This is in order to have more flexible ligthing presets in the future. The diffuse lighting from hdris was nice but lacked the corresponding specular information. This is an attempt to make it possible to customize the lighting and have a cheap/easy/nice-looking pseudo-PBR workflow. * Add cheap PBR to Workbench with fresnel and better roughness support. This improves the look of the metallic surfaces and is easier to control. * Add ambient light to studio lights settings: just a constant color added to the shading. * Add Smooth option to studio lights settings: This option fakes the effect of making the light bigger making the lighting smoother for this light. Smoother lights gets reflected like a background hdri. * Change default light settings to include the smooth params. * Remove specular highlights from flat shading. (could be added back but how do we make it good looking?) * If specular lighting is disabled, use base color without using metallic. * Include a lot of code simplification/cleanup/confusion fix.
278 lines
8.5 KiB
Python
278 lines
8.5 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import pgettext_iface as iface_
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from bpy_extras.node_utils import find_node_input
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class MATERIAL_MT_specials(Menu):
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bl_label = "Material Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("material.copy", icon='COPYDOWN')
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layout.operator("object.material_slot_copy")
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layout.operator("material.paste", icon='PASTEDOWN')
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class MATERIAL_UL_matslots(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.MaterialSlot)
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# ob = data
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slot = item
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ma = slot.material
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if ma:
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layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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else:
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layout.label(text="", icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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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.material and (context.engine in cls.COMPAT_ENGINES)
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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_context_path = "material"
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_property_type = bpy.types.Material
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class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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bl_label = ""
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bl_context = "material"
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bl_options = {'HIDE_HEADER'}
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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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if context.active_object and context.active_object.type == 'GPENCIL':
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return False
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else:
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engine = context.engine
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return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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is_sortable = len(ob.material_slots) > 1
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rows = 3
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if (is_sortable):
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rows = 5
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row = layout.row()
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row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ADD', text="")
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col.operator("object.material_slot_remove", icon='REMOVE', text="")
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col.separator()
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col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
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if is_sortable:
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col.separator()
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col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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row = layout.row()
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if ob:
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row.template_ID(ob, "active_material", new="material.new")
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if slot:
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icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
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row.prop(slot, "link", icon=icon_link, icon_only=True)
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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elif mat:
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row.template_ID(space, "pin_id")
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def panel_node_draw(layout, ntree, output_type, input_name):
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, input_name)
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "material"
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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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engine = context.engine
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return context.material and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.prop(mat, "use_nodes", icon='NODETREE')
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layout.separator()
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if mat.use_nodes:
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
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else:
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layout.use_property_split = True
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layout.prop(mat, "diffuse_color", text="Base Color")
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layout.prop(mat, "metallic")
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layout.prop(mat, "specular_intensity", text="Specular")
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layout.prop(mat, "roughness")
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class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
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bl_label = "Volume"
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bl_context = "material"
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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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engine = context.engine
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mat = context.material
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return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
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class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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bl_label = "Options"
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bl_context = "material"
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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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engine = context.engine
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return context.material and (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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mat = context.material
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layout.prop(mat, "blend_method")
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if mat.blend_method != 'OPAQUE':
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layout.prop(mat, "transparent_shadow_method")
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row = layout.row()
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row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
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row.prop(mat, "alpha_threshold")
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if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
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layout.prop(mat, "show_transparent_backside")
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layout.prop(mat, "use_screen_refraction")
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layout.prop(mat, "refraction_depth")
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layout.prop(mat, "use_sss_translucency")
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class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.material
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def draw(self, context):
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mat = context.material
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layout = self.layout
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layout.use_property_split = True
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col = layout.column()
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col.prop(mat, "diffuse_color", text="Color")
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col.prop(mat, "metallic")
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col.prop(mat, "roughness")
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classes = (
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MATERIAL_MT_specials,
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MATERIAL_UL_matslots,
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MATERIAL_PT_preview,
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EEVEE_MATERIAL_PT_context_material,
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EEVEE_MATERIAL_PT_surface,
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EEVEE_MATERIAL_PT_volume,
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EEVEE_MATERIAL_PT_options,
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MATERIAL_PT_viewport,
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MATERIAL_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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