forked from blender/blender-addons
Refactoring of Storm Hydra render addon #13
@ -5,18 +5,17 @@
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bl_info = {
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"name": "Hydra render engine: Storm",
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"name": "Hydra Storm render engine",
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"author": "AMD",
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"version": (1, 0, 0),
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"blender": (3, 5, 0),
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"location": "Info header > Render engine menu",
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"description": "Storm GL delegate for Hydra render engine",
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"description": "USD's high performance rasterizing renderer",
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"tracker_url": "",
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"doc_url": "",
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"community": "",
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"downloads": "",
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"main_web": "",
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"support": 'TESTING',
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"support": 'OFFICIAL',
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"category": "Render"
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}
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@ -11,22 +11,17 @@ import bpy_hydra
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class StormHydraRenderEngine(bpy_hydra.HydraRenderEngine):
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bl_idname = 'StormHydraRenderEngine'
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bl_label = "Hydra: Storm"
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bl_info = "Hydra Storm (OpenGL) render delegate"
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bl_label = "Hydra Storm"
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bl_info = "USD's high performance rasterizing renderer"
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bl_use_preview = False
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bl_use_gpu_context = True
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delegate_id = 'HdStormRendererPlugin'
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@classmethod
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def register(cls):
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super().register()
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bpy_hydra.register_plugins([str(Path(__file__).parent / "plugin")])
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def get_render_settings(self, engine_type):
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settings = bpy.context.scene.hydra_storm
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settings = bpy.context.scene.hydra_storm.viewport if engine_type == 'VIEWPORT' else \
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bpy.context.scene.hydra_storm.final
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return {
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'enableTinyPrimCulling': settings.enable_tiny_prim_culling,
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'volumeRaymarchingStepSize': settings.volume_raymarching_step_size,
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@ -1,3 +0,0 @@
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{
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"Includes": [ "usd/*/resources/" ]
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}
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@ -1,22 +0,0 @@
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{
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"Plugins": [
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{
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"Info": {
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"Types": {
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"HdStormRendererPlugin": {
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"bases": [
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"HdRendererPlugin"
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],
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"displayName": "GL",
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"priority": 0
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}
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}
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},
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"LibraryPath": "",
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"Name": "hdStorm",
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"ResourcePath": "resources",
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"Root": "..",
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"Type": "library"
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}
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]
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}
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@ -1,3 +0,0 @@
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{
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"Includes": [ "*/resources/" ]
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}
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@ -7,11 +7,11 @@ import bpy
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class Properties(bpy.types.PropertyGroup):
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bl_type = None
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type = None
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@classmethod
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def register(cls):
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cls.bl_type.hydra_storm = bpy.props.PointerProperty(
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cls.type.hydra_storm = bpy.props.PointerProperty(
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name="Hydra Storm",
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description="Hydra Storm properties",
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type=cls,
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@ -19,12 +19,10 @@ class Properties(bpy.types.PropertyGroup):
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@classmethod
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def unregister(cls):
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del cls.bl_type.hydra_storm
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del cls.type.hydra_storm
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class SceneProperties(Properties):
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bl_type = bpy.types.Scene
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class RenderProperties(bpy.types.PropertyGroup):
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BogdanNagirniak marked this conversation as resolved
Outdated
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enable_tiny_prim_culling: bpy.props.BoolProperty(
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name="Tiny Prim Culling",
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description="Enable Tiny Prim Culling",
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@ -36,22 +34,30 @@ class SceneProperties(Properties):
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default=1.0,
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)
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volume_raymarching_step_size_lighting: bpy.props.FloatProperty(
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name="Volume Raymarching Step Size",
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name="Volume Raymarching Step Size Lighting",
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DagerD marked this conversation as resolved
Outdated
Brian Savery (AMD)
commented
Same as above. Same as above.
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description="Step size when raymarching volume for lighting computation",
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default=10.0,
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)
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volume_max_texture_memory_per_field: bpy.props.FloatProperty(
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name="Volume Max Texture Memory Per Field",
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name="Max Texture Memory Per Field",
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description="Maximum memory for a volume field texture in Mb (unless overridden by field prim)",
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default=128.0,
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)
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max_lights: bpy.props.IntProperty(
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name="Max Lights",
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description="Maximum number of lights",
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default=16, min=0,
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description="Limit maximum number of lights",
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default=16, min=0, max=16,
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)
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class SceneProperties(Properties):
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type = bpy.types.Scene
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final: bpy.props.PointerProperty(type=RenderProperties)
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viewport: bpy.props.PointerProperty(type=RenderProperties)
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register, unregister = bpy.utils.register_classes_factory((
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RenderProperties,
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SceneProperties,
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))
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@ -19,20 +19,94 @@ class Panel(bpy.types.Panel):
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return context.engine in cls.COMPAT_ENGINES
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class STORM_HYDRA_RENDER_PT_render_settings(Panel):
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#
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# FINAL RENDER SETTINGS
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#
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class STORM_HYDRA_RENDER_PT_final(Panel):
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"""Final render delegate and settings"""
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bl_label = "Storm Render Settings"
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bl_idname = 'STORM_HYDRA_RENDER_PT_final'
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bl_label = "Storm Final Settings"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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settings = context.scene.hydra_storm
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settings = context.scene.hydra_storm.final
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layout.prop(settings, 'enable_tiny_prim_culling')
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layout.prop(settings, 'max_lights')
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class FinalPanel(bpy.types.Panel):
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bl_parent_id = STORM_HYDRA_RENDER_PT_final.bl_idname
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_options = {'DEFAULT_CLOSED'}
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def settings(self, context):
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return context.scene.hydra_storm.final
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class STORM_HYDRA_RENDER_PT_volume_final(FinalPanel):
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bl_label = "Volume Raymarching"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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settings = self.settings(context)
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col = layout.column(align=True)
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col.prop(settings, "volume_raymarching_step_size", text="Step Size")
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col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
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col.prop(settings, "volume_max_texture_memory_per_field")
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#
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# VIEWPORT RENDER SETTINGS
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#
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class STORM_HYDRA_RENDER_PT_viewport(Panel):
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"""Viewport render delegate and settings"""
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bl_idname = 'STORM_HYDRA_RENDER_PT_viewport'
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bl_label = "Storm Viewport Settings"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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settings = context.scene.hydra_storm.viewport
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layout.prop(settings, 'enable_tiny_prim_culling')
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layout.prop(settings, 'max_lights')
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class ViewportPanel(bpy.types.Panel):
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bl_parent_id = STORM_HYDRA_RENDER_PT_viewport.bl_idname
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_options = {'DEFAULT_CLOSED'}
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def settings(self, context):
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return context.scene.hydra_storm.viewport
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class STORM_HYDRA_RENDER_PT_volume_viewport(ViewportPanel):
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bl_label = "Volume Raymarching"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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settings = self.settings(context)
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col = layout.column(align=True)
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col.prop(settings, "volume_raymarching_step_size", text="Step Size")
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col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
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col.prop(settings, "volume_max_texture_memory_per_field")
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class STORM_HYDRA_LIGHT_PT_light(Panel):
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"""
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Physical light sources
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@ -89,7 +163,10 @@ class STORM_HYDRA_LIGHT_PT_light(Panel):
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register_classes, unregister_classes = bpy.utils.register_classes_factory((
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STORM_HYDRA_RENDER_PT_render_settings,
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STORM_HYDRA_RENDER_PT_final,
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STORM_HYDRA_RENDER_PT_volume_final,
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STORM_HYDRA_RENDER_PT_viewport,
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STORM_HYDRA_RENDER_PT_volume_viewport,
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STORM_HYDRA_LIGHT_PT_light,
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))
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@ -98,52 +175,15 @@ register_classes, unregister_classes = bpy.utils.register_classes_factory((
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def get_panels():
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# follow the Cycles model of excluding panels we don't want
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exclude_panels = {
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'DATA_PT_area',
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'DATA_PT_falloff_curve',
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'DATA_PT_shadow',
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'DATA_PT_spot',
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'DATA_PT_sunsky',
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'DATA_PT_light',
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'MATERIAL_PT_diffuse',
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'MATERIAL_PT_flare',
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'MATERIAL_PT_halo',
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'MATERIAL_PT_mirror',
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'MATERIAL_PT_options',
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'MATERIAL_PT_pipeline',
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'MATERIAL_PT_shading',
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'MATERIAL_PT_shadow',
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'MATERIAL_PT_specular',
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'MATERIAL_PT_sss',
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'MATERIAL_PT_strand',
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'MATERIAL_PT_transp',
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'MATERIAL_PT_volume_density',
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'MATERIAL_PT_volume_integration',
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'MATERIAL_PT_volume_lighting',
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'MATERIAL_PT_volume_options',
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'MATERIAL_PT_volume_shading',
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'MATERIAL_PT_volume_transp',
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'RENDERLAYER_PT_layer_options',
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'RENDERLAYER_PT_layer_passes',
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'RENDERLAYER_PT_views',
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'RENDER_PT_antialiasing',
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'RENDER_PT_bake',
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'RENDER_PT_motion_blur',
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'RENDER_PT_performance',
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'RENDER_PT_freestyle',
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'RENDER_PT_post_processing',
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'RENDER_PT_shading',
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'RENDER_PT_simplify',
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'RENDER_PT_stamp',
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'SCENE_PT_simplify',
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'SCENE_PT_audio',
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'WORLD_PT_ambient_occlusion',
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'WORLD_PT_environment_lighting',
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'WORLD_PT_gather',
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'WORLD_PT_indirect_lighting',
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'WORLD_PT_mist',
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'WORLD_PT_preview',
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'WORLD_PT_world',
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'DATA_PT_light',
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'DATA_PT_spot',
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'NODE_DATA_PT_light',
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'DATA_PT_falloff_curve',
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'RENDER_PT_post_processing',
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'RENDER_PT_simplify',
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'SCENE_PT_audio',
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'RENDER_PT_freestyle'
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}
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include_eevee_panels = {
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'MATERIAL_PT_preview',
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Loading…
Reference in New Issue
Block a user
Rename to
RenderProperties
as more related