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blender-archive/release/scripts/startup/bl_ui/properties_view_layer.py
Clément Foucault 2b9d4af261 EEVEE-Next: UI: Make Vector pass greyed out when motion blur is enabled
Also clears the render result to 0 to avoid invalid motion vectors.
2022-07-28 17:01:05 +02:00

270 lines
8.7 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import Menu, Panel, UIList
class VIEWLAYER_UL_aov(UIList):
def draw_item(self, _context, layout, _data, item, icon, _active_data, _active_propname):
row = layout.row()
split = row.split(factor=0.65)
icon = 'NONE' if item.is_valid else 'ERROR'
split.row().prop(item, "name", text="", icon=icon, emboss=False)
split.row().prop(item, "type", text="", emboss=False)
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_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
layer = context.view_layer
col = layout.column()
col.prop(layer, "use", text="Use for Rendering")
col.prop(rd, "use_single_layer", text="Render Single Layer")
class VIEWLAYER_PT_layer_passes(ViewLayerButtonsPanel, Panel):
bl_label = "Passes"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
def draw(self, context):
pass
class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
bl_label = "Data"
bl_parent_id = "VIEWLAYER_PT_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
col = layout.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
col.prop(view_layer, "use_pass_normal")
class VIEWLAYER_PT_eevee_next_layer_passes_data(ViewLayerButtonsPanel, Panel):
bl_label = "Data"
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
view_layer = context.view_layer
col = layout.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
col.prop(view_layer, "use_pass_normal")
col.prop(view_layer, "use_pass_position")
sub = col.column()
sub.active = not scene.eevee.use_motion_blur
sub.prop(view_layer, "use_pass_vector")
class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
bl_label = "Light"
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
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
col = layout.column(heading="Diffuse", align=True)
col.prop(view_layer, "use_pass_diffuse_direct", text="Light")
col.prop(view_layer, "use_pass_diffuse_color", text="Color")
col = layout.column(heading="Specular", align=True)
col.prop(view_layer, "use_pass_glossy_direct", text="Light")
col.prop(view_layer, "use_pass_glossy_color", text="Color")
col = layout.column(heading="Volume", align=True)
col.prop(view_layer_eevee, "use_pass_volume_direct", text="Light")
col = layout.column(heading="Other", 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")
col.prop(view_layer, "use_pass_ambient_occlusion",
text="Ambient Occlusion")
class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
bl_label = "Effects"
bl_parent_id = "VIEWLAYER_PT_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
col = layout.column()
col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
col.active = scene_eevee.use_bloom
class ViewLayerAOVPanel(ViewLayerButtonsPanel, Panel):
bl_label = "Shader AOV"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
row = layout.row()
col = row.column()
col.template_list("VIEWLAYER_UL_aov", "aovs", view_layer,
"aovs", view_layer, "active_aov_index", rows=3)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.view_layer_add_aov", icon='ADD', text="")
sub.operator("scene.view_layer_remove_aov", icon='REMOVE', text="")
aov = view_layer.active_aov
if aov and not aov.is_valid:
layout.label(
text="Conflicts with another render pass with the same name", icon='ERROR')
class VIEWLAYER_PT_layer_passes_aov(ViewLayerAOVPanel):
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
class ViewLayerCryptomattePanel(ViewLayerButtonsPanel, Panel):
bl_label = "Cryptomatte"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
col = layout.column()
col.prop(view_layer, "use_pass_cryptomatte_object", text="Object")
col.prop(view_layer, "use_pass_cryptomatte_material", text="Material")
col.prop(view_layer, "use_pass_cryptomatte_asset", text="Asset")
col = layout.column()
col.active = any((view_layer.use_pass_cryptomatte_object,
view_layer.use_pass_cryptomatte_material,
view_layer.use_pass_cryptomatte_asset))
col.prop(view_layer, "pass_cryptomatte_depth", text="Levels")
if context.engine == 'BLENDER_EEVEE':
col.prop(view_layer, "use_pass_cryptomatte_accurate",
text="Accurate Mode")
class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanel, Panel):
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
class VIEWLAYER_MT_lightgroup_sync(Menu):
bl_label = "Lightgroup Sync"
def draw(self, _context):
layout = self.layout
layout.operator("scene.view_layer_add_used_lightgroups", icon='ADD')
layout.operator("scene.view_layer_remove_unused_lightgroups", icon='REMOVE')
class ViewLayerLightgroupsPanel(ViewLayerButtonsPanel, Panel):
bl_label = "Light Groups"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
row = layout.row()
col = row.column()
col.template_list("UI_UL_list", "lightgroups", view_layer,
"lightgroups", view_layer, "active_lightgroup_index", rows=3)
col = row.column()
sub = col.column(align=True)
sub.operator("scene.view_layer_add_lightgroup", icon='ADD', text="")
sub.operator("scene.view_layer_remove_lightgroup", icon='REMOVE', text="")
sub.separator()
sub.menu("VIEWLAYER_MT_lightgroup_sync", icon='DOWNARROW_HLT', text="")
class VIEWLAYER_PT_layer_passes_lightgroups(ViewLayerLightgroupsPanel):
bl_parent_id = "VIEWLAYER_PT_layer_passes"
COMPAT_ENGINES = {'CYCLES'}
classes = (
VIEWLAYER_MT_lightgroup_sync,
VIEWLAYER_PT_layer,
VIEWLAYER_PT_layer_passes,
VIEWLAYER_PT_eevee_next_layer_passes_data,
VIEWLAYER_PT_eevee_layer_passes_data,
VIEWLAYER_PT_eevee_layer_passes_light,
VIEWLAYER_PT_eevee_layer_passes_effects,
VIEWLAYER_PT_layer_passes_cryptomatte,
VIEWLAYER_PT_layer_passes_aov,
VIEWLAYER_PT_layer_passes_lightgroups,
VIEWLAYER_UL_aov,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)