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blender-archive/release/scripts/startup/bl_ui/properties_material.py
Clément Foucault 2d720f51cd Workbench: Change Studio lighting
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.
2018-11-28 15:59:56 +01:00

278 lines
8.5 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 bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
from bpy.app.translations import pgettext_iface as iface_
from bpy_extras.node_utils import find_node_input
class MATERIAL_MT_specials(Menu):
bl_label = "Material Specials"
def draw(self, context):
layout = self.layout
layout.operator("material.copy", icon='COPYDOWN')
layout.operator("object.material_slot_copy")
layout.operator("material.paste", icon='PASTEDOWN')
class MATERIAL_UL_matslots(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
# assert(isinstance(item, bpy.types.MaterialSlot)
# ob = data
slot = item
ma = slot.material
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if ma:
layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
else:
layout.label(text="", icon_value=icon)
elif self.layout_type == 'GRID':
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
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.engine in cls.COMPAT_ENGINES)
class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
bl_label = "Preview"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
self.layout.template_preview(context.material)
class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "material"
_property_type = bpy.types.Material
class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
if context.active_object and context.active_object.type == 'GPENCIL':
return False
else:
engine = context.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:
is_sortable = len(ob.material_slots) > 1
rows = 3
if (is_sortable):
rows = 5
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ADD', text="")
col.operator("object.material_slot_remove", icon='REMOVE', text="")
col.separator()
col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
if is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row = layout.row()
if ob:
row.template_ID(ob, "active_material", new="material.new")
if slot:
icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
row.prop(slot, "link", icon=icon_link, icon_only=True)
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")
elif mat:
row.template_ID(space, "pin_id")
def panel_node_draw(layout, ntree, output_type, input_name):
node = ntree.get_output_node('EEVEE')
if node:
input = find_node_input(node, input_name)
if input:
layout.template_node_view(ntree, node, input)
else:
layout.label(text="Incompatible output node")
else:
layout.label(text="No output node")
class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
layout.prop(mat, "use_nodes", icon='NODETREE')
layout.separator()
if mat.use_nodes:
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Surface")
else:
layout.use_property_split = True
layout.prop(mat, "diffuse_color", text="Base Color")
layout.prop(mat, "metallic")
layout.prop(mat, "specular_intensity", text="Specular")
layout.prop(mat, "roughness")
class EEVEE_MATERIAL_PT_volume(MaterialButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
mat = context.material
return mat and mat.use_nodes and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
mat = context.material
panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL', "Volume")
class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
bl_label = "Options"
bl_context = "material"
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
engine = context.engine
return context.material and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
mat = context.material
layout.prop(mat, "blend_method")
if mat.blend_method != 'OPAQUE':
layout.prop(mat, "transparent_shadow_method")
row = layout.row()
row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
row.prop(mat, "alpha_threshold")
if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
layout.prop(mat, "show_transparent_backside")
layout.prop(mat, "use_screen_refraction")
layout.prop(mat, "refraction_depth")
layout.prop(mat, "use_sss_translucency")
class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material
def draw(self, context):
mat = context.material
layout = self.layout
layout.use_property_split = True
col = layout.column()
col.prop(mat, "diffuse_color", text="Color")
col.prop(mat, "metallic")
col.prop(mat, "roughness")
classes = (
MATERIAL_MT_specials,
MATERIAL_UL_matslots,
MATERIAL_PT_preview,
EEVEE_MATERIAL_PT_context_material,
EEVEE_MATERIAL_PT_surface,
EEVEE_MATERIAL_PT_volume,
EEVEE_MATERIAL_PT_options,
MATERIAL_PT_viewport,
MATERIAL_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)