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    # SPDX-License-Identifier: GPL-2.0-or-later
    
    """Declare shading properties exported to POV textures."""
    import bpy
    from bpy.utils import register_class, unregister_class
    from bpy.types import PropertyGroup
    from bpy.props import (
        StringProperty,
        BoolProperty,
        FloatProperty,
        PointerProperty,
    )
    
    
    class MaterialStrandSettings(PropertyGroup):
        """Declare strand properties controllable in UI and translated to POV."""
    
        bl_description = ("Strand settings for the material",)
    
        blend_distance: FloatProperty(
            name="Distance",
            description="Worldspace distance over which to blend in the surface normal",
            min=0.0,
            max=10.0,
            soft_min=0.0,
            soft_max=10.0,
            default=0.0,
            precision=3,
        )
    
        root_size: FloatProperty(
            name="Root",
            description="Start size of strands in pixels or Blender units",
            min=0.25,
            default=1.0,
            precision=5,
        )
    
        shape: FloatProperty(
            name="Shape",
            description="Positive values make strands rounder, negative ones make strands spiky",
            min=-0.9,
            max=0.9,
            default=0.0,
            precision=3,
        )
    
        size_min: FloatProperty(
            name="Minimum",
            description="Minimum size of strands in pixels",
            min=0.001,
            max=10.0,
            default=1.0,
            precision=3,
        )
    
        tip_size: FloatProperty(
            name="Tip",
            description="End size of strands in pixels or Blender units",
            min=0.0,
            default=1.0,
            precision=5,
        )
    
        use_blender_units: BoolProperty(
            name="Blender Units",
            description="Use Blender units for widths instead of pixels",
            default=False,
        )
    
        use_surface_diffuse: BoolProperty(
            name="Surface diffuse",
            description="Make diffuse shading more similar to shading the surface",
            default=False,
        )
    
        use_tangent_shading: BoolProperty(
            name="Tangent Shading",
            description="Use direction of strands as normal for tangent-shading",
            default=True,
        )
    
        uv_layer: StringProperty(
            name="UV Layer",
            # icon="GROUP_UVS",
            description="Name of UV map to override",
            default="",
        )
    
        width_fade: FloatProperty(
            name="Width Fade",
            description="Transparency along the width of the strand",
            min=0.0,
            max=2.0,
            default=0.0,
            precision=3,
        )
    
        # halo
    
        # Halo settings for the material
        # Type: MaterialHalo, (readonly, never None)
    
    
        # 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
    
        # 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’
    
        # roughness
    
        # Oren-Nayar Roughness
        # Type: float in [0, 3.14], default 0.0
    
        # shadow_buffer_bias
    
        # Factor to multiply shadow buffer bias with (0 is ignore)
        # Type: float in [0, 10], default 0.0
    
        # shadow_cast_alpha
    
        # Shadow casting alpha, in use for Irregular and Deep shadow buffer
        # Type: float in [0.001, 1], default 0.0
    
        # shadow_only_type
    
        # How to draw shadows
    
        # SHADOW_ONLY_OLD Shadow and Distance, Old shadow only method.
        # SHADOW_ONLY Shadow Only, Improved shadow only method.
        # SHADOW_ONLY_SHADED Shadow and Shading, Improved shadow only method which also renders lightless areas as shadows.
    
        # Type: enum in [‘SHADOW_ONLY_OLD’, ‘SHADOW_ONLY’, ‘SHADOW_ONLY_SHADED’], default ‘SHADOW_ONLY_OLD’
    
        # shadow_ray_bias
    
        # Shadow raytracing bias to prevent terminator problems on shadow boundary
        # Type: float in [0, 0.25], default 0.0
    
        # specular_color
    
        # Specular color of the material
        # Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
    
        # specular_hardness
    
        # How hard (sharp) the specular reflection is
        # Type: int in [1, 511], default 0
    
        # 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)
    
        # 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_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.pov.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.pov.specular_shader in {'COOKTORR', 'PHONG'}:
                    col.prop(mat, "specular_hardness", text="Hardness")
                elif mat.pov.specular_shader == 'BLINN':
    
                    row.prop(mat, "specular_hardness", text="Hardness")
                    row.prop(mat, "specular_ior", text="IOR")
                elif mat.pov.specular_shader == 'WARDISO':
                    col.prop(mat, "specular_slope", text="Slope")
                elif mat.pov.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")
    
    
        XXX remove unused props and relayout as done for transparent sky
    
    
        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.pov.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.pov.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.pov.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")
    
        """
    
    
    classes = (
        MaterialStrandSettings,
    )
    
    
    def register():
        for cls in classes:
            register_class(cls)
    
        bpy.types.Material.strand = PointerProperty(type=MaterialStrandSettings)
    
    
    def unregister():
        del bpy.types.Material.strand
    
        for cls in reversed(classes):
            unregister_class(cls)