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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 #####
    
        bl_label = "Render Presets"
    
        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
    
    
        @classmethod
        def poll(cls, context):
            rd = context.scene.render
    
            return context.scene and (rd.engine in cls.COMPAT_ENGINES)
    
    class RENDER_PT_render(RenderButtonsPanel, Panel):
    
        bl_label = "Render"
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
            rd = context.scene.render
    
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            row = layout.row()
    
            row.operator("render.render", text="Image", icon='RENDER_STILL')
            row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
    
            layout.prop(rd, "display_mode", text="Display")
    
    class RENDER_PT_layers(RenderButtonsPanel, Panel):
    
        bl_label = "Layers"
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
            scene = context.scene
    
            rd = scene.render
    
            row.template_list(rd, "layers", rd.layers, "active_index", rows=2)
    
            col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
            col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
    
                row.prop(rl, "name")
            row.prop(rd, "use_single_layer", text="", icon_only=True)
    
    
            split = layout.split()
    
            col = split.column()
    
            col.prop(scene, "layers", text="Scene")
    
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            col.label(text="")
    
            col.prop(rl, "light_override", text="Light")
            col.prop(rl, "material_override", text="Material")
    
    
            col = split.column()
    
            col.prop(rl, "layers", text="Layer")
            col.label(text="Mask Layers:")
    
            col.prop(rl, "layers_zmask", text="")
    
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            layout.separator()
    
    
            split = layout.split()
    
            col = split.column()
    
            col.prop(rl, "use_zmask")
    
            row.prop(rl, "invert_zmask", text="Negate")
    
            row.active = rl.use_zmask
            col.prop(rl, "use_all_z")
    
            col.prop(rl, "use_solid")
            col.prop(rl, "use_halo")
            col.prop(rl, "use_ztransp")
    
            col.prop(rl, "use_sky")
            col.prop(rl, "use_edge_enhance")
            col.prop(rl, "use_strand")
    
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            layout.separator()
    
    
            split = layout.split()
    
            col = split.column()
    
            col.prop(rl, "use_pass_combined")
            col.prop(rl, "use_pass_z")
            col.prop(rl, "use_pass_vector")
            col.prop(rl, "use_pass_normal")
            col.prop(rl, "use_pass_uv")
            col.prop(rl, "use_pass_mist")
            col.prop(rl, "use_pass_object_index")
    
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            col.prop(rl, "use_pass_material_index")
    
            col.prop(rl, "use_pass_color")
    
            col = split.column()
    
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            col.label()
    
            col.prop(rl, "use_pass_diffuse")
    
            row.prop(rl, "use_pass_specular")
            row.prop(rl, "exclude_specular", text="")
    
            row.prop(rl, "use_pass_shadow")
            row.prop(rl, "exclude_shadow", text="")
    
            row.prop(rl, "use_pass_emit")
            row.prop(rl, "exclude_emit", text="")
    
            row = col.row()
    
            row.prop(rl, "use_pass_ambient_occlusion")
            row.prop(rl, "exclude_ambient_occlusion", text="")
    
            row.prop(rl, "use_pass_environment")
            row.prop(rl, "exclude_environment", text="")
    
            row = col.row()
    
            row.prop(rl, "use_pass_indirect")
            row.prop(rl, "exclude_indirect", text="")
    
            row = col.row()
    
            row.prop(rl, "use_pass_reflection")
            row.prop(rl, "exclude_reflection", text="")
    
            row.prop(rl, "use_pass_refraction")
            row.prop(rl, "exclude_refraction", text="")
    
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    class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
    
        bl_label = "Dimensions"
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
        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")
    
            if rd.fps_base == 1:
                fps_rate = round(rd.fps / rd.fps_base)
            else:
                fps_rate = round(rd.fps / rd.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 == True:
    
                fps_label_text = "Custom (" + str(fps_rate) + " fps)"
    
            else:
                fps_label_text = str(fps_rate) + " fps"
    
            sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
    
            if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"):
                sub.prop(rd, "fps")
                sub.prop(rd, "fps_base", text="/")
            subrow = sub.row(align=True)
    
            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):
    
        bl_label = "Shading"
    
        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, "use_color_management")
    
            sub = col.row()
            sub.active = rd.use_color_management == True
            sub.prop(rd, "use_color_unpremultiply")
    
            col.prop(rd, "alpha_mode", text="Alpha")
    
    class RENDER_PT_performance(RenderButtonsPanel, Panel):
    
        bl_label = "Performance"
    
        COMPAT_ENGINES = {'BLENDER_RENDER'}
    
    
        def draw(self, context):
            layout = self.layout
    
    
            rd = context.scene.render
    
            col = split.column()
    
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            col.row().prop(rd, "threads_mode", expand=True)
    
            sub.enabled = rd.threads_mode == 'FIXED'
    
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            sub.prop(rd, "threads")
    
            sub = col.column(align=True)
    
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            sub.prop(rd, "parts_x", text="X")
            sub.prop(rd, "parts_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")
    
            col = split.column()
    
            col.prop(rd, "use_edge_enhance")
    
            sub.active = rd.use_edge_enhance
    
            sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
    
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            sub.prop(rd, "edge_color", text="")
    
    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")
            
            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):
    
        bl_label = "Output"
    
        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="")
    
            flow = layout.column_flow()
            flow.prop(rd, "use_overwrite")
            flow.prop(rd, "use_placeholder")
            flow.prop(rd, "use_file_extension")
    
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            layout.template_image_settings(image_settings)
    
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                layout.operator("scene.render_data_set_quicktime_codec")
    
                col.prop(rd, "quicktime_codec_type", text="Video Codec")
                col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
    
                col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
    
                if rd.quicktime_audiocodec_type != 'No audio':
                    split = layout.split()
                    if rd.quicktime_audiocodec_type == 'LPCM':
    
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                        split.prop(rd, "quicktime_audio_bitdepth", text="")
    
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                    split.prop(rd, "quicktime_audio_samplerate", text="")
    
    
                    split = layout.split()
                    col = split.column()
                    if rd.quicktime_audiocodec_type == 'AAC':
    
                        col.prop(rd, "quicktime_audio_bitrate")
    
    
                    subsplit = split.split()
                    col = subsplit.column()
    
    
                    if rd.quicktime_audiocodec_type == 'AAC':
    
                        col.prop(rd, "quicktime_audio_codec_isvbr")
    
                    col = subsplit.column()
    
                    col.prop(rd, "quicktime_audio_resampling_hq")
    
    class RENDER_PT_encoding(RenderButtonsPanel, Panel):
    
        bl_label = "Encoding"
    
        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")
    
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            split.prop(rd, "ffmpeg_format")
    
            if rd.ffmpeg_format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
    
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                split.prop(rd, "ffmpeg_codec")
    
            elif rd.ffmpeg_format == 'H264':
                split.prop(rd, 'ffmpeg_lossless_output')
    
                split.label()
    
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            row = layout.row()
            row.prop(rd, "ffmpeg_video_bitrate")
            row.prop(rd, "ffmpeg_gopsize")
    
            split = layout.split()
    
            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 = split.column()
    
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            col.prop(rd, "ffmpeg_autosplit")
    
            col.label(text="Mux:")
            col.prop(rd, "ffmpeg_muxrate", text="Rate")
            col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
    
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            layout.separator()
    
                layout.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
    
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            row = layout.row()
            row.prop(rd, "ffmpeg_audio_bitrate")
            row.prop(rd, "ffmpeg_audio_volume", slider=True)
    
    class RENDER_PT_bake(RenderButtonsPanel, Panel):
    
        bl_label = "Bake"
    
        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
            if rd.bake_type in ['NORMALS', 'DISPLACEMENT']:
                layout.prop(rd, 'use_bake_multires')
                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_clear")
                col.prop(rd, "bake_margin")
    
                col.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:
                if rd.bake_type == 'DISPLACEMENT':
                    layout.prop(rd, "use_bake_lores_mesh")
    
                layout.prop(rd, "use_bake_clear")
                layout.prop(rd, "bake_margin")
    
    if __name__ == "__main__":  # only for live edit.
        bpy.utils.register_module(__name__)