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blender-archive/intern/cycles/blender/addon/ui.py
Brecht Van Lommel c9238e638f Cycles: add back control to render first N bounces with path termination
It's found in the Sampling > Advanced panel and 0 by default. This helps to
reduce noise in some scenes, while making others slower.
2019-06-28 17:47:53 +02:00

2223 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 = "Options"
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, "min_light_bounces")
col.prop(cscene, "min_transparent_bounces")
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 = "Transparent"
bl_parent_id = "CYCLES_RENDER_PT_film"
def draw_header(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layout.prop(rd, "film_transparent", text="")
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.film_transparent
col = layout.column()
col.prop(cscene, "film_transparent_glass", text="Transparent Glass")
sub = col.column()
sub.active = rd.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_header(self, context):
cam = context.camera
dof = cam.dof
self.layout.prop(dof, "use_dof", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
cam = context.camera
dof = cam.dof
layout.active = dof.use_dof
split = layout.split()
col = split.column()
col.prop(dof, "focus_object", text="Focus Object")
sub = col.row()
sub.active = dof.focus_object is None
sub.prop(dof, "focus_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
cam = context.camera
dof = cam.dof
layout.active = dof.use_dof
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col = flow.column()
col.prop(dof, "aperture_fstop")
col.prop(dof, "aperture_blades")
col.prop(dof, "aperture_rotation")
col.prop(dof, "aperture_ratio")
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")
def has_geometry_visibility(ob):
return ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LIGHT'}) or
(ob.instance_type == 'COLLECTION' and ob.instance_collection))
class CYCLES_OBJECT_PT_visibility(CyclesButtonsPanel, Panel):
bl_label = "Visibility"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return CyclesButtonsPanel.poll(context) and (context.object)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
flow = layout.grid_flow(row_major=False, columns=0, even_columns=True, even_rows=False, align=False)
layout = self.layout
ob = context.object
col = flow.column()
col.prop(ob, "hide_viewport", text="Show in Viewports", invert_checkbox=True, toggle=False)
col = flow.column()
col.prop(ob, "hide_render", text="Show in Renders", invert_checkbox=True, toggle=False)
col = flow.column()
col.prop(ob, "hide_select", text="Selectable", invert_checkbox=True, toggle=False)
if has_geometry_visibility(ob):
cob = ob.cycles
col = flow.column()
col.prop(cob, "is_shadow_catcher")
col = flow.column()
col.prop(cob, "is_holdout")
class CYCLES_OBJECT_PT_visibility_ray_visibility(CyclesButtonsPanel, Panel):
bl_label = "Ray Visibility"
bl_parent_id = "CYCLES_OBJECT_PT_visibility"
bl_context = "object"
@classmethod
def poll(cls, context):
ob = context.object
return CyclesButtonsPanel.poll(context) and has_geometry_visibility(ob)
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()
class CYCLES_OBJECT_PT_visibility_culling(CyclesButtonsPanel, Panel):
bl_label = "Culling"
bl_parent_id = "CYCLES_OBJECT_PT_visibility"
bl_context = "object"
@classmethod
def poll(cls, context):
ob = context.object
return CyclesButtonsPanel.poll(context) and has_geometry_visibility(ob)
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()
col.prop(light, "color")
col.prop(light, "energy")
col.separator()
if light.type in {'POINT', 'SPOT'}:
col.prop(light, "shadow_soft_size", text="Size")
elif light.type == 'SUN':
col.prop(light, "angle")
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
panel_node_draw(layout, light, 'OUTPUT_LIGHT', 'Surface')
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")
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',
'OBJECT_PT_visibility',
'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_PT_context_material,
CYCLES_OBJECT_PT_motion_blur,
CYCLES_OBJECT_PT_visibility,
CYCLES_OBJECT_PT_visibility_ray_visibility,
CYCLES_OBJECT_PT_visibility_culling,
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)