-
Maurice Raybaud authored
POV: Add primitives workspace tools icons, blurry reflections, equation based isourface ; various fixes * fix tiny formatting of quotes, docstrings, parenthesis * fix pov centered worspaces * fix (revert) bad default for text block insertion * fix primitive exports sorted by most frequent for (slight) speed up * fix some uninitialized hairstrand root diameter variable * fix extracted function for CSG inside vector * fix too big size of proxy mesh for ininite plane caused it to blink * fix end of render speach error handling * fix max specular value to better map out under a texture influence * fix emit, ambient, translucency shading properties UI broken post 2.8 * add workspace tools icons for pov primitives * add a user input equation based isosurface primitive * add micro normals based blurry reflections (glossy UI slider)
Maurice Raybaud authoredPOV: Add primitives workspace tools icons, blurry reflections, equation based isourface ; various fixes * fix tiny formatting of quotes, docstrings, parenthesis * fix pov centered worspaces * fix (revert) bad default for text block insertion * fix primitive exports sorted by most frequent for (slight) speed up * fix some uninitialized hairstrand root diameter variable * fix extracted function for CSG inside vector * fix too big size of proxy mesh for ininite plane caused it to blink * fix end of render speach error handling * fix max specular value to better map out under a texture influence * fix emit, ambient, translucency shading properties UI broken post 2.8 * add workspace tools icons for pov primitives * add a user input equation based isosurface primitive * add micro normals based blurry reflections (glossy UI slider)
texturing_gui.py 48.78 KiB
# ##### 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 #####
# <pep8 compliant>
"""User interface for texturing tools."""
import bpy
from bpy.utils import register_class, unregister_class
from bpy.types import (
Operator,
Menu,
UIList,
Panel,
Brush,
Material,
Light,
World,
ParticleSettings,
FreestyleLineStyle,
)
# from .ui import TextureButtonsPanel
from .shading_properties import pov_context_tex_datablock
from bl_ui.properties_paint_common import brush_texture_settings
# Example of wrapping every class 'as is'
from bl_ui import properties_texture
# unused, replaced by pov_context_tex_datablock (no way to use?):
# from bl_ui.properties_texture import context_tex_datablock
# from bl_ui.properties_texture import texture_filter_common #unused yet?
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
if hasattr(subclass, "COMPAT_ENGINES"):
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_texture
class TextureButtonsPanel:
"""Use this class to define buttons from the texture tab properties."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
tex = context.texture
rd = context.scene.render
return tex and (rd.engine in cls.COMPAT_ENGINES)
class TEXTURE_MT_POV_specials(Menu):
"""Use this class to define pov texture slot operations buttons."""
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')
class WORLD_TEXTURE_SLOTS_UL_POV_layerlist(UIList):
"""Use this class to show pov texture slots list."""
index: bpy.props.IntProperty(name='index')
# should active_propname be index or..?
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
# world = context.scene.world # .pov # NOT USED
# active_data = world.pov # NOT USED
# tex = context.texture #may be needed later?
# We could write some code to decide which icon to use here...
# custom_icon = 'TEXTURE'
# ob = data
slot = item
# ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(slot, "texture", text="", emboss=False, icon='TEXTURE')
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist(UIList):
"""Use this class to show pov texture slots list."""
# texture_slots:
index: bpy.props.IntProperty(name='index')
# foo = random prop
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
# ob = data
slot = item
# ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(slot, "texture", text="", emboss=False, icon='TEXTURE')
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class TEXTURE_PT_context(TextureButtonsPanel, Panel):
"""Rewrite of this existing class to modify it."""
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
# register but not unregistered because
# the modified parts concern only POVRAY_RENDER
@classmethod
def poll(cls, context):
return (
context.scene.texture_context
not in ('MATERIAL', 'WORLD', 'LIGHT', 'PARTICLES', 'LINESTYLE')
or context.scene.render.engine != 'POVRAY_RENDER'
)
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
col = layout.column()
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
col.template_texture_user()
if user or pin_id:
col.separator()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
col.separator()
split = col.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
"""Use this class to show pov texture context buttons."""
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
# if not (hasattr(context, "pov_texture_slot") or hasattr(context, "texture_node")):
# return False
return (
context.material
or context.scene.world
or context.light
or context.texture
or context.line_style
or context.particle_system
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
scene = context.scene
mat = context.view_layer.objects.active.active_material
wld = context.scene.world
layout.prop(scene, "texture_context", expand=True)
if scene.texture_context == 'MATERIAL' and mat is not None:
row = layout.row()
row.template_list(
"MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist",
"",
mat,
"pov_texture_slots",
mat.pov,
"active_texture_index",
rows=2,
maxrows=16,
type="DEFAULT",
)
col = row.column(align=True)
col.operator("pov.textureslotadd", icon='ADD', text='')
col.operator("pov.textureslotremove", icon='REMOVE', text='')
# XXX todo: recreate for pov_texture_slots?
# col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
# col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.separator()
if mat.pov_texture_slots:
index = mat.pov.active_texture_index
slot = mat.pov_texture_slots[index]
try:
povtex = slot.texture # slot.name
tex = bpy.data.textures[povtex]
col.prop(tex, 'use_fake_user', text='')
# layout.label(text='Linked Texture data browser:')
# propname = slot.texture_search
# if slot.texture was a pointer to texture data rather than just a name string:
# layout.template_ID(povtex, "texture", new="texture.new")
except KeyError:
tex = None
layout.prop_search(
slot, 'texture_search', bpy.data, 'textures', text='', icon='TEXTURE'
)
try:
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[
slot.texture_search
]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[
slot.texture_search
]
except KeyError:
# texture not hand-linked by user
pass
if tex:
layout.separator()
split = layout.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
# else:
# for i in range(18): # length of material texture slots
# mat.pov_texture_slots.add()
elif scene.texture_context == 'WORLD' and wld is not None:
row = layout.row()
row.template_list(
"WORLD_TEXTURE_SLOTS_UL_POV_layerlist",
"",
wld,
"pov_texture_slots",
wld.pov,
"active_texture_index",
rows=2,
maxrows=16,
type="DEFAULT",
)
col = row.column(align=True)
col.operator("pov.textureslotadd", icon='ADD', text='')
col.operator("pov.textureslotremove", icon='REMOVE', text='')
# todo: recreate for pov_texture_slots?
# col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
# col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.separator()
if wld.pov_texture_slots:
index = wld.pov.active_texture_index
slot = wld.pov_texture_slots[index]
povtex = slot.texture # slot.name
tex = bpy.data.textures[povtex]
col.prop(tex, 'use_fake_user', text='')
# layout.label(text='Linked Texture data browser:')
# propname = slot.texture_search # NOT USED
# if slot.texture was a pointer to texture data rather than just a name string:
# layout.template_ID(povtex, "texture", new="texture.new")
layout.prop_search(
slot, 'texture_search', bpy.data, 'textures', text='', icon='TEXTURE'
)
try:
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[
slot.texture_search
]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[
slot.texture_search
]
except KeyError:
# texture not hand-linked by user
pass
if tex:
layout.separator()
split = layout.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
# Commented out below is a reminder of what existed in Blender Internal
# attributes need to be recreated
'''
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)
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 (pov)
print(idblock)
print(active_texture_index)
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")
# row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
# world.texture_slots, world, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_POV_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:")
'''
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
"""Use this class to show pov color ramps."""
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 TEXTURE_OT_POV_texture_slot_add(Operator):
"""Use this class for the add texture slot button."""
bl_idname = "pov.textureslotadd"
bl_label = "Add"
bl_description = "Add texture_slot"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def execute(self, context):
idblock = pov_context_tex_datablock(context)
tex = bpy.data.textures.new(name='Texture', type='IMAGE')
# tex.use_fake_user = True
# mat = context.view_layer.objects.active.active_material
slot = idblock.pov_texture_slots.add()
slot.name = tex.name
slot.texture = tex.name
slot.texture_search = tex.name
# Switch paint brush and paint brush mask
# to this texture so settings remain contextual
bpy.context.tool_settings.image_paint.brush.texture = tex
bpy.context.tool_settings.image_paint.brush.mask_texture = tex
idblock.pov.active_texture_index = len(idblock.pov_texture_slots) - 1
# for area in bpy.context.screen.areas:
# if area.type in ['PROPERTIES']:
# area.tag_redraw()
return {'FINISHED'}
class TEXTURE_OT_POV_texture_slot_remove(Operator):
"""Use this class for the remove texture slot button."""
bl_idname = "pov.textureslotremove"
bl_label = "Remove"
bl_description = "Remove texture_slot"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def execute(self, context):
idblock = pov_context_tex_datablock(context)
# mat = context.view_layer.objects.active.active_material
# tex_slot = idblock.pov_texture_slots.remove(idblock.pov.active_texture_index) # not used
if idblock.pov.active_texture_index > 0:
idblock.pov.active_texture_index -= 1
try:
tex = idblock.pov_texture_slots[idblock.pov.active_texture_index].texture
except IndexError:
# No more slots
return {'FINISHED'}
# Switch paint brush to previous texture so settings remain contextual
# if 'tex' in locals(): # Would test is the tex variable is assigned / exists
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[tex]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[tex]
return {'FINISHED'}
class TextureSlotPanel(TextureButtonsPanel):
"""Use this class to show pov texture slots panel."""
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
if not hasattr(context, "pov_texture_slot"):
return False
engine = context.scene.render.engine
# return TextureButtonsPanel.poll(cls, context) and (engine in cls.COMPAT_ENGINES)
return TextureButtonsPanel.poll(context) and (engine in cls.COMPAT_ENGINES)
class TEXTURE_PT_POV_type(TextureButtonsPanel, Panel):
"""Use this class to define pov texture type buttons."""
bl_label = "POV Textures"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
# world = context.world # unused
tex = context.texture
split = layout.split(factor=0.2)
split.label(text="Pattern")
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_POV_preview(TextureButtonsPanel, Panel):
"""Use this class to define pov texture preview panel."""
bl_label = "Preview"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
if not hasattr(context, "pov_texture_slot"):
return False
tex = context.texture
# mat = bpy.context.active_object.active_material #unused
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, "pov_texture_slot", None)
# idblock = pov_context_tex_datablock(context) # unused
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_POV_parameters(TextureButtonsPanel, Panel):
"""Use this class to define pov texture pattern buttons."""
bl_label = "POV Pattern Options"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
# mat = bpy.context.active_object.active_material # Unused
tex = context.texture
if tex is not None and tex.pov.tex_pattern_type != 'emulator':
layout = self.layout
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")
align = True
if tex.pov.tex_pattern_type == 'quilted':
row = layout.row(align=align)
row.prop(tex.pov, "modifier_control0", text="Control0")
row.prop(tex.pov, "modifier_control1", text="Control1")
if tex.pov.tex_pattern_type == 'brick':
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "brick_size_x", text="Brick size X")
row.prop(tex.pov, "brick_size_y", text="Brick size Y")
row = col.row()
row.prop(tex.pov, "brick_size_z", text="Brick size Z")
row.prop(tex.pov, "brick_mortar", text="Brick mortar")
if tex.pov.tex_pattern_type in {'julia', 'mandel', 'magnet'}:
col = layout.column(align=align)
if tex.pov.tex_pattern_type == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
if tex.pov.tex_pattern_type == 'magnet' and tex.pov.magnet_style == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
row = col.row()
if tex.pov.tex_pattern_type in {'julia', 'mandel'}:
row.prop(tex.pov, "f_exponent", text="Exponent")
if tex.pov.tex_pattern_type == 'magnet':
row.prop(tex.pov, "magnet_type", text="Type")
row.prop(tex.pov, "f_iter", text="Iterations")
row = col.row()
row.prop(tex.pov, "f_ior", text="Interior")
row.prop(tex.pov, "f_ior_fac", text="Factor I")
row = col.row()
row.prop(tex.pov, "f_eor", text="Exterior")
row.prop(tex.pov, "f_eor_fac", text="Factor E")
if tex.pov.tex_pattern_type == 'gradient':
layout.label(text="Gradient orientation:")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "grad_orient_x", text="X")
column_flow.prop(tex.pov, "grad_orient_y", text="Y")
column_flow.prop(tex.pov, "grad_orient_z", text="Z")
if tex.pov.tex_pattern_type == 'pavement':
layout.prop(tex.pov, "pave_sides", text="Pavement:number of sides")
col = layout.column(align=align)
column_flow = col.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "pave_tiles", text="Tiles")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_35", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_22", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_7", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_5", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_4", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_2", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6:
column_flow.label(text="!!! 5 tiles!")
column_flow.prop(tex.pov, "pave_form", text="Form")
if tex.pov.tex_pattern_type == 'function':
layout.prop(tex.pov, "func_list", text="Functions")
if tex.pov.tex_pattern_type == 'function' and tex.pov.func_list != "NONE":
func = None
if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}:
func = 0
if tex.pov.func_list in {
"f_comma",
"f_crossed_trough",
"f_cubic_saddle",
"f_cushion",
"f_devils_curve",
"f_enneper",
"f_glob",
"f_heart",
"f_hex_x",
"f_hex_y",
"f_hunt_surface",
"f_klein_bottle",
"f_kummer_surface_v1",
"f_lemniscate_of_gerono",
"f_mitre",
"f_nodal_cubic",
"f_noise_generator",
"f_odd",
"f_paraboloid",
"f_pillow",
"f_piriform",
"f_quantum",
"f_quartic_paraboloid",
"f_quartic_saddle",
"f_sphere",
"f_steiners_roman",
"f_torus_gumdrop",
"f_umbrella",
}:
func = 1
if tex.pov.func_list in {
"f_bicorn",
"f_bifolia",
"f_boy_surface",
"f_superellipsoid",
"f_torus",
}:
func = 2
if tex.pov.func_list in {
"f_ellipsoid",
"f_folium_surface",
"f_hyperbolic_torus",
"f_kampyle_of_eudoxus",
"f_parabolic_torus",
"f_quartic_cylinder",
"f_torus2",
}:
func = 3
if tex.pov.func_list in {
"f_blob2",
"f_cross_ellipsoids",
"f_flange_cover",
"f_isect_ellipsoids",
"f_kummer_surface_v2",
"f_ovals_of_cassini",
"f_rounded_box",
"f_spikes_2d",
"f_strophoid",
}:
func = 4
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",
}:
func = 5
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.label(text="X")
column_flow.prop(tex.pov, "func_plus_x", text="")
column_flow.prop(tex.pov, "func_x", text="Value")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="Y")
column_flow.prop(tex.pov, "func_plus_y", text="")
column_flow.prop(tex.pov, "func_y", text="Value")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="Z")
column_flow.prop(tex.pov, "func_plus_z", text="")
column_flow.prop(tex.pov, "func_z", text="Value")
row = layout.row(align=align)
if func > 0:
row.prop(tex.pov, "func_P0", text="P0")
if func > 1:
row.prop(tex.pov, "func_P1", text="P1")
row = layout.row(align=align)
if func > 2:
row.prop(tex.pov, "func_P2", text="P2")
if func > 3:
row.prop(tex.pov, "func_P3", text="P3")
row = layout.row(align=align)
if func > 4:
row.prop(tex.pov, "func_P4", text="P4")
if func > 5:
row.prop(tex.pov, "func_P5", text="P5")
row = layout.row(align=align)
if func > 6:
row.prop(tex.pov, "func_P6", text="P6")
if func > 7:
row.prop(tex.pov, "func_P7", text="P7")
row = layout.row(align=align)
row.prop(tex.pov, "func_P8", text="P8")
row.prop(tex.pov, "func_P9", text="P9")
# ------------------------- End Patterns ------------------------- #
layout.prop(tex.pov, "warp_types", text="Warp types") # warp
if tex.pov.warp_types == "TOROIDAL":
layout.prop(tex.pov, "warp_tor_major_radius", text="Major radius")
if tex.pov.warp_types not in {"CUBIC", "NONE"}:
layout.prop(tex.pov, "warp_orientation", text="Warp orientation")
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "warp_dist_exp", text="Distance exponent")
row = col.row()
row.prop(tex.pov, "modifier_frequency", text="Frequency")
row.prop(tex.pov, "modifier_phase", text="Phase")
row = layout.row()
row.label(text="Offset:")
row.label(text="Scale:")
row.label(text="Rotate:")
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "tex_mov_x", text="X")
row.prop(tex.pov, "tex_scale_x", text="X")
row.prop(tex.pov, "tex_rot_x", text="X")
row = col.row()
row.prop(tex.pov, "tex_mov_y", text="Y")
row.prop(tex.pov, "tex_scale_y", text="Y")
row.prop(tex.pov, "tex_rot_y", text="Y")
row = col.row()
row.prop(tex.pov, "tex_mov_z", text="Z")
row.prop(tex.pov, "tex_scale_z", text="Z")
row.prop(tex.pov, "tex_rot_z", text="Z")
row = layout.row()
row.label(text="Turbulence:")
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "warp_turbulence_x", text="X")
row.prop(tex.pov, "modifier_octaves", text="Octaves")
row = col.row()
row.prop(tex.pov, "warp_turbulence_y", text="Y")
row.prop(tex.pov, "modifier_lambda", text="Lambda")
row = col.row()
row.prop(tex.pov, "warp_turbulence_z", text="Z")
row.prop(tex.pov, "modifier_omega", text="Omega")
class TEXTURE_PT_POV_mapping(TextureSlotPanel, Panel):
"""Use this class to define POV texture mapping buttons."""
bl_label = "Mapping"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@classmethod
def poll(cls, context):
idblock = pov_context_tex_datablock(context)
if isinstance(idblock, Brush) and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
idblock = pov_context_tex_datablock(context)
mat = bpy.context.active_object.active_material
# tex = context.texture_slot
tex = mat.pov_texture_slots[mat.active_texture_index]
if not isinstance(idblock, Brush):
split = layout.split(percentage=0.3)
col = split.column()
col.label(text="Coordinates:")
col = split.column()
col.prop(tex, "texture_coords", text="")
if tex.texture_coords == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.label(text="Mesh:")
split.prop(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coords == 'UV':
split = layout.split(percentage=0.3)
split.label(text="Map:")
ob = context.object
if ob and ob.type == 'MESH':
split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
else:
split.prop(tex, "uv_layer", text="")
elif tex.texture_coords == 'OBJECT':
split = layout.split(percentage=0.3)
split.label(text="Object:")
split.prop(tex, "object", text="")
elif tex.texture_coords == 'ALONG_STROKE':
split = layout.split(percentage=0.3)
split.label(text="Use Tips:")
split.prop(tex, "use_tips", text="")
if isinstance(idblock, Brush):
if context.sculpt_object or context.image_paint_object:
brush_texture_settings(layout, idblock, context.sculpt_object)
else:
if isinstance(idblock, FreestyleLineStyle):
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split(percentage=0.3)
split.separator()
row = split.row()
row.prop(tex, "mapping_x", text="")
row.prop(tex, "mapping_y", text="")
row.prop(tex, "mapping_z", text="")
elif isinstance(idblock, Material):
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coords in {'ORCO', 'UV'}:
col.prop(tex, "use_from_dupli")
if idblock.type == 'VOLUME' and tex.texture_coords == 'ORCO':
col.prop(tex, "use_map_to_bounds")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "use_from_original")
if idblock.type == 'VOLUME':
col.prop(tex, "use_map_to_bounds")
else:
col.label()
col = split.column()
row = col.row()
row.prop(tex, "mapping_x", text="")
row.prop(tex, "mapping_y", text="")
row.prop(tex, "mapping_z", text="")
row = layout.row()
row.column().prop(tex, "offset")
row.column().prop(tex, "scale")
class TEXTURE_PT_POV_influence(TextureSlotPanel, Panel):
"""Use this class to define pov texture influence buttons."""
bl_label = "Influence"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
# bl_context = 'texture'
@classmethod
def poll(cls, context):
idblock = pov_context_tex_datablock(context)
if (
# isinstance(idblock, Brush) and # Brush used for everything since 2.8
context.scene.texture_context
== 'OTHER'
): # XXX replace by isinstance(idblock, bpy.types.Brush) and ...
return False
# Specify below also for pov_world_texture_slots, lights etc.
# to display for various types of slots but only when any
if not getattr(idblock, "pov_texture_slots", None):
return False
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
idblock = pov_context_tex_datablock(context)
# tex = context.pov_texture_slot
# mat = bpy.context.active_object.active_material
texslot = idblock.pov_texture_slots[
idblock.pov.active_texture_index
] # bpy.data.textures[mat.active_texture_index]
# below tex unused yet ...maybe for particles?
try:
tex = bpy.data.textures[idblock.pov_texture_slots[idblock.pov.active_texture_index].texture] # NOT USED
except KeyError:
tex = None # NOT USED
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.prop(texslot, toggle, text="")
sub = row.row(align=True)
sub.active = getattr(texslot, toggle)
sub.prop(texslot, factor, text=name, slider=True)
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, Material):
split = layout.split()
col = split.column()
if idblock.pov.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
col.label(text="Diffuse:")
factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity")
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
factor_but(col, "use_map_translucency", "translucency_factor", "Translucency")
col.label(text="Specular:")
factor_but(col, "use_map_specular", "specular_factor", "Intensity")
factor_but(col, "use_map_color_spec", "specular_color_factor", "Color")
factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
col = split.column()
col.label(text="Shading:")
factor_but(col, "use_map_ambient", "ambient_factor", "Ambient")
factor_but(col, "use_map_emit", "emit_factor", "Emit")
factor_but(col, "use_map_mirror", "mirror_factor", "Mirror")
factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror")
col.label(text="Geometry:")
# XXX replace 'or' when displacement is fixed to not rely on normal influence value.
sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal")
sub_tmp.active = texslot.use_map_normal or texslot.use_map_displacement
# END XXX
factor_but(col, "use_map_warp", "warp_factor", "Warp")
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
elif idblock.pov.type == 'HALO':
layout.label(text="Halo:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
col = split.column()
factor_but(col, "use_map_raymir", "raymir_factor", "Size")
factor_but(col, "use_map_hardness", "hardness_factor", "Hardness")
factor_but(col, "use_map_translucency", "translucency_factor", "Add")
elif idblock.pov.type == 'VOLUME':
layout.label(text="Volume:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_emission", "emission_factor", "Emission")
factor_but(col, "use_map_scatter", "scattering_factor", "Scattering")
factor_but(col, "use_map_reflect", "reflection_factor", "Reflection")
col = split.column()
col.label(text=" ")
factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color")
factor_but(
col,
"use_map_color_transmission",
"transmission_color_factor",
"Transmission Color",
)
factor_but(
col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color"
)
layout.label(text="Geometry:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_warp", "warp_factor", "Warp")
col = split.column()
factor_but(col, "use_map_displacement", "displacement_factor", "Displace")
elif isinstance(idblock, Light):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color", "color_factor", "Color")
col = split.column()
factor_but(col, "use_map_shadow", "shadow_factor", "Shadow")
elif isinstance(idblock, World):
split = layout.split()
col = split.column()
factor_but(col, "use_map_blend", "blend_factor", "Blend")
factor_but(col, "use_map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up")
factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down")
elif isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
col.label(text="General:")
factor_but(col, "use_map_time", "time_factor", "Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col = split.column()
col.label(text="Physics:")
factor_but(col, "use_map_velocity", "velocity_factor", "Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
layout.label(text="Hair:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_length", "length_factor", "Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
col = split.column()
factor_but(col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude")
factor_but(col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency")
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color")
col = split.column()
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
layout.separator()
if not isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
# col.prop(tex, "blend_type", text="Blend") #deprecated since 2.8
# col.prop(tex, "use_rgb_to_intensity") #deprecated since 2.8
# color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
# col.prop(tex, "color", text="") #deprecated since 2.8
col = split.column()
# col.prop(tex, "invert", text="Negative") #deprecated since 2.8
# col.prop(tex, "use_stencil") #deprecated since 2.8
# if isinstance(idblock, (Material, World)):
# col.prop(tex, "default_value", text="DVar", slider=True)
class TEXTURE_PT_POV_tex_gamma(TextureButtonsPanel, Panel):
"""Use this class to define pov texture gamma buttons."""
bl_label = "Image Gamma"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
tex = context.texture
self.layout.prop(tex.pov, "tex_gamma_enable", text="", icon='SEQ_LUMA_WAVEFORM')
def draw(self, context):
layout = self.layout
tex = context.texture
layout.active = tex.pov.tex_gamma_enable
layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
# commented out below UI for texture only custom code inside exported material:
# class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, Panel):
# bl_label = "Custom POV Code"
# COMPAT_ENGINES = {'POVRAY_RENDER'}
# def draw(self, context):
# layout = self.layout
# tex = context.texture
# col = layout.column()
# col.label(text="Replace properties with:")
# col.prop(tex.pov, "replacement_text", text="")
classes = (
WORLD_TEXTURE_SLOTS_UL_POV_layerlist,
TEXTURE_MT_POV_specials,
# TEXTURE_PT_context # todo: solve UI design for painting
TEXTURE_PT_POV_context_texture,
TEXTURE_PT_colors,
TEXTURE_PT_POV_type,
TEXTURE_PT_POV_preview,
TEXTURE_PT_POV_parameters,
TEXTURE_PT_POV_tex_gamma,
MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist,
TEXTURE_OT_POV_texture_slot_add,
TEXTURE_OT_POV_texture_slot_remove,
TEXTURE_PT_POV_influence,
TEXTURE_PT_POV_mapping,
)
def register():
for cls in classes:
register_class(cls)
def unregister():
for cls in reversed(classes):
# if cls != TEXTURE_PT_context:
unregister_class(cls)