Newer
Older
refraction_caustics: BoolProperty(
name="Refractive Caustics",
description="hotspots of light focused when going through the material",
default=True,
)
photons_dispersion: FloatProperty(
name="Chromatic Dispersion",
description="Light passing through will be separated according to wavelength. "
"This ratio of refractive indices for violet to red controls how much "
"the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
min=1.0000, max=10.000, soft_min=1.0000, soft_max=1.1000, precision=4,
default=1.0000,
)
photons_dispersion_samples: IntProperty(
name="Dispersion Samples",
description="Number of color-steps for dispersion",
min=2, max=128, default=7,
)
Maurice Raybaud
committed
photons_reflection: BoolProperty(
name="Reflective Photon Caustics",
description="Use this to make your Sauron's ring ;-P",
default=False,
)
items=[
("1", "Z Transparency Fake Caustics", "use fake caustics"),
("2", "Raytrace Photons Caustics", "use photons for refractive caustics")],
name="Refraction Type:",
description="use fake caustics (fast) or true photons for refractive Caustics",
default="1",
)
Maurice Raybaud
committed
Bastien Montagne
committed
##################################CustomPOV Code############################
replacement_text: StringProperty(
name="Declared name:",
description="Type the declared name in custom POV code or an external "
".inc it points at. texture {} expected",
default="",
)
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
def use_material_nodes_callback(self, context):
if hasattr(context.space_data, "tree_type"):
context.space_data.tree_type = 'ObjectNodeTree'
mat=context.object.active_material
if mat.pov.material_use_nodes:
mat.use_nodes=True
tree = mat.node_tree
tree.name=mat.name
links = tree.links
default = True
if len(tree.nodes) == 2:
o = 0
m = 0
for node in tree.nodes:
if node.type in {"OUTPUT","MATERIAL"}:
tree.nodes.remove(node)
default = True
for node in tree.nodes:
if node.bl_idname == 'PovrayOutputNode':
o+=1
if node.bl_idname == 'PovrayTextureNode':
m+=1
if o == 1 and m == 1:
default = False
elif len(tree.nodes) == 0:
default = True
else:
default = False
if default:
output = tree.nodes.new('PovrayOutputNode')
output.location = 200,200
tmap = tree.nodes.new('PovrayTextureNode')
tmap.location = 0,200
links.new(tmap.outputs[0],output.inputs[0])
tmap.select = True
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
else:
mat.use_nodes=False
def use_texture_nodes_callback(self, context):
tex=context.object.active_material.active_texture
if tex.pov.texture_use_nodes:
tex.use_nodes=True
if len(tex.node_tree.nodes)==2:
for node in tex.node_tree.nodes:
if node.type in {"OUTPUT","CHECKER"}:
tex.node_tree.nodes.remove(node)
else:
tex.use_nodes=False
def node_active_callback(self, context):
items = []
mat=context.material
mat.node_tree.nodes
for node in mat.node_tree.nodes:
node.select=False
for node in mat.node_tree.nodes:
if node.name==mat.pov.material_active_node:
node.select=True
mat.node_tree.nodes.active=node
return node
def node_enum_callback(self, context):
items = []
mat=context.material
nodes=mat.node_tree.nodes
for node in nodes:
items.append(("%s"%node.name,"%s"%node.name,""))
return items
def pigment_normal_callback(self, context):
render = context.scene.pov.render
items = [("pigment", "Pigment", ""),("normal", "Normal", "")]
if render == 'hgpovray':
items = [("pigment", "Pigment", ""),("normal", "Normal", ""),("modulation", "Modulation", "")]
return items
def glow_callback(self, context):
scene = context.scene
ob = context.object
ob.pov.mesh_write_as_old = ob.pov.mesh_write_as
if scene.pov.render == 'uberpov' and ob.pov.glow:
ob.pov.mesh_write_as = 'NONE'
else:
ob.pov.mesh_write_as = ob.pov.mesh_write_as_old
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
material_use_nodes: BoolProperty(
name="Use nodes",
description="",
update=use_material_nodes_callback,
default=False,
)
material_active_node: EnumProperty(
name="Active node",
description="",
items=node_enum_callback,
update=node_active_callback
)
preview_settings: BoolProperty(
name="Preview Settings",
description="",
default=False,
)
object_preview_transform: BoolProperty(
name="Transform object",
description="",
default=False,
)
object_preview_scale: FloatProperty(
name="XYZ",
min=0.5,
max=2.0,
default=1.0,
)
object_preview_rotate: FloatVectorProperty(
name="Rotate",
description="",
min=-180.0,
max=180.0,
default=(0.0,0.0,0.0),
subtype='XYZ',
)
object_preview_bgcontrast: FloatProperty(
name="Contrast",
min=0.0,
max=1.0,
default=0.5,
)
class MaterialRaytraceTransparency(PropertyGroup):
"""Declare transparency panel properties controllable in UI and translated to POV."""
name="Depth",
description="Maximum allowed number of light inter-refractions",
min=0, max=32767, default=2
)
name="Depth",
description="Maximum depth for light to travel through the "
"transparent material before becoming fully filtered (0.0 is disabled)",
min=0, max=100, default=0.0,
)
name="Falloff",
description="Falloff power for transmissivity filter effect (1.0 is linear)",
min=0.1, max=10.0, default=1.0, precision=3
)
name="Filter",
description="Amount to blend in the material’s diffuse color in raytraced "
"transparency (simulating absorption)",
min=0.0, max=1.0, default=0.0, precision=3
)
name="Fresnel",
description="Power of Fresnel for transparency (Ray or ZTransp)",
min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=0.0, precision=3
)
fresnel_factor: FloatProperty(
name="Blend",
description="Blending factor for Fresnel",
min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=1.250, precision=3
)
name="Amount",
description="The clarity of the refraction. "
"(values < 1.0 give diffuse, blurry refractions)",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3
)
gloss_samples: IntProperty(
description="frequency of the noise sample used for blurry refractions",
gloss_threshold: FloatProperty(
name="Threshold",
description="Threshold for adaptive sampling (if a sample "
"contributes less than this amount [as a percentage], "
"sampling is stopped)",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.005, precision=3
)
name="IOR",
description="Sets angular index of refraction for raytraced refraction",
min=-0.0, max=10.0, soft_min=0.25, soft_max=4.0, default=1.3
)
class MaterialRaytraceMirror(PropertyGroup):
"""Declare reflection panel properties controllable in UI and translated to POV."""
bl_description = "Raytraced reflection settings for the Material",
use: BoolProperty(
name="Mirror",
description="Enable raytraced reflections",
default=False,
)
depth: IntProperty(
name="Depth",
description="Maximum allowed number of light inter-reflections",
min=0, max=32767, default=2
)
distance: FloatProperty(
name="Max Dist",
description="Maximum distance of reflected rays "
"(reflections further than this range "
"fade to sky color or material color)",
min=0.0, max=100000.0, soft_min=0.0, soft_max=10000.0, default=0.0, precision=3
)
fade_to: EnumProperty(
items=[
("FADE_TO_SKY", "Fade to sky", ""),
("FADE_TO_MATERIAL", "Fade to material color", "")],
name="Fade-out Color",
description="The color that rays with no intersection within the "
"Max Distance take (material color can be best for "
"indoor scenes, sky color for outdoor)",
default="FADE_TO_SKY",
)
fresnel: FloatProperty(
name="Fresnel",
description="Power of Fresnel for mirror reflection",
min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=0.0, precision=3,
)
fresnel_factor: FloatProperty(
name="Blend",
description="Blending factor for Fresnel",
min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=1.250, precision=3
)
gloss_anisotropic: FloatProperty(
name="Anisotropic",
description="The shape of the reflection, from 0.0 (circular) "
"to 1.0 (fully stretched along the tangent",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3
)
gloss_factor: FloatProperty(
name="Amount",
description="The shininess of the reflection "
"(values < 1.0 give diffuse, blurry reflections)",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3
)
gloss_samples: IntProperty(
name="Noise",
description="Frequency of the noise pattern bumps averaged for blurry reflections",
gloss_threshold: FloatProperty(
name="Threshold",
description="Threshold for adaptive sampling (if a sample "
"contributes less than this amount [as a percentage], "
"sampling is stopped)",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.005, precision=3
)
name="Mirror color",
description=("Mirror color of the material"),
precision=4, step=0.01,
default=(1.0,1.0,1.0), options={'ANIMATABLE'}, subtype='COLOR'
)
reflect_factor: FloatProperty(
name="Reflectivity",
description="Amount of mirror reflection for raytrace",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3
)
class MaterialSubsurfaceScattering(PropertyGroup):
r"""Declare SSS/SSTL properties controllable in UI and translated to POV."""
bl_description = "Subsurface scattering settings for the material",
use: BoolProperty(
name="Subsurface Scattering",
description="Enable diffuse subsurface scatting "
"effects in a material",
default=False,
)
back: FloatProperty(
name="Back",
description="Back scattering weight",
min=0.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3
)
color: FloatVectorProperty(
name="Scattering color",
description=("Scattering color"),
precision=4, step=0.01,
default=(0.604,0.604,0.604), options={'ANIMATABLE'}, subtype='COLOR'
)
color_factor: FloatProperty(
name="Color",
description="Blend factor for SSS colors",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3
)
error_threshold: FloatProperty(
name="Error",
description="Error tolerance (low values are slower and higher quality)",
default=0.050, precision=3
)
front: FloatProperty(
name="Front",
description="Front scattering weight",
min=0.0, max=2.0, soft_min=0.0, soft_max=2.0, default=1.0, precision=3
)
ior: FloatProperty(
name="IOR",
description="Index of refraction (higher values are denser)",
min=-0.0, max=10.0, soft_min=0.1, soft_max=2.0, default=1.3
)
radius: FloatVectorProperty(
name="RGB Radius",
description=("Mean red/green/blue scattering path length"),
precision=4, step=0.01, min=0.001,
default=(1.0,1.0,1.0), options={'ANIMATABLE'}
)
scale: FloatProperty(
name="Scale",
description="Object scale factor",
default=0.100, precision=3
)
texture_factor: FloatProperty(
name="Texture",
description="Texture scattering blend factor",
min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.0, precision=3
)
"""Declare strand properties controllable in UI and translated to POV."""
bl_description = "Strand settings for the material",
name="Distance",
description="Worldspace distance over which to blend in the surface normal",
min=0.0, max=10.0, soft_min=0.0, soft_max=10.0, default=0.0, precision=3
)
name="Root",
description="Start size of strands in pixels or Blender units",
min=0.25, default=1.0, precision=5
)
name="Shape",
description="Positive values make strands rounder, negative ones make strands spiky",
min=-0.9, max=0.9, default=0.0, precision=3
)
name="Minimum",
description="Minimum size of strands in pixels",
min=0.001, max=10.0, default=1.0, precision=3
)
name="Tip",
description="End size of strands in pixels or Blender units",
min=0.0, default=1.0, precision=5
)
name="Blender Units",
description="Use Blender units for widths instead of pixels",
default=False,
)
name="Surface diffuse",
description="Make diffuse shading more similar to shading the surface",
default=False,
)
name="Tangent Shading",
description="Use direction of strands as normal for tangent-shading",
default=True,
)
name="UV Layer",
# icon="GROUP_UVS",
description="Name of UV map to override",
default="",
)
name="Width Fade",
description="Transparency along the width of the strand",
min=0.0, max=2.0, default=0.0, precision=3
)
# halo
# Halo settings for the material
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
# ambient
# Amount of global ambient color the material receives
# Type: float in [0, 1], default 0.0
# darkness
# Minnaert darkness
# Type: float in [0, 2], default 0.0
# diffuse_color
# Diffuse color of the material
# Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
# diffuse_fresnel
# Power of Fresnel
# Type: float in [0, 5], default 0.0
# diffuse_fresnel_factor
# Blending factor of Fresnel
# Type: float in [0, 5], default 0.0
# diffuse_intensity
# Amount of diffuse reflection
# Type: float in [0, 1], default 0.0
# diffuse_ramp
# Color ramp used to affect diffuse shading
# Type: ColorRamp, (readonly)
# diffuse_ramp_blend
# Blending method of the ramp and the diffuse color
# Type: enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT_LIGHT’, ‘LINEAR_LIGHT’], default ‘MIX’
# diffuse_ramp_factor
# Blending factor (also uses alpha in Colorband)
# Type: float in [0, 1], default 0.0
# diffuse_ramp_input
# How the ramp maps on the surface
# Type: enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
# diffuse_shader
# LAMBERT Lambert, Use a Lambertian shader.
# OREN_NAYAR Oren-Nayar, Use an Oren-Nayar shader.
# TOON Toon, Use a toon shader.
# MINNAERT Minnaert, Use a Minnaert shader.
# FRESNEL Fresnel, Use a Fresnel shader.
# Type: enum in [‘LAMBERT’, ‘OREN_NAYAR’, ‘TOON’, ‘MINNAERT’, ‘FRESNEL’], default ‘LAMBERT’
# diffuse_toon_size
# Size of diffuse toon area
# Type: float in [0, 3.14], default 0.0
# diffuse_toon_smooth
# Smoothness of diffuse toon area
# Type: float in [0, 1], default 0.0
# emit
# Amount of light to emit
# Type: float in [0, inf], default 0.0
# game_settings
# Game material settings
# Type: MaterialGameSettings, (readonly, never None)
# halo
# Halo settings for the material
# Type: MaterialHalo, (readonly, never None)
# invert_z
# Render material’s faces with an inverted Z buffer (scanline only)
# Type: boolean, default False
# light_group
# Limit lighting to lamps in this Group
# Type: Group
# line_color
# Line color used for Freestyle line rendering
# Type: float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)
# line_priority
# The line color of a higher priority is used at material boundaries
# Type: int in [0, 32767], default 0
# mirror_color
# Mirror color of the material
# Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
# node_tree
# Node tree for node based materials
# Type: NodeTree, (readonly)
# offset_z
# Give faces an artificial offset in the Z buffer for Z transparency
# Type: float in [-inf, inf], default 0.0
# paint_active_slot
# Index of active texture paint slot
# Type: int in [0, 32767], default 0
# paint_clone_slot
# Index of clone texture paint slot
# Type: int in [0, 32767], default 0
# pass_index
# Index number for the “Material Index” render pass
# Type: int in [0, 32767], default 0
# physics
# Game physics settings
# Type: MaterialPhysics, (readonly, never None)
# preview_render_type
# Type of preview render
# FLAT Flat, Flat XY plane.
# SPHERE Sphere, Sphere.
# CUBE Cube, Cube.
# MONKEY Monkey, Monkey.
# HAIR Hair, Hair strands.
# SPHERE_A World Sphere, Large sphere with sky.
# Type: enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘MONKEY’, ‘HAIR’, ‘SPHERE_A’], default ‘FLAT’
# raytrace_mirror
# Raytraced reflection settings for the material
# Type: MaterialRaytraceMirror, (readonly, never None)
# raytrace_transparency
# Raytraced transparency settings for the material
# Type: MaterialRaytraceTransparency, (readonly, never None)
# roughness
# Oren-Nayar Roughness
# Type: float in [0, 3.14], default 0.0
# shadow_buffer_bias
# Factor to multiply shadow buffer bias with (0 is ignore)
# Type: float in [0, 10], default 0.0
# shadow_cast_alpha
# Shadow casting alpha, in use for Irregular and Deep shadow buffer
# Type: float in [0.001, 1], default 0.0
# shadow_only_type
# How to draw shadows
# SHADOW_ONLY_OLD Shadow and Distance, Old shadow only method.
# SHADOW_ONLY Shadow Only, Improved shadow only method.
# SHADOW_ONLY_SHADED Shadow and Shading, Improved shadow only method which also renders lightless areas as shadows.
# Type: enum in [‘SHADOW_ONLY_OLD’, ‘SHADOW_ONLY’, ‘SHADOW_ONLY_SHADED’], default ‘SHADOW_ONLY_OLD’
# shadow_ray_bias
# Shadow raytracing bias to prevent terminator problems on shadow boundary
# Type: float in [0, 0.25], default 0.0
# specular_color
# Specular color of the material
# Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
# specular_hardness
# How hard (sharp) the specular reflection is
# Type: int in [1, 511], default 0
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
# specular_intensity
# How intense (bright) the specular reflection is
# Type: float in [0, 1], default 0.0
# specular_ior
# Specular index of refraction
# Type: float in [1, 10], default 0.0
# specular_ramp
# Color ramp used to affect specular shading
# Type: ColorRamp, (readonly)
# specular_ramp_blend
# Blending method of the ramp and the specular color
# Type: enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT_LIGHT’, ‘LINEAR_LIGHT’], default ‘MIX’
# specular_ramp_factor
# Blending factor (also uses alpha in Colorband)
# Type: float in [0, 1], default 0.0
# specular_ramp_input
# How the ramp maps on the surface
# Type: enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
# specular_shader
# COOKTORR CookTorr, Use a Cook-Torrance shader.
# PHONG Phong, Use a Phong shader.
# BLINN Blinn, Use a Blinn shader.
# TOON Toon, Use a toon shader.
# WARDISO WardIso, Use a Ward anisotropic shader.
# Type: enum in [‘COOKTORR’, ‘PHONG’, ‘BLINN’, ‘TOON’, ‘WARDISO’], default ‘COOKTORR’
# specular_slope
# The standard deviation of surface slope
# Type: float in [0, 0.4], default 0.0
# specular_toon_size
# Size of specular toon area
# Type: float in [0, 1.53], default 0.0
# specular_toon_smooth
# Smoothness of specular toon area
# Type: float in [0, 1], default 0.0
# strand
# Strand settings for the material
# Type: MaterialStrand, (readonly, never None)
# subsurface_scattering
# Subsurface scattering settings for the material
# Type: MaterialSubsurfaceScattering, (readonly, never None)
# texture_paint_images
# Texture images used for texture painting
# Type: bpy_prop_collection of Image, (readonly)
# texture_paint_slots
# Texture slots defining the mapping and influence of textures
# Type: bpy_prop_collection of TexPaintSlot, (readonly)
# texture_slots
# Texture slots defining the mapping and influence of textures
# Type: MaterialTextureSlots bpy_prop_collection of MaterialTextureSlot, (readonly)
# translucency
# Amount of diffuse shading on the back side
# Type: float in [0, 1], default 0.0
# transparency_method
# Method to use for rendering transparency
# MASK Mask, Mask the background.
# Z_TRANSPARENCY Z Transparency, Use alpha buffer for transparent faces.
# RAYTRACE Raytrace, Use raytracing for transparent refraction rendering.
# Type: enum in [‘MASK’, ‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘MASK’
# type
# Material type defining how the object is rendered
# SURFACE Surface, Render object as a surface.
# WIRE Wire, Render the edges of faces as wires (not supported in raytracing).
# VOLUME Volume, Render object as a volume.
# HALO Halo, Render object as halo particles.
# Type: enum in [‘SURFACE’, ‘WIRE’, ‘VOLUME’, ‘HALO’], default ‘SURFACE’
# use_cast_approximate
# Allow this material to cast shadows when using approximate ambient occlusion
# Type: boolean, default False
# use_cast_buffer_shadows
# Allow this material to cast shadows from shadow buffer lamps
# Type: boolean, default False
# use_cast_shadows
# Allow this material to cast shadows
# Type: boolean, default False
# use_cast_shadows_only
# Make objects with this material appear invisible (not rendered), only casting shadows
# Type: boolean, default False
# use_cubic
# Use cubic interpolation for diffuse values, for smoother transitions
# Type: boolean, default False
# use_diffuse_ramp
# Toggle diffuse ramp operations
# Type: boolean, default False
# use_face_texture
# Replace the object’s base color with color from UV map image textures
# Type: boolean, default False
# use_face_texture_alpha
# Replace the object’s base alpha value with alpha from UV map image textures
# Type: boolean, default False
# use_full_oversampling
# Force this material to render full shading/textures for all anti-aliasing samples
# Type: boolean, default False
# use_light_group_exclusive
# Material uses the light group exclusively - these lamps are excluded from other scene lighting
# Type: boolean, default False
# use_light_group_local
# When linked in, material uses local light group with the same name
# Type: boolean, default False
# use_mist
# Use mist with this material (in world settings)
# Type: boolean, default False
# use_nodes
# Use shader nodes to render the material
# Type: boolean, default False
# use_object_color
# Modulate the result with a per-object color
# Type: boolean, default False
# use_only_shadow
# Render shadows as the material’s alpha value, making the material transparent except for shadowed areas
# Type: boolean, default False
# use_ray_shadow_bias
# Prevent raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
# Type: boolean, default False
# use_raytrace
# Include this material and geometry that uses it in raytracing calculations
# Type: boolean, default False
# use_shadeless
# Make this material insensitive to light or shadow
# Type: boolean, default False
# use_shadows
# Allow this material to receive shadows
# Type: boolean, default False
# use_sky
# Render this material with zero alpha, with sky background in place (scanline only)
# Type: boolean, default False
# use_specular_ramp
# Toggle specular ramp operations
# Type: boolean, default False
# use_tangent_shading
# Use the material’s tangent vector instead of the normal for shading - for anisotropic shading effects
# Type: boolean, default False
# use_textures
# Enable/Disable each texture
# Type: boolean array of 18 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
# use_transparency
# Render material as transparent
# Type: boolean, default False
# use_transparent_shadows
# Allow this object to receive transparent shadows cast through other objects
# Type: boolean, default False
# use_uv_project
# Use to ensure UV interpolation is correct for camera projections (use with UV project modifier)
# Type: boolean, default False
# use_vertex_color_light
# Add vertex colors as additional lighting
# Type: boolean, default False
# use_vertex_color_paint
# Replace object base color with vertex colors (multiply with ‘texture face’ face assigned textures)
# Type: boolean, default False
# volume
# Volume settings for the material
# Type: MaterialVolume, (readonly, never None)
'''
(mat.type in {'SURFACE', 'WIRE', 'VOLUME'})
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
"use_transparency")
mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
col.prop(mat, "use_raytrace")
col.prop(mat, "use_full_oversampling")
sub.prop(mat, "use_sky")
col.prop(mat, "use_cast_shadows", text="Cast")
col.prop(mat, "use_cast_shadows_only", text="Cast Only")
col.prop(mat, "use_cast_buffer_shadows")
sub.active = mat.use_cast_buffer_shadows
sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
col.prop(mat, "use_cast_approximate")
col.prop(mat, "diffuse_color", text="")
sub.active = (not mat.use_shadeless)
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
sub.prop(mat, "diffuse_intensity", text="Intensity")
col.prop(mat, "diffuse_shader", text="")
col.prop(mat, "use_diffuse_ramp", text="Ramp")
if mat.diffuse_shader == 'OREN_NAYAR':
col.prop(mat, "roughness")
elif mat.diffuse_shader == 'MINNAERT':
col.prop(mat, "darkness")
elif mat.diffuse_shader == 'TOON':
row.prop(mat, "diffuse_toon_size", text="Size")
row.prop(mat, "diffuse_toon_smooth", text="Smooth")
elif mat.diffuse_shader == 'FRESNEL':
row.prop(mat, "diffuse_fresnel", text="Fresnel")
row.prop(mat, "diffuse_fresnel_factor", text="Factor")
if mat.use_diffuse_ramp:
col.template_color_ramp(mat, "diffuse_ramp", expand=True)
row.prop(mat, "diffuse_ramp_input", text="Input")
row.prop(mat, "diffuse_ramp_blend", text="Blend")
col.prop(mat, "diffuse_ramp_factor", text="Factor")