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.
795 lines
24 KiB
Python
795 lines
24 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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class RENDER_MT_presets(Menu):
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bl_label = "Render Presets"
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preset_subdir = "render"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class RENDER_MT_ffmpeg_presets(Menu):
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bl_label = "FFMPEG Presets"
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preset_subdir = "ffmpeg"
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preset_operator = "script.python_file_run"
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draw = Menu.draw_preset
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class RENDER_MT_framerate_presets(Menu):
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bl_label = "Frame Rate Presets"
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preset_subdir = "framerate"
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preset_operator = "script.execute_preset"
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draw = Menu.draw_preset
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class RenderButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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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.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_context(Panel):
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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bl_options = {'HIDE_HEADER'}
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bl_label = ""
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@classmethod
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def poll(cls, context):
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return context.scene
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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if rd.has_multiple_engines:
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layout.prop(rd, "engine", text="")
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class RENDER_PT_render(RenderButtonsPanel, Panel):
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bl_label = "Render"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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row = layout.row(align=True)
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row.operator("render.render", text="Render", icon='RENDER_STILL')
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row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
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row.operator("sound.mixdown", text="Audio", icon='PLAY_AUDIO')
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split = layout.split(percentage=0.33)
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split.label(text="Display:")
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row = split.row(align=True)
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row.prop(rd, "display_mode", text="")
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row.prop(rd, "use_lock_interface", icon_only=True)
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class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
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bl_label = "Dimensions"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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_frame_rate_args_prev = None
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_preset_class = None
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@staticmethod
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def _draw_framerate_label(*args):
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# avoids re-creating text string each draw
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if RENDER_PT_dimensions._frame_rate_args_prev == args:
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return RENDER_PT_dimensions._frame_rate_ret
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fps, fps_base, preset_label = args
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if fps_base == 1.0:
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fps_rate = round(fps)
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else:
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fps_rate = round(fps / fps_base, 2)
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# TODO: Change the following to iterate over existing presets
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custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
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if custom_framerate is True:
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fps_label_text = "Custom (%r fps)" % fps_rate
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show_framerate = True
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else:
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fps_label_text = "%r fps" % fps_rate
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show_framerate = (preset_label == "Custom")
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RENDER_PT_dimensions._frame_rate_args_prev = args
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RENDER_PT_dimensions._frame_rate_ret = args = (fps_label_text, show_framerate)
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return args
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@staticmethod
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def draw_framerate(sub, rd):
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if RENDER_PT_dimensions._preset_class is None:
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RENDER_PT_dimensions._preset_class = bpy.types.RENDER_MT_framerate_presets
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args = rd.fps, rd.fps_base, RENDER_PT_dimensions._preset_class.bl_label
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fps_label_text, show_framerate = RENDER_PT_dimensions._draw_framerate_label(*args)
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sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
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if show_framerate:
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sub.prop(rd, "fps")
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sub.prop(rd, "fps_base", text="/")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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row = layout.row(align=True)
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row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
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row.operator("render.preset_add", text="", icon='ZOOMIN')
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row.operator("render.preset_add", text="", icon='ZOOMOUT').remove_active = True
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split = layout.split()
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Resolution:")
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sub.prop(rd, "resolution_x", text="X")
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sub.prop(rd, "resolution_y", text="Y")
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sub.prop(rd, "resolution_percentage", text="")
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sub.label(text="Aspect Ratio:")
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sub.prop(rd, "pixel_aspect_x", text="X")
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sub.prop(rd, "pixel_aspect_y", text="Y")
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row = col.row()
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row.prop(rd, "use_border", text="Border")
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sub = row.row()
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sub.active = rd.use_border
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sub.prop(rd, "use_crop_to_border", text="Crop")
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col = split.column()
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sub = col.column(align=True)
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sub.label(text="Frame Range:")
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sub.prop(scene, "frame_start")
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sub.prop(scene, "frame_end")
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sub.prop(scene, "frame_step")
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sub.label(text="Frame Rate:")
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self.draw_framerate(sub, rd)
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subrow = sub.row(align=True)
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subrow.label(text="Time Remapping:")
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subrow = sub.row(align=True)
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subrow.prop(rd, "frame_map_old", text="Old")
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subrow.prop(rd, "frame_map_new", text="New")
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class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
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bl_label = "Post Processing"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_compositing")
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col.prop(rd, "use_sequencer")
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split.prop(rd, "dither_intensity", text="Dither", slider=True)
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class RENDER_PT_stamp(RenderButtonsPanel, Panel):
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bl_label = "Metadata"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.prop(rd, "use_stamp")
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col = layout.column()
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col.active = rd.use_stamp
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row = col.row()
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row.prop(rd, "stamp_font_size", text="Font Size")
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row.prop(rd, "use_stamp_labels", text="Draw Labels")
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row = col.row()
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row.column().prop(rd, "stamp_foreground", slider=True)
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row.column().prop(rd, "stamp_background", slider=True)
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layout.label("Enabled Metadata")
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split = layout.split()
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col = split.column()
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col.prop(rd, "use_stamp_time", text="Time")
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col.prop(rd, "use_stamp_date", text="Date")
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col.prop(rd, "use_stamp_render_time", text="RenderTime")
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col.prop(rd, "use_stamp_frame", text="Frame")
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col.prop(rd, "use_stamp_scene", text="Scene")
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col.prop(rd, "use_stamp_memory", text="Memory")
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col = split.column()
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col.prop(rd, "use_stamp_camera", text="Camera")
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col.prop(rd, "use_stamp_lens", text="Lens")
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col.prop(rd, "use_stamp_filename", text="Filename")
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col.prop(rd, "use_stamp_frame_range", text="Frame range")
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col.prop(rd, "use_stamp_marker", text="Marker")
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col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
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row = layout.split(percentage=0.2)
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row.prop(rd, "use_stamp_note", text="Note")
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sub = row.row()
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sub.active = rd.use_stamp_note
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sub.prop(rd, "stamp_note_text", text="")
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if rd.use_sequencer:
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layout.label("Sequencer:")
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layout.prop(rd, "use_stamp_strip_meta")
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class RENDER_PT_output(RenderButtonsPanel, Panel):
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bl_label = "Output"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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image_settings = rd.image_settings
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file_format = image_settings.file_format
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layout.prop(rd, "filepath", text="")
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split = layout.split()
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col = split.column()
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col.active = not rd.is_movie_format
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col.prop(rd, "use_overwrite")
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col.prop(rd, "use_placeholder")
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col = split.column()
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col.prop(rd, "use_file_extension")
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col.prop(rd, "use_render_cache")
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layout.template_image_settings(image_settings, color_management=False)
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if rd.use_multiview:
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layout.template_image_views(image_settings)
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class RENDER_PT_encoding(RenderButtonsPanel, Panel):
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bl_label = "Encoding"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return rd.image_settings.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
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split = layout.split()
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split.prop(rd.ffmpeg, "format")
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split.prop(ffmpeg, "use_autosplit")
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# Video:
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layout.separator()
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self.draw_vcodec(context)
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# Audio:
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layout.separator()
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if ffmpeg.format != 'MP3':
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layout.prop(ffmpeg, "audio_codec", text="Audio Codec")
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if ffmpeg.audio_codec != 'NONE':
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row = layout.row()
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row.prop(ffmpeg, "audio_bitrate")
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row.prop(ffmpeg, "audio_volume", slider=True)
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def draw_vcodec(self, context):
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"""Video codec options."""
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layout = self.layout
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ffmpeg = context.scene.render.ffmpeg
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needs_codec = ffmpeg.format in {'AVI', 'QUICKTIME', 'MKV', 'OGG', 'MPEG4'}
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if needs_codec:
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layout.prop(ffmpeg, "codec")
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if needs_codec and ffmpeg.codec == 'NONE':
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return
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if ffmpeg.codec in {'DNXHD'}:
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layout.prop(ffmpeg, "use_lossless_output")
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# Output quality
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use_crf = needs_codec and ffmpeg.codec in {'H264', 'MPEG4', 'WEBM'}
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if use_crf:
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layout.prop(ffmpeg, "constant_rate_factor")
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# Encoding speed
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layout.prop(ffmpeg, "ffmpeg_preset")
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# I-frames
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layout.prop(ffmpeg, "gopsize")
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# B-Frames
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row = layout.row()
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row.prop(ffmpeg, "use_max_b_frames", text="Max B-frames")
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pbox = row.split()
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pbox.prop(ffmpeg, "max_b_frames", text="")
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pbox.enabled = ffmpeg.use_max_b_frames
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if not use_crf or ffmpeg.constant_rate_factor == 'NONE':
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split = layout.split()
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col = split.column()
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col.label(text="Rate:")
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col.prop(ffmpeg, "video_bitrate")
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col.prop(ffmpeg, "minrate", text="Minimum")
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col.prop(ffmpeg, "maxrate", text="Maximum")
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col.prop(ffmpeg, "buffersize", text="Buffer")
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col = split.column()
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col.label(text="Mux:")
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col.prop(ffmpeg, "muxrate", text="Rate")
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col.prop(ffmpeg, "packetsize", text="Packet Size")
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class RENDER_UL_renderviews(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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view = item
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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if view.name in {'left', 'right'}:
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layout.label(view.name, icon_value=icon + (not view.use))
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else:
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layout.prop(view, "name", text="", index=index, icon_value=icon, emboss=False)
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layout.prop(view, "use", text="", index=index)
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elif self.layout_type == 'GRID':
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layout.alignment = 'CENTER'
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layout.label("", icon_value=icon + (not view.use))
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class RENDER_PT_stereoscopy(RenderButtonsPanel, Panel):
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bl_label = "Stereoscopy"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_multiview", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = scene.render
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rv = rd.views.active
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layout.active = rd.use_multiview
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basic_stereo = rd.views_format == 'STEREO_3D'
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row = layout.row()
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row.prop(rd, "views_format", expand=True)
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if basic_stereo:
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row = layout.row()
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row.template_list("RENDER_UL_renderviews", "name", rd, "stereo_views", rd.views, "active_index", rows=2)
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row = layout.row()
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row.label(text="File Suffix:")
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row.prop(rv, "file_suffix", text="")
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else:
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row = layout.row()
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row.template_list("RENDER_UL_renderviews", "name", rd, "views", rd.views, "active_index", rows=2)
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col = row.column(align=True)
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col.operator("scene.render_view_add", icon='ZOOMIN', text="")
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col.operator("scene.render_view_remove", icon='ZOOMOUT', text="")
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row = layout.row()
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row.label(text="Camera Suffix:")
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row.prop(rv, "camera_suffix", text="")
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class RENDER_PT_clay_layer_settings(RenderButtonsPanel, Panel):
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bl_label = "Clay Layer Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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def draw(self, context):
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layout = self.layout
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props = context.scene.layer_properties['BLENDER_CLAY']
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col = layout.column()
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col.prop(props, "ssao_samples")
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class RENDER_PT_clay_collection_settings(RenderButtonsPanel, Panel):
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bl_label = "Clay Collection Settings"
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COMPAT_ENGINES = {'BLENDER_CLAY'}
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def draw(self, context):
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layout = self.layout
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props = context.scene.collection_properties['BLENDER_CLAY']
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col = layout.column()
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col.template_icon_view(props, "matcap_icon")
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col.prop(props, "matcap_rotation")
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col.prop(props, "matcap_hue")
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col.prop(props, "matcap_saturation")
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col.prop(props, "matcap_value")
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col.prop(props, "ssao_factor_cavity")
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col.prop(props, "ssao_factor_edge")
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col.prop(props, "ssao_distance")
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col.prop(props, "ssao_attenuation")
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col.prop(props, "hair_brightness_randomness")
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class RENDER_PT_eevee_ambient_occlusion(RenderButtonsPanel, Panel):
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bl_label = "Ambient Occlusion"
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bl_options = {'DEFAULT_CLOSED'}
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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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return (context.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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self.layout.prop(props, "gtao_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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props = scene.layer_properties['BLENDER_EEVEE']
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layout.active = props.gtao_enable
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col = layout.column()
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col.prop(props, "gtao_use_bent_normals")
|
|
col.prop(props, "gtao_bounce")
|
|
col.prop(props, "gtao_distance")
|
|
col.prop(props, "gtao_factor")
|
|
col.prop(props, "gtao_quality")
|
|
|
|
|
|
class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "motion_blur_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
layout.active = props.motion_blur_enable
|
|
col = layout.column()
|
|
col.prop(props, "motion_blur_samples")
|
|
col.prop(props, "motion_blur_shutter")
|
|
|
|
|
|
class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "dof_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
layout.active = props.dof_enable
|
|
col = layout.column()
|
|
col.prop(props, "bokeh_max_size")
|
|
col.prop(props, "bokeh_threshold")
|
|
|
|
|
|
class RENDER_PT_eevee_bloom(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "bloom_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
layout.active = props.bloom_enable
|
|
col = layout.column()
|
|
col.prop(props, "bloom_threshold")
|
|
col.prop(props, "bloom_knee")
|
|
col.prop(props, "bloom_radius")
|
|
col.prop(props, "bloom_color")
|
|
col.prop(props, "bloom_intensity")
|
|
col.prop(props, "bloom_clamp")
|
|
|
|
|
|
class RENDER_PT_eevee_volumetric(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "volumetric_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
layout.active = props.volumetric_enable
|
|
col = layout.column()
|
|
col.prop(props, "volumetric_start")
|
|
col.prop(props, "volumetric_end")
|
|
col.prop(props, "volumetric_tile_size")
|
|
col.prop(props, "volumetric_samples")
|
|
col.prop(props, "volumetric_sample_distribution")
|
|
col.prop(props, "volumetric_lights")
|
|
col.prop(props, "volumetric_light_clamp")
|
|
col.prop(props, "volumetric_shadows")
|
|
col.prop(props, "volumetric_shadow_samples")
|
|
col.prop(props, "volumetric_colored_transmittance")
|
|
|
|
|
|
class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "sss_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "sss_samples")
|
|
col.prop(props, "sss_jitter_threshold")
|
|
col.prop(props, "sss_separate_albedo")
|
|
|
|
|
|
class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
self.layout.prop(props, "ssr_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.active = props.ssr_enable
|
|
col.prop(props, "ssr_refraction")
|
|
col.prop(props, "ssr_halfres")
|
|
col.prop(props, "ssr_quality")
|
|
col.prop(props, "ssr_max_roughness")
|
|
col.prop(props, "ssr_thickness")
|
|
col.prop(props, "ssr_border_fade")
|
|
col.prop(props, "ssr_firefly_fac")
|
|
|
|
|
|
class RENDER_PT_eevee_shadows(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "shadow_method")
|
|
col.prop(props, "shadow_cube_size")
|
|
col.prop(props, "shadow_cascade_size")
|
|
col.prop(props, "shadow_high_bitdepth")
|
|
|
|
|
|
class RENDER_PT_eevee_sampling(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "taa_samples")
|
|
col.prop(props, "taa_render_samples")
|
|
col.prop(props, "taa_reprojection")
|
|
|
|
|
|
class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, 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
|
|
props = scene.layer_properties['BLENDER_EEVEE']
|
|
|
|
col = layout.column()
|
|
col.prop(props, "gi_diffuse_bounces")
|
|
col.prop(props, "gi_cubemap_resolution")
|
|
col.prop(props, "gi_visibility_resolution")
|
|
|
|
|
|
class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
|
|
bl_label = "Film"
|
|
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
|
|
rd = scene.render
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(rd, "filter_size")
|
|
|
|
col = split.column()
|
|
col.prop(rd, "alpha_mode", text="Alpha")
|
|
|
|
|
|
class RENDER_PT_workbench_environment_light(RenderButtonsPanel, Panel):
|
|
bl_label = "Workbench Environment Light"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
scene = context.scene
|
|
props = scene.layer_properties['BLENDER_WORKBENCH']
|
|
layout.prop(props, "light_direction", text="")
|
|
|
|
|
|
classes = (
|
|
RENDER_MT_presets,
|
|
RENDER_MT_ffmpeg_presets,
|
|
RENDER_MT_framerate_presets,
|
|
RENDER_PT_context,
|
|
RENDER_PT_render,
|
|
RENDER_PT_dimensions,
|
|
RENDER_PT_post_processing,
|
|
RENDER_PT_stamp,
|
|
RENDER_PT_output,
|
|
RENDER_PT_encoding,
|
|
RENDER_UL_renderviews,
|
|
RENDER_PT_stereoscopy,
|
|
RENDER_PT_clay_layer_settings,
|
|
RENDER_PT_clay_collection_settings,
|
|
RENDER_PT_eevee_sampling,
|
|
RENDER_PT_eevee_film,
|
|
RENDER_PT_eevee_shadows,
|
|
RENDER_PT_eevee_indirect_lighting,
|
|
RENDER_PT_eevee_subsurface_scattering,
|
|
RENDER_PT_eevee_screen_space_reflections,
|
|
RENDER_PT_eevee_ambient_occlusion,
|
|
RENDER_PT_eevee_volumetric,
|
|
RENDER_PT_eevee_motion_blur,
|
|
RENDER_PT_eevee_depth_of_field,
|
|
RENDER_PT_eevee_bloom,
|
|
RENDER_PT_workbench_environment_light,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|