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blender-archive/intern/cycles/blender/addon/properties.py
Dalai Felinto eec3eaba08 Cycles Bake
Expand Cycles to use the new baking API in Blender.

It works on the selected object, and the panel can be accessed in the Render panel (similar to where it is for the Blender Internal).

It bakes for the active texture of each material of the object. The active texture is currently defined as the active Image Texture node present in the material nodetree. If you don't want the baking to override an existent material, make sure the active Image Texture node is not connected to the nodetree. The active texture is also the texture shown in the viewport in the rendered mode.

Remember to save your images after the baking is complete.

Note: Bake currently only works in the CPU
Note: This is not supported by Cycles standalone because a lot of the work is done in Blender as part of the operator only, not the engine (Cycles).

Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Bake

Supported Passes:
-----------------
Data Passes
 * Normal
 * UV
 * Diffuse/Glossy/Transmission/Subsurface/Emit Color

Light Passes
 * AO
 * Combined
 * Shadow
 * Diffuse/Glossy/Transmission/Subsurface/Emit Direct/Indirect
 * Environment

Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge

Original design by Brecht van Lommel.

The entire commit history can be found on the branch: bake-cycles
2014-05-02 21:19:09 -03:00

932 lines
35 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.props import (BoolProperty,
EnumProperty,
FloatProperty,
IntProperty,
PointerProperty)
# enums
import _cycles
enum_devices = (
('CPU', "CPU", "Use CPU for rendering"),
('GPU', "GPU Compute", "Use GPU compute device for rendering, configured in user preferences"),
)
if _cycles.with_network:
enum_devices += (('NETWORK', "Networked Device", "Use networked device for rendering"),)
enum_feature_set = (
('SUPPORTED', "Supported", "Only use finished and supported features"),
('EXPERIMENTAL', "Experimental", "Use experimental and incomplete features that might be broken or change in the future"),
)
enum_displacement_methods = (
('BUMP', "Bump", "Bump mapping to simulate the appearance of displacement"),
('TRUE', "True", "Use true displacement only, requires fine subdivision"),
('BOTH', "Both", "Combination of displacement and bump mapping"),
)
enum_bvh_types = (
('DYNAMIC_BVH', "Dynamic BVH", "Objects can be individually updated, at the cost of slower render time"),
('STATIC_BVH', "Static BVH", "Any object modification requires a complete BVH rebuild, but renders faster"),
)
enum_filter_types = (
('BOX', "Box", "Box filter"),
('GAUSSIAN', "Gaussian", "Gaussian filter"),
)
enum_aperture_types = (
('RADIUS', "Radius", "Directly change the size of the aperture"),
('FSTOP', "F/stop", "Change the size of the aperture by f/stops"),
)
enum_panorama_types = (
('EQUIRECTANGULAR', "Equirectangular", "Render the scene with a spherical camera, also known as Lat Long panorama"),
('FISHEYE_EQUIDISTANT', "Fisheye Equidistant", "Ideal for fulldomes, ignore the sensor dimensions"),
('FISHEYE_EQUISOLID', "Fisheye Equisolid",
"Similar to most fisheye modern lens, takes sensor dimensions into consideration"),
)
enum_curve_primitives = (
('TRIANGLES', "Triangles", "Create triangle geometry around strands"),
('LINE_SEGMENTS', "Line Segments", "Use line segment primitives"),
('CURVE_SEGMENTS', "Curve Segments", "Use segmented cardinal curve primitives"),
)
enum_triangle_curves = (
('CAMERA_TRIANGLES', "Planes", "Create individual triangles forming planes that face camera"),
('TESSELLATED_TRIANGLES', "Tessellated", "Create mesh surrounding each strand"),
)
enum_curve_shape = (
('RIBBONS', "Ribbons", "Ignore thickness of each strand"),
('THICK', "Thick", "Use thickness of strand when rendering"),
)
enum_tile_order = (
('CENTER', "Center", "Render from center to the edges"),
('RIGHT_TO_LEFT', "Right to Left", "Render from right to left"),
('LEFT_TO_RIGHT', "Left to Right", "Render from left to right"),
('TOP_TO_BOTTOM', "Top to Bottom", "Render from top to bottom"),
('BOTTOM_TO_TOP', "Bottom to Top", "Render from bottom to top"),
)
enum_use_layer_samples = (
('USE', "Use", "Per render layer number of samples override scene samples"),
('BOUNDED', "Bounded", "Bound per render layer number of samples by global samples"),
('IGNORE', "Ignore", "Ignore per render layer number of samples"),
)
enum_sampling_pattern = (
('SOBOL', "Sobol", "Use Sobol random sampling pattern"),
('CORRELATED_MUTI_JITTER', "Correlated Multi-Jitter", "Use Correlated Multi-Jitter random sampling pattern"),
)
enum_integrator = (
('BRANCHED_PATH', "Branched Path Tracing", "Path tracing integrator that branches on the first bounce, giving more control over the number of light and material samples"),
('PATH', "Path Tracing", "Pure path tracing integrator"),
)
enum_volume_homogeneous_sampling = (
('DISTANCE', "Distance", "Use Distance Sampling"),
('EQUI_ANGULAR', "Equi-angular", "Use Equi-angular Sampling"),
)
class CyclesRenderSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Scene.cycles = PointerProperty(
name="Cycles Render Settings",
description="Cycles render settings",
type=cls,
)
cls.device = EnumProperty(
name="Device",
description="Device to use for rendering",
items=enum_devices,
default='CPU',
)
cls.feature_set = EnumProperty(
name="Feature Set",
description="Feature set to use for rendering",
items=enum_feature_set,
default='SUPPORTED',
)
cls.shading_system = BoolProperty(
name="Open Shading Language",
description="Use Open Shading Language (CPU rendering only)",
)
cls.progressive = EnumProperty(
name="Integrator",
description="Method to sample lights and materials",
items=enum_integrator,
default='PATH',
)
cls.volume_homogeneous_sampling = EnumProperty(
name="Homogeneous Sampling",
description="Sampling method to use for homogeneous volumes",
items=enum_volume_homogeneous_sampling,
default='DISTANCE',
)
cls.use_square_samples = BoolProperty(
name="Square Samples",
description="Square sampling values for easier artist control",
default=False,
)
cls.samples = IntProperty(
name="Samples",
description="Number of samples to render for each pixel",
min=1, max=2147483647,
default=10,
)
cls.preview_samples = IntProperty(
name="Preview Samples",
description="Number of samples to render in the viewport, unlimited if 0",
min=0, max=2147483647,
default=10,
)
cls.preview_pause = BoolProperty(
name="Pause Preview",
description="Pause all viewport preview renders",
default=False,
)
cls.preview_active_layer = BoolProperty(
name="Preview Active Layer",
description="Preview active render layer in viewport",
default=False,
)
cls.aa_samples = IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render for each pixel",
min=1, max=10000,
default=4,
)
cls.preview_aa_samples = IntProperty(
name="AA Samples",
description="Number of antialiasing samples to render in the viewport, unlimited if 0",
min=0, max=10000,
default=4,
)
cls.diffuse_samples = IntProperty(
name="Diffuse Samples",
description="Number of diffuse bounce samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.glossy_samples = IntProperty(
name="Glossy Samples",
description="Number of glossy bounce samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.transmission_samples = IntProperty(
name="Transmission Samples",
description="Number of transmission bounce samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.ao_samples = IntProperty(
name="Ambient Occlusion Samples",
description="Number of ambient occlusion samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.mesh_light_samples = IntProperty(
name="Mesh Light Samples",
description="Number of mesh emission light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.subsurface_samples = IntProperty(
name="Subsurface Samples",
description="Number of subsurface scattering samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.volume_samples = IntProperty(
name="Volume Samples",
description="Number of volume scattering samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.sampling_pattern = EnumProperty(
name="Sampling Pattern",
description="Random sampling pattern used by the integrator",
items=enum_sampling_pattern,
default='SOBOL',
)
cls.use_layer_samples = EnumProperty(
name="Layer Samples",
description="How to use per render layer sample settings",
items=enum_use_layer_samples,
default='USE',
)
cls.sample_all_lights_direct = BoolProperty(
name="Sample All Direct Lights",
description="Sample all lights (for direct samples), rather than randomly picking one",
default=True,
)
cls.sample_all_lights_indirect = BoolProperty(
name="Sample All Indirect Lights",
description="Sample all lights (for indirect samples), rather than randomly picking one",
default=True,
)
cls.no_caustics = BoolProperty(
name="No Caustics",
description="Leave out caustics, resulting in a darker image with less noise",
default=False,
)
cls.blur_glossy = FloatProperty(
name="Filter Glossy",
description="Adaptively blur glossy shaders after blurry bounces, "
"to reduce noise at the cost of accuracy",
min=0.0, max=10.0,
default=0.0,
)
cls.min_bounces = IntProperty(
name="Min Bounces",
description="Minimum number of bounces, setting this lower "
"than the maximum enables probabilistic path "
"termination (faster but noisier)",
min=0, max=1024,
default=3,
)
cls.max_bounces = IntProperty(
name="Max Bounces",
description="Total maximum number of bounces",
min=0, max=1024,
default=12,
)
cls.diffuse_bounces = IntProperty(
name="Diffuse Bounces",
description="Maximum number of diffuse reflection bounces, bounded by total maximum",
min=0, max=1024,
default=4,
)
cls.glossy_bounces = IntProperty(
name="Glossy Bounces",
description="Maximum number of glossy reflection bounces, bounded by total maximum",
min=0, max=1024,
default=4,
)
cls.transmission_bounces = IntProperty(
name="Transmission Bounces",
description="Maximum number of transmission bounces, bounded by total maximum",
min=0, max=1024,
default=12,
)
cls.volume_bounces = IntProperty(
name="Volume Bounces",
description="Maximum number of volumetric scattering events",
min=0, max=1024,
default=1,
)
cls.transparent_min_bounces = IntProperty(
name="Transparent Min Bounces",
description="Minimum number of transparent bounces, setting "
"this lower than the maximum enables "
"probabilistic path termination (faster but "
"noisier)",
min=0, max=1024,
default=8,
)
cls.transparent_max_bounces = IntProperty(
name="Transparent Max Bounces",
description="Maximum number of transparent bounces",
min=0, max=1024,
default=8,
)
cls.use_transparent_shadows = BoolProperty(
name="Transparent Shadows",
description="Use transparency of surfaces for rendering shadows",
default=True,
)
cls.volume_step_size = FloatProperty(
name="Step Size",
description="Distance between volume shader samples when rendering the volume "
"(lower values give more accurate and detailed results, but also increased render time)",
default=0.1,
min=0.0000001, max=100000.0
)
cls.volume_max_steps = IntProperty(
name="Max Steps",
description="Maximum number of steps through the volume before giving up, "
"to avoid extremely long render times with big objects or small step sizes",
default=1024,
min=2, max=65536
)
cls.film_exposure = FloatProperty(
name="Exposure",
description="Image brightness scale",
min=0.0, max=10.0,
default=1.0,
)
cls.film_transparent = BoolProperty(
name="Transparent",
description="World background is transparent with premultiplied alpha",
default=False,
)
cls.filter_type = EnumProperty(
name="Filter Type",
description="Pixel filter type",
items=enum_filter_types,
default='GAUSSIAN',
)
cls.filter_width = FloatProperty(
name="Filter Width",
description="Pixel filter width",
min=0.01, max=10.0,
default=1.5,
)
cls.seed = IntProperty(
name="Seed",
description="Seed value for integrator to get different noise patterns",
min=0, max=2147483647,
default=0,
)
cls.sample_clamp_direct = FloatProperty(
name="Clamp Direct",
description="If non-zero, the maximum value for a direct sample, "
"higher values will be scaled down to avoid too "
"much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=0.0,
)
cls.sample_clamp_indirect = FloatProperty(
name="Clamp Indirect",
description="If non-zero, the maximum value for an indirect sample, "
"higher values will be scaled down to avoid too "
"much noise and slow convergence at the cost of accuracy",
min=0.0, max=1e8,
default=0.0,
)
cls.debug_tile_size = IntProperty(
name="Tile Size",
description="",
min=1, max=4096,
default=1024,
)
cls.preview_start_resolution = IntProperty(
name="Start Resolution",
description="Resolution to start rendering preview at, "
"progressively increasing it to the full viewport size",
min=8, max=16384,
default=64,
)
cls.debug_reset_timeout = FloatProperty(
name="Reset timeout",
description="",
min=0.01, max=10.0,
default=0.1,
)
cls.debug_cancel_timeout = FloatProperty(
name="Cancel timeout",
description="",
min=0.01, max=10.0,
default=0.1,
)
cls.debug_text_timeout = FloatProperty(
name="Text timeout",
description="",
min=0.01, max=10.0,
default=1.0,
)
cls.debug_bvh_type = EnumProperty(
name="Viewport BVH Type",
description="Choose between faster updates, or faster render",
items=enum_bvh_types,
default='DYNAMIC_BVH',
)
cls.debug_use_spatial_splits = BoolProperty(
name="Use Spatial Splits",
description="Use BVH spatial splits: longer builder time, faster render",
default=False,
)
cls.use_cache = BoolProperty(
name="Cache BVH",
description="Cache last built BVH to disk for faster re-render if no geometry changed",
default=False,
)
cls.tile_order = EnumProperty(
name="Tile Order",
description="Tile order for rendering",
items=enum_tile_order,
default='CENTER',
options=set(), # Not animatable!
)
cls.use_progressive_refine = BoolProperty(
name="Progressive Refine",
description="Instead of rendering each tile until it is finished, "
"refine the whole image progressively "
"(this renders somewhat slower, "
"but time can be saved by manually stopping the render when the noise is low enough)",
default=False,
)
cls.bake_type = EnumProperty(
name="Bake Type",
default='COMBINED',
description="Type of pass to bake",
items = (
('COMBINED', "Combined", ""),
('AO', "Ambient Occlusion", ""),
('SHADOW', "Shadow", ""),
('NORMAL', "Normal", ""),
('UV', "UV", ""),
('EMIT', "Emit", ""),
('ENVIRONMENT', "Environment", ""),
('DIFFUSE_DIRECT', "Diffuse Direct", ""),
('DIFFUSE_INDIRECT', "Diffuse Indirect", ""),
('DIFFUSE_COLOR', "Diffuse Color", ""),
('GLOSSY_DIRECT', "Glossy Direct", ""),
('GLOSSY_INDIRECT', "Glossy Indirect", ""),
('GLOSSY_COLOR', "Glossy Color", ""),
('TRANSMISSION_DIRECT', "Transmission Direct", ""),
('TRANSMISSION_INDIRECT', "Transmission Indirect", ""),
('TRANSMISSION_COLOR', "Transmission Color", ""),
('SUBSURFACE_DIRECT', "Subsurface Direct", ""),
('SUBSURFACE_INDIRECT', "Subsurface Indirect", ""),
('SUBSURFACE_COLOR', "Subsurface Color", ""),
),
)
@classmethod
def unregister(cls):
del bpy.types.Scene.cycles
class CyclesCameraSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
import math
bpy.types.Camera.cycles = PointerProperty(
name="Cycles Camera Settings",
description="Cycles camera settings",
type=cls,
)
cls.aperture_type = EnumProperty(
name="Aperture Type",
description="Use F/stop number or aperture radius",
items=enum_aperture_types,
default='RADIUS',
)
cls.aperture_fstop = FloatProperty(
name="Aperture F/stop",
description="F/stop ratio (lower numbers give more defocus, higher numbers give a sharper image)",
min=0.0, soft_min=0.1, soft_max=64.0,
default=5.6,
step=10,
precision=1,
)
cls.aperture_size = FloatProperty(
name="Aperture Size",
description="Radius of the aperture for depth of field (higher values give more defocus)",
min=0.0, soft_max=10.0,
default=0.0,
step=1,
precision=4,
subtype='DISTANCE',
)
cls.aperture_blades = IntProperty(
name="Aperture Blades",
description="Number of blades in aperture for polygonal bokeh (at least 3)",
min=0, max=100,
default=0,
)
cls.aperture_rotation = FloatProperty(
name="Aperture Rotation",
description="Rotation of blades in aperture",
soft_min=-math.pi, soft_max=math.pi,
subtype='ANGLE',
default=0,
)
cls.panorama_type = EnumProperty(
name="Panorama Type",
description="Distortion to use for the calculation",
items=enum_panorama_types,
default='FISHEYE_EQUISOLID',
)
cls.fisheye_fov = FloatProperty(
name="Field of View",
description="Field of view for the fisheye lens",
min=0.1745, soft_max=2.0 * math.pi, max=10.0 * math.pi,
subtype='ANGLE',
default=math.pi,
)
cls.fisheye_lens = FloatProperty(
name="Fisheye Lens",
description="Lens focal length (mm)",
min=0.01, soft_max=15.0, max=100.0,
default=10.5,
)
@classmethod
def unregister(cls):
del bpy.types.Camera.cycles
class CyclesMaterialSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Material.cycles = PointerProperty(
name="Cycles Material Settings",
description="Cycles material settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for this material, "
"disabling may reduce overall noise for large "
"objects that emit little light compared to other light sources",
default=True,
)
cls.use_transparent_shadow = BoolProperty(
name="Transparent Shadows",
description="Use transparent shadows for this material if it contains a Transparent BSDF, "
"disabling will render faster but not give accurate shadows",
default=True,
)
cls.homogeneous_volume = BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere "
"(not using any textures), for faster rendering",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.Material.cycles
class CyclesLampSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Lamp.cycles = PointerProperty(
name="Cycles Lamp Settings",
description="Cycles lamp settings",
type=cls,
)
cls.cast_shadow = BoolProperty(
name="Cast Shadow",
description="Lamp casts shadows",
default=True,
)
cls.samples = IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=1,
)
cls.use_multiple_importance_sampling = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for the lamp, "
"reduces noise for area lamps and sharp glossy materials",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.Lamp.cycles
class CyclesWorldSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.World.cycles = PointerProperty(
name="Cycles World Settings",
description="Cycles world settings",
type=cls,
)
cls.sample_as_light = BoolProperty(
name="Multiple Importance Sample",
description="Use multiple importance sampling for the environment, "
"enabling for non-solid colors is recommended",
default=False,
)
cls.sample_map_resolution = IntProperty(
name="Map Resolution",
description="Importance map size is resolution x resolution; "
"higher values potentially produce less noise, at the cost of memory and speed",
min=4, max=8096,
default=256,
)
cls.samples = IntProperty(
name="Samples",
description="Number of light samples to render for each AA sample",
min=1, max=10000,
default=4,
)
cls.homogeneous_volume = BoolProperty(
name="Homogeneous Volume",
description="When using volume rendering, assume volume has the same density everywhere"
"(not using any textures), for faster rendering",
default=False,
)
@classmethod
def unregister(cls):
del bpy.types.World.cycles
class CyclesVisibilitySettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Object.cycles_visibility = PointerProperty(
name="Cycles Visibility Settings",
description="Cycles visibility settings",
type=cls,
)
bpy.types.World.cycles_visibility = PointerProperty(
name="Cycles Visibility Settings",
description="Cycles visibility settings",
type=cls,
)
cls.camera = BoolProperty(
name="Camera",
description="Object visibility for camera rays",
default=True,
)
cls.diffuse = BoolProperty(
name="Diffuse",
description="Object visibility for diffuse reflection rays",
default=True,
)
cls.glossy = BoolProperty(
name="Glossy",
description="Object visibility for glossy reflection rays",
default=True,
)
cls.transmission = BoolProperty(
name="Transmission",
description="Object visibility for transmission rays",
default=True,
)
cls.shadow = BoolProperty(
name="Shadow",
description="Object visibility for shadow rays",
default=True,
)
@classmethod
def unregister(cls):
del bpy.types.Object.cycles_visibility
del bpy.types.World.cycles_visibility
class CyclesMeshSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Mesh.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
bpy.types.Curve.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
bpy.types.MetaBall.cycles = PointerProperty(
name="Cycles Mesh Settings",
description="Cycles mesh settings",
type=cls,
)
cls.displacement_method = EnumProperty(
name="Displacement Method",
description="Method to use for the displacement",
items=enum_displacement_methods,
default='BUMP',
)
cls.use_subdivision = BoolProperty(
name="Use Subdivision",
description="Subdivide mesh for rendering",
default=False,
)
cls.dicing_rate = FloatProperty(
name="Dicing Rate",
description="",
min=0.001, max=1000.0,
default=1.0,
)
@classmethod
def unregister(cls):
del bpy.types.Mesh.cycles
del bpy.types.Curve.cycles
del bpy.types.MetaBall.cycles
class CyclesObjectBlurSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Object.cycles = PointerProperty(
name="Cycles Object Settings",
description="Cycles object settings",
type=cls,
)
cls.use_motion_blur = BoolProperty(
name="Use Motion Blur",
description="Use motion blur for this object",
default=True,
)
cls.use_deform_motion = BoolProperty(
name="Use Deformation Motion",
description="Use deformation motion blur for this object",
default=True,
)
cls.motion_steps = IntProperty(
name="Motion Steps",
description="Control accuracy of deformation motion blur, more steps gives more memory usage (actual number of steps is 2^(steps - 1))",
min=1, soft_max=8,
default=1,
)
@classmethod
def unregister(cls):
del bpy.types.Object.cycles
class CyclesCurveRenderSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.Scene.cycles_curves = PointerProperty(
name="Cycles Hair Rendering Settings",
description="Cycles hair rendering settings",
type=cls,
)
cls.primitive = EnumProperty(
name="Primitive",
description="Type of primitive used for hair rendering",
items=enum_curve_primitives,
default='LINE_SEGMENTS',
)
cls.shape = EnumProperty(
name="Shape",
description="Form of hair",
items=enum_curve_shape,
default='THICK',
)
cls.cull_backfacing = BoolProperty(
name="Cull back-faces",
description="Do not test the back-face of each strand",
default=True,
)
cls.use_curves = BoolProperty(
name="Use Cycles Hair Rendering",
description="Activate Cycles hair rendering for particle system",
default=True,
)
cls.resolution = IntProperty(
name="Resolution",
description="Resolution of generated mesh",
min=3, max=64,
default=3,
)
cls.minimum_width = FloatProperty(
name="Minimal width",
description="Minimal pixel width for strands (0 - deactivated)",
min=0.0, max=100.0,
default=0.0,
)
cls.maximum_width = FloatProperty(
name="Maximal width",
description="Maximum extension that strand radius can be increased by",
min=0.0, max=100.0,
default=0.1,
)
cls.subdivisions = IntProperty(
name="Subdivisions",
description="Number of subdivisions used in Cardinal curve intersection (power of 2)",
min=0, max=24,
default=4,
)
@classmethod
def unregister(cls):
del bpy.types.Scene.cycles_curves
class CyclesCurveSettings(bpy.types.PropertyGroup):
@classmethod
def register(cls):
bpy.types.ParticleSettings.cycles = PointerProperty(
name="Cycles Hair Settings",
description="Cycles hair settings",
type=cls,
)
cls.radius_scale = FloatProperty(
name="Radius Scaling",
description="Multiplier of width properties",
min=0.0, max=1000.0,
default=0.01,
)
cls.root_width = FloatProperty(
name="Root Size",
description="Strand's width at root",
min=0.0, max=1000.0,
default=1.0,
)
cls.tip_width = FloatProperty(
name="Tip Multiplier",
description="Strand's width at tip",
min=0.0, max=1000.0,
default=0.0,
)
cls.shape = FloatProperty(
name="Strand Shape",
description="Strand shape parameter",
min=-1.0, max=1.0,
default=0.0,
)
cls.use_closetip = BoolProperty(
name="Close tip",
description="Set tip radius to zero",
default=True,
)
@classmethod
def unregister(cls):
del bpy.types.ParticleSettings.cycles
def register():
bpy.utils.register_class(CyclesRenderSettings)
bpy.utils.register_class(CyclesCameraSettings)
bpy.utils.register_class(CyclesMaterialSettings)
bpy.utils.register_class(CyclesLampSettings)
bpy.utils.register_class(CyclesWorldSettings)
bpy.utils.register_class(CyclesVisibilitySettings)
bpy.utils.register_class(CyclesMeshSettings)
bpy.utils.register_class(CyclesCurveRenderSettings)
bpy.utils.register_class(CyclesCurveSettings)
def unregister():
bpy.utils.unregister_class(CyclesRenderSettings)
bpy.utils.unregister_class(CyclesCameraSettings)
bpy.utils.unregister_class(CyclesMaterialSettings)
bpy.utils.unregister_class(CyclesLampSettings)
bpy.utils.unregister_class(CyclesWorldSettings)
bpy.utils.unregister_class(CyclesMeshSettings)
bpy.utils.unregister_class(CyclesVisibilitySettings)
bpy.utils.unregister_class(CyclesCurveRenderSettings)
bpy.utils.unregister_class(CyclesCurveSettings)