Change uses of "Hair" in Render Settings UI in the property editor and the "Hair Info" node to use the "Curves" name to reflect the design described in T95355, where hair is just a use case of a more general curves data type. While these settings still affect the particle hair system, the idea is that if we have to choose one naming scheme to align with, we should choose the option that aligns with future plans and current development efforts, especially since the particle system is considered a legacy feature. A few notes: - "Principled Hair BSDF" is not affected since it's meant for hair. - Python API property identifiers are not affected. Differential Revision: https://developer.blender.org/D14573
725 lines
21 KiB
Python
725 lines
21 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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# <pep8 compliant>
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from bpy.types import Panel
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from bl_ui.space_view3d import (
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VIEW3D_PT_shading_lighting,
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VIEW3D_PT_shading_color,
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VIEW3D_PT_shading_options,
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)
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from bl_ui.properties_grease_pencil_common import GreasePencilSimplifyPanel
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class RenderButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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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 RENDER_PT_context(Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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bl_options = {'HIDE_HEADER'}
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bl_label = ""
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@classmethod
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def poll(cls, context):
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return context.scene
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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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if rd.has_multiple_engines:
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layout.prop(rd, "engine", text="Render Engine")
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class RENDER_PT_color_management(RenderButtonsPanel, Panel):
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bl_label = "Color Management"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 100
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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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layout.use_property_decorate = False # No animation.
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scene = context.scene
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view = scene.view_settings
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
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col = flow.column()
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col.prop(scene.display_settings, "display_device")
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col.separator()
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col.prop(view, "view_transform")
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col.prop(view, "look")
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col = flow.column()
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col.prop(view, "exposure")
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col.prop(view, "gamma")
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col.separator()
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col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")
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class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
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bl_label = "Use Curves"
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bl_parent_id = "RENDER_PT_color_management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_header(self, context):
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scene = context.scene
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view = scene.view_settings
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self.layout.prop(view, "use_curve_mapping", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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view = scene.view_settings
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layout.use_property_split = False
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layout.use_property_decorate = False # No animation.
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layout.enabled = view.use_curve_mapping
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layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)
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class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
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bl_label = "Ambient Occlusion"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_gtao", text="")
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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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props = scene.eevee
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layout.active = props.use_gtao
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col = layout.column()
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col.prop(props, "gtao_distance")
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col.prop(props, "gtao_factor")
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col.prop(props, "gtao_quality")
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col.prop(props, "use_gtao_bent_normals")
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col.prop(props, "use_gtao_bounce")
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class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
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bl_label = "Motion Blur"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_motion_blur", text="")
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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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props = scene.eevee
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layout.active = props.use_motion_blur
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col = layout.column()
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col.prop(props, "motion_blur_position", text="Position")
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col.prop(props, "motion_blur_shutter")
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col.separator()
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col.prop(props, "motion_blur_depth_scale")
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col.prop(props, "motion_blur_max")
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col.prop(props, "motion_blur_steps", text="Steps")
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class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
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bl_label = "Depth of Field"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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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props = scene.eevee
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col = layout.column()
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col.prop(props, "bokeh_max_size")
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col.prop(props, "bokeh_threshold")
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col.prop(props, "bokeh_neighbor_max")
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col.prop(props, "bokeh_denoise_fac")
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col.prop(props, "use_bokeh_high_quality_slight_defocus")
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col.prop(props, "use_bokeh_jittered")
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col = layout.column()
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col.active = props.use_bokeh_jittered
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col.prop(props, "bokeh_overblur")
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class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
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bl_label = "Bloom"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_bloom", text="")
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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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props = scene.eevee
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layout.active = props.use_bloom
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col = layout.column()
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col.prop(props, "bloom_threshold")
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col.prop(props, "bloom_knee")
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col.prop(props, "bloom_radius")
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col.prop(props, "bloom_color")
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col.prop(props, "bloom_intensity")
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col.prop(props, "bloom_clamp")
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class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
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bl_label = "Volumetrics"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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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props = scene.eevee
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col = layout.column(align=True)
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col.prop(props, "volumetric_start")
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col.prop(props, "volumetric_end")
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col = layout.column()
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col.prop(props, "volumetric_tile_size")
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col.prop(props, "volumetric_samples")
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col.prop(props, "volumetric_sample_distribution", text="Distribution")
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class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
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bl_label = "Volumetric Lighting"
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bl_parent_id = "RENDER_PT_eevee_volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volumetric_lights", text="")
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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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props = scene.eevee
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layout.active = props.use_volumetric_lights
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layout.prop(props, "volumetric_light_clamp", text="Light Clamping")
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class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
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bl_label = "Volumetric Shadows"
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bl_parent_id = "RENDER_PT_eevee_volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volumetric_shadows", text="")
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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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props = scene.eevee
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layout.active = props.use_volumetric_shadows
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layout.prop(props, "volumetric_shadow_samples", text="Samples")
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class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
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bl_label = "Subsurface Scattering"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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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props = scene.eevee
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col = layout.column()
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col.prop(props, "sss_samples")
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col.prop(props, "sss_jitter_threshold")
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class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
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bl_label = "Screen Space Reflections"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_ssr", text="")
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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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props = scene.eevee
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col = layout.column()
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col.active = props.use_ssr
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col.prop(props, "use_ssr_refraction", text="Refraction")
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col.prop(props, "use_ssr_halfres")
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col.prop(props, "ssr_quality")
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col.prop(props, "ssr_max_roughness")
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col.prop(props, "ssr_thickness")
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col.prop(props, "ssr_border_fade")
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col.prop(props, "ssr_firefly_fac")
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class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
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bl_label = "Shadows"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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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props = scene.eevee
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col = layout.column()
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col.prop(props, "shadow_cube_size", text="Cube Size")
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col.prop(props, "shadow_cascade_size", text="Cascade Size")
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col.prop(props, "use_shadow_high_bitdepth")
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col.prop(props, "use_soft_shadows")
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col.prop(props, "light_threshold")
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class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
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bl_label = "Sampling"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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 # No animation.
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scene = context.scene
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props = scene.eevee
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col = layout.column(align=True)
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col.prop(props, "taa_render_samples", text="Render")
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col.prop(props, "taa_samples", text="Viewport")
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col = layout.column()
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col.prop(props, "use_taa_reprojection")
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class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
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bl_label = "Indirect Lighting"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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 # No animation.
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL')
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col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = 'CUBEMAPS'
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col.operator("scene.light_cache_free", text="Delete Lighting Cache")
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cache_info = scene.eevee.gi_cache_info
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if cache_info:
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col.label(text=cache_info)
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col.prop(props, "gi_auto_bake")
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col.prop(props, "gi_diffuse_bounces")
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col.prop(props, "gi_cubemap_resolution")
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col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
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col.prop(props, "gi_irradiance_smoothing")
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col.prop(props, "gi_glossy_clamp")
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col.prop(props, "gi_filter_quality")
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class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
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bl_label = "Display"
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bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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 # No animation.
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scene = context.scene
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props = scene.eevee
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row = layout.row(align=True)
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row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
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row.prop(props, "gi_show_cubemaps", text="", toggle=True)
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row = layout.row(align=True)
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row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
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row.prop(props, "gi_show_irradiance", text="", toggle=True)
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class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
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bl_label = "Film"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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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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props = scene.eevee
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col = layout.column()
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col.prop(rd, "filter_size")
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col.prop(rd, "film_transparent", text="Transparent")
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col = layout.column(align=False, heading="Overscan")
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(props, "use_overscan", text="")
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sub = sub.row(align=True)
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sub.active = props.use_overscan
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sub.prop(props, "overscan_size", text="")
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def draw_curves_settings(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.prop(rd, "hair_type", text="Shape", expand=True)
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layout.prop(rd, "hair_subdiv")
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class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
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bl_label = "Curves"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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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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def draw(self, context):
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draw_curves_settings(self, context)
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class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
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bl_label = "Performance"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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layout.prop(rd, "use_high_quality_normals")
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|
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class RENDER_PT_gpencil(RenderButtonsPanel, Panel):
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bl_label = "Grease Pencil"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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|
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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 # No animation.
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scene = context.scene
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props = scene.grease_pencil_settings
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col = layout.column()
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col.prop(props, "antialias_threshold")
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|
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class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
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bl_label = "Sampling"
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COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
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|
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@classmethod
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def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
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layout = self.layout
|
|
layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
|
|
|
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scene = context.scene
|
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props = scene.display
|
|
|
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col = layout.column()
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col.prop(props, "render_aa", text="Render")
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col.prop(props, "viewport_aa", text="Viewport")
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|
|
|
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class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
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bl_label = "Film"
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|
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")
|
|
|
|
|
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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_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_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_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_WORKBENCH'}
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
|
|
classes = (
|
|
RENDER_PT_context,
|
|
RENDER_PT_eevee_sampling,
|
|
RENDER_PT_eevee_ambient_occlusion,
|
|
RENDER_PT_eevee_bloom,
|
|
RENDER_PT_eevee_depth_of_field,
|
|
RENDER_PT_eevee_subsurface_scattering,
|
|
RENDER_PT_eevee_screen_space_reflections,
|
|
RENDER_PT_eevee_motion_blur,
|
|
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_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)
|