blender/release/scripts/ui/properties_material.py
Matt Ebb b89138564e Changes to Color Management
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/
2009-12-02 07:56:34 +00:00

883 lines
28 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
def active_node_mat(mat):
# TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
# which settings from node-materials are used
if mat:
mat_node = mat.active_node_material
if mat_node:
return mat_node
else:
return mat
return None
class MATERIAL_MT_sss_presets(bpy.types.Menu):
bl_label = "SSS Presets"
preset_subdir = "sss"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
class MaterialButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (engine in self.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel):
bl_label = "Preview"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_context_material(MaterialButtonsPanel):
bl_label = ""
bl_show_header = False
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
# An exception, dont call the parent poll func because
# this manages materials for all engine types
engine = context.scene.render_data.engine
return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
ob = context.object
slot = context.material_slot
space = context.space_data
wide_ui = context.region.width > narrowui
if ob:
row = layout.row()
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ICON_ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
col.operator("object.material_slot_copy", icon='ICON_COPY_ID', text="")
if ob.mode == 'EDIT':
row = layout.row(align=True)
row.operator("object.material_slot_assign", text="Assign")
row.operator("object.material_slot_select", text="Select")
row.operator("object.material_slot_deselect", text="Deselect")
if wide_ui:
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
else:
if ob:
layout.template_ID(ob, "active_material", new="material.new")
elif mat:
layout.template_ID(space, "pin_id")
if mat:
if wide_ui:
layout.prop(mat, "type", expand=True)
else:
layout.prop(mat, "type", text="")
class MATERIAL_PT_shading(MaterialButtonsPanel):
bl_label = "Shading"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
if mat.type in ('SURFACE', 'WIRE'):
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
if wide_ui:
col = split.column()
col.prop(mat, "shadeless")
sub = col.column()
sub.active = not mat.shadeless
sub.prop(mat, "tangent_shading")
sub.prop(mat, "cubic")
elif mat.type == 'HALO':
layout.prop(mat, "alpha")
class MATERIAL_PT_strand(MaterialButtonsPanel):
bl_label = "Strand"
bl_default_closed = True
COMPAT_ENGINES = set(['BLENDER_RENDER'])
def poll(self, context):
mat = context.material
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # dont use node material
tan = mat.strand
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "min_size", text="Minimum")
sub.prop(tan, "blender_units")
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "tangent_shading")
col.prop(tan, "shape")
if wide_ui:
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(tan, "surface_diffuse")
sub = col.column()
sub.active = tan.surface_diffuse
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_physics(MaterialButtonsPanel):
bl_label = "Physics"
COMPAT_ENGINES = set(['BLENDER_GAME'])
def draw(self, context):
layout = self.layout
phys = context.material.physics # dont use node material
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(phys, "distance")
col.prop(phys, "friction")
col.prop(phys, "align_to_normal")
if wide_ui:
col = split.column()
col.prop(phys, "force", slider=True)
col.prop(phys, "elasticity", slider=True)
col.prop(phys, "damp", slider=True)
class MATERIAL_PT_options(MaterialButtonsPanel):
bl_label = "Options"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
def poll(self, context):
mat = active_node_mat(context.material)
engine = context.scene.render_data.engine
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "traceable")
col.prop(mat, "full_oversampling")
col.prop(mat, "sky")
col.prop(mat, "exclude_mist")
col.prop(mat, "invert_z")
sub = col.row()
sub.prop(mat, "z_offset")
sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
sub = col.column(align=True)
sub.label(text="Light Group:")
sub.prop(mat, "light_group", text="")
row = sub.row()
row.active = bool(mat.light_group)
row.prop(mat, "light_group_exclusive", text="Exclusive")
if wide_ui:
col = split.column()
col.prop(mat, "face_texture")
sub = col.column()
sub.active = mat.face_texture
sub.prop(mat, "face_texture_alpha")
col.separator()
col.prop(mat, "vertex_color_paint")
col.prop(mat, "vertex_color_light")
col.prop(mat, "object_color")
class MATERIAL_PT_shadow(MaterialButtonsPanel):
bl_label = "Shadow"
bl_default_closed = True
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "shadows", text="Receive")
col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
col.prop(mat, "only_shadow", text="Shadows Only")
col.prop(mat, "cast_shadows_only", text="Cast Only")
col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
if wide_ui:
col = split.column()
col.prop(mat, "cast_buffer_shadows")
sub = col.column()
sub.active = mat.cast_buffer_shadows
sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
sub = col.column()
sub.active = (not mat.ray_shadow_bias)
sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
bl_label = "Diffuse"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(mat, "diffuse_color", text="")
sub = col.column()
sub.active = (not mat.shadeless)
sub.prop(mat, "diffuse_intensity", text="Intensity")
if wide_ui:
col = split.column()
col.active = (not mat.shadeless)
col.prop(mat, "diffuse_shader", text="")
col.prop(mat, "use_diffuse_ramp", text="Ramp")
col = layout.column()
col.active = (not mat.shadeless)
if mat.diffuse_shader == 'OREN_NAYAR':
col.prop(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.prop(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
split = col.split()
col = split.column()
col.prop(mat, "diffuse_toon_size", text="Size")
if wide_ui:
col = split.column()
col.prop(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
split = col.split()
col = split.column()
col.prop(mat, "diffuse_fresnel", text="Fresnel")
if wide_ui:
col = split.column()
col.prop(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
layout.separator()
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(mat, "diffuse_ramp_input", text="Input")
if wide_ui:
col = split.column()
col.prop(mat, "diffuse_ramp_blend", text="Blend")
row = layout.row()
row.prop(mat, "diffuse_ramp_factor", text="Factor")
class MATERIAL_PT_specular(MaterialButtonsPanel):
bl_label = "Specular"
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
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(self, context):
layout = self.layout
mat = active_node_mat(context.material)
wide_ui = context.region.width > narrowui
layout.active = (not mat.shadeless)
split = layout.split()
col = split.column()
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_intensity", text="Intensity")
if wide_ui:
col = split.column()
col.prop(mat, "specular_shader", text="")
col.prop(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in ('COOKTORR', 'PHONG'):
col.prop(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
split = layout.split()
col = split.column()
col.prop(mat, "specular_hardness", text="Hardness")
if wide_ui:
col = split.column()
col.prop(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.prop(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
split = layout.split()
col = split.column()
col.prop(mat, "specular_toon_size", text="Size")
if wide_ui:
col = split.column()
col.prop(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.separator()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(mat, "specular_ramp_input", text="Input")
if wide_ui:
col = split.column()
col.prop(mat, "specular_ramp_blend", text="Blend")
row = layout.row()
row.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_sss(MaterialButtonsPanel):
bl_label = "Subsurface Scattering"
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)
sss = mat.subsurface_scattering
self.layout.active = (not mat.shadeless)
self.layout.prop(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
wide_ui = context.region.width > narrowui
layout.active = (sss.enabled) and (not mat.shadeless)
row = layout.row().split()
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)