This patch will share the AOV settings between Cycles and Eevee. It enable using the AOV name conflict detection of Blender. This means that unlike how Cycles used to work it isn't possible to add an AOV with a similar name. Conflicts with internal render pass names will be indicated with an Warning icon. Reviewed By: Brecht van Lommel Differential Revision: https://developer.blender.org/D9774
219 lines
7.1 KiB
Python
219 lines
7.1 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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from bpy.types import Panel, UIList
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class VIEWLAYER_UL_aov(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
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row = layout.row()
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split = row.split(factor=0.65)
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icon = 'NONE' if item.is_valid else 'ERROR'
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split.row().prop(item, "name", text="", icon=icon, emboss=False)
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split.row().prop(item, "type", text="", emboss=False)
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class ViewLayerButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "view_layer"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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return (context.engine in cls.COMPAT_ENGINES)
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class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
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bl_label = "View Layer"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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scene = context.scene
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rd = scene.render
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layer = context.view_layer
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col = layout.column()
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col.prop(layer, "use", text="Use for Rendering")
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col.prop(rd, "use_single_layer", text="Render Single Layer")
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class VIEWLAYER_PT_layer_passes(ViewLayerButtonsPanel, Panel):
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bl_label = "Passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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pass
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class VIEWLAYER_PT_eevee_layer_passes_data(ViewLayerButtonsPanel, Panel):
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bl_label = "Data"
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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scene = context.scene
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rd = scene.render
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view_layer = context.view_layer
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col = layout.column()
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col.prop(view_layer, "use_pass_combined")
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col.prop(view_layer, "use_pass_z")
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col.prop(view_layer, "use_pass_mist")
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col.prop(view_layer, "use_pass_normal")
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class VIEWLAYER_PT_eevee_layer_passes_light(ViewLayerButtonsPanel, Panel):
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bl_label = "Light"
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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col = layout.column(heading="Diffuse", align=True)
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col.prop(view_layer, "use_pass_diffuse_direct", text="Light")
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col.prop(view_layer, "use_pass_diffuse_color", text="Color")
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col = layout.column(heading="Specular", align=True)
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col.prop(view_layer, "use_pass_glossy_direct", text="Light")
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col.prop(view_layer, "use_pass_glossy_color", text="Color")
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col = layout.column(heading="Volume", align=True)
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col.prop(view_layer_eevee, "use_pass_volume_direct", text="Light")
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col = layout.column(heading="Other", align=True)
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col.prop(view_layer, "use_pass_emit", text="Emission")
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col.prop(view_layer, "use_pass_environment")
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col.prop(view_layer, "use_pass_shadow")
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col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
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class VIEWLAYER_PT_eevee_layer_passes_effects(ViewLayerButtonsPanel, Panel):
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bl_label = "Effects"
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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view_layer = context.view_layer
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view_layer_eevee = view_layer.eevee
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scene = context.scene
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scene_eevee = scene.eevee
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col = layout.column()
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col.prop(view_layer_eevee, "use_pass_bloom", text="Bloom")
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col.active = scene_eevee.use_bloom
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class ViewLayerAOVPanel(ViewLayerButtonsPanel, Panel):
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bl_label = "Shader AOV"
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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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view_layer = context.view_layer
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row = layout.row()
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col = row.column()
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col.template_list("VIEWLAYER_UL_aov", "aovs", view_layer, "aovs", view_layer, "active_aov_index", rows=2)
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col = row.column()
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sub = col.column(align=True)
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sub.operator("scene.view_layer_add_aov", icon='ADD', text="")
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sub.operator("scene.view_layer_remove_aov", icon='REMOVE', text="")
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aov = view_layer.active_aov
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if aov and not aov.is_valid:
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layout.label(text="Conflicts with another render pass with the same name", icon='ERROR')
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class VIEWLAYER_PT_layer_passes_aov(ViewLayerAOVPanel):
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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class ViewLayerCryptomattePanel(ViewLayerButtonsPanel, Panel):
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bl_label = "Cryptomatte"
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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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view_layer = context.view_layer
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col = layout.column()
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col.prop(view_layer, "use_pass_cryptomatte_object", text="Object")
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col.prop(view_layer, "use_pass_cryptomatte_material", text="Material")
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col.prop(view_layer, "use_pass_cryptomatte_asset", text="Asset")
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col = layout.column()
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col.active = any((view_layer.use_pass_cryptomatte_object,
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view_layer.use_pass_cryptomatte_material,
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view_layer.use_pass_cryptomatte_asset))
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col.prop(view_layer, "pass_cryptomatte_depth", text="Levels")
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col.prop(view_layer, "use_pass_cryptomatte_accurate", text="Accurate Mode")
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class VIEWLAYER_PT_layer_passes_cryptomatte(ViewLayerCryptomattePanel):
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bl_parent_id = "VIEWLAYER_PT_layer_passes"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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classes = (
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VIEWLAYER_PT_layer,
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VIEWLAYER_PT_layer_passes,
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VIEWLAYER_PT_eevee_layer_passes_data,
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VIEWLAYER_PT_eevee_layer_passes_light,
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VIEWLAYER_PT_eevee_layer_passes_effects,
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VIEWLAYER_PT_layer_passes_cryptomatte,
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VIEWLAYER_PT_layer_passes_aov,
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VIEWLAYER_UL_aov,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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