This adds object motion blur vectors for EEVEE as well as better noise reduction for it. For TAA reprojection we just compute the motion vector on the fly based on camera motion and depth buffer. This makes possible to store another motion vector only for the blurring which is not useful for TAA history fetching. Motion Data is saved per object & per geometry if using deformation blur. We support deformation motion blur by saving previous VBO and modifying the actual GPUBatch for the geometry to include theses VBOs. We store Previous and Next frame motion in the same motion vector buffer (RG for prev and BA for next). This makes non linear motion blur (like rotating objects) less prone to outward/inward blur. We also improve the motion blur post process to expand outside the objects border. We use a tile base approach and the max size of the blur is set via a new render setting. We use a background reconstruction method that needs another setting (Background Separation). Sampling is done using a fixed 8 dithered samples per direction. The final render samples will clear the noise like other stochastic effects. One caveat is that hair particles are not yet supported. Support will come in another patch. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D7297
728 lines
21 KiB
Python
728 lines
21 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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from bpy.types import Panel
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from bl_ui.space_view3d import (
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VIEW3D_PT_shading_lighting,
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VIEW3D_PT_shading_color,
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VIEW3D_PT_shading_options,
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)
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from bl_ui.properties_grease_pencil_common import GreasePencilSimplifyPanel
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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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layout.use_property_split = True
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layout.use_property_decorate = False
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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="Render Engine")
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class RENDER_PT_color_management(RenderButtonsPanel, Panel):
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bl_label = "Color Management"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 100
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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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layout.use_property_decorate = False # No animation.
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scene = context.scene
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view = scene.view_settings
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flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
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col = flow.column()
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col.prop(scene.display_settings, "display_device")
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col.separator()
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col.prop(view, "view_transform")
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col.prop(view, "look")
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col = flow.column()
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col.prop(view, "exposure")
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col.prop(view, "gamma")
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col.separator()
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col.prop(scene.sequencer_colorspace_settings, "name", text="Sequencer")
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class RENDER_PT_color_management_curves(RenderButtonsPanel, Panel):
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bl_label = "Use Curves"
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bl_parent_id = "RENDER_PT_color_management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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def draw_header(self, context):
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scene = context.scene
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view = scene.view_settings
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self.layout.prop(view, "use_curve_mapping", 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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view = scene.view_settings
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layout.use_property_split = False
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layout.use_property_decorate = False # No animation.
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layout.enabled = view.use_curve_mapping
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layout.template_curve_mapping(view, "curve_mapping", type='COLOR', levels=True)
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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.eevee
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self.layout.prop(props, "use_gtao", text="")
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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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scene = context.scene
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props = scene.eevee
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layout.active = props.use_gtao
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col = layout.column()
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col.prop(props, "gtao_distance")
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col.prop(props, "gtao_factor")
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col.prop(props, "gtao_quality")
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col.prop(props, "use_gtao_bent_normals")
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col.prop(props, "use_gtao_bounce")
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class RENDER_PT_eevee_motion_blur(RenderButtonsPanel, Panel):
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bl_label = "Motion Blur"
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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.eevee
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self.layout.prop(props, "use_motion_blur", text="")
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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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scene = context.scene
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props = scene.eevee
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layout.active = props.use_motion_blur
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col = layout.column()
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col.prop(props, "motion_blur_shutter")
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col.prop(props, "motion_blur_depth_scale")
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col.prop(props, "motion_blur_max")
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class RENDER_PT_eevee_depth_of_field(RenderButtonsPanel, Panel):
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bl_label = "Depth of Field"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.prop(props, "bokeh_max_size")
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# Not supported yet
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# col.prop(props, "bokeh_threshold")
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class RENDER_PT_eevee_bloom(RenderButtonsPanel, Panel):
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bl_label = "Bloom"
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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.eevee
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self.layout.prop(props, "use_bloom", text="")
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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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scene = context.scene
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props = scene.eevee
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layout.active = props.use_bloom
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col = layout.column()
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col.prop(props, "bloom_threshold")
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col.prop(props, "bloom_knee")
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col.prop(props, "bloom_radius")
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col.prop(props, "bloom_color")
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col.prop(props, "bloom_intensity")
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col.prop(props, "bloom_clamp")
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class RENDER_PT_eevee_volumetric(RenderButtonsPanel, Panel):
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bl_label = "Volumetrics"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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col = layout.column(align=True)
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col.prop(props, "volumetric_start")
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col.prop(props, "volumetric_end")
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col = layout.column()
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col.prop(props, "volumetric_tile_size")
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col.prop(props, "volumetric_samples")
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col.prop(props, "volumetric_sample_distribution", text="Distribution")
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class RENDER_PT_eevee_volumetric_lighting(RenderButtonsPanel, Panel):
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bl_label = "Volumetric Lighting"
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bl_parent_id = "RENDER_PT_eevee_volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volumetric_lights", text="")
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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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scene = context.scene
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props = scene.eevee
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layout.active = props.use_volumetric_lights
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layout.prop(props, "volumetric_light_clamp", text="Light Clamping")
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class RENDER_PT_eevee_volumetric_shadows(RenderButtonsPanel, Panel):
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bl_label = "Volumetric Shadows"
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bl_parent_id = "RENDER_PT_eevee_volumetric"
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COMPAT_ENGINES = {'BLENDER_EEVEE'}
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def draw_header(self, context):
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scene = context.scene
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props = scene.eevee
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self.layout.prop(props, "use_volumetric_shadows", text="")
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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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scene = context.scene
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props = scene.eevee
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layout.active = props.use_volumetric_shadows
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layout.prop(props, "volumetric_shadow_samples", text="Samples")
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class RENDER_PT_eevee_subsurface_scattering(RenderButtonsPanel, Panel):
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bl_label = "Subsurface Scattering"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.prop(props, "sss_samples")
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col.prop(props, "sss_jitter_threshold")
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class RENDER_PT_eevee_screen_space_reflections(RenderButtonsPanel, Panel):
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bl_label = "Screen Space Reflections"
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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.eevee
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self.layout.prop(props, "use_ssr", text="")
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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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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.active = props.use_ssr
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col.prop(props, "use_ssr_refraction", text="Refraction")
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col.prop(props, "use_ssr_halfres")
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col.prop(props, "ssr_quality")
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col.prop(props, "ssr_max_roughness")
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col.prop(props, "ssr_thickness")
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col.prop(props, "ssr_border_fade")
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col.prop(props, "ssr_firefly_fac")
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class RENDER_PT_eevee_shadows(RenderButtonsPanel, Panel):
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bl_label = "Shadows"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.prop(props, "shadow_cube_size", text="Cube Size")
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col.prop(props, "shadow_cascade_size", text="Cascade Size")
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col.prop(props, "use_shadow_high_bitdepth")
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col.prop(props, "use_soft_shadows")
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col.prop(props, "light_threshold")
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class RENDER_PT_eevee_sampling(RenderButtonsPanel, Panel):
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bl_label = "Sampling"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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props = scene.eevee
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col = layout.column(align=True)
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col.prop(props, "taa_render_samples", text="Render")
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col.prop(props, "taa_samples", text="Viewport")
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col = layout.column()
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col.prop(props, "use_taa_reprojection")
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class RENDER_PT_eevee_indirect_lighting(RenderButtonsPanel, Panel):
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bl_label = "Indirect Lighting"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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props = scene.eevee
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col = layout.column()
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col.operator("scene.light_cache_bake", text="Bake Indirect Lighting", icon='RENDER_STILL')
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col.operator("scene.light_cache_bake", text="Bake Cubemap Only", icon='LIGHTPROBE_CUBEMAP').subset = 'CUBEMAPS'
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col.operator("scene.light_cache_free", text="Delete Lighting Cache")
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cache_info = scene.eevee.gi_cache_info
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if cache_info:
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col.label(text=cache_info)
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col.prop(props, "gi_auto_bake")
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col.prop(props, "gi_diffuse_bounces")
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col.prop(props, "gi_cubemap_resolution")
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col.prop(props, "gi_visibility_resolution", text="Diffuse Occlusion")
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col.prop(props, "gi_irradiance_smoothing")
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col.prop(props, "gi_glossy_clamp")
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col.prop(props, "gi_filter_quality")
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class RENDER_PT_eevee_indirect_lighting_display(RenderButtonsPanel, Panel):
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bl_label = "Display"
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bl_parent_id = "RENDER_PT_eevee_indirect_lighting"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
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scene = context.scene
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props = scene.eevee
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row = layout.row(align=True)
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row.prop(props, "gi_cubemap_display_size", text="Cubemap Size")
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row.prop(props, "gi_show_cubemaps", text="", toggle=True)
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row = layout.row(align=True)
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row.prop(props, "gi_irradiance_display_size", text="Irradiance Size")
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row.prop(props, "gi_show_irradiance", text="", toggle=True)
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class RENDER_PT_eevee_film(RenderButtonsPanel, Panel):
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bl_label = "Film"
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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(self, context):
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layout = self.layout
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layout.use_property_split = True
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scene = context.scene
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rd = scene.render
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props = scene.eevee
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col = layout.column()
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col.prop(rd, "filter_size")
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col.prop(rd, "film_transparent", text="Transparent")
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col = layout.column(align=False, heading="Overscan")
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col.use_property_decorate = False
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row = col.row(align=True)
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sub = row.row(align=True)
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sub.prop(props, "use_overscan", text="")
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sub = sub.row(align=True)
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sub.active = props.use_overscan
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sub.prop(props, "overscan_size", text="")
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row.prop_decorator(props, "overscan_size")
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class RENDER_PT_eevee_hair(RenderButtonsPanel, Panel):
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bl_label = "Hair"
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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(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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layout.use_property_split = True
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layout.prop(rd, "hair_type", expand=True)
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layout.prop(rd, "hair_subdiv")
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class RENDER_PT_eevee_performance(RenderButtonsPanel, Panel):
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bl_label = "Performance"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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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(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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layout.use_property_split = True
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layout.prop(rd, "use_high_quality_normals")
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class RENDER_PT_gpencil(RenderButtonsPanel, Panel):
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bl_label = "Grease Pencil"
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bl_options = {'DEFAULT_CLOSED'}
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bl_order = 10
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@classmethod
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def poll(cls, context):
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return True
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|
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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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layout.use_property_decorate = False # No animation.
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scene = context.scene
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props = scene.grease_pencil_settings
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col = layout.column()
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col.prop(props, "antialias_threshold")
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class RENDER_PT_opengl_sampling(RenderButtonsPanel, Panel):
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bl_label = "Sampling"
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COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
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|
|
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@classmethod
|
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def poll(cls, context):
|
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return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
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layout = self.layout
|
|
layout.use_property_split = True
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layout.use_property_decorate = False # No animation.
|
|
|
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scene = context.scene
|
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props = scene.display
|
|
|
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col = layout.column()
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col.prop(props, "render_aa", text="Render")
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col.prop(props, "viewport_aa", text="Viewport")
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|
|
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class RENDER_PT_opengl_film(RenderButtonsPanel, Panel):
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bl_label = "Film"
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|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
layout.use_property_decorate = False # No animation.
|
|
|
|
rd = context.scene.render
|
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layout.prop(rd, "film_transparent", text="Transparent")
|
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|
|
|
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class RENDER_PT_opengl_lighting(RenderButtonsPanel, Panel):
|
|
bl_label = "Lighting"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
VIEW3D_PT_shading_lighting.draw(self, context)
|
|
|
|
|
|
class RENDER_PT_opengl_color(RenderButtonsPanel, Panel):
|
|
bl_label = "Color"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
VIEW3D_PT_shading_color._draw_color_type(self, context)
|
|
|
|
|
|
class RENDER_PT_opengl_options(RenderButtonsPanel, Panel):
|
|
bl_label = "Options"
|
|
COMPAT_ENGINES = {'BLENDER_WORKBENCH'}
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return (context.engine in cls.COMPAT_ENGINES)
|
|
|
|
def draw(self, context):
|
|
VIEW3D_PT_shading_options.draw(self, context)
|
|
|
|
|
|
class RENDER_PT_simplify(RenderButtonsPanel, Panel):
|
|
bl_label = "Simplify"
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
def draw_header(self, context):
|
|
rd = context.scene.render
|
|
self.layout.prop(rd, "use_simplify", text="")
|
|
|
|
def draw(self, context):
|
|
pass
|
|
|
|
|
|
class RENDER_PT_simplify_viewport(RenderButtonsPanel, Panel):
|
|
bl_label = "Viewport"
|
|
bl_parent_id = "RENDER_PT_simplify"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
rd = context.scene.render
|
|
|
|
layout.active = rd.use_simplify
|
|
|
|
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_subdivision", text="Max Subdivision")
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_child_particles", text="Max Child Particles")
|
|
|
|
|
|
class RENDER_PT_simplify_render(RenderButtonsPanel, Panel):
|
|
bl_label = "Render"
|
|
bl_parent_id = "RENDER_PT_simplify"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
layout.use_property_split = True
|
|
|
|
rd = context.scene.render
|
|
|
|
layout.active = rd.use_simplify
|
|
|
|
flow = layout.grid_flow(row_major=True, columns=0, even_columns=False, even_rows=False, align=True)
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_subdivision_render", text="Max Subdivision")
|
|
|
|
col = flow.column()
|
|
col.prop(rd, "simplify_child_particles_render", text="Max Child Particles")
|
|
|
|
|
|
class RENDER_PT_simplify_greasepencil(RenderButtonsPanel, Panel, GreasePencilSimplifyPanel):
|
|
bl_label = "Grease Pencil"
|
|
bl_parent_id = "RENDER_PT_simplify"
|
|
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
|
|
bl_options = {'DEFAULT_CLOSED'}
|
|
|
|
|
|
classes = (
|
|
RENDER_PT_context,
|
|
RENDER_PT_eevee_sampling,
|
|
RENDER_PT_eevee_ambient_occlusion,
|
|
RENDER_PT_eevee_bloom,
|
|
RENDER_PT_eevee_depth_of_field,
|
|
RENDER_PT_eevee_subsurface_scattering,
|
|
RENDER_PT_eevee_screen_space_reflections,
|
|
RENDER_PT_eevee_motion_blur,
|
|
RENDER_PT_eevee_volumetric,
|
|
RENDER_PT_eevee_volumetric_lighting,
|
|
RENDER_PT_eevee_volumetric_shadows,
|
|
RENDER_PT_eevee_performance,
|
|
RENDER_PT_eevee_hair,
|
|
RENDER_PT_eevee_shadows,
|
|
RENDER_PT_eevee_indirect_lighting,
|
|
RENDER_PT_eevee_indirect_lighting_display,
|
|
RENDER_PT_eevee_film,
|
|
|
|
RENDER_PT_gpencil,
|
|
RENDER_PT_opengl_sampling,
|
|
RENDER_PT_opengl_lighting,
|
|
RENDER_PT_opengl_color,
|
|
RENDER_PT_opengl_options,
|
|
RENDER_PT_opengl_film,
|
|
RENDER_PT_color_management,
|
|
RENDER_PT_color_management_curves,
|
|
RENDER_PT_simplify,
|
|
RENDER_PT_simplify_viewport,
|
|
RENDER_PT_simplify_render,
|
|
RENDER_PT_simplify_greasepencil,
|
|
)
|
|
|
|
if __name__ == "__main__": # only for live edit.
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|