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Martin Poirier authored
Disables save buffers and full sample when render border is turned on (render doesn't work otherwise because save buffers doesn't support border rendering).
Martin Poirier authoredDisables save buffers and full sample when render border is turned on (render doesn't work otherwise because save buffers doesn't support border rendering).
properties_render.py 18.93 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.
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# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
narrowui = 180
class RENDER_MT_presets(bpy.types.Menu):
bl_label = "Render Presets"
preset_subdir = "render"
preset_operator = "script.python_file_run"
draw = bpy.types.Menu.draw_preset
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):
rd = context.scene.render_data
return (context.scene and rd.use_game_engine is False) and (rd.engine in self.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.operator("screen.render", text="Image", icon='RENDER_STILL')
if wide_ui:
col = split.column()
col.operator("screen.render", text="Animation", icon='RENDER_ANIMATION').animation = True
layout.prop(rd, "display_mode", text="Display")
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
rd = scene.render_data
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:
layout.prop(rl, "name")
split = layout.split()
col = split.column()
col.prop(scene, "visible_layers", text="Scene")
if wide_ui:
col = split.column()
col.prop(rl, "visible_layers", text="Layer")
layout.prop(rl, "light_override", text="Light")
layout.prop(rl, "material_override", text="Material")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
col.prop(rl, "zmask")
row = col.row()
row.prop(rl, "zmask_negate", text="Negate")
row.active = rl.zmask
col.prop(rl, "all_z")
col = split.column()
col.prop(rl, "solid")
col.prop(rl, "halo")
col.prop(rl, "ztransp")
col = split.column()
col.prop(rl, "sky")
col.prop(rl, "edge")
col.prop(rl, "strand")
if rl.zmask:
split = layout.split()
split.label(text="Zmask Layers:")
split.column().prop(rl, "zmask_layers", text="")
layout.separator()
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")
col.prop(rl, "pass_color")
if wide_ui:
col = split.column()
col.label()
col.prop(rl, "pass_diffuse")
row = col.row()
row.prop(rl, "pass_specular")
row.prop(rl, "pass_specular_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_shadow")
row.prop(rl, "pass_shadow_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_emit")
row.prop(rl, "pass_emit_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_ao")
row.prop(rl, "pass_ao_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_environment")
row.prop(rl, "pass_environment_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_indirect")
row.prop(rl, "pass_indirect_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_reflection")
row.prop(rl, "pass_reflection_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_refraction")
row.prop(rl, "pass_refraction_exclude", text="", icon='X')
class RENDER_PT_shading(RenderButtonsPanel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "render_textures", text="Textures")
col.prop(rd, "render_shadows", text="Shadows")
col.prop(rd, "render_sss", text="Subsurface Scattering")
col.prop(rd, "render_envmaps", text="Environment Map")
if wide_ui:
col = split.column()
col.prop(rd, "render_raytracing", text="Ray Tracing")
col.prop(rd, "color_management")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_performance(RenderButtonsPanel):
bl_label = "Performance"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'THREADS_FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
if wide_ui:
col = split.column()
col.label(text="Memory:")
sub = col.column()
sub.enabled = not (rd.use_border or rd.full_sample)
sub.prop(rd, "save_buffers")
sub = col.column()
sub.active = rd.use_compositing
sub.prop(rd, "free_image_textures")
sub = col.column()
sub.active = rd.render_raytracing
sub.label(text="Acceleration structure:")
sub.prop(rd, "raytrace_structure", text="")
if rd.raytrace_structure == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
else:
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
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
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
if wide_ui:
col = split.column()
col.prop(rd, "dither_intensity", text="Dither", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "fields", text="Fields")
sub = col.column()
sub.active = rd.fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "fields_still", text="Still")
if wide_ui:
col = split.column()
else:
col.separator()
col.prop(rd, "edge")
sub = col.column()
sub.active = rd.edge
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
class RENDER_PT_output(RenderButtonsPanel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
layout.prop(rd, "output_path", text="")
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text="Color", expand=True)
if wide_ui:
col = split.column()
col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if rd.file_format in ('AVIJPEG', 'JPEG'):
split = layout.split()
split.prop(rd, "quality", slider=True)
elif rd.file_format == 'OPENEXR':
split = layout.split()
col = split.column()
col.label(text="Codec:")
col.prop(rd, "exr_codec", text="")
if wide_ui:
subsplit = split.split()
col = subsplit.column()
col.prop(rd, "exr_half")
col.prop(rd, "exr_zbuf")
if wide_ui:
col = subsplit.column()
col.prop(rd, "exr_preview")
elif rd.file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text="Depth:")
col.row().prop(rd, "jpeg2k_depth", expand=True)
if wide_ui:
col = split.column()
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")
if wide_ui:
col = split.column(align=True)
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()
split.prop(rd, "tiff_bit")
elif rd.file_format == 'QUICKTIME_CARBON':
split = layout.split()
split.operator("scene.render_data_set_quicktime_codec")
elif rd.file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type")
col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
class RENDER_PT_encoding(RenderButtonsPanel):
bl_label = "Encoding"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def poll(self, context):
rd = context.scene.render_data
return rd.file_format in ('FFMPEG', 'XVID', 'H264', 'THEORA')
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_format")
if rd.ffmpeg_format in ('AVI', 'QUICKTIME', 'MKV', 'OGG'):
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_codec")
else:
if wide_ui:
split.label()
split = layout.split()
col = split.column()
col.prop(rd, "ffmpeg_video_bitrate")
if wide_ui:
col = split.column()
col.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")
if wide_ui:
col = split.column()
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:
layout.prop(rd, "ffmpeg_multiplex_audio", text="Audio")
sub = layout.column()
sub.active = rd.ffmpeg_multiplex_audio
sub.prop(rd, "ffmpeg_audio_codec", text="Codec")
sub.separator()
split = sub.split()
col = split.column()
col.prop(rd, "ffmpeg_audio_bitrate")
col.prop(rd, "ffmpeg_audio_mixrate")
if wide_ui:
col = split.column()
col.prop(rd, "ffmpeg_audio_volume", slider=True)
class RENDER_PT_antialiasing(RenderButtonsPanel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render_data
self.layout.prop(rd, "antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
layout.active = rd.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, "full_sample")
if wide_ui:
col = split.column()
col.prop(rd, "pixel_filter", text="")
col.prop(rd, "filter_size", text="Size")
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):
rd = context.scene.render_data
self.layout.prop(rd, "motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
layout.active = rd.motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
class RENDER_PT_dimensions(RenderButtonsPanel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render_data
wide_ui = context.region.width > narrowui
row = layout.row().split()
sub = row.row(align=True).split(percentage=0.75)
sub.menu("RENDER_MT_presets", text="Presets")
sub.operator("render.preset_add", text="Add")
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()
row.prop(rd, "use_border", text="Border")
sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "crop_to_border", text="Crop")
if wide_ui:
col = split.column()
sub = col.column(align=True)
sub.label(text="Frame Range:")
sub.prop(scene, "start_frame", text="Start")
sub.prop(scene, "end_frame", text="End")
sub.prop(scene, "frame_step", text="Step")
sub.label(text="Frame Rate:")
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
class RENDER_PT_stamp(RenderButtonsPanel):
bl_label = "Stamp"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render_data
self.layout.prop(rd, "render_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
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")
col.prop(rd, "stamp_sequencer_strip", text="Seq. Strip")
if wide_ui:
col = split.column()
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)
row.prop(rd, "stamp_note", text="Note")
sub = row.row()
sub.active = rd.stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_bake(RenderButtonsPanel):
bl_label = "Bake"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render_data
wide_ui = context.region.width > narrowui
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")
bpy.types.register(RENDER_MT_presets)
bpy.types.register(RENDER_PT_render)
bpy.types.register(RENDER_PT_layers)
bpy.types.register(RENDER_PT_dimensions)
bpy.types.register(RENDER_PT_antialiasing)
bpy.types.register(RENDER_PT_motion_blur)
bpy.types.register(RENDER_PT_shading)
bpy.types.register(RENDER_PT_output)
bpy.types.register(RENDER_PT_encoding)
bpy.types.register(RENDER_PT_performance)
bpy.types.register(RENDER_PT_post_processing)
bpy.types.register(RENDER_PT_stamp)
bpy.types.register(RENDER_PT_bake)