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                # node_tree
    
                    # Node tree for node based materials
                    # Type:	NodeTree, (readonly)
    
                # offset_z
    
                    # Give faces an artificial offset in the Z buffer for Z transparency
                    # Type:	float in [-inf, inf], default 0.0
    
                # paint_active_slot
    
                    # Index of active texture paint slot
                    # Type:	int in [0, 32767], default 0
    
                # paint_clone_slot
    
                    # Index of clone texture paint slot
                    # Type:	int in [0, 32767], default 0
    
                # pass_index
    
                    # Index number for the “Material Index” render pass
                    # Type:	int in [0, 32767], default 0
    
                # physics
    
                    # Game physics settings
                    # Type:	MaterialPhysics, (readonly, never None)
    
                # preview_render_type
    
                    # Type of preview render
    
                        # FLAT Flat, Flat XY plane.
                        # SPHERE Sphere, Sphere.
                        # CUBE Cube, Cube.
                        # MONKEY Monkey, Monkey.
                        # HAIR Hair, Hair strands.
                        # SPHERE_A World Sphere, Large sphere with sky.
    
                    # Type:	enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘MONKEY’, ‘HAIR’, ‘SPHERE_A’], default ‘FLAT’
    
                # raytrace_mirror
    
                    # Raytraced reflection settings for the material
                    # Type:	MaterialRaytraceMirror, (readonly, never None)
    
                # raytrace_transparency
    
                    # Raytraced transparency settings for the material
                    # Type:	MaterialRaytraceTransparency, (readonly, never None)
    
                # roughness
    
                    # Oren-Nayar Roughness
                    # Type:	float in [0, 3.14], default 0.0
    
                # shadow_buffer_bias
    
                    # Factor to multiply shadow buffer bias with (0 is ignore)
                    # Type:	float in [0, 10], default 0.0
    
                # shadow_cast_alpha
    
                    # Shadow casting alpha, in use for Irregular and Deep shadow buffer
                    # Type:	float in [0.001, 1], default 0.0
    
                # shadow_only_type
    
                    # How to draw shadows
    
                        # SHADOW_ONLY_OLD Shadow and Distance, Old shadow only method.
                        # SHADOW_ONLY Shadow Only, Improved shadow only method.
                        # SHADOW_ONLY_SHADED Shadow and Shading, Improved shadow only method which also renders lightless areas as shadows.
    
                    # Type:	enum in [‘SHADOW_ONLY_OLD’, ‘SHADOW_ONLY’, ‘SHADOW_ONLY_SHADED’], default ‘SHADOW_ONLY_OLD’
    
                # shadow_ray_bias
    
                    # Shadow raytracing bias to prevent terminator problems on shadow boundary
                    # Type:	float in [0, 0.25], default 0.0
    
    
                # specular_color
    
                    # Specular color of the material
                    # Type:	float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
    
                # specular_hardness
    
                    # How hard (sharp) the specular reflection is
                    # Type:	int in [1, 511], default 0
    
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                # specular_intensity
    
                    # How intense (bright) the specular reflection is
                    # Type:	float in [0, 1], default 0.0
    
                # specular_ior
    
                    # Specular index of refraction
                    # Type:	float in [1, 10], default 0.0
    
                # specular_ramp
    
                    # Color ramp used to affect specular shading
                    # Type:	ColorRamp, (readonly)
    
                # specular_ramp_blend
    
                    # Blending method of the ramp and the specular color
                    # Type:	enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT_LIGHT’, ‘LINEAR_LIGHT’], default ‘MIX’
    
                # specular_ramp_factor
    
                    # Blending factor (also uses alpha in Colorband)
                    # Type:	float in [0, 1], default 0.0
    
                # specular_ramp_input
    
                    # How the ramp maps on the surface
                    # Type:	enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
                # specular_shader
    
                        # COOKTORR CookTorr, Use a Cook-Torrance shader.
                        # PHONG Phong, Use a Phong shader.
                        # BLINN Blinn, Use a Blinn shader.
                        # TOON Toon, Use a toon shader.
                        # WARDISO WardIso, Use a Ward anisotropic shader.
    
                    # Type:	enum in [‘COOKTORR’, ‘PHONG’, ‘BLINN’, ‘TOON’, ‘WARDISO’], default ‘COOKTORR’
    
                # specular_slope
    
                    # The standard deviation of surface slope
                    # Type:	float in [0, 0.4], default 0.0
    
                # specular_toon_size
    
                    # Size of specular toon area
                    # Type:	float in [0, 1.53], default 0.0
    
                # specular_toon_smooth
    
                    # Smoothness of specular toon area
                    # Type:	float in [0, 1], default 0.0
    
                # strand
    
                    # Strand settings for the material
                    # Type:	MaterialStrand, (readonly, never None)
    
                # subsurface_scattering
    
                    # Subsurface scattering settings for the material
                    # Type:	MaterialSubsurfaceScattering, (readonly, never None)
    
                # texture_paint_images
    
                    # Texture images used for texture painting
                    # Type:	bpy_prop_collection of Image, (readonly)
    
                # texture_paint_slots
    
                    # Texture slots defining the mapping and influence of textures
                    # Type:	bpy_prop_collection of TexPaintSlot, (readonly)
    
                # texture_slots
    
                    # Texture slots defining the mapping and influence of textures
                    # Type:	MaterialTextureSlots bpy_prop_collection of MaterialTextureSlot, (readonly)
    
                # translucency
    
                    # Amount of diffuse shading on the back side
                    # Type:	float in [0, 1], default 0.0
    
                # transparency_method
    
                    # Method to use for rendering transparency
    
                        # MASK Mask, Mask the background.
                        # Z_TRANSPARENCY Z Transparency, Use alpha buffer for transparent faces.
                        # RAYTRACE Raytrace, Use raytracing for transparent refraction rendering.
    
                    # Type:	enum in [‘MASK’, ‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘MASK’
    
                # type
    
                    # Material type defining how the object is rendered
    
                        # SURFACE Surface, Render object as a surface.
                        # WIRE Wire, Render the edges of faces as wires (not supported in raytracing).
                        # VOLUME Volume, Render object as a volume.
                        # HALO Halo, Render object as halo particles.
    
                    # Type:	enum in [‘SURFACE’, ‘WIRE’, ‘VOLUME’, ‘HALO’], default ‘SURFACE’
    
                # use_cast_approximate
    
                    # Allow this material to cast shadows when using approximate ambient occlusion
                    # Type:	boolean, default False
    
                # use_cast_buffer_shadows
    
                    # Allow this material to cast shadows from shadow buffer lamps
                    # Type:	boolean, default False
    
                # use_cast_shadows
    
                    # Allow this material to cast shadows
                    # Type:	boolean, default False
    
                # use_cast_shadows_only
    
                    # Make objects with this material appear invisible (not rendered), only casting shadows
                    # Type:	boolean, default False
    
                # use_cubic
    
                    # Use cubic interpolation for diffuse values, for smoother transitions
                    # Type:	boolean, default False
    
                # use_diffuse_ramp
    
                    # Toggle diffuse ramp operations
                    # Type:	boolean, default False
    
                # use_face_texture
    
                    # Replace the object’s base color with color from UV map image textures
                    # Type:	boolean, default False
    
                # use_face_texture_alpha
    
                    # Replace the object’s base alpha value with alpha from UV map image textures
                    # Type:	boolean, default False
    
                # use_full_oversampling
    
                    # Force this material to render full shading/textures for all anti-aliasing samples
                    # Type:	boolean, default False
    
                # use_light_group_exclusive
    
                    # Material uses the light group exclusively - these lamps are excluded from other scene lighting
                    # Type:	boolean, default False
    
                # use_light_group_local
    
                    # When linked in, material uses local light group with the same name
                    # Type:	boolean, default False
    
                # use_mist
    
                    # Use mist with this material (in world settings)
                    # Type:	boolean, default False
    
                # use_nodes
    
                    # Use shader nodes to render the material
                    # Type:	boolean, default False
    
                # use_object_color
    
                    # Modulate the result with a per-object color
                    # Type:	boolean, default False
    
                # use_only_shadow
    
                    # Render shadows as the material’s alpha value, making the material transparent except for shadowed areas
                    # Type:	boolean, default False
    
                # use_ray_shadow_bias
    
                    # Prevent raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
                    # Type:	boolean, default False
    
                # use_raytrace
    
                    # Include this material and geometry that uses it in raytracing calculations
                    # Type:	boolean, default False
    
                # use_shadeless
    
                    # Make this material insensitive to light or shadow
                    # Type:	boolean, default False
    
                # use_shadows
    
                    # Allow this material to receive shadows
                    # Type:	boolean, default False
    
                # use_sky
    
                    # Render this material with zero alpha, with sky background in place (scanline only)
                    # Type:	boolean, default False
    
                # use_specular_ramp
    
                    # Toggle specular ramp operations
                    # Type:	boolean, default False
    
                # use_tangent_shading
    
                    # Use the material’s tangent vector instead of the normal for shading - for anisotropic shading effects
                    # Type:	boolean, default False
    
                # use_textures
    
                    # Enable/Disable each texture
                    # Type:	boolean array of 18 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
    
                # use_transparency
    
                    # Render material as transparent
                    # Type:	boolean, default False
    
                # use_transparent_shadows
    
                    # Allow this object to receive transparent shadows cast through other objects
                    # Type:	boolean, default False
    
                # use_uv_project
    
                    # Use to ensure UV interpolation is correct for camera projections (use with UV project modifier)
                    # Type:	boolean, default False
    
                # use_vertex_color_light
    
                    # Add vertex colors as additional lighting
                    # Type:	boolean, default False
    
                # use_vertex_color_paint
    
                    # Replace object base color with vertex colors (multiply with ‘texture face’ face assigned textures)
                    # Type:	boolean, default False
    
                # volume
    
                    # Volume settings for the material
                    # Type:	MaterialVolume, (readonly, never None)
        '''    
        (mat.type in {'SURFACE', 'WIRE', 'VOLUME'}) 
         "use_transparency")
    
    
    
        mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
    
    
    
    
                col.prop(mat, "use_raytrace")
                col.prop(mat, "use_full_oversampling")
    
                sub.prop(mat, "use_sky")
    
    
                col.prop(mat, "use_cast_shadows", text="Cast")
                col.prop(mat, "use_cast_shadows_only", text="Cast Only")
                col.prop(mat, "use_cast_buffer_shadows")
    
                sub.active = mat.use_cast_buffer_shadows
                sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
                col.prop(mat, "use_cast_approximate")
    
    
    
                col.prop(mat, "diffuse_color", text="")
    
                sub.active = (not mat.use_shadeless)
                
                sub.prop(mat, "diffuse_intensity", text="Intensity")
    
    
                col.prop(mat, "diffuse_shader", text="")
                col.prop(mat, "use_diffuse_ramp", text="Ramp")
    
    
                if mat.diffuse_shader == 'OREN_NAYAR':
                    col.prop(mat, "roughness")
                elif mat.diffuse_shader == 'MINNAERT':
                    col.prop(mat, "darkness")
                elif mat.diffuse_shader == 'TOON':
    
                    row.prop(mat, "diffuse_toon_size", text="Size")
                    row.prop(mat, "diffuse_toon_smooth", text="Smooth")
                elif mat.diffuse_shader == 'FRESNEL':
    
                    row.prop(mat, "diffuse_fresnel", text="Fresnel")
                    row.prop(mat, "diffuse_fresnel_factor", text="Factor")
    
                if mat.use_diffuse_ramp:
           
                    col.template_color_ramp(mat, "diffuse_ramp", expand=True)
            
    
    
                    row.prop(mat, "diffuse_ramp_input", text="Input")
                    row.prop(mat, "diffuse_ramp_blend", text="Blend")
    
                    col.prop(mat, "diffuse_ramp_factor", text="Factor")
    
    
    
    
                col.prop(mat, "specular_color", text="")
                col.prop(mat, "specular_intensity", text="Intensity")
    
                col.prop(mat, "specular_shader", text="")
                col.prop(mat, "use_specular_ramp", text="Ramp")
    
                if mat.specular_shader in {'COOKTORR', 'PHONG'}:
                    col.prop(mat, "specular_hardness", text="Hardness")
                elif mat.specular_shader == 'BLINN':
    
                    row.prop(mat, "specular_hardness", text="Hardness")
                    row.prop(mat, "specular_ior", text="IOR")
                elif mat.specular_shader == 'WARDISO':
                    col.prop(mat, "specular_slope", text="Slope")
                elif mat.specular_shader == 'TOON':
    
                    row.prop(mat, "specular_toon_size", text="Size")
                    row.prop(mat, "specular_toon_smooth", text="Smooth")
    
                if mat.use_specular_ramp:
                    layout.separator()
                    layout.template_color_ramp(mat, "specular_ramp", expand=True)
                    layout.separator()
    
                    row = layout.row()
                    row.prop(mat, "specular_ramp_input", text="Input")
                    row.prop(mat, "specular_ramp_blend", text="Blend")
    
                    layout.prop(mat, "specular_ramp_factor", text="Factor")
    
    
        class MATERIAL_PT_shading(MaterialButtonsPanel, Panel):
            bl_label = "Shading"
            COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
    
            @classmethod
            def poll(cls, context):
                mat = context.material
                engine = context.scene.render.engine
                return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
    
            def draw(self, context):
                layout = self.layout
    
                mat = active_node_mat(context.material)
    
                if mat.type in {'SURFACE', 'WIRE'}:
                    split = layout.split()
    
                    col = split.column()
                    sub = col.column()
                    sub.active = not mat.use_shadeless
                    sub.prop(mat, "emit")
                    sub.prop(mat, "ambient")
                    sub = col.column()
                    sub.prop(mat, "translucency")
    
                    col = split.column()
                    col.prop(mat, "use_shadeless")
                    sub = col.column()
                    sub.active = not mat.use_shadeless
                    sub.prop(mat, "use_tangent_shading")
                    sub.prop(mat, "use_cubic")
    
    
        class MATERIAL_PT_transp(MaterialButtonsPanel, Panel):
            bl_label = "Transparency"
            COMPAT_ENGINES = {'BLENDER_RENDER'}
    
            @classmethod
            def poll(cls, context):
                mat = context.material
                engine = context.scene.render.engine
                return check_material(mat) and (mat.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, "use_transparency", text="")
    
            def draw(self, context):
                layout = self.layout
    
                base_mat = context.material
                mat = active_node_mat(context.material)
                rayt = mat.raytrace_transparency
    
                if simple_material(base_mat):
                    row = layout.row()
                    row.active = mat.use_transparency
                    row.prop(mat, "transparency_method", expand=True)
    
                split = layout.split()
                split.active = base_mat.use_transparency
    
                col = split.column()
                col.prop(mat, "alpha")
                row = col.row()
                row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless)
                row.prop(mat, "specular_alpha", text="Specular")
    
                col = split.column()
                col.active = (not mat.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.transparency_method == 'RAYTRACE':
                    layout.separator()
                    split = layout.split()
                    split.active = base_mat.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_mirror(MaterialButtonsPanel, Panel):
            bl_label = "Mirror"
            bl_options = {'DEFAULT_CLOSED'}
            COMPAT_ENGINES = {'BLENDER_RENDER'}
    
            @classmethod
            def poll(cls, context):
                mat = context.material
                engine = context.scene.render.engine
                return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
    
            def draw_header(self, context):
                raym = active_node_mat(context.material).raytrace_mirror
    
                self.layout.prop(raym, "use", text="")
    
            def draw(self, context):
                layout = self.layout
    
                mat = active_node_mat(context.material)
                raym = mat.raytrace_mirror
    
                layout.active = raym.use
    
                split = layout.split()
    
                col = split.column()
                col.prop(raym, "reflect_factor")
                col.prop(mat, "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 = col.split(percentage=0.4)
                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")
    
    
        class MATERIAL_PT_sss(MaterialButtonsPanel, Panel):
            bl_label = "Subsurface Scattering"
            bl_options = {'DEFAULT_CLOSED'}
            COMPAT_ENGINES = {'BLENDER_RENDER'}
    
            @classmethod
            def poll(cls, context):
                mat = context.material
                engine = context.scene.render.engine
                return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
    
            def draw_header(self, context):
                mat = active_node_mat(context.material)
                sss = mat.subsurface_scattering
    
                self.layout.active = (not mat.use_shadeless)
                self.layout.prop(sss, "use", text="")
    
            def draw(self, context):
                layout = self.layout
    
                mat = active_node_mat(context.material)
                sss = mat.subsurface_scattering
    
                layout.active = (sss.use) and (not mat.use_shadeless)
    
                row = layout.row().split()
                sub = row.row(align=True).split(align=True, percentage=0.75)
                sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
                sub.operator("material.sss_preset_add", text="", icon='ZOOMIN')
                sub.operator("material.sss_preset_add", text="", icon='ZOOMOUT').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_halo(MaterialButtonsPanel, Panel):
            bl_label = "Halo"
            COMPAT_ENGINES = {'BLENDER_RENDER'}
    
            @classmethod
            def poll(cls, context):
                mat = context.material
                engine = context.scene.render.engine
                return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
    
            def draw(self, context):
                layout = self.layout
    
                mat = context.material  # don't use node material
                halo = mat.halo
    
                def number_but(layout, toggle, number, name, color):
                    row = layout.row(align=True)
                    row.prop(halo, toggle, text="")
                    sub = row.column(align=True)
                    sub.active = getattr(halo, toggle)
                    sub.prop(halo, number, text=name, translate=False)
                    if not color == "":
                        sub.prop(mat, color, text="")
    
                split = layout.split()
    
                col = split.column()
                col.prop(mat, "alpha")
                col.prop(mat, "diffuse_color", text="")
                col.prop(halo, "seed")
    
                col = split.column()
                col.prop(halo, "size")
                col.prop(halo, "hardness")
                col.prop(halo, "add")
    
                layout.label(text="Options:")
    
                split = layout.split()
                col = split.column()
                col.prop(halo, "use_texture")
                col.prop(halo, "use_vertex_normal")
                col.prop(halo, "use_extreme_alpha")
                col.prop(halo, "use_shaded")
                col.prop(halo, "use_soft")
    
                col = split.column()
                number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color")
                number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color")
                number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "")
    
    
        class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
            bl_label = "Flare"
            COMPAT_ENGINES = {'BLENDER_RENDER'}
    
            @classmethod
            def poll(cls, context):
                mat = context.material
                engine = context.scene.render.engine
                return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
    
            def draw_header(self, context):
                halo = context.material.halo
    
                self.layout.prop(halo, "use_flare_mode", text="")
    
            def draw(self, context):
                layout = self.layout
    
                mat = context.material  # don't use node material
                halo = mat.halo
    
                layout.active = halo.use_flare_mode
    
                split = layout.split()
    
                col = split.column()
                col.prop(halo, "flare_size", text="Size")
                col.prop(halo, "flare_boost", text="Boost")
                col.prop(halo, "flare_seed", text="Seed")
    
                col = split.column()
                col.prop(halo, "flare_subflare_count", text="Subflares")
                col.prop(halo, "flare_subflare_size", text="Subsize")
    
        '''
    #######################End Old Blender Internal Props##########################
    
    ###############################################################################
    # Povray Nodes
    
    ###############################################################################
    class PovraySocketUniversal(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketUniversal'
        bl_label = 'Povray Socket'
    
        value_unlimited: bpy.props.FloatProperty(default=0.0)
        value_0_1: bpy.props.FloatProperty(min=0.0,max=1.0,default=0.0)
        value_0_10: bpy.props.FloatProperty(min=0.0,max=10.0,default=0.0)
        value_000001_10: bpy.props.FloatProperty(min=0.000001,max=10.0,default=0.0)
        value_1_9: bpy.props.IntProperty(min=1,max=9,default=1)
        value_0_255: bpy.props.IntProperty(min=0,max=255,default=0)
        percent: bpy.props.FloatProperty(min=0.0,max=100.0,default=0.0)
    
        def draw(self, context, layout, node, text):
            space = context.space_data
            tree = space.edit_tree
            links=tree.links
            if self.is_linked:
                value=[]
                for link in links:
                    if link.from_node==node:
                        inps=link.to_node.inputs
    
                        for inp in inps:
    
                            if inp.bl_idname=="PovraySocketFloat_0_1" and inp.is_linked:
                                prop="value_0_1"
                                if prop not in value:
                                    value.append(prop)
                            if inp.bl_idname=="PovraySocketFloat_000001_10" and inp.is_linked:
                                prop="value_000001_10"
                                if prop not in value:
                                    value.append(prop)
                            if inp.bl_idname=="PovraySocketFloat_0_10" and inp.is_linked:
                                prop="value_0_10"
                                if prop not in value:
                                    value.append(prop)
                            if inp.bl_idname=="PovraySocketInt_1_9" and inp.is_linked:
                                prop="value_1_9"
                                if prop not in value:
                                    value.append(prop)
                            if inp.bl_idname=="PovraySocketInt_0_255" and inp.is_linked:
                                prop="value_0_255"
                                if prop not in value:
                                    value.append(prop)
                            if inp.bl_idname=="PovraySocketFloatUnlimited" and inp.is_linked:
                                prop="value_unlimited"
                                if prop not in value:
                                    value.append(prop)
                if len(value)==1:
                    layout.prop(self, "%s"%value[0], text=text)
                else:
                    layout.prop(self, "percent", text="Percent")
            else:
                layout.prop(self, "percent", text=text)
        def draw_color(self, context, node):
            return (1, 0, 0, 1)
    
    class PovraySocketFloat_0_1(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketFloat_0_1'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(description="Input node Value_0_1",min=0,max=1,default=0)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
    
        def draw_color(self, context, node):
            return (0.5, 0.7, 0.7, 1)
    
    class PovraySocketFloat_0_10(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketFloat_0_10'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(description="Input node Value_0_10",min=0,max=10,default=0)
    
        def draw(self, context, layout, node, text):
            if node.bl_idname == 'ShaderNormalMapNode' and node.inputs[2].is_linked:
    
                layout.label(text='')
    
                self.hide_value=True
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
        def draw_color(self, context, node):
            return (0.65, 0.65, 0.65, 1)
    
    class PovraySocketFloat_10(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketFloat_10'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(description="Input node Value_10",min=-10,max=10,default=0)
    
        def draw(self, context, layout, node, text):
            if node.bl_idname == 'ShaderNormalMapNode' and node.inputs[2].is_linked:
    
                layout.label(text='')
    
                self.hide_value=True
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
        def draw_color(self, context, node):
            return (0.65, 0.65, 0.65, 1)
    
    class PovraySocketFloatPositive(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketFloatPositive'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(description="Input Node Value Positive", min=0.0, default=0)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
        def draw_color(self, context, node):
            return (0.045, 0.005, 0.136, 1)
    
    class PovraySocketFloat_000001_10(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketFloat_000001_10'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(min=0.000001,max=10,default=0.000001)
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
        def draw_color(self, context, node):
            return (1, 0, 0, 1)
    
    class PovraySocketFloatUnlimited(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketFloatUnlimited'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(default = 0.0)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text, slider=True)
        def draw_color(self, context, node):
            return (0.7, 0.7, 1, 1)
    
    class PovraySocketInt_1_9(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketInt_1_9'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.IntProperty(description="Input node Value_1_9",min=1,max=9,default=6)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text)
        def draw_color(self, context, node):
            return (1, 0.7, 0.7, 1)
    
    class PovraySocketInt_0_256(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketInt_0_256'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.IntProperty(min=0,max=255,default=0)
    
        def draw(self, context, layout, node, text):
            if self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text)
        def draw_color(self, context, node):
            return (0.5, 0.5, 0.5, 1)
    
    
    class PovraySocketPattern(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketPattern'
        bl_label = 'Povray Socket'
    
    
        default_value: bpy.props.EnumProperty(
    
                name="Pattern",
                description="Select the pattern",
                items=(('boxed', "Boxed", ""),('brick', "Brick", ""),('cells', "Cells", ""), ('checker', "Checker", ""),
                       ('granite', "Granite", ""),('leopard', "Leopard", ""),('marble', "Marble", ""),
                       ('onion', "Onion", ""),('planar', "Planar", ""), ('quilted', "Quilted", ""),
                       ('ripples', "Ripples", ""),  ('radial', "Radial", ""),('spherical', "Spherical", ""),
                       ('spotted', "Spotted", ""), ('waves', "Waves", ""), ('wood', "Wood", ""),
                       ('wrinkles', "Wrinkles", "")),
                default='granite')
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
    
                layout.label(text="Pattern")
    
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 1, 1, 1)
    
    class PovraySocketColor(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketColor'
        bl_label = 'Povray Socket'
    
    
        default_value: bpy.props.FloatVectorProperty(
    
                precision=4, step=0.01, min=0, soft_max=1,
                default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR')
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 1, 0, 1)
    
    class PovraySocketColorRGBFT(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketColorRGBFT'
        bl_label = 'Povray Socket'
    
    
        default_value: bpy.props.FloatVectorProperty(
    
                precision=4, step=0.01, min=0, soft_max=1,
                default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR')
    
        f: bpy.props.FloatProperty(default = 0.0,min=0.0,max=1.0)
        t: bpy.props.FloatProperty(default = 0.0,min=0.0,max=1.0)
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text)
            else:
                layout.prop(self, "default_value", text=text)
    
        def draw_color(self, context, node):
            return (1, 1, 0, 1)
    
    class PovraySocketTexture(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketTexture'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.IntProperty()
    
        def draw(self, context, layout, node, text):
            layout.label(text)
    
        def draw_color(self, context, node):
            return (0, 1, 0, 1)
    
    
    
    class PovraySocketTransform(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketTransform'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.IntProperty(min=0,max=255,default=0)
    
        def draw(self, context, layout, node, text):
            layout.label(text)
    
        def draw_color(self, context, node):
            return (99/255, 99/255, 199/255, 1)
    
    class PovraySocketNormal(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketNormal'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.IntProperty(min=0,max=255,default=0)
    
        def draw(self, context, layout, node, text):
            layout.label(text)
    
        def draw_color(self, context, node):
            return (0.65, 0.65, 0.65, 1)
    
    class PovraySocketSlope(bpy.types.NodeSocket):
        bl_idname = 'PovraySocketSlope'
        bl_label = 'Povray Socket'
    
        default_value: bpy.props.FloatProperty(min = 0.0, max = 1.0)
        height: bpy.props.FloatProperty(min = 0.0, max = 10.0)
        slope: bpy.props.FloatProperty(min = -10.0, max = 10.0)
    
        def draw(self, context, layout, node, text):
            if self.is_output or self.is_linked:
                layout.label(text)
            else:
                layout.prop(self,'default_value',text='')