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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
"author": "Campbell Barton, Silvio Falcinelli, Maurice Raybaud, "
"Constantin Rahn, Bastien Montagne, Leonid Desyatkov",
Jonathan Smith
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"location": "Render > Engine > POV-Ray 3.7",
"description": "Basic POV-Ray 3.7 integration for blender",
Campbell Barton
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"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Render/POV-Ray",
"category": "Render",
}
import importlib
importlib.reload(ui)
importlib.reload(render)
importlib.reload(update_files)
from bpy.utils import register_class, unregister_class
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#import addon_utils # To use some other addons
import nodeitems_utils #for Nodes
from nodeitems_utils import NodeCategory, NodeItem #for Nodes
from bpy.types import (
AddonPreferences,
PropertyGroup,
)
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
PointerProperty,
)
from . import (
ui,
render,
update_files,
)
CoDEmanX
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def string_strip_hyphen(name):
return name.replace("-", "")
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Bastien Montagne
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###############################################################################
# Scene POV properties.
###############################################################################
class RenderPovSettingsScene(PropertyGroup):
name="Enable SDL window",
description="Enable the SDL window in Linux OS",
default=True)
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name="Text Scene Name",
description="Name of POV-Ray scene to use. "
"Set when clicking Run to render current text only",
maxlen=1024)
description="Enable the OS-Tempfiles. Otherwise set the path where"
" to save the files",
name="POV-Ray editor",
description="Don't Close POV-Ray editor after rendering (Overridden"
description="Delete files after rendering. "
"Doesn't work with the image",
description="Name of POV-Ray scene to create. Empty name will use "
"the name of the blend file",
# Bug in POV-Ray RC3
# description="Path to directory where the exported scene "
description="Path to directory where the files are created",
maxlen=1024, subtype="DIR_PATH")
renderimage_path: StringProperty(
description="Full path to directory where the rendered image is "
"saved",
maxlen=1024, subtype="DIR_PATH")
description="Enable line breaks in lists (vectors and indices). "
"Disabled: lists are exported in one line",
# Not a real pov option, just to know if we should write
description="Enable POV-Rays radiosity calculation",
radio_display_advanced: BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False)
name="Enable Media",
description="Enable POV-Rays atmospheric media",
default=False)
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name="Samples",
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description="Number of samples taken from camera to first object "
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"encountered along ray path for media calculation",
min=1, max=100, default=35)
media_scattering_type: EnumProperty(
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name="Scattering Type",
description="Scattering model",
items=(('1', "1 Isotropic", "The simplest form of scattering because"
" it is independent of direction."),
('2', "2 Mie haze ", "For relatively small particles such as "
"minuscule water droplets of fog, cloud "
"particles, and particles responsible "
"for the polluted sky. In this model the"
" scattering is extremely directional in"
" the forward direction i.e. the amount "
"of scattered light is largest when the "
"incident light is anti-parallel to the "
"viewing direction (the light goes "
"directly to the viewer). It is smallest"
" when the incident light is parallel to"
" the viewing direction. "),
('3', "3 Mie murky", "Like haze but much more directional"),
('4', "4 Rayleigh", "For extremely small particles such as "
"molecules of the air. The amount of "
"scattered light depends on the incident"
" light angle. It is largest when the "
"incident light is parallel or "
"anti-parallel to the viewing direction "
"and smallest when the incident light is "
"perpendicular to viewing direction."),
('5', "5 Henyey-Greenstein", "The default eccentricity value "
"of zero defines isotropic "
"scattering while positive "
"values lead to scattering in "
"the direction of the light and "
"negative values lead to "
"scattering in the opposite "
"direction of the light. Larger "
"values of e (or smaller values "
"in the negative case) increase "
"the directional property of the"
media_diffusion_scale: FloatProperty(
name="Scale", description="Scale factor of Media Diffusion Color",
precision=12, step=0.00000001, min=0.000000001, max=1.0,
default=(1.0))
media_diffusion_color: FloatVectorProperty(
name="Media Diffusion Color", description="The atmospheric media color",
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precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.001),
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media_absorption_scale: FloatProperty(
name="Scale", description="Scale factor of Media Absorption Color. "
"use 1/depth of media volume in meters",
precision=12, step=0.000001, min=0.000000001, max=1.0,
default=(0.00002))
media_absorption_color: FloatVectorProperty(
name="Media Absorption Color", description="The atmospheric media absorption color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0),
options={'ANIMATABLE'},
media_eccentricity: FloatProperty(
name="Media Eccenticity Factor", description="Positive values lead"
" to scattering in the direction of the light and negative "
"values lead to scattering in the opposite direction of the "
"light. Larger values of e (or smaller values in the negative"
" case) increase the directional property of the scattering.",
precision=2, step=0.01, min=-1.0, max=1.0,
default=(0.0),
options={'ANIMATABLE'})
description="Enable POV-Rays texture baking",
indentation_character: EnumProperty(
name="Indentation",
description="Select the indentation type",
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items=(('NONE', "None", "No indentation"),
('TAB', "Tabs", "Indentation with tabs"),
('SPACE', "Spaces", "Indentation with spaces")),
default='SPACE')
name="Quantity of spaces",
description="The number of spaces for indentation",
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description="Add comments to pov file",
command_line_switches: StringProperty(
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name="Command Line Switches",
description="Command line switches consist of a + (plus) or - "
"(minus) sign, followed by one or more alphabetic "
"characters and possibly a numeric value",
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True)
description="AA-sampling method. Type 1 is an adaptive, "
"non-recursive, super-sampling method. Type 2 is an "
"adaptive and recursive super-sampling method. Type 3 "
"is a stochastic halton based super-sampling method",
items=(("0", "non-recursive AA", "Type 1 Sampling in POV-Ray"),
("1", "recursive AA", "Type 2 Sampling in POV-Ray"),
("2", "stochastic AA", "Type 3 Sampling in UberPOV")),
antialias_confidence: FloatProperty(
name="Antialias Confidence",
description="how surely the computed color "
"of a given pixel is indeed"
"within the threshold error margin",
min=0.0001, max=1.0000, default=0.9900, precision=4)
name="Antialias Depth", description="Depth of pixel for sampling",
min=1, max=9, default=3)
antialias_threshold: FloatProperty(
name="Antialias Threshold", description="Tolerance for sub-pixels",
min=0.0, max=1.0, soft_min=0.05, soft_max=0.5, default=0.03)
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name="Jitter",
description="Enable Jittering. Adds noise into the sampling "
"process (it should be avoided to use jitter in "
"animation)",
default=False)
name="Jitter Amount", description="Amount of jittering",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=1.0)
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name="Antialias Gamma",
description="POV-Ray compares gamma-adjusted values for super "
"sampling. Antialias Gamma sets the Gamma before "
"comparison",
min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)
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name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
adc_bailout_enable: BoolProperty(
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name="Enable",
description="",
default=False)
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name="ADC Bailout",
description="",
min=0.0, max=1000.0,default=0.00392156862745, precision=3)
ambient_light_enable: BoolProperty(
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name="Enable",
description="",
default=False)
ambient_light: FloatVectorProperty(
name="Ambient Light",
description="Ambient light is used to simulate the effect of inter-diffuse reflection",
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precision=4, step=0.01, min=0, soft_max=1,
default=(1, 1, 1), options={'ANIMATABLE'}, subtype='COLOR',
)
global_settings_advanced: BoolProperty(
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name="Advanced",
description="",
default=False)
irid_wavelength_enable: BoolProperty(
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name="Enable",
description="",
default=False)
irid_wavelength: FloatVectorProperty(
name="Irid Wavelength",
description=(
"Iridescence calculations depend upon the dominant "
"wavelengths of the primary colors of red, green and blue light"
),
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precision=4, step=0.01, min=0, soft_max=1,
default=(0.25,0.18,0.14), options={'ANIMATABLE'}, subtype='COLOR')
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name="Charset",
description="This allows you to specify the assumed character set of all text strings",
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items=(("ascii", "ASCII", ""),
("utf8", "UTF-8", ""),
("sys", "SYS", "")),
default="utf8")
max_intersections_enable: BoolProperty(
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name="Enable",
description="",
default=False)
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name="Max Intersections",
description="POV-Ray uses a set of internal stacks to collect ray/object intersection points",
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min=2, max=1024, default=64)
number_of_waves_enable: BoolProperty(
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name="Enable",
description="",
default=False)
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name="Number Waves",
description=(
"The waves and ripples patterns are generated by summing a series of waves, "
"each with a slightly different center and size"
),
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min=1, max=10, default=1000)
noise_generator_enable: BoolProperty(
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name="Enable",
description="",
default=False)
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name="Noise Generator",
description="There are three noise generators implemented",
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min=1, max=3, default=2)
########################### PHOTONS #######################################
name="Photons",
description="Enable global photons",
default=False)
photon_enable_count: BoolProperty(
name="Spacing / Count",
description="Enable count photons",
default=False)
name="Count",
description="Photons count",
min=1, max=100000000, default=20000)
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name="Spacing",
description="Average distance between photons on surfaces. half "
"this get four times as many surface photons",
min=0.001, max=1.000, default=0.005,
soft_min=0.001, soft_max=1.000, precision=3)
photon_max_trace_level: IntProperty(
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name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
photon_adc_bailout: FloatProperty(
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name="ADC Bailout",
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description="The adc_bailout for photons. Use adc_bailout = "
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"0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, default=0.1,
soft_min=0.0, soft_max=1.0, precision=3)
name="Gather Min", description="Minimum number of photons gathered"
"for each point",
name="Gather Max", description="Maximum number of photons gathered for each point",
min=1, max=256, default=100)
photon_map_file_save_load: EnumProperty(
name="Operation",
description="Load or Save photon map file",
items=(("NONE", "None", ""),
("save", "Save", ""),
("load", "Load", "")),
default="NONE")
photon_map_filename: StringProperty(
name="Filename",
description="",
maxlen=1024)
name="Directory",
description="",
maxlen=1024, subtype="DIR_PATH")
name="File",
description="",
maxlen=1024, subtype="FILE_PATH")
radio_adc_bailout: FloatProperty(
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name="ADC Bailout",
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description="The adc_bailout for radiosity rays. Use "
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"adc_bailout = 0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.0039, precision=4)
radio_always_sample: BoolProperty(
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name="Always Sample",
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description="Only use the data from the pretrace step and not gather "
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"any new samples during the final radiosity pass",
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default=False)
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name="Brightness",
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description="Amount objects are brightened before being returned "
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"upwards to the rest of the system",
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
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name="Ray Count",
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description="Number of rays for each new radiosity value to be calculated "
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"(halton sequence over 1600)",
radio_error_bound: FloatProperty(
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name="Error Bound",
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description="One of the two main speed/quality tuning values, "
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"lower values are more accurate",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
radio_gray_threshold: FloatProperty(
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name="Gray Threshold",
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description="One of the two main speed/quality tuning values, "
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"lower values are more accurate",
min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
radio_low_error_factor: FloatProperty(
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name="Low Error Factor",
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description="Just enough samples is slightly blotchy. Low error changes error "
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"tolerance for less critical last refining pass",
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min=0.000001, max=1.0, soft_min=0.000001, soft_max=1.0, default=0.5)
name="Media", description="Radiosity estimation can be affected by media",
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name="Subsurface", description="Radiosity estimation can be affected by Subsurface Light Transport",
default=False)
radio_minimum_reuse: FloatProperty(
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name="Minimum Reuse",
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description="Fraction of the screen width which sets the minimum radius of reuse "
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"for each sample point (At values higher than 2% expect errors)",
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min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015, precision=3)
radio_maximum_reuse: FloatProperty(
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name="Maximum Reuse",
description="The maximum reuse parameter works in conjunction with, and is similar to that of minimum reuse, "
"the only difference being that it is an upper bound rather than a lower one",
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min=0.0, max=1.0,default=0.2, precision=3)
radio_nearest_count: IntProperty(
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name="Nearest Count",
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description="Number of old ambient values blended together to "
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"create a new interpolated value",
name="Normals", description="Radiosity estimation can be affected by normals",
default=False)
radio_recursion_limit: IntProperty(
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name="Recursion Limit",
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description="how many recursion levels are used to calculate "
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"the diffuse inter-reflection",
min=1, max=20, default=1)
radio_pretrace_start: FloatProperty(
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name="Pretrace Start",
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description="Fraction of the screen width which sets the size of the "
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"blocks in the mosaic preview first pass",
min=0.01, max=1.00, soft_min=0.02, soft_max=1.0, default=0.08)
radio_pretrace_end: FloatProperty(
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name="Pretrace End",
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description="Fraction of the screen width which sets the size of the blocks "
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"in the mosaic preview last pass",
min=0.000925, max=1.00, soft_min=0.01, soft_max=1.00, default=0.04, precision=3)
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###############################################################################
# Material POV properties.
###############################################################################
class RenderPovSettingsMaterial(PropertyGroup):
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######################Begin Old Blender Internal Props#########################
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)
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, default=0.5, precision=3)
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=50)
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=0.5, 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 alpha buffer for transparent faces"),#TO DEPRECATE
("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"),
("WIRE", "Wire", "Render the edges of faces as wires (not supported in raytracing)"),#TO UPDATE > USE MACRO AND CHNGE DESCRIPTION
("VOLUME", "Volume", "Render object as a volume"),
("‘HALO’", "Halo", "Render object as halo particles")), #TO UPDATE > USE MACRO AND CHNGE DESCRIPTION
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", description="Use shader nodes to render the material",#Add Icon in UI or here? icon='NODES'
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")
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name="Iridescence coating",
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description="Newton's thin film interference (like an oil slick on a puddle of "
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"water or the rainbow hues of a soap bubble.)",
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description="Use same IOR as raytrace transparency to calculate mirror reflections. "
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"More physically correct",
name="Metallic Reflection",
description="mirror reflections get colored as diffuse (for metallic materials)",
default=False)
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description="Light transmitted is more correctly reduced by mirror reflections, "
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"also the sum of diffuse and translucency gets reduced below one ",
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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)
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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)
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(
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name="Interior Fade Color", description="Color of filtered attenuation for transparent "
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precision=4, step=0.01, min=0.0, soft_max=1.0,
default=(0, 0, 0), options={'ANIMATABLE'}, subtype='COLOR')
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description="use only fake refractive caustics (default) or photon based "
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"reflective/refractive caustics",
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name="Fake Caustics", description="use only (Fast) fake refractive caustics",
fake_caustics_power: FloatProperty(
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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 "
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"tighter, smaller simulated focal points",
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min=0.00, max=10.0, soft_min=0.00, soft_max=5.0, default=0.07)
refraction_caustics: BoolProperty(
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name="Refractive Caustics", description="hotspots of light focused when going through the material",
default=True)
photons_dispersion: FloatProperty(
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name="Chromatic Dispersion",
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description="Light passing through will be separated according to wavelength. "
"This ratio of refractive indices for violet to red controls how much "
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"the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
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min=1.0000, max=10.000, soft_min=1.0000, soft_max=1.1000, precision=4, default=1.0000)
photons_dispersion_samples: IntProperty(
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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)
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items=[
("1", "Fake Caustics", "use fake caustics"),
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("2", "Photons Caustics", "use photons for refractive caustics")],
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name="Refraction Type:",
description="use fake caustics (fast) or true photons for refractive Caustics",
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default="1")
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##################################CustomPOV Code############################
replacement_text: StringProperty(
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name="Declared name:",
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description="Type the declared name in custom POV code or an external "
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".inc it points at. texture {} expected",
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default="")
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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
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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
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)
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class MaterialRaytraceMirror(PropertyGroup):
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="Samples",
description="Number of cone samples averaged for blurry reflections",
min=0, max=1024, default=18)
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)
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):
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=-10.0, max=10.0,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)
# halo
# Halo settings for the material
# Type: MaterialHalo, (readonly, never None)
# alpha¶
# Alpha transparency of the material
# Type: float in [0, 1], default 0.0
# 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_alpha
# Alpha transparency for specular areas
# Type: float in [0, 1], 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
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# 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'})
"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)
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")
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_intensity", text="Intensity")
col.prop(mat, "specular_shader", text="")
col.prop(mat, "use_specular_ramp", text="Ramp")
if mat.specular_shader in {'COOKTORR', 'PHONG'}:
col.prop(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row.prop(mat, "specular_hardness", text="Hardness")
row.prop(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.prop(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row.prop(mat, "specular_toon_size", text="Size")
row.prop(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.separator()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.separator()
row = layout.row()
row.prop(mat, "specular_ramp_input", text="Input")
row.prop(mat, "specular_ramp_blend", text="Blend")
layout.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_shading(MaterialButtonsPanel, Panel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
if mat.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
sub = col.column()
sub.active = not mat.use_shadeless
sub.prop(mat, "emit")
sub.prop(mat, "ambient")
sub = col.column()
sub.prop(mat, "translucency")
col = split.column()
col.prop(mat, "use_shadeless")
sub = col.column()
sub.active = not mat.use_shadeless
sub.prop(mat, "use_tangent_shading")
sub.prop(mat, "use_cubic")
class MATERIAL_PT_transp(MaterialButtonsPanel, Panel):
bl_label = "Transparency"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
if simple_material(mat):
self.layout.prop(mat, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = active_node_mat(context.material)
rayt = mat.raytrace_transparency
if simple_material(base_mat):
row = layout.row()
row.active = mat.use_transparency
row.prop(mat, "transparency_method", expand=True)
split = layout.split()
split.active = base_mat.use_transparency
col = split.column()
col.prop(mat, "alpha")
row = col.row()
row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless)
row.prop(mat, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.use_shadeless)
col.prop(rayt, "fresnel")
sub = col.column()
sub.active = (rayt.fresnel > 0.0)
sub.prop(rayt, "fresnel_factor", text="Blend")
if base_mat.transparency_method == 'RAYTRACE':
layout.separator()
split = layout.split()
split.active = base_mat.use_transparency
col = split.column()
col.prop(rayt, "ior")
col.prop(rayt, "filter")
col.prop(rayt, "falloff")
col.prop(rayt, "depth_max")
col.prop(rayt, "depth")
col = split.column()
col.label(text="Gloss:")
col.prop(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.prop(rayt, "gloss_threshold", text="Threshold")
sub.prop(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_mirror(MaterialButtonsPanel, Panel):
bl_label = "Mirror"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
raym = active_node_mat(context.material).raytrace_mirror
self.layout.prop(raym, "use", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
raym = mat.raytrace_mirror
layout.active = raym.use
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(mat, "mirror_color", text="")
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = (raym.fresnel > 0.0)
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub = col.split(percentage=0.4)
sub.active = (raym.distance > 0.0)
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = (raym.gloss_factor < 1.0)
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Samples")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_sss(MaterialButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
self.layout.active = (not mat.use_shadeless)
self.layout.prop(sss, "use", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
sss = mat.subsurface_scattering
layout.active = (sss.use) and (not mat.use_shadeless)
row = layout.row().split()
sub = row.row(align=True).split(align=True, percentage=0.75)
sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
sub.operator("material.sss_preset_add", text="", icon='ZOOMIN')
sub.operator("material.sss_preset_add", text="", icon='ZOOMOUT').remove_active = True
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_threshold", text="Error")
class MATERIAL_PT_halo(MaterialButtonsPanel, Panel):
bl_label = "Halo"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # don't use node material
halo = mat.halo
def number_but(layout, toggle, number, name, color):
row = layout.row(align=True)
row.prop(halo, toggle, text="")
sub = row.column(align=True)
sub.active = getattr(halo, toggle)
sub.prop(halo, number, text=name, translate=False)
if not color == "":
sub.prop(mat, color, text="")
split = layout.split()
col = split.column()
col.prop(mat, "alpha")
col.prop(mat, "diffuse_color", text="")
col.prop(halo, "seed")
col = split.column()
col.prop(halo, "size")
col.prop(halo, "hardness")
col.prop(halo, "add")
layout.label(text="Options:")
split = layout.split()
col = split.column()
col.prop(halo, "use_texture")
col.prop(halo, "use_vertex_normal")
col.prop(halo, "use_extreme_alpha")
col.prop(halo, "use_shaded")
col.prop(halo, "use_soft")
col = split.column()
number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color")
number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color")
number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "")
class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
bl_label = "Flare"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
halo = context.material.halo
self.layout.prop(halo, "use_flare_mode", text="")
def draw(self, context):
layout = self.layout
mat = context.material # don't use node material
halo = mat.halo
layout.active = halo.use_flare_mode
split = layout.split()
col = split.column()
col.prop(halo, "flare_size", text="Size")
col.prop(halo, "flare_boost", text="Boost")
col.prop(halo, "flare_seed", text="Seed")
col = split.column()
col.prop(halo, "flare_subflare_count", text="Subflares")
col.prop(halo, "flare_subflare_size", text="Subsize")
'''
#######################End Old Blender Internal Props##########################
###############################################################################
# Povray Nodes
###############################################################################
class PovraySocketUniversal(bpy.types.NodeSocket):
bl_idname = 'PovraySocketUniversal'
bl_label = 'Povray Socket'
value_unlimited: bpy.props.FloatProperty(default=0.0)
value_0_1: bpy.props.FloatProperty(min=0.0,max=1.0,default=0.0)
value_0_10: bpy.props.FloatProperty(min=0.0,max=10.0,default=0.0)
value_000001_10: bpy.props.FloatProperty(min=0.000001,max=10.0,default=0.0)
value_1_9: bpy.props.IntProperty(min=1,max=9,default=1)
value_0_255: bpy.props.IntProperty(min=0,max=255,default=0)
percent: bpy.props.FloatProperty(min=0.0,max=100.0,default=0.0)
def draw(self, context, layout, node, text):
space = context.space_data
tree = space.edit_tree
links=tree.links
if self.is_linked:
value=[]
for link in links:
if link.from_node==node:
inps=link.to_node.inputs
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if inp.bl_idname=="PovraySocketFloat_0_1" and inp.is_linked:
prop="value_0_1"
if prop not in value:
value.append(prop)
if inp.bl_idname=="PovraySocketFloat_000001_10" and inp.is_linked:
prop="value_000001_10"
if prop not in value:
value.append(prop)
if inp.bl_idname=="PovraySocketFloat_0_10" and inp.is_linked:
prop="value_0_10"
if prop not in value:
value.append(prop)
if inp.bl_idname=="PovraySocketInt_1_9" and inp.is_linked:
prop="value_1_9"
if prop not in value:
value.append(prop)
if inp.bl_idname=="PovraySocketInt_0_255" and inp.is_linked:
prop="value_0_255"
if prop not in value:
value.append(prop)
if inp.bl_idname=="PovraySocketFloatUnlimited" and inp.is_linked:
prop="value_unlimited"
if prop not in value:
value.append(prop)
if len(value)==1:
layout.prop(self, "%s"%value[0], text=text)
else:
layout.prop(self, "percent", text="Percent")
else:
layout.prop(self, "percent", text=text)
def draw_color(self, context, node):
return (1, 0, 0, 1)
class PovraySocketFloat_0_1(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_0_1'
bl_label = 'Povray Socket'
default_value: bpy.props.FloatProperty(description="Input node Value_0_1",min=0,max=1,default=0)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
else:
layout.prop(self, "default_value", text=text, slider=True)
def draw_color(self, context, node):
return (0.5, 0.7, 0.7, 1)
class PovraySocketFloat_0_10(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_0_10'
bl_label = 'Povray Socket'
default_value: bpy.props.FloatProperty(description="Input node Value_0_10",min=0,max=10,default=0)
def draw(self, context, layout, node, text):
if node.bl_idname == 'ShaderNormalMapNode' and node.inputs[2].is_linked:
self.hide_value=True
if self.is_linked:
layout.label(text)
else:
layout.prop(self, "default_value", text=text, slider=True)
def draw_color(self, context, node):
return (0.65, 0.65, 0.65, 1)
class PovraySocketFloat_10(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_10'
bl_label = 'Povray Socket'
default_value: bpy.props.FloatProperty(description="Input node Value_10",min=-10,max=10,default=0)
def draw(self, context, layout, node, text):
if node.bl_idname == 'ShaderNormalMapNode' and node.inputs[2].is_linked:
self.hide_value=True
if self.is_linked:
layout.label(text)
else:
layout.prop(self, "default_value", text=text, slider=True)
def draw_color(self, context, node):
return (0.65, 0.65, 0.65, 1)
class PovraySocketFloatPositive(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloatPositive'
bl_label = 'Povray Socket'
default_value: bpy.props.FloatProperty(description="Input Node Value Positive", min=0.0, default=0)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
else:
layout.prop(self, "default_value", text=text, slider=True)
def draw_color(self, context, node):
return (0.045, 0.005, 0.136, 1)
class PovraySocketFloat_000001_10(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_000001_10'
bl_label = 'Povray Socket'
default_value: bpy.props.FloatProperty(min=0.000001,max=10,default=0.000001)
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text)
else:
layout.prop(self, "default_value", text=text, slider=True)
def draw_color(self, context, node):
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