907 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			907 lines
		
	
	
		
			28 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
| # ##### BEGIN GPL LICENSE BLOCK #####
 | |
| #
 | |
| #  This program is free software; you can redistribute it and/or
 | |
| #  modify it under the terms of the GNU General Public License
 | |
| #  as published by the Free Software Foundation; either version 2
 | |
| #  of the License, or (at your option) any later version.
 | |
| #
 | |
| #  This program is distributed in the hope that it will be useful,
 | |
| #  but WITHOUT ANY WARRANTY; without even the implied warranty of
 | |
| #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 | |
| #  GNU General Public License for more details.
 | |
| #
 | |
| #  You should have received a copy of the GNU General Public License
 | |
| #  along with this program; if not, write to the Free Software Foundation,
 | |
| #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 | |
| #
 | |
| # ##### END GPL LICENSE BLOCK #####
 | |
| 
 | |
| # <pep8 compliant>
 | |
| import bpy
 | |
| from rna_prop_ui import PropertyPanel
 | |
| 
 | |
| 
 | |
| def active_node_mat(mat):
 | |
|     # TODO, 2.4x has a pipeline section, for 2.5 we need to communicate
 | |
|     # which settings from node-materials are used
 | |
|     if mat is not None:
 | |
|         mat_node = mat.active_node_material
 | |
|         if mat_node:
 | |
|             return mat_node
 | |
|         else:
 | |
|             return mat
 | |
| 
 | |
|     return None
 | |
| 
 | |
| 
 | |
| class MATERIAL_MT_sss_presets(bpy.types.Menu):
 | |
|     bl_label = "SSS Presets"
 | |
|     preset_subdir = "sss"
 | |
|     preset_operator = "script.execute_preset"
 | |
|     draw = bpy.types.Menu.draw_preset
 | |
| 
 | |
| 
 | |
| class MATERIAL_MT_specials(bpy.types.Menu):
 | |
|     bl_label = "Material Specials"
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         layout.operator("object.material_slot_copy", icon='COPY_ID')
 | |
|         layout.operator("material.copy", icon='COPYDOWN')
 | |
|         layout.operator("material.paste", icon='PASTEDOWN')
 | |
| 
 | |
| 
 | |
| class MaterialButtonsPanel():
 | |
|     bl_space_type = 'PROPERTIES'
 | |
|     bl_region_type = 'WINDOW'
 | |
|     bl_context = "material"
 | |
|     # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = ""
 | |
|     bl_options = {'HIDE_HEADER'}
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         # An exception, dont call the parent poll func because
 | |
|         # this manages materials for all engine types
 | |
| 
 | |
|         engine = context.scene.render.engine
 | |
|         return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = context.material
 | |
|         ob = context.object
 | |
|         slot = context.material_slot
 | |
|         space = context.space_data
 | |
| 
 | |
|         if ob:
 | |
|             row = layout.row()
 | |
| 
 | |
|             row.template_list(ob, "material_slots", ob, "active_material_index", rows=2)
 | |
| 
 | |
|             col = row.column(align=True)
 | |
|             col.operator("object.material_slot_add", icon='ZOOMIN', text="")
 | |
|             col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
 | |
| 
 | |
|             col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
 | |
| 
 | |
|             if ob.mode == 'EDIT':
 | |
|                 row = layout.row(align=True)
 | |
|                 row.operator("object.material_slot_assign", text="Assign")
 | |
|                 row.operator("object.material_slot_select", text="Select")
 | |
|                 row.operator("object.material_slot_deselect", text="Deselect")
 | |
| 
 | |
|         split = layout.split(percentage=0.65)
 | |
| 
 | |
|         if ob:
 | |
|             split.template_ID(ob, "active_material", new="material.new")
 | |
|             row = split.row()
 | |
|             if mat:
 | |
|                 row.prop(mat, "use_nodes", icon="NODETREE", text="")
 | |
| 
 | |
|             if slot:
 | |
|                 row.prop(slot, "link", text="")
 | |
|             else:
 | |
|                 row.label()
 | |
|         elif mat:
 | |
|             split.template_ID(space, "pin_id")
 | |
|             split.separator()
 | |
| 
 | |
|         if mat:
 | |
|             layout.prop(mat, "type", expand=True)
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Preview"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         self.layout.template_preview(context.material)
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Diffuse"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "diffuse_color", text="")
 | |
|         sub = col.column()
 | |
|         sub.active = (not mat.use_shadeless)
 | |
|         sub.prop(mat, "diffuse_intensity", text="Intensity")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.active = (not mat.use_shadeless)
 | |
|         col.prop(mat, "diffuse_shader", text="")
 | |
|         col.prop(mat, "use_diffuse_ramp", text="Ramp")
 | |
| 
 | |
|         col = layout.column()
 | |
|         col.active = (not mat.use_shadeless)
 | |
|         if mat.diffuse_shader == 'OREN_NAYAR':
 | |
|             col.prop(mat, "roughness")
 | |
|         elif mat.diffuse_shader == 'MINNAERT':
 | |
|             col.prop(mat, "darkness")
 | |
|         elif mat.diffuse_shader == 'TOON':
 | |
|             split = col.split()
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "diffuse_toon_size", text="Size")
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "diffuse_toon_smooth", text="Smooth")
 | |
|         elif mat.diffuse_shader == 'FRESNEL':
 | |
|             split = col.split()
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "diffuse_fresnel", text="Fresnel")
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "diffuse_fresnel_factor", text="Factor")
 | |
| 
 | |
|         if mat.use_diffuse_ramp:
 | |
|             layout.separator()
 | |
|             layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
 | |
|             layout.separator()
 | |
| 
 | |
|             split = layout.split()
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "diffuse_ramp_input", text="Input")
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "diffuse_ramp_blend", text="Blend")
 | |
|             row = layout.row()
 | |
|             row.prop(mat, "diffuse_ramp_factor", text="Factor")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Specular"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         layout.active = (not mat.use_shadeless)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "specular_color", text="")
 | |
|         col.prop(mat, "specular_intensity", text="Intensity")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "specular_shader", text="")
 | |
|         col.prop(mat, "use_specular_ramp", text="Ramp")
 | |
| 
 | |
|         col = layout.column()
 | |
|         if mat.specular_shader in ('COOKTORR', 'PHONG'):
 | |
|             col.prop(mat, "specular_hardness", text="Hardness")
 | |
|         elif mat.specular_shader == 'BLINN':
 | |
|             split = layout.split()
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "specular_hardness", text="Hardness")
 | |
| 
 | |
|             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")
 | |
| 
 | |
|             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")
 | |
| 
 | |
|             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_shading(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Shading"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         if mat.type in ('SURFACE', 'WIRE'):
 | |
|             split = layout.split()
 | |
| 
 | |
|             col = split.column()
 | |
|             sub = col.column()
 | |
|             sub.active = not mat.use_shadeless
 | |
|             sub.prop(mat, "emit")
 | |
|             sub.prop(mat, "ambient")
 | |
|             sub = col.column()
 | |
|             sub.prop(mat, "translucency")
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(mat, "use_shadeless")
 | |
|             sub = col.column()
 | |
|             sub.active = not mat.use_shadeless
 | |
|             sub.prop(mat, "use_tangent_shading")
 | |
|             sub.prop(mat, "use_cubic")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Transparency"
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw_header(self, context):
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         self.layout.prop(mat, "use_transparency", text="")
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
|         rayt = mat.raytrace_transparency
 | |
| 
 | |
|         row = layout.row()
 | |
|         row.active = mat.use_transparency and (not mat.use_shadeless)
 | |
|         row.prop(mat, "transparency_method", expand=True)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "alpha")
 | |
|         row = col.row()
 | |
|         row.active = mat.use_transparency and (not mat.use_shadeless)
 | |
|         row.prop(mat, "specular_alpha", text="Specular")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.active = (not mat.use_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.use_transparency
 | |
| 
 | |
|             col = split.column()
 | |
|             col.prop(rayt, "ior")
 | |
|             col.prop(rayt, "filter")
 | |
|             col.prop(rayt, "falloff")
 | |
|             col.prop(rayt, "depth_max")
 | |
|             col.prop(rayt, "depth")
 | |
| 
 | |
|             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_mirror(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Mirror"
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw_header(self, context):
 | |
|         raym = active_node_mat(context.material).raytrace_mirror
 | |
| 
 | |
|         self.layout.prop(raym, "use", text="")
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
|         raym = mat.raytrace_mirror
 | |
| 
 | |
|         layout.active = raym.use
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(raym, "reflect_factor")
 | |
|         col.prop(mat, "mirror_color", text="")
 | |
| 
 | |
|         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, "depth")
 | |
|         col.prop(raym, "distance", text="Max Dist")
 | |
|         col.separator()
 | |
|         sub = col.split(percentage=0.4)
 | |
|         sub.active = raym.distance > 0.0
 | |
|         sub.label(text="Fade To:")
 | |
|         sub.prop(raym, "fade_to", text="")
 | |
| 
 | |
|         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_sss(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Subsurface Scattering"
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw_header(self, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         sss = mat.subsurface_scattering
 | |
| 
 | |
|         self.layout.active = (not mat.use_shadeless)
 | |
|         self.layout.prop(sss, "use", text="")
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
|         sss = mat.subsurface_scattering
 | |
| 
 | |
|         layout.active = (sss.use) and (not mat.use_shadeless)
 | |
| 
 | |
|         row = layout.row().split()
 | |
|         sub = row.row(align=True).split(percentage=0.75)
 | |
|         sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
 | |
|         sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
 | |
|         sub.operator("material.sss_preset_add", text="", icon="ZOOMOUT").remove_active = True
 | |
| 
 | |
|         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)
 | |
| 
 | |
|         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_threshold", text="Error")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Halo"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = context.material
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = context.material  # dont use node material
 | |
|         halo = mat.halo
 | |
| 
 | |
|         def number_but(layout, toggle, number, name, color):
 | |
|             row = layout.row(align=True)
 | |
|             row.prop(halo, toggle, text="")
 | |
|             sub = row.column()
 | |
|             sub.active = getattr(halo, toggle)
 | |
|             sub.prop(halo, number, text=name)
 | |
|             if not color == "":
 | |
|                 sub.prop(mat, color, text="")
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "alpha")
 | |
|         col.prop(mat, "diffuse_color", text="")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(halo, "size")
 | |
|         col.prop(halo, "hardness")
 | |
|         col.prop(halo, "add")
 | |
| 
 | |
|         layout.label(text="Options:")
 | |
| 
 | |
|         split = layout.split()
 | |
|         col = split.column()
 | |
|         col.prop(halo, "use_texture")
 | |
|         col.prop(halo, "use_vertex_normal")
 | |
|         col.prop(halo, "use_extreme_alpha")
 | |
|         col.prop(halo, "use_shaded")
 | |
|         col.prop(halo, "use_soft")
 | |
| 
 | |
|         col = split.column()
 | |
|         number_but(col, "use_ring", "ring_count", "Rings", "mirror_color")
 | |
|         number_but(col, "use_lines", "line_count", "Lines", "specular_color")
 | |
|         number_but(col, "use_star", "star_tip_count", "Star tips", "")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Flare"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = context.material
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw_header(self, context):
 | |
|         halo = context.material.halo
 | |
| 
 | |
|         self.layout.prop(halo, "use_flare_mode", text="")
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = context.material  # dont use node material
 | |
|         halo = mat.halo
 | |
| 
 | |
|         layout.active = halo.use_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")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(halo, "flare_subflare_count", text="Subflares")
 | |
|         col.prop(halo, "flare_subflare_size", text="Subsize")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Physics"
 | |
|     COMPAT_ENGINES = {'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         phys = context.material.physics  # dont use node material
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(phys, "distance")
 | |
|         col.prop(phys, "friction")
 | |
|         col.prop(phys, "use_normal_align")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(phys, "force", slider=True)
 | |
|         col.prop(phys, "elasticity", slider=True)
 | |
|         col.prop(phys, "damping", slider=True)
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Strand"
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = context.material
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = context.material  # dont use node material
 | |
|         tan = mat.strand
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         sub = col.column(align=True)
 | |
|         sub.label(text="Size:")
 | |
|         sub.prop(tan, "root_size", text="Root")
 | |
|         sub.prop(tan, "tip_size", text="Tip")
 | |
|         sub.prop(tan, "size_min", text="Minimum")
 | |
|         sub.prop(tan, "use_blender_units")
 | |
|         sub = col.column()
 | |
|         sub.active = (not mat.use_shadeless)
 | |
|         sub.prop(tan, "use_tangent_shading")
 | |
|         col.prop(tan, "shape")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.label(text="Shading:")
 | |
|         col.prop(tan, "width_fade")
 | |
|         ob = context.object
 | |
|         if ob and ob.type == 'MESH':
 | |
|             col.prop_search(tan, "uv_layer", ob.data, "uv_textures", text="")
 | |
|         else:
 | |
|             col.prop(tan, "uv_layer", text="")
 | |
|         col.separator()
 | |
|         sub = col.column()
 | |
|         sub.active = (not mat.use_shadeless)
 | |
|         sub.label("Surface diffuse:")
 | |
|         sub = col.column()
 | |
|         sub.prop(tan, "blend_distance", text="Distance")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Options"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "use_raytrace")
 | |
|         col.prop(mat, "use_full_oversampling")
 | |
|         col.prop(mat, "use_sky")
 | |
|         col.prop(mat, "use_mist")
 | |
|         col.prop(mat, "invert_z")
 | |
|         sub = col.row()
 | |
|         sub.prop(mat, "offset_z")
 | |
|         sub.active = mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
 | |
|         sub = col.column(align=True)
 | |
|         sub.label(text="Light Group:")
 | |
|         sub.prop(mat, "light_group", text="")
 | |
|         row = sub.row()
 | |
|         row.active = bool(mat.light_group)
 | |
|         row.prop(mat, "use_light_group_exclusive", text="Exclusive")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "use_face_texture")
 | |
|         sub = col.column()
 | |
|         sub.active = mat.use_face_texture
 | |
|         sub.prop(mat, "use_face_texture_alpha")
 | |
|         col.separator()
 | |
|         col.prop(mat, "use_vertex_color_paint")
 | |
|         col.prop(mat, "use_vertex_color_light")
 | |
|         col.prop(mat, "use_object_color")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Shadow"
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "use_shadows", text="Receive")
 | |
|         col.prop(mat, "use_transparent_shadows", text="Receive Transparent")
 | |
|         col.prop(mat, "use_only_shadow", text="Shadows Only")
 | |
|         col.prop(mat, "use_cast_shadows_only", text="Cast Only")
 | |
|         col.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "use_cast_buffer_shadows")
 | |
|         sub = col.column()
 | |
|         sub.active = mat.use_cast_buffer_shadows
 | |
|         sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
 | |
|         col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias")
 | |
|         sub = col.column()
 | |
|         sub.active = (not mat.use_ray_shadow_bias)
 | |
|         sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
 | |
|         col.prop(mat, "use_cast_approximate")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Transparency"
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
|     COMPAT_ENGINES = {'BLENDER_GAME'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = active_node_mat(context.material)
 | |
|         engine = context.scene.render.engine
 | |
|         return mat  and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
|     def draw_header(self, context):
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         self.layout.prop(mat, "use_transparency", text="")
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
|         rayt = mat.raytrace_transparency
 | |
| 
 | |
|         row = layout.row()
 | |
|         row.active = mat.use_transparency and (not mat.use_shadeless)
 | |
|         row.prop(mat, "transparency_method", expand=True)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "alpha")
 | |
| 
 | |
| 
 | |
| class VolumeButtonsPanel():
 | |
|     bl_space_type = 'PROPERTIES'
 | |
|     bl_region_type = 'WINDOW'
 | |
|     bl_context = "material"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     @classmethod
 | |
|     def poll(cls, context):
 | |
|         mat = context.material
 | |
|         engine = context.scene.render.engine
 | |
|         return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES)
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_volume_density(VolumeButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Density"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         vol = context.material.volume  # dont use node material
 | |
| 
 | |
|         split = layout.split()
 | |
|         col = split.column()
 | |
|         col.prop(vol, "density")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(vol, "density_scale")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_volume_shading(VolumeButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Shading"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         vol = context.material.volume  # dont use node material
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(vol, "scattering")
 | |
|         col.prop(vol, "asymmetry")
 | |
|         col.prop(vol, "transmission_color")
 | |
| 
 | |
|         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, bpy.types.Panel):
 | |
|     bl_label = "Lighting"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         vol = context.material.volume  # dont use node material
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(vol, "light_method", text="")
 | |
| 
 | |
|         col = split.column()
 | |
| 
 | |
|         if vol.light_method == 'SHADED':
 | |
|             col.prop(vol, "use_external_shadows")
 | |
|             col.prop(vol, "use_light_cache")
 | |
|             sub = col.column()
 | |
|             sub.active = vol.use_light_cache
 | |
|             sub.prop(vol, "cache_resolution")
 | |
|         elif vol.light_method in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
 | |
|             sub = col.column()
 | |
|             sub.enabled = True
 | |
|             sub.active = False
 | |
|             sub.prop(vol, "use_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, bpy.types.Panel):
 | |
|     bl_label = "Transparency"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = context.material  # dont use node material
 | |
| 
 | |
|         layout.prop(mat, "transparency_method", expand=True)
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_volume_integration(VolumeButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Integration"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         vol = context.material.volume  # dont use node material
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.label(text="Step Calculation:")
 | |
|         col.prop(vol, "step_method", text="")
 | |
|         col = col.column(align=True)
 | |
|         col.prop(vol, "step_size")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.label()
 | |
|         col.prop(vol, "depth_threshold")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
 | |
|     bl_label = "Options"
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
|     bl_options = {'DEFAULT_CLOSED'}
 | |
| 
 | |
|     def draw(self, context):
 | |
|         layout = self.layout
 | |
| 
 | |
|         mat = active_node_mat(context.material)
 | |
| 
 | |
|         split = layout.split()
 | |
| 
 | |
|         col = split.column()
 | |
|         col.prop(mat, "use_raytrace")
 | |
|         col.prop(mat, "use_full_oversampling")
 | |
|         col.prop(mat, "use_mist")
 | |
| 
 | |
|         col = split.column()
 | |
|         col.label(text="Light Group:")
 | |
|         col.prop(mat, "light_group", text="")
 | |
|         row = col.row()
 | |
|         row.active = bool(mat.light_group)
 | |
|         row.prop(mat, "use_light_group_exclusive", text="Exclusive")
 | |
| 
 | |
| 
 | |
| class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
 | |
|     COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
 | |
|     _context_path = "material"
 | |
|     _property_type = bpy.types.Material
 | |
| 
 | |
| 
 | |
| def register():
 | |
|     pass
 | |
| 
 | |
| 
 | |
| def unregister():
 | |
|     pass
 | |
| 
 | |
| if __name__ == "__main__":
 | |
|     register()
 |