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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
"name": "Amaranth Toolset",
"author": "Pablo Vazquez, Bassam Kurdali, Sergey Sharybin",
"blender": (2, 70),
"location": "Everywhere!",
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"description": "A collection of tools and settings to improve productivity",
"warning": "",
"wiki_url": "http://pablovazquez.org/amaranth",
"tracker_url": "",
"category": "Scene"}
import bpy
from bpy.types import Operator, AddonPreferences, Panel, Menu
from bpy.props import (BoolProperty, EnumProperty,
FloatProperty, IntProperty,
StringProperty)
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from mathutils import Vector
from bpy.app.handlers import persistent
from bl_operators.presets import AddPresetBase
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# Preferences
class AmaranthToolsetPreferences(AddonPreferences):
bl_idname = __name__
use_frame_current = BoolProperty(
name="Current Frame Slider",
description="Set the current frame from the Specials menu in the 3D View",
default=True,
)
use_file_save_reload = BoolProperty(
name="Save & Reload File",
description="File menu > Save & Reload, or Ctrl + Shift + W",
default=True,
)
use_scene_refresh = BoolProperty(
name="Refresh Scene",
description="Specials Menu [W], or hit F5",
default=True,
)
use_timeline_extra_info = BoolProperty(
name="Timeline Extra Info",
description="Timeline Header",
default=True,
)
use_image_node_display = BoolProperty(
name="Active Image Node in Editor",
description="Display active node image in image editor",
default=True,
)
use_scene_stats = BoolProperty(
name="Extra Scene Statistics",
description="Display extra scene statistics in Info editor's header",
default=True,
)
frames_jump = IntProperty(
name="Frames",
description="Number of frames to jump forward/backward",
default=10,
min=1)
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def draw(self, context):
layout = self.layout
layout.label(
text="Here you can enable or disable specific tools, "
"in case they interfere with others or are just plain annoying")
split = layout.split(percentage=0.25)
col = split.column()
sub = col.column(align=True)
sub.label(text="3D View", icon="VIEW3D")
sub.prop(self, "use_frame_current")
sub.prop(self, "use_scene_refresh")
sub.separator()
sub.label(text="General", icon="SCENE_DATA")
sub.prop(self, "use_file_save_reload")
sub.prop(self, "use_timeline_extra_info")
sub.prop(self, "use_scene_stats")
sub.separator()
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sub.label(text="Nodes Editor", icon="NODETREE")
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sub.prop(self, "use_image_node_display")
col = split.column()
sub = col.column(align=True)
sub.label(text="")
sub.label(
text="Set the current frame from the Specials menu in the 3D View [W]")
sub.label(
text="Refresh the current Scene. Hotkey: F5 or in Specials menu [W]")
sub.separator()
sub.label(text="") # General
sub.label(
text="Quickly save and reload the current file (no warning!). "
"File menu or Ctrl+Shift+W")
sub.label(
text="SMPTE Timecode and frames left/ahead on Timeline's header")
sub.label(
text="Display extra statistics for Scenes, Cameras, and Meshlights (Cycles)")
sub.separator()
sub.label(text="") # Nodes
sub.label(
text="When selecting an Image node, display it on the Image editor "
"(if any)")
# Properties
def init_properties():
scene = bpy.types.Scene
node = bpy.types.Node
nodes_compo = bpy.types.CompositorNodeTree
scene.use_unsimplify_render = BoolProperty(
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default=False,
name="Unsimplify Render",
description="Disable Simplify during render")
scene.simplify_status = BoolProperty(default=False)
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node.use_matching_indices = BoolProperty(
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default=True,
description="If disabled, display all available indices")
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("ALL", "All Types", "", 0),
("BLUR", "Blur", "", 1),
("BOKEHBLUR", "Bokeh Blur", "", 2),
("VECBLUR", "Vector Blur", "", 3),
("DEFOCUS", "Defocus", "", 4),
("R_LAYERS", "Render Layer", "", 5)
]
nodes_compo.types = EnumProperty(
items=nodes_compo_types, name = "Types")
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nodes_compo.toggle_mute = BoolProperty(default=False)
node.status = BoolProperty(default=False)
# Scene Debug
# Cycles Node Types
cycles_shader_node_types = [
("BSDF_DIFFUSE", "Diffuse BSDF", "", 0),
("BSDF_GLOSSY", "Glossy BSDF", "", 1),
("BSDF_TRANSPARENT", "Transparent BSDF", "", 2),
("BSDF_REFRACTION", "Refraction BSDF", "", 3),
("BSDF_GLASS", "Glass BSDF", "", 4),
("BSDF_TRANSLUCENT", "Translucent BSDF", "", 5),
("BSDF_ANISOTROPIC", "Anisotropic BSDF", "", 6),
("BSDF_VELVET", "Velvet BSDF", "", 7),
("BSDF_TOON", "Toon BSDF", "", 8),
("SUBSURFACE_SCATTERING", "Subsurface Scattering", "", 9),
("EMISSION", "Emission", "", 10),
("BSDF_HAIR", "Hair BSDF", "", 11),
("BACKGROUND", "Background", "", 12),
("AMBIENT_OCCLUSION", "Ambient Occlusion", "", 13),
("HOLDOUT", "Holdout", "", 14),
("VOLUME_ABSORPTION", "Volume Absorption", "", 15),
("VOLUME_SCATTER", "Volume Scatter", "", 16)
items=cycles_shader_node_types, name = "Shader")
scene.amaranth_debug_scene_list_lamps = BoolProperty(
default=False,
name="Lamps List",
description="Display a list of all the lamps")
scene.amaranth_debug_scene_list_missing_images = BoolProperty(
default=False,
name="List Missing Images",
description="Display a list of all the missing images")
scene.amaranth_cycles_list_sampling = BoolProperty(
default=False,
name="Samples Per:")
bpy.types.ShaderNodeNormal.normal_vector = prop_normal_vector
bpy.types.CompositorNodeNormal.normal_vector = prop_normal_vector
bpy.types.CyclesRenderSettings.use_samples_final = BoolProperty(
name="Use Final Render Samples",
description="Use current shader samples as final render samples",
default=False,)
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def clear_properties():
props = (
"use_unsimplify_render",
"simplify_status",
"use_matching_indices",
"use_simplify_nodes_vector",
"status",
"types",
"toggle_mute",
"amaranth_cycles_node_types",
"amaranth_debug_scene_list_lamps",
"amaranth_debug_scene_list_missing_images",
"amarath_cycles_list_sampling",
"normal_vector",
"use_samples_final"
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)
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wm = bpy.context.window_manager
for p in props:
if p in wm:
del wm[p]
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# Some settings are bound to be saved on a startup py file
def amaranth_text_startup(context):
amth_text_name = "AmaranthStartup.py"
amth_text_exists = False
global amth_text
try:
for tx in bpy.data.texts:
if tx.name == amth_text_name:
amth_text_exists = True
amth_text = bpy.data.texts[amth_text_name]
break
else:
amth_text_exists = False
bpy.ops.text.new()
amth_text = bpy.data.texts[-1]
amth_text.name = amth_text_name
amth_text.write("# Amaranth Startup Script\nimport bpy\n\n")
amth_text.use_module = True
break
return amth_text_exists
except AttributeError:
return None
# Is Emission Material? For select and stats
def cycles_is_emission(context, ob):
is_emission = False
if ob.material_slots:
for ma in ob.material_slots:
if ma.material:
if ma.material.node_tree:
for no in ma.material.node_tree.nodes:
if no.type in {'EMISSION', 'GROUP'}:
for ou in no.outputs:
if ou.links:
if no.type == 'GROUP':
for gno in no.node_tree.nodes:
if gno.type == 'EMISSION':
for gou in gno.outputs:
if ou.links and gou.links:
is_emission = True
elif no.type == 'EMISSION':
if ou.links:
is_emission = True
return is_emission
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# FEATURE: Refresh Scene!
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"""Refresh the current scene"""
bl_idname = "scene.refresh"
bl_label = "Refresh!"
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def execute(self, context):
preferences = context.user_preferences.addons[__name__].preferences
scene = context.scene
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# Changing the frame is usually the best way to go
scene.frame_current = scene.frame_current
self.report({"INFO"}, "Scene Refreshed!")
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return {'FINISHED'}
def button_refresh(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_scene_refresh:
self.layout.separator()
self.layout.operator(
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text="Refresh!",
icon='FILE_REFRESH')
# // FEATURE: Refresh Scene!
# FEATURE: Save & Reload
def save_reload(self, context, path):
if path:
bpy.ops.wm.save_mainfile()
self.report({'INFO'}, "Saved & Reloaded")
bpy.ops.wm.open_mainfile("EXEC_DEFAULT", filepath=path)
else:
bpy.ops.wm.save_as_mainfile("INVOKE_AREA")
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"""Save and Reload the current blend file"""
bl_idname = "wm.save_reload"
bl_label = "Save & Reload"
def execute(self, context):
path = bpy.data.filepath
save_reload(self, context, path)
return {'FINISHED'}
def button_save_reload(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_file_save_reload:
self.layout.separator()
self.layout.operator(
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text="Save & Reload",
icon='FILE_REFRESH')
# // FEATURE: Save & Reload
# FEATURE: Current Frame
def button_frame_current(self, context):
preferences = context.user_preferences.addons[__name__].preferences
scene = context.scene
if preferences.use_frame_current:
self.layout.separator()
self.layout.prop(
scene, "frame_current",
text="Set Current Frame")
# // FEATURE: Current Frame
# FEATURE: Timeline Time + Frames Left
def label_timeline_extra_info(self, context):
preferences = context.user_preferences.addons[__name__].preferences
layout = self.layout
scene = context.scene
if preferences.use_timeline_extra_info:
row = layout.row(align=True)
# Check for preview range
frame_start = scene.frame_preview_start if scene.use_preview_range else scene.frame_start
frame_end = scene.frame_preview_end if scene.use_preview_range else scene.frame_end
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row.label(text="%s / %s" % (bpy.utils.smpte_from_frame(scene.frame_current - frame_start),
bpy.utils.smpte_from_frame(frame_end - frame_start)))
if (scene.frame_current > frame_end):
row.label(text="%s Frames Ahead" % ((frame_end - scene.frame_current) * -1))
elif (scene.frame_current == frame_start):
row.label(text="Start Frame (%s left)" % (frame_end - scene.frame_current))
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elif (scene.frame_current == frame_end):
row.label(text="%s End Frame" % scene.frame_current)
else:
row.label(text="%s Frames Left" % (frame_end - scene.frame_current))
# // FEATURE: Timeline Time + Frames Left
# FEATURE: Directory Current Blend
class AMTH_FILE_OT_directory_current_blend(Operator):
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"""Go to the directory of the currently open blend file"""
bl_idname = "file.directory_current_blend"
bl_label = "Current Blend's Folder"
def execute(self, context):
bpy.ops.file.select_bookmark(dir='//')
return {'FINISHED'}
def button_directory_current_blend(self, context):
if bpy.data.filepath:
self.layout.operator(
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text="Current Blend's Folder",
icon='APPEND_BLEND')
# // FEATURE: Directory Current Blend
# FEATURE: Libraries panel on file browser
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'CHANNELS'
bl_label = "Libraries"
def draw(self, context):
layout = self.layout
libs = bpy.data.libraries
libslist = []
# Build the list of folders from libraries
for lib in libs:
directory_name = os.path.dirname(lib.filepath)
libslist.append(directory_name)
# Remove duplicates and sort by name
libslist = set(libslist)
libslist = sorted(libslist)
# Draw the box with libs
row = layout.row()
box = row.box()
for filepath in libslist:
if filepath != '//':
row.alignment = 'LEFT'
props = row.operator(
text=filepath, icon="BOOKMARKS",
emboss=False)
props.filepath = filepath
else:
box.label(text='No libraries loaded')
"""Go to this library's directory"""
bl_idname = "file.directory_go_to"
bl_label = "Go To"
filepath = bpy.props.StringProperty(subtype="FILE_PATH")
def execute(self, context):
bpy.ops.file.select_bookmark(dir=self.filepath)
return {'FINISHED'}
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# FEATURE: Node Templates
class AMTH_NODE_OT_AddTemplateVignette(Operator):
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bl_idname = "node.template_add_vignette"
bl_label = "Add Vignette"
bl_description = "Add a vignette effect"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR' \
and space.node_tree is not None \
and space.tree_type == 'CompositorNodeTree'
# used as reference the setup scene script from master nazgul
def _setupNodes(self, context):
scene = context.scene
space = context.space_data
tree = scene.node_tree
bpy.ops.node.select_all(action='DESELECT')
ellipse = tree.nodes.new(type='CompositorNodeEllipseMask')
ellipse.width = 0.8
ellipse.height = 0.4
blur = tree.nodes.new(type='CompositorNodeBlur')
blur.use_relative = True
blur.factor_x = 30
blur.factor_y = 50
ramp = tree.nodes.new(type='CompositorNodeValToRGB')
ramp.color_ramp.interpolation = 'B_SPLINE'
ramp.color_ramp.elements[1].color = (0.6, 0.6, 0.6, 1)
overlay = tree.nodes.new(type='CompositorNodeMixRGB')
overlay.blend_type = 'OVERLAY'
overlay.inputs[0].default_value = 0.8
overlay.inputs[1].default_value = (0.5, 0.5, 0.5, 1)
tree.links.new(ellipse.outputs["Mask"],blur.inputs["Image"])
tree.links.new(blur.outputs["Image"],ramp.inputs[0])
tree.links.new(ramp.outputs["Image"],overlay.inputs[2])
if tree.nodes.active:
blur.location = tree.nodes.active.location
blur.location += Vector((330.0, -250.0))
else:
blur.location += Vector((space.cursor_location[0], space.cursor_location[1]))
ellipse.location = blur.location
ellipse.location += Vector((-300.0, 0))
ramp.location = blur.location
ramp.location += Vector((175.0, 0))
overlay.location = ramp.location
overlay.location += Vector((240.0, 275.0))
for node in {ellipse, blur, ramp, overlay}:
node.select = True
node.show_preview = False
bpy.ops.node.join()
frame = ellipse.parent
frame.label = 'Vignette'
frame.use_custom_color = True
frame.color = (0.783538, 0.0241576, 0.0802198)
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overlay.parent = None
overlay.label = 'Vignette Overlay'
def execute(self, context):
self._setupNodes(context)
return {'FINISHED'}
# Node Templates Menu
class AMTH_NODE_MT_amaranth_templates(Menu):
bl_idname = 'AMTH_NODE_MT_amaranth_templates'
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bl_space_type = 'NODE_EDITOR'
bl_label = "Templates"
bl_description = "List of Amaranth Templates"
def draw(self, context):
layout = self.layout
layout.operator(
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text="Vignette",
icon='COLOR')
def node_templates_pulldown(self, context):
if context.space_data.tree_type == 'CompositorNodeTree':
layout = self.layout
row = layout.row(align=True)
row.scale_x = 1.3
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# // FEATURE: Node Templates
def node_stats(self,context):
if context.scene.node_tree:
tree_type = context.space_data.tree_type
nodes = context.scene.node_tree.nodes
nodes_total = len(nodes.keys())
nodes_selected = 0
for n in nodes:
if n.select:
nodes_selected = nodes_selected + 1
if tree_type == 'CompositorNodeTree':
layout = self.layout
row = layout.row(align=True)
row.label(text="Nodes: %s/%s" % (nodes_selected, str(nodes_total)))
# FEATURE: Simplify Compo Nodes
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'''Simplify Compositor Panel'''
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = 'Simplify'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
space = context.space_data
return space.type == 'NODE_EDITOR' \
and space.node_tree is not None \
and space.tree_type == 'CompositorNodeTree'
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def draw(self, context):
layout = self.layout
node_tree = context.scene.node_tree
if node_tree is not None:
layout.prop(node_tree, 'types')
layout.operator(AMTH_NODE_OT_toggle_mute.bl_idname,
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text="Turn On" if node_tree.toggle_mute else "Turn Off",
icon='RESTRICT_VIEW_OFF' if node_tree.toggle_mute else 'RESTRICT_VIEW_ON')
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if node_tree.types == 'VECBLUR':
layout.label(text="This will also toggle the Vector pass {}".format(
"on" if node_tree.toggle_mute else "off"), icon="INFO")
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""""""
bl_idname = "node.toggle_mute"
bl_label = "Toggle Mute"
def execute(self, context):
scene = context.scene
node_tree = scene.node_tree
node_type = node_tree.types
rlayers = scene.render
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if not 'amaranth_pass_vector' in scene.keys():
scene['amaranth_pass_vector'] = []
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#can't extend() the list, so make a dummy one
pass_vector = scene['amaranth_pass_vector']
if not pass_vector:
pass_vector = []
if node_tree.toggle_mute:
for node in node_tree.nodes:
if node_type == 'ALL':
node.mute = node.status
if node.type == node_type:
node.mute = node.status
if node_type == 'VECBLUR':
for layer in rlayers.layers:
if layer.name in pass_vector:
layer.use_pass_vector = True
pass_vector.remove(layer.name)
node_tree.toggle_mute = False
else:
for node in node_tree.nodes:
if node_type == 'ALL':
node.mute = True
if node.type == node_type:
node.status = node.mute
node.mute = True
if node_type == 'VECBLUR':
for layer in rlayers.layers:
if layer.use_pass_vector:
pass_vector.append(layer.name)
layer.use_pass_vector = False
pass
node_tree.toggle_mute = True
# Write back to the custom prop
pass_vector = sorted(set(pass_vector))
scene['amaranth_pass_vector'] = pass_vector
return {'FINISHED'}
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# FEATURE: OB/MA ID panel in Node Editor
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'''Object / Material Indices Panel'''
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_label = 'Object / Material Indices'
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
node = context.active_node
return node and node.type == 'ID_MASK'
def draw(self, context):
layout = self.layout
objects = bpy.data.objects
materials = bpy.data.materials
node = context.active_node
show_ob_id = False
show_ma_id = False
matching_ids = False
if context.active_object:
ob_act = context.active_object
else:
ob_act = False
for ob in objects:
if ob and ob.pass_index > 0:
show_ob_id = True
for ma in materials:
if ma and ma.pass_index > 0:
show_ma_id = True
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row.prop(node, 'index', text="Mask Index")
row.prop(node, 'use_matching_indices', text="Only Matching IDs")
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layout.separator()
if not show_ob_id and not show_ma_id:
layout.label(text="No objects or materials indices so far.", icon="INFO")
if show_ob_id:
split = layout.split()
col = split.column()
col.label(text="Object Name")
split.label(text="ID Number")
row = layout.row()
for ob in objects:
icon = "OUTLINER_DATA_" + ob.type
if ob.library:
icon = "LIBRARY_DATA_DIRECT"
elif ob.is_library_indirect:
icon = "LIBRARY_DATA_INDIRECT"
if ob and node.use_matching_indices \
and ob.pass_index == node.index \
and ob.pass_index != 0:
matching_ids = True
row.label(
text="[{}]".format(ob.name)
if ob_act and ob.name == ob_act.name else ob.name,
icon=icon)
row.label(text="%s" % ob.pass_index)
row = layout.row()
elif ob and not node.use_matching_indices \
and ob.pass_index > 0:
matching_ids = True
row.label(
text="[{}]".format(ob.name)
if ob_act and ob.name == ob_act.name else ob.name,
icon=icon)
row.label(text="%s" % ob.pass_index)
row = layout.row()
if node.use_matching_indices and not matching_ids:
row.label(text="No objects with ID %s" % node.index, icon="INFO")
layout.separator()
if show_ma_id:
split = layout.split()
col = split.column()
col.label(text="Material Name")
split.label(text="ID Number")
row = layout.row()
for ma in materials:
icon = "BLANK1"
if ma.use_nodes:
icon = "NODETREE"
elif ma.library:
icon = "LIBRARY_DATA_DIRECT"
if ma.is_library_indirect:
icon = "LIBRARY_DATA_INDIRECT"
if ma and node.use_matching_indices \
and ma.pass_index == node.index \
and ma.pass_index != 0:
matching_ids = True
row.label(text="%s" % ma.name, icon=icon)
row.label(text="%s" % ma.pass_index)
row = layout.row()
elif ma and not node.use_matching_indices \
and ma.pass_index > 0:
matching_ids = True
row.label(text="%s" % ma.name, icon=icon)
row.label(text="%s" % ma.pass_index)
row = layout.row()
if node.use_matching_indices and not matching_ids:
row.label(text="No materials with ID %s" % node.index, icon="INFO")
# // FEATURE: OB/MA ID panel in Node Editor
# FEATURE: Unsimplify on render
@persistent
def unsimplify_render_pre(scene):
render = scene.render
scene.simplify_status = render.use_simplify
if scene.use_unsimplify_render:
render.use_simplify = False
@persistent
def unsimplify_render_post(scene):
render = scene.render
render.use_simplify = scene.simplify_status
def unsimplify_ui(self,context):
scene = bpy.context.scene
self.layout.prop(scene, 'use_unsimplify_render')
# //FEATURE: Unsimplify on render
# FEATURE: Extra Info Stats
def stats_scene(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_scene_stats:
scenes_count = str(len(bpy.data.scenes))
cameras_count = str(len(bpy.data.cameras))
cameras_selected = 0
meshlights = 0
meshlights_visible = 0
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for ob in context.scene.objects:
if cycles_is_emission(context, ob):
meshlights += 1
if ob in context.visible_objects:
meshlights_visible += 1
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if ob in context.selected_objects:
if ob.type == 'CAMERA':
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meshlights_string = '| Meshlights:{}/{}'.format(meshlights_visible, meshlights)
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row = self.layout.row(align=True)
row.label(text="Scenes:{} | Cameras:{}/{} {}".format(
scenes_count, cameras_selected, cameras_count,
meshlights_string if context.scene.render.engine == 'CYCLES' else ''))
# //FEATURE: Extra Info Stats
# FEATURE: Camera Bounds as Render Border
class AMTH_VIEW3D_OT_render_border_camera(Operator):
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"""Set camera bounds as render border"""
bl_idname = "view3d.render_border_camera"
bl_label = "Camera as Render Border"
@classmethod
def poll(cls, context):
return context.space_data.region_3d.view_perspective == 'CAMERA'
def execute(self, context):
render = context.scene.render
render.use_border = True
render.border_min_x = 0
render.border_min_y = 0
render.border_max_x = 1
render.border_max_y = 1
return {'FINISHED'}
def button_render_border_camera(self, context):
view3d = context.space_data.region_3d
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if view3d.view_perspective == 'CAMERA':
layout = self.layout
layout.separator()
layout.operator(AMTH_VIEW3D_OT_render_border_camera.bl_idname,
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text="Camera as Render Border", icon="FULLSCREEN_ENTER")
# //FEATURE: Camera Bounds as Render Border
# FEATURE: Passepartout options on W menu
def button_camera_passepartout(self, context):
view3d = context.space_data.region_3d
cam = context.scene.camera.data
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if view3d.view_perspective == 'CAMERA':
layout = self.layout
if cam.show_passepartout:
layout.prop(cam, "passepartout_alpha", text="Passepartout")
else:
layout.prop(cam, "show_passepartout")
# FEATURE: Show Only Render with Alt+Shift+Z
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bl_idname = "view3d.show_only_render"
bl_label = "Show Only Render"
def execute(self, context):
space = bpy.context.space_data
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if space.show_only_render:
space.show_only_render = False
else:
space.show_only_render = True
return {'FINISHED'}
# FEATURE: Display Active Image Node on Image Editor
# Made by Sergey Sharybin, tweaks from Bassam Kurdali
image_nodes = {"CompositorNodeImage",
"ShaderNodeTexImage",
"ShaderNodeTexEnvironment"}
class AMTH_NODE_OT_show_active_node_image(Operator):
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"""Show active image node image in the image editor"""
bl_idname = "node.show_active_node_image"
bl_label = "Show Active Node Node"
bl_options = {'UNDO'}
def execute(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_image_node_display:
if context.active_node:
active_node = context.active_node
if active_node.bl_idname in image_nodes and active_node.image:
for area in context.screen.areas:
if area.type == "IMAGE_EDITOR":
for space in area.spaces:
if space.type == "IMAGE_EDITOR":
space.image = active_node.image
break
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return {'FINISHED'}
# // FEATURE: Display Active Image Node on Image Editor
# FEATURE: Select Meshlights
class AMTH_OBJECT_OT_select_meshlights(Operator):
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"""Select light emitting meshes"""
bl_idname = "object.select_meshlights"
bl_label = "Select Meshlights"
bl_options = {'UNDO'}
@classmethod
def poll(cls, context):
return context.scene.render.engine == 'CYCLES'
def execute(self, context):
# Deselect everything first
bpy.ops.object.select_all(action='DESELECT')
for ob in context.scene.objects:
if cycles_is_emission(context, ob):
ob.select = True
context.scene.objects.active = ob
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if not context.selected_objects and not context.scene.objects.active:
self.report({'INFO'}, "No meshlights to select")
return {'FINISHED'}
def button_select_meshlights(self, context):
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if context.scene.render.engine == 'CYCLES':
self.layout.operator('object.select_meshlights', icon="LAMP_SUN")
# // FEATURE: Select Meshlights
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"""
Find asymmetric vertices
"""
bl_idname = "mesh.find_asymmetric"
bl_label = "Find Asymmetric"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
object = context.object
if object:
return object.mode == 'EDIT' and object.type == 'MESH'
return False
def execute(self, context):
threshold = 1e-6
object = context.object
bm = bmesh.from_edit_mesh(object.data)
# Deselect all the vertices
for v in bm.verts:
v.select = False
for v1 in bm.verts:
if abs(v1.co[0]) < threshold:
continue
mirror_found = False
for v2 in bm.verts:
if v1 == v2:
continue
if v1.co[0] * v2.co[0] > 0.0:
continue
mirror_coord = Vector(v2.co)
mirror_coord[0] *= -1
if (mirror_coord - v1.co).length_squared < threshold:
mirror_found = True
break
if not mirror_found:
v1.select = True