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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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
narrowui = bpy.context.user_preferences.view.properties_width_check
class RENDER_MT_presets(bpy.types.Menu):
bl_label = "Render Presets"
preset_subdir = "render"
draw = bpy.types.Menu.draw_preset
class RENDER_MT_ffmpeg_presets(bpy.types.Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
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class RenderButtonsPanel(bpy.types.Panel):
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
def poll(self, context):
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return (context.scene and rd.use_game_engine is False) and (rd.engine in self.COMPAT_ENGINES)
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class RENDER_PT_render(RenderButtonsPanel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
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wide_ui = context.region.width > narrowui
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col.operator("render.render", text="Image", icon='RENDER_STILL')
col.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
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class RENDER_PT_freestyle_linestyle(RenderButtonsPanel):
bl_label = "Freestyle Line Style"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
rd = context.scene.render
rl = rd.layers[rd.active_layer_index]
return rl and rl.freestyle and rl.freestyle_settings.active_lineset
def draw(self, context):
layout = self.layout
rd = context.scene.render
rl = rd.layers[rd.active_layer_index]
linestyle = rl.freestyle_settings.active_lineset.linestyle
split = layout.split()
col = split.column()
col.prop(linestyle, "name")
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class RENDER_PT_layers(RenderButtonsPanel):
bl_label = "Layers"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
wide_ui = context.region.width > narrowui
row = layout.row()
row.template_list(rd, "layers", rd, "active_layer_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
rl = rd.layers[rd.active_layer_index]
if rl:
split = layout.split()
col = split.column()
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col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Light")
col.prop(rl, "material_override", text="Material")
col.label(text="Mask Layers:")
col.prop(rl, "zmask_layers", text="")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
row = col.row()
row.active = rl.zmask
col = split.column()
col.prop(rl, "solid")
col.prop(rl, "halo")
col.prop(rl, "ztransp")
col.prop(rl, "sky")
col = split.column()
split = layout.split()
col = split.column()
col.label(text="Passes:")
col.prop(rl, "pass_combined")
col.prop(rl, "pass_z")
col.prop(rl, "pass_vector")
col.prop(rl, "pass_normal")
col.prop(rl, "pass_uv")
col.prop(rl, "pass_mist")
col.prop(rl, "pass_object_index")
row = col.row()
row = col.row()
row = col.row()
row = col.row()
row.prop(rl, "pass_environment_exclude", text="")
row = col.row()
row.prop(rl, "pass_indirect")
row.prop(rl, "pass_reflection_exclude", text="")
row = col.row()
row.prop(rl, "pass_refraction_exclude", text="")
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split = layout.split()
col = split.column()
freestyle = rl.freestyle_settings
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col.prop(freestyle, "mode", text="Control Mode")
if freestyle.mode == "EDITOR":
lineset = freestyle.active_lineset
col.label(text="Line Sets:")
row = col.row()
rows = 2
if lineset:
rows = 5
# FIXME: scrollbar does not work correctly
row.template_list(freestyle, "linesets", freestyle, "active_lineset_index", rows=rows)
sub = row.column()
subsub = sub.column(align=True)
subsub.operator("scene.freestyle_lineset_add", icon='ZOOMIN', text="")
subsub.operator("scene.freestyle_lineset_remove", icon='ZOOMOUT', text="")
if lineset:
sub.separator()
subsub = sub.column(align=True)
subsub.operator("scene.freestyle_lineset_move", icon='TRIA_UP', text="").direction = 'UP'
subsub.operator("scene.freestyle_lineset_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
col.prop(lineset, "name")
col.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
else:
col.prop(freestyle, "crease_angle", text="Crease Angle")
col.prop(freestyle, "sphere_radius", text="Sphere Radius")
col.prop(freestyle, "ridges_and_valleys", text="Ridges and Valleys")
col.prop(freestyle, "suggestive_contours", text="Suggestive Contours")
col.prop(freestyle, "material_boundaries", text="Material Boundaries")
col.prop(freestyle, "dkr_epsilon", text="Dkr Epsilon")
col.operator("scene.freestyle_module_add", text="Add Style Module")
for i, module in enumerate(freestyle.modules):
box = layout.box()
box.set_context_pointer("freestyle_module", module)
row = box.row(align=True)
row.prop(module, "is_displayed", text="")
row.prop(module, "module_path", text="")
row.operator("scene.freestyle_module_remove", icon='X', text="")
row.operator("scene.freestyle_module_move", icon='TRIA_UP', text="").direction = 'UP'
row.operator("scene.freestyle_module_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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class RENDER_PT_shading(RenderButtonsPanel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
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.prop(rd, "use_raytracing", text="Ray Tracing")
col.prop(rd, "color_management")
col.prop(rd, "alpha_mode", text="Alpha")
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class RENDER_PT_performance(RenderButtonsPanel):
bl_label = "Performance"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
split = layout.split()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'FIXED'
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
sub = col.column()
sub.enabled = not (rd.use_border or rd.full_sample)
sub = col.column()
sub.active = rd.use_compositing
sub = col.column()
sub.active = rd.use_raytracing
sub.label(text="Acceleration structure:")
sub.prop(rd, "raytrace_structure", text="")
if rd.raytrace_structure == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
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class RENDER_PT_post_processing(RenderButtonsPanel):
bl_label = "Post Processing"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
col.prop(rd, "dither_intensity", text="Dither", slider=True)
split = layout.split()
col = split.column()
sub = col.column()
sub.active = rd.fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "fields_still", text="Still")
sub = col.column()
sub.active = rd.edge
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
split = layout.split()
col = split.column()
col.prop(rd, "freestyle", text="Freestyle")
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class RENDER_PT_output(RenderButtonsPanel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text="Color", expand=True)
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col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if rd.file_format in ('AVI_JPEG', 'JPEG'):
split = layout.split()
split.prop(rd, "file_quality", slider=True)
elif rd.file_format == 'MULTILAYER':
split = layout.split()
col = split.column()
col.label(text="Codec:")
col.prop(rd, "exr_codec", text="")
if wide_ui:
col = split.column()
elif rd.file_format == 'OPEN_EXR':
split = layout.split()
col = split.column()
col.label(text="Codec:")
col.prop(rd, "exr_codec", text="")
subsplit = split.split()
col = subsplit.column()
col.prop(rd, "exr_half")
col.prop(rd, "exr_zbuf")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text="Depth:")
col.row().prop(rd, "jpeg2k_depth", expand=True)
col.prop(rd, "jpeg2k_preset", text="")
col.prop(rd, "jpeg2k_ycc")
elif rd.file_format in ('CINEON', 'DPX'):
split = layout.split()
col = split.column()
col.prop(rd, "cineon_log", text="Convert to Log")
col.active = rd.cineon_log
col.prop(rd, "cineon_black", text="Black")
col.prop(rd, "cineon_white", text="White")
col.prop(rd, "cineon_gamma", text="Gamma")
elif rd.file_format == 'TIFF':
split = layout.split()
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elif rd.file_format == 'QUICKTIME_CARBON':
split = layout.split()
split.operator("scene.render_data_set_quicktime_codec")
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elif rd.file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type", text="Video Codec")
col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
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# Audio
col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
if rd.quicktime_audiocodec_type != 'No audio':
split = layout.split()
col = split.column()
if rd.quicktime_audiocodec_type == 'LPCM':
col.prop(rd, "quicktime_audio_bitdepth", text="")
if wide_ui:
col = split.column()
col.prop(rd, "quicktime_audio_samplerate", text="")
split = layout.split()
col = split.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_bitrate")
if wide_ui:
subsplit = split.split()
col = subsplit.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_codec_isvbr")
if wide_ui:
col = subsplit.column()
col.prop(rd, "quicktime_audio_resampling_hq")
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class RENDER_PT_encoding(RenderButtonsPanel):
bl_label = "Encoding"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
split = layout.split()
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
if wide_ui:
col = split.column()
split = layout.split()
col = split.column()
if wide_ui:
col = split.column()
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col = split.column()
col.label(text="Rate:")
col.prop(rd, "ffmpeg_minrate", text="Minimum")
col.prop(rd, "ffmpeg_maxrate", text="Maximum")
col.prop(rd, "ffmpeg_buffersize", text="Buffer")
col.prop(rd, "ffmpeg_autosplit")
col.label(text="Mux:")
col.prop(rd, "ffmpeg_muxrate", text="Rate")
col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
# Audio:
sub.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
col = split.column()
col.prop(rd, "ffmpeg_audio_bitrate")
col.prop(rd, "ffmpeg_audio_mixrate")
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class RENDER_PT_antialiasing(RenderButtonsPanel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
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def draw(self, context):
layout = self.layout
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wide_ui = context.region.width > narrowui
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split = layout.split()
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col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "full_sample")
col.prop(rd, "filter_size", text="Size")
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class RENDER_PT_motion_blur(RenderButtonsPanel):
bl_label = "Full Sample Motion Blur"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
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self.layout.prop(rd, "motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.active = rd.motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
row.prop(rd, "motion_blur_shutter")
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class RENDER_PT_dimensions(RenderButtonsPanel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
wide_ui = context.region.width > narrowui
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row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
sub.operator("render.preset_add", text="", icon="ZOOMIN")
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Resolution:")
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text="Aspect Ratio:")
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
col = split.column()
sub = col.column(align=True)
sub.prop(scene, "frame_start", text="Start")
sub.prop(scene, "frame_end", text="End")
sub.label(text="Frame Rate:")
sub.prop(rd, "fps")
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sub.prop(rd, "fps_base", text="/")
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class RENDER_PT_stamp(RenderButtonsPanel):
bl_label = "Stamp"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
layout.active = rd.render_stamp
split = layout.split()
col = split.column()
col.prop(rd, "stamp_time", text="Time")
col.prop(rd, "stamp_date", text="Date")
col.prop(rd, "stamp_render_time", text="RenderTime")
col.prop(rd, "stamp_frame", text="Frame")
col.prop(rd, "stamp_scene", text="Scene")
col.prop(rd, "stamp_camera", text="Camera")
col.prop(rd, "stamp_filename", text="Filename")
col.prop(rd, "stamp_marker", text="Marker")
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col.prop(rd, "stamp_sequencer_strip", text="Seq. Strip")
col.active = rd.render_stamp
col.prop(rd, "stamp_foreground", slider=True)
col.prop(rd, "stamp_background", slider=True)
col.separator()
col.prop(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
sub = row.row()
sub.active = rd.stamp_note
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class RENDER_PT_bake(RenderButtonsPanel):
bl_label = "Bake"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
wide_ui = context.region.width > narrowui
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layout.operator("object.bake_image", icon='RENDER_STILL')
if wide_ui:
layout.prop(rd, "bake_type")
else:
layout.prop(rd, "bake_type", text="")
if rd.bake_type == 'NORMALS':
if wide_ui:
layout.prop(rd, "bake_normal_space")
else:
layout.prop(rd, "bake_normal_space", text="")
elif rd.bake_type in ('DISPLACEMENT', 'AO'):
layout.prop(rd, "bake_normalized")
# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "bake_enable_aa")
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "bake_clear")
col.prop(rd, "bake_margin")
col.prop(rd, "bake_quad_split", text="Split")
if wide_ui:
col = split.column()
col.prop(rd, "bake_active")
sub = col.column()
sub.active = rd.bake_active
sub.prop(rd, "bake_distance")
sub.prop(rd, "bake_bias")
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classes = [
RENDER_MT_presets,
RENDER_MT_ffmpeg_presets,
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RENDER_PT_render,
RENDER_PT_layers,
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RENDER_PT_freestyle_linestyle,
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RENDER_PT_dimensions,
RENDER_PT_antialiasing,
RENDER_PT_motion_blur,
RENDER_PT_shading,
RENDER_PT_output,
RENDER_PT_encoding,
RENDER_PT_performance,
RENDER_PT_post_processing,
RENDER_PT_stamp,
RENDER_PT_bake]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
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def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)