forked from bartvdbraak/blender
91d148b891
It greatly helps getting rid of that "noise" that occurs if you use really steep objects (like cubes) as a brush. New default value is 1.0 which is just high enough to only get rid of the sharpest spikes, so if you want really smooth waves it's better use higher values. This also seems to "fix" bug [#35413].
531 lines
19 KiB
Python
531 lines
19 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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from bpy.types import Panel, UIList
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from bl_ui.properties_physics_common import (point_cache_ui,
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effector_weights_ui,
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)
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class PHYSICS_UL_dynapaint_surfaces(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.DynamicPaintSurface)
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surf = item
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sticon = layout.enum_item_icon(surf, "surface_type", surf.surface_type)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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row = layout.row(align=True)
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row.label(text="", icon_value=icon)
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row.label(text=surf.name, translate=False, icon_value=sticon)
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row = layout.row(align=True)
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if surf.use_color_preview:
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row.prop(surf, "show_preview", text="", emboss=False,
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icon='RESTRICT_VIEW_OFF' if surf.show_preview else 'RESTRICT_VIEW_ON')
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row.prop(surf, "is_active", text="")
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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row = layout.row(align=True)
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row.label(text="", icon_value=icon)
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row.label(text="", icon_value=sticon)
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class PhysicButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "physics"
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@classmethod
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def poll(cls, context):
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ob = context.object
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rd = context.scene.render
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return (ob and ob.type == 'MESH') and (not rd.use_game_engine) and context.dynamic_paint
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class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint"
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def draw(self, context):
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layout = self.layout
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md = context.dynamic_paint
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layout.prop(md, "ui_type", expand=True)
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if md.ui_type == 'CANVAS':
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canvas = md.canvas_settings
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if canvas is None:
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layout.operator("dpaint.type_toggle", text="Add Canvas").type = 'CANVAS'
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else:
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layout.operator("dpaint.type_toggle", text="Remove Canvas", icon='X').type = 'CANVAS'
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surface = canvas.canvas_surfaces.active
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row = layout.row()
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row.template_list("PHYSICS_UL_dynapaint_surfaces", "", canvas, "canvas_surfaces",
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canvas.canvas_surfaces, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("dpaint.surface_slot_add", icon='ZOOMIN', text="")
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col.operator("dpaint.surface_slot_remove", icon='ZOOMOUT', text="")
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if surface:
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layout.prop(surface, "name")
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layout.prop(surface, "surface_format")
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col = layout.column()
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if surface.surface_format != 'VERTEX':
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col.label(text="Quality:")
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col.prop(surface, "image_resolution")
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col.prop(surface, "use_antialiasing")
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col = layout.column()
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col.label(text="Frames:")
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split = col.split()
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col = split.column(align=True)
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col.prop(surface, "frame_start", text="Start")
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col.prop(surface, "frame_end", text="End")
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split.prop(surface, "frame_substeps")
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elif md.ui_type == 'BRUSH':
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brush = md.brush_settings
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engine = context.scene.render.engine
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if brush is None:
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layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH'
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else:
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layout.operator("dpaint.type_toggle", text="Remove Brush", icon='X').type = 'BRUSH'
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split = layout.split()
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col = split.column()
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col.prop(brush, "use_absolute_alpha")
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col.prop(brush, "use_paint_erase")
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col.prop(brush, "paint_wetness", text="Wetness")
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col = split.column()
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if engine == 'BLENDER_RENDER':
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sub = col.column()
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sub.active = (brush.paint_source != 'PARTICLE_SYSTEM')
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sub.prop(brush, "use_material")
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if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and engine == 'BLENDER_RENDER':
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col.prop(brush, "material", text="")
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col.prop(brush, "paint_alpha", text="Alpha Factor")
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else:
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col.prop(brush, "paint_color", text="")
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col.prop(brush, "paint_alpha", text="Alpha")
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class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Advanced"
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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return md and md.ui_type == 'CANVAS' and md.canvas_settings and md.canvas_settings.canvas_surfaces.active and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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surface_type = surface.surface_type
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layout.prop(surface, "surface_type")
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layout.separator()
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# dissolve
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if surface_type == 'PAINT':
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split = layout.split(percentage=0.35)
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split.prop(surface, "use_drying", text="Dry:")
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col = split.column()
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col.active = surface.use_drying
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split = col.split(percentage=0.7)
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col = split.column(align=True)
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col.prop(surface, "dry_speed", text="Time")
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col.prop(surface, "color_dry_threshold")
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split.prop(surface, "use_dry_log", text="Slow")
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if surface_type != 'WAVE':
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split = layout.split(percentage=0.35)
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col = split.column()
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if surface_type == 'WEIGHT':
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col.prop(surface, "use_dissolve", text="Fade:")
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else:
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col.prop(surface, "use_dissolve", text="Dissolve:")
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col = split.column()
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col.active = surface.use_dissolve
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split = col.split(percentage=0.7)
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split.prop(surface, "dissolve_speed", text="Time")
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split.prop(surface, "use_dissolve_log", text="Slow")
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# per type settings
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if surface_type == 'DISPLACE':
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layout.prop(surface, "use_incremental_displace")
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if surface.surface_format == 'VERTEX':
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row = layout.row()
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row.prop(surface, "depth_clamp")
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row.prop(surface, "displace_factor")
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elif surface_type == 'WAVE':
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layout.prop(surface, "use_wave_open_border")
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split = layout.split()
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col = split.column(align=True)
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col.prop(surface, "wave_timescale")
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col.prop(surface, "wave_speed")
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col = split.column(align=True)
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col.prop(surface, "wave_damping")
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col.prop(surface, "wave_spring")
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col.prop(surface, "wave_smoothness")
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layout.separator()
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layout.prop(surface, "brush_group")
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row = layout.row()
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row.prop(surface, "brush_influence_scale")
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row.prop(surface, "brush_radius_scale")
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class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Output"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return 0
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and
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(not (surface.surface_format == 'VERTEX' and (surface.surface_type in {'DISPLACE', 'WAVE'}))) and
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(not rd.use_game_engine))
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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ob = context.object
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surface_type = surface.surface_type
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# vertex format outputs
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if surface.surface_format == 'VERTEX':
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if surface_type == 'PAINT':
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# toggle active preview
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layout.prop(surface, "preview_id")
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# paint-map output
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row = layout.row()
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row.prop_search(surface, "output_name_a", ob.data, "vertex_colors", text="Paintmap layer:")
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if surface.output_exists(object=ob, index=0):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# wet-map output
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row = layout.row()
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row.prop_search(surface, "output_name_b", ob.data, "vertex_colors", text="Wetmap layer:")
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if surface.output_exists(object=ob, index=1):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'B'
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elif surface_type == 'WEIGHT':
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row = layout.row()
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row.prop_search(surface, "output_name_a", ob, "vertex_groups", text="Vertex Group:")
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if surface.output_exists(object=ob, index=0):
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ic = 'ZOOMOUT'
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else:
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ic = 'ZOOMIN'
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row.operator("dpaint.output_toggle", icon=ic, text="").output = 'A'
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# image format outputs
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if surface.surface_format == 'IMAGE':
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layout.operator("dpaint.bake", text="Bake Image Sequence", icon='MOD_DYNAMICPAINT')
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layout.prop_search(surface, "uv_layer", ob.data, "uv_textures", text="UV Map:")
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layout.separator()
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layout.prop(surface, "image_output_path", text="")
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row = layout.row()
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row.prop(surface, "image_fileformat", text="")
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row.prop(surface, "use_premultiply", text="Premultiply alpha")
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if surface_type == 'PAINT':
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_a", text="Paintmaps:")
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sub = split.row()
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sub.active = surface.use_output_a
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sub.prop(surface, "output_name_a", text="")
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split = layout.split(percentage=0.4)
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split.prop(surface, "use_output_b", text="Wetmaps:")
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sub = split.row()
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sub.active = surface.use_output_b
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sub.prop(surface, "output_name_b", text="")
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else:
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col = layout.column()
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col.prop(surface, "output_name_a", text="Filename:")
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if surface_type == 'DISPLACE':
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col.prop(surface, "displace_type", text="Displace Type")
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col.prop(surface, "depth_clamp")
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elif surface_type == 'WAVE':
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col.prop(surface, "depth_clamp", text="Wave Clamp")
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class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Initial Color"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return 0
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and surface.surface_type == 'PAINT') and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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ob = context.object
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layout.prop(surface, "init_color_type", expand=False)
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layout.separator()
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# dissolve
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if surface.init_color_type == 'COLOR':
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layout.prop(surface, "init_color")
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elif surface.init_color_type == 'TEXTURE':
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layout.prop(surface, "init_texture")
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layout.prop_search(surface, "init_layername", ob.data, "uv_textures", text="UV Map:")
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elif surface.init_color_type == 'VERTEX_COLOR':
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layout.prop_search(surface, "init_layername", ob.data, "vertex_colors", text="Color Layer:")
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class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Effects"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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if not (md and md.ui_type == 'CANVAS' and md.canvas_settings):
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return False
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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return (surface and surface.surface_type == 'PAINT') and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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canvas = context.dynamic_paint.canvas_settings
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surface = canvas.canvas_surfaces.active
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layout.prop(surface, "effect_ui", expand=True)
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if surface.effect_ui == 'SPREAD':
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layout.prop(surface, "use_spread")
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row = layout.row()
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row.active = surface.use_spread
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row.prop(surface, "spread_speed")
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row.prop(surface, "color_spread_speed")
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elif surface.effect_ui == 'DRIP':
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layout.prop(surface, "use_drip")
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col = layout.column()
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col.active = surface.use_drip
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effector_weights_ui(self, context, surface.effector_weights, 'DYNAMIC_PAINT')
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layout.label(text="Surface Movement:")
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row = layout.row()
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row.prop(surface, "drip_velocity", slider=True)
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row.prop(surface, "drip_acceleration", slider=True)
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elif surface.effect_ui == 'SHRINK':
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layout.prop(surface, "use_shrink")
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row = layout.row()
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row.active = surface.use_shrink
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row.prop(surface, "shrink_speed")
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class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Cache"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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return (md and
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md.ui_type == 'CANVAS' and
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md.canvas_settings and
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md.canvas_settings.canvas_surfaces.active and
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md.canvas_settings.canvas_surfaces.active.is_cache_user and
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(not rd.use_game_engine))
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def draw(self, context):
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surface = context.dynamic_paint.canvas_settings.canvas_surfaces.active
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cache = surface.point_cache
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point_cache_ui(self, context, cache, (cache.is_baked is False), 'DYNAMIC_PAINT')
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class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Source"
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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brush = context.dynamic_paint.brush_settings
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ob = context.object
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split = layout.split()
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col = split.column()
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col.prop(brush, "paint_source")
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if brush.paint_source == 'PARTICLE_SYSTEM':
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col.prop_search(brush, "particle_system", ob, "particle_systems", text="")
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if brush.particle_system:
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col.label(text="Particle effect:")
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sub = col.column()
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sub.active = not brush.use_particle_radius
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sub.prop(brush, "solid_radius", text="Solid Radius")
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col.prop(brush, "use_particle_radius", text="Use Particle's Radius")
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col.prop(brush, "smooth_radius", text="Smooth radius")
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE', 'POINT'}:
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col.prop(brush, "paint_distance", text="Paint Distance")
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split = layout.row().split(percentage=0.4)
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sub = split.column()
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
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sub.prop(brush, "use_proximity_project")
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if brush.paint_source == 'VOLUME_DISTANCE':
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sub.prop(brush, "invert_proximity")
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sub.prop(brush, "use_negative_volume")
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sub = split.column()
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if brush.paint_source in {'DISTANCE', 'VOLUME_DISTANCE'}:
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column = sub.column()
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column.active = brush.use_proximity_project
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column.prop(brush, "ray_direction")
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sub.prop(brush, "proximity_falloff")
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if brush.proximity_falloff == 'RAMP':
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col = layout.row().column()
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col.separator()
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col.prop(brush, "use_proximity_ramp_alpha", text="Only Use Alpha")
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col.template_color_ramp(brush, "paint_ramp", expand=True)
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class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel):
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bl_label = "Dynamic Paint Velocity"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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md = context.dynamic_paint
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rd = context.scene.render
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return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
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def draw(self, context):
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layout = self.layout
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brush = context.dynamic_paint.brush_settings
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split = layout.split()
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col = split.column()
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col.prop(brush, "use_velocity_alpha")
|
|
col.prop(brush, "use_velocity_color")
|
|
|
|
split.prop(brush, "use_velocity_depth")
|
|
|
|
col = layout.column()
|
|
col.active = (brush.use_velocity_alpha or brush.use_velocity_color or brush.use_velocity_depth)
|
|
col.prop(brush, "velocity_max")
|
|
col.template_color_ramp(brush, "velocity_ramp", expand=True)
|
|
layout.separator()
|
|
|
|
row = layout.row()
|
|
row.prop(brush, "use_smudge")
|
|
sub = row.row()
|
|
sub.active = brush.use_smudge
|
|
sub.prop(brush, "smudge_strength")
|
|
|
|
|
|
class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, Panel):
|
|
bl_label = "Dynamic Paint Waves"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
md = context.dynamic_paint
|
|
rd = context.scene.render
|
|
return md and md.ui_type == 'BRUSH' and md.brush_settings and (not rd.use_game_engine)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
brush = context.dynamic_paint.brush_settings
|
|
|
|
layout.prop(brush, "wave_type")
|
|
if brush.wave_type != 'REFLECT':
|
|
row = layout.row()
|
|
row.prop(brush, "wave_factor")
|
|
row.prop(brush, "wave_clamp")
|
|
|
|
|
|
def register():
|
|
bpy.utils.register_module(__name__)
|
|
|
|
|
|
def unregister():
|
|
bpy.utils.register_module(__name__)
|
|
|
|
if __name__ == "__main__":
|
|
register()
|