Newer
Older
# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
""""Nodes based User interface for shaders exported to POV textures."""
import bpy
from bpy.utils import register_class, unregister_class
from bpy.types import Menu, Node, NodeSocket, CompositorNodeTree, TextureNodeTree, Operator
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
)
import nodeitems_utils
from nodeitems_utils import NodeCategory, NodeItem
# ---------------------------------------------------------------- #
# ---------------------------------------------------------------- #
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
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
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
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
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
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
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
class PovraySocketUniversal(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(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=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(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=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(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=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(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=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(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=text)
else:
layout.prop(self, "default_value", text=text, slider=True)
def draw_color(self, context, node):
return (1, 0, 0, 1)
class PovraySocketFloatUnlimited(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=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(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=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(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=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(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(NodeSocket):
bl_idname = "PovraySocketColor"
bl_label = "Povray Socket"
default_value: 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=text)
else:
layout.prop(self, "default_value", text=text)
def draw_color(self, context, node):
return (1, 1, 0, 1)
class PovraySocketColorRGBFT(NodeSocket):
bl_idname = "PovraySocketColorRGBFT"
bl_label = "Povray Socket"
default_value: 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=text)
else:
layout.prop(self, "default_value", text=text)
def draw_color(self, context, node):
return (1, 1, 0, 1)
class PovraySocketTexture(NodeSocket):
bl_idname = "PovraySocketTexture"
bl_label = "Povray Socket"
default_value: bpy.props.IntProperty()
def draw(self, context, layout, node, text):
layout.label(text=text)
def draw_color(self, context, node):
return (0, 1, 0, 1)
class PovraySocketTransform(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=text)
def draw_color(self, context, node):
return (99 / 255, 99 / 255, 199 / 255, 1)
class PovraySocketNormal(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=text)
def draw_color(self, context, node):
return (0.65, 0.65, 0.65, 1)
class PovraySocketSlope(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=text)
else:
layout.prop(self, "default_value", text="")
layout.prop(self, "height", text="")
layout.prop(self, "slope", text="")
def draw_color(self, context, node):
return (0, 0, 0, 1)
class PovraySocketMap(NodeSocket):
bl_idname = "PovraySocketMap"
bl_label = "Povray Socket"
default_value: bpy.props.StringProperty()
def draw(self, context, layout, node, text):
layout.label(text=text)
def draw_color(self, context, node):
return (0.2, 0, 0.2, 1)
class PovrayShaderNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == "ObjectNodeTree"
class PovrayTextureNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == "TextureNodeTree"
class PovraySceneNodeCategory(NodeCategory):
@classmethod
def poll(cls, context):
return context.space_data.tree_type == "CompositorNodeTree"
node_categories = [
PovrayShaderNodeCategory("SHADEROUTPUT", "Output", items=[NodeItem("PovrayOutputNode")]),
PovrayShaderNodeCategory("SIMPLE", "Simple texture", items=[NodeItem("PovrayTextureNode")]),
PovrayShaderNodeCategory(
"MAPS",
"Maps",
items=[
NodeItem("PovrayBumpMapNode"),
NodeItem("PovrayColorImageNode"),
NodeItem("ShaderNormalMapNode"),
NodeItem("PovraySlopeNode"),
NodeItem("ShaderTextureMapNode"),
NodeItem("ShaderNodeValToRGB"),
],
),
PovrayShaderNodeCategory(
"OTHER",
"Other patterns",
items=[NodeItem("PovrayImagePatternNode"), NodeItem("ShaderPatternNode")],
),
PovrayShaderNodeCategory("COLOR", "Color", items=[NodeItem("PovrayPigmentNode")]),
PovrayShaderNodeCategory(
"TRANSFORM",
"Transform",
items=[
NodeItem("PovrayMappingNode"),
NodeItem("PovrayMultiplyNode"),
NodeItem("PovrayModifierNode"),
NodeItem("PovrayTransformNode"),
NodeItem("PovrayValueNode"),
],
),
PovrayShaderNodeCategory(
"FINISH",
"Finish",
items=[
NodeItem("PovrayFinishNode"),
NodeItem("PovrayDiffuseNode"),
NodeItem("PovraySpecularNode"),
NodeItem("PovrayPhongNode"),
NodeItem("PovrayAmbientNode"),
NodeItem("PovrayMirrorNode"),
NodeItem("PovrayIridescenceNode"),
NodeItem("PovraySubsurfaceNode"),
],
),
PovrayShaderNodeCategory(
"CYCLES",
"Cycles",
items=[
NodeItem("ShaderNodeAddShader"),
NodeItem("ShaderNodeAmbientOcclusion"),
NodeItem("ShaderNodeAttribute"),
NodeItem("ShaderNodeBackground"),
NodeItem("ShaderNodeBlackbody"),
NodeItem("ShaderNodeBrightContrast"),
NodeItem("ShaderNodeBsdfAnisotropic"),
NodeItem("ShaderNodeBsdfDiffuse"),
NodeItem("ShaderNodeBsdfGlass"),
NodeItem("ShaderNodeBsdfGlossy"),
NodeItem("ShaderNodeBsdfHair"),
NodeItem("ShaderNodeBsdfRefraction"),
NodeItem("ShaderNodeBsdfToon"),
NodeItem("ShaderNodeBsdfTranslucent"),
NodeItem("ShaderNodeBsdfTransparent"),
NodeItem("ShaderNodeBsdfVelvet"),
NodeItem("ShaderNodeBump"),
NodeItem("ShaderNodeCameraData"),
NodeItem("ShaderNodeCombineHSV"),
NodeItem("ShaderNodeCombineRGB"),
NodeItem("ShaderNodeCombineXYZ"),
NodeItem("ShaderNodeEmission"),
NodeItem("ShaderNodeExtendedMaterial"),
NodeItem("ShaderNodeFresnel"),
NodeItem("ShaderNodeGamma"),
NodeItem("ShaderNodeGeometry"),
NodeItem("ShaderNodeGroup"),
NodeItem("ShaderNodeHairInfo"),
NodeItem("ShaderNodeHoldout"),
NodeItem("ShaderNodeHueSaturation"),
NodeItem("ShaderNodeInvert"),
NodeItem("ShaderNodeLampData"),
NodeItem("ShaderNodeLayerWeight"),
NodeItem("ShaderNodeLightFalloff"),
NodeItem("ShaderNodeLightPath"),
NodeItem("ShaderNodeMapping"),
NodeItem("ShaderNodeMaterial"),
NodeItem("ShaderNodeMath"),
NodeItem("ShaderNodeMixRGB"),
NodeItem("ShaderNodeMixShader"),
NodeItem("ShaderNodeNewGeometry"),
NodeItem("ShaderNodeNormal"),
NodeItem("ShaderNodeNormalMap"),
NodeItem("ShaderNodeObjectInfo"),
NodeItem("ShaderNodeOutput"),
NodeItem("ShaderNodeOutputLamp"),
NodeItem("ShaderNodeOutputLineStyle"),
NodeItem("ShaderNodeOutputMaterial"),
NodeItem("ShaderNodeOutputWorld"),
NodeItem("ShaderNodeParticleInfo"),
NodeItem("ShaderNodeRGB"),
NodeItem("ShaderNodeRGBCurve"),
NodeItem("ShaderNodeRGBToBW"),
NodeItem("ShaderNodeScript"),
NodeItem("ShaderNodeSeparateHSV"),
NodeItem("ShaderNodeSeparateRGB"),
NodeItem("ShaderNodeSeparateXYZ"),
NodeItem("ShaderNodeSqueeze"),
NodeItem("ShaderNodeSubsurfaceScattering"),
NodeItem("ShaderNodeTangent"),
NodeItem("ShaderNodeTexBrick"),
NodeItem("ShaderNodeTexChecker"),
NodeItem("ShaderNodeTexCoord"),
NodeItem("ShaderNodeTexEnvironment"),
NodeItem("ShaderNodeTexGradient"),
NodeItem("ShaderNodeTexImage"),
NodeItem("ShaderNodeTexMagic"),
NodeItem("ShaderNodeTexMusgrave"),
NodeItem("ShaderNodeTexNoise"),
NodeItem("ShaderNodeTexPointDensity"),
NodeItem("ShaderNodeTexSky"),
NodeItem("ShaderNodeTexVoronoi"),
NodeItem("ShaderNodeTexWave"),
NodeItem("ShaderNodeTexture"),
NodeItem("ShaderNodeUVAlongStroke"),
NodeItem("ShaderNodeUVMap"),
NodeItem("ShaderNodeValToRGB"),
NodeItem("ShaderNodeValue"),
NodeItem("ShaderNodeVectorCurve"),
NodeItem("ShaderNodeVectorMath"),
NodeItem("ShaderNodeVectorTransform"),
NodeItem("ShaderNodeVolumeAbsorption"),
NodeItem("ShaderNodeVolumeScatter"),
NodeItem("ShaderNodeWavelength"),
NodeItem("ShaderNodeWireframe"),
],
),
PovrayTextureNodeCategory(
"TEXTUREOUTPUT",
"Output",
items=[NodeItem("TextureNodeValToRGB"), NodeItem("TextureOutputNode")],
),
PovraySceneNodeCategory("ISOSURFACE", "Isosurface", items=[NodeItem("IsoPropsNode")]),
PovraySceneNodeCategory("FOG", "Fog", items=[NodeItem("PovrayFogNode")]),
]
# -------- end nodes init
# -------- nodes ui
# -------- Nodes
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
# def find_node_input(node, name):
# for input in node.inputs:
# if input.name == name:
# return input
# def panel_node_draw(layout, id_data, output_type, input_name):
# if not id_data.use_nodes:
# #layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# #layout.operator("pov.use_shading_nodes", icon='NODETREE')
# layout.operator("WM_OT_context_toggle", icon='NODETREE').data_path = \
# "material.pov.material_use_nodes"
# return False
# ntree = id_data.node_tree
# node = find_node(id_data, output_type)
# if not node:
# layout.label(text="No output node")
# else:
# input = find_node_input(node, input_name)
# layout.template_node_view(ntree, node, input)
# return True
class NODE_MT_POV_map_create(Menu):
"""Create maps"""
bl_idname = "POVRAY_MT_node_map_create"
bl_label = "Create map"
def draw(self, context):
layout = self.layout
layout.operator("node.map_create")
def menu_func_nodes(self, context):
ob = context.object
if hasattr(ob, 'active_material'):
mat = context.object.active_material
if mat and context.space_data.tree_type == 'ObjectNodeTree':
self.layout.prop(mat.pov, "material_use_nodes")
self.layout.menu(NODE_MT_POV_map_create.bl_idname)
self.layout.operator("wm.updatepreviewkey")
if hasattr(mat, 'active_texture') and context.scene.render.engine == 'POVRAY_RENDER':
tex = mat.active_texture
if tex and context.space_data.tree_type == 'TextureNodeTree':
self.layout.prop(tex.pov, "texture_use_nodes")
class ObjectNodeTree(bpy.types.NodeTree):
Maurice Raybaud
committed
"""Povray Material Nodes"""
bl_idname = 'ObjectNodeTree'
bl_label = 'Povray Object Nodes'
bl_icon = 'PLUGIN'
@classmethod
def poll(cls, context):
return context.scene.render.engine == 'POVRAY_RENDER'
@classmethod
def get_from_context(cls, context):
ob = context.active_object
if ob and ob.type not in {'LIGHT'}:
ma = ob.active_material
if ma is not None:
nt_name = ma.node_tree
if nt_name != '':
return nt_name, ma, ma
return (None, None, None)
def update(self):
self.refresh = True
# -------- output # ---------------------------------------------------------------- #
class PovrayOutputNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Output"""
bl_idname = 'PovrayOutputNode'
bl_label = 'Output'
bl_icon = 'SHADING_TEXTURE'
def init(self, context):
self.inputs.new('PovraySocketTexture', "Texture")
def draw_buttons(self, context, layout):
ob = context.object
layout.prop(ob.pov, "object_ior", slider=True)
def draw_buttons_ext(self, context, layout):
ob = context.object
layout.prop(ob.pov, "object_ior", slider=True)
def draw_label(self):
return "Output"
# -------- material # ---------------------------------------------------------------- #
Maurice Raybaud
committed
"""Texture"""
bl_idname = 'PovrayTextureNode'
bl_label = 'Simple texture'
bl_icon = 'SHADING_TEXTURE'
def init(self, context):
color = self.inputs.new('PovraySocketColor', "Pigment")
color.default_value = (1, 1, 1)
normal = self.inputs.new('NodeSocketFloat', "Normal")
normal.hide_value = True
finish = self.inputs.new('NodeSocketVector', "Finish")
finish.hide_value = True
self.outputs.new('PovraySocketTexture', "Texture")
def draw_label(self):
return "Simple texture"
class PovrayFinishNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Finish"""
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
bl_idname = 'PovrayFinishNode'
bl_label = 'Finish'
bl_icon = 'SHADING_TEXTURE'
def init(self, context):
self.inputs.new('PovraySocketFloat_0_1', "Emission")
ambient = self.inputs.new('NodeSocketVector', "Ambient")
ambient.hide_value = True
diffuse = self.inputs.new('NodeSocketVector', "Diffuse")
diffuse.hide_value = True
specular = self.inputs.new('NodeSocketVector', "Highlight")
specular.hide_value = True
mirror = self.inputs.new('NodeSocketVector', "Mirror")
mirror.hide_value = True
iridescence = self.inputs.new('NodeSocketVector', "Iridescence")
iridescence.hide_value = True
subsurface = self.inputs.new('NodeSocketVector', "Translucency")
subsurface.hide_value = True
self.outputs.new('NodeSocketVector', "Finish")
def draw_label(self):
return "Finish"
class PovrayDiffuseNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Diffuse"""
bl_idname = 'PovrayDiffuseNode'
bl_label = 'Diffuse'
bl_icon = 'MATSPHERE'
def init(self, context):
intensity = self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value = 0.8
albedo = self.inputs.new('NodeSocketBool', "Albedo")
albedo.default_value = False
brilliance = self.inputs.new('PovraySocketFloat_0_10', "Brilliance")
brilliance.default_value = 1.8
self.inputs.new('PovraySocketFloat_0_1', "Crand")
self.outputs.new('NodeSocketVector', "Diffuse")
def draw_label(self):
return "Diffuse"
class PovrayPhongNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Phong"""
bl_idname = 'PovrayPhongNode'
bl_label = 'Phong'
bl_icon = 'MESH_UVSPHERE'
def init(self, context):
albedo = self.inputs.new('NodeSocketBool', "Albedo")
intensity = self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value = 0.8
phong_size = self.inputs.new('PovraySocketInt_0_256', "Size")
phong_size.default_value = 60
metallic = self.inputs.new('PovraySocketFloat_0_1', "Metallic")
self.outputs.new('NodeSocketVector', "Phong")
def draw_label(self):
return "Phong"
class PovraySpecularNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Specular"""
bl_idname = 'PovraySpecularNode'
bl_label = 'Specular'
bl_icon = 'MESH_UVSPHERE'
def init(self, context):
albedo = self.inputs.new('NodeSocketBool', "Albedo")
intensity = self.inputs.new('PovraySocketFloat_0_1', "Intensity")
intensity.default_value = 0.8
roughness = self.inputs.new('PovraySocketFloat_0_1', "Roughness")
roughness.default_value = 0.02
metallic = self.inputs.new('PovraySocketFloat_0_1', "Metallic")
self.outputs.new('NodeSocketVector', "Specular")
def draw_label(self):
return "Specular"
class PovrayMirrorNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Mirror"""
bl_idname = 'PovrayMirrorNode'
bl_label = 'Mirror'
bl_icon = 'SHADING_TEXTURE'
def init(self, context):
color = self.inputs.new('PovraySocketColor', "Color")
color.default_value = (1, 1, 1)
metallic = self.inputs.new('PovraySocketFloat_0_1', "Metallic")
metallic.default_value = 1.0
exponent = self.inputs.new('PovraySocketFloat_0_1', "Exponent")
exponent.default_value = 1.0
self.inputs.new('PovraySocketFloat_0_1', "Falloff")
self.inputs.new('NodeSocketBool', "Fresnel")
self.inputs.new('NodeSocketBool', "Conserve energy")
self.outputs.new('NodeSocketVector', "Mirror")
def draw_label(self):
return "Mirror"
class PovrayAmbientNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Ambient"""
bl_idname = 'PovrayAmbientNode'
bl_label = 'Ambient'
bl_icon = 'SHADING_SOLID'
def init(self, context):
self.inputs.new('PovraySocketColor', "Ambient")
self.outputs.new('NodeSocketVector', "Ambient")
def draw_label(self):
return "Ambient"
class PovrayIridescenceNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Iridescence"""
bl_idname = 'PovrayIridescenceNode'
bl_label = 'Iridescence'
bl_icon = 'MESH_UVSPHERE'
def init(self, context):
amount = self.inputs.new('NodeSocketFloat', "Amount")
amount.default_value = 0.25
thickness = self.inputs.new('NodeSocketFloat', "Thickness")
thickness.default_value = 1
self.inputs.new('NodeSocketFloat', "Turbulence")
self.outputs.new('NodeSocketVector', "Iridescence")
def draw_label(self):
return "Iridescence"
class PovraySubsurfaceNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Subsurface"""
bl_idname = 'PovraySubsurfaceNode'
bl_label = 'Subsurface'
bl_icon = 'MESH_UVSPHERE'
def init(self, context):
translucency = self.inputs.new('NodeSocketColor', "Translucency")
translucency.default_value = (0, 0, 0, 1)
energy = self.inputs.new('PovraySocketInt_0_256', "Energy")
energy.default_value = 20
self.outputs.new('NodeSocketVector', "Translucency")
def draw_buttons(self, context, layout):
scene = context.scene
layout.prop(scene.pov, "sslt_enable", text="SSLT")
def draw_buttons_ext(self, context, layout):
scene = context.scene
layout.prop(scene.pov, "sslt_enable", text="SSLT")
def draw_label(self):
return "Subsurface"
# ---------------------------------------------------------------- #
class PovrayMappingNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Mapping"""
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
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
bl_idname = 'PovrayMappingNode'
bl_label = 'Mapping'
bl_icon = 'NODE_TEXTURE'
warp_type: EnumProperty(
name="Warp Types",
description="Select the type of warp",
items=(
('cubic', "Cubic", ""),
('cylindrical', "Cylindrical", ""),
('planar', "Planar", ""),
('spherical', "Spherical", ""),
('toroidal', "Toroidal", ""),
('uv_mapping', "UV", ""),
('NONE', "None", "No indentation"),
),
default='NONE',
)
warp_orientation: EnumProperty(
name="Warp Orientation",
description="Select the orientation of warp",
items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
default='y',
)
warp_dist_exp: FloatProperty(
name="Distance exponent", description="Distance exponent", min=0.0, max=100.0, default=1.0
)
warp_tor_major_radius: FloatProperty(
name="Major radius",
description="Torus is distance from major radius",
min=0.0,
max=5.0,
default=1.0,
)
def init(self, context):
self.outputs.new('NodeSocketVector', "Mapping")
def draw_buttons(self, context, layout):
column = layout.column()
column.prop(self, "warp_type", text="Warp type")
if self.warp_type in {'toroidal', 'spherical', 'cylindrical', 'planar'}:
column.prop(self, "warp_orientation", text="Orientation")
column.prop(self, "warp_dist_exp", text="Exponent")
if self.warp_type == 'toroidal':
column.prop(self, "warp_tor_major_radius", text="Major R")
def draw_buttons_ext(self, context, layout):
column = layout.column()
column.prop(self, "warp_type", text="Warp type")
if self.warp_type in {'toroidal', 'spherical', 'cylindrical', 'planar'}:
column.prop(self, "warp_orientation", text="Orientation")
column.prop(self, "warp_dist_exp", text="Exponent")
if self.warp_type == 'toroidal':
column.prop(self, "warp_tor_major_radius", text="Major R")
def draw_label(self):
return "Mapping"
class PovrayMultiplyNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Multiply"""
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
bl_idname = 'PovrayMultiplyNode'
bl_label = 'Multiply'
bl_icon = 'SHADING_SOLID'
amount_x: FloatProperty(
name="X", description="Number of repeats", min=1.0, max=10000.0, default=1.0
)
amount_y: FloatProperty(
name="Y", description="Number of repeats", min=1.0, max=10000.0, default=1.0
)
amount_z: FloatProperty(
name="Z", description="Number of repeats", min=1.0, max=10000.0, default=1.0
)
def init(self, context):
self.outputs.new('NodeSocketVector', "Amount")
def draw_buttons(self, context, layout):
column = layout.column()
column.label(text="Amount")
row = column.row(align=True)
row.prop(self, "amount_x")
row.prop(self, "amount_y")
row.prop(self, "amount_z")
def draw_buttons_ext(self, context, layout):
column = layout.column()
column.label(text="Amount")
row = column.row(align=True)
row.prop(self, "amount_x")
row.prop(self, "amount_y")
row.prop(self, "amount_z")
def draw_label(self):
return "Multiply"
class PovrayTransformNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Transform"""
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
bl_idname = 'PovrayTransformNode'
bl_label = 'Transform'
bl_icon = 'NODE_TEXTURE'
def init(self, context):
self.inputs.new('PovraySocketFloatUnlimited', "Translate x")
self.inputs.new('PovraySocketFloatUnlimited', "Translate y")
self.inputs.new('PovraySocketFloatUnlimited', "Translate z")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate x")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate y")
self.inputs.new('PovraySocketFloatUnlimited', "Rotate z")
sX = self.inputs.new('PovraySocketFloatUnlimited', "Scale x")
sX.default_value = 1.0
sY = self.inputs.new('PovraySocketFloatUnlimited', "Scale y")
sY.default_value = 1.0
sZ = self.inputs.new('PovraySocketFloatUnlimited', "Scale z")
sZ.default_value = 1.0
self.outputs.new('NodeSocketVector', "Transform")
def draw_label(self):
return "Transform"
class PovrayValueNode(Node, ObjectNodeTree):
Maurice Raybaud
committed
"""Value"""