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blender-archive/release/scripts/startup/bl_ui/properties_view_layer.py
Clément Foucault f48e53f562 Eevee: Shadows: Separate Cube and Cascade shadow maps into 2 texture array.
This mean we can now have different shadow resolutions for both.

However each shadow type keep the same size accross all lamps because of
future "real" Cube Shadowmaps limitation and to save texture sampler slots.

That said the cascade shadow resolution could (in the future) still be
changed to be adjustable per sun lamp.
2018-05-04 16:22:23 +02:00

409 lines
15 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel, UIList
class ViewLayerButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "view_layer"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
class VIEWLAYER_PT_layer(ViewLayerButtonsPanel, Panel):
bl_label = "View Layer"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
layer = bpy.context.view_layer
layout.prop(layer, "use", text="Use for Rendering");
layout.prop(rd, "use_single_layer", text="Render Single Layer")
class VIEWLAYER_PT_clay_settings(ViewLayerButtonsPanel, Panel):
bl_label = "Render Settings"
COMPAT_ENGINES = {'BLENDER_CLAY'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_CLAY']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_CLAY']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssao_samples")
class VIEWLAYER_PT_eevee_ambient_occlusion(ViewLayerButtonsPanel, Panel):
bl_label = "Ambient Occlusion"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "gtao_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "gtao_use_bent_normals")
col.template_override_property(layer_props, scene_props, "gtao_bounce")
col.template_override_property(layer_props, scene_props, "gtao_distance")
col.template_override_property(layer_props, scene_props, "gtao_factor")
col.template_override_property(layer_props, scene_props, "gtao_quality")
class VIEWLAYER_PT_eevee_motion_blur(ViewLayerButtonsPanel, Panel):
bl_label = "Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "motion_blur_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "motion_blur_samples")
col.template_override_property(layer_props, scene_props, "motion_blur_shutter")
class VIEWLAYER_PT_eevee_depth_of_field(ViewLayerButtonsPanel, Panel):
bl_label = "Depth Of Field"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "dof_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "bokeh_max_size")
col.template_override_property(layer_props, scene_props, "bokeh_threshold")
class VIEWLAYER_PT_eevee_bloom(ViewLayerButtonsPanel, Panel):
bl_label = "Bloom"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "bloom_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "bloom_threshold")
col.template_override_property(layer_props, scene_props, "bloom_knee")
col.template_override_property(layer_props, scene_props, "bloom_radius")
col.template_override_property(layer_props, scene_props, "bloom_color")
col.template_override_property(layer_props, scene_props, "bloom_intensity")
col.template_override_property(layer_props, scene_props, "bloom_clamp")
class VIEWLAYER_PT_eevee_volumetric(ViewLayerButtonsPanel, Panel):
bl_label = "Volumetric"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "volumetric_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "volumetric_start")
col.template_override_property(layer_props, scene_props, "volumetric_end")
col.template_override_property(layer_props, scene_props, "volumetric_tile_size")
col.template_override_property(layer_props, scene_props, "volumetric_samples")
col.template_override_property(layer_props, scene_props, "volumetric_sample_distribution")
col.template_override_property(layer_props, scene_props, "volumetric_lights")
col.template_override_property(layer_props, scene_props, "volumetric_light_clamp")
col.template_override_property(layer_props, scene_props, "volumetric_shadows")
col.template_override_property(layer_props, scene_props, "volumetric_shadow_samples")
col.template_override_property(layer_props, scene_props, "volumetric_colored_transmittance")
class VIEWLAYER_PT_eevee_subsurface_scattering(ViewLayerButtonsPanel, Panel):
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "sss_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "sss_samples")
col.template_override_property(layer_props, scene_props, "sss_jitter_threshold")
col.template_override_property(layer_props, scene_props, "sss_separate_albedo")
class VIEWLAYER_PT_eevee_screen_space_reflections(ViewLayerButtonsPanel, Panel):
bl_label = "Screen Space Reflections"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
self.layout.template_override_property(layer_props, scene_props, "ssr_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "ssr_halfres")
col.template_override_property(layer_props, scene_props, "ssr_refraction")
col.template_override_property(layer_props, scene_props, "ssr_quality")
col.template_override_property(layer_props, scene_props, "ssr_max_roughness")
col.template_override_property(layer_props, scene_props, "ssr_thickness")
col.template_override_property(layer_props, scene_props, "ssr_border_fade")
col.template_override_property(layer_props, scene_props, "ssr_firefly_fac")
class VIEWLAYER_PT_eevee_shadows(ViewLayerButtonsPanel, Panel):
bl_label = "Shadows"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "shadow_method")
col.template_override_property(layer_props, scene_props, "shadow_cube_size")
col.template_override_property(layer_props, scene_props, "shadow_cascade_size")
col.template_override_property(layer_props, scene_props, "shadow_high_bitdepth")
class VIEWLAYER_PT_eevee_sampling(ViewLayerButtonsPanel, Panel):
bl_label = "Sampling"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "taa_samples")
col.template_override_property(layer_props, scene_props, "taa_render_samples")
col.template_override_property(layer_props, scene_props, "taa_reprojection")
class VIEWLAYER_PT_eevee_indirect_lighting(ViewLayerButtonsPanel, Panel):
bl_label = "Indirect Lighting"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
@classmethod
def poll(cls, context):
return (context.engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
scene_props = scene.layer_properties['BLENDER_EEVEE']
layer = bpy.context.view_layer
layer_props = layer.engine_overrides['BLENDER_EEVEE']
col = layout.column()
col.template_override_property(layer_props, scene_props, "gi_diffuse_bounces")
col.template_override_property(layer_props, scene_props, "gi_cubemap_resolution")
col.template_override_property(layer_props, scene_props, "gi_visibility_resolution")
class VIEWLAYER_PT_eevee_layer_passes(ViewLayerButtonsPanel, Panel):
bl_label = "Passes"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_EEVEE'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
view_layer = context.view_layer
split = layout.split()
col = split.column()
col.prop(view_layer, "use_pass_combined")
col.prop(view_layer, "use_pass_z")
col.prop(view_layer, "use_pass_mist")
col.prop(view_layer, "use_pass_normal")
col.separator()
col.prop(view_layer, "use_pass_ambient_occlusion")
col = split.column()
col.label(text="Subsurface:")
row = col.row(align=True)
row.prop(view_layer, "use_pass_subsurface_direct", text="Direct", toggle=True)
row.prop(view_layer, "use_pass_subsurface_color", text="Color", toggle=True)
classes = (
VIEWLAYER_PT_layer,
VIEWLAYER_PT_clay_settings,
VIEWLAYER_PT_eevee_sampling,
VIEWLAYER_PT_eevee_shadows,
VIEWLAYER_PT_eevee_indirect_lighting,
VIEWLAYER_PT_eevee_subsurface_scattering,
VIEWLAYER_PT_eevee_screen_space_reflections,
VIEWLAYER_PT_eevee_ambient_occlusion,
VIEWLAYER_PT_eevee_volumetric,
VIEWLAYER_PT_eevee_motion_blur,
VIEWLAYER_PT_eevee_depth_of_field,
VIEWLAYER_PT_eevee_bloom,
VIEWLAYER_PT_eevee_layer_passes,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)