"docs.it4i/software/mpi/running_openmpi.md" did not exist on "5dcd0a4f0b18bb1de690f8ca3f45688280ee587d"
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if ob and ob.dupli_group and ob.dupli_group.library:
lib = ob.dupli_group.library.filepath
row.operator(AMTH_SCENE_OT_blender_instance_open.bl_idname,
text="Library: %s" % lib,
emboss=False,
icon="LINK_BLEND").filepath=lib
class AMTH_SCENE_MT_color_management_presets(Menu):
"""List of Color Management presets"""
bl_label = "Color Management Presets"
preset_subdir = "color"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class AMTH_AddPresetColorManagement(AddPresetBase, Operator):
"""Add or remove a Color Management preset"""
bl_idname = "scene.color_management_preset_add"
bl_label = "Add Color Management Preset"
preset_menu = "AMTH_SCENE_MT_color_management_presets"
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preset_defines = [
"scene = bpy.context.scene"
]
preset_values = [
"scene.view_settings.view_transform",
"scene.display_settings.display_device",
"scene.view_settings.exposure",
"scene.view_settings.gamma",
"scene.view_settings.look",
"scene.view_settings.use_curve_mapping",
"scene.sequencer_colorspace_settings.name",
]
preset_subdir = "color"
def ui_color_management_presets(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu("AMTH_SCENE_MT_color_management_presets", text=bpy.types.AMTH_SCENE_MT_color_management_presets.bl_label)
row.operator("scene.color_management_preset_add", text="", icon="ZOOMIN")
row.operator("scene.color_management_preset_add", text="", icon="ZOOMOUT").remove_active = True
layout.separator()
# // FEATURE: Color Management Presets
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# FEATURE: Sequencer Extra Info
def act_strip(context):
try:
return context.scene.sequence_editor.active_strip
except AttributeError:
return None
def ui_sequencer_extra_info(self, context):
layout = self.layout
strip = act_strip(context)
if strip:
seq_type = strip.type
if seq_type and seq_type == 'IMAGE':
elem = strip.strip_elem_from_frame(context.scene.frame_current)
if elem:
layout.label(text="%s %s" % (
elem.filename,
"[%s]" % (context.scene.frame_current - strip.frame_start)))
# // FEATURE: Sequencer Extra Info
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# FEATURE: Normal Node Values, by Lukas Tönne
def normal_vector_get(self):
return self.outputs['Normal'].default_value
def normal_vector_set(self, values):
# default_value allows un-normalized values,
# do this here to prevent awkward results
values = Vector(values).normalized()
self.outputs['Normal'].default_value = values
prop_normal_vector = bpy.props.FloatVectorProperty(
name="Normal", size=3, subtype='XYZ',
min=-1.0, max=1.0, soft_min=-1.0, soft_max=1.0,
get=normal_vector_get, set=normal_vector_set
)
def act_node(context):
try:
return context.active_node
except AttributeError:
return None
def ui_node_normal_values(self, context):
node = act_node(context)
if act_node:
if node and node.type == 'NORMAL':
self.layout.prop(node, "normal_vector", text="")
# // FEATURE: Normal Node Values, by Lukas Tönne
# FEATURE: Object ID for objects inside DupliGroups
class AMTH_OBJECT_OT_id_dupligroup(Operator):
'''Set the Object ID for objects in the dupli group'''
bl_idname = "object.amaranth_object_id_duplis"
bl_label = "Apply Object ID to Duplis"
clear = False
@classmethod
def poll(cls, context):
return context.active_object.dupli_group
def execute(self, context):
self.__class__.clear = False
ob = context.active_object
amth_text_exists = amaranth_text_startup(context)
script_exists = False
script_intro = "# OB ID: %s" % ob.name
obdata = "bpy.data.objects['%s']" % ob.name
script = "%s" % (
"\nif %(obdata)s and %(obdata)s.dupli_group and %(obdata)s.pass_index != 0: %(obname)s \n"
" for dob in %(obdata)s.dupli_group.objects: %(obname)s \n"
" dob.pass_index = %(obdata)s.pass_index %(obname)s \n" %
{'obdata' : obdata, 'obname' : script_intro})
for txt in bpy.data.texts:
if txt.name == amth_text.name:
for li in txt.lines:
if script_intro == li.body:
script_exists = True
continue
if not script_exists:
amth_text.write("\n")
amth_text.write(script_intro)
amth_text.write(script)
if ob and ob.dupli_group:
if ob.pass_index != 0:
for dob in ob.dupli_group.objects:
dob.pass_index = ob.pass_index
self.report({'INFO'},
"%s ID: %s to all objects in this Dupli Group" % (
"Applied" if not script_exists else "Updated",
ob.pass_index))
return{'FINISHED'}
class AMTH_OBJECT_OT_id_dupligroup_clear(Operator):
'''Clear the Object ID from objects in dupli group'''
bl_idname = "object.amaranth_object_id_duplis_clear"
bl_label = "Clear Object ID from Duplis"
@classmethod
def poll(cls, context):
return context.active_object.dupli_group
def execute(self, context):
context.active_object.pass_index = 0
AMTH_OBJECT_OT_id_dupligroup.clear = True
amth_text_exists = amaranth_text_startup(context)
match_first = "# OB ID: %s" % context.active_object.name
if amth_text_exists:
for txt in bpy.data.texts:
if txt.name == amth_text.name:
for li in txt.lines:
if match_first in li.body:
li.body = ''
continue
self.report({'INFO'}, "Object IDs back to normal")
return{'FINISHED'}
def ui_object_id_duplis(self, context):
if context.active_object.dupli_group:
split = self.layout.split()
row = split.row(align=True)
row.enabled = context.active_object.pass_index != 0
row.operator(
AMTH_OBJECT_OT_id_dupligroup.bl_idname)
row.operator(
AMTH_OBJECT_OT_id_dupligroup_clear.bl_idname,
icon="X", text="")
split.separator()
if AMTH_OBJECT_OT_id_dupligroup.clear:
self.layout.label(text="Next time you save/reload this file, "
"object IDs will be back to normal",
icon="INFO")
# // FEATURE: Object ID for objects inside DupliGroups
# UI: Warning about Z not connected when using EXR
def ui_render_output_z(self, context):
scene = bpy.context.scene
image = scene.render.image_settings
if scene.render.use_compositing and \
image.file_format == 'OPEN_EXR' and \
image.use_zbuffer:
if scene.node_tree and scene.node_tree.nodes:
for no in scene.node_tree.nodes:
if no.type == 'COMPOSITE':
if not no.inputs['Z'].is_linked:
self.layout.label(
text="The Z output in node \"%s\" is not connected" %
no.name, icon="ERROR")
# // UI: Warning about Z not connected
# FEATURE: Delete Materials not assigned to any verts
class AMTH_OBJECT_OT_material_remove_unassigned(Operator):
'''Remove materials not assigned to any vertex'''
bl_idname = "object.amaranth_object_material_remove_unassigned"
bl_label = "Remove Unassigned Materials"
@classmethod
def poll(cls, context):
return context.active_object.material_slots
def execute(self, context):
act_ob = context.active_object
count = len(act_ob.material_slots)
materials_removed = []
act_ob.active_material_index = 0
is_visible = True
if act_ob not in context.visible_objects:
is_visible = False
n = -1
for lay in act_ob.layers:
n += 1
if lay:
break
scene.layers[n] = True
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for slot in act_ob.material_slots:
count -= 1
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
act_ob.active_material_index = count
bpy.ops.object.material_slot_select()
if act_ob.data.total_vert_sel == 0 or \
(len(act_ob.material_slots) == 1 and not \
act_ob.material_slots[0].material):
materials_removed.append(
"%s" % act_ob.active_material.name if act_ob.active_material else "Empty")
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.material_slot_remove()
else:
pass
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
if materials_removed:
print("\n* Removed %s Unassigned Materials \n" % len(materials_removed))
count_mr = 0
for mr in materials_removed:
count_mr += 1
print("%0.2d. %s" % (count_mr, materials_removed[count_mr - 1]))
print("\n")
self.report({'INFO'}, "Removed %s Unassigned Materials" %
len(materials_removed))
if not is_visible:
scene.layers[n] = False
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return{'FINISHED'}
def ui_material_remove_unassigned(self, context):
self.layout.operator(
AMTH_OBJECT_OT_material_remove_unassigned.bl_idname,
icon="X")
# // FEATURE: Delete Materials not assigned to any verts
# FEATURE: Cycles Samples Percentage
class AMTH_RENDER_OT_cycles_samples_percentage_set(Operator):
'''Save the current number of samples per shader as final (gets saved in .blend)'''
bl_idname = "scene.amaranth_cycles_samples_percentage_set"
bl_label = "Set as Render Samples"
def execute(self, context):
cycles = context.scene.cycles
cycles.use_samples_final = True
context.scene['amth_cycles_samples_final'] = [
cycles.diffuse_samples,
cycles.glossy_samples,
cycles.transmission_samples,
cycles.ao_samples,
cycles.mesh_light_samples,
cycles.subsurface_samples,
cycles.volume_samples]
self.report({'INFO'}, "Render Samples Saved")
return{'FINISHED'}
class AMTH_RENDER_OT_cycles_samples_percentage(Operator):
'''Set a percentage of the final render samples'''
bl_idname = "scene.amaranth_cycles_samples_percentage"
bl_label = "Set Render Samples Percentage"
percent = IntProperty(
name="Percentage",
description="Percentage to divide render samples by",
subtype='PERCENTAGE',
default=0)
def execute(self, context):
percent = self.percent
cycles = context.scene.cycles
cycles_samples_final = context.scene['amth_cycles_samples_final']
cycles.use_samples_final = False
if percent == 100:
cycles.use_samples_final = True
cycles.diffuse_samples = int((cycles_samples_final[0] / 100) * percent)
cycles.glossy_samples = int((cycles_samples_final[1] / 100) * percent)
cycles.transmission_samples = int((cycles_samples_final[2] / 100) * percent)
cycles.ao_samples = int((cycles_samples_final[3] / 100) * percent)
cycles.mesh_light_samples = int((cycles_samples_final[4] / 100) * percent)
cycles.subsurface_samples = int((cycles_samples_final[5] / 100) * percent)
cycles.volume_samples = int((cycles_samples_final[6] / 100) * percent)
return{'FINISHED'}
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# //FEATURE: Cycles Samples Percentage
# FEATURE: Jump forward/backward every N frames
class AMTH_SCREEN_OT_frame_jump(Operator):
'''Jump a number of frames forward/backwards'''
bl_idname = "screen.amaranth_frame_jump"
bl_label = "Jump Frames"
forward = BoolProperty(default=True)
def execute(self, context):
scene = context.scene
preferences = context.user_preferences.addons[__name__].preferences
if self.forward:
scene.frame_current = scene.frame_current + preferences.frames_jump
else:
scene.frame_current = scene.frame_current - preferences.frames_jump
return{'FINISHED'}
def ui_userpreferences_edit(self, context):
preferences = context.user_preferences.addons[__name__].preferences
col = self.layout.column()
split = col.split(percentage=0.21)
split.prop(preferences, "frames_jump",
text="Frames to Jump")
# // FEATURE: Jump forward/backward every N frames
# FEATURE: Set Layers to Render
class AMTH_SCENE_OT_layers_render_save(Operator):
'''Save the current scene layers as those that should be enabled for final renders'''
bl_idname = "scene.amaranth_layers_render_save"
bl_label = "Save as Layers for Render"
def execute(self, context):
which = []
n = -1
for l in context.scene.layers:
n += 1
if l:
which.append(n)
context.scene['amth_layers_for_render'] = which
self.report({'INFO'}, "Layers for Render Saved")
return{'FINISHED'}
class AMTH_SCENE_OT_layers_render_view(Operator):
'''Enable the scene layers that should be active for final renders'''
bl_idname = "scene.amaranth_layers_render_view"
bl_label = "View Layers for Render"
def execute(self, context):
scene = context.scene
layers_render = scene['amth_layers_for_render']
for window in bpy.context.window_manager.windows:
screen = window.screen
for area in screen.areas:
if area.type == 'VIEW_3D':
override = {'window': window, 'screen': screen, 'scene': scene,
'area': area, 'region': area.regions[4],
'blend_data': context.blend_data}
if layers_render:
bpy.ops.view3d.layers(override, nr=layers_render[0]+1, extend=False, toggle=False)
for n in layers_render:
context.scene.layers[n] = True
else:
bpy.ops.view3d.layers(override, nr=1, extend=False, toggle=False)
self.report({'INFO'}, "No layers set for render")
break
return{'FINISHED'}
class AMTH_SCENE_OT_layers_render_set_individual(Operator):
'''Whether this layer should be enabled or not for final renders'''
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bl_idname = "scene.amaranth_layers_render_set_individual"
bl_label = "Set This Layer for Render"
toggle = BoolProperty()
number = IntProperty()
def execute(self, context):
toggle = self.toggle
number = self.number
new_layers = []
for la in context.scene['amth_layers_for_render']:
new_layers.append(la)
if len(context.scene['amth_layers_for_render']) and number in new_layers:
new_layers.remove(number)
else:
new_layers.append(number)
# Remove Duplicates
new_layers = list(set(new_layers))
context.scene['amth_layers_for_render'] = new_layers
bpy.ops.scene.amaranth_layers_render_view()
return{'FINISHED'}
class AMTH_SCENE_OT_layers_render_clear(Operator):
'''Clear layers for render'''
bl_idname = "scene.amaranth_layers_render_clear"
bl_label = "Clear Layers for Render"
def execute(self, context):
if context.scene.get('amth_layers_for_render'):
context.scene['amth_layers_for_render'] = []
return{'FINISHED'}
def ui_layers_for_render(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_layers_for_render:
lfr_available = context.scene.get('amth_layers_for_render')
if lfr_available:
lfr = context.scene['amth_layers_for_render']
layout = self.layout
layout.label("Layers for Rendering:")
split = layout.split()
col = split.column(align=True)
row = col.row(align=True)
row.operator(
AMTH_SCENE_OT_layers_render_save.bl_idname,
text="Replace Layers" if lfr_available else "Save Current Layers for Render",
icon="FILE_REFRESH" if lfr_available else 'LAYER_USED')
AMTH_SCENE_OT_layers_render_clear.bl_idname,
icon='X', text="")
col = col.column(align=True)
col.enabled = True if lfr_available else False
col.operator(
AMTH_SCENE_OT_layers_render_view.bl_idname,
icon="RESTRICT_VIEW_OFF")
split = split.split()
col = split.column(align=True)
row = col.row(align=True)
for n in range(0,5):
row.operator(
AMTH_SCENE_OT_layers_render_set_individual.bl_idname, text="",
icon='LAYER_ACTIVE' if n in lfr else 'BLANK1').number = n
row = col.row(align=True)
for n in range(10,15):
row.operator(
AMTH_SCENE_OT_layers_render_set_individual.bl_idname, text="",
icon='LAYER_ACTIVE' if n in lfr else 'BLANK1').number = n
split = split.split()
col = split.column(align=True)
row = col.row(align=True)
for n in range(5,10):
row.operator(
AMTH_SCENE_OT_layers_render_set_individual.bl_idname, text="",
icon='LAYER_ACTIVE' if n in lfr else 'BLANK1').number = n
row = col.row(align=True)
for n in range(15,20):
row.operator(
AMTH_SCENE_OT_layers_render_set_individual.bl_idname, text="",
icon='LAYER_ACTIVE' if n in lfr else 'BLANK1').number = n
def ui_layers_for_render_header(self, context):
preferences = context.user_preferences.addons[__name__].preferences
if preferences.use_layers_for_render:
if context.scene.get('amth_layers_for_render'):
self.layout.operator(
AMTH_SCENE_OT_layers_render_view.bl_idname,
text="", icon="IMGDISPLAY")
# FEATURE: Lighters Corner
class AMTH_LightersCorner(bpy.types.Panel):
"""The Lighters Panel"""
bl_label = "Lighter's Corner"
bl_idname = "AMTH_SCENE_PT_lighters_corner"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
@classmethod
def poll(cls, context):
any_lamps = False
for ob in bpy.data.objects:
if ob.type == 'LAMP' or cycles_is_emission(context, ob):
any_lamps = True
else:
pass
return any_lamps
def draw_header(self, context):
layout = self.layout
layout.label(text="", icon="LAMP_SUN")
def draw(self, context):
layout = self.layout
scene = context.scene
objects = bpy.data.objects
ob_act = context.active_object
lamps = bpy.data.lamps
list_meshlights = scene.amaranth_lighterscorner_list_meshlights
if cycles_exists:
layout.prop(scene, "amaranth_lighterscorner_list_meshlights")
box = layout.box()
if lamps:
if objects:
row = box.row(align=True)
col.label(text="Name")
if engine in ['CYCLES', 'BLENDER_RENDER']:
if engine == 'BLENDER_RENDER':
split = split.split(percentage=0.7)
else:
col = split.column()
col.label(text="Samples")
if cycles_exists and engine == 'CYCLES':
split = split.split(percentage=0.2)
col = split.column()
col.label(text="Size")
col.label(text="%sRender Visibility" %
'Rays /' if cycles_exists else '')
is_lamp = ob.type == 'LAMP'
is_emission = True if cycles_is_emission(context, ob) and list_meshlights else False
if ob and is_lamp or is_emission:
if cycles_exists:
clamp = ob.data.cycles
visibility = ob.cycles_visibility
split = row.split(percentage=1.0)
col = split.column()
row = col.row(align=True)
col.active = ob == ob_act
row.label(icon="%s" % ('LAMP_%s' % ob.data.type if is_lamp else 'MESH_GRID'))
split = row.split(percentage=.45)
row.operator(AMTH_SCENE_OT_amaranth_object_select.bl_idname,
text='%s %s%s' % (
" [L] " if ob.library else "",
ob.name,
"" if ob.name in context.scene.objects else " [Not in Scene]"),
emboss=False).object = ob.name
if ob.library:
row = col.row(align=True)
row.alignment = "LEFT"
row.operator(AMTH_SCENE_OT_blender_instance_open.bl_idname,
text=ob.library.filepath,
icon="LINK_BLEND",
emboss=False).filepath=ob.library.filepath
if cycles_exists and engine == 'CYCLES':
split = split.split(percentage=0.25)
if is_lamp:
if scene.cycles.progressive == 'BRANCHED_PATH':
col.prop(clamp, "samples", text="")
if scene.cycles.progressive == 'PATH':
col.label(text="N/A")
else:
col.label(text="N/A")
if engine == 'BLENDER_RENDER':
split = split.split(percentage=0.7)
col = split.column()
if is_lamp:
if lamp.type == 'HEMI':
col.label(text="Not Available")
elif lamp.type == 'AREA' and lamp.shadow_method == 'RAY_SHADOW':
row = col.row(align=True)
row.prop(lamp, "shadow_ray_samples_x", text="X")
if lamp.shape == 'RECTANGLE':
row.prop(lamp, "shadow_ray_samples_y", text="Y")
elif lamp.shadow_method == 'RAY_SHADOW':
col.prop(lamp, "shadow_ray_samples", text="Ray Samples")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col.prop(lamp, "shadow_buffer_samples", text="Buffer Samples")
else:
col.label(text="No Shadow")
if cycles_exists and engine == 'CYCLES':
split = split.split(percentage=0.2)
if is_lamp:
if lamp.type in ['POINT','SUN', 'SPOT']:
col.label(text="%.2f" % lamp.shadow_soft_size)
elif lamp.type == 'HEMI':
col.label(text="N/A")
elif lamp.type == 'AREA' and lamp.shape == 'RECTANGLE':
col.label(text="%.2fx%.2f" % (lamp.size, lamp.size_y))
else:
col.label(text="%.2f" % lamp.size)
col = split.column()
row = col.row(align=True)
if cycles_exists:
row.prop(visibility, "camera", text="")
row.prop(visibility, "diffuse", text="")
row.prop(visibility, "glossy", text="")
row.prop(visibility, "shadow", text="")
row.separator()
row.prop(ob, "hide", text="", emboss=False)
row.prop(ob, "hide_render", text="", emboss=False)
else:
box.label(text="No Lamps", icon="LAMP_DATA")
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# FEATURE: Jump to frame in-between next and previous keyframe
class AMTH_SCREEN_OT_keyframe_jump_inbetween(Operator):
'''Jump to half in-between keyframes'''
bl_idname = "screen.amth_keyframe_jump_inbetween"
bl_label = "Jump to Keyframe In-between"
backwards = BoolProperty()
def execute(self, context):
back = self.backwards
scene = context.scene
ob = bpy.context.object
frame_start = scene.frame_start
frame_end = scene.frame_end
if not context.scene.get('amth_keyframes_jump'):
context.scene['amth_keyframes_jump'] = []
keyframes_list = context.scene['amth_keyframes_jump']
for f in range(frame_start, frame_end):
if ob.is_keyframe(f):
keyframes_list = list(keyframes_list)
keyframes_list.append(f)
if keyframes_list:
i = 0
keyframes_list_half = []
for item in keyframes_list:
try:
keyframes_list_half.append(int((keyframes_list[i] + keyframes_list[i+1]) / 2))
i += 1
except:
pass
if len(keyframes_list_half) > 1:
if back:
if scene.frame_current == keyframes_list_half[::-1][-1] or \
scene.frame_current < keyframes_list_half[::-1][-1]:
self.report({'INFO'}, "No keyframes behind")
else:
for i in keyframes_list_half[::-1]:
if scene.frame_current > i:
scene.frame_current = i
break
else:
if scene.frame_current == keyframes_list_half[-1] or \
scene.frame_current > keyframes_list_half[-1]:
self.report({'INFO'}, "No keyframes ahead")
else:
for i in keyframes_list_half:
if scene.frame_current < i:
scene.frame_current = i
break
else:
self.report({'INFO'}, "Object has only 1 keyframe")
else:
self.report({'INFO'}, "Object has no keyframes")
return{'FINISHED'}
# // FEATURE: Jump to frame in-between next and previous keyframe
# FEATURE: Toggle Wire Display
class AMTH_OBJECT_OT_wire_toggle(Operator):
'''Turn on/off wire display on mesh objects'''
bl_idname = "object.amth_wire_toggle"
bl_label = "Display Wireframe"
bl_options = {'REGISTER', 'UNDO'}
clear = BoolProperty(
default=False, name="Clear Wireframe",
description="Clear Wireframe Display")
def execute(self, context):
scene = context.scene
is_all_scenes = scene.amth_wire_toggle_scene_all
is_selected = scene.amth_wire_toggle_is_selected
is_all_edges = scene.amth_wire_toggle_edges_all
is_optimal = scene.amth_wire_toggle_optimal
clear = self.clear
if is_all_scenes:
which = bpy.data.objects
elif is_selected:
if not context.selected_objects:
self.report({'INFO'}, "No selected objects")
which = context.selected_objects
else:
which = scene.objects
if which:
for ob in which:
if ob and ob.type in {
'MESH', 'EMPTY', 'CURVE',
'META','SURFACE','FONT'}:
ob.show_wire = False if clear else True
ob.show_all_edges = is_all_edges
for mo in ob.modifiers:
if mo and mo.type == 'SUBSURF':
mo.show_only_control_edges = is_optimal
return{'FINISHED'}
def ui_object_wire_toggle(self, context):
scene = context.scene
self.layout.separator()
col = self.layout.column(align=True)
row = col.row(align=True)
row.operator(AMTH_OBJECT_OT_wire_toggle.bl_idname,
icon='MOD_WIREFRAME').clear = False
row.operator(AMTH_OBJECT_OT_wire_toggle.bl_idname,
icon='X', text="").clear = True
col.separator()
row = col.row(align=True)
row.prop(scene, "amth_wire_toggle_edges_all")
row.prop(scene, "amth_wire_toggle_optimal")
row = col.row(align=True)
sub = row.row(align=True)
sub.active = not scene.amth_wire_toggle_scene_all
sub.prop(scene, "amth_wire_toggle_is_selected")
sub = row.row(align=True)
sub.active = not scene.amth_wire_toggle_is_selected
sub.prop(scene, "amth_wire_toggle_scene_all")
# //FEATURE: Toggle Wire Display
# FEATURE: Add Meshlight
class AMTH_OBJECT_OT_meshlight_add(bpy.types.Operator):
"""Add a light emitting mesh"""
bl_idname = "object.meshlight_add"
bl_label = "Add Meshlight"
bl_options = {'REGISTER', 'UNDO'}
single_sided = BoolProperty(
name="Single Sided",
default=True,
description="Only emit light on one side",
)
visible = BoolProperty(
name="Visible on Camera",
default=False,
description="Show the meshlight on Cycles preview",
)
size = FloatProperty(
name="Size",
description="Meshlight size",
min=0.01, max=100.0,
default=1.0,
)
strength = FloatProperty(
name="Strength",
min=0.01, max=100000.0,
default=1.5,
step=0.25,
)
temperature = FloatProperty(
name="Temperature",
min=800, max=12000.0,
default=5500.0,
step=800.0,
)
rotation = FloatVectorProperty(
name="Rotation",
subtype='EULER',
)
def execute(self, context):
scene = context.scene
exists = False
number = 1
for obs in bpy.data.objects:
if obs.name.startswith("light_meshlight"):
number +=1
meshlight_name = 'light_meshlight_%.2d' % number
bpy.ops.mesh.primitive_grid_add(
x_subdivisions=4, y_subdivisions=4,
rotation=self.rotation, radius=self.size)
bpy.context.object.name = meshlight_name
meshlight = scene.objects[meshlight_name]
meshlight.show_wire = True
meshlight.show_all_edges = True
material = bpy.data.materials.get(meshlight_name)
if not material:
material = bpy.data.materials.new(meshlight_name)
bpy.ops.object.material_slot_add()
meshlight.active_material = material
material.use_nodes = True
material.diffuse_color = (1, 0.5, 0)
nodes = material.node_tree.nodes
links = material.node_tree.links
# clear default nodes to start nice fresh
for no in nodes:
nodes.remove(no)
if self.single_sided:
geometry = nodes.new(type="ShaderNodeNewGeometry")
transparency = nodes.new(type="ShaderNodeBsdfTransparent")
transparency.inputs[0].default_value = (1,1,1,1)
transparency.location = geometry.location
transparency.location += Vector((0.0, -55.0))
emission = nodes.new(type="ShaderNodeEmission")
emission.inputs['Strength'].default_value = self.strength
emission.location = transparency.location
emission.location += Vector((0.0, -80.0))
emission.inputs[0].show_expanded = True # so it shows slider on properties editor
blackbody = nodes.new(type="ShaderNodeBlackbody")
blackbody.inputs['Temperature'].default_value = self.temperature
blackbody.location = emission.location
blackbody.location += Vector((-180.0, 0.0))
mix = nodes.new(type="ShaderNodeMixShader")
mix.location = geometry.location
mix.location += Vector((180.0, 0.0))
mix.inputs[2].show_expanded = True
output = nodes.new(type="ShaderNodeOutputMaterial")
output.inputs[1].hide = True
output.inputs[2].hide = True
output.location = mix.location
output.location += Vector((180.0, 0.0))
# Make links
links.new(geometry.outputs['Backfacing'], mix.inputs['Fac'])
links.new(transparency.outputs['BSDF'], mix.inputs[1])
links.new(emission.outputs['Emission'], mix.inputs[2])
links.new(blackbody.outputs['Color'], emission.inputs['Color'])
links.new(mix.outputs['Shader'], output.inputs['Surface'])
for sockets in geometry.outputs:
sockets.hide = True
else:
emission = nodes.new(type="ShaderNodeEmission")
emission.inputs['Strength'].default_value = self.strength
emission.inputs[0].show_expanded = True
blackbody = nodes.new(type="ShaderNodeBlackbody")
blackbody.inputs['Temperature'].default_value = self.temperature
blackbody.location = emission.location
blackbody.location += Vector((-180.0, 0.0))
output = nodes.new(type="ShaderNodeOutputMaterial")
output.inputs[1].hide = True
output.inputs[2].hide = True
output.location = emission.location
output.location += Vector((180.0, 0.0))
links.new(blackbody.outputs['Color'], emission.inputs['Color'])
links.new(emission.outputs['Emission'], output.inputs['Surface'])
material.cycles.sample_as_light = True
meshlight.cycles_visibility.shadow = False
meshlight.cycles_visibility.camera = self.visible
return {'FINISHED'}
def ui_menu_lamps_add(self, context):
if cycles_exists and context.scene.render.engine == 'CYCLES':
self.layout.separator()
self.layout.operator(
AMTH_OBJECT_OT_meshlight_add.bl_idname,
icon="LAMP_AREA", text="Meshlight")
# //FEATURE: Add Meshlight: Single Sided
classes = (AMTH_SCENE_MT_color_management_presets,
AMTH_AddPresetColorManagement,
AMTH_SCENE_PT_scene_debug,
AMTH_SCENE_OT_refresh,
AMTH_SCENE_OT_cycles_shader_list_nodes,
AMTH_SCENE_OT_cycles_shader_list_nodes_clear,
AMTH_SCENE_OT_list_missing_node_links,
AMTH_SCENE_OT_list_missing_material_slots,
AMTH_SCENE_OT_list_missing_material_slots_clear,
AMTH_SCENE_OT_blender_instance_open,
AMTH_SCENE_OT_layers_render_set_individual,
AMTH_SCENE_OT_layers_render_clear,
AMTH_WM_OT_save_reload,
AMTH_MESH_OT_find_asymmetric,