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idblock = pov_context_tex_datablock(context)
# tex = context.pov_texture_slot
# mat = bpy.context.active_object.active_material
texslot = idblock.pov_texture_slots[
idblock.pov.active_texture_index
] # bpy.data.textures[mat.active_texture_index]
# below tex unused yet ...maybe for particles?
try:
tex = bpy.data.textures[idblock.pov_texture_slots[idblock.pov.active_texture_index].texture] # NOT USED
except KeyError:
tex = None # NOT USED
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def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.prop(texslot, toggle, text="")
sub = row.row(align=True)
sub.active = getattr(texslot, toggle)
sub.prop(texslot, factor, text=name, slider=True)
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, Material):
split = layout.split()
col = split.column()
if idblock.pov.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
col.label(text="Diffuse:")
factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
factor_but(col, "use_map_translucency", "translucency_factor", "Translucency")
col.label(text="Specular:")
factor_but(col, "use_map_specular", "specular_factor", "Intensity")
factor_but(col, "use_map_color_spec", "specular_color_factor", "Color")
factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
col = split.column()
col.label(text="Shading:")
factor_but(col, "use_map_ambient", "ambient_factor", "Ambient")
factor_but(col, "use_map_emit", "emit_factor", "Emit")
factor_but(col, "use_map_mirror", "mirror_factor", "Mirror")
factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror")
col.label(text="Geometry:")
# XXX replace 'or' when displacement is fixed to not rely on normal influence value.
sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal")
sub_tmp.active = texslot.use_map_normal or texslot.use_map_displacement
# END XXX
factor_but(col, "use_map_warp", "warp_factor", "Warp")
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
elif idblock.pov.type == 'HALO':
layout.label(text="Halo:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
col = split.column()
factor_but(col, "use_map_raymir", "raymir_factor", "Size")
factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
factor_but(col, "use_map_translucency", "translucency_factor", "Add")
elif idblock.pov.type == 'VOLUME':
layout.label(text="Volume:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_emission", "emission_factor", "Emission")
factor_but(col, "use_map_scatter", "scattering_factor", "Scattering")
factor_but(col, "use_map_reflect", "reflection_factor", "Reflection")
col = split.column()
col.label(text=" ")
factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color")
factor_but(
col,
"use_map_color_transmission",
"transmission_color_factor",
"Transmission Color",
)
factor_but(
col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color"
)
layout.label(text="Geometry:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_warp", "warp_factor", "Warp")
col = split.column()
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
elif isinstance(idblock, Light):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color", "color_factor", "Color")
col = split.column()
factor_but(col, "use_map_shadow", "shadow_factor", "Shadow")
elif isinstance(idblock, World):
split = layout.split()
col = split.column()
factor_but(col, "use_map_blend", "blend_factor", "Blend")
factor_but(col, "use_map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
elif isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
col.label(text="General:")
factor_but(col, "use_map_time", "time_factor", "Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col = split.column()
col.label(text="Physics:")
factor_but(col, "use_map_velocity", "velocity_factor", "Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
layout.label(text="Hair:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_length", "length_factor", "Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
col = split.column()
factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude")
factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
col = split.column()
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
layout.separator()
if not isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
# col.prop(tex, "blend_type", text="Blend") #deprecated since 2.8
# col.prop(tex, "use_rgb_to_intensity") #deprecated since 2.8
# color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
# col.prop(tex, "color", text="") #deprecated since 2.8
col = split.column()
# col.prop(tex, "invert", text="Negative") #deprecated since 2.8
# col.prop(tex, "use_stencil") #deprecated since 2.8
# if isinstance(idblock, (Material, World)):
# col.prop(tex, "default_value", text="DVar", slider=True)
class TEXTURE_PT_POV_tex_gamma(TextureButtonsPanel, Panel):
"""Use this class to define pov texture gamma buttons."""
bl_label = "Image Gamma"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex.pov, "tex_gamma_enable", text="", icon='SEQ_LUMA_WAVEFORM')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.active = tex.pov.tex_gamma_enable
layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
# commented out below UI for texture only custom code inside exported material:
# class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, Panel):
# bl_label = "Custom POV Code"
# COMPAT_ENGINES = {'POVRAY_RENDER'}
# def draw(self, context):
# layout = self.layout
# tex = context.texture
# col = layout.column()
# col.label(text="Replace properties with:")
# col.prop(tex.pov, "replacement_text", text="")
classes = (
WORLD_TEXTURE_SLOTS_UL_POV_layerlist,
TEXTURE_MT_POV_specials,
# TEXTURE_PT_context # todo: solve UI design for painting
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TEXTURE_PT_POV_context_texture,
TEXTURE_PT_colors,
TEXTURE_PT_POV_type,
TEXTURE_PT_POV_preview,
TEXTURE_PT_POV_parameters,
TEXTURE_PT_POV_tex_gamma,
MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist,
TEXTURE_OT_POV_texture_slot_add,
TEXTURE_OT_POV_texture_slot_remove,
TEXTURE_PT_POV_influence,
TEXTURE_PT_POV_mapping,
)
def register():
for cls in classes:
register_class(cls)
def unregister():
for cls in reversed(classes):
# if cls != TEXTURE_PT_context:
unregister_class(cls)