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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": "Render Settings",
        "author": "meta-androcto, Saidenka",
        "version": (0, 1, 1),
    
        "blender": (2, 80, 0),
    
        "location": "Render Menu, UV Editor Render Tab",
        "description": "Render Settings BI & Cycles",
        "warning": "",
        "wiki_url": "https://github.com/meta-androcto/blenderpython/wiki/AF_Render_Settings",
    
        "tracker_url": "https://developer.blender.org/maniphest/task/edit/form/2/",
    
        "category": "Render"
    }
    
    import bpy
    import sys
    import subprocess
    
    
    class RenderBackground(bpy.types.Operator):
        bl_idname = "render.render_background"
        bl_label = "Background Render"
        bl_description = "Render From The Commandline"
        bl_options = {'REGISTER'}
    
    
        is_quit: bpy.props.BoolProperty(name="Quit Blender", default=True)
    
        items = [
            ('IMAGE', "Image", "", 1),
            ('ANIME', "Animation", "", 2),
        ]
    
        mode: bpy.props.EnumProperty(items=items, name="Mode", default='IMAGE')
        thread: bpy.props.IntProperty(name="Threads", default=2, min=1, max=16, soft_min=1, soft_max=16)
    
    
        def execute(self, context):
            blend_path = bpy.data.filepath
            if (not blend_path):
                self.report(type={'ERROR'}, message="Save File First")
                return {'CANCELLED'}
            if (self.mode == 'IMAGE'):
                subprocess.Popen([sys.argv[0], '-b', blend_path, '-f', str(context.scene.frame_current), '-t', str(self.thread)])
            elif (self.mode == 'ANIME'):
                subprocess.Popen([sys.argv[0], '-b', blend_path, '-a', '-t', str(self.thread)])
            if (self.is_quit):
                bpy.ops.wm.quit_blender()
            return {'FINISHED'}
    
        def invoke(self, context, event):
            return context.window_manager.invoke_props_dialog(self)
    
    
    class SetRenderResolutionPercentage(bpy.types.Operator):
        bl_idname = "render.set_render_resolution_percentage"
        bl_label = "Set Resolution"
        bl_description = "Percent of the size of the resolution"
        bl_options = {'REGISTER', 'UNDO'}
    
    
        size: bpy.props.IntProperty(name="Rendering size (%)", default=100, min=1, max=1000, soft_min=1, soft_max=1000, step=1)
    
    
        def execute(self, context):
            context.scene.render.resolution_percentage = self.size
            return {'FINISHED'}
    
    
    class ToggleThreadsMode(bpy.types.Operator):
        bl_idname = "render.toggle_threads_mode"
        bl_label = "Set Threads"
        bl_description = "I will switch the number of threads in the CPU to be used for rendering"
        bl_options = {'REGISTER', 'UNDO'}
    
    
        threads: bpy.props.IntProperty(name="Number of threads", default=1, min=1, max=16, soft_min=1, soft_max=16, step=1)
    
    
        def execute(self, context):
            if (context.scene.render.threads_mode == 'AUTO'):
                context.scene.render.threads_mode = 'FIXED'
                context.scene.render.threads = self.threads
            else:
                context.scene.render.threads_mode = 'AUTO'
            return {'FINISHED'}
    
        def invoke(self, context, event):
            if (context.scene.render.threads_mode == 'AUTO'):
                self.threads = context.scene.render.threads
                return context.window_manager.invoke_props_dialog(self)
            else:
                return self.execute(context)
    
    
    class SetAllSubsurfRenderLevels(bpy.types.Operator):
        bl_idname = "render.set_all_subsurf_render_levels"
        bl_label = "Set Global Subsurf"
        bl_description = "Level of Subsurf to apply when rendering"
        bl_options = {'REGISTER', 'UNDO'}
    
        items = [
            ('ABSOLUTE', "Absolute value", "", 1),
            ('RELATIVE', "Relative value", "", 2),
        ]
    
        mode: bpy.props.EnumProperty(items=items, name="Mode")
        levels: bpy.props.IntProperty(name="Level", default=2, min=-20, max=20, soft_min=-20, soft_max=20, step=1)
    
    
        def execute(self, context):
            for obj in bpy.data.objects:
                if (obj.type != 'MESH' and obj.type != 'CURVE'):
                    continue
                for mod in obj.modifiers:
                    if (mod.type == 'SUBSURF'):
                        if (self.mode == 'ABSOLUTE'):
                            mod.render_levels = self.levels
                        elif (self.mode == 'RELATIVE'):
                            mod.render_levels += self.levels
                        else:
                            self.report(type={'ERROR'}, message="Setting value is invalid")
                            return {'CANCELLED'}
            for area in context.screen.areas:
                area.tag_redraw()
            return {'FINISHED'}
    
    
    class SyncAllSubsurfRenderLevels(bpy.types.Operator):
        bl_idname = "render.sync_all_subsurf_render_levels"
        bl_label = "Sync All Subsurf Levels"
        bl_description = "sync_all_subsurf_render_levels"
        bl_options = {'REGISTER', 'UNDO'}
    
    
        level_offset: bpy.props.IntProperty(name="Sync Levels", default=0, min=-20, max=20, soft_min=-20, soft_max=20, step=1)
    
    
        def execute(self, context):
            for obj in bpy.data.objects:
                if (obj.type != 'MESH'):
                    continue
                for mod in obj.modifiers:
                    if (mod.type == 'SUBSURF'):
                        mod.render_levels = mod.levels + self.level_offset
            for area in context.screen.areas:
                area.tag_redraw()
            return {'FINISHED'}
    
        def invoke(self, context, event):
            return context.window_manager.invoke_props_dialog(self)
    
    ################
    # Render Size
    ################
    
    
    class RenderResolutionPercentageMenu(bpy.types.Menu):
    
        bl_idname = "TOPBAR_MT_render_resolution_percentage"
    
        bl_label = "Rendering size (%)"
        bl_description = "Setting is set to either rendered in what percent of the size of the resolution"
    
        def check(self, context):
            return True
    
        def draw(self, context):
            x = bpy.context.scene.render.resolution_x
            y = bpy.context.scene.render.resolution_y
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="10% (" + str(int(x * 0.1)) + "x" + str(int(y * 0.1)) + ")", icon="CAMERA_DATA").size = 10
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="20% (" + str(int(x * 0.2)) + "x" + str(int(y * 0.2)) + ")", icon="CAMERA_DATA").size = 20
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="30% (" + str(int(x * 0.3)) + "x" + str(int(y * 0.3)) + ")", icon="CAMERA_DATA").size = 30
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="40% (" + str(int(x * 0.4)) + "x" + str(int(y * 0.4)) + ")", icon="CAMERA_DATA").size = 40
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="50% (" + str(int(x * 0.5)) + "x" + str(int(y * 0.5)) + ")", icon="CAMERA_DATA").size = 50
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="60% (" + str(int(x * 0.6)) + "x" + str(int(y * 0.6)) + ")", icon="CAMERA_DATA").size = 60
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="70% (" + str(int(x * 0.7)) + "x" + str(int(y * 0.7)) + ")", icon="CAMERA_DATA").size = 70
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="80% (" + str(int(x * 0.8)) + "x" + str(int(y * 0.8)) + ")", icon="CAMERA_DATA").size = 80
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="90% (" + str(int(x * 0.9)) + "x" + str(int(y * 0.9)) + ")", icon="CAMERA_DATA").size = 90
            self.layout.separator()
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="100% (" + str(int(x)) + "x" + str(int(y)) + ")", icon="CAMERA_DATA").size = 100
            self.layout.separator()
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="150% (" + str(int(x * 1.5)) + "x" + str(int(y * 1.5)) + ")", icon="CAMERA_DATA").size = 150
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="200% (" + str(int(x * 2.0)) + "x" + str(int(y * 2.0)) + ")", icon="CAMERA_DATA").size = 200
            self.layout.operator(SetRenderResolutionPercentage.bl_idname, text="300% (" + str(int(x * 3.0)) + "x" + str(int(y * 3.0)) + ")", icon="CAMERA_DATA").size = 300
    
    
    class SimplifyRenderMenu(bpy.types.Menu):
    
        bl_idname = "TOPBAR_MT_render_simplify"
    
        bl_label = "Simplify Render"
        bl_description = "I simplified set of rendering"
    
        def draw(self, context):
    
            self.layout.prop(context.scene.render, "use_simplify")
    
            self.layout.separator()
            self.layout.prop(context.scene.render, "simplify_subdivision")
            self.layout.prop(context.scene.render, "simplify_shadow_samples")
            self.layout.prop(context.scene.render, "simplify_child_particles")
            self.layout.prop(context.scene.render, "simplify_ao_sss")
            self.layout.prop(context.scene.render, "use_simplify_triangulate")
    
    
    class ShadeingMenu(bpy.types.Menu):
    
        bl_idname = "TOPBAR_MT_render_shadeing"
    
        bl_label = "Use shading"
        bl_description = "Shading on / off"
    
        def draw(self, context):
            self.layout.prop(context.scene.render, 'use_textures')
            self.layout.prop(context.scene.render, 'use_shadows')
            self.layout.prop(context.scene.render, 'use_sss')
            self.layout.prop(context.scene.render, 'use_envmaps')
            self.layout.prop(context.scene.render, 'use_raytrace')
    
    
    class SubsurfMenu(bpy.types.Menu):
    
        bl_label = "Subsurf Level All"
        bl_description = "Subsurf subdivision level of all objects"
    
        def draw(self, context):
            operator = self.layout.operator(SetAllSubsurfRenderLevels.bl_idname, text="Subdivision + 1", icon="MOD_SUBSURF")
            operator.mode = 'RELATIVE'
            operator.levels = 1
            operator = self.layout.operator(SetAllSubsurfRenderLevels.bl_idname, text="Subdivision - 1", icon="MOD_SUBSURF")
            operator.mode = 'RELATIVE'
            operator.levels = -1
            self.layout.separator()
            operator = self.layout.operator(SetAllSubsurfRenderLevels.bl_idname, text="Subdivision = 0", icon="MOD_SUBSURF")
            operator.mode = 'ABSOLUTE'
            operator.levels = 0
            operator = self.layout.operator(SetAllSubsurfRenderLevels.bl_idname, text="Subdivision = 1", icon="MOD_SUBSURF")
            operator.mode = 'ABSOLUTE'
            operator.levels = 1
            operator = self.layout.operator(SetAllSubsurfRenderLevels.bl_idname, text="Subdivision = 2", icon="MOD_SUBSURF")
            operator.mode = 'ABSOLUTE'
            operator.levels = 2
            operator = self.layout.operator(SetAllSubsurfRenderLevels.bl_idname, text="Subdivision = 3", icon="MOD_SUBSURF")
            operator.mode = 'ABSOLUTE'
            operator.levels = 3
            self.layout.separator()
            self.layout.operator(SyncAllSubsurfRenderLevels.bl_idname, text="Sync Subsurf Render Levels", icon="MOD_SUBSURF")
    
    
    class RenderToolsMenu(bpy.types.Operator):
        bl_idname = "render.render_tools"
        bl_label = "Render Settings"
        bl_description = "Pop up Render Settings"
    
        COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES'}
    
        def draw(self, context):
            # Cycles
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            scene = context.scene
            cscene = scene.cycles
    
    
    
            self.layout.label(text="Render Cycles")
            self.layout.separator()
            self.layout.operator("render.render", text="Render Image").use_viewport = True
            self.layout.operator("render.render", text="Render Animation")
            self.layout.separator()
            self.layout.prop(context.scene.render, 'resolution_x', text="Resolution X")
            self.layout.prop(context.scene.render, 'resolution_y', text="Resolution Y")
            self.layout.prop(context.scene.render, "resolution_percentage", text="Render Resolution")
            self.layout.menu(RenderResolutionPercentageMenu.bl_idname, text="Resolution Presets")
            self.layout.prop_menu_enum(context.scene.render.image_settings, 'file_format', text="File Format")
            self.layout.separator()
            self.layout.menu(AnimateRenderMenu.bl_idname, text="Animation")
            self.layout.separator()
            self.layout.prop(context.scene.world.light_settings, 'use_ambient_occlusion', text="Use AO")
            self.layout.prop(context.scene.world.light_settings, "ao_factor", text="AO Factor")
            self.layout.separator()
            self.layout.label(text="Samples:")
            self.layout.prop(cscene, "samples", text="Render")
            self.layout.prop(cscene, "preview_samples", text="Preview")
            self.layout.separator()
    
            self.layout.prop(context.scene.render, 'use_freestyle', text="Use Freestyle")
    
            self.layout.separator()
            self.layout.menu(SimplifyRenderMenu.bl_idname)
            self.layout.menu(SubsurfMenu.bl_idname)
            self.layout.separator()
            self.layout.operator(ToggleThreadsMode.bl_idname, text='Set Threads')
            self.layout.operator(RenderBackground.bl_idname)
    
    
    
        def execute(self, context):
            return {'FINISHED'}
    
        def invoke(self, context, event):
            return context.window_manager.invoke_popup(self, width=250)
    # Menu
    
    
    def menu(self, context):
    
        self.layout.separator()
    
        self.layout.operator(RenderToolsMenu.bl_idname)
    
    
    
    class AnimateRenderMenu(bpy.types.Menu):
    
        bl_idname = "TOPBAR_MT_render_animate_menu"
    
        bl_label = "Animation"
        bl_description = "Set Frames & Animation Length"
    
        def draw(self, context):
            self.layout.separator()
    
            self.layout.prop(context.scene, 'frame_start', text="Start Frame")
            self.layout.prop(context.scene, 'frame_end', text="End Frame")
            self.layout.prop(context.scene, 'frame_step', text="Frame Step")
            self.layout.prop(context.scene.render, 'fps', text="FPS")
    
    class IMAGE_PT_RenderSettingsPanel(bpy.types.Panel):
    
        """Render Settings Panel"""
        bl_label = "Render settings"
        bl_space_type = 'IMAGE_EDITOR'
        bl_category = 'Render'
    
        bl_region_type = 'UI'
        COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH', 'CYCLES'}
    
    
        def draw(self, context):
            # Cycles
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            scene = context.scene
            cscene = scene.cycles
    
    
            self.layout.label(text="Render Settings")
            self.layout.separator()
            self.layout.operator("render.render", text="Render Image").use_viewport = True
            self.layout.operator("render.render", text="Render Animation",)
            self.layout.separator()
            self.layout.prop(context.scene.render, 'resolution_x', text="Resolution X")
            self.layout.prop(context.scene.render, 'resolution_y', text="Resolution Y")
            self.layout.prop(context.scene.render, "resolution_percentage", text="Render Resolution")
            self.layout.menu(RenderResolutionPercentageMenu.bl_idname, text="Resolution Presets")
            self.layout.prop_menu_enum(context.scene.render.image_settings, 'file_format', text="File Format")
            self.layout.separator()
            self.layout.menu(AnimateRenderMenu.bl_idname, text="Animation")
            self.layout.separator()
            self.layout.prop(context.scene.world.light_settings, 'use_ambient_occlusion', text="Use AO")
            self.layout.prop(context.scene.world.light_settings, "ao_factor", text="AO Factor")
            self.layout.separator()
            self.layout.label(text="Samples:")
            self.layout.prop(cscene, "samples", text="Render")
            self.layout.prop(cscene, "preview_samples", text="Preview")
            self.layout.separator()
    
            self.layout.prop(context.scene.render, 'use_freestyle', text="Use Freestyle")
    
            self.layout.separator()
            self.layout.menu(SimplifyRenderMenu.bl_idname)
            self.layout.menu(SubsurfMenu.bl_idname)
            self.layout.separator()
            self.layout.operator(ToggleThreadsMode.bl_idname, text='Set Threads')
            self.layout.operator(RenderBackground.bl_idname)
    
    
    
        def execute(self, context):
            return {'FINISHED'}
    
        def invoke(self, context, event):
            return context.window_manager.invoke_popup(self, width=250)
    
    
    # Class List
    classes = (
        RenderBackground,
        SetRenderResolutionPercentage,
        ToggleThreadsMode,
        SetAllSubsurfRenderLevels,
        SyncAllSubsurfRenderLevels,
        RenderResolutionPercentageMenu,
        SimplifyRenderMenu,
        ShadeingMenu,
        SubsurfMenu,
        RenderToolsMenu,
        AnimateRenderMenu,
        IMAGE_PT_RenderSettingsPanel
        )
    
    # register
    
    def register():
    
        for cls in classes:
            bpy.utils.register_class(cls)
    
        bpy.types.TOPBAR_MT_render.append(menu)
    
    
    # unregister
    
    def unregister():
    
        bpy.types.TOPBAR_MT_render.remove(menu)
    
        for cls in classes:
            bpy.utils.unregister_class(cls)
    
    
    if __name__ == "__main__":
        register()