forked from bartvdbraak/blender
b89138564e
After testing and feedback, I've decided to slightly modify the way color management works internally. While the previous method worked well for rendering, was a smaller transition and had some advantages over this new method, it was a bit more ambiguous, and was making things difficult for other areas such as compositing. This implementation now considers all color data (with only a couple of exceptions such as brush colors) to be stored in linear RGB color space, rather than sRGB as previously. This brings it in line with Nuke, which also operates this way, quite successfully. Color swatches, pickers, color ramp display are now gamma corrected to display gamma so you can see what you're doing, but the numbers themselves are considered linear. This makes understanding blending modes more clear (a 0.5 value on overlay will not change the result now) as well as making color swatches act more predictably in the compositor, however bringing over color values from applications like photoshop or gimp, that operate in a gamma space, will give identical results. This commit will convert over existing files saved by earlier 2.5 versions to work generally the same, though there may be some slight differences with things like textures. Now that we're set on changing other areas of shading, this won't be too disruptive overall. I've made a diagram explaining the pipeline here: http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png and some docs here: http://www.blender.org/development/release-logs/blender-250/color-management/
883 lines
28 KiB
Python
883 lines
28 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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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narrowui = 180
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def active_node_mat(mat):
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# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
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# which settings from node-materials are used
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if mat:
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mat_node = mat.active_node_material
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if mat_node:
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return mat_node
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else:
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return mat
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return None
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class MATERIAL_MT_sss_presets(bpy.types.Menu):
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bl_label = "SSS Presets"
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preset_subdir = "sss"
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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 MaterialButtonsPanel(bpy.types.Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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def poll(self, context):
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mat = context.material
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engine = context.scene.render_data.engine
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return mat and (engine in self.COMPAT_ENGINES)
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class MATERIAL_PT_preview(MaterialButtonsPanel):
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bl_label = "Preview"
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_context_material(MaterialButtonsPanel):
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bl_label = ""
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bl_show_header = False
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def poll(self, context):
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# An exception, dont call the parent poll func because
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# this manages materials for all engine types
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engine = context.scene.render_data.engine
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return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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wide_ui = context.region.width > narrowui
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if ob:
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row = layout.row()
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row.template_list(ob, "materials", ob, "active_material_index", rows=2)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ICON_ZOOMIN', text="")
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col.operator("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
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col.operator("object.material_slot_copy", icon='ICON_COPY_ID', text="")
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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if wide_ui:
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split = layout.split(percentage=0.65)
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if ob:
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split.template_ID(ob, "active_material", new="material.new")
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row = split.row()
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if slot:
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row.prop(slot, "link", text="")
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else:
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row.label()
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elif mat:
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split.template_ID(space, "pin_id")
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split.separator()
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else:
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if ob:
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layout.template_ID(ob, "active_material", new="material.new")
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elif mat:
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layout.template_ID(space, "pin_id")
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if mat:
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if wide_ui:
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layout.prop(mat, "type", expand=True)
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else:
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layout.prop(mat, "type", text="")
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class MATERIAL_PT_shading(MaterialButtonsPanel):
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bl_label = "Shading"
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def poll(self, context):
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mat = active_node_mat(context.material)
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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wide_ui = context.region.width > narrowui
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if mat.type in ('SURFACE', 'WIRE'):
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split = layout.split()
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col = split.column()
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sub = col.column()
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sub.active = not mat.shadeless
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sub.prop(mat, "emit")
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sub.prop(mat, "ambient")
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sub = col.column()
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sub.prop(mat, "translucency")
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if wide_ui:
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col = split.column()
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col.prop(mat, "shadeless")
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sub = col.column()
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sub.active = not mat.shadeless
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sub.prop(mat, "tangent_shading")
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sub.prop(mat, "cubic")
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elif mat.type == 'HALO':
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layout.prop(mat, "alpha")
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class MATERIAL_PT_strand(MaterialButtonsPanel):
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bl_label = "Strand"
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bl_default_closed = True
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def poll(self, context):
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mat = context.material
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material # dont use node material
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tan = mat.strand
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wide_ui = context.region.width > narrowui
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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="Size:")
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sub.prop(tan, "root_size", text="Root")
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sub.prop(tan, "tip_size", text="Tip")
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sub.prop(tan, "min_size", text="Minimum")
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sub.prop(tan, "blender_units")
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sub = col.column()
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sub.active = (not mat.shadeless)
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sub.prop(tan, "tangent_shading")
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col.prop(tan, "shape")
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if wide_ui:
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col = split.column()
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col.label(text="Shading:")
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col.prop(tan, "width_fade")
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ob = context.object
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if ob and ob.type == 'MESH':
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col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
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else:
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col.prop(tan, "uv_layer", text="")
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col.separator()
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sub = col.column()
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sub.active = (not mat.shadeless)
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sub.prop(tan, "surface_diffuse")
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sub = col.column()
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sub.active = tan.surface_diffuse
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sub.prop(tan, "blend_distance", text="Distance")
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class MATERIAL_PT_physics(MaterialButtonsPanel):
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bl_label = "Physics"
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COMPAT_ENGINES = set(['BLENDER_GAME'])
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def draw(self, context):
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layout = self.layout
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phys = context.material.physics # dont use node material
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.prop(phys, "distance")
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col.prop(phys, "friction")
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col.prop(phys, "align_to_normal")
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if wide_ui:
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col = split.column()
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col.prop(phys, "force", slider=True)
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col.prop(phys, "elasticity", slider=True)
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col.prop(phys, "damp", slider=True)
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class MATERIAL_PT_options(MaterialButtonsPanel):
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bl_label = "Options"
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def poll(self, context):
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mat = active_node_mat(context.material)
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.prop(mat, "traceable")
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col.prop(mat, "full_oversampling")
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col.prop(mat, "sky")
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col.prop(mat, "exclude_mist")
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col.prop(mat, "invert_z")
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sub = col.row()
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sub.prop(mat, "z_offset")
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sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
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sub = col.column(align=True)
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sub.label(text="Light Group:")
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sub.prop(mat, "light_group", text="")
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row = sub.row()
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row.active = bool(mat.light_group)
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row.prop(mat, "light_group_exclusive", text="Exclusive")
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if wide_ui:
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col = split.column()
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col.prop(mat, "face_texture")
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sub = col.column()
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sub.active = mat.face_texture
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sub.prop(mat, "face_texture_alpha")
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col.separator()
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col.prop(mat, "vertex_color_paint")
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col.prop(mat, "vertex_color_light")
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col.prop(mat, "object_color")
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class MATERIAL_PT_shadow(MaterialButtonsPanel):
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bl_label = "Shadow"
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bl_default_closed = True
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def poll(self, context):
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mat = active_node_mat(context.material)
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.prop(mat, "shadows", text="Receive")
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col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
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col.prop(mat, "only_shadow", text="Shadows Only")
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col.prop(mat, "cast_shadows_only", text="Cast Only")
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col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
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if wide_ui:
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col = split.column()
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col.prop(mat, "cast_buffer_shadows")
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sub = col.column()
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sub.active = mat.cast_buffer_shadows
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sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
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col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
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sub = col.column()
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sub.active = (not mat.ray_shadow_bias)
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sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
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class MATERIAL_PT_diffuse(MaterialButtonsPanel):
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bl_label = "Diffuse"
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def poll(self, context):
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mat = active_node_mat(context.material)
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
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col.prop(mat, "diffuse_color", text="")
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sub = col.column()
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sub.active = (not mat.shadeless)
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sub.prop(mat, "diffuse_intensity", text="Intensity")
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if wide_ui:
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col = split.column()
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col.active = (not mat.shadeless)
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col.prop(mat, "diffuse_shader", text="")
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col.prop(mat, "use_diffuse_ramp", text="Ramp")
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col = layout.column()
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col.active = (not mat.shadeless)
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if mat.diffuse_shader == 'OREN_NAYAR':
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col.prop(mat, "roughness")
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elif mat.diffuse_shader == 'MINNAERT':
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col.prop(mat, "darkness")
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elif mat.diffuse_shader == 'TOON':
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split = col.split()
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col = split.column()
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col.prop(mat, "diffuse_toon_size", text="Size")
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if wide_ui:
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col = split.column()
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col.prop(mat, "diffuse_toon_smooth", text="Smooth")
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elif mat.diffuse_shader == 'FRESNEL':
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split = col.split()
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col = split.column()
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col.prop(mat, "diffuse_fresnel", text="Fresnel")
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if wide_ui:
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col = split.column()
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col.prop(mat, "diffuse_fresnel_factor", text="Factor")
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if mat.use_diffuse_ramp:
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layout.separator()
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layout.template_color_ramp(mat, "diffuse_ramp", expand=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(mat, "diffuse_ramp_input", text="Input")
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if wide_ui:
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col = split.column()
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col.prop(mat, "diffuse_ramp_blend", text="Blend")
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row = layout.row()
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row.prop(mat, "diffuse_ramp_factor", text="Factor")
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class MATERIAL_PT_specular(MaterialButtonsPanel):
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bl_label = "Specular"
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COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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def poll(self, context):
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mat = active_node_mat(context.material)
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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wide_ui = context.region.width > narrowui
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layout.active = (not mat.shadeless)
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split = layout.split()
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col = split.column()
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col.prop(mat, "specular_color", text="")
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col.prop(mat, "specular_intensity", text="Intensity")
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if wide_ui:
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col = split.column()
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col.prop(mat, "specular_shader", text="")
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col.prop(mat, "use_specular_ramp", text="Ramp")
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col = layout.column()
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if mat.specular_shader in ('COOKTORR', 'PHONG'):
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col.prop(mat, "specular_hardness", text="Hardness")
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elif mat.specular_shader == 'BLINN':
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split = layout.split()
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col = split.column()
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col.prop(mat, "specular_hardness", text="Hardness")
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if wide_ui:
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col = split.column()
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col.prop(mat, "specular_ior", text="IOR")
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elif mat.specular_shader == 'WARDISO':
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col.prop(mat, "specular_slope", text="Slope")
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elif mat.specular_shader == 'TOON':
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split = layout.split()
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col = split.column()
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col.prop(mat, "specular_toon_size", text="Size")
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if wide_ui:
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col = split.column()
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col.prop(mat, "specular_toon_smooth", text="Smooth")
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if mat.use_specular_ramp:
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layout.separator()
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layout.template_color_ramp(mat, "specular_ramp", expand=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(mat, "specular_ramp_input", text="Input")
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if wide_ui:
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col = split.column()
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col.prop(mat, "specular_ramp_blend", text="Blend")
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row = layout.row()
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row.prop(mat, "specular_ramp_factor", text="Factor")
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class MATERIAL_PT_sss(MaterialButtonsPanel):
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bl_label = "Subsurface Scattering"
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bl_default_closed = True
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COMPAT_ENGINES = set(['BLENDER_RENDER'])
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def poll(self, context):
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mat = active_node_mat(context.material)
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engine = context.scene.render_data.engine
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return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
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def draw_header(self, context):
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mat = active_node_mat(context.material)
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sss = mat.subsurface_scattering
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self.layout.active = (not mat.shadeless)
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self.layout.prop(sss, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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mat = active_node_mat(context.material)
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sss = mat.subsurface_scattering
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wide_ui = context.region.width > narrowui
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layout.active = (sss.enabled) and (not mat.shadeless)
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row = layout.row().split()
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sub = row.row(align=True).split(percentage=0.75)
|
|
sub.menu("MATERIAL_MT_sss_presets", text="Presets")
|
|
sub.operator("material.sss_preset_add", text="Add")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(sss, "ior")
|
|
col.prop(sss, "scale")
|
|
col.prop(sss, "color", text="")
|
|
col.prop(sss, "radius", text="RGB Radius", expand=True)
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.label(text="Blend:")
|
|
sub.prop(sss, "color_factor", text="Color")
|
|
sub.prop(sss, "texture_factor", text="Texture")
|
|
sub.label(text="Scattering Weight:")
|
|
sub.prop(sss, "front")
|
|
sub.prop(sss, "back")
|
|
col.separator()
|
|
col.prop(sss, "error_tolerance", text="Error")
|
|
|
|
|
|
class MATERIAL_PT_mirror(MaterialButtonsPanel):
|
|
bl_label = "Mirror"
|
|
bl_default_closed = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = active_node_mat(context.material)
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
raym = active_node_mat(context.material).raytrace_mirror
|
|
|
|
self.layout.prop(raym, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = active_node_mat(context.material)
|
|
raym = mat.raytrace_mirror
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
layout.active = raym.enabled
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(raym, "reflect_factor")
|
|
col.prop(mat, "mirror_color", text="")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(raym, "fresnel")
|
|
sub = col.column()
|
|
sub.active = raym.fresnel > 0
|
|
sub.prop(raym, "fresnel_factor", text="Blend")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.separator()
|
|
col.prop(raym, "distance", text="Max Dist")
|
|
col.prop(raym, "depth")
|
|
col.separator()
|
|
sub = col.split(percentage=0.4)
|
|
sub.label(text="Fade To:")
|
|
sub.prop(raym, "fade_to", text="")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.label(text="Gloss:")
|
|
col.prop(raym, "gloss_factor", text="Amount")
|
|
sub = col.column()
|
|
sub.active = raym.gloss_factor < 1.0
|
|
sub.prop(raym, "gloss_threshold", text="Threshold")
|
|
sub.prop(raym, "gloss_samples", text="Samples")
|
|
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
|
|
|
|
|
|
class MATERIAL_PT_transp(MaterialButtonsPanel):
|
|
bl_label = "Transparency"
|
|
bl_default_closed = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = active_node_mat(context.material)
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
mat = active_node_mat(context.material)
|
|
|
|
self.layout.prop(mat, "transparency", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = active_node_mat(context.material)
|
|
rayt = mat.raytrace_transparency
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
row = layout.row()
|
|
row.active = mat.transparency and (not mat.shadeless)
|
|
if wide_ui:
|
|
row.prop(mat, "transparency_method", expand=True)
|
|
else:
|
|
row.prop(mat, "transparency_method", text="")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(mat, "alpha")
|
|
row = col.row()
|
|
row.active = mat.transparency and (not mat.shadeless)
|
|
row.prop(mat, "specular_alpha", text="Specular")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.active = (not mat.shadeless)
|
|
col.prop(rayt, "fresnel")
|
|
sub = col.column()
|
|
sub.active = rayt.fresnel > 0
|
|
sub.prop(rayt, "fresnel_factor", text="Blend")
|
|
|
|
if mat.transparency_method == 'RAYTRACE':
|
|
layout.separator()
|
|
split = layout.split()
|
|
split.active = mat.transparency
|
|
|
|
col = split.column()
|
|
col.prop(rayt, "ior")
|
|
col.prop(rayt, "filter")
|
|
col.prop(rayt, "falloff")
|
|
col.prop(rayt, "limit")
|
|
col.prop(rayt, "depth")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.label(text="Gloss:")
|
|
col.prop(rayt, "gloss_factor", text="Amount")
|
|
sub = col.column()
|
|
sub.active = rayt.gloss_factor < 1.0
|
|
sub.prop(rayt, "gloss_threshold", text="Threshold")
|
|
sub.prop(rayt, "gloss_samples", text="Samples")
|
|
|
|
|
|
class MATERIAL_PT_halo(MaterialButtonsPanel):
|
|
bl_label = "Halo"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # dont use node material
|
|
halo = mat.halo
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(mat, "diffuse_color", text="")
|
|
col.prop(halo, "size")
|
|
col.prop(halo, "hardness")
|
|
col.prop(halo, "add")
|
|
col.label(text="Options:")
|
|
col.prop(halo, "texture")
|
|
col.prop(halo, "vertex_normal")
|
|
col.prop(halo, "xalpha")
|
|
col.prop(halo, "shaded")
|
|
col.prop(halo, "soft")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(halo, "ring")
|
|
sub = col.column()
|
|
sub.active = halo.ring
|
|
sub.prop(halo, "rings")
|
|
sub.prop(mat, "mirror_color", text="")
|
|
col.separator()
|
|
col.prop(halo, "lines")
|
|
sub = col.column()
|
|
sub.active = halo.lines
|
|
sub.prop(halo, "line_number", text="Lines")
|
|
sub.prop(mat, "specular_color", text="")
|
|
col.separator()
|
|
col.prop(halo, "star")
|
|
sub = col.column()
|
|
sub.active = halo.star
|
|
sub.prop(halo, "star_tips")
|
|
|
|
|
|
class MATERIAL_PT_flare(MaterialButtonsPanel):
|
|
bl_label = "Flare"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
halo = context.material.halo
|
|
|
|
self.layout.prop(halo, "flare_mode", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # dont use node material
|
|
halo = mat.halo
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
layout.active = halo.flare_mode
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(halo, "flare_size", text="Size")
|
|
col.prop(halo, "flare_boost", text="Boost")
|
|
col.prop(halo, "flare_seed", text="Seed")
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(halo, "flares_sub", text="Subflares")
|
|
col.prop(halo, "flare_subsize", text="Subsize")
|
|
|
|
bpy.types.register(MATERIAL_PT_context_material)
|
|
bpy.types.register(MATERIAL_PT_preview)
|
|
bpy.types.register(MATERIAL_PT_diffuse)
|
|
bpy.types.register(MATERIAL_PT_specular)
|
|
bpy.types.register(MATERIAL_PT_shading)
|
|
bpy.types.register(MATERIAL_PT_transp)
|
|
bpy.types.register(MATERIAL_PT_mirror)
|
|
bpy.types.register(MATERIAL_PT_sss)
|
|
bpy.types.register(MATERIAL_PT_halo)
|
|
bpy.types.register(MATERIAL_PT_flare)
|
|
bpy.types.register(MATERIAL_PT_physics)
|
|
bpy.types.register(MATERIAL_PT_strand)
|
|
bpy.types.register(MATERIAL_PT_options)
|
|
bpy.types.register(MATERIAL_PT_shadow)
|
|
|
|
|
|
class VolumeButtonsPanel(bpy.types.Panel):
|
|
bl_space_type = 'PROPERTIES'
|
|
bl_region_type = 'WINDOW'
|
|
bl_context = "material"
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
|
|
|
|
|
|
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
|
|
bl_label = "Density"
|
|
bl_default_closed = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # dont use node material
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
split = layout.split()
|
|
col = split.column()
|
|
col.prop(vol, "density")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.prop(vol, "density_scale")
|
|
|
|
|
|
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
|
|
bl_label = "Shading"
|
|
bl_default_closed = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # dont use node material
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(vol, "scattering")
|
|
col.prop(vol, "asymmetry")
|
|
col.prop(vol, "transmission_color")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.prop(vol, "emission")
|
|
sub.prop(vol, "emission_color", text="")
|
|
sub = col.column(align=True)
|
|
sub.prop(vol, "reflection")
|
|
sub.prop(vol, "reflection_color", text="")
|
|
|
|
|
|
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
|
|
bl_label = "Lighting"
|
|
bl_default_closed = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # dont use node material
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(vol, "lighting_mode", text="")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
|
|
if vol.lighting_mode == 'SHADED':
|
|
col.prop(vol, "external_shadows")
|
|
col.prop(vol, "light_cache")
|
|
sub = col.column()
|
|
sub.active = vol.light_cache
|
|
sub.prop(vol, "cache_resolution")
|
|
elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
|
|
sub = col.column()
|
|
sub.enabled = True
|
|
sub.active = False
|
|
sub.prop(vol, "light_cache")
|
|
col.prop(vol, "cache_resolution")
|
|
|
|
sub = col.column(align=True)
|
|
sub.prop(vol, "ms_diffusion")
|
|
sub.prop(vol, "ms_spread")
|
|
sub.prop(vol, "ms_intensity")
|
|
|
|
|
|
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
|
|
bl_label = "Transparency"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material # dont use node material
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
if wide_ui:
|
|
layout.prop(mat, "transparency_method", expand=True)
|
|
else:
|
|
layout.prop(mat, "transparency_method", text="")
|
|
|
|
|
|
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
|
|
bl_label = "Integration"
|
|
bl_default_closed = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume # dont use node material
|
|
wide_ui = context.region.width > narrowui
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.label(text="Step Calculation:")
|
|
col.prop(vol, "step_calculation", text="")
|
|
col = col.column(align=True)
|
|
col.prop(vol, "step_size")
|
|
|
|
if wide_ui:
|
|
col = split.column()
|
|
col.label()
|
|
col.prop(vol, "depth_cutoff")
|
|
|
|
bpy.types.register(MATERIAL_MT_sss_presets)
|
|
|
|
bpy.types.register(MATERIAL_PT_volume_density)
|
|
bpy.types.register(MATERIAL_PT_volume_shading)
|
|
bpy.types.register(MATERIAL_PT_volume_lighting)
|
|
bpy.types.register(MATERIAL_PT_volume_transp)
|
|
bpy.types.register(MATERIAL_PT_volume_integration)
|