This commit merge the full development done in greasepencil-object branch and include mainly the following features. - New grease pencil object. - New drawing engine. - New grease pencil modes Draw/Sculpt/Edit and Weight Paint. - New brushes for grease pencil. - New modifiers for grease pencil. - New shaders FX. - New material system (replace old palettes and colors). - Split of annotations (old grease pencil) and new grease pencil object. - UI adapted to blender 2.8. You can get more info here: https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/ https://code.blender.org/2018/07/grease-pencil-status-update/ This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible. Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
259 lines
8.0 KiB
Python
259 lines
8.0 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Menu, Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bpy.app.translations import pgettext_iface as iface_
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from bpy_extras.node_utils import find_node_input
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class MATERIAL_MT_specials(Menu):
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bl_label = "Material Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("object.material_slot_copy", icon='COPY_ID')
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layout.operator("material.copy", icon='COPYDOWN')
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layout.operator("material.paste", icon='PASTEDOWN')
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class MATERIAL_UL_matslots(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.MaterialSlot)
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# ob = data
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slot = item
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ma = slot.material
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if ma:
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layout.prop(ma, "name", text="", emboss=False, icon_value=icon)
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else:
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layout.label(text="", icon_value=icon)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class MaterialButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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return context.material and (context.engine in cls.COMPAT_ENGINES)
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class MATERIAL_PT_preview(MaterialButtonsPanel, Panel):
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bl_label = "Preview"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw(self, context):
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self.layout.template_preview(context.material)
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class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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_context_path = "material"
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_property_type = bpy.types.Material
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class EEVEE_MATERIAL_PT_context_material(MaterialButtonsPanel, Panel):
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bl_label = ""
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bl_context = "material"
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bl_options = {'HIDE_HEADER'}
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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@classmethod
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def poll(cls, context):
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if context.active_object and context.active_object.type == 'GPENCIL':
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return False
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else:
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engine = context.engine
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return (context.material or context.object) and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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ob = context.object
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slot = context.material_slot
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space = context.space_data
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if ob:
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is_sortable = len(ob.material_slots) > 1
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rows = 2
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if (is_sortable):
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rows = 4
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row = layout.row()
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row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows)
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col = row.column(align=True)
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col.operator("object.material_slot_add", icon='ZOOMIN', text="")
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col.operator("object.material_slot_remove", icon='ZOOMOUT', text="")
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col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="")
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if is_sortable:
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col.separator()
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col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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row = layout.row()
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if ob:
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row.template_ID(ob, "active_material", new="material.new")
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if slot:
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icon_link = 'MESH_DATA' if slot.link == 'DATA' else 'OBJECT_DATA'
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row.prop(slot, "link", icon=icon_link, icon_only=True)
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if ob.mode == 'EDIT':
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row = layout.row(align=True)
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row.operator("object.material_slot_assign", text="Assign")
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row.operator("object.material_slot_select", text="Select")
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row.operator("object.material_slot_deselect", text="Deselect")
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elif mat:
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row.template_ID(space, "pin_id")
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def panel_node_draw(layout, ntree, output_type):
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node = ntree.get_output_node('EEVEE')
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if node:
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input = find_node_input(node, 'Surface')
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if input:
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layout.template_node_view(ntree, node, input)
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else:
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layout.label(text="Incompatible output node")
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else:
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layout.label(text="No output node")
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class EEVEE_MATERIAL_PT_surface(MaterialButtonsPanel, Panel):
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bl_label = "Surface"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.material and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.prop(mat, "use_nodes", icon='NODETREE')
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layout.separator()
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if mat.use_nodes:
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panel_node_draw(layout, mat.node_tree, 'OUTPUT_MATERIAL')
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else:
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layout.use_property_split = True
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layout.prop(mat, "diffuse_color", text="Base Color")
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layout.prop(mat, "metallic")
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layout.prop(mat, "specular_intensity", text="Specular")
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layout.prop(mat, "roughness")
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class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel):
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bl_label = "Options"
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bl_context = "material"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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engine = context.engine
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return context.material and (engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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mat = context.material
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layout.prop(mat, "blend_method")
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if mat.blend_method != 'OPAQUE':
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layout.prop(mat, "transparent_shadow_method")
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row = layout.row()
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row.active = ((mat.blend_method == 'CLIP') or (mat.transparent_shadow_method == 'CLIP'))
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row.prop(mat, "alpha_threshold")
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if mat.blend_method not in {'OPAQUE', 'CLIP', 'HASHED'}:
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layout.prop(mat, "show_transparent_backside")
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layout.prop(mat, "use_screen_refraction")
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layout.prop(mat, "refraction_depth")
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layout.prop(mat, "use_screen_subsurface")
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row = layout.row()
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row.active = mat.use_screen_subsurface
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row.prop(mat, "use_sss_translucency")
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class MATERIAL_PT_viewport(MaterialButtonsPanel, Panel):
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bl_label = "Viewport Display"
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bl_context = "material"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return context.material
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def draw(self, context):
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mat = context.material
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layout = self.layout
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layout.use_property_split = True
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col = layout.column()
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col.prop(mat, "diffuse_color")
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col.prop(mat, "specular_color")
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col.prop(mat, "roughness")
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classes = (
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MATERIAL_MT_specials,
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MATERIAL_UL_matslots,
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MATERIAL_PT_preview,
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EEVEE_MATERIAL_PT_context_material,
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EEVEE_MATERIAL_PT_surface,
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EEVEE_MATERIAL_PT_options,
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MATERIAL_PT_viewport,
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MATERIAL_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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