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blender-archive/intern/cycles/blender/addon/properties.py

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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", 'ERROR', 1),
)
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-stop"),
)
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_sampling = (
('DISTANCE', "Distance", "Use distance sampling, best for dense volumes with lights far away"),
('EQUIANGULAR', "Equiangular", "Use equiangular sampling, best for volumes with low density with light inside or near the volume"),
('MULTIPLE_IMPORTANCE', "Multiple Importance", "Combine distance and equi-angular sampling for volumes where neither method is ideal"),
)
enum_volume_interpolation = (
('LINEAR', "Linear", "Good smoothness and speed"),
('CUBIC', "Cubic", "Smoothed high quality interpolation, but slower")
)
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.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=0,
)
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.caustics_reflective = BoolProperty(
name="Reflective Caustics",
description="Use reflective caustics, resulting in a brighter image (more noise but added realism)",
default=True,
)
cls.caustics_refractive = BoolProperty(
name="Refractive Caustics",
description="Use refractive caustics, resulting in a brighter image (more noise but added realism)",
default=True,
)
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=0,
)
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, soft_min=0.01, soft_max=1.0
)
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.aperture_ratio = FloatProperty(
name="Aperture Ratio",
description="Distortion to simulate anamorphic lens bokeh",
min=0.01, soft_min=1.0, soft_max=2.0,
default=1.0,
precision=4,
)
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,
)
cls.latitude_min = FloatProperty(
name="Min Latitude",
description="Minimum latitude (vertical angle) for the equirectangular lens",
min=-0.5 * math.pi, max=0.5 * math.pi,
subtype='ANGLE',
default=-0.5 * math.pi,
)
cls.latitude_max = FloatProperty(
name="Max Latitude",
description="Maximum latitude (vertical angle) for the equirectangular lens",
min=-0.5 * math.pi, max=0.5 * math.pi,
subtype='ANGLE',
default=0.5 * math.pi,
)
cls.longitude_min = FloatProperty(
name="Min Longitude",
description="Minimum longitude (horizontal angle) for the equirectangular lens",
min=-math.pi, max=math.pi,
subtype='ANGLE',
default=-math.pi,
)
cls.longitude_max = FloatProperty(
name="Max Longitude",
description="Maximum longitude (horizontal angle) for the equirectangular lens",
min=-math.pi, max=math.pi,
subtype='ANGLE',
default=math.pi,
)
@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,
)
cls.volume_sampling = EnumProperty(
name="Volume Sampling",
description="Sampling method to use for volumes",
items=enum_volume_sampling,
default='DISTANCE',
)
cls.volume_interpolation = EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for smoke/fire volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
@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.max_bounces = IntProperty(
name="Max Bounces",
description="Maximum number of bounces the light will contribute to the render",
min=0, max=1024,
default=1024,
)
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,
)
cls.volume_sampling = EnumProperty(
name="Volume Sampling",
description="Sampling method to use for volumes",
items=enum_volume_sampling,
default='EQUIANGULAR',
)
cls.volume_interpolation = EnumProperty(
name="Volume Interpolation",
description="Interpolation method to use for volumes",
items=enum_volume_interpolation,
default='LINEAR',
)
@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,
)
cls.scatter = BoolProperty(
name="Volume Scatter",
description="Object visibility for volume scatter 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)