926 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			926 lines
		
	
	
		
			29 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from rna_prop_ui import PropertyPanel
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narrowui = 180
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def active_node_mat(mat):
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    # TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
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    # which settings from node-materials are used
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    if mat:
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        mat_node = mat.active_node_material
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        if mat_node:
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            return mat_node
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        else:
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            return mat
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    return None
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class MATERIAL_MT_sss_presets(bpy.types.Menu):
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    bl_label = "SSS Presets"
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    preset_subdir = "sss"
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    preset_operator = "script.python_file_run"
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    draw = bpy.types.Menu.draw_preset
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class MaterialButtonsPanel(bpy.types.Panel):
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "material"
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    # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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    def poll(self, context):
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        mat = context.material
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        engine = context.scene.render_data.engine
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        return mat and (engine in self.COMPAT_ENGINES)
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class MATERIAL_PT_preview(MaterialButtonsPanel):
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    bl_label = "Preview"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def draw(self, context):
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        self.layout.template_preview(context.material)
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class MATERIAL_PT_context_material(MaterialButtonsPanel):
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    bl_label = ""
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    bl_show_header = False
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def poll(self, context):
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        # An exception, dont call the parent poll func because
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        # this manages materials for all engine types
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        engine = context.scene.render_data.engine
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        return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
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    def draw(self, context):
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        layout = self.layout
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        mat = context.material
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        ob = context.object
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        slot = context.material_slot
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        space = context.space_data
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        wide_ui = context.region.width > narrowui
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        if ob:
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            row = layout.row()
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            row.template_list(ob, "materials", ob, "active_material_index", rows=2)
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            col = row.column(align=True)
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            col.operator("object.material_slot_add", icon='ZOOMIN', text="")
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            col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
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            col.operator("object.material_slot_copy", icon='COPY_ID', text="")
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            if ob.mode == 'EDIT':
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                row = layout.row(align=True)
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                row.operator("object.material_slot_assign", text="Assign")
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                row.operator("object.material_slot_select", text="Select")
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                row.operator("object.material_slot_deselect", text="Deselect")
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        if wide_ui:
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            split = layout.split(percentage=0.65)
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            if ob:
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                split.template_ID(ob, "active_material", new="material.new")
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                row = split.row()
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                if slot:
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                    row.prop(slot, "link", text="")
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                else:
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                    row.label()
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            elif mat:
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                split.template_ID(space, "pin_id")
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                split.separator()
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        else:
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            if ob:
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                layout.template_ID(ob, "active_material", new="material.new")
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            elif mat:
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                layout.template_ID(space, "pin_id")
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        if mat:
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            if wide_ui:
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                layout.prop(mat, "type", expand=True)
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            else:
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                layout.prop(mat, "type", text="")
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel):
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    COMPAT_ENGINES = {'BLENDER_RENDER'}
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    _context_path = "material"
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class MATERIAL_PT_shading(MaterialButtonsPanel):
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    bl_label = "Shading"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def poll(self, context):
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        mat = active_node_mat(context.material)
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        engine = context.scene.render_data.engine
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        return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
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    def draw(self, context):
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        layout = self.layout
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        mat = active_node_mat(context.material)
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        wide_ui = context.region.width > narrowui
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        if mat.type in ('SURFACE', 'WIRE'):
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            split = layout.split()
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            col = split.column()
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            sub = col.column()
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            sub.active = not mat.shadeless
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            sub.prop(mat, "emit")
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            sub.prop(mat, "ambient")
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            sub = col.column()
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            sub.prop(mat, "translucency")
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            if wide_ui:
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                col = split.column()
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            col.prop(mat, "shadeless")
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            sub = col.column()
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            sub.active = not mat.shadeless
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            sub.prop(mat, "tangent_shading")
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            sub.prop(mat, "cubic")
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        elif mat.type == 'HALO':
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            layout.prop(mat, "alpha")
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class MATERIAL_PT_strand(MaterialButtonsPanel):
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    bl_label = "Strand"
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    bl_default_closed = True
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    COMPAT_ENGINES = {'BLENDER_RENDER'}
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    def poll(self, context):
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        mat = context.material
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        engine = context.scene.render_data.engine
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        return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
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    def draw(self, context):
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        layout = self.layout
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        mat = context.material # dont use node material
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        tan = mat.strand
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        sub = col.column(align=True)
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        sub.label(text="Size:")
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        sub.prop(tan, "root_size", text="Root")
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        sub.prop(tan, "tip_size", text="Tip")
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        sub.prop(tan, "min_size", text="Minimum")
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        sub.prop(tan, "blender_units")
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        sub = col.column()
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        sub.active = (not mat.shadeless)
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        sub.prop(tan, "tangent_shading")
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        col.prop(tan, "shape")
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        if wide_ui:
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            col = split.column()
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        col.label(text="Shading:")
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        col.prop(tan, "width_fade")
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        ob = context.object
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        if ob and ob.type == 'MESH':
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            col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
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        else:
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            col.prop(tan, "uv_layer", text="")
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        col.separator()
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        sub = col.column()
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        sub.active = (not mat.shadeless)
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        sub.prop(tan, "surface_diffuse")
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        sub = col.column()
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        sub.active = tan.surface_diffuse
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        sub.prop(tan, "blend_distance", text="Distance")
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class MATERIAL_PT_physics(MaterialButtonsPanel):
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    bl_label = "Physics"
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    COMPAT_ENGINES = {'BLENDER_GAME'}
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    def draw(self, context):
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        layout = self.layout
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        phys = context.material.physics # dont use node material
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        col.prop(phys, "distance")
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        col.prop(phys, "friction")
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        col.prop(phys, "align_to_normal")
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        if wide_ui:
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            col = split.column()
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        col.prop(phys, "force", slider=True)
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        col.prop(phys, "elasticity", slider=True)
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        col.prop(phys, "damp", slider=True)
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class MATERIAL_PT_options(MaterialButtonsPanel):
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    bl_label = "Options"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def poll(self, context):
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        mat = active_node_mat(context.material)
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        engine = context.scene.render_data.engine
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        return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
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    def draw(self, context):
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        layout = self.layout
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        mat = active_node_mat(context.material)
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        col.prop(mat, "traceable")
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        col.prop(mat, "full_oversampling")
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        col.prop(mat, "sky")
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        col.prop(mat, "exclude_mist")
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        col.prop(mat, "invert_z")
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        sub = col.row()
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        sub.prop(mat, "z_offset")
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        sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
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        sub = col.column(align=True)
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        sub.label(text="Light Group:")
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        sub.prop(mat, "light_group", text="")
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        row = sub.row()
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        row.active = bool(mat.light_group)
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        row.prop(mat, "light_group_exclusive", text="Exclusive")
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        if wide_ui:
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            col = split.column()
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        col.prop(mat, "face_texture")
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        sub = col.column()
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        sub.active = mat.face_texture
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        sub.prop(mat, "face_texture_alpha")
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        col.separator()
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        col.prop(mat, "vertex_color_paint")
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        col.prop(mat, "vertex_color_light")
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        col.prop(mat, "object_color")
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class MATERIAL_PT_shadow(MaterialButtonsPanel):
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    bl_label = "Shadow"
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    bl_default_closed = True
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def poll(self, context):
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        mat = active_node_mat(context.material)
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        engine = context.scene.render_data.engine
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        return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
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    def draw(self, context):
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        layout = self.layout
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        mat = active_node_mat(context.material)
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        col.prop(mat, "shadows", text="Receive")
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        col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
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        col.prop(mat, "only_shadow", text="Shadows Only")
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        col.prop(mat, "cast_shadows_only", text="Cast Only")
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        col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
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        if wide_ui:
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            col = split.column()
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        col.prop(mat, "cast_buffer_shadows")
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        sub = col.column()
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        sub.active = mat.cast_buffer_shadows
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        sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
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        col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
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        sub = col.column()
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        sub.active = (not mat.ray_shadow_bias)
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        sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
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class MATERIAL_PT_diffuse(MaterialButtonsPanel):
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    bl_label = "Diffuse"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    def poll(self, context):
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        mat = active_node_mat(context.material)
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        engine = context.scene.render_data.engine
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        return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
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    def draw(self, context):
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        layout = self.layout
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        mat = active_node_mat(context.material)
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        wide_ui = context.region.width > narrowui
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        split = layout.split()
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        col = split.column()
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        col.prop(mat, "diffuse_color", text="")
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        sub = col.column()
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        sub.active = (not mat.shadeless)
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        sub.prop(mat, "diffuse_intensity", text="Intensity")
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        if wide_ui:
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            col = split.column()
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        col.active = (not mat.shadeless)
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        col.prop(mat, "diffuse_shader", text="")
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        col.prop(mat, "use_diffuse_ramp", text="Ramp")
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        col = layout.column()
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        col.active = (not mat.shadeless)
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        if mat.diffuse_shader == 'OREN_NAYAR':
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            col.prop(mat, "roughness")
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        elif mat.diffuse_shader == 'MINNAERT':
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            col.prop(mat, "darkness")
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        elif mat.diffuse_shader == 'TOON':
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            split = col.split()
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            col = split.column()
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            col.prop(mat, "diffuse_toon_size", text="Size")
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            if wide_ui:
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                col = split.column()
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            col.prop(mat, "diffuse_toon_smooth", text="Smooth")
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        elif mat.diffuse_shader == 'FRESNEL':
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            split = col.split()
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            col = split.column()
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            col.prop(mat, "diffuse_fresnel", text="Fresnel")
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            if wide_ui:
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                col = split.column()
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            col.prop(mat, "diffuse_fresnel_factor", text="Factor")
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        if mat.use_diffuse_ramp:
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            layout.separator()
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            layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
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            layout.separator()
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            split = layout.split()
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            col = split.column()
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            col.prop(mat, "diffuse_ramp_input", text="Input")
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            if wide_ui:
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                col = split.column()
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            col.prop(mat, "diffuse_ramp_blend", text="Blend")
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            row = layout.row()
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            row.prop(mat, "diffuse_ramp_factor", text="Factor")
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						|
 | 
						|
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class MATERIAL_PT_specular(MaterialButtonsPanel):
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    bl_label = "Specular"
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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						|
 | 
						|
    def poll(self, context):
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						|
        mat = active_node_mat(context.material)
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        engine = context.scene.render_data.engine
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        return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw(self, context):
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        layout = self.layout
 | 
						|
 | 
						|
        mat = active_node_mat(context.material)
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        wide_ui = context.region.width > narrowui
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        layout.active = (not mat.shadeless)
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 | 
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        split = layout.split()
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        col = split.column()
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        col.prop(mat, "specular_color", text="")
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        col.prop(mat, "specular_intensity", text="Intensity")
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						|
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						|
        if wide_ui:
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            col = split.column()
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        col.prop(mat, "specular_shader", text="")
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        col.prop(mat, "use_specular_ramp", text="Ramp")
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						|
 | 
						|
        col = layout.column()
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						|
        if mat.specular_shader in ('COOKTORR', 'PHONG'):
 | 
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            col.prop(mat, "specular_hardness", text="Hardness")
 | 
						|
        elif mat.specular_shader == 'BLINN':
 | 
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            split = layout.split()
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 | 
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            col = split.column()
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						|
            col.prop(mat, "specular_hardness", text="Hardness")
 | 
						|
 | 
						|
            if wide_ui:
 | 
						|
                col = split.column()
 | 
						|
            col.prop(mat, "specular_ior", text="IOR")
 | 
						|
        elif mat.specular_shader == 'WARDISO':
 | 
						|
            col.prop(mat, "specular_slope", text="Slope")
 | 
						|
        elif mat.specular_shader == 'TOON':
 | 
						|
            split = layout.split()
 | 
						|
 | 
						|
            col = split.column()
 | 
						|
            col.prop(mat, "specular_toon_size", text="Size")
 | 
						|
 | 
						|
            if wide_ui:
 | 
						|
                col = split.column()
 | 
						|
            col.prop(mat, "specular_toon_smooth", text="Smooth")
 | 
						|
 | 
						|
        if mat.use_specular_ramp:
 | 
						|
            layout.separator()
 | 
						|
            layout.template_color_ramp(mat, "specular_ramp", expand=True)
 | 
						|
            layout.separator()
 | 
						|
            split = layout.split()
 | 
						|
 | 
						|
            col = split.column()
 | 
						|
            col.prop(mat, "specular_ramp_input", text="Input")
 | 
						|
 | 
						|
            if wide_ui:
 | 
						|
                col = split.column()
 | 
						|
            col.prop(mat, "specular_ramp_blend", text="Blend")
 | 
						|
 | 
						|
            row = layout.row()
 | 
						|
            row.prop(mat, "specular_ramp_factor", text="Factor")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_sss(MaterialButtonsPanel):
 | 
						|
    bl_label = "Subsurface Scattering"
 | 
						|
    bl_default_closed = True
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw_header(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        sss = mat.subsurface_scattering
 | 
						|
 | 
						|
        self.layout.active = (not mat.shadeless)
 | 
						|
        self.layout.prop(sss, "enabled", text="")
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        sss = mat.subsurface_scattering
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        layout.active = (sss.enabled) and (not mat.shadeless)
 | 
						|
 | 
						|
        row = layout.row().split()
 | 
						|
        sub = row.row(align=True).split(percentage=0.75)
 | 
						|
        sub.menu("MATERIAL_MT_sss_presets", text="Presets")
 | 
						|
        sub.operator("material.sss_preset_add", text="Add")
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(sss, "ior")
 | 
						|
        col.prop(sss, "scale")
 | 
						|
        col.prop(sss, "color", text="")
 | 
						|
        col.prop(sss, "radius", text="RGB Radius", expand=True)
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        sub = col.column(align=True)
 | 
						|
        sub.label(text="Blend:")
 | 
						|
        sub.prop(sss, "color_factor", text="Color")
 | 
						|
        sub.prop(sss, "texture_factor", text="Texture")
 | 
						|
        sub.label(text="Scattering Weight:")
 | 
						|
        sub.prop(sss, "front")
 | 
						|
        sub.prop(sss, "back")
 | 
						|
        col.separator()
 | 
						|
        col.prop(sss, "error_tolerance", text="Error")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_mirror(MaterialButtonsPanel):
 | 
						|
    bl_label = "Mirror"
 | 
						|
    bl_default_closed = True
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw_header(self, context):
 | 
						|
        raym = active_node_mat(context.material).raytrace_mirror
 | 
						|
 | 
						|
        self.layout.prop(raym, "enabled", text="")
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        raym = mat.raytrace_mirror
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        layout.active = raym.enabled
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(raym, "reflect_factor")
 | 
						|
        col.prop(mat, "mirror_color", text="")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.prop(raym, "fresnel")
 | 
						|
        sub = col.column()
 | 
						|
        sub.active = raym.fresnel > 0
 | 
						|
        sub.prop(raym, "fresnel_factor", text="Blend")
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.separator()
 | 
						|
        col.prop(raym, "distance", text="Max Dist")
 | 
						|
        col.prop(raym, "depth")
 | 
						|
        col.separator()
 | 
						|
        sub = col.split(percentage=0.4)
 | 
						|
        sub.label(text="Fade To:")
 | 
						|
        sub.prop(raym, "fade_to", text="")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.label(text="Gloss:")
 | 
						|
        col.prop(raym, "gloss_factor", text="Amount")
 | 
						|
        sub = col.column()
 | 
						|
        sub.active = raym.gloss_factor < 1.0
 | 
						|
        sub.prop(raym, "gloss_threshold", text="Threshold")
 | 
						|
        sub.prop(raym, "gloss_samples", text="Samples")
 | 
						|
        sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_transp(MaterialButtonsPanel):
 | 
						|
    bl_label = "Transparency"
 | 
						|
    bl_default_closed = True
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw_header(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
 | 
						|
        self.layout.prop(mat, "transparency", text="")
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        rayt = mat.raytrace_transparency
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        row = layout.row()
 | 
						|
        row.active = mat.transparency and (not mat.shadeless)
 | 
						|
        if wide_ui:
 | 
						|
            row.prop(mat, "transparency_method", expand=True)
 | 
						|
        else:
 | 
						|
            row.prop(mat, "transparency_method", text="")
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(mat, "alpha")
 | 
						|
        row = col.row()
 | 
						|
        row.active = mat.transparency and (not mat.shadeless)
 | 
						|
        row.prop(mat, "specular_alpha", text="Specular")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.active = (not mat.shadeless)
 | 
						|
        col.prop(rayt, "fresnel")
 | 
						|
        sub = col.column()
 | 
						|
        sub.active = rayt.fresnel > 0
 | 
						|
        sub.prop(rayt, "fresnel_factor", text="Blend")
 | 
						|
 | 
						|
        if mat.transparency_method == 'RAYTRACE':
 | 
						|
            layout.separator()
 | 
						|
            split = layout.split()
 | 
						|
            split.active = mat.transparency
 | 
						|
 | 
						|
            col = split.column()
 | 
						|
            col.prop(rayt, "ior")
 | 
						|
            col.prop(rayt, "filter")
 | 
						|
            col.prop(rayt, "falloff")
 | 
						|
            col.prop(rayt, "limit")
 | 
						|
            col.prop(rayt, "depth")
 | 
						|
 | 
						|
            if wide_ui:
 | 
						|
                col = split.column()
 | 
						|
            col.label(text="Gloss:")
 | 
						|
            col.prop(rayt, "gloss_factor", text="Amount")
 | 
						|
            sub = col.column()
 | 
						|
            sub.active = rayt.gloss_factor < 1.0
 | 
						|
            sub.prop(rayt, "gloss_threshold", text="Threshold")
 | 
						|
            sub.prop(rayt, "gloss_samples", text="Samples")
 | 
						|
 | 
						|
class MATERIAL_PT_transp_game(MaterialButtonsPanel):
 | 
						|
    bl_label = "Transparency"
 | 
						|
    bl_default_closed = True
 | 
						|
    COMPAT_ENGINES = {'BLENDER_GAME'}
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat  and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw_header(self, context):
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
 | 
						|
        self.layout.prop(mat, "transparency", text="")
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = active_node_mat(context.material)
 | 
						|
        rayt = mat.raytrace_transparency
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        row = layout.row()
 | 
						|
        row.active = mat.transparency and (not mat.shadeless)
 | 
						|
        if wide_ui:
 | 
						|
            row.prop(mat, "transparency_method", expand=True)
 | 
						|
        else:
 | 
						|
            row.prop(mat, "transparency_method", text="")
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(mat, "alpha")
 | 
						|
    
 | 
						|
 | 
						|
class MATERIAL_PT_halo(MaterialButtonsPanel):
 | 
						|
    bl_label = "Halo"
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = context.material
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = context.material # dont use node material
 | 
						|
        halo = mat.halo
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(mat, "diffuse_color", text="")
 | 
						|
        col.prop(halo, "size")
 | 
						|
        col.prop(halo, "hardness")
 | 
						|
        col.prop(halo, "add")
 | 
						|
        col.label(text="Options:")
 | 
						|
        col.prop(halo, "texture")
 | 
						|
        col.prop(halo, "vertex_normal")
 | 
						|
        col.prop(halo, "xalpha")
 | 
						|
        col.prop(halo, "shaded")
 | 
						|
        col.prop(halo, "soft")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.prop(halo, "ring")
 | 
						|
        sub = col.column()
 | 
						|
        sub.active = halo.ring
 | 
						|
        sub.prop(halo, "rings")
 | 
						|
        sub.prop(mat, "mirror_color", text="")
 | 
						|
        col.separator()
 | 
						|
        col.prop(halo, "lines")
 | 
						|
        sub = col.column()
 | 
						|
        sub.active = halo.lines
 | 
						|
        sub.prop(halo, "line_number", text="Lines")
 | 
						|
        sub.prop(mat, "specular_color", text="")
 | 
						|
        col.separator()
 | 
						|
        col.prop(halo, "star")
 | 
						|
        sub = col.column()
 | 
						|
        sub.active = halo.star
 | 
						|
        sub.prop(halo, "star_tips")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_flare(MaterialButtonsPanel):
 | 
						|
    bl_label = "Flare"
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = context.material
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
    def draw_header(self, context):
 | 
						|
        halo = context.material.halo
 | 
						|
 | 
						|
        self.layout.prop(halo, "flare_mode", text="")
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = context.material # dont use node material
 | 
						|
        halo = mat.halo
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        layout.active = halo.flare_mode
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(halo, "flare_size", text="Size")
 | 
						|
        col.prop(halo, "flare_boost", text="Boost")
 | 
						|
        col.prop(halo, "flare_seed", text="Seed")
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.prop(halo, "flares_sub", text="Subflares")
 | 
						|
        col.prop(halo, "flare_subsize", text="Subsize")
 | 
						|
 | 
						|
bpy.types.register(MATERIAL_PT_context_material)
 | 
						|
bpy.types.register(MATERIAL_PT_preview)
 | 
						|
bpy.types.register(MATERIAL_PT_diffuse)
 | 
						|
bpy.types.register(MATERIAL_PT_specular)
 | 
						|
bpy.types.register(MATERIAL_PT_shading)
 | 
						|
bpy.types.register(MATERIAL_PT_transp)
 | 
						|
bpy.types.register(MATERIAL_PT_mirror)
 | 
						|
bpy.types.register(MATERIAL_PT_sss)
 | 
						|
bpy.types.register(MATERIAL_PT_halo)
 | 
						|
bpy.types.register(MATERIAL_PT_flare)
 | 
						|
bpy.types.register(MATERIAL_PT_physics)
 | 
						|
bpy.types.register(MATERIAL_PT_strand)
 | 
						|
bpy.types.register(MATERIAL_PT_options)
 | 
						|
bpy.types.register(MATERIAL_PT_shadow)
 | 
						|
bpy.types.register(MATERIAL_PT_transp_game)
 | 
						|
 | 
						|
class VolumeButtonsPanel(bpy.types.Panel):
 | 
						|
    bl_space_type = 'PROPERTIES'
 | 
						|
    bl_region_type = 'WINDOW'
 | 
						|
    bl_context = "material"
 | 
						|
 | 
						|
    def poll(self, context):
 | 
						|
        mat = context.material
 | 
						|
        engine = context.scene.render_data.engine
 | 
						|
        return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
 | 
						|
    bl_label = "Density"
 | 
						|
    bl_default_closed = False
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        vol = context.material.volume # dont use node material
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
        col = split.column()
 | 
						|
        col.prop(vol, "density")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.prop(vol, "density_scale")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
 | 
						|
    bl_label = "Shading"
 | 
						|
    bl_default_closed = False
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        vol = context.material.volume # dont use node material
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(vol, "scattering")
 | 
						|
        col.prop(vol, "asymmetry")
 | 
						|
        col.prop(vol, "transmission_color")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        sub = col.column(align=True)
 | 
						|
        sub.prop(vol, "emission")
 | 
						|
        sub.prop(vol, "emission_color", text="")
 | 
						|
        sub = col.column(align=True)
 | 
						|
        sub.prop(vol, "reflection")
 | 
						|
        sub.prop(vol, "reflection_color", text="")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
 | 
						|
    bl_label = "Lighting"
 | 
						|
    bl_default_closed = False
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        vol = context.material.volume # dont use node material
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.prop(vol, "lighting_mode", text="")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
 | 
						|
        if vol.lighting_mode == 'SHADED':
 | 
						|
            col.prop(vol, "external_shadows")
 | 
						|
            col.prop(vol, "light_cache")
 | 
						|
            sub = col.column()
 | 
						|
            sub.active = vol.light_cache
 | 
						|
            sub.prop(vol, "cache_resolution")
 | 
						|
        elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
 | 
						|
            sub = col.column()
 | 
						|
            sub.enabled = True
 | 
						|
            sub.active = False
 | 
						|
            sub.prop(vol, "light_cache")
 | 
						|
            col.prop(vol, "cache_resolution")
 | 
						|
 | 
						|
            sub = col.column(align=True)
 | 
						|
            sub.prop(vol, "ms_diffusion")
 | 
						|
            sub.prop(vol, "ms_spread")
 | 
						|
            sub.prop(vol, "ms_intensity")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
 | 
						|
    bl_label = "Transparency"
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        mat = context.material # dont use node material
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            layout.prop(mat, "transparency_method", expand=True)
 | 
						|
        else:
 | 
						|
            layout.prop(mat, "transparency_method", text="")
 | 
						|
 | 
						|
 | 
						|
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
 | 
						|
    bl_label = "Integration"
 | 
						|
    bl_default_closed = False
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER'}
 | 
						|
 | 
						|
    def draw(self, context):
 | 
						|
        layout = self.layout
 | 
						|
 | 
						|
        vol = context.material.volume # dont use node material
 | 
						|
        wide_ui = context.region.width > narrowui
 | 
						|
 | 
						|
        split = layout.split()
 | 
						|
 | 
						|
        col = split.column()
 | 
						|
        col.label(text="Step Calculation:")
 | 
						|
        col.prop(vol, "step_calculation", text="")
 | 
						|
        col = col.column(align=True)
 | 
						|
        col.prop(vol, "step_size")
 | 
						|
 | 
						|
        if wide_ui:
 | 
						|
            col = split.column()
 | 
						|
        col.label()
 | 
						|
        col.prop(vol, "depth_cutoff")
 | 
						|
 | 
						|
bpy.types.register(MATERIAL_MT_sss_presets)
 | 
						|
 | 
						|
bpy.types.register(MATERIAL_PT_volume_density)
 | 
						|
bpy.types.register(MATERIAL_PT_volume_shading)
 | 
						|
bpy.types.register(MATERIAL_PT_volume_lighting)
 | 
						|
bpy.types.register(MATERIAL_PT_volume_transp)
 | 
						|
 | 
						|
bpy.types.register(MATERIAL_PT_volume_integration)
 | 
						|
 | 
						|
bpy.types.register(MATERIAL_PT_custom_props)
 |