foreground", slider=True)
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col.prop(rd, "stamp_background", slider=True)
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col.separator()
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col.prop(rd, "stamp_font_size", text="Font Size")
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row = layout.split(percentage=0.2)
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row.prop(rd, "stamp_note", text="Note")
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sub = row.row()
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sub.active = rd.stamp_note
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sub.prop(rd, "stamp_note_text", text="")
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class RENDER_PT_bake(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Bake"
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bl_default_closed = True
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@staticmethod
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def poll(context):
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rd = context.scene.render
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return (context.scene and rd.use_game_engine is False) and (rd.engine in __class__.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.operator("object.bake_image", icon='RENDER_STILL')
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layout.prop(rd, "bake_type")
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if rd.bake_type == 'NORMALS':
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layout.prop(rd, "bake_normal_space")
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elif rd.bake_type in ('DISPLACEMENT', 'AO'):
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layout.prop(rd, "bake_normalized")
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# col.prop(rd, "bake_aa_mode")
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# col.prop(rd, "bake_enable_aa")
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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(rd, "bake_clear")
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col.prop(rd, "bake_margin")
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col.prop(rd, "bake_quad_split", text="Split")
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col = split.column()
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col.prop(rd, "bake_active")
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sub = col.column()
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sub.active = rd.bake_active
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sub.prop(rd, "bake_distance")
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sub.prop(rd, "bake_bias")
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def register():
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pass
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def unregister():
|
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pass
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if __name__ == "__main__":
|
|
register()
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