Newer
Older
# ##### 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 #####
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
Maurice Raybaud
committed
properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
# Example of wrapping every class 'as is'
from bl_ui.properties_texture import context_tex_datablock
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# Example of wrapping every class 'as is' except some
from bl_ui import properties_material
for member in dir(properties_material):
subclass = getattr(properties_material, member)
if subclass not in (properties_material.MATERIAL_PT_transp_game,
properties_material.MATERIAL_PT_game_settings,
properties_material.MATERIAL_PT_physics):
try:
#mat=context.material
#if mat and mat.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes):
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_material
from bl_ui import properties_data_camera
for member in dir(properties_data_camera):
subclass = getattr(properties_data_camera, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
from bl_ui import properties_particle as properties_particle
for member in dir(properties_particle): # add all "particle" panels from blender
subclass = getattr(properties_particle, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_particle
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
return (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class MaterialButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mat = context.material
rd = context.scene.render
return mat and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class TextureButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
tex = context.texture
rd = context.scene.render
return tex and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
# class TextureTypePanel(TextureButtonsPanel):
# @classmethod
# def poll(cls, context):
# tex = context.texture
# engine = context.scene.render.engine
# return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
class ObjectButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
obj = context.object
rd = context.scene.render
return obj and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class CameraDataButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
cam = context.camera
rd = context.scene.render
return cam and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class WorldButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
wld = context.world
rd = context.scene.render
return wld and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
Maurice Raybaud
committed
class TextButtonsPanel():
bl_space_type = 'TEXT_EDITOR'
bl_region_type = 'UI'
bl_label = "POV-Ray"
Maurice Raybaud
committed
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
text = context.space_data
rd = context.scene.render
return text and (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
Maurice Raybaud
committed
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
from bl_ui import properties_data_mesh
# These panels are kept
properties_data_mesh.DATA_PT_custom_props_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_mesh.DATA_PT_context_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
## make some native panels contextual to some object variable
## by recreating custom panels inheriting their properties
class PovDataButtonsPanel(properties_data_mesh.MeshButtonsPanel):
COMPAT_ENGINES = {'POVRAY_RENDER'}
POV_OBJECT_TYPES = {'PLANE', 'BOX', 'SPHERE', 'CYLINDER', 'CONE', 'TORUS', 'BLOB',
'ISOSURFACE', 'SUPERELLIPSOID', 'SUPERTORUS', 'HEIGHT_FIELD',
'PARAMETRIC', 'POLYCIRCLE'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
# We use our parent class poll func too, avoids to re-define too much things...
return (super(PovDataButtonsPanel, cls).poll(context) and
obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES)
# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
# So we simply have to explicitly copy here the interesting bits. ;)
class DATA_PT_POV_normals(PovDataButtonsPanel, bpy.types.Panel):
bl_label = properties_data_mesh.DATA_PT_normals.bl_label
draw = properties_data_mesh.DATA_PT_normals.draw
class DATA_PT_POV_texture_space(PovDataButtonsPanel, bpy.types.Panel):
bl_label = properties_data_mesh.DATA_PT_texture_space.bl_label
bl_options = properties_data_mesh.DATA_PT_texture_space.bl_options
draw = properties_data_mesh.DATA_PT_texture_space.draw
class DATA_PT_POV_vertex_groups(PovDataButtonsPanel, bpy.types.Panel):
bl_label = properties_data_mesh.DATA_PT_vertex_groups.bl_label
draw = properties_data_mesh.DATA_PT_vertex_groups.draw
class DATA_PT_POV_shape_keys(PovDataButtonsPanel, bpy.types.Panel):
bl_label = properties_data_mesh.DATA_PT_shape_keys.bl_label
draw = properties_data_mesh.DATA_PT_shape_keys.draw
class DATA_PT_POV_uv_texture(PovDataButtonsPanel, bpy.types.Panel):
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
bl_label = properties_data_mesh.DATA_PT_uv_texture.bl_label
draw = properties_data_mesh.DATA_PT_uv_texture.draw
class DATA_PT_POV_vertex_colors(PovDataButtonsPanel, bpy.types.Panel):
bl_label = properties_data_mesh.DATA_PT_vertex_colors.bl_label
draw = properties_data_mesh.DATA_PT_vertex_colors.draw
class DATA_PT_POV_customdata(PovDataButtonsPanel, bpy.types.Panel):
bl_label = properties_data_mesh.DATA_PT_customdata.bl_label
bl_options = properties_data_mesh.DATA_PT_customdata.bl_options
draw = properties_data_mesh.DATA_PT_customdata.draw
del properties_data_mesh
################################################################################
# from bl_ui import properties_data_lamp
# for member in dir(properties_data_lamp):
# subclass = getattr(properties_data_lamp, member)
# try:
# subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# except:
# pass
# del properties_data_lamp
#########################LAMPS################################
from bl_ui import properties_data_lamp
# These panels are kept
properties_data_lamp.DATA_PT_custom_props_lamp.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_lamp.DATA_PT_context_lamp.COMPAT_ENGINES.add('POVRAY_RENDER')
## make some native panels contextual to some object variable
## by recreating custom panels inheriting their properties
class PovLampButtonsPanel(properties_data_lamp.DataButtonsPanel):
COMPAT_ENGINES = {'POVRAY_RENDER'}
POV_OBJECT_TYPES = {'RAINBOW'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
# We use our parent class poll func too, avoids to re-define too much things...
return (super(PovLampButtonsPanel, cls).poll(context) and
obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES)
# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
# So we simply have to explicitly copy here the interesting bits. ;)
class LAMP_PT_POV_preview(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_preview.bl_label
draw = properties_data_lamp.DATA_PT_preview.draw
class LAMP_PT_POV_lamp(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_lamp.bl_label
draw = properties_data_lamp.DATA_PT_lamp.draw
class LAMP_PT_POV_sunsky(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_sunsky.bl_label
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_sunsky.draw
class LAMP_PT_POV_shadow(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_shadow.bl_label
draw = properties_data_lamp.DATA_PT_shadow.draw
class LAMP_PT_POV_area(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_area.bl_label
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_area.draw
Maurice Raybaud
committed
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
class LAMP_PT_POV_spot(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_spot.bl_label
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_spot.draw
class LAMP_PT_POV_falloff_curve(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_falloff_curve.bl_label
bl_options = properties_data_lamp.DATA_PT_falloff_curve.bl_options
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_falloff_curve.draw
class OBJECT_PT_povray_obj_rainbow(PovLampButtonsPanel, bpy.types.Panel):
bl_label = "POV-Ray Rainbow"
COMPAT_ENGINES = {'POVRAY_RENDER'}
#bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (obj and obj.pov.object_as == 'RAINBOW' and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'RAINBOW':
if obj.pov.unlock_parameters == False:
col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED')
col.label(text="Rainbow projection angle: " + str(obj.data.spot_size))
col.label(text="Rainbow width: " + str(obj.data.spot_blend))
col.label(text="Rainbow distance: " + str(obj.data.shadow_buffer_clip_start))
col.label(text="Rainbow arc angle: " + str(obj.pov.arc_angle))
col.label(text="Rainbow falloff angle: " + str(obj.pov.falloff_angle))
else:
col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED')
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator("pov.cone_update", text="Update",icon="MESH_CONE")
#col.label(text="Parameters:")
col.prop(obj.data, "spot_size", text="Rainbow Projection Angle")
col.prop(obj.data, "spot_blend", text="Rainbow width")
col.prop(obj.data, "shadow_buffer_clip_start", text="Visibility distance")
col.prop(obj.pov, "arc_angle")
col.prop(obj.pov, "falloff_angle")
del properties_data_lamp
###############################################################################
class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Export Settings"
def draw_header(self, context):
self.layout.label(icon='CONSOLE')
def draw(self, context):
layout = self.layout
Campbell Barton
committed
layout.active = (scene.pov.max_trace_level != 0)
col = split.column()
col.label(text="Command line switches:")
Bastien Montagne
committed
col.prop(scene.pov, "command_line_switches", text="")
split.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
split.prop(scene.pov, "pov_editor", text="POV Editor")
Bastien Montagne
committed
if not scene.pov.tempfiles_enable:
split.prop(scene.pov, "deletefiles_enable", text="Delete files")
Bastien Montagne
committed
if not scene.pov.tempfiles_enable:
Bastien Montagne
committed
col.prop(scene.pov, "scene_name", text="Name")
col.prop(scene.pov, "scene_path", text="Path to files")
#col.prop(scene.pov, "scene_path", text="Path to POV-file")
#col.prop(scene.pov, "renderimage_path", text="Path to image")
split = layout.split()
split.prop(scene.pov, "indentation_character", text="Indent")
Campbell Barton
committed
if scene.pov.indentation_character == 'SPACE':
split.prop(scene.pov, "indentation_spaces", text="Spaces")
Bastien Montagne
committed
row.prop(scene.pov, "comments_enable", text="Comments")
row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Render Settings"
bl_icon = 'SETTINGS'
Maurice Raybaud
committed
# def draw_header(self, context):
# self.layout.label(icon='SETTINGS')
def draw_header(self, context):
Maurice Raybaud
committed
scene = context.scene
if scene.pov.global_settings_advanced:
self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='PREFERENCES')
else:
self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='SETTINGS')
def draw(self, context):
layout = self.layout
scene = context.scene
Campbell Barton
committed
layout.active = (scene.pov.max_trace_level != 0)
Bastien Montagne
committed
col.prop(scene.pov, "max_trace_level", text="Ray Depth")
Maurice Raybaud
committed
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
if scene.pov.global_settings_advanced:
layout.prop(scene.pov,"charset")
align = True
row = layout.row(align = align)
row.prop(scene.pov,"adc_bailout_enable",text = "")
row.prop(scene.pov,"adc_bailout")
row = layout.row(align = align)
row.prop(scene.pov,"ambient_light_enable",text = "")
row.prop(scene.pov,"ambient_light")
row = layout.row(align = align)
row.prop(scene.pov,"irid_wavelength_enable",text = "")
row.prop(scene.pov,"irid_wavelength")
row = layout.row(align = align)
row.prop(scene.pov,"max_intersections_enable",text = "")
row.prop(scene.pov,"max_intersections")
row = layout.row(align = align)
row.prop(scene.pov,"number_of_waves_enable",text = "")
row.prop(scene.pov,"number_of_waves")
row = layout.row(align = align)
row.prop(scene.pov,"noise_generator_enable",text = "")
row.prop(scene.pov,"noise_generator")
class RENDER_PT_povray_photons(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Photons"
COMPAT_ENGINES = {'POVRAY_RENDER'}
Maurice Raybaud
committed
# def draw_header(self, context):
# self.layout.label(icon='SETTINGS')
Maurice Raybaud
committed
def draw_header(self, context):
scene = context.scene
if scene.pov.photon_enable:
self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER_ACT')
else:
self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER')
def draw(self, context):
scene = context.scene
layout = self.layout
if scene.pov.photon_enable:
col = layout.column()
#col.label(text="Global Photons:")
col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
Maurice Raybaud
committed
split = layout.split()
Maurice Raybaud
committed
col = split.column()
col.prop(scene.pov, "photon_spacing", text="Spacing")
col.prop(scene.pov, "photon_gather_min")
col = split.column()
col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
col.prop(scene.pov, "photon_gather_max")
class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'POVRAY_RENDER'}
prefs = bpy.context.user_preferences.addons[__package__].preferences
if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ERROR')
elif scene.pov.antialias_enable:
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ANTIALIASED')
else:
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ALIASED')
prefs = bpy.context.user_preferences.addons[__package__].preferences
layout = self.layout
scene = context.scene
Bastien Montagne
committed
layout.active = scene.pov.antialias_enable
Bastien Montagne
committed
row.prop(scene.pov, "antialias_method", text="")
if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Stochastic Anti Aliasing is")
col.label(text="Only Available with UberPOV")
col.label(text="Feature Set in User Preferences.")
col.label(text="Using Type 2 (recursive) instead")
row.prop(scene.pov, "jitter_enable", text="Jitter")
split = layout.split()
col = split.column()
col.prop(scene.pov, "antialias_depth", text="AA Depth")
sub = split.column()
sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
if scene.pov.jitter_enable:
sub.enabled = True
else:
sub.enabled = False
row = layout.row()
row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
if prefs.branch_feature_set_povray == 'uberpov':
row = layout.row()
row.prop(scene.pov, "antialias_confidence", text="AA Confidence")
if scene.pov.antialias_method == '2':
row.enabled = True
else:
row.enabled = False
class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
if scene.pov.radio_enable:
self.layout.prop(scene.pov, "radio_enable", text="", icon='RADIO')
else:
self.layout.prop(scene.pov, "radio_enable", text="", icon='RADIOBUT_OFF')
def draw(self, context):
layout = self.layout
scene = context.scene
Bastien Montagne
committed
layout.active = scene.pov.radio_enable
Bastien Montagne
committed
col.prop(scene.pov, "radio_count", text="Rays")
col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
Bastien Montagne
committed
split.prop(scene.pov, "radio_error_bound", text="Error Bound")
Bastien Montagne
committed
layout.prop(scene.pov, "radio_display_advanced")
Bastien Montagne
committed
if scene.pov.radio_display_advanced:
Bastien Montagne
committed
col.prop(scene.pov, "radio_adc_bailout", slider=True)
Maurice Raybaud
committed
col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
Bastien Montagne
committed
col.prop(scene.pov, "radio_gray_threshold", slider=True)
col.prop(scene.pov, "radio_pretrace_start", slider=True)
Maurice Raybaud
committed
col.prop(scene.pov, "radio_low_error_factor", slider=True)
Bastien Montagne
committed
col.prop(scene.pov, "radio_brightness")
Maurice Raybaud
committed
col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse")
Bastien Montagne
committed
col.prop(scene.pov, "radio_nearest_count")
col.prop(scene.pov, "radio_pretrace_end", slider=True)
Maurice Raybaud
committed
col = layout.column()
Maurice Raybaud
committed
col.prop(scene.pov, "radio_always_sample")
Bastien Montagne
committed
col.prop(scene.pov, "radio_normal")
Maurice Raybaud
committed
col.prop(scene.pov, "radio_media")
col.prop(scene.pov, "radio_subsurface")
class RENDER_PT_povray_media(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Atmosphere Media"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
scene = context.scene
Bastien Montagne
committed
self.layout.prop(scene.pov, "media_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
Bastien Montagne
committed
layout.active = scene.pov.media_enable
Bastien Montagne
committed
row.prop(scene.pov, "media_samples", text="Samples")
row.prop(scene.pov, "media_color", text="")
Maurice Raybaud
committed
##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
## bl_label = "Baking"
## COMPAT_ENGINES = {'POVRAY_RENDER'}
##
## def draw_header(self, context):
## scene = context.scene
##
Bastien Montagne
committed
## self.layout.prop(scene.pov, "baking_enable", text="")
Maurice Raybaud
committed
##
## def draw(self, context):
## layout = self.layout
##
## scene = context.scene
## rd = scene.render
##
Bastien Montagne
committed
## layout.active = scene.pov.baking_enable
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
class MATERIAL_PT_povray_activate_node(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Activate Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw(self, context):
layout = self.layout
# layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# the above replaced with a context hook below:
layout.operator("WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE').data_path = \
"material.pov.material_use_nodes"
class MATERIAL_PT_povray_active_node(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Active Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and mat.pov.material_use_nodes
def draw(self, context):
layout = self.layout
mat = context.material
node_tree = mat.node_tree
if node_tree:
node = node_tree.nodes.active
if mat.use_nodes:
if node:
layout.prop(mat.pov,"material_active_node")
if node.bl_idname=="PovrayMaterialNode":
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
layout.label("Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
layout.label("Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
layout.label("No active nodes!")
Maurice Raybaud
committed
class MATERIAL_PT_povray_reflection(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "POV-Ray Reflection"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
Maurice Raybaud
committed
col = layout.column()
col.prop(mat.pov, "irid_enable")
if mat.pov.irid_enable:
Maurice Raybaud
committed
col.prop(mat.pov, "irid_amount", slider=True)
col.prop(mat.pov, "irid_thickness", slider=True)
col.prop(mat.pov, "irid_turbulence", slider=True)
col.prop(mat.pov, "conserve_energy")
col2=col.split().column()
if not mat.raytrace_mirror.use:
col2.label(text="Please Check Mirror settings :")
col2.active = mat.raytrace_mirror.use
col2.prop(mat.pov, "mirror_use_IOR")
if mat.pov.mirror_use_IOR:
col2.alignment = 'CENTER'
col2.label(text="The current Raytrace ")
col2.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior))
col2.prop(mat.pov, "mirror_metallic")
class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
Maurice Raybaud
committed
bl_label = "POV-Ray Absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
Bastien Montagne
committed
self.layout.prop(mat.pov, "interior_fade_color", text="")
def draw(self, context):
layout = self.layout
mat = context.material
Maurice Raybaud
committed
# layout.active = mat.pov.interior_fade_color
if mat.pov.interior_fade_color != (0.0, 0.0, 0.0):
layout.label(text="Raytrace transparency")
layout.label(text="depth max Limit needs")
layout.label(text="to be non zero to fade")
pass
class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Caustics"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
Maurice Raybaud
committed
if mat.pov.caustics_enable:
self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER_SEL" )
else:
self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER" )
def draw(self, context):
layout = self.layout
mat = context.material
Bastien Montagne
committed
layout.active = mat.pov.caustics_enable
Maurice Raybaud
committed
col = layout.column()
Bastien Montagne
committed
if mat.pov.caustics_enable:
Maurice Raybaud
committed
col.prop(mat.pov, "refraction_caustics")
if mat.pov.refraction_caustics:
col.prop(mat.pov, "refraction_type", text="")
Maurice Raybaud
committed
if mat.pov.refraction_type == "1":
col.prop(mat.pov, "fake_caustics_power", slider=True)
elif mat.pov.refraction_type == "2":
col.prop(mat.pov, "photons_dispersion", slider=True)
col.prop(mat.pov, "photons_dispersion_samples", slider=True)
Bastien Montagne
committed
col.prop(mat.pov, "photons_reflection")
Maurice Raybaud
committed
if not mat.pov.refraction_caustics and not mat.pov.photons_reflection:
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Caustics override is on, ")
col.label(text="but you didn't chose any !")
Maurice Raybaud
committed
class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Custom POV Code"
Campbell Barton
committed
COMPAT_ENGINES = {'POVRAY_RENDER'}
Maurice Raybaud
committed
Maurice Raybaud
committed
def draw(self, context):
layout = self.layout
mat = context.material
Maurice Raybaud
committed
col.label(text="Replace properties with:")
Bastien Montagne
committed
col.prop(mat.pov, "replacement_text", text="")
Maurice Raybaud
committed
class TEXTURE_PT_povray_type(TextureButtonsPanel, bpy.types.Panel):
bl_label = "POV-ray Textures"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
Maurice Raybaud
committed
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split(percentage=0.2)
split.label(text="POV:")
split.prop(tex.pov, "tex_pattern_type", text="")
class TEXTURE_PT_povray_preview(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
if not hasattr(context, "texture_slot"):
return False
tex=context.texture
mat=context.material
return (tex and (tex.pov.tex_pattern_type != 'emulator') and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
layout = self.layout
# if idblock:
# layout.template_preview(tex, parent=idblock, slot=slot)
if tex.pov.tex_pattern_type != 'emulator':
layout.operator("tex.preview_update")
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_povray_parameters(TextureButtonsPanel, bpy.types.Panel):
bl_label = "POV-ray Pattern Options"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
mat = context.material
layout = self.layout
tex = context.texture
align=True
if tex is not None and tex.pov.tex_pattern_type != 'emulator':
if tex.pov.tex_pattern_type == 'agate':
layout.prop(tex.pov, "modifier_turbulence", text="Agate Turbulence")
if tex.pov.tex_pattern_type in {'spiral1', 'spiral2'}:
layout.prop(tex.pov, "modifier_numbers", text="Number of arms")
if tex.pov.tex_pattern_type == 'tiling':
layout.prop(tex.pov, "modifier_numbers", text="Pattern number")
if tex.pov.tex_pattern_type == 'magnet':
layout.prop(tex.pov, "magnet_style", text="Magnet style")
if tex.pov.tex_pattern_type == 'quilted':
row = layout.row(align=align)
row.prop(tex.pov, "modifier_control0", text="Control0")
row.prop(tex.pov, "modifier_control1", text="Control1")
if tex.pov.tex_pattern_type == 'brick':
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "brick_size_x", text="Brick size X")
row.prop(tex.pov, "brick_size_y", text="Brick size Y")
row=col.row()
row.prop(tex.pov, "brick_size_z", text="Brick size Z")
row.prop(tex.pov, "brick_mortar", text="Brick mortar")
if tex.pov.tex_pattern_type in {'julia','mandel','magnet'}:
col = layout.column(align=align)
if tex.pov.tex_pattern_type == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
if tex.pov.tex_pattern_type == 'magnet' and tex.pov.magnet_style == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
row=col.row()
if tex.pov.tex_pattern_type in {'julia','mandel'}:
row.prop(tex.pov, "f_exponent", text="Exponent")
if tex.pov.tex_pattern_type == 'magnet':
row.prop(tex.pov, "magnet_type", text="Type")
row.prop(tex.pov, "f_iter", text="Iterations")
row=col.row()
row.prop(tex.pov, "f_ior", text="Interior")
row.prop(tex.pov, "f_ior_fac", text="Factor I")
row=col.row()
row.prop(tex.pov, "f_eor", text="Exterior")
row.prop(tex.pov, "f_eor_fac", text="Factor E")
if tex.pov.tex_pattern_type == 'gradient':
layout.label(text="Gradient orientation:")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "grad_orient_x", text="X")
column_flow.prop(tex.pov, "grad_orient_y", text="Y")
column_flow.prop(tex.pov, "grad_orient_z", text="Z")
if tex.pov.tex_pattern_type == 'pavement':
layout.prop(tex.pov, "pave_sides", text="Pavement:number of sides")
col = layout.column(align=align)
column_flow = col.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "pave_tiles", text="Tiles")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_35", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_22", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_7", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_5", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_4", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_2", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6:
column_flow.label(text="!!! 5 tiles!")
column_flow.prop(tex.pov, "pave_form", text="Form")
if tex.pov.tex_pattern_type == 'function':
layout.prop(tex.pov, "func_list", text="Functions")
if tex.pov.tex_pattern_type == 'function' and tex.pov.func_list != "NONE":
func = None
if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}:
func = 0
if tex.pov.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle",
"f_cushion","f_devils_curve","f_enneper","f_glob",
"f_heart","f_hex_x","f_hex_y","f_hunt_surface",
"f_klein_bottle","f_kummer_surface_v1",
"f_lemniscate_of_gerono","f_mitre","f_nodal_cubic",
"f_noise_generator","f_odd","f_paraboloid","f_pillow",
"f_piriform","f_quantum","f_quartic_paraboloid",
"f_quartic_saddle","f_sphere","f_steiners_roman",