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blender-archive/intern/cycles/blender/addon/ui.py
Pablo Vazquez 9fa0e58fea UI: Open 'Passes' panel by default in Cycles.
This panel is arguably the most important in the ViewLayer properties, so
the concept of "1 panel open per context" doesn't work. Especially since
the first panel (View Layer) contains only two settings.

This also registers the Passes panels before filter/override so it's sorted in the same way as EEVEE.
2019-05-02 14:37:43 +02:00

2212 lines
68 KiB
Python

#
# Copyright 2011-2013 Blender Foundation
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
#
# <pep8 compliant>
import bpy
from bpy_extras.node_utils import find_node_input
from bl_ui.utils import PresetPanel
from bpy.types import Panel
class CYCLES_PT_sampling_presets(PresetPanel, Panel):
bl_label = "Sampling Presets"
preset_subdir = "cycles/sampling"
preset_operator = "script.execute_preset"
preset_add_operator = "render.cycles_sampling_preset_add"
COMPAT_ENGINES = {'CYCLES'}
class CYCLES_PT_integrator_presets(PresetPanel, Panel):
bl_label = "Integrator Presets"
preset_subdir = "cycles/integrator"
preset_operator = "script.execute_preset"
preset_add_operator = "render.cycles_integrator_preset_add"
COMPAT_ENGINES = {'CYCLES'}
class CyclesButtonsPanel:
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
return context.engine in cls.COMPAT_ENGINES
# Adapt properties editor panel to display in node editor. We have to
# copy the class rather than inherit due to the way bpy registration works.
def node_panel(cls):
node_cls = type('NODE_' + cls.__name__, cls.__bases__, dict(cls.__dict__))
node_cls.bl_space_type = 'NODE_EDITOR'
node_cls.bl_region_type = 'UI'
node_cls.bl_category = "Node"
if hasattr(node_cls, 'bl_parent_id'):
node_cls.bl_parent_id = 'NODE_' + node_cls.bl_parent_id
return node_cls
def get_device_type(context):
return context.preferences.addons[__package__].preferences.compute_device_type
def use_cpu(context):
cscene = context.scene.cycles
return (get_device_type(context) == 'NONE' or cscene.device == 'CPU')
def use_opencl(context):
cscene = context.scene.cycles
return (get_device_type(context) == 'OPENCL' and cscene.device == 'GPU')
def use_cuda(context):
cscene = context.scene.cycles
return (get_device_type(context) == 'CUDA' and cscene.device == 'GPU')
def use_branched_path(context):
cscene = context.scene.cycles
return (cscene.progressive == 'BRANCHED_PATH')
def use_sample_all_lights(context):
cscene = context.scene.cycles
return cscene.sample_all_lights_direct or cscene.sample_all_lights_indirect
def show_device_active(context):
cscene = context.scene.cycles
if cscene.device != 'GPU':
return True
return context.preferences.addons[__package__].preferences.has_active_device()
def draw_samples_info(layout, context):
cscene = context.scene.cycles
integrator = cscene.progressive
# Calculate sample values
if integrator == 'PATH':
aa = cscene.samples
if cscene.use_square_samples:
aa = aa * aa
else:
aa = cscene.aa_samples
d = cscene.diffuse_samples
g = cscene.glossy_samples
t = cscene.transmission_samples
ao = cscene.ao_samples
ml = cscene.mesh_light_samples
sss = cscene.subsurface_samples
vol = cscene.volume_samples
if cscene.use_square_samples:
aa = aa * aa
d = d * d
g = g * g
t = t * t
ao = ao * ao
ml = ml * ml
sss = sss * sss
vol = vol * vol
# Draw interface
# Do not draw for progressive, when Square Samples are disabled
if use_branched_path(context) or (cscene.use_square_samples and integrator == 'PATH'):
col = layout.column(align=True)
col.scale_y = 0.6
col.label(text="Total Samples:")
col.separator()
if integrator == 'PATH':
col.label(text="%s AA" % aa)
else:
col.label(text="%s AA, %s Diffuse, %s Glossy, %s Transmission" %
(aa, d * aa, g * aa, t * aa))
col.separator()
col.label(text="%s AO, %s Mesh Light, %s Subsurface, %s Volume" %
(ao * aa, ml * aa, sss * aa, vol * aa))
class CYCLES_RENDER_PT_sampling(CyclesButtonsPanel, Panel):
bl_label = "Sampling"
def draw_header_preset(self, context):
CYCLES_PT_sampling_presets.draw_panel_header(self.layout)
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(cscene, "progressive")
if cscene.progressive == 'PATH' or use_branched_path(context) is False:
col = layout.column(align=True)
col.prop(cscene, "samples", text="Render")
col.prop(cscene, "preview_samples", text="Viewport")
draw_samples_info(layout, context)
else:
col = layout.column(align=True)
col.prop(cscene, "aa_samples", text="Render")
col.prop(cscene, "preview_aa_samples", text="Viewport")
class CYCLES_RENDER_PT_sampling_sub_samples(CyclesButtonsPanel, Panel):
bl_label = "Sub Samples"
bl_parent_id = "CYCLES_RENDER_PT_sampling"
@classmethod
def poll(cls, context):
scene = context.scene
cscene = scene.cycles
return cscene.progressive != 'PATH' and use_branched_path(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column(align=True)
col.prop(cscene, "diffuse_samples", text="Diffuse")
col.prop(cscene, "glossy_samples", text="Glossy")
col.prop(cscene, "transmission_samples", text="Transmission")
col.prop(cscene, "ao_samples", text="AO")
sub = col.row(align=True)
sub.active = use_sample_all_lights(context)
sub.prop(cscene, "mesh_light_samples", text="Mesh Light")
col.prop(cscene, "subsurface_samples", text="Subsurface")
col.prop(cscene, "volume_samples", text="Volume")
draw_samples_info(layout, context)
class CYCLES_RENDER_PT_sampling_advanced(CyclesButtonsPanel, Panel):
bl_label = "Advanced"
bl_parent_id = "CYCLES_RENDER_PT_sampling"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
row = layout.row(align=True)
row.prop(cscene, "seed")
row.prop(cscene, "use_animated_seed", text="", icon='TIME')
layout.prop(cscene, "sampling_pattern", text="Pattern")
layout.prop(cscene, "use_square_samples")
layout.separator()
col = layout.column(align=True)
col.prop(cscene, "light_sampling_threshold", text="Light Threshold")
if cscene.progressive != 'PATH' and use_branched_path(context):
col = layout.column(align=True)
col.prop(cscene, "sample_all_lights_direct")
col.prop(cscene, "sample_all_lights_indirect")
for view_layer in scene.view_layers:
if view_layer.samples > 0:
layout.separator()
layout.row().prop(cscene, "use_layer_samples")
break
class CYCLES_RENDER_PT_sampling_total(CyclesButtonsPanel, Panel):
bl_label = "Total Samples"
bl_parent_id = "CYCLES_RENDER_PT_sampling"
@classmethod
def poll(cls, context):
scene = context.scene
cscene = scene.cycles
if cscene.use_square_samples:
return True
return cscene.progressive != 'PATH' and use_branched_path(context)
def draw(self, context):
layout = self.layout
cscene = context.scene.cycles
integrator = cscene.progressive
# Calculate sample values
if integrator == 'PATH':
aa = cscene.samples
if cscene.use_square_samples:
aa = aa * aa
else:
aa = cscene.aa_samples
d = cscene.diffuse_samples
g = cscene.glossy_samples
t = cscene.transmission_samples
ao = cscene.ao_samples
ml = cscene.mesh_light_samples
sss = cscene.subsurface_samples
vol = cscene.volume_samples
if cscene.use_square_samples:
aa = aa * aa
d = d * d
g = g * g
t = t * t
ao = ao * ao
ml = ml * ml
sss = sss * sss
vol = vol * vol
col = layout.column(align=True)
col.scale_y = 0.6
if integrator == 'PATH':
col.label(text="%s AA" % aa)
else:
col.label(text="%s AA, %s Diffuse, %s Glossy, %s Transmission" %
(aa, d * aa, g * aa, t * aa))
col.separator()
col.label(text="%s AO, %s Mesh Light, %s Subsurface, %s Volume" %
(ao * aa, ml * aa, sss * aa, vol * aa))
class CYCLES_RENDER_PT_subdivision(CyclesButtonsPanel, Panel):
bl_label = "Subdivision"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.scene.render.engine == 'CYCLES') and (context.scene.cycles.feature_set == 'EXPERIMENTAL')
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column()
sub = col.column(align=True)
sub.prop(cscene, "dicing_rate", text="Dicing Rate Render")
sub.prop(cscene, "preview_dicing_rate", text="Preview")
col.separator()
col.prop(cscene, "offscreen_dicing_scale", text="Offscreen Scale")
col.prop(cscene, "max_subdivisions")
col.prop(cscene, "dicing_camera")
class CYCLES_RENDER_PT_hair(CyclesButtonsPanel, Panel):
bl_label = "Hair"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
layout = self.layout
scene = context.scene
ccscene = scene.cycles_curves
layout.prop(ccscene, "use_curves", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
ccscene = scene.cycles_curves
layout.active = ccscene.use_curves
col = layout.column()
col.prop(ccscene, "shape", text="Shape")
if not (ccscene.primitive in {'CURVE_SEGMENTS', 'LINE_SEGMENTS'} and ccscene.shape == 'RIBBONS'):
col.prop(ccscene, "cull_backfacing", text="Cull back-faces")
col.prop(ccscene, "primitive", text="Primitive")
if ccscene.primitive == 'TRIANGLES' and ccscene.shape == 'THICK':
col.prop(ccscene, "resolution", text="Resolution")
elif ccscene.primitive == 'CURVE_SEGMENTS':
col.prop(ccscene, "subdivisions", text="Curve subdivisions")
class CYCLES_RENDER_PT_volumes(CyclesButtonsPanel, Panel):
bl_label = "Volumes"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column()
col.prop(cscene, "volume_step_size", text="Step Size")
col.prop(cscene, "volume_max_steps", text="Max Steps")
class CYCLES_RENDER_PT_light_paths(CyclesButtonsPanel, Panel):
bl_label = "Light Paths"
bl_options = {'DEFAULT_CLOSED'}
def draw_header_preset(self, context):
CYCLES_PT_integrator_presets.draw_panel_header(self.layout)
def draw(self, context):
pass
class CYCLES_RENDER_PT_light_paths_max_bounces(CyclesButtonsPanel, Panel):
bl_label = "Max Bounces"
bl_parent_id = "CYCLES_RENDER_PT_light_paths"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column(align=True)
col.prop(cscene, "max_bounces", text="Total")
col = layout.column(align=True)
col.prop(cscene, "diffuse_bounces", text="Diffuse")
col.prop(cscene, "glossy_bounces", text="Glossy")
col.prop(cscene, "transparent_max_bounces", text="Transparency")
col.prop(cscene, "transmission_bounces", text="Transmission")
col.prop(cscene, "volume_bounces", text="Volume")
class CYCLES_RENDER_PT_light_paths_clamping(CyclesButtonsPanel, Panel):
bl_label = "Clamping"
bl_parent_id = "CYCLES_RENDER_PT_light_paths"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column(align=True)
col.prop(cscene, "sample_clamp_direct", text="Direct Light")
col.prop(cscene, "sample_clamp_indirect", text="Indirect Light")
class CYCLES_RENDER_PT_light_paths_caustics(CyclesButtonsPanel, Panel):
bl_label = "Caustics"
bl_parent_id = "CYCLES_RENDER_PT_light_paths"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column()
col.prop(cscene, "blur_glossy")
col.prop(cscene, "caustics_reflective")
col.prop(cscene, "caustics_refractive")
class CYCLES_RENDER_PT_motion_blur(CyclesButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
rd = scene.render
layout.active = rd.use_motion_blur
col = layout.column()
col.prop(cscene, "motion_blur_position", text="Position")
col.prop(rd, "motion_blur_shutter")
col.separator()
col.prop(cscene, "rolling_shutter_type", text="Rolling Shutter")
sub = col.column()
sub.active = cscene.rolling_shutter_type != 'NONE'
sub.prop(cscene, "rolling_shutter_duration")
class CYCLES_RENDER_PT_motion_blur_curve(CyclesButtonsPanel, Panel):
bl_label = "Shutter Curve"
bl_parent_id = "CYCLES_RENDER_PT_motion_blur"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
layout.active = rd.use_motion_blur
col = layout.column()
col.template_curve_mapping(rd, "motion_blur_shutter_curve")
col = layout.column(align=True)
row = col.row(align=True)
row.operator("render.shutter_curve_preset", icon='SMOOTHCURVE', text="").shape = 'SMOOTH'
row.operator("render.shutter_curve_preset", icon='SPHERECURVE', text="").shape = 'ROUND'
row.operator("render.shutter_curve_preset", icon='ROOTCURVE', text="").shape = 'ROOT'
row.operator("render.shutter_curve_preset", icon='SHARPCURVE', text="").shape = 'SHARP'
row.operator("render.shutter_curve_preset", icon='LINCURVE', text="").shape = 'LINE'
row.operator("render.shutter_curve_preset", icon='NOCURVE', text="").shape = 'MAX'
class CYCLES_RENDER_PT_film(CyclesButtonsPanel, Panel):
bl_label = "Film"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column()
col.prop(cscene, "film_exposure")
class CYCLES_RENDER_PT_film_transparency(CyclesButtonsPanel, Panel):
bl_label = "Transparency"
bl_parent_id = "CYCLES_RENDER_PT_film"
def draw_header(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
layout.prop(cscene, "film_transparent", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
layout.active = cscene.film_transparent
col = layout.column()
col.prop(cscene, "film_transparent_glass", text="Transparent Glass")
sub = col.column()
sub.active = cscene.film_transparent and cscene.film_transparent_glass
sub.prop(cscene, "film_transparent_roughness", text="Roughness Threshold")
class CYCLES_RENDER_PT_film_pixel_filter(CyclesButtonsPanel, Panel):
bl_label = "Pixel Filter"
bl_parent_id = "CYCLES_RENDER_PT_film"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column()
col.prop(cscene, "pixel_filter_type", text="Type")
if cscene.pixel_filter_type != 'BOX':
col.prop(cscene, "filter_width", text="Width")
class CYCLES_RENDER_PT_performance(CyclesButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
pass
class CYCLES_RENDER_PT_performance_threads(CyclesButtonsPanel, Panel):
bl_label = "Threads"
bl_parent_id = "CYCLES_RENDER_PT_performance"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
col = layout.column()
col.prop(rd, "threads_mode")
sub = col.column(align=True)
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
class CYCLES_RENDER_PT_performance_tiles(CyclesButtonsPanel, Panel):
bl_label = "Tiles"
bl_parent_id = "CYCLES_RENDER_PT_performance"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
cscene = scene.cycles
col = layout.column()
sub = col.column(align=True)
sub.prop(rd, "tile_x", text="Tiles X")
sub.prop(rd, "tile_y", text="Y")
col.prop(cscene, "tile_order", text="Order")
sub = col.column()
sub.active = not rd.use_save_buffers
for view_layer in scene.view_layers:
if view_layer.cycles.use_denoising:
sub.active = False
sub.prop(cscene, "use_progressive_refine")
class CYCLES_RENDER_PT_performance_acceleration_structure(CyclesButtonsPanel, Panel):
bl_label = "Acceleration Structure"
bl_parent_id = "CYCLES_RENDER_PT_performance"
def draw(self, context):
import _cycles
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
col = layout.column()
if _cycles.with_embree:
row = col.row()
row.active = use_cpu(context)
row.prop(cscene, "use_bvh_embree")
col.prop(cscene, "debug_use_spatial_splits")
sub = col.column()
sub.active = not cscene.use_bvh_embree or not _cycles.with_embree
sub.prop(cscene, "debug_use_hair_bvh")
sub = col.column()
sub.active = not cscene.debug_use_spatial_splits and not cscene.use_bvh_embree
sub.prop(cscene, "debug_bvh_time_steps")
class CYCLES_RENDER_PT_performance_final_render(CyclesButtonsPanel, Panel):
bl_label = "Final Render"
bl_parent_id = "CYCLES_RENDER_PT_performance"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
col = layout.column()
col.prop(rd, "use_save_buffers")
col.prop(rd, "use_persistent_data", text="Persistent Images")
class CYCLES_RENDER_PT_performance_viewport(CyclesButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "CYCLES_RENDER_PT_performance"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
cscene = scene.cycles
col = layout.column()
col.prop(rd, "preview_pixel_size", text="Pixel Size")
col.prop(cscene, "preview_start_resolution", text="Start Pixels")
class CYCLES_RENDER_PT_filter(CyclesButtonsPanel, Panel):
bl_label = "Filter"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "view_layer"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
with_freestyle = bpy.app.build_options.freestyle
scene = context.scene
rd = scene.render
view_layer = context.view_layer
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(view_layer, "use_sky", text="Environment")
col = flow.column()
col.prop(view_layer, "use_ao", text="Ambient Occlusion")
col = flow.column()
col.prop(view_layer, "use_solid", text="Surfaces")
col = flow.column()
col.prop(view_layer, "use_strand", text="Hair")
if with_freestyle:
col = flow.column()
col.prop(view_layer, "use_freestyle", text="Freestyle")
col.active = rd.use_freestyle
class CYCLES_RENDER_PT_override(CyclesButtonsPanel, Panel):
bl_label = "Override"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "view_layer"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
layout.prop(view_layer, "material_override")
layout.prop(view_layer, "samples")
class CYCLES_RENDER_PT_passes(CyclesButtonsPanel, Panel):
bl_label = "Passes"
bl_context = "view_layer"
def draw(self, context):
pass
class CYCLES_RENDER_PT_passes_data(CyclesButtonsPanel, Panel):
bl_label = "Data"
bl_context = "view_layer"
bl_parent_id = "CYCLES_RENDER_PT_passes"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(view_layer, "use_pass_combined")
col = flow.column()
col.prop(view_layer, "use_pass_z")
col = flow.column()
col.prop(view_layer, "use_pass_mist")
col = flow.column()
col.prop(view_layer, "use_pass_normal")
col = flow.column()
col.prop(view_layer, "use_pass_vector")
col.active = not rd.use_motion_blur
col = flow.column()
col.prop(view_layer, "use_pass_uv")
col = flow.column()
col.prop(view_layer, "use_pass_object_index")
col = flow.column()
col.prop(view_layer, "use_pass_material_index")
layout.separator()
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(cycles_view_layer, "denoising_store_passes", text="Denoising Data")
col = flow.column()
col.prop(cycles_view_layer, "pass_debug_render_time", text="Render Time")
layout.separator()
layout.prop(view_layer, "pass_alpha_threshold")
class CYCLES_RENDER_PT_passes_light(CyclesButtonsPanel, Panel):
bl_label = "Light"
bl_context = "view_layer"
bl_parent_id = "CYCLES_RENDER_PT_passes"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Diffuse")
row = split.row(align=True)
row.prop(view_layer, "use_pass_diffuse_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_diffuse_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_diffuse_color", text="Color", toggle=True)
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Glossy")
row = split.row(align=True)
row.prop(view_layer, "use_pass_glossy_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_glossy_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_glossy_color", text="Color", toggle=True)
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Transmission")
row = split.row(align=True)
row.prop(view_layer, "use_pass_transmission_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_transmission_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_transmission_color", text="Color", toggle=True)
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Subsurface")
row = split.row(align=True)
row.prop(view_layer, "use_pass_subsurface_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_subsurface_indirect", text="Indirect", toggle=True)
row.prop(view_layer, "use_pass_subsurface_color", text="Color", toggle=True)
split = layout.split(factor=0.35)
split.use_property_split = False
split.label(text="Volume")
row = split.row(align=True)
row.prop(cycles_view_layer, "use_pass_volume_direct", text="Direct", toggle=True)
row.prop(cycles_view_layer, "use_pass_volume_indirect", text="Indirect", toggle=True)
col = layout.column(align=True)
col.prop(view_layer, "use_pass_emit", text="Emission")
col.prop(view_layer, "use_pass_environment")
col.prop(view_layer, "use_pass_shadow")
col.prop(view_layer, "use_pass_ambient_occlusion", text="Ambient Occlusion")
class CYCLES_RENDER_PT_passes_crypto(CyclesButtonsPanel, Panel):
bl_label = "Cryptomatte"
bl_context = "view_layer"
bl_parent_id = "CYCLES_RENDER_PT_passes"
def draw(self, context):
import _cycles
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
cycles_view_layer = context.view_layer.cycles
row = layout.row(align=True)
row.use_property_split = False
row.prop(cycles_view_layer, "use_pass_crypto_object", text="Object", toggle=True)
row.prop(cycles_view_layer, "use_pass_crypto_material", text="Material", toggle=True)
row.prop(cycles_view_layer, "use_pass_crypto_asset", text="Asset", toggle=True)
layout.prop(cycles_view_layer, "pass_crypto_depth", text="Levels")
row = layout.row(align=True)
row.active = use_cpu(context)
row.prop(cycles_view_layer, "pass_crypto_accurate", text="Accurate Mode")
class CYCLES_RENDER_PT_passes_debug(CyclesButtonsPanel, Panel):
bl_label = "Debug"
bl_context = "view_layer"
bl_parent_id = "CYCLES_RENDER_PT_passes"
@classmethod
def poll(cls, context):
import _cycles
return _cycles.with_cycles_debug
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
cycles_view_layer = context.view_layer.cycles
layout.prop(cycles_view_layer, "pass_debug_bvh_traversed_nodes")
layout.prop(cycles_view_layer, "pass_debug_bvh_traversed_instances")
layout.prop(cycles_view_layer, "pass_debug_bvh_intersections")
layout.prop(cycles_view_layer, "pass_debug_ray_bounces")
class CYCLES_RENDER_PT_denoising(CyclesButtonsPanel, Panel):
bl_label = "Denoising"
bl_context = "view_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
scene = context.scene
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
layout = self.layout
layout.prop(cycles_view_layer, "use_denoising", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
view_layer = context.view_layer
cycles_view_layer = view_layer.cycles
split = layout.split()
split.active = cycles_view_layer.use_denoising
layout = layout.column(align=True)
layout.prop(cycles_view_layer, "denoising_radius", text="Radius")
layout.prop(cycles_view_layer, "denoising_strength", slider=True, text="Strength")
layout.prop(cycles_view_layer, "denoising_feature_strength", slider=True, text="Feature Strength")
layout.prop(cycles_view_layer, "denoising_relative_pca")
layout.separator()
split = layout.split(factor=0.5)
split.active = cycles_view_layer.use_denoising or cycles_view_layer.denoising_store_passes
col = split.column()
col.alignment = 'RIGHT'
col.label(text="Diffuse")
row = split.row(align=True)
row.use_property_split = False
row.prop(cycles_view_layer, "denoising_diffuse_direct", text="Direct", toggle=True)
row.prop(cycles_view_layer, "denoising_diffuse_indirect", text="Indirect", toggle=True)
split = layout.split(factor=0.5)
split.active = cycles_view_layer.use_denoising or cycles_view_layer.denoising_store_passes
col = split.column()
col.alignment = 'RIGHT'
col.label(text="Glossy")
row = split.row(align=True)
row.use_property_split = False
row.prop(cycles_view_layer, "denoising_glossy_direct", text="Direct", toggle=True)
row.prop(cycles_view_layer, "denoising_glossy_indirect", text="Indirect", toggle=True)
split = layout.split(factor=0.5)
split.active = cycles_view_layer.use_denoising or cycles_view_layer.denoising_store_passes
col = split.column()
col.alignment = 'RIGHT'
col.label(text="Transmission")
row = split.row(align=True)
row.use_property_split = False
row.prop(cycles_view_layer, "denoising_transmission_direct", text="Direct", toggle=True)
row.prop(cycles_view_layer, "denoising_transmission_indirect", text="Indirect", toggle=True)
split = layout.split(factor=0.5)
split.active = cycles_view_layer.use_denoising or cycles_view_layer.denoising_store_passes
col = split.column()
col.alignment = 'RIGHT'
col.label(text="Subsurface")
row = split.row(align=True)
row.use_property_split = False
row.prop(cycles_view_layer, "denoising_subsurface_direct", text="Direct", toggle=True)
row.prop(cycles_view_layer, "denoising_subsurface_indirect", text="Indirect", toggle=True)
class CYCLES_PT_post_processing(CyclesButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "output"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
rd = context.scene.render
col = layout.column(align=True)
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
layout.prop(rd, "dither_intensity", text="Dither", slider=True)
class CYCLES_CAMERA_PT_dof(CyclesButtonsPanel, Panel):
bl_label = "Depth of Field"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.camera and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
cam = context.camera
split = layout.split()
col = split.column()
col.prop(cam, "dof_object", text="Focus Object")
sub = col.row()
sub.active = cam.dof_object is None
sub.prop(cam, "dof_distance", text="Distance")
class CYCLES_CAMERA_PT_dof_aperture(CyclesButtonsPanel, Panel):
bl_label = "Aperture"
bl_parent_id = "CYCLES_CAMERA_PT_dof"
@classmethod
def poll(cls, context):
return context.camera and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
cam = context.camera
ccam = cam.cycles
col = flow.column()
col.prop(ccam, "aperture_type")
if ccam.aperture_type == 'RADIUS':
col.prop(ccam, "aperture_size", text="Size")
elif ccam.aperture_type == 'FSTOP':
col.prop(ccam, "aperture_fstop", text="Number")
col.separator()
col = flow.column()
col.prop(ccam, "aperture_blades", text="Blades")
col.prop(ccam, "aperture_rotation", text="Rotation")
col.prop(ccam, "aperture_ratio", text="Ratio")
class CYCLES_CAMERA_PT_dof_viewport(CyclesButtonsPanel, Panel):
bl_label = "Viewport"
bl_parent_id = "CYCLES_CAMERA_PT_dof"
@classmethod
def poll(cls, context):
return context.camera and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
cam = context.camera
dof_options = cam.gpu_dof
sub = flow.column(align=True)
sub.prop(dof_options, "fstop")
sub.prop(dof_options, "blades")
class CYCLES_PT_context_material(CyclesButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
if context.active_object and context.active_object.type == 'GPENCIL':
return False
else:
return (context.material or context.object) and CyclesButtonsPanel.poll(context)
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 = 1
if (is_sortable):
rows = 4
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.menu("MATERIAL_MT_context_menu", 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'
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(factor=0.65)
if ob:
split.template_ID(ob, "active_material", new="material.new")
row = split.row()
if slot:
row.prop(slot, "link", text="")
else:
row.label()
elif mat:
split.template_ID(space, "pin_id")
split.separator()
class CYCLES_OBJECT_PT_motion_blur(CyclesButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
if CyclesButtonsPanel.poll(context) and ob:
if ob.type in {'MESH', 'CURVE', 'CURVE', 'SURFACE', 'FONT', 'META', 'CAMERA'}:
return True
if ob.instance_type == 'COLLECTION' and ob.instance_collection:
return True
# TODO(sergey): More duplicator types here?
return False
def draw_header(self, context):
layout = self.layout
rd = context.scene.render
# scene = context.scene
layout.active = rd.use_motion_blur
ob = context.object
cob = ob.cycles
layout.prop(cob, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
# scene = context.scene
ob = context.object
cob = ob.cycles
layout.active = (rd.use_motion_blur and cob.use_motion_blur)
row = layout.row()
if ob.type != 'CAMERA':
row.prop(cob, "use_deform_motion", text="Deformation")
row.prop(cob, "motion_steps", text="Steps")
class CYCLES_OBJECT_PT_cycles_settings(CyclesButtonsPanel, Panel):
bl_label = "Cycles Settings"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return (CyclesButtonsPanel.poll(context) and
ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LIGHT'}) or
(ob.instance_type == 'COLLECTION' and ob.instance_collection)))
def draw(self, context):
pass
class CYCLES_OBJECT_PT_cycles_settings_ray_visibility(CyclesButtonsPanel, Panel):
bl_label = "Ray Visibility"
bl_parent_id = "CYCLES_OBJECT_PT_cycles_settings"
bl_context = "object"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
ob = context.object
cob = ob.cycles
visibility = ob.cycles_visibility
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(visibility, "camera")
col = flow.column()
col.prop(visibility, "diffuse")
col = flow.column()
col.prop(visibility, "glossy")
col = flow.column()
col.prop(visibility, "transmission")
col = flow.column()
col.prop(visibility, "scatter")
if ob.type != 'LIGHT':
col = flow.column()
col.prop(visibility, "shadow")
layout.separator()
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(cob, "is_shadow_catcher")
col = flow.column()
col.prop(cob, "is_holdout")
class CYCLES_OBJECT_PT_cycles_settings_performance(CyclesButtonsPanel, Panel):
bl_label = "Performance"
bl_parent_id = "CYCLES_OBJECT_PT_cycles_settings"
bl_context = "object"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
cscene = scene.cycles
ob = context.object
cob = ob.cycles
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.active = scene.render.use_simplify and cscene.use_camera_cull
col.prop(cob, "use_camera_cull")
col = flow.column()
col.active = scene.render.use_simplify and cscene.use_distance_cull
col.prop(cob, "use_distance_cull")
def panel_node_draw(layout, id_data, output_type, input_name):
if not id_data.use_nodes:
layout.operator("cycles.use_shading_nodes", icon='NODETREE')
return False
ntree = id_data.node_tree
node = ntree.get_output_node('CYCLES')
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")
return True
class CYCLES_LIGHT_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (
context.light and
not (
context.light.type == 'AREA' and
context.light.cycles.is_portal
) and
CyclesButtonsPanel.poll(context)
)
def draw(self, context):
self.layout.template_preview(context.light)
class CYCLES_LIGHT_PT_light(CyclesButtonsPanel, Panel):
bl_label = "Light"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.light and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
light = context.light
clamp = light.cycles
layout.use_property_decorate = False
if self.bl_space_type == 'PROPERTIES':
layout.row().prop(light, "type", expand=True)
layout.use_property_split = True
else:
layout.use_property_split = True
layout.row().prop(light, "type")
col = layout.column()
if light.type in {'POINT', 'SUN', 'SPOT'}:
col.prop(light, "shadow_soft_size", text="Size")
elif light.type == 'AREA':
col.prop(light, "shape", text="Shape")
sub = col.column(align=True)
if light.shape in {'SQUARE', 'DISK'}:
sub.prop(light, "size")
elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
sub.prop(light, "size", text="Size X")
sub.prop(light, "size_y", text="Y")
if not (light.type == 'AREA' and clamp.is_portal):
sub = col.column()
if use_branched_path(context):
subsub = sub.row(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(clamp, "samples")
sub.prop(clamp, "max_bounces")
sub = col.column(align=True)
sub.active = not (light.type == 'AREA' and clamp.is_portal)
sub.prop(clamp, "cast_shadow")
sub.prop(clamp, "use_multiple_importance_sampling", text="Multiple Importance")
if light.type == 'AREA':
col.prop(clamp, "is_portal", text="Portal")
class CYCLES_LIGHT_PT_nodes(CyclesButtonsPanel, Panel):
bl_label = "Nodes"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.light and not (context.light.type == 'AREA' and
context.light.cycles.is_portal) and \
CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
light = context.light
if not panel_node_draw(layout, light, 'OUTPUT_LIGHT', 'Surface'):
layout.prop(light, "color")
class CYCLES_LIGHT_PT_spot(CyclesButtonsPanel, Panel):
bl_label = "Spot Shape"
bl_context = "data"
@classmethod
def poll(cls, context):
light = context.light
return (light and light.type == 'SPOT') and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
light = context.light
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(light, "spot_size", text="Size")
col.prop(light, "spot_blend", text="Blend", slider=True)
col.prop(light, "show_cone")
class CYCLES_WORLD_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.world)
class CYCLES_WORLD_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "world"
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
world = context.world
if not panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Surface'):
layout.prop(world, "color")
class CYCLES_WORLD_PT_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
world = context.world
return world and world.node_tree and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
world = context.world
panel_node_draw(layout, world, 'OUTPUT_WORLD', 'Volume')
class CYCLES_WORLD_PT_ambient_occlusion(CyclesButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw_header(self, context):
light = context.world.light_settings
self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
light = context.world.light_settings
scene = context.scene
col = layout.column()
sub = col.column()
sub.active = light.use_ambient_occlusion or scene.render.use_simplify
sub.prop(light, "ao_factor", text="Factor")
col.prop(light, "distance", text="Distance")
class CYCLES_WORLD_PT_mist(CyclesButtonsPanel, Panel):
bl_label = "Mist Pass"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
if CyclesButtonsPanel.poll(context):
if context.world:
for view_layer in context.scene.view_layers:
if view_layer.use_pass_mist:
return True
return False
def draw(self, context):
layout = self.layout
world = context.world
split = layout.split(align=True)
split.prop(world.mist_settings, "start")
split.prop(world.mist_settings, "depth")
layout.prop(world.mist_settings, "falloff")
class CYCLES_WORLD_PT_ray_visibility(CyclesButtonsPanel, Panel):
bl_label = "Ray Visibility"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return CyclesButtonsPanel.poll(context) and context.world
def draw(self, context):
layout = self.layout
world = context.world
visibility = world.cycles_visibility
flow = layout.column_flow()
flow.prop(visibility, "camera")
flow.prop(visibility, "diffuse")
flow.prop(visibility, "glossy")
flow.prop(visibility, "transmission")
flow.prop(visibility, "scatter")
class CYCLES_WORLD_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "world"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.column()
class CYCLES_WORLD_PT_settings_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_parent_id = "CYCLES_WORLD_PT_settings"
bl_context = "world"
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
world = context.world
cworld = world.cycles
col = layout.column()
col.prop(cworld, "sampling_method", text="Sampling")
sub = col.column()
sub.active = cworld.sampling_method != 'NONE'
subsub = sub.row(align=True)
subsub.active = cworld.sampling_method == 'MANUAL'
subsub.prop(cworld, "sample_map_resolution")
if use_branched_path(context):
subsub = sub.column(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(cworld, "samples")
sub.prop(cworld, "max_bounces")
class CYCLES_WORLD_PT_settings_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_parent_id = "CYCLES_WORLD_PT_settings"
bl_context = "world"
@classmethod
def poll(cls, context):
return context.world and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
world = context.world
cworld = world.cycles
col = layout.column()
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cworld, "volume_sampling", text="Sampling")
col.prop(cworld, "volume_interpolation", text="Interpolation")
col.prop(cworld, "homogeneous_volume", text="Homogeneous")
class CYCLES_MATERIAL_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
mat = context.material
return mat and (not mat.grease_pencil) and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.material)
class CYCLES_MATERIAL_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
@classmethod
def poll(cls, context):
mat = context.material
return mat and (not mat.grease_pencil) and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
if not panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Surface'):
layout.prop(mat, "diffuse_color")
class CYCLES_MATERIAL_PT_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
mat = context.material
return mat and (not mat.grease_pencil) and mat.node_tree and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
# cmat = mat.cycles
panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Volume')
class CYCLES_MATERIAL_PT_displacement(CyclesButtonsPanel, Panel):
bl_label = "Displacement"
bl_context = "material"
@classmethod
def poll(cls, context):
mat = context.material
return mat and (not mat.grease_pencil) and mat.node_tree and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
panel_node_draw(layout, mat, 'OUTPUT_MATERIAL', 'Displacement')
class CYCLES_MATERIAL_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
mat = context.material
return mat and (not mat.grease_pencil) and CyclesButtonsPanel.poll(context)
@staticmethod
def draw_shared(self, mat):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(mat, "pass_index")
def draw(self, context):
self.draw_shared(self, context.material)
class CYCLES_MATERIAL_PT_settings_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_parent_id = "CYCLES_MATERIAL_PT_settings"
bl_context = "material"
@staticmethod
def draw_shared(self, mat):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
cmat = mat.cycles
col = layout.column()
col.prop(cmat, "sample_as_light", text="Multiple Importance")
col.prop(cmat, "use_transparent_shadow")
col.prop(cmat, "displacement_method", text="Displacement Method")
def draw(self, context):
self.draw_shared(self, context.material)
class CYCLES_MATERIAL_PT_settings_volume(CyclesButtonsPanel, Panel):
bl_label = "Volume"
bl_parent_id = "CYCLES_MATERIAL_PT_settings"
bl_context = "material"
@staticmethod
def draw_shared(self, context, mat):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
cmat = mat.cycles
col = layout.column()
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cmat, "volume_sampling", text="Sampling")
col.prop(cmat, "volume_interpolation", text="Interpolation")
col.prop(cmat, "homogeneous_volume", text="Homogeneous")
def draw(self, context):
self.draw_shared(self, context, context.material)
class CYCLES_RENDER_PT_bake(CyclesButtonsPanel, Panel):
bl_label = "Bake"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
rd = scene.render
if rd.use_bake_multires:
layout.operator("object.bake_image", icon='RENDER_STILL')
layout.prop(rd, "use_bake_multires")
layout.prop(rd, "bake_type")
else:
layout.operator("object.bake", icon='RENDER_STILL').type = cscene.bake_type
layout.prop(rd, "use_bake_multires")
layout.prop(cscene, "bake_type")
class CYCLES_RENDER_PT_bake_influence(CyclesButtonsPanel, Panel):
bl_label = "Influence"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_bake"
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
scene = context.scene
cscene = scene.cycles
rd = scene.render
if rd.use_bake_multires == False and cscene.bake_type in {
'NORMAL', 'COMBINED', 'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}:
return True
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
rd = scene.render
col = layout.column()
if cscene.bake_type == 'NORMAL':
col.prop(cbk, "normal_space", text="Space")
sub = col.column(align=True)
sub.prop(cbk, "normal_r", text="Swizzle R")
sub.prop(cbk, "normal_g", text="G")
sub.prop(cbk, "normal_b", text="B")
elif cscene.bake_type == 'COMBINED':
row = col.row(align=True)
row.use_property_split = False
row.prop(cbk, "use_pass_direct", toggle=True)
row.prop(cbk, "use_pass_indirect", toggle=True)
flow = col.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
flow.active = cbk.use_pass_direct or cbk.use_pass_indirect
flow.prop(cbk, "use_pass_diffuse")
flow.prop(cbk, "use_pass_glossy")
flow.prop(cbk, "use_pass_transmission")
flow.prop(cbk, "use_pass_subsurface")
flow.prop(cbk, "use_pass_ambient_occlusion")
flow.prop(cbk, "use_pass_emit")
elif cscene.bake_type in {'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}:
row = col.row(align=True)
row.use_property_split = False
row.prop(cbk, "use_pass_direct", toggle=True)
row.prop(cbk, "use_pass_indirect", toggle=True)
row.prop(cbk, "use_pass_color", toggle=True)
class CYCLES_RENDER_PT_bake_selected_to_active(CyclesButtonsPanel, Panel):
bl_label = "Selected to Active"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_bake"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
scene = context.scene
rd = scene.render
return rd.use_bake_multires == False
def draw_header(self, context):
scene = context.scene
cbk = scene.render.bake
self.layout.prop(cbk, "use_selected_to_active", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
rd = scene.render
layout.active = cbk.use_selected_to_active
col = layout.column()
col.prop(cbk, "use_cage", text="Cage")
if cbk.use_cage:
col.prop(cbk, "cage_extrusion", text="Extrusion")
col.prop(cbk, "cage_object", text="Cage Object")
else:
col.prop(cbk, "cage_extrusion", text="Ray Distance")
class CYCLES_RENDER_PT_bake_output(CyclesButtonsPanel, Panel):
bl_label = "Output"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_bake"
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
rd = scene.render
if rd.use_bake_multires:
layout.prop(rd, "bake_margin")
layout.prop(rd, "use_bake_clear", text="Clear Image")
if rd.bake_type == 'DISPLACEMENT':
col.prop(rd, "use_bake_lores_mesh")
else:
layout.prop(cbk, "margin")
layout.prop(cbk, "use_clear", text="Clear Image")
class CYCLES_RENDER_PT_debug(CyclesButtonsPanel, Panel):
bl_label = "Debug"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
return CyclesButtonsPanel.poll(context) and bpy.app.debug_value == 256
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
col = layout.column()
col.label(text="CPU Flags:")
row = col.row(align=True)
row.prop(cscene, "debug_use_cpu_sse2", toggle=True)
row.prop(cscene, "debug_use_cpu_sse3", toggle=True)
row.prop(cscene, "debug_use_cpu_sse41", toggle=True)
row.prop(cscene, "debug_use_cpu_avx", toggle=True)
row.prop(cscene, "debug_use_cpu_avx2", toggle=True)
col.prop(cscene, "debug_bvh_layout")
col.prop(cscene, "debug_use_cpu_split_kernel")
col.separator()
col = layout.column()
col.label(text="CUDA Flags:")
col.prop(cscene, "debug_use_cuda_adaptive_compile")
col.prop(cscene, "debug_use_cuda_split_kernel")
col.separator()
col = layout.column()
col.label(text='OpenCL Flags:')
col.prop(cscene, "debug_opencl_device_type", text="Device")
col.prop(cscene, "debug_use_opencl_debug", text="Debug")
col.prop(cscene, "debug_opencl_mem_limit")
col.separator()
col = layout.column()
col.prop(cscene, "debug_bvh_type")
class CYCLES_RENDER_PT_simplify(CyclesButtonsPanel, Panel):
bl_label = "Simplify"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
pass
class CYCLES_RENDER_PT_simplify_viewport(CyclesButtonsPanel, Panel):
bl_label = "Viewport"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_simplify"
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
cscene = scene.cycles
layout.active = rd.use_simplify
col = layout.column()
col.prop(rd, "simplify_subdivision", text="Max Subdivision")
col.prop(rd, "simplify_child_particles", text="Child Particles")
col.prop(cscene, "texture_limit", text="Texture Limit")
col.prop(cscene, "ao_bounces", text="AO Bounces")
col.prop(rd, "use_simplify_smoke_highres")
class CYCLES_RENDER_PT_simplify_render(CyclesButtonsPanel, Panel):
bl_label = "Render"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_simplify"
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
cscene = scene.cycles
layout.active = rd.use_simplify
col = layout.column()
col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")
col.prop(rd, "simplify_child_particles_render", text="Child Particles")
col.prop(cscene, "texture_limit_render", text="Texture Limit")
col.prop(cscene, "ao_bounces_render", text="AO Bounces")
class CYCLES_RENDER_PT_simplify_culling(CyclesButtonsPanel, Panel):
bl_label = "Culling"
bl_context = "render"
bl_parent_id = "CYCLES_RENDER_PT_simplify"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
rd = scene.render
cscene = scene.cycles
layout.active = rd.use_simplify
col = layout.column()
col.prop(cscene, "use_camera_cull")
sub = col.column()
sub.active = cscene.use_camera_cull
sub.prop(cscene, "camera_cull_margin")
col = layout.column()
col.prop(cscene, "use_distance_cull")
sub = col.column()
sub.active = cscene.use_distance_cull
sub.prop(cscene, "distance_cull_margin", text="Distance")
def draw_device(self, context):
scene = context.scene
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
if context.engine == 'CYCLES':
from . import engine
cscene = scene.cycles
col = layout.column()
col.prop(cscene, "feature_set")
scene = context.scene
col = layout.column()
col.active = show_device_active(context)
col.prop(cscene, "device")
from . import engine
if engine.with_osl() and use_cpu(context):
col.prop(cscene, "shading_system")
def draw_pause(self, context):
layout = self.layout
scene = context.scene
if context.engine == "CYCLES":
view = context.space_data
if view.shading.type == 'RENDERED':
cscene = scene.cycles
layout.prop(cscene, "preview_pause", icon='PAUSE', text="")
def get_panels():
exclude_panels = {
'DATA_PT_area',
'DATA_PT_camera_dof',
'DATA_PT_falloff_curve',
'DATA_PT_light',
'DATA_PT_preview',
'DATA_PT_spot',
'MATERIAL_PT_context_material',
'MATERIAL_PT_preview',
'NODE_DATA_PT_light',
'NODE_DATA_PT_spot',
'VIEWLAYER_PT_filter',
'VIEWLAYER_PT_layer_passes',
'RENDER_PT_post_processing',
'RENDER_PT_simplify',
}
panels = []
for panel in bpy.types.Panel.__subclasses__():
if hasattr(panel, 'COMPAT_ENGINES') and 'BLENDER_RENDER' in panel.COMPAT_ENGINES:
if panel.__name__ not in exclude_panels:
panels.append(panel)
return panels
classes = (
CYCLES_PT_sampling_presets,
CYCLES_PT_integrator_presets,
CYCLES_RENDER_PT_sampling,
CYCLES_RENDER_PT_sampling_sub_samples,
CYCLES_RENDER_PT_sampling_advanced,
CYCLES_RENDER_PT_light_paths,
CYCLES_RENDER_PT_light_paths_max_bounces,
CYCLES_RENDER_PT_light_paths_clamping,
CYCLES_RENDER_PT_light_paths_caustics,
CYCLES_RENDER_PT_volumes,
CYCLES_RENDER_PT_subdivision,
CYCLES_RENDER_PT_hair,
CYCLES_RENDER_PT_simplify,
CYCLES_RENDER_PT_simplify_viewport,
CYCLES_RENDER_PT_simplify_render,
CYCLES_RENDER_PT_simplify_culling,
CYCLES_RENDER_PT_motion_blur,
CYCLES_RENDER_PT_motion_blur_curve,
CYCLES_RENDER_PT_film,
CYCLES_RENDER_PT_film_pixel_filter,
CYCLES_RENDER_PT_film_transparency,
CYCLES_RENDER_PT_performance,
CYCLES_RENDER_PT_performance_threads,
CYCLES_RENDER_PT_performance_tiles,
CYCLES_RENDER_PT_performance_acceleration_structure,
CYCLES_RENDER_PT_performance_final_render,
CYCLES_RENDER_PT_performance_viewport,
CYCLES_RENDER_PT_passes,
CYCLES_RENDER_PT_passes_data,
CYCLES_RENDER_PT_passes_light,
CYCLES_RENDER_PT_passes_crypto,
CYCLES_RENDER_PT_passes_debug,
CYCLES_RENDER_PT_filter,
CYCLES_RENDER_PT_override,
CYCLES_RENDER_PT_denoising,
CYCLES_PT_post_processing,
CYCLES_CAMERA_PT_dof,
CYCLES_CAMERA_PT_dof_aperture,
CYCLES_CAMERA_PT_dof_viewport,
CYCLES_PT_context_material,
CYCLES_OBJECT_PT_motion_blur,
CYCLES_OBJECT_PT_cycles_settings,
CYCLES_OBJECT_PT_cycles_settings_ray_visibility,
CYCLES_OBJECT_PT_cycles_settings_performance,
CYCLES_LIGHT_PT_preview,
CYCLES_LIGHT_PT_light,
CYCLES_LIGHT_PT_nodes,
CYCLES_LIGHT_PT_spot,
CYCLES_WORLD_PT_preview,
CYCLES_WORLD_PT_surface,
CYCLES_WORLD_PT_volume,
CYCLES_WORLD_PT_ambient_occlusion,
CYCLES_WORLD_PT_mist,
CYCLES_WORLD_PT_ray_visibility,
CYCLES_WORLD_PT_settings,
CYCLES_WORLD_PT_settings_surface,
CYCLES_WORLD_PT_settings_volume,
CYCLES_MATERIAL_PT_preview,
CYCLES_MATERIAL_PT_surface,
CYCLES_MATERIAL_PT_volume,
CYCLES_MATERIAL_PT_displacement,
CYCLES_MATERIAL_PT_settings,
CYCLES_MATERIAL_PT_settings_surface,
CYCLES_MATERIAL_PT_settings_volume,
CYCLES_RENDER_PT_bake,
CYCLES_RENDER_PT_bake_influence,
CYCLES_RENDER_PT_bake_selected_to_active,
CYCLES_RENDER_PT_bake_output,
CYCLES_RENDER_PT_debug,
node_panel(CYCLES_MATERIAL_PT_settings),
node_panel(CYCLES_MATERIAL_PT_settings_surface),
node_panel(CYCLES_MATERIAL_PT_settings_volume),
node_panel(CYCLES_WORLD_PT_ray_visibility),
node_panel(CYCLES_WORLD_PT_settings),
node_panel(CYCLES_WORLD_PT_settings_surface),
node_panel(CYCLES_WORLD_PT_settings_volume),
node_panel(CYCLES_LIGHT_PT_light),
node_panel(CYCLES_LIGHT_PT_spot),
)
def register():
from bpy.utils import register_class
bpy.types.RENDER_PT_context.append(draw_device)
bpy.types.VIEW3D_HT_header.append(draw_pause)
for panel in get_panels():
panel.COMPAT_ENGINES.add('CYCLES')
for cls in classes:
register_class(cls)
def unregister():
from bpy.utils import unregister_class
bpy.types.RENDER_PT_context.remove(draw_device)
bpy.types.VIEW3D_HT_header.remove(draw_pause)
for panel in get_panels():
if 'CYCLES' in panel.COMPAT_ENGINES:
panel.COMPAT_ENGINES.remove('CYCLES')
for cls in classes:
unregister_class(cls)