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blender-archive/intern/cycles/blender/addon/ui.py
Dalai Felinto a8a536d23d Bake-API: new approach for cage
There is a new option to select whether you want to use cage or not.
When not using cage the results will be more similar with Blender
Internal, where the inwards rays (trying to hit the highpoly objects)
don't always come from smooth normals. So if the active object has sharp
edges and an EdgeSplit modifier you get bad corners.

This is useful, however, to bake to planes without the need of adding
extra loops around the edges.

When cage is "on" the user can decide on setting a cage extrusion or to
pick a Custom Cage object. The cage extrusion option works in a
duplicated copy of the active object with EdgeSplit modifiers removed to
inforce smooth normals. The custom cage option takes an object with the
same number of faces as the active object (and the same face ordering).

The custom cage now controls the direction and the origin of the
rays casted to the highpoly objects. The direction is a ray from the
point in the cage mesh to the equivalent point to the base mesh. That
means the face normals are entirely ignored when using a cage object.

For developers:
When using an object cage the ray is calculated from the cage mesh to
the base mesh. It uses the barycentric coordinate from the base mesh UV,
so we expect both meshes to have the same primitive ids (which won't be
the case if the cage gets edited in a destructive way).

That fixes T40023 (giving the expected result when 'use_cage' is false).

Thanks for Andy Davies (metalliandy) for the consulting with normal
baking workflow and extensive testing. His 'stress-test' file will be
added later to our svn tests folder. (The file itself is not public yet
since he still has to add testing notes to it).

Many thanks for the reviewers.

More on cages:
http://wiki.polycount.com/NormalMap/#Working_with_Cages

Reviewers: campbellbarton, sergey

CC: adriano, metalliandy, brecht, malkavian

Differential Revision: https://developer.blender.org/D547
2014-06-11 02:39:35 -03:00

1473 lines
42 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.types import Panel, Menu, Operator
class CYCLES_MT_sampling_presets(Menu):
bl_label = "Sampling Presets"
preset_subdir = "cycles/sampling"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'CYCLES'}
draw = Menu.draw_preset
class CYCLES_MT_integrator_presets(Menu):
bl_label = "Integrator Presets"
preset_subdir = "cycles/integrator"
preset_operator = "script.execute_preset"
COMPAT_ENGINES = {'CYCLES'}
draw = Menu.draw_preset
class CyclesButtonsPanel():
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_context = "render"
COMPAT_ENGINES = {'CYCLES'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.engine in cls.COMPAT_ENGINES
def use_cpu(context):
cscene = context.scene.cycles
device_type = context.user_preferences.system.compute_device_type
return (device_type == 'NONE' or cscene.device == 'CPU')
def draw_samples_info(layout, cscene):
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 (integrator == 'BRANCHED_PATH') or (cscene.use_square_samples and integrator == 'PATH'):
col = layout.column(align=True)
col.scale_y = 0.6
col.label("Total Samples:")
col.separator()
if integrator == 'PATH':
col.label("%s AA" % aa)
else:
col.label("%s AA, %s Diffuse, %s Glossy, %s Transmission" %
(aa, d * aa, g * aa, t * aa))
col.separator()
col.label("%s AO, %s Mesh Light, %s Subsurface, %s Volume" %
(ao * aa, ml * aa, sss * aa, vol * aa))
class CyclesRender_PT_sampling(CyclesButtonsPanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
row = layout.row(align=True)
row.menu("CYCLES_MT_sampling_presets", text=bpy.types.CYCLES_MT_sampling_presets.bl_label)
row.operator("render.cycles_sampling_preset_add", text="", icon="ZOOMIN")
row.operator("render.cycles_sampling_preset_add", text="", icon="ZOOMOUT").remove_active = True
row = layout.row()
row.prop(cscene, "progressive", text="")
row.prop(cscene, "use_square_samples")
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label("Settings:")
sub.prop(cscene, "seed")
sub.prop(cscene, "sample_clamp_direct")
sub.prop(cscene, "sample_clamp_indirect")
if cscene.progressive == 'PATH':
col = split.column()
sub = col.column(align=True)
sub.label(text="Samples:")
sub.prop(cscene, "samples", text="Render")
sub.prop(cscene, "preview_samples", text="Preview")
else:
sub.label(text="AA Samples:")
sub.prop(cscene, "aa_samples", text="Render")
sub.prop(cscene, "preview_aa_samples", text="Preview")
sub.separator()
sub.prop(cscene, "sample_all_lights_direct")
sub.prop(cscene, "sample_all_lights_indirect")
col = split.column()
sub = col.column(align=True)
sub.label(text="Samples:")
sub.prop(cscene, "diffuse_samples", text="Diffuse")
sub.prop(cscene, "glossy_samples", text="Glossy")
sub.prop(cscene, "transmission_samples", text="Transmission")
sub.prop(cscene, "ao_samples", text="AO")
sub.prop(cscene, "mesh_light_samples", text="Mesh Light")
sub.prop(cscene, "subsurface_samples", text="Subsurface")
sub.prop(cscene, "volume_samples", text="Volume")
if cscene.feature_set == 'EXPERIMENTAL' and use_cpu(context):
layout.row().prop(cscene, "sampling_pattern", text="Pattern")
for rl in scene.render.layers:
if rl.samples > 0:
layout.separator()
layout.row().prop(cscene, "use_layer_samples")
break
draw_samples_info(layout, cscene)
class CyclesRender_PT_volume_sampling(CyclesButtonsPanel, Panel):
bl_label = "Volume Sampling"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
split = layout.split(align=True)
sub = split.column(align=True)
sub.label("Heterogeneous:")
sub.prop(cscene, "volume_step_size")
sub.prop(cscene, "volume_max_steps")
sub = split.column(align=True)
sub.label("Homogeneous:")
sub.prop(cscene, "volume_homogeneous_sampling", text="")
class CyclesRender_PT_light_paths(CyclesButtonsPanel, Panel):
bl_label = "Light Paths"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
row = layout.row(align=True)
row.menu("CYCLES_MT_integrator_presets", text=bpy.types.CYCLES_MT_integrator_presets.bl_label)
row.operator("render.cycles_integrator_preset_add", text="", icon="ZOOMIN")
row.operator("render.cycles_integrator_preset_add", text="", icon="ZOOMOUT").remove_active = True
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label("Transparency:")
sub.prop(cscene, "transparent_max_bounces", text="Max")
sub.prop(cscene, "transparent_min_bounces", text="Min")
sub.prop(cscene, "use_transparent_shadows", text="Shadows")
col.separator()
col.prop(cscene, "no_caustics")
col.prop(cscene, "blur_glossy")
col = split.column()
sub = col.column(align=True)
sub.label(text="Bounces:")
sub.prop(cscene, "max_bounces", text="Max")
sub.prop(cscene, "min_bounces", text="Min")
sub = col.column(align=True)
sub.prop(cscene, "diffuse_bounces", text="Diffuse")
sub.prop(cscene, "glossy_bounces", text="Glossy")
sub.prop(cscene, "transmission_bounces", text="Transmission")
sub.prop(cscene, "volume_bounces", text="Volume")
class CyclesRender_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
rd = context.scene.render
layout.active = rd.use_motion_blur
row = layout.row()
row.prop(rd, "motion_blur_shutter")
class CyclesRender_PT_film(CyclesButtonsPanel, Panel):
bl_label = "Film"
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
split = layout.split()
col = split.column()
col.prop(cscene, "film_exposure")
col.prop(cscene, "film_transparent")
col = split.column()
sub = col.column(align=True)
sub.prop(cscene, "filter_type", text="")
if cscene.filter_type != 'BOX':
sub.prop(cscene, "filter_width", text="Width")
class CyclesRender_PT_performance(CyclesButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
cscene = scene.cycles
split = layout.split()
col = split.column(align=True)
col.label(text="Threads:")
col.row(align=True).prop(rd, "threads_mode", expand=True)
sub = col.column(align=True)
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(cscene, "tile_order", text="")
sub.prop(rd, "tile_x", text="X")
sub.prop(rd, "tile_y", text="Y")
sub.prop(cscene, "use_progressive_refine")
subsub = sub.column(align=True)
subsub.enabled = not rd.use_border
subsub.prop(rd, "use_save_buffers")
col = split.column(align=True)
col.label(text="Viewport:")
col.prop(cscene, "debug_bvh_type", text="")
col.separator()
col.prop(cscene, "preview_start_resolution")
col.separator()
col.label(text="Final Render:")
col.prop(cscene, "use_cache")
col.prop(rd, "use_persistent_data", text="Persistent Images")
col.separator()
col.label(text="Acceleration structure:")
col.prop(cscene, "debug_use_spatial_splits")
class CyclesRender_PT_layer_options(CyclesButtonsPanel, Panel):
bl_label = "Layer"
bl_context = "render_layer"
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.prop(rl, "layers_exclude", text="Exclude")
col = split.column()
col.prop(rl, "layers", text="Layer")
col.prop(rl, "layers_zmask", text="Mask Layer")
split = layout.split()
col = split.column()
col.label(text="Material:")
col.prop(rl, "material_override", text="")
col.separator()
col.prop(rl, "samples")
col = split.column()
col.prop(rl, "use_sky", "Use Environment")
col.prop(rl, "use_solid", "Use Surfaces")
col.prop(rl, "use_strand", "Use Hair")
class CyclesRender_PT_layer_passes(CyclesButtonsPanel, Panel):
bl_label = "Passes"
bl_context = "render_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rl = rd.layers.active
split = layout.split()
col = split.column()
col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
col.separator()
col.prop(rl, "use_pass_shadow")
col.prop(rl, "use_pass_ambient_occlusion")
col.separator()
col.prop(rl, "pass_alpha_threshold")
col = split.column()
col.label(text="Diffuse:")
row = col.row(align=True)
row.prop(rl, "use_pass_diffuse_direct", text="Direct", toggle=True)
row.prop(rl, "use_pass_diffuse_indirect", text="Indirect", toggle=True)
row.prop(rl, "use_pass_diffuse_color", text="Color", toggle=True)
col.label(text="Glossy:")
row = col.row(align=True)
row.prop(rl, "use_pass_glossy_direct", text="Direct", toggle=True)
row.prop(rl, "use_pass_glossy_indirect", text="Indirect", toggle=True)
row.prop(rl, "use_pass_glossy_color", text="Color", toggle=True)
col.label(text="Transmission:")
row = col.row(align=True)
row.prop(rl, "use_pass_transmission_direct", text="Direct", toggle=True)
row.prop(rl, "use_pass_transmission_indirect", text="Indirect", toggle=True)
row.prop(rl, "use_pass_transmission_color", text="Color", toggle=True)
col.label(text="Subsurface:")
row = col.row(align=True)
row.prop(rl, "use_pass_subsurface_direct", text="Direct", toggle=True)
row.prop(rl, "use_pass_subsurface_indirect", text="Indirect", toggle=True)
row.prop(rl, "use_pass_subsurface_color", text="Color", toggle=True)
col.separator()
col.prop(rl, "use_pass_emit", text="Emission")
col.prop(rl, "use_pass_environment")
class Cycles_PT_post_processing(CyclesButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
col = split.column()
col.prop(rd, "dither_intensity", text="Dither", slider=True)
class CyclesCamera_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
cam = context.camera
ccam = cam.cycles
split = layout.split()
col = split.column()
col.label("Focus:")
col.prop(cam, "dof_object", text="")
sub = col.row()
sub.active = cam.dof_object is None
sub.prop(cam, "dof_distance", text="Distance")
col = split.column()
col.label("Aperture:")
sub = col.column(align=True)
sub.prop(ccam, "aperture_type", text="")
if ccam.aperture_type == 'RADIUS':
sub.prop(ccam, "aperture_size", text="Size")
elif ccam.aperture_type == 'FSTOP':
sub.prop(ccam, "aperture_fstop", text="Number")
sub = col.column(align=True)
sub.prop(ccam, "aperture_blades", text="Blades")
sub.prop(ccam, "aperture_rotation", text="Rotation")
class Cycles_PT_context_material(CyclesButtonsPanel, Panel):
bl_label = ""
bl_context = "material"
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
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:
row = layout.row()
row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=1)
col = row.column(align=True)
col.operator("object.material_slot_add", icon='ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
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(percentage=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_PT_mesh_displacement(CyclesButtonsPanel, Panel):
bl_label = "Displacement"
bl_context = "data"
@classmethod
def poll(cls, context):
if CyclesButtonsPanel.poll(context):
if context.mesh or context.curve or context.meta_ball:
if context.scene.cycles.feature_set == 'EXPERIMENTAL':
return True
return False
def draw(self, context):
layout = self.layout
mesh = context.mesh
curve = context.curve
mball = context.meta_ball
if mesh:
cdata = mesh.cycles
elif curve:
cdata = curve.cycles
elif mball:
cdata = mball.cycles
layout.prop(cdata, "displacement_method", text="Method")
layout.prop(cdata, "use_subdivision")
layout.prop(cdata, "dicing_rate")
class CyclesObject_PT_motion_blur(CyclesButtonsPanel, Panel):
bl_label = "Motion Blur"
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', 'CURVE', 'SURFACE', 'FONT', 'META'}
def draw_header(self, context):
layout = self.layout
rd = context.scene.render
scene = context.scene
# cscene = scene.cycles
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
# cscene = scene.cycles
ob = context.object
cob = ob.cycles
layout.active = (rd.use_motion_blur and cob.use_motion_blur)
row = layout.row()
row.prop(cob, "use_deform_motion", text="Deformation")
sub = row.row()
sub.active = cob.use_deform_motion
sub.prop(cob, "motion_steps", text="Steps")
class CyclesObject_PT_ray_visibility(CyclesButtonsPanel, Panel):
bl_label = "Ray Visibility"
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', 'LAMP'} or
ob and ob.dupli_type == 'GROUP' and ob.dupli_group)
def draw(self, context):
layout = self.layout
ob = context.object
visibility = ob.cycles_visibility
flow = layout.column_flow()
flow.prop(visibility, "camera")
flow.prop(visibility, "diffuse")
flow.prop(visibility, "glossy")
flow.prop(visibility, "transmission")
if ob.type != 'LAMP':
flow.prop(visibility, "shadow")
class CYCLES_OT_use_shading_nodes(Operator):
"""Enable nodes on a material, world or lamp"""
bl_idname = "cycles.use_shading_nodes"
bl_label = "Use Nodes"
@classmethod
def poll(cls, context):
return context.material or context.world or context.lamp
def execute(self, context):
if context.material:
context.material.use_nodes = True
elif context.world:
context.world.use_nodes = True
elif context.lamp:
context.lamp.use_nodes = True
return {'FINISHED'}
def find_node(material, nodetype):
if material and material.node_tree:
ntree = material.node_tree
for node in ntree.nodes:
if getattr(node, "type", None) == nodetype:
return node
return None
def find_node_input(node, name):
for input in node.inputs:
if input.name == name:
return input
return None
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 = find_node(id_data, output_type)
if not node:
layout.label(text="No output node")
else:
input = find_node_input(node, input_name)
layout.template_node_view(ntree, node, input)
return True
class CyclesLamp_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.lamp and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.lamp)
class CyclesLamp_PT_lamp(CyclesButtonsPanel, Panel):
bl_label = "Lamp"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.lamp and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
lamp = context.lamp
clamp = lamp.cycles
cscene = context.scene.cycles
layout.prop(lamp, "type", expand=True)
split = layout.split()
col = split.column(align=True)
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
col.prop(lamp, "shadow_soft_size", text="Size")
elif lamp.type == 'AREA':
col.prop(lamp, "shape", text="")
sub = col.column(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "size")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "size", text="Size X")
sub.prop(lamp, "size_y", text="Size Y")
if cscene.progressive == 'BRANCHED_PATH':
col.prop(clamp, "samples")
col = split.column()
col.prop(clamp, "cast_shadow")
layout.prop(clamp, "use_multiple_importance_sampling")
if lamp.type == 'HEMI':
layout.label(text="Not supported, interpreted as sun lamp")
class CyclesLamp_PT_nodes(CyclesButtonsPanel, Panel):
bl_label = "Nodes"
bl_context = "data"
@classmethod
def poll(cls, context):
return context.lamp and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
lamp = context.lamp
if not panel_node_draw(layout, lamp, 'OUTPUT_LAMP', 'Surface'):
layout.prop(lamp, "color")
class CyclesLamp_PT_spot(CyclesButtonsPanel, Panel):
bl_label = "Spot Shape"
bl_context = "data"
@classmethod
def poll(cls, context):
lamp = context.lamp
return (lamp and lamp.type == 'SPOT') and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
lamp = context.lamp
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col = split.column()
col.prop(lamp, "show_cone")
class CyclesWorld_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 CyclesWorld_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, "horizon_color", text="Color")
class CyclesWorld_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')
layout.prop(world.cycles, "homogeneous_volume")
class CyclesWorld_PT_ambient_occlusion(CyclesButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_context = "world"
@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
light = context.world.light_settings
row = layout.row()
sub = row.row()
sub.active = light.use_ambient_occlusion
sub.prop(light, "ao_factor", text="Factor")
row.prop(light, "distance", text="Distance")
class CyclesWorld_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 rl in context.scene.render.layers:
if rl.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 CyclesWorld_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")
class CyclesWorld_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
world = context.world
cworld = world.cycles
cscene = context.scene.cycles
col = layout.column()
col.prop(cworld, "sample_as_light")
sub = col.row(align=True)
sub.active = cworld.sample_as_light
sub.prop(cworld, "sample_map_resolution")
if cscene.progressive == 'BRANCHED_PATH':
sub.prop(cworld, "samples")
class CyclesMaterial_PT_preview(CyclesButtonsPanel, Panel):
bl_label = "Preview"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
self.layout.template_preview(context.material)
class CyclesMaterial_PT_surface(CyclesButtonsPanel, Panel):
bl_label = "Surface"
bl_context = "material"
@classmethod
def poll(cls, context):
return context.material 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 CyclesMaterial_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 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')
layout.prop(cmat, "homogeneous_volume")
class CyclesMaterial_PT_displacement(CyclesButtonsPanel, Panel):
bl_label = "Displacement"
bl_context = "material"
@classmethod
def poll(cls, context):
mat = context.material
return mat 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 CyclesMaterial_PT_settings(CyclesButtonsPanel, Panel):
bl_label = "Settings"
bl_context = "material"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.material and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
mat = context.material
cmat = mat.cycles
split = layout.split()
col = split.column(align=True)
col.prop(mat, "diffuse_color", text="Viewport Color")
col.prop(mat, "alpha")
col = split.column(align=True)
col.label()
col.prop(mat, "pass_index")
col = layout.column()
col.prop(cmat, "sample_as_light")
col.prop(cmat, "use_transparent_shadow")
class CyclesTexture_PT_context(CyclesButtonsPanel, Panel):
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
space.use_limited_texture_context = False
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
layout.template_texture_user()
if user or pin_id:
layout.separator()
split = layout.split(percentage=0.65)
col = split.column()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
split = layout.split(percentage=0.2)
split.label(text="Type:")
split.prop(tex, "type", text="")
class CyclesTexture_PT_node(CyclesButtonsPanel, Panel):
bl_label = "Node"
bl_context = "texture"
@classmethod
def poll(cls, context):
node = context.texture_node
return node and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
node = context.texture_node
ntree = node.id_data
layout.template_node_view(ntree, node, None)
class CyclesTexture_PT_mapping(CyclesButtonsPanel, Panel):
bl_label = "Mapping"
bl_context = "texture"
@classmethod
def poll(cls, context):
node = context.texture_node
return node and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
node = context.texture_node
mapping = node.texture_mapping
layout.prop(mapping, "vector_type", expand=True)
row = layout.row()
row.column().prop(mapping, "translation")
row.column().prop(mapping, "rotation")
row.column().prop(mapping, "scale")
layout.label(text="Projection:")
row = layout.row()
row.prop(mapping, "mapping_x", text="")
row.prop(mapping, "mapping_y", text="")
row.prop(mapping, "mapping_z", text="")
class CyclesTexture_PT_colors(CyclesButtonsPanel, Panel):
bl_label = "Color"
bl_context = "texture"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
# node = context.texture_node
return False
# return node and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
node = context.texture_node
mapping = node.color_mapping
split = layout.split()
col = split.column()
col.label(text="Blend:")
col.prop(mapping, "blend_type", text="")
col.prop(mapping, "blend_factor", text="Factor")
col.prop(mapping, "blend_color", text="")
col = split.column()
col.label(text="Adjust:")
col.prop(mapping, "brightness")
col.prop(mapping, "contrast")
col.prop(mapping, "saturation")
layout.separator()
layout.prop(mapping, "use_color_ramp", text="Ramp")
if mapping.use_color_ramp:
layout.template_color_ramp(mapping, "color_ramp", expand=True)
class CyclesParticle_PT_textures(CyclesButtonsPanel, Panel):
bl_label = "Textures"
bl_context = "particle"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
psys = context.particle_system
return psys and CyclesButtonsPanel.poll(context)
def draw(self, context):
layout = self.layout
psys = context.particle_system
part = psys.settings
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", part, "texture_slots", part, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="")
if not part.active_texture:
layout.template_ID(part, "active_texture", new="texture.new")
else:
slot = part.texture_slots[part.active_texture_index]
layout.template_ID(slot, "texture", new="texture.new")
class CyclesRender_PT_CurveRendering(CyclesButtonsPanel, Panel):
bl_label = "Cycles Hair Rendering"
bl_context = "particle"
@classmethod
def poll(cls, context):
scene = context.scene
# cscene = scene.cycles
psys = context.particle_system
return CyclesButtonsPanel.poll(context) and psys and psys.settings.type == 'HAIR'
def draw_header(self, context):
ccscene = context.scene.cycles_curves
self.layout.prop(ccscene, "use_curves", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
ccscene = scene.cycles_curves
layout.active = ccscene.use_curves
layout.prop(ccscene, "primitive", text="Primitive")
layout.prop(ccscene, "shape", text="Shape")
if not (ccscene.primitive in {'CURVE_SEGMENTS', 'LINE_SEGMENTS'} and ccscene.shape == 'RIBBONS'):
layout.prop(ccscene, "cull_backfacing", text="Cull back-faces")
if ccscene.primitive == 'TRIANGLES' and ccscene.shape == 'THICK':
layout.prop(ccscene, "resolution", text="Resolution")
elif ccscene.primitive == 'CURVE_SEGMENTS':
layout.prop(ccscene, "subdivisions", text="Curve subdivisions")
row = layout.row()
row.prop(ccscene, "minimum_width", text="Min Pixels")
row.prop(ccscene, "maximum_width", text="Max Ext.")
class CyclesRender_PT_bake(CyclesButtonsPanel, Panel):
bl_label = "Bake"
bl_context = "render"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'CYCLES'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
cbk = scene.render.bake
layout.operator("object.bake", icon='RENDER_STILL').type = \
cscene.bake_type
col = layout.column()
col.prop(cscene, "bake_type")
col.separator()
split = layout.split()
sub = split.column()
sub.prop(cbk, "use_clear")
sub.prop(cbk, "margin")
sub = split.column()
sub.prop(cbk, "use_selected_to_active")
sub = sub.column()
sub.active = cbk.use_selected_to_active
sub.prop(cbk, "use_cage", text="Cage")
if cbk.use_cage:
sub.prop(cbk, "cage_extrusion", text="Cage Extrusion")
sub.prop_search(cbk, "custom_cage", scene, "objects")
else:
sub.prop(cbk, "cage_extrusion", text="Ray Distance")
if cscene.bake_type == 'NORMAL':
col.separator()
box = col.box()
box.label(text="Normal Settings:")
box.prop(cbk, "normal_space", text="Space")
row = box.row(align=True)
row.label(text = "Swizzle:")
row.prop(cbk, "normal_r", text="")
row.prop(cbk, "normal_g", text="")
row.prop(cbk, "normal_b", text="")
class CyclesParticle_PT_CurveSettings(CyclesButtonsPanel, Panel):
bl_label = "Cycles Hair Settings"
bl_context = "particle"
@classmethod
def poll(cls, context):
scene = context.scene
# cscene = scene.cycles
ccscene = scene.cycles_curves
psys = context.particle_system
use_curves = ccscene.use_curves and psys
return CyclesButtonsPanel.poll(context) and use_curves and psys.settings.type == 'HAIR'
def draw(self, context):
layout = self.layout
psys = context.particle_settings
cpsys = psys.cycles
row = layout.row()
row.prop(cpsys, "shape", text="Shape")
layout.label(text="Thickness:")
row = layout.row()
row.prop(cpsys, "root_width", text="Root")
row.prop(cpsys, "tip_width", text="Tip")
row = layout.row()
row.prop(cpsys, "radius_scale", text="Scaling")
row.prop(cpsys, "use_closetip", text="Close tip")
class CyclesScene_PT_simplify(CyclesButtonsPanel, Panel):
bl_label = "Simplify"
bl_context = "scene"
COMPAT_ENGINES = {'CYCLES'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_simplify", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_simplify
row = layout.row()
row.prop(rd, "simplify_subdivision", text="Subdivision")
row.prop(rd, "simplify_child_particles", text="Child Particles")
def draw_device(self, context):
scene = context.scene
layout = self.layout
if scene.render.engine == 'CYCLES':
from . import engine
cscene = scene.cycles
layout.prop(cscene, "feature_set")
device_type = context.user_preferences.system.compute_device_type
if device_type in {'CUDA', 'OPENCL', 'NETWORK'}:
layout.prop(cscene, "device")
if engine.with_osl() and use_cpu(context):
layout.prop(cscene, "shading_system")
def draw_pause(self, context):
layout = self.layout
scene = context.scene
if scene.render.engine == "CYCLES":
view = context.space_data
if view.viewport_shade == 'RENDERED':
cscene = scene.cycles
layername = scene.render.layers.active.name
layout.prop(cscene, "preview_pause", icon="PAUSE", text="")
layout.prop(cscene, "preview_active_layer", icon="RENDERLAYERS", text=layername)
def get_panels():
types = bpy.types
panels = [
"RENDER_PT_render",
"RENDER_PT_output",
"RENDER_PT_encoding",
"RENDER_PT_dimensions",
"RENDER_PT_stamp",
"RENDERLAYER_PT_layers",
"SCENE_PT_scene",
"SCENE_PT_color_management",
"SCENE_PT_custom_props",
"SCENE_PT_audio",
"SCENE_PT_unit",
"SCENE_PT_keying_sets",
"SCENE_PT_keying_set_paths",
"SCENE_PT_physics",
"WORLD_PT_context_world",
"WORLD_PT_custom_props",
"DATA_PT_context_mesh",
"DATA_PT_context_camera",
"DATA_PT_context_lamp",
"DATA_PT_context_speaker",
"DATA_PT_normals",
"DATA_PT_texture_space",
"DATA_PT_curve_texture_space",
"DATA_PT_mball_texture_space",
"DATA_PT_vertex_groups",
"DATA_PT_shape_keys",
"DATA_PT_uv_texture",
"DATA_PT_vertex_colors",
"DATA_PT_camera",
"DATA_PT_camera_display",
"DATA_PT_lens",
"DATA_PT_speaker",
"DATA_PT_distance",
"DATA_PT_cone",
"DATA_PT_customdata",
"DATA_PT_custom_props_mesh",
"DATA_PT_custom_props_camera",
"DATA_PT_custom_props_lamp",
"DATA_PT_custom_props_speaker",
"DATA_PT_custom_props_arm",
"DATA_PT_custom_props_curve",
"DATA_PT_custom_props_lattice",
"DATA_PT_custom_props_metaball",
"TEXTURE_PT_custom_props",
"TEXTURE_PT_clouds",
"TEXTURE_PT_wood",
"TEXTURE_PT_marble",
"TEXTURE_PT_magic",
"TEXTURE_PT_blend",
"TEXTURE_PT_stucci",
"TEXTURE_PT_image",
"TEXTURE_PT_image_sampling",
"TEXTURE_PT_image_mapping",
"TEXTURE_PT_musgrave",
"TEXTURE_PT_voronoi",
"TEXTURE_PT_distortednoise",
"TEXTURE_PT_voxeldata",
"TEXTURE_PT_pointdensity",
"TEXTURE_PT_pointdensity_turbulence",
"TEXTURE_PT_mapping",
"TEXTURE_PT_influence",
"TEXTURE_PT_colors",
"PARTICLE_PT_context_particles",
"PARTICLE_PT_custom_props",
"PARTICLE_PT_emission",
"PARTICLE_PT_hair_dynamics",
"PARTICLE_PT_cache",
"PARTICLE_PT_velocity",
"PARTICLE_PT_rotation",
"PARTICLE_PT_physics",
"SCENE_PT_rigid_body_world",
"SCENE_PT_rigid_body_cache",
"SCENE_PT_rigid_body_field_weights",
"PARTICLE_PT_boidbrain",
"PARTICLE_PT_render",
"PARTICLE_PT_draw",
"PARTICLE_PT_children",
"PARTICLE_PT_field_weights",
"PARTICLE_PT_force_fields",
"PARTICLE_PT_vertexgroups",
"MATERIAL_PT_custom_props",
"BONE_PT_custom_props",
"OBJECT_PT_custom_props",
]
return [getattr(types, p) for p in panels if hasattr(types, p)]
def register():
bpy.types.RENDER_PT_render.append(draw_device)
bpy.types.VIEW3D_HT_header.append(draw_pause)
for panel in get_panels():
panel.COMPAT_ENGINES.add('CYCLES')
def unregister():
bpy.types.RENDER_PT_render.remove(draw_device)
bpy.types.VIEW3D_HT_header.remove(draw_pause)
for panel in get_panels():
panel.COMPAT_ENGINES.remove('CYCLES')