In EEVEE the AO renderpass influenced other render passes. Until now the pass wasn't selectable when AO was disabled in the scene to remove these render artifacts. This patch allows rendering EEVEE AO pass without enabling it in the scene. It does this by binding a fallback texture that is used by the surface shaders. Reviewed By: Clément Foucault Differential Revision: https://developer.blender.org/D7956
149 lines
4.8 KiB
Python
149 lines
4.8 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
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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_eevee_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_eevee_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_eevee_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_transmittance", text="Transmittance")
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col.prop(view_layer_eevee, "use_pass_volume_scatter", text="Scatter")
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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_eevee_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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classes = (
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VIEWLAYER_PT_layer,
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VIEWLAYER_PT_eevee_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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)
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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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