Volumes can now receive shadows from external objects, either raytraced shadows or shadow maps. To use external shadows, enable 'external shadows' in volume material 'lighting' panel. This an extra toggle since it causes a performance hit, but this can probably be revisited/optimised when the new raytrace accelerator is integrated. For shadow maps at least, it's still very quick. Renamed 'scattering mode' to 'lighting mode' (a bit simpler to understand), and the options inside. Now there's: - Shadeless takes light contribution, but without shadowing or self-shading (fast) good for fog-like volumes, such as mist, or underwater effects - Shadowed (new) takes light contribution with shadows, but no self-shading. (medium) good for mist etc. with directional light sources eg. http://vimeo.com/6901636 - Shaded takes light contribution with internal/external shadows, and self shading (slower) good for thicker/textured volumes like smoke - Multiple scattering etc (still doesn't work properly, on the todo).
729 lines
20 KiB
Python
729 lines
20 KiB
Python
|
|
import bpy
|
|
|
|
class MaterialButtonsPanel(bpy.types.Panel):
|
|
__space_type__ = 'PROPERTIES'
|
|
__region_type__ = 'WINDOW'
|
|
__context__ = "material"
|
|
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (engine in self.COMPAT_ENGINES)
|
|
|
|
class MATERIAL_PT_preview(MaterialButtonsPanel):
|
|
__label__ = "Preview"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def draw(self, context):
|
|
self.layout.template_preview(context.material)
|
|
|
|
class MATERIAL_PT_context_material(MaterialButtonsPanel):
|
|
__show_header__ = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def poll(self, context):
|
|
# An exception, dont call the parent poll func because
|
|
# this manages materials for all engine types
|
|
|
|
engine = context.scene.render_data.engine
|
|
return (context.material or context.object) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
ob = context.object
|
|
slot = context.material_slot
|
|
space = context.space_data
|
|
|
|
if ob:
|
|
row = layout.row()
|
|
|
|
row.template_list(ob, "materials", ob, "active_material_index", rows=2)
|
|
|
|
col = row.column(align=True)
|
|
col.itemO("object.material_slot_add", icon='ICON_ZOOMIN', text="")
|
|
col.itemO("object.material_slot_remove", icon='ICON_ZOOMOUT', text="")
|
|
|
|
if ob.mode == 'EDIT':
|
|
row = layout.row(align=True)
|
|
row.itemO("object.material_slot_assign", text="Assign")
|
|
row.itemO("object.material_slot_select", text="Select")
|
|
row.itemO("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.itemR(slot, "link", text="")
|
|
else:
|
|
row.itemL()
|
|
elif mat:
|
|
split.template_ID(space, "pin_id")
|
|
split.itemS()
|
|
|
|
if mat:
|
|
layout.itemR(mat, "type", expand=True)
|
|
|
|
class MATERIAL_PT_shading(MaterialButtonsPanel):
|
|
__label__ = "Shading"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
|
|
if mat.type in ('SURFACE', 'WIRE'):
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
sub = col.column()
|
|
sub.active = not mat.shadeless
|
|
sub.itemR(mat, "emit")
|
|
sub.itemR(mat, "ambient")
|
|
sub = col.column()
|
|
sub.itemR(mat, "translucency")
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "shadeless")
|
|
sub = col.column()
|
|
sub.active = not mat.shadeless
|
|
sub.itemR(mat, "tangent_shading")
|
|
sub.itemR(mat, "cubic")
|
|
|
|
elif mat.type == 'HALO':
|
|
layout.itemR(mat, "alpha")
|
|
|
|
class MATERIAL_PT_strand(MaterialButtonsPanel):
|
|
__label__ = "Strand"
|
|
__default_closed__ = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
tan = mat.strand
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column(align=True)
|
|
col.itemL(text="Size:")
|
|
col.itemR(tan, "root_size", text="Root")
|
|
col.itemR(tan, "tip_size", text="Tip")
|
|
col.itemR(tan, "min_size", text="Minimum")
|
|
col.itemR(tan, "blender_units")
|
|
sub = col.column()
|
|
sub.active = (not mat.shadeless)
|
|
sub.itemR(tan, "tangent_shading")
|
|
col.itemR(tan, "shape")
|
|
|
|
col = split.column()
|
|
col.itemL(text="Shading:")
|
|
col.itemR(tan, "width_fade")
|
|
col.itemR(tan, "uv_layer")
|
|
col.itemS()
|
|
sub = col.column()
|
|
sub.active = (not mat.shadeless)
|
|
sub.itemR(tan, "surface_diffuse")
|
|
sub = col.column()
|
|
sub.active = tan.surface_diffuse
|
|
sub.itemR(tan, "blend_distance", text="Distance")
|
|
|
|
class MATERIAL_PT_physics(MaterialButtonsPanel):
|
|
__label__ = "Physics"
|
|
COMPAT_ENGINES = set(['BLENDER_GAME'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
phys = context.material.physics
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(phys, "distance")
|
|
col.itemR(phys, "friction")
|
|
col.itemR(phys, "align_to_normal")
|
|
|
|
col = split.column()
|
|
col.itemR(phys, "force", slider=True)
|
|
col.itemR(phys, "elasticity", slider=True)
|
|
col.itemR(phys, "damp", slider=True)
|
|
|
|
class MATERIAL_PT_options(MaterialButtonsPanel):
|
|
__label__ = "Options"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "traceable")
|
|
col.itemR(mat, "full_oversampling")
|
|
col.itemR(mat, "sky")
|
|
col.itemR(mat, "exclude_mist")
|
|
col.itemR(mat, "invert_z")
|
|
sub = col.column(align=True)
|
|
sub.itemL(text="Light Group:")
|
|
sub.itemR(mat, "light_group", text="")
|
|
row = sub.row()
|
|
row.active = mat.light_group
|
|
row.itemR(mat, "light_group_exclusive", text="Exclusive")
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "face_texture")
|
|
sub = col.column()
|
|
sub.active = mat.face_texture
|
|
sub.itemR(mat, "face_texture_alpha")
|
|
col.itemS()
|
|
col.itemR(mat, "vertex_color_paint")
|
|
col.itemR(mat, "vertex_color_light")
|
|
col.itemR(mat, "object_color")
|
|
|
|
class MATERIAL_PT_shadow(MaterialButtonsPanel):
|
|
__label__ = "Shadow"
|
|
__default_closed__ = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "shadows", text="Receive")
|
|
col.itemR(mat, "receive_transparent_shadows", text="Receive Transparent")
|
|
col.itemR(mat, "only_shadow", text="Shadows Only")
|
|
col.itemR(mat, "cast_shadows_only", text="Cast Only")
|
|
col.itemR(mat, "shadow_casting_alpha", text="Casting Alpha")
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "cast_buffer_shadows")
|
|
sub = col.column()
|
|
sub.active = mat.cast_buffer_shadows
|
|
sub.itemR(mat, "shadow_buffer_bias", text="Buffer Bias")
|
|
col.itemR(mat, "ray_shadow_bias", text="Auto Ray Bias")
|
|
sub = col.column()
|
|
sub.active = (not mat.ray_shadow_bias)
|
|
sub.itemR(mat, "shadow_ray_bias", text="Ray Bias")
|
|
|
|
class MATERIAL_PT_diffuse(MaterialButtonsPanel):
|
|
__label__ = "Diffuse"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "diffuse_color", text="")
|
|
sub = col.column()
|
|
sub.active = (not mat.shadeless)
|
|
sub.itemR(mat, "diffuse_intensity", text="Intensity")
|
|
|
|
col = split.column()
|
|
col.active = (not mat.shadeless)
|
|
col.itemR(mat, "diffuse_shader", text="")
|
|
col.itemR(mat, "use_diffuse_ramp", text="Ramp")
|
|
|
|
col = layout.column()
|
|
col.active = (not mat.shadeless)
|
|
if mat.diffuse_shader == 'OREN_NAYAR':
|
|
col.itemR(mat, "roughness")
|
|
elif mat.diffuse_shader == 'MINNAERT':
|
|
col.itemR(mat, "darkness")
|
|
elif mat.diffuse_shader == 'TOON':
|
|
row = col.row()
|
|
row.itemR(mat, "diffuse_toon_size", text="Size")
|
|
row.itemR(mat, "diffuse_toon_smooth", text="Smooth")
|
|
elif mat.diffuse_shader == 'FRESNEL':
|
|
row = col.row()
|
|
row.itemR(mat, "diffuse_fresnel", text="Fresnel")
|
|
row.itemR(mat, "diffuse_fresnel_factor", text="Factor")
|
|
|
|
if mat.use_diffuse_ramp:
|
|
layout.itemS()
|
|
layout.template_color_ramp(mat, "diffuse_ramp", expand=True)
|
|
layout.itemS()
|
|
row = layout.row()
|
|
split = row.split(percentage=0.3)
|
|
split.itemL(text="Input:")
|
|
split.itemR(mat, "diffuse_ramp_input", text="")
|
|
split = row.split(percentage=0.3)
|
|
split.itemL(text="Blend:")
|
|
split.itemR(mat, "diffuse_ramp_blend", text="")
|
|
|
|
class MATERIAL_PT_specular(MaterialButtonsPanel):
|
|
__label__ = "Specular"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER', 'BLENDER_GAME'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
|
|
layout.active = (not mat.shadeless)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "specular_color", text="")
|
|
col.itemR(mat, "specular_intensity", text="Intensity")
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "specular_shader", text="")
|
|
col.itemR(mat, "use_specular_ramp", text="Ramp")
|
|
|
|
col = layout.column()
|
|
if mat.specular_shader in ('COOKTORR', 'PHONG'):
|
|
col.itemR(mat, "specular_hardness", text="Hardness")
|
|
elif mat.specular_shader == 'BLINN':
|
|
row = col.row()
|
|
row.itemR(mat, "specular_hardness", text="Hardness")
|
|
row.itemR(mat, "specular_ior", text="IOR")
|
|
elif mat.specular_shader == 'WARDISO':
|
|
col.itemR(mat, "specular_slope", text="Slope")
|
|
elif mat.specular_shader == 'TOON':
|
|
row = col.row()
|
|
row.itemR(mat, "specular_toon_size", text="Size")
|
|
row.itemR(mat, "specular_toon_smooth", text="Smooth")
|
|
|
|
if mat.use_specular_ramp:
|
|
layout.itemS()
|
|
layout.template_color_ramp(mat, "specular_ramp", expand=True)
|
|
layout.itemS()
|
|
row = layout.row()
|
|
split = row.split(percentage=0.3)
|
|
split.itemL(text="Input:")
|
|
split.itemR(mat, "specular_ramp_input", text="")
|
|
split = row.split(percentage=0.3)
|
|
split.itemL(text="Blend:")
|
|
split.itemR(mat, "specular_ramp_blend", text="")
|
|
|
|
class MATERIAL_PT_sss(MaterialButtonsPanel):
|
|
__label__ = "Subsurface Scattering"
|
|
__default_closed__ = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
mat = context.material
|
|
sss = mat.subsurface_scattering
|
|
|
|
self.layout.active = (not mat.shadeless)
|
|
self.layout.itemR(sss, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
sss = mat.subsurface_scattering
|
|
|
|
layout.active = sss.enabled
|
|
|
|
split = layout.split()
|
|
split.active = (not mat.shadeless)
|
|
|
|
col = split.column()
|
|
col.itemR(sss, "ior")
|
|
col.itemR(sss, "scale")
|
|
col.itemR(sss, "color", text="")
|
|
col.itemR(sss, "radius", text="RGB Radius")
|
|
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.itemL(text="Blend:")
|
|
sub.itemR(sss, "color_factor", text="Color")
|
|
sub.itemR(sss, "texture_factor", text="Texture")
|
|
sub.itemL(text="Scattering Weight:")
|
|
sub.itemR(sss, "front")
|
|
sub.itemR(sss, "back")
|
|
col.itemS()
|
|
col.itemR(sss, "error_tolerance", text="Error")
|
|
|
|
class MATERIAL_PT_mirror(MaterialButtonsPanel):
|
|
__label__ = "Mirror"
|
|
__default_closed__ = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
raym = context.material.raytrace_mirror
|
|
|
|
self.layout.itemR(raym, "enabled", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
raym = mat.raytrace_mirror
|
|
|
|
layout.active = raym.enabled
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(raym, "reflect_factor")
|
|
col.itemR(mat, "mirror_color", text="")
|
|
|
|
col = split.column()
|
|
col.itemR(raym, "fresnel")
|
|
sub = col.column()
|
|
sub.active = raym.fresnel > 0
|
|
sub.itemR(raym, "fresnel_factor", text="Blend")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemS()
|
|
col.itemR(raym, "distance", text="Max Dist")
|
|
col.itemR(raym, "depth")
|
|
col.itemS()
|
|
sub = col.split(percentage=0.4)
|
|
sub.itemL(text="Fade To:")
|
|
sub.itemR(raym, "fade_to", text="")
|
|
|
|
col = split.column()
|
|
col.itemL(text="Gloss:")
|
|
col.itemR(raym, "gloss_factor", text="Amount")
|
|
sub = col.column()
|
|
sub.active = raym.gloss_factor < 1.0
|
|
sub.itemR(raym, "gloss_threshold", text="Threshold")
|
|
sub.itemR(raym, "gloss_samples", text="Samples")
|
|
sub.itemR(raym, "gloss_anisotropic", text="Anisotropic")
|
|
|
|
class MATERIAL_PT_transp(MaterialButtonsPanel):
|
|
__label__= "Transparency"
|
|
__default_closed__ = True
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
mat = context.material
|
|
|
|
self.layout.itemR(mat, "transparency", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
rayt = mat.raytrace_transparency
|
|
|
|
row = layout.row()
|
|
row.active = mat.transparency and (not mat.shadeless)
|
|
row.itemR(mat, "transparency_method", expand=True)
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "alpha")
|
|
row = col.row()
|
|
row.active = mat.transparency and (not mat.shadeless)
|
|
row.itemR(mat, "specular_alpha", text="Specular")
|
|
|
|
col = split.column()
|
|
col.active = (not mat.shadeless)
|
|
col.itemR(rayt, "fresnel")
|
|
sub = col.column()
|
|
sub.active = rayt.fresnel > 0
|
|
sub.itemR(rayt, "fresnel_factor", text="Blend")
|
|
|
|
if mat.transparency_method == 'RAYTRACE':
|
|
layout.itemS()
|
|
split = layout.split()
|
|
split.active = mat.transparency
|
|
|
|
col = split.column()
|
|
col.itemR(rayt, "ior")
|
|
col.itemR(rayt, "filter")
|
|
col.itemR(rayt, "falloff")
|
|
col.itemR(rayt, "limit")
|
|
col.itemR(rayt, "depth")
|
|
|
|
col = split.column()
|
|
col.itemL(text="Gloss:")
|
|
col.itemR(rayt, "gloss_factor", text="Amount")
|
|
sub = col.column()
|
|
sub.active = rayt.gloss_factor < 1.0
|
|
sub.itemR(rayt, "gloss_threshold", text="Threshold")
|
|
sub.itemR(rayt, "gloss_samples", text="Samples")
|
|
|
|
class MATERIAL_PT_halo(MaterialButtonsPanel):
|
|
__label__= "Halo"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
halo = mat.halo
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(mat, "diffuse_color", text="")
|
|
col.itemR(halo, "size")
|
|
col.itemR(halo, "hardness")
|
|
col.itemR(halo, "add")
|
|
col.itemL(text="Options:")
|
|
col.itemR(halo, "texture")
|
|
col.itemR(halo, "vertex_normal")
|
|
col.itemR(halo, "xalpha")
|
|
col.itemR(halo, "shaded")
|
|
col.itemR(halo, "soft")
|
|
|
|
col = split.column()
|
|
col.itemR(halo, "ring")
|
|
sub = col.column()
|
|
sub.active = halo.ring
|
|
sub.itemR(halo, "rings")
|
|
sub.itemR(mat, "mirror_color", text="")
|
|
col.itemS()
|
|
col.itemR(halo, "lines")
|
|
sub = col.column()
|
|
sub.active = halo.lines
|
|
sub.itemR(halo, "line_number", text="Lines")
|
|
sub.itemR(mat, "specular_color", text="")
|
|
col.itemS()
|
|
col.itemR(halo, "star")
|
|
sub = col.column()
|
|
sub.active = halo.star
|
|
sub.itemR(halo, "star_tips")
|
|
|
|
class MATERIAL_PT_flare(MaterialButtonsPanel):
|
|
__label__= "Flare"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type == 'HALO') and (engine in self.COMPAT_ENGINES)
|
|
|
|
def draw_header(self, context):
|
|
halo = context.material.halo
|
|
|
|
self.layout.itemR(halo, "flare_mode", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
halo = mat.halo
|
|
|
|
layout.active = halo.flare_mode
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(halo, "flare_size", text="Size")
|
|
col.itemR(halo, "flare_boost", text="Boost")
|
|
col.itemR(halo, "flare_seed", text="Seed")
|
|
col = split.column()
|
|
col.itemR(halo, "flares_sub", text="Subflares")
|
|
col.itemR(halo, "flare_subsize", text="Subsize")
|
|
|
|
bpy.types.register(MATERIAL_PT_context_material)
|
|
bpy.types.register(MATERIAL_PT_preview)
|
|
bpy.types.register(MATERIAL_PT_diffuse)
|
|
bpy.types.register(MATERIAL_PT_specular)
|
|
bpy.types.register(MATERIAL_PT_shading)
|
|
bpy.types.register(MATERIAL_PT_transp)
|
|
bpy.types.register(MATERIAL_PT_mirror)
|
|
bpy.types.register(MATERIAL_PT_sss)
|
|
bpy.types.register(MATERIAL_PT_halo)
|
|
bpy.types.register(MATERIAL_PT_flare)
|
|
bpy.types.register(MATERIAL_PT_physics)
|
|
bpy.types.register(MATERIAL_PT_strand)
|
|
bpy.types.register(MATERIAL_PT_options)
|
|
bpy.types.register(MATERIAL_PT_shadow)
|
|
|
|
# Volumetrics
|
|
class VolumeButtonsPanel(bpy.types.Panel):
|
|
__space_type__ = 'PROPERTIES'
|
|
__region_type__ = 'WINDOW'
|
|
__context__ = "material"
|
|
|
|
def poll(self, context):
|
|
mat = context.material
|
|
engine = context.scene.render_data.engine
|
|
return mat and (mat.type == 'VOLUME') and (engine in self.COMPAT_ENGINES)
|
|
|
|
class MATERIAL_PT_volume_density(VolumeButtonsPanel):
|
|
__label__ = "Density"
|
|
__default_closed__ = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
vol = context.material.volume
|
|
|
|
split = layout.split()
|
|
row = split.row()
|
|
row.itemR(vol, "density")
|
|
row.itemR(vol, "density_scale")
|
|
|
|
|
|
class MATERIAL_PT_volume_shading(VolumeButtonsPanel):
|
|
__label__ = "Shading"
|
|
__default_closed__ = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(vol, "scattering")
|
|
col.itemR(vol, "asymmetry")
|
|
col.itemR(vol, "transmission_color")
|
|
|
|
col = split.column()
|
|
sub = col.column(align=True)
|
|
sub.itemR(vol, "emission")
|
|
sub.itemR(vol, "emission_color", text="")
|
|
sub = col.column(align=True)
|
|
sub.itemR(vol, "reflection")
|
|
sub.itemR(vol, "reflection_color", text="")
|
|
|
|
class MATERIAL_PT_volume_lighting(VolumeButtonsPanel):
|
|
__label__ = "Lighting"
|
|
__default_closed__ = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemR(vol, "lighting_mode", text="")
|
|
|
|
col = split.column()
|
|
|
|
if vol.lighting_mode == 'SHADED':
|
|
col.itemR(vol, "external_shadows")
|
|
col.itemR(vol, "light_cache")
|
|
sub = col.column()
|
|
sub.active = vol.light_cache
|
|
sub.itemR(vol, "cache_resolution")
|
|
elif vol.lighting_mode in ('MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'):
|
|
sub = col.column()
|
|
sub.enabled = True
|
|
sub.active = False
|
|
sub.itemR(vol, "light_cache")
|
|
col.itemR(vol, "cache_resolution")
|
|
|
|
sub = col.column(align=True)
|
|
sub.itemR(vol, "ms_diffusion")
|
|
sub.itemR(vol, "ms_spread")
|
|
sub.itemR(vol, "ms_intensity")
|
|
|
|
|
|
class MATERIAL_PT_volume_transp(VolumeButtonsPanel):
|
|
__label__= "Transparency"
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
mat = context.material
|
|
|
|
layout.itemR(mat, "transparency_method", expand=True)
|
|
|
|
class MATERIAL_PT_volume_integration(VolumeButtonsPanel):
|
|
__label__ = "Integration"
|
|
__default_closed__ = False
|
|
COMPAT_ENGINES = set(['BLENDER_RENDER'])
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
vol = context.material.volume
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.itemL(text="Step Calculation:")
|
|
col.itemR(vol, "step_calculation", text="")
|
|
col = col.column(align=True)
|
|
col.itemR(vol, "step_size")
|
|
|
|
col = split.column()
|
|
col.itemL()
|
|
col.itemR(vol, "depth_cutoff")
|
|
|
|
bpy.types.register(MATERIAL_PT_volume_density)
|
|
bpy.types.register(MATERIAL_PT_volume_shading)
|
|
bpy.types.register(MATERIAL_PT_volume_lighting)
|
|
bpy.types.register(MATERIAL_PT_volume_transp)
|
|
bpy.types.register(MATERIAL_PT_volume_integration)
|