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properties_render.py 16.8 KiB
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  • # ##### 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,
    
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    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    
    #
    # ##### END GPL LICENSE BLOCK #####
    
        preset_subdir = "render"
    
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        preset_operator = "script.execute_preset"
    
        bl_label = "FFMPEG Presets"
        preset_subdir = "ffmpeg"
        preset_operator = "script.python_file_run"
    
    class RENDER_MT_framerate_presets(Menu):
    
        bl_label = "Frame Rate Presets"
        preset_subdir = "framerate"
        preset_operator = "script.execute_preset"
    
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    class RenderButtonsPanel():
    
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "render"
        # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
    
    
            scene = context.scene
            return scene and (scene.render.engine in cls.COMPAT_ENGINES)
    
    
    
    class RENDER_PT_render(RenderButtonsPanel, Panel):
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
            rd = context.scene.render
    
            row = layout.row(align=True)
            row.operator("render.render", text="Render", icon='RENDER_STILL')
    
            row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
    
            row.operator("sound.mixdown", text="Audio", icon='PLAY_AUDIO')
    
            layout.prop(rd, "display_mode", text="Display")
    
    class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
    
        bl_label = "Dimensions"
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        _frame_rate_args_prev = None
        _preset_class = None
    
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        @staticmethod
        def _draw_framerate_label(*args):
            # avoids re-creating text string each draw
            if RENDER_PT_dimensions._frame_rate_args_prev == args:
                return RENDER_PT_dimensions._frame_rate_ret
    
            fps, fps_base, preset_label = args
    
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            if fps_base == 1.0:
                fps_rate = round(fps)
            else:
                fps_rate = round(fps / fps_base, 2)
    
            # TODO: Change the following to iterate over existing presets
            custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
    
            if custom_framerate is True:
                fps_label_text = "Custom (%r fps)" % fps_rate
                show_framerate = True
            else:
                fps_label_text = "%r fps" % fps_rate
                show_framerate = (preset_label == "Custom")
    
            RENDER_PT_dimensions._frame_rate_args_prev = args
            RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate)
            return args
    
        @staticmethod
        def draw_framerate(sub, rd):
            if RENDER_PT_dimensions._preset_class is None:
                RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets
    
            args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label
            fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args)
    
            sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
    
            if show_framerate:
                sub.prop(rd, "fps")
                sub.prop(rd, "fps_base", text="/")
    
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
            rd = scene.render
    
            row = layout.row(align=True)
            row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
    
            row.operator("render.preset_add", text="", icon='ZOOMIN')
            row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
    
    
            split = layout.split()
    
            col = split.column()
            sub = col.column(align=True)
    
            sub.prop(rd, "resolution_x", text="X")
            sub.prop(rd, "resolution_y", text="Y")
            sub.prop(rd, "resolution_percentage", text="")
    
    
            sub.prop(rd, "pixel_aspect_x", text="X")
            sub.prop(rd, "pixel_aspect_y", text="Y")
    
            row = col.row()
    
            row.prop(rd, "use_border", text="Border")
    
            sub.prop(rd, "use_crop_to_border", text="Crop")
    
            sub.prop(scene, "frame_start")
            sub.prop(scene, "frame_end")
            sub.prop(scene, "frame_step")
    
            subrow.prop(rd, "frame_map_old", text="Old")
            subrow.prop(rd, "frame_map_new", text="New")
    
    class RENDER_PT_antialiasing(RenderButtonsPanel, Panel):
    
        bl_label = "Anti-Aliasing"
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
        def draw_header(self, context):
            rd = context.scene.render
    
            self.layout.prop(rd, "use_antialiasing", text="")
    
        def draw(self, context):
            layout = self.layout
    
            rd = context.scene.render
            layout.active = rd.use_antialiasing
    
            split = layout.split()
    
            col = split.column()
            col.row().prop(rd, "antialiasing_samples", expand=True)
            sub = col.row()
            sub.enabled = not rd.use_border
            sub.prop(rd, "use_full_sample")
    
            col = split.column()
            col.prop(rd, "pixel_filter_type", text="")
    
            col.prop(rd, "filter_size", text="Size")
    
    class RENDER_PT_motion_blur(RenderButtonsPanel, Panel):
    
        bl_label = "Sampled Motion Blur"
        bl_options = {'DEFAULT_CLOSED'}
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
        @classmethod
        def poll(cls, context):
            rd = context.scene.render
            return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES)
    
        def draw_header(self, context):
            rd = context.scene.render
    
            self.layout.prop(rd, "use_motion_blur", text="")
    
        def draw(self, context):
            layout = self.layout
    
            rd = context.scene.render
            layout.active = rd.use_motion_blur
    
            row = layout.row()
            row.prop(rd, "motion_blur_samples")
            row.prop(rd, "motion_blur_shutter")
    
    
    
    class RENDER_PT_shading(RenderButtonsPanel, Panel):
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
    
            split = layout.split()
    
            col = split.column()
    
            col.prop(rd, "use_textures", text="Textures")
            col.prop(rd, "use_shadows", text="Shadows")
            col.prop(rd, "use_sss", text="Subsurface Scattering")
            col.prop(rd, "use_envmaps", text="Environment Map")
    
            col = split.column()
    
            col.prop(rd, "use_raytrace", text="Ray Tracing")
            col.prop(rd, "alpha_mode", text="Alpha")
    
    class RENDER_PT_performance(RenderButtonsPanel, Panel):
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
            col = split.column(align=True)
            col.label(text="Threads:")
            col.row(align=True).prop(rd, "threads_mode", expand=True)
    
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            sub = col.column(align=True)
    
            sub.enabled = rd.threads_mode == 'FIXED'
            sub.prop(rd, "threads")
    
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            col.label(text="Tile Size:")
            col.prop(rd, "tile_x", text="X")
            col.prop(rd, "tile_y", text="Y")
    
            col = split.column()
    
            sub.enabled = not (rd.use_border or rd.use_full_sample)
            sub.prop(rd, "use_save_buffers")
    
            sub = col.column()
            sub.active = rd.use_compositing
    
            sub.prop(rd, "use_free_image_textures")
    
            sub.prop(rd, "use_free_unused_nodes")
    
            sub.active = rd.use_raytrace
    
            sub.label(text="Acceleration structure:")
    
            sub.prop(rd, "raytrace_method", text="")
            if rd.raytrace_method == 'OCTREE':
    
                sub.prop(rd, "octree_resolution", text="Resolution")
    
                sub.prop(rd, "use_instances", text="Instances")
            sub.prop(rd, "use_local_coords", text="Local Coordinates")
    
    class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
    
        bl_label = "Post Processing"
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
    
            split = layout.split()
    
            col = split.column()
    
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            col.prop(rd, "use_compositing")
            col.prop(rd, "use_sequencer")
    
            split.prop(rd, "dither_intensity", text="Dither", slider=True)
    
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            layout.separator()
    
    
            split = layout.split()
    
            col = split.column()
    
            col.prop(rd, "use_fields", text="Fields")
    
            sub.active = rd.use_fields
    
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            sub.row().prop(rd, "field_order", expand=True)
    
            sub.prop(rd, "use_fields_still", text="Still")
    
    class RENDER_PT_stamp(RenderButtonsPanel, Panel):
    
        bl_label = "Stamp"
        bl_options = {'DEFAULT_CLOSED'}
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
        def draw_header(self, context):
            rd = context.scene.render
    
            self.layout.prop(rd, "use_stamp", text="")
    
        def draw(self, context):
            layout = self.layout
    
            rd = context.scene.render
    
            layout.active = rd.use_stamp
    
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            layout.prop(rd, "stamp_font_size", text="Font Size")
    
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            row = layout.row()
            row.column().prop(rd, "stamp_foreground", slider=True)
            row.column().prop(rd, "stamp_background", slider=True)
    
            col.prop(rd, "use_stamp_time", text="Time")
            col.prop(rd, "use_stamp_date", text="Date")
            col.prop(rd, "use_stamp_render_time", text="RenderTime")
            col.prop(rd, "use_stamp_frame", text="Frame")
            col.prop(rd, "use_stamp_scene", text="Scene")
    
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            col = split.column()
    
            col.prop(rd, "use_stamp_camera", text="Camera")
            col.prop(rd, "use_stamp_lens", text="Lens")
            col.prop(rd, "use_stamp_filename", text="Filename")
            col.prop(rd, "use_stamp_marker", text="Marker")
            col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
    
            row.prop(rd, "use_stamp_note", text="Note")
    
            sub = row.row()
            sub.active = rd.use_stamp_note
            sub.prop(rd, "stamp_note_text", text="")
    
    
    class RENDER_PT_output(RenderButtonsPanel, Panel):
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
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            file_format = image_settings.file_format
    
            layout.prop(rd, "filepath", text="")
    
            col.active = not rd.is_movie_format
    
            col.prop(rd, "use_overwrite")
            col.prop(rd, "use_placeholder")
    
            layout.template_image_settings(image_settings, color_management=False)
    
                col.prop(quicktime, "codec_type", text="Video Codec")
                col.prop(quicktime, "codec_spatial_quality", text="Quality")
    
                col.prop(quicktime, "audiocodec_type", text="Audio Codec")
                if quicktime.audiocodec_type != 'No audio':
    
                    split = layout.split()
    
                    if quicktime.audiocodec_type == 'LPCM':
                        split.prop(quicktime, "audio_bitdepth", text="")
    
                    split.prop(quicktime, "audio_samplerate", text="")
    
    
                    split = layout.split()
                    col = split.column()
    
                    if quicktime.audiocodec_type == 'AAC':
                        col.prop(quicktime, "audio_bitrate")
    
    
                    subsplit = split.split()
                    col = subsplit.column()
    
    
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                    if quicktime.audiocodec_type == 'AAC':
    
                        col.prop(quicktime, "audio_codec_isvbr")
    
                    col = subsplit.column()
    
                    col.prop(quicktime, "audio_resampling_hq")
    
    class RENDER_PT_encoding(RenderButtonsPanel, Panel):
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
            rd = context.scene.render
    
            return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
            layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
    
            split.prop(rd.ffmpeg, "format")
            if ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
                split.prop(ffmpeg, "codec")
            elif rd.ffmpeg.format == 'H264':
    
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                split.prop(ffmpeg, "use_lossless_output")
    
                split.label()
    
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            row = layout.row()
    
            row.prop(ffmpeg, "video_bitrate")
            row.prop(ffmpeg, "gopsize")
    
            split = layout.split()
    
            col.prop(ffmpeg, "minrate", text="Minimum")
            col.prop(ffmpeg, "maxrate", text="Maximum")
            col.prop(ffmpeg, "buffersize", text="Buffer")
    
            col = split.column()
    
            col.prop(ffmpeg, "muxrate", text="Rate")
            col.prop(ffmpeg, "packetsize", text="Packet Size")
    
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            layout.separator()
    
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                layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
    
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            row = layout.row()
    
            row.prop(ffmpeg, "audio_bitrate")
            row.prop(ffmpeg, "audio_volume", slider=True)
    
    class RENDER_PT_bake(RenderButtonsPanel, Panel):
    
        COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
            layout.operator("object.bake_image", icon='RENDER_STILL')
    
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            layout.prop(rd, "bake_type")
    
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            multires_bake = False
    
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            if rd.bake_type in ['NORMALS', 'DISPLACEMENT', 'DERIVATIVE', 'AO']:
    
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                layout.prop(rd, "use_bake_multires")
    
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                multires_bake = rd.use_bake_multires
    
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            if not multires_bake:
                if rd.bake_type == 'NORMALS':
                    layout.prop(rd, "bake_normal_space")
                elif rd.bake_type in {'DISPLACEMENT', 'AO'}:
                    layout.prop(rd, "use_bake_normalize")
    
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                # col.prop(rd, "bake_aa_mode")
                # col.prop(rd, "use_bake_antialiasing")
    
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                layout.separator()
    
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                split = layout.split()
    
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                col = split.column()
    
                col.prop(rd, "use_bake_to_vertex_color")
                sub = col.column()
                sub.active = not rd.use_bake_to_vertex_color
                sub.prop(rd, "use_bake_clear")
                sub.prop(rd, "bake_margin")
                sub.prop(rd, "bake_quad_split", text="Split")
    
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                col = split.column()
                col.prop(rd, "use_bake_selected_to_active")
                sub = col.column()
                sub.active = rd.use_bake_selected_to_active
                sub.prop(rd, "bake_distance")
                sub.prop(rd, "bake_bias")
            else:
    
                split = layout.split()
    
                col = split.column()
                col.prop(rd, "use_bake_clear")
                col.prop(rd, "bake_margin")
    
                if rd.bake_type == 'DISPLACEMENT':
                    col = split.column()
                    col.prop(rd, "use_bake_lores_mesh")
    
                if rd.bake_type == 'AO':
                    col = split.column()
                    col.prop(rd, "bake_bias")
    
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            if rd.bake_type == 'DERIVATIVE':
                row = layout.row()
                row.prop(rd, "use_bake_user_scale", text="")
    
                sub = row.column()
                sub.active = rd.use_bake_user_scale
                sub.prop(rd, "bake_user_scale", text="User Scale")
    
    
    
    if __name__ == "__main__":  # only for live edit.
        bpy.utils.register_module(__name__)