Newer
Older
name="Warp Orientation",
description="Select the orientation of warp",
items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
default='y')
name="Waves type",
description="Select the type of waves",
items=(('ramp', "Ramp", ""), ('sine', "Sine", ""), ('scallop', "Scallop", ""),
('cubic', "Cubic", ""), ('poly', "Poly", ""), ('triangle', 'Triangle', "")),
name="Noise Generators",
description="Noise Generators",
name="Distance exponent",
description="Distance exponent",
min=0.0, max=100.0, default=1.0)
warp_tor_major_radius: FloatProperty(
name="Major radius",
description="Torus is distance from major radius",
warp_turbulence_x: FloatProperty(
name="Turbulence X",
description="Turbulence X",
min=0.0, max=5.0, default=0.0)
warp_turbulence_y: FloatProperty(
name="Turbulence Y",
description="Turbulence Y",
warp_turbulence_z: FloatProperty(
name="Turbulence Z",
description="Turbulence Z",
min=0.0, max=5.0, default=0.0)
name="Turbulence octaves",
description="Turbulence octaves",
name="Turbulence lambda",
description="Turbulence lambda",
min=0.0, max=5.0, default=1.00)
name="Turbulence omega",
description="Turbulence omega",
description="The phase value causes the map entries to be shifted so that the map "
"starts and ends at a different place",
min=0.0, max=2.0, default=0.0)
modifier_frequency: FloatProperty(
name="Frequency",
description="The frequency keyword adjusts the number of times that a color map "
"repeats over one cycle of a pattern",
modifier_turbulence: FloatProperty(
name="Turbulence",
description="Turbulence",
name="Numbers",
description="Numbers",
name="Control0",
description="Control0",
min=0, max=100, default=1)
name="Control1",
description="Control1",
min=0, max=100, default=1)
name="Brick size x",
description="",
name="Brick size y",
description="",
min=0.0000, max=1.0000, default=0.0525)
name="Brick size z",
description="",
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
name="Julia Complex 1",
description="",
min=0.000, max=1.500, default=0.360)
name="Julia Complex 2",
description="",
min=0.000, max=1.500, default=0.250)
name="Fractal Iteration",
description="",
min=0, max=100, default=20)
name="Fractal Exponent",
description="",
min=2, max=33, default=2)
name="Fractal Interior",
description="",
min=1, max=6, default=1)
name="Fractal Interior Factor",
description="",
min=0.0, max=10.0, default=1.0)
name="Fractal Exterior",
description="",
min=1, max=8, default=1)
name="Fractal Exterior Factor",
description="",
min=0.0, max=10.0, default=1.0)
name="Gradient orientation X",
description="",
min=0, max=1, default=0)
name="Gradient orientation Y",
description="",
min=0, max=1, default=1)
name="Gradient orientation Z",
description="",
min=0, max=1, default=0)
name="Pavement sides",
description="",
items=(('3', "3", ""), ('4', "4", ""), ('6', "6", "")),
default='3')
name="Pavement pattern 2",
description="maximum: 2",
min=1, max=2, default=2)
name="Pavement pattern 3",
description="maximum: 3",
min=1, max=3, default=3)
name="Pavement pattern 4",
description="maximum: 4",
min=1, max=4, default=4)
name="Pavement pattern 5",
description="maximum: 5",
min=1, max=5, default=5)
name="Pavement pattern 7",
description="maximum: 7",
min=1, max=7, default=7)
name="Pavement pattern 12",
description="maximum: 12",
min=1, max=12, default=12)
name="Pavement pattern 22",
description="maximum: 22",
min=1, max=22, default=22)
name="Pavement pattern 35",
description="maximum: 35",
min=1, max=35, default=35)
name="Pavement tiles",
description="If sides = 6, maximum tiles 5!!!",
min=1, max=6, default=1)
name="Pavement form",
description="",
#########FUNCTIONS#############################################################################
#########FUNCTIONS#############################################################################
name="Functions",
description="Select the function for create pattern",
items=(('NONE', "None", "No indentation"),
("f_algbr_cyl1","Algbr cyl1",""), ("f_algbr_cyl2","Algbr cyl2",""),
("f_algbr_cyl3","Algbr cyl3",""), ("f_algbr_cyl4","Algbr cyl4",""),
("f_bicorn","Bicorn",""), ("f_bifolia","Bifolia",""),
("f_blob","Blob",""), ("f_blob2","Blob2",""),
("f_boy_surface","Boy surface",""), ("f_comma","Comma",""),
("f_cross_ellipsoids","Cross ellipsoids",""),
("f_crossed_trough","Crossed trough",""), ("f_cubic_saddle","Cubic saddle",""),
("f_cushion","Cushion",""), ("f_devils_curve","Devils curve",""),
("f_devils_curve_2d","Devils curve 2d",""),
("f_dupin_cyclid","Dupin cyclid",""), ("f_ellipsoid","Ellipsoid",""),
("f_enneper","Enneper",""), ("f_flange_cover","Flange cover",""),
("f_folium_surface_2d","Folium surface 2d",""), ("f_glob","Glob",""),
("f_heart","Heart",""), ("f_helical_torus","Helical torus",""),
("f_helix1","Helix1",""), ("f_helix2","Helix2",""), ("f_hex_x","Hex x",""),
("f_hex_y","Hex y",""), ("f_hetero_mf","Hetero mf",""),
("f_hunt_surface","Hunt surface",""),
("f_hyperbolic_torus","Hyperbolic torus",""),
("f_isect_ellipsoids","Isect ellipsoids",""),
("f_kampyle_of_eudoxus","Kampyle of eudoxus",""),
("f_kampyle_of_eudoxus_2d","Kampyle of eudoxus 2d",""),
("f_klein_bottle","Klein bottle",""),
("f_kummer_surface_v1","Kummer surface v1",""),
("f_kummer_surface_v2","Kummer surface v2",""),
("f_lemniscate_of_gerono","Lemniscate of gerono",""),
("f_lemniscate_of_gerono_2d","Lemniscate of gerono 2d",""),
("f_mesh1","Mesh1",""), ("f_mitre","Mitre",""),
("f_nodal_cubic","Nodal cubic",""), ("f_noise3d","Noise3d",""),
("f_noise_generator","Noise generator",""), ("f_odd","Odd",""),
("f_ovals_of_cassini","Ovals of cassini",""), ("f_paraboloid","Paraboloid",""),
("f_parabolic_torus","Parabolic torus",""), ("f_ph","Ph",""),
("f_pillow","Pillow",""), ("f_piriform","Piriform",""),
("f_piriform_2d","Piriform 2d",""), ("f_poly4","Poly4",""),
("f_polytubes","Polytubes",""), ("f_quantum","Quantum",""),
("f_quartic_paraboloid","Quartic paraboloid",""),
("f_quartic_saddle","Quartic saddle",""),
("f_quartic_cylinder","Quartic cylinder",""), ("f_r","R",""),
("f_ridge","Ridge",""), ("f_ridged_mf","Ridged mf",""),
("f_rounded_box","Rounded box",""), ("f_sphere","Sphere",""),
("f_spikes","Spikes",""), ("f_spikes_2d","Spikes 2d",""),
("f_spiral","Spiral",""), ("f_steiners_roman","Steiners roman",""),
("f_strophoid","Strophoid",""), ("f_strophoid_2d","Strophoid 2d",""),
("f_superellipsoid","Superellipsoid",""), ("f_th","Th",""),
("f_torus","Torus",""), ("f_torus2","Torus2",""),
("f_torus_gumdrop","Torus gumdrop",""), ("f_umbrella","Umbrella",""),
("f_witch_of_agnesi","Witch of agnesi",""),
("f_witch_of_agnesi_2d","Witch of agnesi 2d","")),
default='NONE')
name="FX",
description="",
min=0.0, max=25.0, default=1.0)
name="Func plus x",
description="",
items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
default='NONE')
name="FY",
description="",
min=0.0, max=25.0, default=1.0)
name="Func plus y",
description="",
items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
default='NONE')
name="FZ",
description="",
min=0.0, max=25.0, default=1.0)
name="Func plus z",
description="",
items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
default='NONE')
name="P0",
description="",
min=0.0, max=25.0, default=1.0)
name="P1",
description="",
min=0.0, max=25.0, default=1.0)
name="P2",
description="",
min=0.0, max=25.0, default=1.0)
name="P3",
description="",
min=0.0, max=25.0, default=1.0)
name="P4",
description="",
min=0.0, max=25.0, default=1.0)
name="P5",
description="",
min=0.0, max=25.0, default=1.0)
name="P6",
description="",
min=0.0, max=25.0, default=1.0)
name="P7",
description="",
min=0.0, max=25.0, default=1.0)
name="P8",
description="",
min=0.0, max=25.0, default=1.0)
name="P9",
description="",
#########################################
name="Rotate X",
description="",
name="Rotate Y",
description="",
name="Rotate Z",
description="",
name="Move X",
description="",
name="Move Y",
description="",
name="Move Z",
description="",
name="Scale X",
description="",
name="Scale Y",
description="",
name="Scale Z",
description="",
min=0.0, max=10000.0, default=1.0)
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###############################################################################
# Object POV properties.
###############################################################################
class RenderPovSettingsObject(PropertyGroup):
# Pov inside_vector used for CSG
inside_vector: FloatVectorProperty(
name="CSG Inside Vector", description="Direction to shoot CSG inside test rays at",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.5),
options={'ANIMATABLE'},
subtype='XYZ')
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# Importance sampling
importance_value: FloatProperty(
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description="Priority value relative to other objects for sampling radiosity rays. "
"Increase to get more radiosity rays at comparatively small yet "
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"bright objects",
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min=0.01, max=1.00, default=0.50)
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# Collect photons
name="Receive Photon Caustics",
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description="Enable object to collect photons from other objects caustics. Turn "
"off for objects that don't really need to receive caustics (e.g. objects"
" that generate caustics often don't need to show any on themselves)",
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# Photons spacing_multiplier
spacing_multiplier: FloatProperty(
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name="Photons Spacing Multiplier",
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description="Multiplier value relative to global spacing of photons. "
"Decrease by half to get 4x more photons at surface of "
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"this object (or 8x media photons than specified in the globals",
min=0.01, max=1.00, default=1.00)
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##################################CustomPOV Code############################
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# Only DUMMIES below for now:
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 .inc "
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"it points at. Any POV shape expected e.g: isosurface {}",
default="")
#############POV-Ray specific object properties.############################
object_as: StringProperty(maxlen=1024)
imported_loc: FloatVectorProperty(
name="Imported Pov location",
default=(0.0, 0.0, 0.0))
imported_loc_cap: FloatVectorProperty(
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name="Imported Pov location",
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default=(0.0, 0.0, 2.0))
unlock_parameters: BoolProperty(name="Lock",default = False)
# not in UI yet but used for sor (lathe) / prism... pov primitives
name="Povray Shape Type",
items=(("birail", "Birail", ""),
("cairo", "Cairo", ""),
("lathe", "Lathe", ""),
("loft", "Loft", ""),
("prism", "Prism", ""),
("sphere_sweep", "Sphere Sweep", "")),
default="sphere_sweep")
name="Mesh Write As",
items=(("blobgrid", "Blob Grid", ""),
("grid", "Grid", ""),
("mesh", "Mesh", "")),
default="mesh")
name="IOR", description="IOR",
min=1.0, max=10.0,default=1.0)
# shape_as_light = StringProperty(name="Light",maxlen=1024)
# fake_caustics_power = FloatProperty(
# name="Power", description="Fake caustics power",
# min=0.0, max=10.0,default=0.0)
# target = BoolProperty(name="Target",description="",default=False)
# target_value = FloatProperty(
# name="Value", description="",
# min=0.0, max=1.0,default=1.0)
# refraction = BoolProperty(name="Refraction",description="",default=False)
# dispersion = BoolProperty(name="Dispersion",description="",default=False)
# dispersion_value = FloatProperty(
# name="Dispersion", description="Good values are 1.01 to 1.1. ",
# min=1.0, max=1.2,default=1.01)
# dispersion_samples = IntProperty(name="Samples",min=2, max=100,default=7)
# reflection = BoolProperty(name="Reflection",description="",default=False)
# pass_through = BoolProperty(name="Pass through",description="",default=False)
no_shadow: BoolProperty(name="No Shadow",default=False)
no_image: BoolProperty(name="No Image",default=False)
no_reflection: BoolProperty(name="No Reflection",default=False)
no_radiosity: BoolProperty(name="No Radiosity",default=False)
inverse: BoolProperty(name="Inverse",default=False)
sturm: BoolProperty(name="Sturm",default=False)
double_illuminate: BoolProperty(name="Double Illuminate",default=False)
hierarchy: BoolProperty(name="Hierarchy",default=False)
hollow: BoolProperty(name="Hollow",default=False)
name="Boundorclip",
items=(("none", "None", ""),
("bounded_by", "Bounded_by", ""),
("clipped_by", "Clipped_by", "")),
default="none")
boundorclipob: StringProperty(maxlen=1024)
addboundorclip: BoolProperty(description="",default=False)
blob_threshold: FloatProperty(name="Threshold",min=0.00, max=10.0, default=0.6)
blob_strength: FloatProperty(name="Strength",min=-10.00, max=10.0, default=1.00)
res_u: IntProperty(name="U",min=100, max=1000, default=500)
res_v: IntProperty(name="V",min=100, max=1000, default=500)
name="Contained by",
items=(("box", "Box", ""),
("sphere", "Sphere", "")),
default="box")
container_scale: FloatProperty(name="Container Scale",min=0.0, max=10.0, default=1.00)
threshold: FloatProperty(name="Threshold",min=0.0, max=10.0, default=0.00)
accuracy: FloatProperty(name="Accuracy",min=0.0001, max=0.1, default=0.001)
max_gradient: FloatProperty(name="Max Gradient",min=0.0, max=100.0, default=5.0)
all_intersections: BoolProperty(name="All Intersections",default=False)
max_trace: IntProperty(name="Max Trace",min=1, max=100,default=1)
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def prop_update_cylinder(self, context):
if bpy.ops.pov.cylinder_update.poll():
bpy.ops.pov.cylinder_update()
cylinder_radius: FloatProperty(name="Cylinder R",min=0.00, max=10.0, default=0.04, update=prop_update_cylinder)
cylinder_location_cap: FloatVectorProperty(
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name="Cylinder Cap Location", subtype='TRANSLATION',
description="The position of the 'other' end of the cylinder (relative to object location)",
default=(0.0, 0.0, 2.0), update=prop_update_cylinder,
)
imported_cyl_loc: FloatVectorProperty(
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name="Imported Pov location",
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default=(0.0, 0.0, 0.0))
imported_cyl_loc_cap: FloatVectorProperty(
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name="Imported Pov location",
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default=(0.0, 0.0, 2.0))
def prop_update_sphere(self, context):
bpy.ops.pov.sphere_update()
sphere_radius: FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5, update=prop_update_sphere)
def prop_update_cone(self, context):
bpy.ops.pov.cone_update()
cone_base_radius: FloatProperty(
name = "Base radius", description = "The first radius of the cone",
default = 1.0, min = 0.01, max = 100.0, update=prop_update_cone)
name = "Cap radius", description = "The second radius of the cone",
default = 0.3, min = 0.0, max = 100.0, update=prop_update_cone)
name = "Segments", description = "Radial segmentation of proxy mesh",
default = 16, min = 3, max = 265, update=prop_update_cone)
name = "Height", description = "Height of the cone",
default = 2.0, min = 0.01, max = 100.0, update=prop_update_cone)
cone_base_z: FloatProperty()
cone_cap_z: FloatProperty()
###########Parametric
def prop_update_parametric(self, context):
bpy.ops.pov.parametric_update()
u_min: FloatProperty(name = "U Min",
description = "",
default = 0.0, update=prop_update_parametric)
v_min: FloatProperty(name = "V Min",
description = "",
default = 0.0, update=prop_update_parametric)
u_max: FloatProperty(name = "U Max",
description = "",
default = 6.28, update=prop_update_parametric)
v_max: FloatProperty(name = "V Max",
description = "",
default = 12.57, update=prop_update_parametric)
maxlen=1024, default = "cos(v)*(1+cos(u))*sin(v/8)", update=prop_update_parametric)
maxlen=1024, default = "sin(u)*sin(v/8)+cos(v/8)*1.5", update=prop_update_parametric)
maxlen=1024, default = "sin(v)*(1+cos(u))*sin(v/8)", update=prop_update_parametric)
###########Torus
def prop_update_torus(self, context):
bpy.ops.pov.torus_update()
torus_major_segments: IntProperty(
name = "Segments", description = "Radial segmentation of proxy mesh",
default = 48, min = 3, max = 720, update=prop_update_torus)
torus_minor_segments: IntProperty(
name = "Segments", description = "Cross-section segmentation of proxy mesh",
default = 12, min = 3, max = 720, update=prop_update_torus)
torus_major_radius: FloatProperty(
name="Major radius",
description="Major radius",
min=0.00, max=100.00, default=1.0, update=prop_update_torus)
torus_minor_radius: FloatProperty(
name="Minor radius",
description="Minor radius",
min=0.00, max=100.00, default=0.25, update=prop_update_torus)
###########Rainbow
arc_angle: FloatProperty(name = "Arc angle",
description = "The angle of the raynbow arc in degrees",
default = 360, min = 0.01, max = 360.0)
falloff_angle: FloatProperty(name = "Falloff angle",
description = "The angle after which rainbow dissolves into background",
default = 360, min = 0.0, max = 360)
quality: IntProperty(name = "Quality",
description = "",
default = 100, min = 1, max = 100)
hf_filename: StringProperty(maxlen = 1024)
name="Gamma",
description="Gamma",
min=0.0001, max=20.0, default=1.0)
name="Premultiplied",
description="Premultiplied",
default=True)
name="Smooth",
description="Smooth",
default=False)
name="Water Level",
description="Wather Level",
min=0.00, max=1.00, default=0.0)
name="Hierarchy",
description="Height field hierarchy",
default=True)
##############Superellipsoid
def prop_update_superellipsoid(self, context):
bpy.ops.pov.superellipsoid_update()
name="Parameter 1",
description="",
min=0.00, max=10.0, default=0.04)
name="Parameter 2",
description="",
min=0.00, max=10.0, default=0.04)
se_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 20, min = 4, max = 265,
update=prop_update_superellipsoid)
se_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 20, min = 4, max = 265,
update=prop_update_superellipsoid)
se_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_superellipsoid)
se_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_superellipsoid)
se_edit: EnumProperty(items=[("NOTHING", "Nothing", ""),
("NGONS", "N-Gons", ""),
("TRIANGLES", "Triangles", "")],
name="Fill up and down",
description="",
default='TRIANGLES',
update=prop_update_superellipsoid)
#############Used for loft and Superellipsoid, etc.
name="Povray Shape Type",
items=(("birail", "Birail", ""),
("cairo", "Cairo", ""),
("lathe", "Lathe", ""),
("loft", "Loft", ""),
("prism", "Prism", ""),
("sphere_sweep", "Sphere Sweep", ""),
("sor", "Surface of Revolution", "")),
default="sphere_sweep")
#############Supertorus
def prop_update_supertorus(self, context):
bpy.ops.pov.supertorus_update()
name="Major radius",
description="Major radius",
min=0.00, max=100.00, default=1.0,
update=prop_update_supertorus)
name="Minor radius",
description="Minor radius",
min=0.00, max=100.00, default=0.25,
update=prop_update_supertorus)
name="Ring",
description="Ring manipulator",
min=0.0001, max=100.00, default=1.00,
update=prop_update_supertorus)
name="Cross",
description="Cross manipulator",
min=0.0001, max=100.00, default=1.00,
update=prop_update_supertorus)
name="Accuracy",
description="Supertorus accuracy",
min=0.00001, max=1.00, default=0.001)
name="Gradient",
description="Max gradient",
min=0.0001, max=100.00, default=10.00,
update=prop_update_supertorus)
st_R: FloatProperty(name = "big radius",
description = "The radius inside the tube",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_r: FloatProperty(name = "small radius",
description = "The radius of the tube",
default = 0.3, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 16, min = 3, max = 265,
update=prop_update_supertorus)
st_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 8, min = 3, max = 265,
update=prop_update_supertorus)
st_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
st_ie: BoolProperty(name = "Use Int.+Ext. radii",
description = "Use internal and external radii",
default = False,
update=prop_update_supertorus)
description="",
default=False,
options={'HIDDEN'},
update=prop_update_supertorus)
########################Loft
loft_n: IntProperty(name = "Segments",
description = "Vertical segments",
default = 16, min = 3, max = 720)
loft_rings_bottom: IntProperty(name = "Bottom",
description = "Bottom rings",
default = 5, min = 2, max = 100)
loft_rings_side: IntProperty(name = "Side",
description = "Side rings",
default = 10, min = 2, max = 100)
loft_thick: FloatProperty(name = "Thickness",
description = "Manipulates the shape of the Ring",
default = 0.3, min = 0.01, max = 1.0)
loft_r: FloatProperty(name = "Radius",
description = "Radius",
default = 1, min = 0.01, max = 10)
loft_height: FloatProperty(name = "Height",
description = "Manipulates the shape of the Ring",
prism_n: IntProperty(name = "Sides",
description = "Number of sides",
default = 5, min = 3, max = 720)
prism_r: FloatProperty(name = "Radius",
description = "Radius",
default = 1.0)
##################Isosurface
iso_function_text: StringProperty(name="Function Text",maxlen=1024)#,update=iso_props_update_callback)
##################PolygonToCircle
polytocircle_resolution: IntProperty(name = "Resolution",
description = "",
default = 3, min = 0, max = 256)
polytocircle_ngon: IntProperty(name = "NGon",
description = "",
min = 3, max = 64,default = 5)
polytocircle_ngonR: FloatProperty(name = "NGon Radius",
description = "",
default = 0.3)
polytocircle_circleR: FloatProperty(name = "Circle Radius",
description = "",
default = 1.0)
###############################################################################
# Modifiers POV properties.
###############################################################################
#class RenderPovSettingsModifier(PropertyGroup):
name="Operation",
description="Choose the type of calculation for Boolean modifier",
items=(("BMESH", "Use the BMesh Boolean Solver", ""),
("CARVE", "Use the Carve Boolean Solver", ""),
("POV", "Use Pov-Ray Constructive Solid Geometry", "")),
default="BMESH")
#################Avogadro
# filename_ext = ".png"
# filter_glob = StringProperty(
# default="*.exr;*.gif;*.hdr;*.iff;*.jpeg;*.jpg;*.pgm;*.png;*.pot;*.ppm;*.sys;*.tga;*.tiff;*.EXR;*.GIF;*.HDR;*.IFF;*.JPEG;*.JPG;*.PGM;*.PNG;*.POT;*.PPM;*.SYS;*.TGA;*.TIFF",
# options={'HIDDEN'},
# )
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###############################################################################
# Camera POV properties.
###############################################################################
class RenderPovSettingsCamera(PropertyGroup):
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name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
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# Aperture (Intensity of the Blur)
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description="Similar to a real camera's aperture effect over focal blur (though not "
"in physical units and independent of focal length). "
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"Increase to get more blur",
min=0.01, max=1.00, default=0.50)
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# Aperture adaptive sampling
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name="Samples Min", description="Minimum number of rays to use for each pixel",
min=1, max=128, default=3)
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name="Samples Max", description="Maximum number of rays to use for each pixel",
min=1, max=128, default=9)
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description="Minimum threshold (fractional value) for adaptive DOF sampling (up "
"increases quality and render time). The value for the variance should "
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"be in the range of the smallest displayable color difference",
min=1, max=100000, soft_max=10000, default=8192)
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description="Probability to reach the real color value. Larger confidence values "
"will lead to more samples, slower traces and better images",
min=0.01, max=0.99, default=0.20)
normal_enable: BoolProperty(name="Perturbated Camera", default=False)
cam_normal: FloatProperty(name="Normal Strength", min=0.0, max=1.0, default=0.0)
normal_patterns: EnumProperty(
name="Pattern",
description="",
items=(('agate', "Agate", ""), ('boxed', "Boxed", ""), ('bumps', "Bumps", ""), ('cells', "Cells", ""),
('crackle', "Crackle", ""),('dents', "Dents", ""),
('granite', "Granite", ""),
('leopard', "Leopard", ""),
('marble', "Marble", ""), ('onion', "Onion", ""), ('pavement', "Pavement", ""), ('planar', "Planar", ""),
('quilted', "Quilted", ""), ('ripples', "Ripples", ""), ('radial', "Radial", ""),
('spherical', "Spherical", ""),('spiral1', "Spiral1", ""), ('spiral2', "Spiral2", ""), ('spotted', "Spotted", ""),
('square', "Square", ""),('tiling', "Tiling", ""),
('waves', "Waves", ""), ('wood', "Wood", ""),('wrinkles', "Wrinkles", "")),
default='agate')
turbulence: FloatProperty(name="Turbulence", min=0.0, max=100.0, default=0.1)
scale: FloatProperty(name="Scale", min=0.0,default=1.0)
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##################################CustomPOV Code############################
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# Only DUMMIES below for now:
replacement_text: StringProperty(
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name="Texts in blend file",
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description="Type the declared name in custom POV code or an external .inc "
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"it points at. camera {} expected",
default="")
###############################################################################
# Light POV properties.
###############################################################################
class RenderPovSettingsLight(PropertyGroup):
shadow_method: EnumProperty(
name="Shadow",
description="",
items=(("NOSHADOW", "No Shadow", "No Shadow"),
("RAY_SHADOW", "Ray Shadow", "Ray Shadow, Use ray tracing for shadow")),
default="RAY_SHADOW")
###############################################################################
# World POV properties.
###############################################################################
class RenderPovSettingsWorld(PropertyGroup):
use_sky_blend: BoolProperty(
name="Blend Sky", description="Render background with natural progression from horizon to zenith",
default=False)
use_sky_paper: BoolProperty(
name="Paper Sky", description="Flatten blend or texture coordinates",
default=False)
use_sky_real: BoolProperty(
name="Real Sky", description="Render background with a real horizon, relative to the camera angle",
default=False)
horizon_color: FloatVectorProperty(
name="Horizon Color",
description="Color at the horizon",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
zenith_color: FloatVectorProperty(
name="Zenith Color",
description="Color at the zenith",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
ambient_color: FloatVectorProperty(
name="Ambient Color",
description="Ambient color of the world",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
world_texture_list_index: IntProperty(
name = "Index for texture_slots",
default = 0)
class WorldTextureSlot(PropertyGroup):
blend_factor: FloatProperty(
name="Blend",
description="Amount texture affects color progression of the "
"background",
soft_min=0.0, soft_max=1.0, default=1.0)
horizon_factor: FloatProperty(
name="Horizon",