Skip to content
Snippets Groups Projects
shading_properties.py 67.2 KiB
Newer Older
  • Learn to ignore specific revisions
  • Maurice Raybaud's avatar
    Maurice Raybaud committed
    # ##### 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 #####
    
    # <pep8 compliant>
    """Declare shading properties exported to POV textures."""
    import bpy
    from bpy.utils import register_class, unregister_class
    from bpy.types import PropertyGroup
    from bpy.props import (
        FloatVectorProperty,
        StringProperty,
        BoolProperty,
        IntProperty,
        FloatProperty,
        EnumProperty,
        PointerProperty,
    )
    
    
    def check_material(mat):
        """Check that material node tree is not empty if use node button is on"""
        if mat is not None:
            if mat.use_nodes:
                if not mat.node_tree:  # FORMERLY : #mat.active_node_material is not None:
                    return True
                return False
            return True
        return False
    
    
    def pov_context_tex_datablock(context):
        """Texture context type recreated as deprecated in blender 2.8"""
    
        idblock = context.brush
        if idblock and context.scene.texture_context == 'OTHER':
            return idblock
    
        # idblock = bpy.context.active_object.active_material
        idblock = context.view_layer.objects.active.active_material
        if idblock and context.scene.texture_context == 'MATERIAL':
            return idblock
    
        idblock = context.scene.world
        if idblock and context.scene.texture_context == 'WORLD':
            return idblock
    
        idblock = context.light
        if idblock and context.scene.texture_context == 'LIGHT':
            return idblock
    
        if context.particle_system and context.scene.texture_context == 'PARTICLES':
            idblock = context.particle_system.settings
    
        return idblock
    
        idblock = context.line_style
        if idblock and context.scene.texture_context == 'LINESTYLE':
            return idblock
    
    
    def active_texture_name_from_uilist(self, context):
        """Name created texture slots the same as created texture"""
        idblock = pov_context_tex_datablock(context)
        # mat = context.view_layer.objects.active.active_material
        if idblock is not None:
            index = idblock.pov.active_texture_index
            name = idblock.pov_texture_slots[index].name
            newname = idblock.pov_texture_slots[index].texture
            tex = bpy.data.textures[name]
            tex.name = newname
            idblock.pov_texture_slots[index].name = newname
    
    
    def active_texture_name_from_search(self, context):
        """Texture rolldown to change the data linked by an existing texture"""
        idblock = pov_context_tex_datablock(context)
        # mat = context.view_layer.objects.active.active_material
        if idblock is not None:
            index = idblock.pov.active_texture_index
            slot = idblock.pov_texture_slots[index]
            name = slot.texture_search
    
        try:
            # tex = bpy.data.textures[name]
            slot.name = name
            slot.texture = name
            # Switch paint brush to this texture so settings remain contextual
            # bpy.context.tool_settings.image_paint.brush.texture = tex
            # bpy.context.tool_settings.image_paint.brush.mask_texture = tex
        except BaseException as e:
            print(e.__doc__)
            print('An exception occurred: {}'.format(e))
            pass
    
    
    def brush_texture_update(self, context):
    
        """Brush texture rolldown must show active slot texture props"""
        idblock = pov_context_tex_datablock(context)
        if idblock is not None:
            # mat = context.view_layer.objects.active.active_material
            idblock = pov_context_tex_datablock(context)
            slot = idblock.pov_texture_slots[idblock.pov.active_texture_index]
            tex = slot.texture
    
            if tex:
                # Switch paint brush to active texture so slot and settings remain contextual
                bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[tex]
                bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[tex]
    
    
    class RenderPovSettingsMaterial(PropertyGroup):
        """Declare material level properties controllable in UI and translated to POV."""
    
    
        # --------------------------- Begin Old Blender Internal Props --------------------------- #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856
        # former Space properties from  removed Blender Internal
        use_limited_texture_context: BoolProperty(
            name="",
            description="Use the limited version of texture user (for ‘old shading’ mode)",
            default=True,
        )
        texture_context: EnumProperty(
            name="Texture context",
            description="Type of texture data to display and edit",
            items=(
                ("MATERIAL", "", "Show material textures", "MATERIAL", 0),  # "Show material textures"
                ("WORLD", "", "Show world textures", "WORLD", 1),  # "Show world textures"
                ("LAMP", "", "Show lamp textures", "LIGHT", 2),  # "Show lamp textures"
                (
                    "PARTICLES",
                    "",
                    "Show particles textures",
                    "PARTICLES",
                    3,
                ),  # "Show particles textures"
                (
                    "LINESTYLE",
                    "",
                    "Show linestyle textures",
                    "LINE_DATA",
                    4,
                ),  # "Show linestyle textures"
                (
                    "OTHER",
                    "",
                    "Show other data textures",
                    "TEXTURE_DATA",
                    5,
                ),  # "Show other data textures"
            ),
            default="MATERIAL",
        )
    
        active_texture_index: IntProperty(
            name="Index for texture_slots", default=0, update=brush_texture_update
        )
    
        transparency_method: EnumProperty(
            name="Specular Shader Model",
            description="Method to use for rendering transparency",
            items=(
                ("MASK", "Mask", "Mask the background"),
                ("Z_TRANSPARENCY", "Z Transparency", "Use alpha buffer for transparent faces"),
                ("RAYTRACE", "Raytrace", "Use raytracing for transparent refraction rendering"),
            ),
            default="MASK",
        )
    
        use_transparency: BoolProperty(
            name="Transparency", description="Render material as transparent", default=False
        )
    
        alpha: FloatProperty(
            name="Alpha",
            description="Alpha transparency of the material",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=1.0,
            precision=3,
        )
    
        specular_alpha: FloatProperty(
            name="Specular alpha",
            description="Alpha transparency for specular areas",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=1.0,
            precision=3,
        )
    
        ambient: FloatProperty(
            name="Ambient",
            description="Amount of global ambient color the material receives",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=1.0,
            precision=3,
        )
    
        diffuse_color: FloatVectorProperty(
            name="Diffuse color",
            description=("Diffuse color of the material"),
            precision=4,
            step=0.01,
            min=0,  # max=inf, soft_max=1,
            default=(0.6, 0.6, 0.6),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
    
        darkness: FloatProperty(
            name="Darkness",
            description="Minnaert darkness",
            min=0.0,
            max=2.0,
            soft_min=0.0,
            soft_max=2.0,
            default=1.0,
            precision=3,
        )
    
        diffuse_fresnel: FloatProperty(
            name="Diffuse fresnel",
            description="Power of Fresnel",
            min=0.0,
            max=5.0,
            soft_min=0.0,
            soft_max=5.0,
            default=1.0,
            precision=3,
        )
    
        diffuse_fresnel_factor: FloatProperty(
            name="Diffuse fresnel factor",
            description="Blending factor of Fresnel",
            min=0.0,
            max=5.0,
            soft_min=0.0,
            soft_max=5.0,
            default=0.5,
            precision=3,
        )
    
        diffuse_intensity: FloatProperty(
            name="Diffuse intensity",
            description="Amount of diffuse reflection multiplying color",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=0.8,
            precision=3,
        )
    
        diffuse_ramp_blend: EnumProperty(
            name="Diffuse ramp blend",
            description="Blending method of the ramp and the diffuse color",
            items=(
                ("MIX", "Mix", ""),
                ("ADD", "Add", ""),
                ("MULTIPLY", "Multiply", ""),
                ("SUBTRACT", "Subtract", ""),
                ("SCREEN", "Screen", ""),
                ("DIVIDE", "Divide", ""),
                ("DIFFERENCE", "Difference", ""),
                ("DARKEN", "Darken", ""),
                ("LIGHTEN", "Lighten", ""),
                ("OVERLAY", "Overlay", ""),
                ("DODGE", "Dodge", ""),
                ("BURN", "Burn", ""),
                ("HUE", "Hue", ""),
                ("SATURATION", "Saturation", ""),
                ("VALUE", "Value", ""),
                ("COLOR", "Color", ""),
                ("SOFT_LIGHT", "Soft light", ""),
                ("LINEAR_LIGHT", "Linear light", ""),
            ),
            default="MIX",
        )
    
        diffuse_ramp_factor: FloatProperty(
            name="Factor",
            description="Blending factor (also uses alpha in Colorband)",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=1.0,
            precision=3,
        )
    
        diffuse_ramp_input: EnumProperty(
            name="Input",
            description="How the ramp maps on the surface",
            items=(
                ("SHADER", "Shader", ""),
                ("ENERGY", "Energy", ""),
                ("NORMAL", "Normal", ""),
                ("RESULT", "Result", ""),
            ),
            default="SHADER",
        )
    
        diffuse_shader: EnumProperty(
            name="Diffuse Shader Model",
            description="How the ramp maps on the surface",
            items=(
                ("LAMBERT", "Lambert", "Use a Lambertian shader"),
                ("OREN_NAYAR", "Oren-Nayar", "Use an Oren-Nayar shader"),
                ("MINNAERT", "Minnaert", "Use a Minnaert shader"),
                ("FRESNEL", "Fresnel", "Use a Fresnel shader"),
            ),
            default="LAMBERT",
        )
    
        diffuse_toon_size: FloatProperty(
            name="Size",
            description="Size of diffuse toon area",
            min=0.0,
            max=3.14,
            soft_min=0.0,
            soft_max=3.14,
            default=0.5,
            precision=3,
        )
    
        diffuse_toon_smooth: FloatProperty(
            name="Smooth",
            description="Smoothness of diffuse toon area",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=0.1,
            precision=3,
        )
    
        emit: FloatProperty(
            name="Emit",
            description="Amount of light to emit",
            min=0.0,
            soft_min=0.0,  # max=inf, soft_max=inf,
            default=0.0,
            precision=3,
        )
    
        mirror_color: FloatVectorProperty(
            name="Mirror color",
            description=("Mirror color of the material"),
            precision=4,
            step=0.01,
            min=0,  # max=inf, soft_max=1,
            default=(0.6, 0.6, 0.6),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
    
        roughness: FloatProperty(
            name="Roughness",
            description="Oren-Nayar Roughness",
            min=0.0,
            max=3.14,
            soft_min=0.0,
            soft_max=3.14,
            precision=3,
            default=0.5,
        )
    
        halo: BoolProperty(name="Halo", description=" Halo settings for the material", default=False)
        # (was readonly in Blender2.79, never None)
    
        line_color: FloatVectorProperty(
            name="Line color",
            description=("Line color used for Freestyle line rendering"),
            precision=4,
            step=0.01,
            min=0,  # max=inf, soft_max=1,
            default=(0.0, 0.0, 0.0),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
    
        # diffuse_ramp:
        ## Color ramp used to affect diffuse shading
        ## Type:    ColorRamp, (readonly)
    
        # cr_node = bpy.data.materials['Material'].node_tree.nodes['ColorRamp']
        # layout.template_color_ramp(cr_node, "color_ramp", expand=True)
    
        # ou
    
        # class bpy.types.ColorRamp(bpy_struct)
    
        line_priority: IntProperty(
            name="Recursion Limit",
            description="The line color of a higher priority is used at material boundaries",
            min=0,
            max=32767,
            default=0,
        )
    
        specular_color: FloatVectorProperty(
            name="Specular color",
            description=("Specular color of the material "),
            precision=4,
            step=0.01,
            min=0,  # max=inf, soft_max=1,
            default=(1.0, 1.0, 1.0),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
    
        specular_hardness: IntProperty(
            name="Hardness",
            description="How hard (sharp) the specular reflection is",
            min=1,
            max=511,
            default=30,
        )
    
        specular_intensity: FloatProperty(
            name="Intensity",
            description="How intense (bright) the specular reflection is",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=0.1,
            precision=3,
        )
    
        specular_ior: FloatProperty(
            name="IOR",
            description="Specular index of refraction",
            min=-10.0,
            max=10.0,
            soft_min=0.0,
            soft_max=10.0,
            default=1.0,
            precision=3,
        )
    
        ior: FloatProperty(
            name="IOR",
            description="Index of refraction",
            min=-10.0,
            max=10.0,
            soft_min=0.0,
            soft_max=10.0,
            default=1.0,
            precision=3,
        )
    
        specular_shader: EnumProperty(
            name="Specular Shader Model",
            description="How the ramp maps on the surface",
            items=(
                ("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"),
            ),
            default="COOKTORR",
        )
    
        specular_slope: FloatProperty(
            name="Slope",
            description="The standard deviation of surface slope",
            min=0.0,
            max=0.4,
            soft_min=0.0,
            soft_max=0.4,
            default=0.1,
            precision=3,
        )
    
        specular_toon_size: FloatProperty(
            name="Size",
            description="Size of specular toon area",
            min=0.0,
            max=0.53,
            soft_min=0.0,
            soft_max=0.53,
            default=0.5,
            precision=3,
        )
    
        specular_toon_smooth: FloatProperty(
            name="Smooth",
            description="Smoothness of specular toon area",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=0.1,
            precision=3,
        )
    
        translucency: FloatProperty(
            name="Translucency",
            description="Amount of diffuse shading on the back side",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=0.0,
            precision=3,
        )
    
        transparency_method: EnumProperty(
            name="Specular Shader Model",
            description="Method to use for rendering transparency",
            items=(
                ("MASK", "Mask", "Mask the background"),
                ("Z_TRANSPARENCY", "Z Transparency", "Use an ior of 1 for transparent faces"),
                ("RAYTRACE", "Raytrace", "Use raytracing for transparent refraction rendering"),
            ),
            default="MASK",
        )
    
        type: EnumProperty(
            name="Type",
            description="Material type defining how the object is rendered",
            items=(
                ("SURFACE", "Surface", "Render object as a surface"),
                # TO UPDATE > USE wire MACRO AND CHANGE DESCRIPTION
                ("WIRE", "Wire", "Render the edges of faces as wires (not supported in raytracing)"),
                ("VOLUME", "Volume", "Render object as a volume"),
                # TO UPDATE > USE halo MACRO AND CHANGE DESCRIPTION
                ("HALO", "Halo", "Render object as halo particles"),
            ),
            default="SURFACE",
        )
    
        use_cast_shadows: BoolProperty(
            name="Cast", description="Allow this material to cast shadows", default=True
        )
    
        use_cast_shadows_only: BoolProperty(
            name="Cast Only",
            description="Make objects with this material "
            "appear invisible (not rendered), only "
            "casting shadows",
            default=False,
        )
    
        use_cubic: BoolProperty(
            name="Cubic Interpolation",
            description="Use cubic interpolation for diffuse " "values, for smoother transitions",
            default=False,
        )
    
        use_diffuse_ramp: BoolProperty(
            name="Ramp", description="Toggle diffuse ramp operations", default=False
        )
    
        use_light_group_exclusive: BoolProperty(
            name="Exclusive",
            description="Material uses the light group exclusively"
            "- these lamps are excluded from other "
            "scene lighting",
            default=False,
        )
    
        use_light_group_local: BoolProperty(
            name="Local",
            description="When linked in, material uses local light" " group with the same name",
            default=False,
        )
    
        use_mist: BoolProperty(
            name="Use Mist",
            description="Use mist with this material " "(in world settings)",
            default=True,
        )
    
        use_nodes: BoolProperty(
            name="Nodes",
            # Add Icon in UI or here? icon='NODES'
            description="Use shader nodes to render the material",
            default=False,
        )
    
        use_object_color: BoolProperty(
            name="Object Color",
            description="Modulate the result with a per-object color",
            default=False,
        )
    
        use_only_shadow: BoolProperty(
            name="Shadows Only",
            description="Render shadows as the material’s alpha "
            "value, making the material transparent "
            "except for shadowed areas",
            default=False,
        )
    
        use_shadeless: BoolProperty(
            name="Shadeless",
            description="Make this material insensitive to " "light or shadow",
            default=False,
        )
    
        use_shadows: BoolProperty(
            name="Receive", description="Allow this material to receive shadows", default=True
        )
    
        use_sky: BoolProperty(
            name="Sky",
            description="Render this material with zero alpha, "
            "with sky background in place (scanline only)",
            default=False,
        )
    
        use_specular_ramp: BoolProperty(
            name="Ramp", description="Toggle specular ramp operations", default=False
        )
    
        use_tangent_shading: BoolProperty(
            name="Tangent Shading",
            description="Use the material’s tangent vector instead"
            "of the normal for shading - for "
            "anisotropic shading effects",
            default=False,
        )
    
        use_transparent_shadows: BoolProperty(
            name="Receive Transparent",
            description="Allow this object to receive transparent " "shadows cast through other object",
            default=False,
        )  # linked to fake caustics
    
        use_vertex_color_light: BoolProperty(
            name="Vertex Color Light",
            description="Add vertex colors as additional lighting",
            default=False,
        )
    
        use_vertex_color_paint: BoolProperty(
            name="Vertex Color Paint",
            description="Replace object base color with vertex "
            "colors (multiply with ‘texture face’ "
            "face assigned textures)",
            default=False,
        )
    
        specular_ramp_blend: EnumProperty(
            name="Specular ramp blend",
            description="Blending method of the ramp and the specular color",
            items=(
                ("MIX", "Mix", ""),
                ("ADD", "Add", ""),
                ("MULTIPLY", "Multiply", ""),
                ("SUBTRACT", "Subtract", ""),
                ("SCREEN", "Screen", ""),
                ("DIVIDE", "Divide", ""),
                ("DIFFERENCE", "Difference", ""),
                ("DARKEN", "Darken", ""),
                ("LIGHTEN", "Lighten", ""),
                ("OVERLAY", "Overlay", ""),
                ("DODGE", "Dodge", ""),
                ("BURN", "Burn", ""),
                ("HUE", "Hue", ""),
                ("SATURATION", "Saturation", ""),
                ("VALUE", "Value", ""),
                ("COLOR", "Color", ""),
                ("SOFT_LIGHT", "Soft light", ""),
                ("LINEAR_LIGHT", "Linear light", ""),
            ),
            default="MIX",
        )
    
        specular_ramp_factor: FloatProperty(
            name="Factor",
            description="Blending factor (also uses alpha in Colorband)",
            min=0.0,
            max=1.0,
            soft_min=0.0,
            soft_max=1.0,
            default=1.0,
            precision=3,
        )
    
        specular_ramp_input: EnumProperty(
            name="Input",
            description="How the ramp maps on the surface",
            items=(
                ("SHADER", "Shader", ""),
                ("ENERGY", "Energy", ""),
                ("NORMAL", "Normal", ""),
                ("RESULT", "Result", ""),
            ),
            default="SHADER",
        )
    
        irid_enable: BoolProperty(
            name="Iridescence coating",
            description="Newton's thin film interference (like an oil slick on a puddle of "
            "water or the rainbow hues of a soap bubble.)",
            default=False,
        )
    
        mirror_use_IOR: BoolProperty(
            name="Correct Reflection",
            description="Use same IOR as raytrace transparency to calculate mirror reflections. "
            "More physically correct",
            default=False,
        )
    
        mirror_metallic: BoolProperty(
            name="Metallic Reflection",
            description="mirror reflections get colored as diffuse (for metallic materials)",
            default=False,
        )
    
        conserve_energy: BoolProperty(
            name="Conserve Energy",
            description="Light transmitted is more correctly reduced by mirror reflections, "
            "also the sum of diffuse and translucency gets reduced below one ",
            default=True,
        )
    
        irid_amount: FloatProperty(
            name="amount",
            description="Contribution of the iridescence effect to the overall surface color. "
            "As a rule of thumb keep to around 0.25 (25% contribution) or less, "
            "but experiment. If the surface is coming out too white, try lowering "
            "the diffuse and possibly the ambient values of the surface",
            min=0.0,
            max=1.0,
            soft_min=0.01,
            soft_max=1.0,
            default=0.25,
        )
    
        irid_thickness: FloatProperty(
            name="thickness",
            description="A very thin film will have a high frequency of color changes while a "
            "thick film will have large areas of color",
            min=0.0,
            max=1000.0,
            soft_min=0.1,
            soft_max=10.0,
            default=1,
        )
    
        irid_turbulence: FloatProperty(
            name="turbulence",
            description="This parameter varies the thickness",
            min=0.0,
            max=10.0,
            soft_min=0.000,
            soft_max=1.0,
            default=0,
        )
    
        interior_fade_color: FloatVectorProperty(
            name="Interior Fade Color",
            description="Color of filtered attenuation for transparent " "materials",
            precision=4,
            step=0.01,
            min=0.0,
            soft_max=1.0,
            default=(0, 0, 0),
            options={"ANIMATABLE"},
            subtype="COLOR",
        )
    
        caustics_enable: BoolProperty(
            name="Caustics",
            description="use only fake refractive caustics (default) or photon based "
            "reflective/refractive caustics",
            default=True,
        )
    
        fake_caustics: BoolProperty(
            name="Fake Caustics", description="use only (Fast) fake refractive caustics", default=True
        )
    
        fake_caustics_power: FloatProperty(
            name="Fake caustics power",
            description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. "
            "Low, non-zero values give broad hot-spots while higher values give "
            "tighter, smaller simulated focal points",
            min=0.00,
            max=10.0,
            soft_min=0.00,
            soft_max=5.0,
            default=0.15,
        )
    
        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,
        )
    
        photons_reflection: BoolProperty(
            name="Reflective Photon Caustics",
            description="Use this to make your Sauron's ring ;-P",
            default=False,
        )
    
        refraction_type: EnumProperty(
            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",
        )
    
    
        # ------------------------------ CustomPOV Code ------------------------------ #
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
        replacement_text: StringProperty(
            name="Declared name:",
            description="Type the variable name as declared either directly inlined "
            "in your custom POV code from the text editor datablock (checked as a "
            "source to render in it's side property panel), or this declaration can be "
            "from an external .inc it points at. Here, name = texture {} expected",
            default="",
        )
    
        # NODES
    
        def use_material_nodes_callback(self, context):
            """Identify if node has been added and if it is used yet or default"""
    
            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 # XXX READONLY
                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
                    tree.nodes.active = tmap
            else:
                mat.use_nodes = False
    
        def use_texture_nodes_callback(self, context):
            """Identify texture nodes by filtering out output and composite ones"""
    
            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):
            """Synchronize active node with material before getting it"""
    
            items = []  # XXX comment out > remove?
            mat = context.material
            mat.node_tree.nodes  # XXX comment out > remove?
            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):
            mat = context.material
            nodes = mat.node_tree.nodes
    
            return [("%s" % node.name, "%s" % node.name, "") for node in nodes]
    
    Maurice Raybaud's avatar
    Maurice Raybaud committed
    
        def pigment_normal_callback(self, context):
            render = context.scene.pov.render  # XXX comment out > remove?
            items = [("pigment", "Pigment", ""), ("normal", "Normal", "")]
            # XXX Find any other such traces of hgpovray experiment > remove or deploy ?
            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
    
        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."""
    
        depth: IntProperty(
            name="Depth",
            description="Maximum allowed number of light inter-refractions",
            min=0,
            max=32767,
            default=2,
        )
    
        depth_max: FloatProperty(
            name="Depth",
            description="Maximum depth for light to travel through the "
            "transparent material before becoming fully filtered (0.0 is disabled)",
            min=0,