This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/intern/cycles/blender/addon/ui.py
Bastien Montagne 8fd4a8ab5d Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/particle.c
2016-08-10 15:06:40 +02:00

1638 lines
49 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 use_opencl(context):
cscene = context.scene.cycles
device_type = context.user_preferences.system.compute_device_type
return (device_type == 'OPENCL' and cscene.device == 'GPU')
def use_cuda(context):
cscene = context.scene.cycles
device_type = context.user_preferences.system.compute_device_type
return (device_type == 'CUDA' and cscene.device == 'GPU')
def use_branched_path(context):
cscene = context.scene.cycles
return (cscene.progressive == 'BRANCHED_PATH' and not use_opencl(context))
def use_sample_all_lights(context):
cscene = context.scene.cycles
return cscene.sample_all_lights_direct or cscene.sample_all_lights_indirect
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("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
device_type = context.user_preferences.system.compute_device_type
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()
sub = row.row()
sub.active = device_type != 'OPENCL' or use_cpu(context)
sub.prop(cscene, "progressive", text="")
row.prop(cscene, "use_square_samples")
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label("Settings:")
seed_sub = sub.row(align=True)
seed_sub.prop(cscene, "seed")
seed_sub.prop(cscene, "use_animated_seed", text="", icon="TIME")
sub.prop(cscene, "sample_clamp_direct")
sub.prop(cscene, "sample_clamp_indirect")
if cscene.progressive == 'PATH' or use_branched_path(context) is False:
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")
subsub = sub.row(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(cscene, "mesh_light_samples", text="Mesh Light")
sub.prop(cscene, "subsurface_samples", text="Subsurface")
sub.prop(cscene, "volume_samples", text="Volume")
if not (use_opencl(context) and cscene.feature_set != 'EXPERIMENTAL'):
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, context)
class CyclesRender_PT_geometery(CyclesButtonsPanel, Panel):
bl_label = "Geometry"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
if cscene.feature_set == 'EXPERIMENTAL':
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label("Volume Sampling:")
sub.prop(cscene, "volume_step_size")
sub.prop(cscene, "volume_max_steps")
col = split.column()
sub = col.column(align=True)
sub.label("Subdivision Rate:")
sub.prop(cscene, "dicing_rate", text="Render")
sub.prop(cscene, "preview_dicing_rate", text="Preview")
sub.separator()
sub.prop(cscene, "max_subdivisions")
else:
row = layout.row()
row.label("Volume Sampling:")
row = layout.row()
row.prop(cscene, "volume_step_size")
row.prop(cscene, "volume_max_steps")
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, "caustics_reflective")
col.prop(cscene, "caustics_refractive")
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
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 = layout.column()
col.label("Shutter curve:")
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'
col = layout.column()
col.prop(cscene, "rolling_shutter_type")
row = col.row()
row.active = cscene.rolling_shutter_type != 'NONE'
row.prop(cscene, "rolling_shutter_duration")
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, "pixel_filter_type", text="")
if cscene.pixel_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.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(rd, "use_persistent_data", text="Persistent Images")
col.separator()
col.label(text="Acceleration structure:")
col.prop(cscene, "debug_use_spatial_splits")
col.prop(cscene, "debug_use_hair_bvh")
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_ao", "Use AO")
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")
row = col.row()
row.prop(rl, "use_pass_vector")
row.active = not rd.use_motion_blur
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")
if hasattr(rd, "debug_pass_type"):
layout.prop(rd, "debug_pass_type")
class CyclesRender_PT_views(CyclesButtonsPanel, Panel):
bl_label = "Views"
bl_context = "render_layer"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_multiview", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
rv = rd.views.active
layout.active = rd.use_multiview
basic_stereo = (rd.views_format == 'STEREO_3D')
row = layout.row()
row.prop(rd, "views_format", expand=True)
if basic_stereo:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
row = layout.row()
row.label(text="File Suffix:")
row.prop(rv, "file_suffix", text="")
else:
row = layout.row()
row.template_list("RENDERLAYER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_view_add", icon='ZOOMIN', text="")
col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
row = layout.row()
row.label(text="Camera Suffix:")
row.prop(rv, "camera_suffix", text="")
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
dof_options = cam.gpu_dof
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")
hq_support = dof_options.is_hq_supported
sub = col.column(align=True)
sub.label("Viewport:")
subhq = sub.column()
subhq.active = hq_support
subhq.prop(dof_options, "use_high_quality")
sub.prop(dof_options, "fstop")
if dof_options.use_high_quality and hq_support:
sub.prop(dof_options, "blades")
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")
sub.prop(ccam, "aperture_ratio", text="Ratio")
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:
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='ZOOMIN', text="")
col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
if is_sortable:
col.separator()
col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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 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
if CyclesButtonsPanel.poll(context) and ob:
if ob.type in {'MESH', 'CURVE', 'CURVE', 'SURFACE', 'FONT', 'META'}:
return True
if ob.dupli_type == 'GROUP' and ob.dupli_group:
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()
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_cycles_settings(CyclesButtonsPanel, Panel):
bl_label = "Cycles Settings"
bl_context = "object"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return (CyclesButtonsPanel.poll(context) and
ob and ((ob.type in {'MESH', 'CURVE', 'SURFACE', 'FONT', 'META', 'LAMP'}) or
(ob.dupli_type == 'GROUP' and ob.dupli_group)))
def draw(self, context):
layout = self.layout
scene = context.scene
cscene = scene.cycles
ob = context.object
cob = ob.cycles
visibility = ob.cycles_visibility
layout.label(text="Ray 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")
if ob.type != 'LAMP':
flow.prop(visibility, "shadow")
col = layout.column()
col.label(text="Performance:")
row = col.row()
row.active = scene.render.use_simplify and cscene.use_camera_cull
row.prop(cob, "use_camera_cull")
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 (getattr(context, "material", False) or getattr(context, "world", False) or
getattr(context, "lamp", False))
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
active_output_node = None
for node in ntree.nodes:
if getattr(node, "type", None) == nodetype:
if getattr(node, "is_active_output", True):
return node
if not active_output_node:
active_output_node = node
return active_output_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 \
not (context.lamp.type == 'AREA' and
context.lamp.cycles.is_portal) \
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 not (lamp.type == 'AREA' and clamp.is_portal):
sub = col.column(align=True)
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")
col = split.column()
sub = col.column(align=True)
sub.active = not (lamp.type == 'AREA' and clamp.is_portal)
sub.prop(clamp, "cast_shadow")
sub.prop(clamp, "use_multiple_importance_sampling", text="Multiple Importance")
if lamp.type == 'AREA':
col.prop(clamp, "is_portal", text="Portal")
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 not (context.lamp.type == 'AREA' and
context.lamp.cycles.is_portal) 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')
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")
flow.prop(visibility, "scatter")
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
split = layout.split()
col = split.column()
col.label(text="Surface:")
col.prop(cworld, "sample_as_light", text="Multiple Importance")
sub = col.column(align=True)
sub.active = cworld.sample_as_light
sub.prop(cworld, "sample_map_resolution")
if use_branched_path(context):
subsub = sub.row(align=True)
subsub.active = use_sample_all_lights(context)
subsub.prop(cworld, "samples")
sub.prop(cworld, "max_bounces")
col = split.column()
col.label(text="Volume:")
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cworld, "volume_sampling", text="")
sub.prop(cworld, "volume_interpolation", text="")
col.prop(cworld, "homogeneous_volume", text="Homogeneous")
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')
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()
col.label(text="Surface:")
col.prop(cmat, "sample_as_light", text="Multiple Importance")
col.prop(cmat, "use_transparent_shadow")
if context.scene.cycles.feature_set == 'EXPERIMENTAL':
col.separator()
col.label(text="Displacement:")
col.prop(cmat, "displacement_method", text="")
col = split.column()
col.label(text="Volume:")
sub = col.column()
sub.active = use_cpu(context)
sub.prop(cmat, "volume_sampling", text="")
sub.prop(cmat, "volume_interpolation", text="")
col.prop(cmat, "homogeneous_volume", text="Homogeneous")
layout.separator()
split = layout.split()
col = split.column(align=True)
col.label("Viewport Color:")
col.prop(mat, "diffuse_color", text="")
col.prop(mat, "alpha")
col.separator()
col.label("Viewport Alpha:")
col.prop(mat.game_settings, "alpha_blend", text="")
col = split.column(align=True)
col.label("Viewport Specular:")
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_hardness", text="Hardness")
col.separator()
col.prop(mat, "pass_index")
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
# TODO(sergey): perform a faster/nicer check?
return node and hasattr(node, 'texture_mapping') 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 CyclesRender_PT_CurveRendering(CyclesButtonsPanel, Panel):
bl_label = "Cycles Hair Rendering"
bl_context = "particle"
@classmethod
def poll(cls, context):
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 = layout.column()
if cscene.bake_type == 'NORMAL':
col.prop(cbk, "normal_space", text="Space")
row = col.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="")
elif cscene.bake_type == 'COMBINED':
row = col.row(align=True)
row.prop(cbk, "use_pass_direct", toggle=True)
row.prop(cbk, "use_pass_indirect", toggle=True)
split = col.split()
split.active = cbk.use_pass_direct or cbk.use_pass_indirect
col = split.column()
col.prop(cbk, "use_pass_diffuse")
col.prop(cbk, "use_pass_glossy")
col.prop(cbk, "use_pass_transmission")
col = split.column()
col.prop(cbk, "use_pass_subsurface")
col.prop(cbk, "use_pass_ambient_occlusion")
col.prop(cbk, "use_pass_emit")
elif cscene.bake_type in {'DIFFUSE', 'GLOSSY', 'TRANSMISSION', 'SUBSURFACE'}:
row = col.row(align=True)
row.prop(cbk, "use_pass_direct", toggle=True)
row.prop(cbk, "use_pass_indirect", toggle=True)
row.prop(cbk, "use_pass_color", toggle=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(cbk, "margin")
col.prop(cbk, "use_clear")
col = split.column()
col.prop(cbk, "use_selected_to_active")
sub = col.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="Extrusion")
sub.prop_search(cbk, "cage_object", scene, "objects", text="")
else:
sub.prop(cbk, "cage_extrusion", text="Ray Distance")
class CyclesRender_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('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_use_qbvh")
col = layout.column()
col.label('CUDA Flags:')
col.prop(cscene, "debug_use_cuda_adaptive_compile")
col = layout.column()
col.label('OpenCL Flags:')
col.prop(cscene, "debug_opencl_kernel_type", text="Kernel")
col.prop(cscene, "debug_opencl_device_type", text="Device")
col.prop(cscene, "debug_use_opencl_debug", text="Debug")
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
scene = context.scene
rd = scene.render
cscene = scene.cycles
layout.active = rd.use_simplify
split = layout.split()
col = split.column()
col.label(text="Viewport:")
col.prop(rd, "simplify_subdivision", text="Subdivision")
col = split.column()
col.label(text="Render:")
col.prop(rd, "simplify_subdivision_render", text="Subdivision")
col = layout.column()
col.prop(cscene, "use_camera_cull")
subsub = col.column()
subsub.active = cscene.use_camera_cull
subsub.prop(cscene, "camera_cull_margin")
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():
exclude_panels = {
'DATA_PT_area',
'DATA_PT_camera_dof',
'DATA_PT_falloff_curve',
'DATA_PT_lamp',
'DATA_PT_preview',
'DATA_PT_shadow',
'DATA_PT_spot',
'DATA_PT_sunsky',
'MATERIAL_PT_context_material',
'MATERIAL_PT_diffuse',
'MATERIAL_PT_flare',
'MATERIAL_PT_halo',
'MATERIAL_PT_mirror',
'MATERIAL_PT_options',
'MATERIAL_PT_pipeline',
'MATERIAL_PT_preview',
'MATERIAL_PT_shading',
'MATERIAL_PT_shadow',
'MATERIAL_PT_specular',
'MATERIAL_PT_sss',
'MATERIAL_PT_strand',
'MATERIAL_PT_transp',
'MATERIAL_PT_volume_density',
'MATERIAL_PT_volume_integration',
'MATERIAL_PT_volume_lighting',
'MATERIAL_PT_volume_options',
'MATERIAL_PT_volume_shading',
'MATERIAL_PT_volume_transp',
'RENDERLAYER_PT_layer_options',
'RENDERLAYER_PT_layer_passes',
'RENDERLAYER_PT_views',
'RENDER_PT_antialiasing',
'RENDER_PT_bake',
'RENDER_PT_motion_blur',
'RENDER_PT_performance',
'RENDER_PT_post_processing',
'RENDER_PT_shading',
'SCENE_PT_simplify',
'TEXTURE_PT_context_texture',
'WORLD_PT_ambient_occlusion',
'WORLD_PT_environment_lighting',
'WORLD_PT_gather',
'WORLD_PT_indirect_lighting',
'WORLD_PT_mist',
'WORLD_PT_preview',
'WORLD_PT_world'
}
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
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():
if 'CYCLES' in panel.COMPAT_ENGINES:
panel.COMPAT_ENGINES.remove('CYCLES')