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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 #####
Maurice Raybaud
committed
import sys #really import here and in render.py?
import os #really import here and in render.py?
from os.path import isfile
from bl_operators.presets import AddPresetBase
from bpy.utils import register_class, unregister_class
from bpy.types import (
Operator,
Panel,
# Brush,
Material,
Light,
World,
ParticleSettings,
FreestyleLineStyle
# Example of wrapping every class 'as is'
from bl_ui import properties_output
for member in dir(properties_output):
subclass = getattr(properties_output, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY')
except:
pass
del properties_output
from bl_ui import properties_view_layer
for member in dir(properties_view_layer):
subclass = getattr(properties_view_layer, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY')
except:
pass
del properties_view_layer
#DEPRECATED#properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
#DEPRECATED#properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
#DEPRECATED#properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
# Example of wrapping every class 'as is'
from bl_ui.properties_texture import context_tex_datablock
from bl_ui.properties_texture import texture_filter_common
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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# Physics Main wrapping every class 'as is'
from bl_ui import properties_physics_common
for member in dir(properties_physics_common):
subclass = getattr(properties_physics_common, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_common
# Physics Rigid Bodies wrapping every class 'as is'
from bl_ui import properties_physics_rigidbody
for member in dir(properties_physics_rigidbody):
subclass = getattr(properties_physics_rigidbody, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_rigidbody
# Physics Rigid Body Constraint wrapping every class 'as is'
from bl_ui import properties_physics_rigidbody_constraint
for member in dir(properties_physics_rigidbody_constraint):
subclass = getattr(properties_physics_rigidbody_constraint, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_rigidbody_constraint
# Physics Smoke wrapping every class 'as is'
from bl_ui import properties_physics_smoke
for member in dir(properties_physics_smoke):
subclass = getattr(properties_physics_smoke, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_smoke
# Physics softbody wrapping every class 'as is'
from bl_ui import properties_physics_softbody
for member in dir(properties_physics_softbody):
subclass = getattr(properties_physics_softbody, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_softbody
# Physics Fluid wrapping every class 'as is'
from bl_ui import properties_physics_fluid
for member in dir(properties_physics_fluid):
subclass = getattr(properties_physics_fluid, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_fluid
# Physics Field wrapping every class 'as is'
from bl_ui import properties_physics_field
for member in dir(properties_physics_field):
subclass = getattr(properties_physics_field, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_field
# Physics Cloth wrapping every class 'as is'
from bl_ui import properties_physics_cloth
for member in dir(properties_physics_cloth):
subclass = getattr(properties_physics_cloth, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_cloth
# Physics Dynamic Paint wrapping every class 'as is'
from bl_ui import properties_physics_dynamicpaint
for member in dir(properties_physics_dynamicpaint):
subclass = getattr(properties_physics_dynamicpaint, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_dynamicpaint
# Example of wrapping every class 'as is'
from bl_ui import properties_data_modifier
for member in dir(properties_data_modifier):
subclass = getattr(properties_data_modifier, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_data_modifier
# Example of wrapping every class 'as is' except some
from bl_ui import properties_material
for member in dir(properties_material):
subclass = getattr(properties_material, member)
# mat=bpy.context.active_object.active_material
# if (mat and mat.pov.type == "SURFACE"
# and not (mat.pov.material_use_nodes or mat.use_nodes)):
# and (engine in cls.COMPAT_ENGINES)) if subclasses were sorted
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_material
from bl_ui import properties_data_camera
for member in dir(properties_data_camera):
subclass = getattr(properties_data_camera, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
from bl_ui import properties_particle as properties_particle
for member in dir(properties_particle): # add all "particle" panels from blender
subclass = getattr(properties_particle, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_particle
# Example of wrapping every class 'as is'
from bl_ui import properties_output
for member in dir(properties_output):
subclass = getattr(properties_output, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_output
class WORLD_MT_POV_presets(bpy.types.Menu):
bl_label = "World Presets"
preset_subdir = "pov/world"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class WORLD_OT_POV_add_preset(AddPresetBase, Operator):
'''Add a World Preset'''
bl_idname = "object.world_preset_add"
bl_label = "Add World Preset"
preset_menu = "WORLD_MT_POV_presets"
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# variable used for all preset values
preset_defines = [
"scene = bpy.context.scene"
]
# properties to store in the preset
preset_values = [
"scene.world.use_sky_blend",
"scene.world.horizon_color",
"scene.world.zenith_color",
"scene.world.ambient_color",
"scene.world.mist_settings.use_mist",
"scene.world.mist_settings.intensity",
"scene.world.mist_settings.depth",
"scene.world.mist_settings.start",
"scene.pov.media_enable",
"scene.pov.media_scattering_type",
"scene.pov.media_samples",
"scene.pov.media_diffusion_scale",
"scene.pov.media_diffusion_color",
"scene.pov.media_absorption_scale",
"scene.pov.media_absorption_color",
"scene.pov.media_eccentricity",
]
# where to store the preset
preset_subdir = "pov/world"
def check_material(mat):
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 simple_material(mat):
if (mat is not None) and (not mat.use_nodes):
return True
return False
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def check_add_mesh_extra_objects():
"""Test if Add mesh extra objects addon is activated
This addon is currently used to generate the proxy for POV parametric
surface which is almost the same priciple as its Math xyz surface
"""
if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
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return True
return False
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def locate_docpath():
"""POV can be installed with some include files.
Get their path as defined in user preferences or registry keys for
the user to be able to invoke them."""
addon_prefs = bpy.context.preferences.addons[__package__].preferences
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# Use the system preference if its set.
pov_documents = addon_prefs.docpath_povray
if pov_documents:
if os.path.exists(pov_documents):
return pov_documents
else:
print("User Preferences path to povray documents %r NOT FOUND, checking $PATH" % pov_documents)
# Windows Only
if sys.platform[:3] == "win":
import winreg
try:
win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER,
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win_docpath = winreg.QueryValueEx(win_reg_key, "DocPath")[0]
pov_documents = os.path.join(win_docpath, "Insert Menu")
if os.path.exists(pov_documents):
return pov_documents
except FileNotFoundError:
return""
# search the path all os's
pov_documents_default = "include"
os_path_ls = os.getenv("PATH").split(':') + [""]
for dir_name in os_path_ls:
pov_documents = os.path.join(dir_name, pov_documents_default)
if os.path.exists(pov_documents):
return pov_documents
return ""
"""Texture context type recreated as deprecated in blender 2.8"""
idblock = context.brush
if idblock and bpy.context.scene.texture_context == 'OTHER':
# idblock = bpy.context.active_object.active_material
idblock = bpy.context.scene.view_layers["View Layer"].objects.active.active_material
idblock = context.world
idblock = context.light
if idblock:
return idblock
if context.particle_system:
idblock = context.particle_system.settings
return idblock
idblock = context.line_style
if idblock:
return idblock
class RenderButtonsPanel():
"""Use this class to define buttons from the render tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (rd.engine in cls.COMPAT_ENGINES)
class ModifierButtonsPanel():
"""Use this class to define buttons from the modifier tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mods = context.object.modifiers
rd = context.scene.render
return mods and (rd.engine in cls.COMPAT_ENGINES)
"""Use this class to define buttons from the material tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mat = context.material
rd = context.scene.render
return mat and (rd.engine in cls.COMPAT_ENGINES)
class TextureButtonsPanel():
"""Use this class to define buttons from the texture tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
tex = context.texture
rd = context.scene.render
return tex and (rd.engine in cls.COMPAT_ENGINES)
# class TextureTypePanel(TextureButtonsPanel):
# @classmethod
# def poll(cls, context):
# tex = context.texture
# engine = context.scene.render.engine
# return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
"""Use this class to define buttons from the object tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
obj = context.object
rd = context.scene.render
return obj and (rd.engine in cls.COMPAT_ENGINES)
class CameraDataButtonsPanel():
"""Use this class to define buttons from the camera data tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
cam = context.camera
rd = context.scene.render
return cam and (rd.engine in cls.COMPAT_ENGINES)
class WorldButtonsPanel():
"""Use this class to define buttons from the world tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
wld = context.world
rd = context.scene.render
return wld and (rd.engine in cls.COMPAT_ENGINES)
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class TextButtonsPanel():
"""Use this class to define buttons from the side tab of
text window."""
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bl_space_type = 'TEXT_EDITOR'
bl_region_type = 'UI'
bl_label = "POV-Ray"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
text = context.space_data
rd = context.scene.render
return text and (rd.engine in cls.COMPAT_ENGINES)
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from bl_ui import properties_data_mesh
# These panels are kept
properties_data_mesh.DATA_PT_custom_props_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_mesh.DATA_PT_context_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
## make some native panels contextual to some object variable
## by recreating custom panels inheriting their properties
class PovDataButtonsPanel(properties_data_mesh.MeshButtonsPanel):
"""Use this class to define buttons from the edit data tab of
properties window."""
COMPAT_ENGINES = {'POVRAY_RENDER'}
POV_OBJECT_TYPES = {'PLANE', 'BOX', 'SPHERE', 'CYLINDER', 'CONE', 'TORUS', 'BLOB',
'ISOSURFACE', 'SUPERELLIPSOID', 'SUPERTORUS', 'HEIGHT_FIELD',
'PARAMETRIC', 'POLYCIRCLE'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
# We use our parent class poll func too, avoids to re-define too much things...
return (super(PovDataButtonsPanel, cls).poll(context) and
obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES)
# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
# So we simply have to explicitly copy here the interesting bits. ;)
class DATA_PT_POV_normals(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_normals.bl_label
draw = properties_data_mesh.DATA_PT_normals.draw
class DATA_PT_POV_texture_space(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_texture_space.bl_label
bl_options = properties_data_mesh.DATA_PT_texture_space.bl_options
draw = properties_data_mesh.DATA_PT_texture_space.draw
class DATA_PT_POV_vertex_groups(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_vertex_groups.bl_label
draw = properties_data_mesh.DATA_PT_vertex_groups.draw
class DATA_PT_POV_shape_keys(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_shape_keys.bl_label
draw = properties_data_mesh.DATA_PT_shape_keys.draw
class DATA_PT_POV_uv_texture(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_uv_texture.bl_label
draw = properties_data_mesh.DATA_PT_uv_texture.draw
class DATA_PT_POV_vertex_colors(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_vertex_colors.bl_label
draw = properties_data_mesh.DATA_PT_vertex_colors.draw
class DATA_PT_POV_customdata(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_customdata.bl_label
bl_options = properties_data_mesh.DATA_PT_customdata.bl_options
draw = properties_data_mesh.DATA_PT_customdata.draw
################################################################################
# from bl_ui import properties_data_light
# for member in dir(properties_data_light):
# subclass = getattr(properties_data_light, member)
# try:
# subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# except:
# pass
# del properties_data_light
#########################LIGHTS################################
from bl_ui import properties_data_light
# These panels are kept
properties_data_light.DATA_PT_custom_props_light.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_light.DATA_PT_context_light.COMPAT_ENGINES.add('POVRAY_RENDER')
## make some native panels contextual to some object variable
## by recreating custom panels inheriting their properties
class PovLampButtonsPanel(properties_data_light.DataButtonsPanel):
"""Use this class to define buttons from the light data tab of
properties window."""
COMPAT_ENGINES = {'POVRAY_RENDER'}
POV_OBJECT_TYPES = {'RAINBOW'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
# We use our parent class poll func too, avoids to re-define too much things...
return (super(PovLampButtonsPanel, cls).poll(context) and
obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES)
# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
# So we simply have to explicitly copy here the interesting bits. ;)
class LIGHT_PT_POV_preview(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_preview.bl_label
draw = properties_data_light.DATA_PT_preview.draw
class LIGHT_PT_POV_light(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_light.bl_label
draw = properties_data_light.DATA_PT_light.draw
class LIGHT_MT_POV_presets(bpy.types.Menu):
"""Use this class to define preset menu for pov lights."""
bl_label = "Lamp Presets"
preset_subdir = "pov/lamp"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class LIGHT_OT_POV_add_preset(AddPresetBase, Operator):
"""Use this class to define pov world buttons."""
bl_idname = "object.light_preset_add"
bl_label = "Add Lamp Preset"
preset_menu = "LIGHT_MT_POV_presets"
# variable used for all preset values
preset_defines = [
"lightdata = bpy.context.object.data"
]
# properties to store in the preset
preset_values = [
]
# where to store the preset
preset_subdir = "pov/light"
def light_panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(LIGHT_MT_POV_presets.__name__, text=LIGHT_MT_POV_presets.bl_label)
row.operator(LIGHT_OT_POV_add_preset.bl_idname, text="", icon='ADD')
row.operator(LIGHT_OT_POV_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True
class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_sunsky.bl_label
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_sunsky.draw
class LIGHT_PT_POV_shadow(PovLampButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return lamp and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().prop(lamp, "shadow_method", expand=True)
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split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col.prop(lamp, "use_square")
col.prop(lamp, "show_cone")
col = split.column()
col.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP')
col.prop(lamp, "use_halo")
sub = col.column(align=True)
sub.active = lamp.use_halo
sub.prop(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.prop(lamp, "halo_step", text="Step")
if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form factor sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp.pov, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp.pov, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
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if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form factor sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
row = layout.row()
row.prop(lamp, "use_umbra")
row.prop(lamp, "use_dither")
row.prop(lamp, "use_jitter")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.label(text="Buffer Type:")
col.row().prop(lamp, "shadow_buffer_type", expand=True)
if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
split = layout.split()
col = split.column()
col.label(text="Filter Type:")
col.prop(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_soft", text="Soft")
sub.prop(lamp, "shadow_buffer_bias", text="Bias")
col = split.column()
col.label(text="Sample Buffers:")
col.prop(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_size", text="Size")
sub.prop(lamp, "shadow_buffer_samples", text="Samples")
if lamp.shadow_buffer_type == 'DEEP':
col.prop(lamp, "compression_threshold")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.prop(lamp, "shadow_buffer_bias", text="Bias")
split = layout.split()
col = split.column()
col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
sub = col.column()
sub.active = not lamp.use_auto_clip_start
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col = split.column()
col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
sub = col.column()
sub.active = not lamp.use_auto_clip_end
sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
'''
class LIGHT_PT_POV_area(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_area.bl_label
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_area.draw
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class LIGHT_PT_POV_spot(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_spot.bl_label
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_spot.draw
class LIGHT_PT_POV_falloff_curve(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_falloff_curve.bl_label
bl_options = properties_data_light.DATA_PT_falloff_curve.bl_options
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_falloff_curve.draw
class OBJECT_PT_POV_rainbow(PovLampButtonsPanel, Panel):
"""Use this class to define buttons from the rainbow panel of
properties window. inheriting lamp buttons panel class"""
bl_label = "POV-Ray Rainbow"
COMPAT_ENGINES = {'POVRAY_RENDER'}
#bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (obj and obj.pov.object_as == 'RAINBOW' and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'RAINBOW':
if obj.pov.unlock_parameters == False:
col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED')
col.label(text="Rainbow projection angle: " + str(obj.data.spot_size))
col.label(text="Rainbow width: " + str(obj.data.spot_blend))
col.label(text="Rainbow distance: " + str(obj.data.shadow_buffer_clip_start))
col.label(text="Rainbow arc angle: " + str(obj.pov.arc_angle))
col.label(text="Rainbow falloff angle: " + str(obj.pov.falloff_angle))
else:
col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED')
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator("pov.cone_update", text="Update",icon="MESH_CONE")
#col.label(text="Parameters:")
col.prop(obj.data, "spot_size", text="Rainbow Projection Angle")
col.prop(obj.data, "spot_blend", text="Rainbow width")
col.prop(obj.data, "shadow_buffer_clip_start", text="Visibility distance")
col.prop(obj.pov, "arc_angle")
col.prop(obj.pov, "falloff_angle")
###############################################################################
class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
"""Use this class to define pov world buttons."""
bl_label = "World"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world.pov
row = layout.row(align=True)
row.menu(WORLD_MT_POV_presets.__name__, text=WORLD_MT_POV_presets.bl_label)
row.operator(WORLD_OT_POV_add_preset.bl_idname, text="", icon='ADD')
row.operator(WORLD_OT_POV_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
#row = layout.row()
#row.prop(world, "exposure") #Re-implement later as a light multiplier
#row.prop(world, "color_range")
class WORLD_PT_POV_mist(WorldButtonsPanel, Panel):
"""Use this class to define pov mist buttons."""
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bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
col.prop(world.mist_settings, "start")
col = split.column()
col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
layout.prop(world.mist_settings, "falloff")
class RENDER_PT_POV_export_settings(RenderButtonsPanel, Panel):
"""Use this class to define pov ini settingss buttons."""
bl_label = "Start Options"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
if scene.pov.tempfiles_enable:
self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='AUTO')
else:
self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='CONSOLE')
def draw(self, context):
layout = self.layout
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layout.active = (scene.pov.max_trace_level != 0)
col = split.column()
col.label(text="Command line switches:")
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col.prop(scene.pov, "command_line_switches", text="")
layout.active = not scene.pov.tempfiles_enable
#if not scene.pov.tempfiles_enable:
split.prop(scene.pov, "deletefiles_enable", text="Delete files")
split.prop(scene.pov, "pov_editor", text="POV Editor")
col = layout.column()
col.prop(scene.pov, "scene_name", text="Name")
col.prop(scene.pov, "scene_path", text="Path to files")
#col.prop(scene.pov, "scene_path", text="Path to POV-file")
#col.prop(scene.pov, "renderimage_path", text="Path to image")
split = layout.split()
split.prop(scene.pov, "indentation_character", text="Indent")
if scene.pov.indentation_character == 'SPACE':
split.prop(scene.pov, "indentation_spaces", text="Spaces")
row = layout.row()
row.prop(scene.pov, "comments_enable", text="Comments")
row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
class RENDER_PT_POV_render_settings(RenderButtonsPanel, Panel):
"""Use this class to define pov render settings buttons."""
bl_label = "Global Settings"
bl_icon = 'SETTINGS'
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
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scene = context.scene
if scene.pov.global_settings_advanced:
self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='SETTINGS')
else:
self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='PREFERENCES')
def draw(self, context):
layout = self.layout
scene = context.scene
#layout.active = (scene.pov.max_trace_level != 0)
if sys.platform[:3] != "win":
layout.prop(scene.pov, "sdl_window_enable", text="POV-Ray SDL Window")
col.label(text="Main Path Tracing:")
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col.prop(scene.pov, "max_trace_level", text="Ray Depth")
layout.active = scene.pov.global_settings_advanced
layout.prop(scene.pov,"charset")
row = layout.row(align = align)
row.prop(scene.pov,"adc_bailout")
row = layout.row(align = align)
row.prop(scene.pov,"ambient_light")
row = layout.row(align = align)
row.prop(scene.pov,"irid_wavelength")
row.prop(scene.pov,"max_intersections")
row.prop(scene.pov,"number_of_waves")
row = layout.row(align = align)
row.prop(scene.pov,"noise_generator")
split = layout.split()
split.label(text="Shading:")
split = layout.split()
row = split.row(align = align)
row.prop(scene.pov, "use_shadows")
class RENDER_PT_POV_photons(RenderButtonsPanel, Panel):
"""Use this class to define pov photons buttons."""
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bl_label = "Photons"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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# def draw_header(self, context):
# self.layout.label(icon='SETTINGS')
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def draw_header(self, context):
scene = context.scene
if scene.pov.photon_enable:
self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER_ACT')
else:
self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER')
def draw(self, context):
scene = context.scene
layout = self.layout
layout.active = scene.pov.photon_enable
col = layout.column()
#col.label(text="Global Photons:")
col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
split = layout.split()
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col = split.column()
col.prop(scene.pov, "photon_spacing", text="Spacing")
col.prop(scene.pov, "photon_gather_min")
col = split.column()
col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
col.prop(scene.pov, "photon_gather_max")
box = layout.box()
box.label(text='Photon Map File:')
row = box.row()
row.prop(scene.pov, "photon_map_file_save_load",expand = True)
if scene.pov.photon_map_file_save_load in {'save'}:
box.prop(scene.pov, "photon_map_dir")
box.prop(scene.pov, "photon_map_filename")
if scene.pov.photon_map_file_save_load in {'load'}:
box.prop(scene.pov, "photon_map_file")
#end main photons
class RENDER_PT_POV_antialias(RenderButtonsPanel, Panel):
"""Use this class to define pov antialiasing buttons."""
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
prefs = bpy.context.preferences.addons[__package__].preferences
if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ERROR')
elif scene.pov.antialias_enable:
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ANTIALIASED')
else:
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ALIASED')
prefs = bpy.context.preferences.addons[__package__].preferences
layout = self.layout
scene = context.scene
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layout.active = scene.pov.antialias_enable
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row.prop(scene.pov, "antialias_method", text="")
if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Stochastic Anti Aliasing is")
col.label(text="Only Available with UberPOV")
col.label(text="Feature Set in User Preferences.")
col.label(text="Using Type 2 (recursive) instead")
row.prop(scene.pov, "jitter_enable", text="Jitter")
split = layout.split()
col = split.column()
col.prop(scene.pov, "antialias_depth", text="AA Depth")
sub = split.column()
sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
if scene.pov.jitter_enable:
sub.enabled = True
else:
sub.enabled = False
row = layout.row()
row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
if prefs.branch_feature_set_povray == 'uberpov':
row = layout.row()
row.prop(scene.pov, "antialias_confidence", text="AA Confidence")
if scene.pov.antialias_method == '2':
row.enabled = True
else:
row.enabled = False
class RENDER_PT_POV_radiosity(RenderButtonsPanel, Panel):
"""Use this class to define pov radiosity buttons."""
bl_label = "Diffuse Radiosity"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
if scene.pov.radio_enable:
self.layout.prop(scene.pov, "radio_enable", text="", icon='OUTLINER_OB_LIGHTPROBE')
self.layout.prop(scene.pov, "radio_enable", text="", icon='LIGHTPROBE_CUBEMAP')
def draw(self, context):
layout = self.layout
scene = context.scene
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layout.active = scene.pov.radio_enable
split = layout.split()
col = split.column()
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col.prop(scene.pov, "radio_count", text="Rays")
col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
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split.prop(scene.pov, "radio_error_bound", text="Error Bound")
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layout.prop(scene.pov, "radio_display_advanced")
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if scene.pov.radio_display_advanced:
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col.prop(scene.pov, "radio_adc_bailout", slider=True)
col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
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col.prop(scene.pov, "radio_gray_threshold", slider=True)
col.prop(scene.pov, "radio_pretrace_start", slider=True)
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col.prop(scene.pov, "radio_low_error_factor", slider=True)
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col.prop(scene.pov, "radio_brightness")
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col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse")
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col.prop(scene.pov, "radio_nearest_count")
col.prop(scene.pov, "radio_pretrace_end", slider=True)
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col = layout.column()
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col.prop(scene.pov, "radio_always_sample")
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col.prop(scene.pov, "radio_normal")
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col.prop(scene.pov, "radio_media")
col.prop(scene.pov, "radio_subsurface")
class POV_RADIOSITY_MT_presets(bpy.types.Menu):
"""Use this class to define pov radiosity presets menu."""
bl_label = "Radiosity Presets"
preset_subdir = "pov/radiosity"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class RENDER_OT_POV_radiosity_add_preset(AddPresetBase, Operator):
"""Use this class to define pov radiosity add presets button."""
'''Add a Radiosity Preset'''
bl_idname = "scene.radiosity_preset_add"
bl_label = "Add Radiosity Preset"
preset_menu = "POV_RADIOSITY_MT_presets"
# variable used for all preset values
preset_defines = [
"scene = bpy.context.scene"
]
# properties to store in the preset
preset_values = [
"scene.pov.radio_adc_bailout",
"scene.pov.radio_always_sample",
"scene.pov.radio_brightness",
"scene.pov.radio_count",
"scene.pov.radio_error_bound",
"scene.pov.radio_gray_threshold",
"scene.pov.radio_low_error_factor",
"scene.pov.radio_media",
"scene.pov.radio_subsurface",
"scene.pov.radio_minimum_reuse",
"scene.pov.radio_maximum_reuse",
"scene.pov.radio_nearest_count",
"scene.pov.radio_normal",
"scene.pov.radio_recursion_limit",
"scene.pov.radio_pretrace_start",
]
# where to store the preset
preset_subdir = "pov/radiosity"
# Draw into an existing panel
def rad_panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(POV_RADIOSITY_MT_presets.__name__, text=POV_RADIOSITY_MT_presets.bl_label)
row.operator(RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='ADD')
row.operator(RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='REMOVE').remove_active = True
class RENDER_PT_POV_media(WorldButtonsPanel, Panel):
"""Use this class to define a pov global atmospheric media buttons."""
bl_label = "Atmosphere Media"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
scene = context.scene
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self.layout.prop(scene.pov, "media_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
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layout.active = scene.pov.media_enable
col = layout.column()
col.prop(scene.pov, "media_scattering_type", text="")
col = layout.column()
col.prop(scene.pov, "media_samples", text="Samples")
col = split.column(align=True)
col.label(text="Scattering:")
col.prop(scene.pov, "media_diffusion_scale")
col.prop(scene.pov, "media_diffusion_color", text="")
col = split.column(align=True)
col.label(text="Absorption:")
col.prop(scene.pov, "media_absorption_scale")
col.prop(scene.pov, "media_absorption_color", text="")
if scene.pov.media_scattering_type == '5':
col = layout.column()
col.prop(scene.pov, "media_eccentricity", text="Eccentricity")
##class RENDER_PT_povray_baking(RenderButtonsPanel, Panel):
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## bl_label = "Baking"
## COMPAT_ENGINES = {'POVRAY_RENDER'}
##
## def draw_header(self, context):
## scene = context.scene
##
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## self.layout.prop(scene.pov, "baking_enable", text="")
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##
## def draw(self, context):
## layout = self.layout
##
## scene = context.scene
## rd = scene.render
##
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## layout.active = scene.pov.baking_enable
class MODIFIERS_PT_POV_modifiers(ModifierButtonsPanel, Panel):
"""Use this class to define pov modifier buttons. (For booleans)"""
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bl_label = "POV-Ray"
COMPAT_ENGINES = {'POVRAY_RENDER'}
#def draw_header(self, context):
#scene = context.scene
#self.layout.prop(scene.pov, "boolean_mod", text="")
def draw(self, context):
scene = context.scene
layout = self.layout
ob = context.object
mod = ob.modifiers
col = layout.column()
# Find Boolean Modifiers for displaying CSG option
onceCSG = 0
for mod in ob.modifiers:
if onceCSG == 0:
if mod :
if mod.type == 'BOOLEAN':
col.prop(ob.pov, "boolean_mod")
onceCSG = 1
split = layout.split()
col = layout.column()
# Inside Vector for CSG
col.prop(ob.pov, "inside_vector")
class MATERIAL_MT_POV_sss_presets(bpy.types.Menu):
"""Use this class to define pov sss preset menu."""
bl_label = "SSS Presets"
preset_subdir = "pov/material/sss"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class MATERIAL_OT_POV_sss_add_preset(AddPresetBase, Operator):
bl_idname = "material.sss_preset_add"
bl_label = "Add SSS Preset"
preset_menu = "MATERIAL_MT_POV_sss_presets"
# variable used for all preset values
preset_defines = [
"material = bpy.context.material"
]
# properties to store in the preset
preset_values = [
"material.pov_subsurface_scattering.radius",
"material.pov_subsurface_scattering.color",
]
# where to store the preset
preset_subdir = "pov/material/sss"
class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel):
"""Use this class to define pov sss buttons panel."""
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material #FORMERLY : #active_node_mat(context.material)
sss = mat.pov_subsurface_scattering
self.layout.active = (not mat.pov.use_shadeless)
self.layout.prop(sss, "use", text="")
def draw(self, context):
layout = self.layout
mat = context.material #FORMERLY : #active_node_mat(context.material)
sss = mat.pov_subsurface_scattering
layout.active = (sss.use) and (not mat.pov.use_shadeless)
row = layout.row().split()
sub = row.row(align=True).split(align=True, factor=0.75)
sub.menu(MATERIAL_MT_POV_sss_presets.__name__, text=MATERIAL_MT_POV_sss_presets.bl_label)
sub.operator(MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='ADD')
sub.operator(MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='REMOVE').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_POV_activate_node(MaterialButtonsPanel, Panel):
"""Use this class to define an activate pov nodes button."""
bl_label = "Activate Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw(self, context):
layout = self.layout
# layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# the above replaced with a context hook below:
layout.operator("WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE').data_path = \
"material.pov.material_use_nodes"
class MATERIAL_PT_POV_active_node(MaterialButtonsPanel, Panel):
"""Use this class to show pov active node properties buttons."""
bl_label = "Active Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and mat.pov.material_use_nodes
def draw(self, context):
layout = self.layout
mat = context.material
node_tree = mat.node_tree
if node_tree:
node = node_tree.nodes.active
if mat.use_nodes:
if node:
layout.prop(mat.pov,"material_active_node")
if node.bl_idname=="PovrayMaterialNode":
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
class MATERIAL_PT_POV_mirror(MaterialButtonsPanel, Panel):
"""Use this class to define standard material reflectivity (mirror) buttons."""
bl_label = "Mirror"
bl_options = {'DEFAULT_CLOSED'}
bl_idname = "MATERIAL_PT_POV_raytrace_mirror"
COMPAT_ENGINES = {'POVRAY_RENDER'}
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@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
raym = mat.pov_raytrace_mirror
self.layout.prop(raym, "use", text="")
def draw(self, context):
layout = self.layout
mat = context.material #Formerly : #mat = active_node_mat(context.material)
raym = mat.pov_raytrace_mirror
layout.active = raym.use
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(raym, "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.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_POV_transp(MaterialButtonsPanel, Panel):
"""Use this class to define pov material transparency (alpha) buttons."""
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bl_label = "Transparency"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.pov.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.pov, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = context.material#FORMERLY active_node_mat(context.material)
rayt = mat.pov_raytrace_transparency
if simple_material(base_mat):
row = layout.row()
row.active = mat.pov.use_transparency
row.prop(mat.pov, "transparency_method", expand=True)
split = layout.split()
split.active = base_mat.pov.use_transparency
col = split.column()
col.prop(mat.pov, "alpha")
row = col.row()
row.active = (base_mat.pov.transparency_method != 'MASK') and (not mat.pov.use_shadeless)
row.prop(mat.pov, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.pov.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.pov.transparency_method == 'RAYTRACE':
layout.separator()
split = layout.split()
split.active = base_mat.pov.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_POV_reflection(MaterialButtonsPanel, Panel):
"""Use this class to define more pov specific reflectivity buttons."""
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bl_label = "POV-Ray Reflection"
bl_parent_id = "MATERIAL_PT_POV_raytrace_mirror"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw(self, context):
layout = self.layout
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col = layout.column()
col.prop(mat.pov, "irid_enable")
if mat.pov.irid_enable:
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col.prop(mat.pov, "irid_amount", slider=True)
col.prop(mat.pov, "irid_thickness", slider=True)
col.prop(mat.pov, "irid_turbulence", slider=True)
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col.prop(mat.pov, "conserve_energy")
col2=col.split().column()
if not mat.pov_raytrace_mirror.use:
col2.label(text="Please Check Mirror settings :")
col2.active = mat.pov_raytrace_mirror.use
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col2.prop(mat.pov, "mirror_use_IOR")
if mat.pov.mirror_use_IOR:
col2.alignment = 'CENTER'
col2.label(text="The current Raytrace ")
col2.label(text="Transparency IOR is: " + str(mat.pov.ior))
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col2.prop(mat.pov, "mirror_metallic")
'''
#group some native Blender (SSS) and POV (Fade)settings under such a parent panel?
class MATERIAL_PT_POV_interior(MaterialButtonsPanel, Panel):
bl_label = "POV-Ray Interior"
bl_idname = "material.pov_interior"
#bl_parent_id = "material.absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
class MATERIAL_PT_POV_fade_color(MaterialButtonsPanel, Panel):
"""Use this class to define pov fading (absorption) color buttons."""
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bl_label = "POV-Ray Absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
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self.layout.prop(mat.pov, "interior_fade_color", text="")
def draw(self, context):
layout = self.layout
mat = context.material
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# layout.active = mat.pov.interior_fade_color
if mat.pov.interior_fade_color != (0.0, 0.0, 0.0):
layout.label(text="Raytrace transparency")
layout.label(text="depth max Limit needs")
layout.label(text="to be non zero to fade")
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pass
class MATERIAL_PT_POV_caustics(MaterialButtonsPanel, Panel):
"""Use this class to define pov caustics buttons."""
bl_label = "Caustics"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
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if mat.pov.caustics_enable:
self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER_SEL" )
else:
self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER" )
def draw(self, context):
layout = self.layout
mat = context.material
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layout.active = mat.pov.caustics_enable
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col = layout.column()
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if mat.pov.caustics_enable:
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col.prop(mat.pov, "refraction_caustics")
if mat.pov.refraction_caustics:
col.prop(mat.pov, "refraction_type", text="")
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if mat.pov.refraction_type == "1":
col.prop(mat.pov, "fake_caustics_power", slider=True)
elif mat.pov.refraction_type == "2":
col.prop(mat.pov, "photons_dispersion", slider=True)
col.prop(mat.pov, "photons_dispersion_samples", slider=True)
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col.prop(mat.pov, "photons_reflection")
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if not mat.pov.refraction_caustics and not mat.pov.photons_reflection:
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Caustics override is on, ")
col.label(text="but you didn't chose any !")
class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
"""Use this class to define Blender strand antialiasing buttons."""
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.pov.type in {'SURFACE', 'WIRE', 'HALO'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # don't use node material
tan = mat.strand
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "size_min", text="Minimum")
sub.prop(tan, "use_blender_units")
sub = col.column()
sub.active = (not mat.pov.use_shadeless)
sub.prop(tan, "use_tangent_shading")
col.prop(tan, "shape")
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(tan, "uv_layer", ob.data, "tessface_uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.pov.use_shadeless)
sub.label(text="Surface diffuse:")
sub = col.column()
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_POV_replacement_text(MaterialButtonsPanel, Panel):
"""Use this class to define pov custom code declared name field."""
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bl_label = "Custom POV Code"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw(self, context):
layout = self.layout
mat = context.material
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col.label(text="Replace properties with:")
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col.prop(mat.pov, "replacement_text", text="")
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class TEXTURE_MT_POV_specials(bpy.types.Menu):
"""Use this class to define pov texture slot operations buttons."""
bl_label = "Texture Specials"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class TEXTURE_UL_POV_texture_slots(bpy.types.UIList):
"""Use this class to show pov texture slots list.""" # used?
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
ob = data
slot = item
#ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
'''
class MATERIAL_TEXTURE_SLOTS_UL_List(UIList):
"""Texture Slots UIList."""
def draw_item(self, context, layout, material, item, icon, active_data,
material_texture_list_index, index):
material = context.material#.pov
active_data = material
#tex = context.texture #may be needed later?
# We could write some code to decide which icon to use here...
custom_icon = 'TEXTURE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.label(item.name, icon = custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class WORLD_TEXTURE_SLOTS_UL_List(UIList):
"""Use this class to show pov texture slots list.""" # XXX Not used yet
def draw_item(self, context, layout, world, item, icon, active_data,
active_texture_index, index):
world = context.world#.pov
active_data = world.pov
#tex = context.texture #may be needed later?
# We could write some code to decide which icon to use here...
custom_icon = 'TEXTURE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.label(item.name, icon = custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist(bpy.types.UIList):
"""Use this class to show pov texture slots list."""
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# texture_slots:
index: bpy.props.IntProperty(name='index')
#foo = random prop
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
ob = data
slot = item
#ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
"""Use this class to show pov texture context buttons."""
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
# if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")):
# return False
return ((context.material or
context.world or
context.light or
context.texture or
context.line_style or
isinstance(context.space_data.pin_id, ParticleSettings) or
context.texture_user) and
(engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
scene = context.scene
layout.prop(scene, "texture_context", expand=True)
if scene.texture_context == 'MATERIAL':
mat = context.scene.view_layers["View Layer"].objects.active.active_material
row = layout.row()
row.template_list("MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist", "", mat, "pov_texture_slots", mat.pov, "active_texture_index")
col = row.column(align=True)
col.operator("pov.textureslotadd",icon='ADD',text='')
col.operator("pov.textureslotremove",icon='REMOVE',text='')
col.separator()
if mat.pov_texture_slots:
index = mat.pov.active_texture_index
slot = mat.pov_texture_slots[index]
povtex = slot.name
tex = bpy.data.textures[povtex]
col.prop(tex,'use_fake_user',text = '')
layout.label(text='Find texture:')
layout.prop_search(slot,'texture_search',bpy.data,'textures',text='')
# else:
# for i in range(18): # length of material texture slots
# Commented out below is a reminder of what existed in Blender Internal
slot = getattr(context, "texture_slot", None)
node = getattr(context, "texture_node", None)
space = context.space_data
mtl = getattr(context, "material", None)
if mtl != None:
wld = getattr(context, "world", None)
if wld != None:
lgt = getattr(context, "light", None)
if lgt != None:
#idblock = context.particle_system.settings
tex = getattr(context, "texture", None)
if tex != None:
idblock = scene.pov#pov_context_tex_datablock(context)
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pin_id = space.pin_id
#spacedependant.use_limited_texture_context = True
if space.use_pin_id and not isinstance(pin_id, Texture):
idblock = id_tex_datablock(pin_id)
pin_id = None
if not space.use_pin_id:
layout.row().prop(spacedependant, "texture_context", expand=True)
pin_id = None
if spacedependant.texture_context == 'OTHER':
if not pin_id:
layout.template_texture_user()
user = context.texture_user
if user or pin_id:
layout.separator()
row = layout.row()
if pin_id:
row.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
row.template_ID(user, propname, new="texture.new")
if tex:
split = layout.split(factor=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
split.prop(tex, "type", text="")
return
tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER'))
if tex_collection:
pov = getattr(context, "pov", None)
active_texture_index = getattr(spacedependant, "active_texture_index", None)
print(active_texture_index)
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")
# row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
# world.texture_slots, world, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_POV_specials", icon='DOWNARROW_HLT', text="")
if tex_collection:
layout.template_ID(idblock, "active_texture", new="texture.new")
elif node:
layout.template_ID(node, "texture", new="texture.new")
elif idblock:
layout.template_ID(idblock, "texture", new="texture.new")
if pin_id:
layout.template_ID(space, "pin_id")
if tex:
split = layout.split(factor=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
"""Use this class to show pov color ramps."""
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bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
col = split.column()
col.label(text="RGB Multiply:")
sub = col.column(align=True)
sub.prop(tex, "factor_red", text="R")
sub.prop(tex, "factor_green", text="G")
sub.prop(tex, "factor_blue", text="B")
col = split.column()
col.label(text="Adjust:")
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
col = layout.column()
col.prop(tex, "use_clamp", text="Clamp")
# Texture Slot Panels #
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