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blender-archive/release/scripts/startup/bl_ui/properties_render.py
Clément Foucault 49d85dc8b5 EEVEE-Next: Depth Of Field: Improve Temporal stability
This implement a full TAA pass on the depth of field input.
An history buffer is kept for each view needing Depth of field.
This uses a swap with a `TextureFromPool` in order to not always 2
textures allocated.

Since this uses luma weighting without any input, the firefly parameter is
now obsolete and has been removed.

There is some tiny difference with the Film TAA so the implementation is
mostly copy pasted.

Also this implementation uses a LDS cache to speedup the TAA computations.
2022-08-05 14:45:09 +02:00

867 lines
26 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
from bpy.types import Panel
from bl_ui.space_view3d import (
VIEW3D_PT_shading_lighting,
VIEW3D_PT_shading_color,
VIEW3D_PT_shading_options,
)
from bl_ui.properties_grease_pencil_common import GreasePencilSimplifyPanel
class RenderButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# 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 RENDER_PT_context(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
bl_options = {'HIDE_HEADER'}
bl_label = ""
@classmethod
def poll(cls, context):
return context.scene
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
if rd.has_multiple_engines:
layout.prop(rd, "engine", text="Render Engine")
class RENDER_PT_color_management(RenderButtonsPanel, Panel):
bl_label = "Color Management"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 100
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
view = scene.view_settings
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(scene.display_settings, "display_device")
col.separator()
col.prop(view, "view_transform")
col.prop(view, "look")
col = flow.column()
col.prop(view, "exposure")
col.prop(view, "gamma")
col.separator()
col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")
class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
bl_label = "Use Curves"
bl_parent_id = "RENDER_PT_color_management"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
scene = context.scene
view = scene.view_settings
self.layout.prop(view, "use_curve_mapping", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
view = scene.view_settings
layout.use_property_split = False
layout.use_property_decorate = False # No animation.
layout.enabled = view.use_curve_mapping
layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)
class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_gtao", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_gtao
col = layout.column()
col.prop(props, "gtao_distance")
col.prop(props, "gtao_factor")
col.prop(props, "gtao_quality")
col.prop(props, "use_gtao_bent_normals")
col.prop(props, "use_gtao_bounce")
class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_position", text="Position")
col.prop(props, "motion_blur_shutter")
col.separator()
col.prop(props, "motion_blur_depth_scale")
col.prop(props, "motion_blur_max")
col.prop(props, "motion_blur_steps", text="Steps")
class RENDER_PT_eevee_next_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_motion_blur
col = layout.column()
col.prop(props, "motion_blur_position", text="Position")
col.prop(props, "motion_blur_shutter")
col.separator()
col.prop(props, "motion_blur_depth_scale")
col.prop(props, "motion_blur_steps", text="Steps")
class RENDER_PT_motion_blur_curve(RenderButtonsPanel, Panel):
bl_label = "Shutter Curve"
bl_parent_id = "RENDER_PT_eevee_next_motion_blur"
bl_options = {'DEFAULT_CLOSED'}
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
rd = scene.render
layout.active = rd.use_motion_blur
col = layout.column()
col.template_curve_mapping(rd, "motion_blur_shutter_curve")
col = layout.column(align=True)
row = col.row(align=True)
row.operator("render.shutter_curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
row.operator("render.shutter_curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
row.operator("render.shutter_curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
row.operator("render.shutter_curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX'
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
col.prop(props, "bokeh_neighbor_max")
col.prop(props, "bokeh_denoise_fac")
col.prop(props, "use_bokeh_high_quality_slight_defocus")
col.prop(props, "use_bokeh_jittered")
col = layout.column()
col.active = props.use_bokeh_jittered
col.prop(props, "bokeh_overblur")
class RENDER_PT_eevee_next_depth_of_field(RenderButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "bokeh_max_size")
col.prop(props, "bokeh_threshold")
col.prop(props, "bokeh_neighbor_max")
col.prop(props, "use_bokeh_high_quality_slight_defocus")
col.prop(props, "use_bokeh_jittered")
col = layout.column()
col.active = props.use_bokeh_jittered
col.prop(props, "bokeh_overblur")
class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_bloom", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_bloom
col = layout.column()
col.prop(props, "bloom_threshold")
col.prop(props, "bloom_knee")
col.prop(props, "bloom_radius")
col.prop(props, "bloom_color")
col.prop(props, "bloom_intensity")
col.prop(props, "bloom_clamp")
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
bl_label = "Volumetrics"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "volumetric_start")
col.prop(props, "volumetric_end")
col = layout.column()
col.prop(props, "volumetric_tile_size")
col.prop(props, "volumetric_samples")
col.prop(props, "volumetric_sample_distribution", text="Distribution")
class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
bl_label = "Volumetric Lighting"
bl_parent_id = "RENDER_PT_eevee_volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric_lights", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric_lights
layout.prop(props, "volumetric_light_clamp", text="Light Clamping")
class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
bl_label = "Volumetric Shadows"
bl_parent_id = "RENDER_PT_eevee_volumetric"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_volumetric_shadows", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
layout.active = props.use_volumetric_shadows
layout.prop(props, "volumetric_shadow_samples", text="Samples")
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "sss_samples")
col.prop(props, "sss_jitter_threshold")
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
props = scene.eevee
self.layout.prop(props, "use_ssr", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.active = props.use_ssr
col.prop(props, "use_ssr_refraction", text="Refraction")
col.prop(props, "use_ssr_halfres")
col.prop(props, "ssr_quality")
col.prop(props, "ssr_max_roughness")
col.prop(props, "ssr_thickness")
col.prop(props, "ssr_border_fade")
col.prop(props, "ssr_firefly_fac")
class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
props = scene.eevee
col = layout.column()
col.prop(props, "shadow_cube_size", text="Cube Size")
col.prop(props, "shadow_cascade_size", text="Cascade Size")
col.prop(props, "use_shadow_high_bitdepth")
col.prop(props, "use_soft_shadows")
col.prop(props, "light_threshold")
class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "taa_render_samples", text="Render")
col.prop(props, "taa_samples", text="Viewport")
col = layout.column()
col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_next_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column(align=True)
col.prop(props, "taa_render_samples", text="Render")
col.prop(props, "taa_samples", text="Viewport")
col = layout.column()
col.prop(props, "use_taa_reprojection")
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
col = layout.column()
col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL')
col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = 'CUBEMAPS'
col.operator("scene.light_cache_free", text="Delete Lighting Cache")
cache_info = scene.eevee.gi_cache_info
if cache_info:
col.label(text=cache_info)
col.prop(props, "gi_auto_bake")
col.prop(props, "gi_diffuse_bounces")
col.prop(props, "gi_cubemap_resolution")
col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
col.prop(props, "gi_irradiance_smoothing")
col.prop(props, "gi_glossy_clamp")
col.prop(props, "gi_filter_quality")
class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
bl_label = "Display"
bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.eevee
row = layout.row(align=True)
row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
row.prop(props, "gi_show_cubemaps", text="", toggle=True)
row = layout.row(align=True)
row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
row.prop(props, "gi_show_irradiance", text="", toggle=True)
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
props = scene.eevee
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "film_transparent", text="Transparent")
col = layout.column(align=False, heading="Overscan")
row = col.row(align=True)
sub = row.row(align=True)
sub.prop(props, "use_overscan", text="")
sub = sub.row(align=True)
sub.active = props.use_overscan
sub.prop(props, "overscan_size", text="")
class RENDER_PT_eevee_next_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
scene = context.scene
rd = scene.render
props = scene.eevee
col = layout.column()
col.prop(rd, "filter_size")
col.prop(rd, "film_transparent", text="Transparent")
def draw_curves_settings(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.prop(rd, "hair_type", text="Shape", expand=True)
layout.prop(rd, "hair_subdiv")
class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
bl_label = "Curves"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
draw_curves_settings(self, context)
class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.prop(rd, "use_high_quality_normals")
class RENDER_PT_gpencil(RenderButtonsPanel, Panel):
bl_label = "Grease Pencil"
bl_options = {'DEFAULT_CLOSED'}
bl_order = 10
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.grease_pencil_settings
col = layout.column()
col.prop(props, "antialias_threshold")
class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
bl_label = "Sampling"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
props = scene.display
col = layout.column()
col.prop(props, "render_aa", text="Render")
col.prop(props, "viewport_aa", text="Viewport")
class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
rd = context.scene.render
layout.prop(rd, "film_transparent", text="Transparent")
class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
bl_label = "Lighting"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_lighting.draw(self, context)
class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
bl_label = "Color"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_color._draw_color_type(self, context)
class RENDER_PT_opengl_options(RenderButtonsPanel, Panel):
bl_label = "Options"
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
VIEW3D_PT_shading_options.draw(self, context)
class RENDER_PT_simplify(RenderButtonsPanel, Panel):
bl_label = "Simplify"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
pass
class RENDER_PT_simplify_viewport(RenderButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(rd, "simplify_subdivision", text="Max Subdivision")
col = flow.column()
col.prop(rd, "simplify_child_particles", text="Max Child Particles")
col = flow.column()
col.prop(rd, "simplify_volumes", text="Volume Resolution")
class RENDER_PT_simplify_render(RenderButtonsPanel, Panel):
bl_label = "Render"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
rd = context.scene.render
layout.active = rd.use_simplify
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")
col = flow.column()
col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")
class RENDER_PT_simplify_greasepencil(RenderButtonsPanel, Panel, GreasePencilSimplifyPanel):
bl_label = "Grease Pencil"
bl_parent_id = "RENDER_PT_simplify"
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_GAME',
'BLENDER_CLAY',
'BLENDER_EEVEE',
'BLENDER_EEVEE_NEXT',
'BLENDER_WORKBENCH',
}
bl_options = {'DEFAULT_CLOSED'}
classes = (
RENDER_PT_context,
RENDER_PT_eevee_sampling,
RENDER_PT_eevee_next_sampling,
RENDER_PT_eevee_ambient_occlusion,
RENDER_PT_eevee_bloom,
RENDER_PT_eevee_depth_of_field,
RENDER_PT_eevee_next_depth_of_field,
RENDER_PT_eevee_subsurface_scattering,
RENDER_PT_eevee_screen_space_reflections,
RENDER_PT_eevee_motion_blur,
RENDER_PT_eevee_next_motion_blur,
RENDER_PT_motion_blur_curve,
RENDER_PT_eevee_volumetric,
RENDER_PT_eevee_volumetric_lighting,
RENDER_PT_eevee_volumetric_shadows,
RENDER_PT_eevee_performance,
RENDER_PT_eevee_hair,
RENDER_PT_eevee_shadows,
RENDER_PT_eevee_indirect_lighting,
RENDER_PT_eevee_indirect_lighting_display,
RENDER_PT_eevee_film,
RENDER_PT_eevee_next_film,
RENDER_PT_gpencil,
RENDER_PT_opengl_sampling,
RENDER_PT_opengl_lighting,
RENDER_PT_opengl_color,
RENDER_PT_opengl_options,
RENDER_PT_opengl_film,
RENDER_PT_color_management,
RENDER_PT_color_management_curves,
RENDER_PT_simplify,
RENDER_PT_simplify_viewport,
RENDER_PT_simplify_render,
RENDER_PT_simplify_greasepencil,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)