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#layout.active = (scene.pov.max_trace_level != 0)
if sys.platform[:3] != "win":
layout.prop(scene.pov, "sdl_window_enable", text="POV-Ray SDL Window")
col.label(text="Main Path Tracing:")
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col.prop(scene.pov, "max_trace_level", text="Ray Depth")
layout.active = scene.pov.global_settings_advanced
layout.prop(scene.pov,"charset")
row = layout.row(align = align)
row.prop(scene.pov,"adc_bailout")
row = layout.row(align = align)
row.prop(scene.pov,"ambient_light")
row = layout.row(align = align)
row.prop(scene.pov,"irid_wavelength")
row.prop(scene.pov,"max_intersections")
row.prop(scene.pov,"number_of_waves")
row = layout.row(align = align)
row.prop(scene.pov,"noise_generator")
split = layout.split()
split.label(text="Shading:")
split = layout.split()
row = split.row(align = align)
row.prop(scene.pov, "use_shadows")
row.prop(scene.pov, "alpha_mode")
class RENDER_PT_povray_photons(RenderButtonsPanel, Panel):
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bl_label = "Photons"
bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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# def draw_header(self, context):
# self.layout.label(icon='SETTINGS')
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def draw_header(self, context):
scene = context.scene
if scene.pov.photon_enable:
self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER_ACT')
else:
self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER')
def draw(self, context):
scene = context.scene
layout = self.layout
layout.active = scene.pov.photon_enable
col = layout.column()
#col.label(text="Global Photons:")
col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
split = layout.split()
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col = split.column()
col.prop(scene.pov, "photon_spacing", text="Spacing")
col.prop(scene.pov, "photon_gather_min")
col = split.column()
col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
col.prop(scene.pov, "photon_gather_max")
box = layout.box()
box.label(text='Photon Map File:')
row = box.row()
row.prop(scene.pov, "photon_map_file_save_load",expand = True)
if scene.pov.photon_map_file_save_load in {'save'}:
box.prop(scene.pov, "photon_map_dir")
box.prop(scene.pov, "photon_map_filename")
if scene.pov.photon_map_file_save_load in {'load'}:
box.prop(scene.pov, "photon_map_file")
#end main photons
class RENDER_PT_povray_antialias(RenderButtonsPanel, Panel):
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
prefs = bpy.context.preferences.addons[__package__].preferences
if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ERROR')
elif scene.pov.antialias_enable:
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ANTIALIASED')
else:
self.layout.prop(scene.pov, "antialias_enable", text="", icon='ALIASED')
prefs = bpy.context.preferences.addons[__package__].preferences
layout = self.layout
scene = context.scene
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layout.active = scene.pov.antialias_enable
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row.prop(scene.pov, "antialias_method", text="")
if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2':
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Stochastic Anti Aliasing is")
col.label(text="Only Available with UberPOV")
col.label(text="Feature Set in User Preferences.")
col.label(text="Using Type 2 (recursive) instead")
row.prop(scene.pov, "jitter_enable", text="Jitter")
split = layout.split()
col = split.column()
col.prop(scene.pov, "antialias_depth", text="AA Depth")
sub = split.column()
sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
if scene.pov.jitter_enable:
sub.enabled = True
else:
sub.enabled = False
row = layout.row()
row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
if prefs.branch_feature_set_povray == 'uberpov':
row = layout.row()
row.prop(scene.pov, "antialias_confidence", text="AA Confidence")
if scene.pov.antialias_method == '2':
row.enabled = True
else:
row.enabled = False
class RENDER_PT_povray_radiosity(RenderButtonsPanel, Panel):
bl_label = "Diffuse Radiosity"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
if scene.pov.radio_enable:
self.layout.prop(scene.pov, "radio_enable", text="", icon='OUTLINER_OB_LIGHTPROBE')
self.layout.prop(scene.pov, "radio_enable", text="", icon='LIGHTPROBE_CUBEMAP')
def draw(self, context):
layout = self.layout
scene = context.scene
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layout.active = scene.pov.radio_enable
split = layout.split()
col = split.column()
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col.prop(scene.pov, "radio_count", text="Rays")
col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
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split.prop(scene.pov, "radio_error_bound", text="Error Bound")
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layout.prop(scene.pov, "radio_display_advanced")
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if scene.pov.radio_display_advanced:
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col.prop(scene.pov, "radio_adc_bailout", slider=True)
col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
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col.prop(scene.pov, "radio_gray_threshold", slider=True)
col.prop(scene.pov, "radio_pretrace_start", slider=True)
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col.prop(scene.pov, "radio_low_error_factor", slider=True)
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col.prop(scene.pov, "radio_brightness")
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col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse")
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col.prop(scene.pov, "radio_nearest_count")
col.prop(scene.pov, "radio_pretrace_end", slider=True)
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col = layout.column()
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col.prop(scene.pov, "radio_always_sample")
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col.prop(scene.pov, "radio_normal")
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col.prop(scene.pov, "radio_media")
col.prop(scene.pov, "radio_subsurface")
class POV_RADIOSITY_MT_presets(bpy.types.Menu):
bl_label = "Radiosity Presets"
preset_subdir = "pov/radiosity"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class AddPresetRadiosity(AddPresetBase, Operator):
'''Add a Radiosity Preset'''
bl_idname = "scene.radiosity_preset_add"
bl_label = "Add Radiosity Preset"
preset_menu = "POV_RADIOSITY_MT_presets"
# variable used for all preset values
preset_defines = [
"scene = bpy.context.scene"
]
# properties to store in the preset
preset_values = [
"scene.pov.radio_adc_bailout",
"scene.pov.radio_always_sample",
"scene.pov.radio_brightness",
"scene.pov.radio_count",
"scene.pov.radio_error_bound",
"scene.pov.radio_gray_threshold",
"scene.pov.radio_low_error_factor",
"scene.pov.radio_media",
"scene.pov.radio_subsurface",
"scene.pov.radio_minimum_reuse",
"scene.pov.radio_maximum_reuse",
"scene.pov.radio_nearest_count",
"scene.pov.radio_normal",
"scene.pov.radio_recursion_limit",
"scene.pov.radio_pretrace_start",
]
# where to store the preset
preset_subdir = "pov/radiosity"
# Draw into an existing panel
def rad_panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(POV_RADIOSITY_MT_presets.__name__, text=POV_RADIOSITY_MT_presets.bl_label)
row.operator(AddPresetRadiosity.bl_idname, text="", icon='ADD')
row.operator(AddPresetRadiosity.bl_idname, text="", icon='REMOVE').remove_active = True
class RENDER_PT_povray_media(WorldButtonsPanel, 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
col = layout.column()
col.prop(scene.pov, "media_scattering_type", text="")
col = layout.column()
col.prop(scene.pov, "media_samples", text="Samples")
col = split.column(align=True)
col.label(text="Scattering:")
col.prop(scene.pov, "media_diffusion_scale")
col.prop(scene.pov, "media_diffusion_color", text="")
col = split.column(align=True)
col.label(text="Absorption:")
col.prop(scene.pov, "media_absorption_scale")
col.prop(scene.pov, "media_absorption_color", text="")
if scene.pov.media_scattering_type == '5':
col = layout.column()
col.prop(scene.pov, "media_eccentricity", text="Eccentricity")
##class RENDER_PT_povray_baking(RenderButtonsPanel, Panel):
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## bl_label = "Baking"
## COMPAT_ENGINES = {'POVRAY_RENDER'}
##
## def draw_header(self, context):
## scene = context.scene
##
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## self.layout.prop(scene.pov, "baking_enable", text="")
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##
## def draw(self, context):
## layout = self.layout
##
## scene = context.scene
## rd = scene.render
##
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## layout.active = scene.pov.baking_enable
class MODIFIERS_PT_povray_modifiers(ModifierButtonsPanel, Panel):
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bl_label = "POV-Ray"
COMPAT_ENGINES = {'POVRAY_RENDER'}
#def draw_header(self, context):
#scene = context.scene
#self.layout.prop(scene.pov, "boolean_mod", text="")
def draw(self, context):
scene = context.scene
layout = self.layout
ob = context.object
mod = ob.modifiers
col = layout.column()
# Find Boolean Modifiers for displaying CSG option
onceCSG = 0
for mod in ob.modifiers:
if onceCSG == 0:
if mod :
if mod.type == 'BOOLEAN':
col.prop(ob.pov, "boolean_mod")
onceCSG = 1
split = layout.split()
col = layout.column()
# Inside Vector for CSG
col.prop(ob.pov, "inside_vector")
class MATERIAL_MT_POV_sss_presets(bpy.types.Menu):
bl_label = "SSS Presets"
preset_subdir = "pov/material/sss"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class AddPresetSSS(AddPresetBase, Operator):
'''Add an SSS Preset'''
bl_idname = "material.sss_preset_add"
bl_label = "Add SSS Preset"
preset_menu = "MATERIAL_MT_POV_sss_presets"
# variable used for all preset values
preset_defines = [
"material = bpy.context.material"
]
# properties to store in the preset
preset_values = [
"material.pov_subsurface_scattering.radius",
"material.pov_subsurface_scattering.color",
]
# where to store the preset
preset_subdir = "pov/material/sss"
class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material #FORMERLY : #active_node_mat(context.material)
sss = mat.pov_subsurface_scattering
self.layout.active = (not mat.pov.use_shadeless)
self.layout.prop(sss, "use", text="")
def draw(self, context):
layout = self.layout
mat = context.material #FORMERLY : #active_node_mat(context.material)
sss = mat.pov_subsurface_scattering
layout.active = (sss.use) and (not mat.pov.use_shadeless)
row = layout.row().split()
sub = row.row(align=True).split(align=True, factor=0.75)
sub.menu(MATERIAL_MT_POV_sss_presets.__name__, text=MATERIAL_MT_POV_sss_presets.bl_label)
sub.operator(AddPresetSSS.bl_idname, text="", icon='ADD')
sub.operator(AddPresetSSS.bl_idname, text="", icon='REMOVE').remove_active = True
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_threshold", text="Error")
class MATERIAL_PT_povray_activate_node(MaterialButtonsPanel, Panel):
bl_label = "Activate Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw(self, context):
layout = self.layout
# layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# the above replaced with a context hook below:
layout.operator("WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE').data_path = \
"material.pov.material_use_nodes"
class MATERIAL_PT_povray_active_node(MaterialButtonsPanel, Panel):
bl_label = "Active Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and mat.pov.material_use_nodes
def draw(self, context):
layout = self.layout
mat = context.material
node_tree = mat.node_tree
if node_tree:
node = node_tree.nodes.active
if mat.use_nodes:
if node:
layout.prop(mat.pov,"material_active_node")
if node.bl_idname=="PovrayMaterialNode":
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked]
if value_inputs:
layout.separator()
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
class MATERIAL_PT_POV_mirror(MaterialButtonsPanel, Panel):
bl_label = "Mirror"
bl_options = {'DEFAULT_CLOSED'}
bl_idname = "MATERIAL_PT_POV_raytrace_mirror"
COMPAT_ENGINES = {'POVRAY_RENDER'}
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@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
raym = mat.pov_raytrace_mirror
self.layout.prop(raym, "use", text="")
def draw(self, context):
layout = self.layout
mat = context.material #Formerly : #mat = active_node_mat(context.material)
raym = mat.pov_raytrace_mirror
layout.active = raym.use
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(raym, "mirror_color", text="")
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = (raym.fresnel > 0.0)
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub.active = (raym.distance > 0.0)
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = (raym.gloss_factor < 1.0)
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Samples")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
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class MATERIAL_PT_POV_transp(MaterialButtonsPanel, Panel):
bl_label = "Transparency"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
mat = context.material
if simple_material(mat):
self.layout.prop(mat.pov, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = context.material#FORMERLY active_node_mat(context.material)
rayt = mat.pov_raytrace_transparency
if simple_material(base_mat):
row = layout.row()
row.active = mat.pov.use_transparency
row.prop(mat.pov, "transparency_method", expand=True)
split = layout.split()
split.active = base_mat.pov.use_transparency
col = split.column()
col.prop(mat.pov, "alpha")
row = col.row()
row.active = (base_mat.pov.transparency_method != 'MASK') and (not mat.pov.use_shadeless)
row.prop(mat.pov, "specular_alpha", text="Specular")
col = split.column()
col.active = (not mat.pov.use_shadeless)
col.prop(rayt, "fresnel")
sub = col.column()
sub.active = (rayt.fresnel > 0.0)
sub.prop(rayt, "fresnel_factor", text="Blend")
if base_mat.pov.transparency_method == 'RAYTRACE':
layout.separator()
split = layout.split()
split.active = base_mat.pov.use_transparency
col = split.column()
col.prop(rayt, "ior")
col.prop(rayt, "filter")
col.prop(rayt, "falloff")
col.prop(rayt, "depth_max")
col.prop(rayt, "depth")
col = split.column()
col.label(text="Gloss:")
col.prop(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.prop(rayt, "gloss_threshold", text="Threshold")
sub.prop(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_povray_reflection(MaterialButtonsPanel, Panel):
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bl_label = "POV-Ray Reflection"
bl_parent_id = "MATERIAL_PT_POV_raytrace_mirror"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw(self, context):
layout = self.layout
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col = layout.column()
col.prop(mat.pov, "irid_enable")
if mat.pov.irid_enable:
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col.prop(mat.pov, "irid_amount", slider=True)
col.prop(mat.pov, "irid_thickness", slider=True)
col.prop(mat.pov, "irid_turbulence", slider=True)
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col.prop(mat.pov, "conserve_energy")
col2=col.split().column()
if not mat.pov_raytrace_mirror.use:
col2.label(text="Please Check Mirror settings :")
col2.active = mat.pov_raytrace_mirror.use
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col2.prop(mat.pov, "mirror_use_IOR")
if mat.pov.mirror_use_IOR:
col2.alignment = 'CENTER'
col2.label(text="The current Raytrace ")
col2.label(text="Transparency IOR is: " + str(mat.pov.ior))
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col2.prop(mat.pov, "mirror_metallic")
'''
#group some native Blender (SSS) and POV (Fade)settings under such a parent panel?
class MATERIAL_PT_POV_interior(MaterialButtonsPanel, Panel):
bl_label = "POV-Ray Interior"
bl_idname = "material.pov_interior"
#bl_parent_id = "material.absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
'''
class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, Panel):
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bl_label = "POV-Ray Absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
#bl_parent_id = "material.pov_interior"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
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self.layout.prop(mat.pov, "interior_fade_color", text="")
def draw(self, context):
layout = self.layout
mat = context.material
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# layout.active = mat.pov.interior_fade_color
if mat.pov.interior_fade_color != (0.0, 0.0, 0.0):
layout.label(text="Raytrace transparency")
layout.label(text="depth max Limit needs")
layout.label(text="to be non zero to fade")
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pass
class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, Panel):
bl_label = "Caustics"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
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if mat.pov.caustics_enable:
self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER_SEL" )
else:
self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER" )
def draw(self, context):
layout = self.layout
mat = context.material
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layout.active = mat.pov.caustics_enable
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col = layout.column()
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if mat.pov.caustics_enable:
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col.prop(mat.pov, "refraction_caustics")
if mat.pov.refraction_caustics:
col.prop(mat.pov, "refraction_type", text="")
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if mat.pov.refraction_type == "1":
col.prop(mat.pov, "fake_caustics_power", slider=True)
elif mat.pov.refraction_type == "2":
col.prop(mat.pov, "photons_dispersion", slider=True)
col.prop(mat.pov, "photons_dispersion_samples", slider=True)
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col.prop(mat.pov, "photons_reflection")
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if not mat.pov.refraction_caustics and not mat.pov.photons_reflection:
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Caustics override is on, ")
col.label(text="but you didn't chose any !")
class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return mat and (mat.type in {'SURFACE', 'WIRE', 'HALO'}) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material # don't use node material
tan = mat.strand
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split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "size_min", text="Minimum")
sub.prop(tan, "use_blender_units")
sub = col.column()
sub.active = (not mat.pov.use_shadeless)
sub.prop(tan, "use_tangent_shading")
col.prop(tan, "shape")
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(tan, "uv_layer", ob.data, "uv_textures", text="")
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = (not mat.pov.use_shadeless)
sub.label("Surface diffuse:")
sub = col.column()
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, Panel):
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bl_label = "Custom POV Code"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw(self, context):
layout = self.layout
mat = context.material
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col.label(text="Replace properties with:")
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col.prop(mat.pov, "replacement_text", text="")
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class TEXTURE_MT_specials(bpy.types.Menu):
bl_label = "Texture Specials"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
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class TEXTURE_UL_texture_slots(bpy.types.UIList):
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
ob = data
slot = item
#ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(item, "texture", text="", emboss=False, icon='TEXTURE')
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
'''
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class MATERIAL_TEXTURE_SLOTS_UL_List(UIList):
"""Texture Slots UIList."""
def draw_item(self, context, layout, material, item, icon, active_data,
material_texture_list_index, index):
material = context.material#.pov
active_data = material
#tex = context.texture #may be needed later?
# We could write some code to decide which icon to use here...
custom_icon = 'TEXTURE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.label(item.name, icon = custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class WORLD_TEXTURE_SLOTS_UL_List(UIList):
"""Texture Slots UIList."""
def draw_item(self, context, layout, world, item, icon, active_data,
active_texture_index, index):
world = context.world#.pov
active_data = world.pov
#tex = context.texture #may be needed later?
# We could write some code to decide which icon to use here...
custom_icon = 'TEXTURE'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.label(item.name, icon = custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label("", icon = custom_icon)
class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (engine in cls.COMPAT_ENGINES)
# if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")):
# return False
return ((context.material or
context.world or
context.light or
context.texture or
context.line_style or
isinstance(context.space_data.pin_id, ParticleSettings) or
context.texture_user) and
(engine in cls.COMPAT_ENGINES))
def draw(self, context):
layout = self.layout
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scene = context.scene
layout.prop(scene, "texture_context", expand=True)
if scene.texture_context == 'MATERIAL':
mat = context.scene.view_layers["View Layer"].objects.active.active_material
row = layout.row()
row.template_list("MATERIAL_TEXTURE_SLOTS_UL_layerlist", "", mat, "pov_texture_slots", mat.pov, "active_texture_index")
col = row.column(align=True)
col.operator("pov.textureslotadd",icon='ADD',text='')
col.operator("pov.textureslotremove",icon='REMOVE',text='')
col.separator()
if mat.pov_texture_slots:
index = mat.pov.active_texture_index
slot = mat.pov_texture_slots[index]
povtex = slot.name
tex = bpy.data.textures[povtex]
col.prop(tex,'use_fake_user',text = '')
layout.label(text='Find texture:')
layout.prop_search(slot,'texture_search',bpy.data,'textures',text='')
# else:
# for i in range(18): # length of material texture slots
# mat.pov_texture_slots.add()
'''
slot = getattr(context, "texture_slot", None)
node = getattr(context, "texture_node", None)
space = context.space_data
#attempt at replacing removed space_data
mtl = getattr(context, "material", None)
if mtl != None:
spacedependant = mtl
wld = getattr(context, "world", None)
if wld != None:
spacedependant = wld
lgt = getattr(context, "light", None)
if lgt != None:
spacedependant = lgt
#idblock = context.particle_system.settings
tex = getattr(context, "texture", None)
if tex != None:
spacedependant = tex
scene = context.scene
idblock = scene.pov#pov_context_tex_datablock(context)
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pin_id = space.pin_id
#spacedependant.use_limited_texture_context = True
if space.use_pin_id and not isinstance(pin_id, Texture):
idblock = id_tex_datablock(pin_id)
pin_id = None
if not space.use_pin_id:
layout.row().prop(spacedependant, "texture_context", expand=True)
pin_id = None
if spacedependant.texture_context == 'OTHER':
if not pin_id:
layout.template_texture_user()
user = context.texture_user
if user or pin_id:
layout.separator()
row = layout.row()
if pin_id:
row.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
row.template_ID(user, propname, new="texture.new")
if tex:
split = layout.split(factor=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
split.prop(tex, "type", text="")
return
tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER'))
if tex_collection:
pov = getattr(context, "pov", None)
active_texture_index = getattr(spacedependant, "active_texture_index", None)
print(active_texture_index)
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")
# row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
# world.texture_slots, world, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
if tex_collection:
layout.template_ID(idblock, "active_texture", new="texture.new")
elif node:
layout.template_ID(node, "texture", new="texture.new")
elif idblock:
layout.template_ID(idblock, "texture", new="texture.new")