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blender-archive/release/scripts/startup/bl_ui/properties_view_layer.py
Jeroen Bakker b6b1e0f56c T55454: removal of clay engine
The ClayEngine was introduced to test the blender2.8 architecture during
development. As currently we have the wanted features implemented with
matcaps we are going to remove the clay engine as it was never intended
to be an official releasable engine

Note: The test cases are never run. But when enabled will be skipped as
they were implemented over the Clay Engine
2018-06-12 15:32:31 +02:00

88 lines
2.7 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_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_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_eevee_layer_passes,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)