# ##### 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 ##### # from bpy.types import Panel class ViewLayerButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "view_layer" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): return (context.engine in cls.COMPAT_ENGINES) class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel): bl_label = "View Layer" COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'} def draw(self, context): layout = self.layout layout.use_property_split = True flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) layout.use_property_split = True scene = context.scene rd = scene.render layer = context.view_layer col = flow.column() col.prop(layer, "use", text="Use for Rendering") col = flow.column() col.prop(rd, "use_single_layer", text="Render Single Layer") class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel): bl_label = "Passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): pass class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel): bl_label = "Data" bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False scene = context.scene rd = scene.render view_layer = context.view_layer flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) col = flow.column() col.prop(view_layer, "use_pass_combined") col = flow.column() col.prop(view_layer, "use_pass_z") col = flow.column() col.prop(view_layer, "use_pass_mist") col = flow.column() col.prop(view_layer, "use_pass_normal") class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel): bl_label = "Light" bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False view_layer = context.view_layer view_layer_eevee = view_layer.eevee scene = context.scene scene_eevee = scene.eevee split = layout.split(factor=0.35) split.use_property_split = False split.label(text="Diffuse") row = split.row(align=True) row.prop(view_layer, "use_pass_diffuse_direct", text="Light", toggle=True) row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True) split = layout.split(factor=0.35) split.use_property_split = False split.label(text="Specular") row = split.row(align=True) row.prop(view_layer, "use_pass_glossy_direct", text="Light", toggle=True) row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True) split = layout.split(factor=0.35) split.use_property_split = False split.label(text="Volume") row = split.row(align=True) row.prop(view_layer_eevee, "use_pass_volume_transmittance", text="Transmittance", toggle=True) row.prop(view_layer_eevee, "use_pass_volume_scatter", text="Scatter", toggle=True) flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) col = layout.column(align=True) col.prop(view_layer, "use_pass_emit", text="Emission") col.prop(view_layer, "use_pass_environment") col.prop(view_layer, "use_pass_shadow") row = col.row() row.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion") row.active = scene_eevee.use_gtao class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel): bl_label = "Effects" bl_parent_id = "VIEWLAYER_PT_eevee_layer_passes" COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) view_layer = context.view_layer view_layer_eevee = view_layer.eevee scene = context.scene scene_eevee = scene.eevee col = flow.column() col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom") col.active = scene_eevee.use_bloom classes = ( VIEWLAYER_PT_layer, VIEWLAYER_PT_eevee_layer_passes, VIEWLAYER_PT_eevee_layer_passes_data, VIEWLAYER_PT_eevee_layer_passes_light, VIEWLAYER_PT_eevee_layer_passes_effects, ) if __name__ == "__main__": # only for live edit. from bpy.utils import register_class for cls in classes: register_class(cls)