Newer
Older
# ##### 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 #####
Maurice Raybaud
committed
import sys #really import here and in render.py?
import os #really import here and in render.py?
from os.path import isfile
from bl_operators.presets import AddPresetBase
from bpy.utils import register_class, unregister_class
from bpy.types import (
Operator,
# Example of wrapping every class 'as is'
from bl_ui import properties_output
for member in dir(properties_output):
subclass = getattr(properties_output, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY')
except:
pass
del properties_output
from bl_ui import properties_view_layer
for member in dir(properties_view_layer):
subclass = getattr(properties_view_layer, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY')
except:
pass
del properties_view_layer
#DEPRECATED#properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
#DEPRECATED#properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
#DEPRECATED#properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
#TORECREATE##DEPRECATED#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
from bl_ui.properties_texture import texture_filter_common
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
# Physics Main wrapping every class 'as is'
from bl_ui import properties_physics_common
for member in dir(properties_physics_common):
subclass = getattr(properties_physics_common, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_common
# Physics Rigid Bodies wrapping every class 'as is'
from bl_ui import properties_physics_rigidbody
for member in dir(properties_physics_rigidbody):
subclass = getattr(properties_physics_rigidbody, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_rigidbody
# Physics Rigid Body Constraint wrapping every class 'as is'
from bl_ui import properties_physics_rigidbody_constraint
for member in dir(properties_physics_rigidbody_constraint):
subclass = getattr(properties_physics_rigidbody_constraint, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_rigidbody_constraint
# Physics Smoke wrapping every class 'as is'
from bl_ui import properties_physics_smoke
for member in dir(properties_physics_smoke):
subclass = getattr(properties_physics_smoke, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_smoke
# Physics softbody wrapping every class 'as is'
from bl_ui import properties_physics_softbody
for member in dir(properties_physics_softbody):
subclass = getattr(properties_physics_softbody, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_softbody
# Physics Fluid wrapping every class 'as is'
from bl_ui import properties_physics_fluid
for member in dir(properties_physics_fluid):
subclass = getattr(properties_physics_fluid, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_fluid
# Physics Field wrapping every class 'as is'
from bl_ui import properties_physics_field
for member in dir(properties_physics_field):
subclass = getattr(properties_physics_field, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_field
# Physics Cloth wrapping every class 'as is'
from bl_ui import properties_physics_cloth
for member in dir(properties_physics_cloth):
subclass = getattr(properties_physics_cloth, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_cloth
# Physics Dynamic Paint wrapping every class 'as is'
from bl_ui import properties_physics_dynamicpaint
for member in dir(properties_physics_dynamicpaint):
subclass = getattr(properties_physics_dynamicpaint, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_dynamicpaint
# Example of wrapping every class 'as is'
from bl_ui import properties_data_modifier
for member in dir(properties_data_modifier):
subclass = getattr(properties_data_modifier, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_data_modifier
# 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)
try:
#mat=context.material
#if mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes):
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
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
class POV_WORLD_MT_presets(bpy.types.Menu):
bl_label = "World Presets"
preset_subdir = "pov/world"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class AddPresetWorld(AddPresetBase, Operator):
'''Add a World Preset'''
bl_idname = "object.world_preset_add"
bl_label = "Add World Preset"
preset_menu = "POV_WORLD_MT_presets"
# variable used for all preset values
preset_defines = [
"scene = bpy.context.scene"
]
# properties to store in the preset
preset_values = [
"scene.world.use_sky_blend",
"scene.world.horizon_color",
"scene.world.zenith_color",
"scene.world.ambient_color",
"scene.world.mist_settings.use_mist",
"scene.world.mist_settings.intensity",
"scene.world.mist_settings.depth",
"scene.world.mist_settings.start",
"scene.pov.media_enable",
"scene.pov.media_scattering_type",
"scene.pov.media_samples",
"scene.pov.media_diffusion_scale",
"scene.pov.media_diffusion_color",
"scene.pov.media_absorption_scale",
"scene.pov.media_absorption_color",
"scene.pov.media_eccentricity",
]
# where to store the preset
preset_subdir = "pov/world"
def check_material(mat):
if mat is not None:
if mat.use_nodes:
if not mat.node_tree: #FORMERLY : #mat.active_node_material is not None:
return True
return False
return True
return False
def simple_material(mat):
if (mat is not None) and (not mat.use_nodes):
return True
return False
Maurice Raybaud
committed
def check_add_mesh_extra_objects():
if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
Maurice Raybaud
committed
return True
return False
Maurice Raybaud
committed
def locate_docpath():
addon_prefs = bpy.context.preferences.addons[__package__].preferences
Maurice Raybaud
committed
# Use the system preference if its set.
pov_documents = addon_prefs.docpath_povray
if pov_documents:
if os.path.exists(pov_documents):
return pov_documents
else:
print("User Preferences path to povray documents %r NOT FOUND, checking $PATH" % pov_documents)
# Windows Only
if sys.platform[:3] == "win":
import winreg
try:
win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER,
Maurice Raybaud
committed
win_docpath = winreg.QueryValueEx(win_reg_key, "DocPath")[0]
pov_documents = os.path.join(win_docpath, "Insert Menu")
if os.path.exists(pov_documents):
return pov_documents
except FileNotFoundError:
return""
# search the path all os's
pov_documents_default = "include"
os_path_ls = os.getenv("PATH").split(':') + [""]
for dir_name in os_path_ls:
pov_documents = os.path.join(dir_name, pov_documents_default)
if os.path.exists(pov_documents):
return pov_documents
return ""
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
def pov_context_tex_datablock(context):
idblock = context.material
if idblock:
return active_node_mat(idblock)
idblock = context.lamp
if idblock:
return idblock
idblock = context.world
if idblock:
return idblock
idblock = context.brush
if idblock:
return idblock
idblock = context.line_style
if idblock:
return idblock
if context.particle_system:
idblock = context.particle_system.settings
return idblock
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
@classmethod
def poll(cls, context):
return (rd.engine in cls.COMPAT_ENGINES)
class ModifierButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mods = context.object.modifiers
rd = context.scene.render
return mods 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.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.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.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.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.engine in cls.COMPAT_ENGINES)
Maurice Raybaud
committed
class TextButtonsPanel():
bl_space_type = 'TEXT_EDITOR'
bl_region_type = 'UI'
bl_label = "POV-Ray"
Maurice Raybaud
committed
# 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.engine in cls.COMPAT_ENGINES)
Maurice Raybaud
committed
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, 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, 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, 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, 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, Panel):
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, 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, 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
################################################################################
# from bl_ui import properties_data_light
# for member in dir(properties_data_light):
# subclass = getattr(properties_data_light, member)
# try:
# subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# except:
# pass
# del properties_data_light
#########################LIGHTS################################
from bl_ui import properties_data_light
# These panels are kept
properties_data_light.DATA_PT_custom_props_light.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_data_light.DATA_PT_context_light.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_light.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 LIGHT_PT_POV_preview(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_preview.bl_label
draw = properties_data_light.DATA_PT_preview.draw
class LIGHT_PT_POV_light(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_light.bl_label
draw = properties_data_light.DATA_PT_light.draw
class POV_LIGHT_MT_presets(bpy.types.Menu):
bl_label = "Lamp Presets"
preset_subdir = "pov/lamp"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class AddPresetLamp(AddPresetBase, Operator):
bl_idname = "object.light_preset_add"
bl_label = "Add Lamp Preset"
preset_menu = "POV_LIGHT_MT_presets"
# variable used for all preset values
preset_defines = [
"lightdata = bpy.context.object.data"
]
# properties to store in the preset
preset_values = [
]
# where to store the preset
preset_subdir = "pov/lamp"
def light_panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(POV_LIGHT_MT_presets.__name__, text=POV_LIGHT_MT_presets.bl_label)
row.operator(AddPresetLamp.bl_idname, text="", icon='ADD')
row.operator(AddPresetLamp.bl_idname, text="", icon='REMOVE').remove_active = True
class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_sunsky.bl_label
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_sunsky.draw
class LIGHT_PT_POV_shadow(PovLampButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return lamp and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().prop(lamp, "shadow_method", expand=True)
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col.prop(lamp, "use_square")
col.prop(lamp, "show_cone")
col = split.column()
col.active = (lamp.shadow_method != 'BUFFER_SHADOW' or lamp.shadow_buffer_type != 'DEEP')
col.prop(lamp, "use_halo")
sub = col.column(align=True)
sub.active = lamp.use_halo
sub.prop(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.prop(lamp, "halo_step", text="Step")
if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form factor sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp.pov, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp.pov, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form factor sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
row = layout.row()
row.prop(lamp, "use_umbra")
row.prop(lamp, "use_dither")
row.prop(lamp, "use_jitter")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.label(text="Buffer Type:")
col.row().prop(lamp, "shadow_buffer_type", expand=True)
if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
split = layout.split()
col = split.column()
col.label(text="Filter Type:")
col.prop(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_soft", text="Soft")
sub.prop(lamp, "shadow_buffer_bias", text="Bias")
col = split.column()
col.label(text="Sample Buffers:")
col.prop(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_size", text="Size")
sub.prop(lamp, "shadow_buffer_samples", text="Samples")
if lamp.shadow_buffer_type == 'DEEP':
col.prop(lamp, "compression_threshold")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.prop(lamp, "shadow_buffer_bias", text="Bias")
split = layout.split()
col = split.column()
col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
sub = col.column()
sub.active = not lamp.use_auto_clip_start
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col = split.column()
col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
sub = col.column()
sub.active = not lamp.use_auto_clip_end
sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
'''
class LIGHT_PT_POV_area(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_area.bl_label
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_area.draw
Maurice Raybaud
committed
class LIGHT_PT_POV_spot(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_spot.bl_label
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_spot.draw
class LIGHT_PT_POV_falloff_curve(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_falloff_curve.bl_label
bl_options = properties_data_light.DATA_PT_falloff_curve.bl_options
@classmethod
def poll(cls, context):
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_light.DATA_PT_falloff_curve.draw
class OBJECT_PT_povray_obj_rainbow(PovLampButtonsPanel, 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")
###############################################################################
class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
bl_label = "World"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world.pov
row = layout.row(align=True)
row.menu(POV_WORLD_MT_presets.__name__, text=POV_WORLD_MT_presets.bl_label)
row.operator(AddPresetWorld.bl_idname, text="", icon='ADD')
row.operator(AddPresetWorld.bl_idname, text="", icon='REMOVE').remove_active = True
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
#row = layout.row()
#row.prop(world, "exposure") #Re-implement later as a light multiplier
#row.prop(world, "color_range")
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
class WORLD_PT_POV_mist(WorldButtonsPanel, Panel):
bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
col.prop(world.mist_settings, "start")
col = split.column()
col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
layout.prop(world.mist_settings, "falloff")
class RENDER_PT_povray_export_settings(RenderButtonsPanel, Panel):
bl_label = "Start Options"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
if scene.pov.tempfiles_enable:
self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='AUTO')
else:
self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='CONSOLE')
def draw(self, context):
layout = self.layout
Campbell Barton
committed
layout.active = (scene.pov.max_trace_level != 0)
col = split.column()
col.label(text="Command line switches:")
Bastien Montagne
committed
col.prop(scene.pov, "command_line_switches", text="")
layout.active = not scene.pov.tempfiles_enable
#if not scene.pov.tempfiles_enable:
split.prop(scene.pov, "deletefiles_enable", text="Delete files")
split.prop(scene.pov, "pov_editor", text="POV Editor")
col = layout.column()
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")
if scene.pov.indentation_character == 'SPACE':
split.prop(scene.pov, "indentation_spaces", text="Spaces")
row = layout.row()
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, Panel):
bl_label = "Global Settings"
bl_icon = 'SETTINGS'
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
Maurice Raybaud
committed
scene = context.scene
if scene.pov.global_settings_advanced:
self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='SETTINGS')
else:
self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='PREFERENCES')
def draw(self, context):
layout = self.layout
scene = context.scene
#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:")
Bastien Montagne
committed
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):
Maurice Raybaud
committed
bl_label = "Photons"
bl_options = {'DEFAULT_CLOSED'}
Maurice Raybaud
committed
COMPAT_ENGINES = {'POVRAY_RENDER'}
Maurice Raybaud
committed
# def draw_header(self, context):
# self.layout.label(icon='SETTINGS')
Maurice Raybaud
committed
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()
Maurice Raybaud
committed
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
Bastien Montagne
committed
layout.active = scene.pov.antialias_enable
Bastien Montagne
committed
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
Bastien Montagne
committed
layout.active = scene.pov.radio_enable
split = layout.split()
col = split.column()
Bastien Montagne
committed
col.prop(scene.pov, "radio_count", text="Rays")
col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
Bastien Montagne
committed
split.prop(scene.pov, "radio_error_bound", text="Error Bound")
Bastien Montagne
committed
layout.prop(scene.pov, "radio_display_advanced")
Bastien Montagne
committed
if scene.pov.radio_display_advanced:
Bastien Montagne
committed
col.prop(scene.pov, "radio_adc_bailout", slider=True)
col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
Bastien Montagne
committed
col.prop(scene.pov, "radio_gray_threshold", slider=True)
col.prop(scene.pov, "radio_pretrace_start", slider=True)
Maurice Raybaud
committed
col.prop(scene.pov, "radio_low_error_factor", slider=True)
Bastien Montagne
committed
col.prop(scene.pov, "radio_brightness")
Maurice Raybaud
committed
col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse")
Bastien Montagne
committed
col.prop(scene.pov, "radio_nearest_count")
col.prop(scene.pov, "radio_pretrace_end", slider=True)
Maurice Raybaud
committed
col = layout.column()
Maurice Raybaud
committed
col.prop(scene.pov, "radio_always_sample")
Bastien Montagne
committed
col.prop(scene.pov, "radio_normal")
Maurice Raybaud
committed
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
Bastien Montagne
committed
self.layout.prop(scene.pov, "media_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
Bastien Montagne
committed
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):
Maurice Raybaud
committed
## bl_label = "Baking"
## COMPAT_ENGINES = {'POVRAY_RENDER'}
##
## def draw_header(self, context):
## scene = context.scene
##
Bastien Montagne
committed
## self.layout.prop(scene.pov, "baking_enable", text="")
Maurice Raybaud
committed
##
## def draw(self, context):
## layout = self.layout
##
## scene = context.scene
## rd = scene.render
##
Bastien Montagne
committed
## layout.active = scene.pov.baking_enable
class MODIFIERS_PT_povray_modifiers(ModifierButtonsPanel, Panel):
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
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'}
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
@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")
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
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):
Maurice Raybaud
committed
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
Maurice Raybaud
committed
col = layout.column()
col.prop(mat.pov, "irid_enable")
if mat.pov.irid_enable:
Maurice Raybaud
committed
col.prop(mat.pov, "irid_amount", slider=True)
col.prop(mat.pov, "irid_thickness", slider=True)
col.prop(mat.pov, "irid_turbulence", slider=True)
Maurice Raybaud
committed
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
Maurice Raybaud
committed
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))
Maurice Raybaud
committed
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):
Maurice Raybaud
committed
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
Bastien Montagne
committed
self.layout.prop(mat.pov, "interior_fade_color", text="")
def draw(self, context):
layout = self.layout
mat = context.material
Maurice Raybaud
committed
# 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")
Maurice Raybaud
committed
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
Maurice Raybaud
committed
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
Bastien Montagne
committed
layout.active = mat.pov.caustics_enable
Maurice Raybaud
committed
col = layout.column()
Bastien Montagne
committed
if mat.pov.caustics_enable:
Maurice Raybaud
committed
col.prop(mat.pov, "refraction_caustics")
if mat.pov.refraction_caustics:
col.prop(mat.pov, "refraction_type", text="")
Maurice Raybaud
committed
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)
Bastien Montagne
committed
col.prop(mat.pov, "photons_reflection")
Maurice Raybaud
committed
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
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
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):
Maurice Raybaud
committed
bl_label = "Custom POV Code"
Campbell Barton
committed
COMPAT_ENGINES = {'POVRAY_RENDER'}
Maurice Raybaud
committed
Maurice Raybaud
committed
def draw(self, context):
layout = self.layout
mat = context.material
Maurice Raybaud
committed
col.label(text="Replace properties with:")
Bastien Montagne
committed
col.prop(mat.pov, "replacement_text", text="")
Maurice Raybaud
committed
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')
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
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
# 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
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)
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
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")
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
# 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")
if pin_id:
layout.template_ID(space, "pin_id")
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:")
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
col = split.column()
col.label(text="RGB Multiply:")
sub = col.column(align=True)
sub.prop(tex, "factor_red", text="R")
sub.prop(tex, "factor_green", text="G")
sub.prop(tex, "factor_blue", text="B")
col = split.column()
col.label(text="Adjust:")
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
col = layout.column()
col.prop(tex, "use_clamp", text="Clamp")
# Texture Slot Panels #
class TextureSlotPanel(TextureButtonsPanel):
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
if not hasattr(context, "texture_slot"):
return False
engine = context.scene.render.engine
return TextureButtonsPanel.poll(cls, context) and (engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_povray_type(TextureButtonsPanel, Panel):
bl_label = "POV-ray Textures"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
Maurice Raybaud
committed
def draw(self, context):
layout = self.layout
tex = context.texture
split.label(text="POV:")
split.prop(tex.pov, "tex_pattern_type", text="")
# row = layout.row()
# row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
# world.texture_slots, world, "active_texture_index")
class TEXTURE_PT_povray_preview(TextureButtonsPanel, Panel):
bl_label = "Preview"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
@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, Panel):
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
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")
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")
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")
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
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"}:
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.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.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.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)
Loading
Loading full blame...