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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 #####
properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
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
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# 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)
if subclass not in (properties_material.MATERIAL_PT_transp_game,
properties_material.MATERIAL_PT_game_settings,
properties_material.MATERIAL_PT_physics):
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
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
class RenderButtonsPanel():
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
return (rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class MaterialButtonsPanel():
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.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class TextureButtonsPanel():
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.use_game_engine is False) 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))
class ObjectButtonsPanel():
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.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class CameraDataButtonsPanel():
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.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class WorldButtonsPanel():
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.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
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class TextButtonsPanel():
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.use_game_engine is False) 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):
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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.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, bpy.types.Panel):
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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, bpy.types.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, bpy.types.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
del properties_data_mesh
################################################################################
# from bl_ui import properties_data_lamp
# for member in dir(properties_data_lamp):
# subclass = getattr(properties_data_lamp, member)
# try:
# subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# except:
# pass
# del properties_data_lamp
#########################LAMPS################################
from bl_ui import properties_data_lamp
# These panels are kept
properties_data_lamp.DATA_PT_custom_props_lamp.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_lamp.DATA_PT_context_lamp.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_lamp.DataButtonsPanel):
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 LAMP_PT_POV_preview(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_preview.bl_label
draw = properties_data_lamp.DATA_PT_preview.draw
class LAMP_PT_POV_lamp(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_lamp.bl_label
draw = properties_data_lamp.DATA_PT_lamp.draw
class LAMP_PT_POV_sunsky(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_sunsky.bl_label
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_sunsky.draw
class LAMP_PT_POV_shadow(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_shadow.bl_label
draw = properties_data_lamp.DATA_PT_shadow.draw
class LAMP_PT_POV_area(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_area.bl_label
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_area.draw
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class LAMP_PT_POV_spot(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_spot.bl_label
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_lamp.DATA_PT_spot.draw
class LAMP_PT_POV_falloff_curve(PovLampButtonsPanel, bpy.types.Panel):
bl_label = properties_data_lamp.DATA_PT_falloff_curve.bl_label
bl_options = properties_data_lamp.DATA_PT_falloff_curve.bl_options
@classmethod
def poll(cls, context):
lamp = context.lamp
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_lamp.DATA_PT_falloff_curve.draw
class OBJECT_PT_povray_obj_rainbow(PovLampButtonsPanel, bpy.types.Panel):
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")
del properties_data_lamp
###############################################################################
class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Export Settings"
def draw_header(self, context):
self.layout.label(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="")
split.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
split.prop(scene.pov, "pov_editor", text="POV Editor")
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if not scene.pov.tempfiles_enable:
split.prop(scene.pov, "deletefiles_enable", text="Delete files")
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if not scene.pov.tempfiles_enable:
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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")
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if scene.pov.indentation_character == 'SPACE':
split.prop(scene.pov, "indentation_spaces", text="Spaces")
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row.prop(scene.pov, "comments_enable", text="Comments")
row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Render Settings"
bl_icon = 'SETTINGS'
def draw_header(self, context):
self.layout.label(icon='SETTINGS')
def draw(self, context):
layout = self.layout
scene = context.scene
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layout.active = (scene.pov.max_trace_level != 0)
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col.prop(scene.pov, "max_trace_level", text="Ray Depth")
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col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
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col.prop(scene.pov, "photon_spacing", text="Spacing")
col.prop(scene.pov, "photon_gather_min")
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col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
col.prop(scene.pov, "photon_gather_max")
class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'POVRAY_RENDER'}
prefs = bpy.context.user_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.user_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_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
if scene.pov.radio_enable:
self.layout.prop(scene.pov, "radio_enable", text="", icon='RADIO')
else:
self.layout.prop(scene.pov, "radio_enable", text="", icon='RADIOBUT_OFF')
def draw(self, context):
layout = self.layout
scene = context.scene
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layout.active = scene.pov.radio_enable
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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_gray_threshold", slider=True)
col.prop(scene.pov, "radio_low_error_factor", slider=True)
col.prop(scene.pov, "radio_pretrace_start", slider=True)
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col.prop(scene.pov, "radio_brightness")
col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
col.prop(scene.pov, "radio_nearest_count")
col.prop(scene.pov, "radio_pretrace_end", slider=True)
split = layout.split()
col = split.column()
col.label(text="Estimation Influence:")
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col.prop(scene.pov, "radio_media")
col.prop(scene.pov, "radio_normal")
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split.prop(scene.pov, "radio_always_sample")
class RENDER_PT_povray_media(WorldButtonsPanel, bpy.types.Panel):
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
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row.prop(scene.pov, "media_samples", text="Samples")
row.prop(scene.pov, "media_color", text="")
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##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
## 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
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class MATERIAL_PT_povray_reflection(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "POV-Ray Reflection"
COMPAT_ENGINES = {'POVRAY_RENDER'}
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)
col.prop(mat.pov, "conserve_energy")
col2=col.split().column()
if not mat.raytrace_mirror.use:
col2.label(text="Please Check Mirror settings :")
col2.active = mat.raytrace_mirror.use
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.raytrace_transparency.ior))
col2.prop(mat.pov, "mirror_metallic")
class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "POV-Ray Absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
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")
pass
class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Caustics"
COMPAT_ENGINES = {'POVRAY_RENDER'}
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 !")
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class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel):
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_PT_povray_type(TextureButtonsPanel, bpy.types.Panel):
bl_label = "POV-ray Textures"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
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def draw(self, context):
layout = self.layout
tex = context.texture
split = layout.split(percentage=0.2)
split.label(text="POV:")
split.prop(tex.pov, "tex_pattern_type", text="")
class TEXTURE_PT_povray_preview(TextureButtonsPanel, bpy.types.Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
if not hasattr(context, "texture_slot"):
return False
tex=context.texture
mat=context.material
return (tex and (tex.pov.tex_pattern_type != 'emulator') and (engine in cls.COMPAT_ENGINES))
def draw(self, context):
tex = context.texture
slot = getattr(context, "texture_slot", None)
idblock = context_tex_datablock(context)
layout = self.layout
# if idblock:
# layout.template_preview(tex, parent=idblock, slot=slot)
if tex.pov.tex_pattern_type != 'emulator':
layout.operator("tex.preview_update")
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_povray_parameters(TextureButtonsPanel, bpy.types.Panel):
bl_label = "POV-ray Pattern Options"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
mat = context.material
layout = self.layout
tex = context.texture
align=True
if tex is not None and tex.pov.tex_pattern_type != 'emulator':
if tex.pov.tex_pattern_type == 'agate':
layout.prop(tex.pov, "modifier_turbulence", text="Agate Turbulence")
if tex.pov.tex_pattern_type in {'spiral1', 'spiral2'}:
layout.prop(tex.pov, "modifier_numbers", text="Number of arms")
if tex.pov.tex_pattern_type == 'tiling':
layout.prop(tex.pov, "modifier_numbers", text="Pattern number")
if tex.pov.tex_pattern_type == 'magnet':
layout.prop(tex.pov, "magnet_style", text="Magnet style")
if tex.pov.tex_pattern_type == 'quilted':
row = layout.row(align=align)
row.prop(tex.pov, "modifier_control0", text="Control0")
row.prop(tex.pov, "modifier_control1", text="Control1")
if tex.pov.tex_pattern_type == 'brick':
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "brick_size_x", text="Brick size X")
row.prop(tex.pov, "brick_size_y", text="Brick size Y")
row=col.row()
row.prop(tex.pov, "brick_size_z", text="Brick size Z")
row.prop(tex.pov, "brick_mortar", text="Brick mortar")
if tex.pov.tex_pattern_type in {'julia','mandel','magnet'}:
col = layout.column(align=align)
if tex.pov.tex_pattern_type == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
if tex.pov.tex_pattern_type == 'magnet' and tex.pov.magnet_style == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
row=col.row()
if tex.pov.tex_pattern_type in {'julia','mandel'}:
row.prop(tex.pov, "f_exponent", text="Exponent")
if tex.pov.tex_pattern_type == 'magnet':
row.prop(tex.pov, "magnet_type", text="Type")
row.prop(tex.pov, "f_iter", text="Iterations")
row=col.row()
row.prop(tex.pov, "f_ior", text="Interior")
row.prop(tex.pov, "f_ior_fac", text="Factor I")
row=col.row()
row.prop(tex.pov, "f_eor", text="Exterior")
row.prop(tex.pov, "f_eor_fac", text="Factor E")
if tex.pov.tex_pattern_type == 'gradient':
layout.label(text="Gradient orientation:")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "grad_orient_x", text="X")
column_flow.prop(tex.pov, "grad_orient_y", text="Y")
column_flow.prop(tex.pov, "grad_orient_z", text="Z")
if tex.pov.tex_pattern_type == 'pavement':
layout.prop(tex.pov, "pave_sides", text="Pavement:number of sides")
col = layout.column(align=align)
column_flow = col.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "pave_tiles", text="Tiles")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_35", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_22", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_7", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_5", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_4", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_2", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6:
column_flow.label(text="!!! 5 tiles!")
column_flow.prop(tex.pov, "pave_form", text="Form")
if tex.pov.tex_pattern_type == 'function':
layout.prop(tex.pov, "func_list", text="Functions")
if tex.pov.tex_pattern_type == 'function' and tex.pov.func_list != "NONE":
func = None
if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}:
func = 0
if tex.pov.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle",
"f_cushion","f_devils_curve","f_enneper","f_glob",
"f_heart","f_hex_x","f_hex_y","f_hunt_surface",
"f_klein_bottle","f_kummer_surface_v1",
"f_lemniscate_of_gerono","f_mitre","f_nodal_cubic",
"f_noise_generator","f_odd","f_paraboloid","f_pillow",
"f_piriform","f_quantum","f_quartic_paraboloid",
"f_quartic_saddle","f_sphere","f_steiners_roman",
"f_torus_gumdrop","f_umbrella"}:
func = 1
if tex.pov.func_list in {"f_bicorn","f_bifolia","f_boy_surface","f_superellipsoid",
"f_torus"}:
func = 2
if tex.pov.func_list in {"f_ellipsoid","f_folium_surface","f_hyperbolic_torus",
"f_kampyle_of_eudoxus","f_parabolic_torus",
"f_quartic_cylinder","f_torus2"}:
func = 3
if tex.pov.func_list in {"f_blob2","f_cross_ellipsoids","f_flange_cover",
"f_isect_ellipsoids","f_kummer_surface_v2",
"f_ovals_of_cassini","f_rounded_box","f_spikes_2d",
"f_strophoid"}:
if tex.pov.func_list in {"f_algbr_cyl1","f_algbr_cyl2","f_algbr_cyl3",
"f_algbr_cyl4","f_blob","f_mesh1","f_poly4","f_spikes"}:
if tex.pov.func_list in {"f_devils_curve_2d","f_dupin_cyclid",
"f_folium_surface_2d","f_hetero_mf",
"f_kampyle_of_eudoxus_2d","f_lemniscate_of_gerono_2d",
"f_polytubes","f_ridge","f_ridged_mf","f_spiral",
"f_witch_of_agnesi"}:
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func = 6
if tex.pov.func_list in {"f_helix1","f_helix2","f_piriform_2d","f_strophoid_2d"}:
func = 7
if tex.pov.func_list == "f_helical_torus":
func = 8
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="X")
column_flow.prop(tex.pov, "func_plus_x", text="")
column_flow.prop(tex.pov, "func_x", text="Value")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="Y")
column_flow.prop(tex.pov, "func_plus_y", text="")
column_flow.prop(tex.pov, "func_y", text="Value")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="Z")
column_flow.prop(tex.pov, "func_plus_z", text="")
column_flow.prop(tex.pov, "func_z", text="Value")
row=layout.row(align=align)
if func > 0:
row.prop(tex.pov, "func_P0", text="P0")
if func > 1:
row.prop(tex.pov, "func_P1", text="P1")
row=layout.row(align=align)
if func > 2:
row.prop(tex.pov, "func_P2", text="P2")
if func > 3:
row.prop(tex.pov, "func_P3", text="P3")
row=layout.row(align=align)
if func > 4:
row.prop(tex.pov, "func_P4", text="P4")
if func > 5:
row.prop(tex.pov, "func_P5", text="P5")
row=layout.row(align=align)
if func > 6:
row.prop(tex.pov, "func_P6", text="P6")
if func > 7:
row.prop(tex.pov, "func_P7", text="P7")
row=layout.row(align=align)
row.prop(tex.pov, "func_P8", text="P8")
row.prop(tex.pov, "func_P9", text="P9")
###################################################End Patterns############################
layout.prop(tex.pov, "warp_types", text="Warp types") #warp
if tex.pov.warp_types == "TOROIDAL":
layout.prop(tex.pov, "warp_tor_major_radius", text="Major radius")
if tex.pov.warp_types not in {"CUBIC","NONE"}:
layout.prop(tex.pov, "warp_orientation", text="Warp orientation")
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "warp_dist_exp", text="Distance exponent")
row = col.row()
row.prop(tex.pov, "modifier_frequency", text="Frequency")
row.prop(tex.pov, "modifier_phase", text="Phase")
row=layout.row()
row.label(text="Offset:")
row.label(text="Scale:")
row.label(text="Rotate:")
col=layout.column(align=align)
row=col.row()
row.prop(tex.pov, "tex_mov_x", text="X")
row.prop(tex.pov, "tex_scale_x", text="X")
row.prop(tex.pov, "tex_rot_x", text="X")
row=col.row()
row.prop(tex.pov, "tex_mov_y", text="Y")
row.prop(tex.pov, "tex_scale_y", text="Y")
row.prop(tex.pov, "tex_rot_y", text="Y")
row=col.row()
row.prop(tex.pov, "tex_mov_z", text="Z")
row.prop(tex.pov, "tex_scale_z", text="Z")
row.prop(tex.pov, "tex_rot_z", text="Z")
row=layout.row()
row.label(text="Turbulence:")
col=layout.column(align=align)
row=col.row()
row.prop(tex.pov, "warp_turbulence_x", text="X")
row.prop(tex.pov, "modifier_octaves", text="Octaves")
row=col.row()
row.prop(tex.pov, "warp_turbulence_y", text="Y")
row.prop(tex.pov, "modifier_lambda", text="Lambda")
row=col.row()
row.prop(tex.pov, "warp_turbulence_z", text="Z")
row.prop(tex.pov, "modifier_omega", text="Omega")
class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
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
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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, bpy.types.Panel):
# bl_label = "Custom POV Code"
# COMPAT_ENGINES = {'POVRAY_RENDER'}
# def draw(self, context):
# layout = self.layout
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# tex = context.texture
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# col = layout.column()
# col.label(text="Replace properties with:")
# col.prop(tex.pov, "replacement_text", text="")
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