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blender-archive/release/scripts/startup/bl_ui/properties_render.py
Tamito Kajiyama f84e8e7640 Fine control of feature edge selection with mesh face and edge marks.
New "face marks" and "edge marks" have been introduced in mesh data
blocks.  In the edit mode of a mesh object, face marks can be put
to selected faces by choosing Mesh >> Faces >> Mark Freestyle Face
from the menu of a 3D View window or Ctrl-F >> Mark Freestyle Face
from the context menu.  Similarly, edge marks can be put to selected
edges by Mesh >> Edges >> Mark Freestyle Edge or Ctrl-E >> Mark
Freestyle Edge.  These marks should work fine with the Subdivision
surface modifier.

Moreover, two new conditions for feature edge selection have been
added to the Parameter Editor mode as described below:

1. The Selection by Edge Types option has now the new Edge Mark type,
which can be used to (de)select feature edges having edge marks.
This option can be used to add to (or remove from) the view map
arbitrary edges of mesh objects.

2. Selection by Face Marks option has been newly introduced, in which
face marks are used for feature edge selection in two ways.  One
option is called "One Face" which is to (de)select feature edges if
one of faces on the left and right of each feature edge has a face
mark.  The other option is "Both Faces" to (de)select feature edges
if both faces on the left and right have a face mark.
2011-10-06 02:04:43 +00:00

1097 lines
38 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 Menu, Panel
class RENDER_MT_presets(Menu):
bl_label = "Render Presets"
preset_subdir = "render"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RENDER_MT_ffmpeg_presets(Menu):
bl_label = "FFMPEG Presets"
preset_subdir = "ffmpeg"
preset_operator = "script.python_file_run"
draw = Menu.draw_preset
class RENDER_MT_framerate_presets(Menu):
bl_label = "Frame Rate Presets"
preset_subdir = "framerate"
preset_operator = "script.execute_preset"
draw = Menu.draw_preset
class RenderButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
rd = context.scene.render
return (context.scene and rd.use_game_engine is False) and (rd.engine in cls.COMPAT_ENGINES)
class RENDER_PT_render(RenderButtonsPanel, Panel):
bl_label = "Render"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
row = layout.row()
row.operator("render.render", text="Image", icon='RENDER_STILL')
row.operator("render.render", text="Animation", icon='RENDER_ANIMATION').animation = True
layout.prop(rd, "display_mode", text="Display")
class RENDER_PT_layers(RenderButtonsPanel, Panel):
bl_label = "Layers"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row()
row.template_list(rd, "layers", rd.layers, "active_index", rows=2)
col = row.column(align=True)
col.operator("scene.render_layer_add", icon='ZOOMIN', text="")
col.operator("scene.render_layer_remove", icon='ZOOMOUT', text="")
row = layout.row()
rl = rd.layers.active
if rl:
row.prop(rl, "name")
row.prop(rd, "use_single_layer", text="", icon_only=True)
split = layout.split()
col = split.column()
col.prop(scene, "layers", text="Scene")
col.label(text="")
col.prop(rl, "light_override", text="Light")
col.prop(rl, "material_override", text="Material")
col = split.column()
col.prop(rl, "layers", text="Layer")
col.label(text="Mask Layers:")
col.prop(rl, "layers_zmask", text="")
layout.separator()
layout.label(text="Include:")
split = layout.split()
col = split.column()
col.prop(rl, "use_zmask")
row = col.row()
row.prop(rl, "invert_zmask", text="Negate")
row.active = rl.use_zmask
col.prop(rl, "use_all_z")
col = split.column()
col.prop(rl, "use_solid")
col.prop(rl, "use_halo")
col.prop(rl, "use_ztransp")
col.prop(rl, "use_sky")
col = split.column()
col.prop(rl, "use_edge_enhance")
col.prop(rl, "use_strand")
col.prop(rl, "use_freestyle")
layout.separator()
split = layout.split()
col = split.column()
col.label(text="Passes:")
col.prop(rl, "use_pass_combined")
col.prop(rl, "use_pass_z")
col.prop(rl, "use_pass_vector")
col.prop(rl, "use_pass_normal")
col.prop(rl, "use_pass_uv")
col.prop(rl, "use_pass_mist")
col.prop(rl, "use_pass_object_index")
col.prop(rl, "use_pass_material_index")
col.prop(rl, "use_pass_color")
col = split.column()
col.label()
col.prop(rl, "use_pass_diffuse")
row = col.row()
row.prop(rl, "use_pass_specular")
row.prop(rl, "exclude_specular", text="")
row = col.row()
row.prop(rl, "use_pass_shadow")
row.prop(rl, "exclude_shadow", text="")
row = col.row()
row.prop(rl, "use_pass_emit")
row.prop(rl, "exclude_emit", text="")
row = col.row()
row.prop(rl, "use_pass_ambient_occlusion")
row.prop(rl, "exclude_ambient_occlusion", text="")
row = col.row()
row.prop(rl, "use_pass_environment")
row.prop(rl, "exclude_environment", text="")
row = col.row()
row.prop(rl, "use_pass_indirect")
row.prop(rl, "exclude_indirect", text="")
row = col.row()
row.prop(rl, "use_pass_reflection")
row.prop(rl, "exclude_reflection", text="")
row = col.row()
row.prop(rl, "use_pass_refraction")
row.prop(rl, "exclude_refraction", text="")
class RENDER_PT_freestyle(RenderButtonsPanel, Panel):
bl_label = "Freestyle"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
rl = rd.layers.active
return rl and rl.use_freestyle
def draw(self, context):
layout = self.layout
rd = context.scene.render
rl = rd.layers.active
freestyle = rl.freestyle_settings
split = layout.split()
col = split.column()
col.prop(freestyle, "raycasting_algorithm", text="Raycasting Algorithm")
col.prop(freestyle, "mode", text="Control Mode")
if freestyle.mode == "EDITOR":
col.label(text="Edge Detection Options:")
col.prop(freestyle, "use_smoothness")
col.prop(freestyle, "crease_angle")
col.prop(freestyle, "sphere_radius")
col.prop(freestyle, "kr_derivative_epsilon")
lineset = freestyle.linesets.active
col.label(text="Line Sets:")
row = col.row()
rows = 2
if lineset:
rows = 5
row.template_list(freestyle, "linesets", freestyle.linesets, "active_index", rows=rows)
sub = row.column()
subsub = sub.column(align=True)
subsub.operator("scene.freestyle_lineset_add", icon='ZOOMIN', text="")
subsub.operator("scene.freestyle_lineset_remove", icon='ZOOMOUT', text="")
if lineset:
sub.separator()
subsub = sub.column(align=True)
subsub.operator("scene.freestyle_lineset_move", icon='TRIA_UP', text="").direction = 'UP'
subsub.operator("scene.freestyle_lineset_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
if lineset:
col.prop(lineset, "name")
col.prop(lineset, "select_by_visibility")
if lineset.select_by_visibility:
sub = col.row(align=True)
sub.prop(lineset, "visibility", expand=True)
if lineset.visibility == "RANGE":
sub = col.row(align=True)
sub.prop(lineset, "qi_start")
sub.prop(lineset, "qi_end")
col.separator() # XXX
col.prop(lineset, "select_by_edge_types")
if lineset.select_by_edge_types:
row = col.row()
row.prop(lineset, "edge_type_negation", expand=True)
row = col.row()
row.prop(lineset, "edge_type_combination", expand=True)
row = col.row()
sub = row.column()
sub.prop(lineset, "select_silhouette")
sub.prop(lineset, "select_border")
sub.prop(lineset, "select_crease")
sub.prop(lineset, "select_ridge")
sub.prop(lineset, "select_valley")
sub.prop(lineset, "select_suggestive_contour")
sub.prop(lineset, "select_material_boundary")
sub.prop(lineset, "select_edge_mark")
sub = row.column()
sub.prop(lineset, "select_contour")
sub.prop(lineset, "select_external_contour")
col.separator() # XXX
col.prop(lineset, "select_by_face_marks")
if lineset.select_by_face_marks:
row = col.row()
row.prop(lineset, "face_mark_negation", expand=True)
row = col.row()
row.prop(lineset, "face_mark_condition", expand=True)
col.separator() # XXX
col.prop(lineset, "select_by_group")
if lineset.select_by_group:
col.prop(lineset, "group")
row = col.row()
row.prop(lineset, "group_negation", expand=True)
col.separator() # XXX
col.prop(lineset, "select_by_image_border")
else: # freestyle.mode == "SCRIPT"
col.prop(freestyle, "use_smoothness")
col.prop(freestyle, "crease_angle")
col.prop(freestyle, "sphere_radius")
col.prop(freestyle, "use_ridges_and_valleys")
col.prop(freestyle, "use_suggestive_contours")
sub = col.row()
sub.prop(freestyle, "kr_derivative_epsilon")
sub.active = freestyle.use_suggestive_contours
col.prop(freestyle, "use_material_boundaries")
col.operator("scene.freestyle_module_add")
for i, module in enumerate(freestyle.modules):
box = layout.box()
box.context_pointer_set("freestyle_module", module)
row = box.row(align=True)
row.prop(module, "use", text="")
row.prop(module, "module_path", text="")
row.operator("scene.freestyle_module_remove", icon='X', text="")
row.operator("scene.freestyle_module_move", icon='TRIA_UP', text="").direction = 'UP'
row.operator("scene.freestyle_module_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
class RENDER_PT_freestyle_linestyle(RenderButtonsPanel, Panel):
bl_label = "Freestyle: Line Style"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
rl = rd.layers.active
if rl and rl.use_freestyle:
freestyle = rl.freestyle_settings
return freestyle.mode == "EDITOR" and freestyle.linesets.active
return False
def draw_modifier_box_header(self, box, modifier):
row = box.row()
row.context_pointer_set("modifier", modifier)
if modifier.expanded:
icon = "TRIA_DOWN"
else:
icon = "TRIA_RIGHT"
row.prop(modifier, "expanded", text="", icon=icon, emboss=False)
row.label(text=modifier.rna_type.name)
row.prop(modifier, "name", text="")
row.prop(modifier, "use", text="")
sub = row.row(align=True)
sub.operator("scene.freestyle_modifier_move", icon='TRIA_UP', text="").direction = 'UP'
sub.operator("scene.freestyle_modifier_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
row.operator("scene.freestyle_modifier_remove", icon='X', text="")
def draw_modifier_common(self, box, modifier):
row = box.row()
row.prop(modifier, "blend", text="")
row.prop(modifier, "influence")
def draw_modifier_color_ramp_common(self, box, modifier, has_range):
box.template_color_ramp(modifier, "color_ramp", expand=True)
if has_range:
row = box.row(align=True)
row.prop(modifier, "range_min")
row.prop(modifier, "range_max")
def draw_modifier_curve_common(self, box, modifier, has_range, has_value):
row = box.row()
row.prop(modifier, "mapping", text="")
sub = row.column()
sub.prop(modifier, "invert")
if modifier.mapping == "CURVE":
sub.enabled = False
box.template_curve_mapping(modifier, "curve")
if has_range:
row = box.row(align=True)
row.prop(modifier, "range_min")
row.prop(modifier, "range_max")
if has_value:
row = box.row(align=True)
row.prop(modifier, "value_min")
row.prop(modifier, "value_max")
def draw_color_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
self.draw_modifier_common(box, modifier)
if modifier.type == "ALONG_STROKE":
self.draw_modifier_color_ramp_common(box, modifier, False)
elif modifier.type == "DISTANCE_FROM_OBJECT":
box.prop(modifier, "target")
self.draw_modifier_color_ramp_common(box, modifier, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'COLOR'
prop.name = modifier.name
elif modifier.type == "DISTANCE_FROM_CAMERA":
self.draw_modifier_color_ramp_common(box, modifier, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'COLOR'
prop.name = modifier.name
elif modifier.type == "MATERIAL":
row = box.row()
row.prop(modifier, "material_attr", text="")
sub = row.column()
sub.prop(modifier, "use_ramp")
if modifier.material_attr in ["DIFF", "SPEC"]:
sub.enabled = True
show_ramp = modifier.use_ramp
else:
sub.enabled = False
show_ramp = True
if show_ramp:
self.draw_modifier_color_ramp_common(box, modifier, False)
def draw_alpha_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
self.draw_modifier_common(box, modifier)
if modifier.type == "ALONG_STROKE":
self.draw_modifier_curve_common(box, modifier, False, False)
elif modifier.type == "DISTANCE_FROM_OBJECT":
box.prop(modifier, "target")
self.draw_modifier_curve_common(box, modifier, True, False)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'ALPHA'
prop.name = modifier.name
elif modifier.type == "DISTANCE_FROM_CAMERA":
self.draw_modifier_curve_common(box, modifier, True, False)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'ALPHA'
prop.name = modifier.name
elif modifier.type == "MATERIAL":
box.prop(modifier, "material_attr", text="")
self.draw_modifier_curve_common(box, modifier, False, False)
def draw_thickness_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
self.draw_modifier_common(box, modifier)
if modifier.type == "ALONG_STROKE":
self.draw_modifier_curve_common(box, modifier, False, True)
elif modifier.type == "DISTANCE_FROM_OBJECT":
box.prop(modifier, "target")
self.draw_modifier_curve_common(box, modifier, True, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'THICKNESS'
prop.name = modifier.name
elif modifier.type == "DISTANCE_FROM_CAMERA":
self.draw_modifier_curve_common(box, modifier, True, True)
prop = box.operator("scene.freestyle_fill_range_by_selection")
prop.type = 'THICKNESS'
prop.name = modifier.name
elif modifier.type == "MATERIAL":
box.prop(modifier, "material_attr", text="")
self.draw_modifier_curve_common(box, modifier, False, True)
elif modifier.type == "CALLIGRAPHY":
col = box.column()
col.prop(modifier, "orientation")
col.prop(modifier, "min_thickness")
col.prop(modifier, "max_thickness")
def draw_geometry_modifier(self, context, modifier):
layout = self.layout
col = layout.column(align=True)
self.draw_modifier_box_header(col.box(), modifier)
if modifier.expanded:
box = col.box()
if modifier.type == "SAMPLING":
box.prop(modifier, "sampling")
elif modifier.type == "BEZIER_CURVE":
box.prop(modifier, "error")
elif modifier.type == "SINUS_DISPLACEMENT":
box.prop(modifier, "wavelength")
box.prop(modifier, "amplitude")
box.prop(modifier, "phase")
elif modifier.type == "SPATIAL_NOISE":
box.prop(modifier, "amplitude")
box.prop(modifier, "scale")
box.prop(modifier, "octaves")
sub = box.row()
sub.prop(modifier, "smooth")
sub.prop(modifier, "pure_random")
elif modifier.type == "PERLIN_NOISE_1D":
box.prop(modifier, "frequency")
box.prop(modifier, "amplitude")
box.prop(modifier, "octaves")
box.prop(modifier, "angle")
box.prop(modifier, "seed")
elif modifier.type == "PERLIN_NOISE_2D":
box.prop(modifier, "frequency")
box.prop(modifier, "amplitude")
box.prop(modifier, "octaves")
box.prop(modifier, "angle")
box.prop(modifier, "seed")
elif modifier.type == "BACKBONE_STRETCHER":
box.prop(modifier, "amount")
elif modifier.type == "TIP_REMOVER":
box.prop(modifier, "tip_length")
def draw(self, context):
layout = self.layout
rd = context.scene.render
rl = rd.layers.active
lineset = rl.freestyle_settings.linesets.active
linestyle = lineset.linestyle
layout.template_ID(lineset, "linestyle", new="scene.freestyle_linestyle_new")
row = layout.row(align=True)
row.prop(linestyle, "panel", expand=True)
if linestyle.panel == "STROKES":
# Chaining
col = layout.column()
col.label(text="Chaining:")
col.prop(linestyle, "chaining", text="")
if linestyle.chaining == "PLAIN":
col.prop(linestyle, "same_object")
elif linestyle.chaining == "SKETCHY":
sub = col.row()
sub.prop(linestyle, "same_object")
sub.prop(linestyle, "rounds")
# Splitting
col = layout.column()
col.label(text="Splitting:")
row = col.row(align=True)
row.prop(linestyle, "material_boundary")
# Selection
col = layout.column()
col.label(text="Selection:")
sub = col.row()
subcol = sub.column()
subcol.prop(linestyle, "use_min_length", text="Min Length")
subsub = subcol.split()
subsub.prop(linestyle, "min_length", text="")
subsub.enabled = linestyle.use_min_length
subcol = sub.column()
subcol.prop(linestyle, "use_max_length", text="Max Length")
subsub = subcol.split()
subsub.prop(linestyle, "max_length", text="")
subsub.enabled = linestyle.use_max_length
# Caps
col = layout.column()
col.label(text="Caps:")
row = col.row(align=True)
row.prop(linestyle, "caps", expand=True)
col = layout.column()
col.prop(linestyle, "use_dashed_line")
split = col.split()
split.enabled = linestyle.use_dashed_line
sub = split.column()
sub.label(text="Dash")
sub.prop(linestyle, "dash1", text="")
sub = split.column()
sub.label(text="Gap")
sub.prop(linestyle, "gap1", text="")
sub = split.column()
sub.label(text="Dash")
sub.prop(linestyle, "dash2", text="")
sub = split.column()
sub.label(text="Gap")
sub.prop(linestyle, "gap2", text="")
sub = split.column()
sub.label(text="Dash")
sub.prop(linestyle, "dash3", text="")
sub = split.column()
sub.label(text="Gap")
sub.prop(linestyle, "gap3", text="")
elif linestyle.panel == "COLOR":
col = layout.column()
col.label(text="Base Color:")
col.prop(linestyle, "color", text="")
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_color_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.color_modifiers:
self.draw_color_modifier(context, modifier)
elif linestyle.panel == "ALPHA":
col = layout.column()
col.label(text="Base Transparency:")
col.prop(linestyle, "alpha")
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_alpha_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.alpha_modifiers:
self.draw_alpha_modifier(context, modifier)
elif linestyle.panel == "THICKNESS":
col = layout.column()
col.label(text="Base Thickness:")
col.prop(linestyle, "thickness")
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_thickness_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.thickness_modifiers:
self.draw_thickness_modifier(context, modifier)
elif linestyle.panel == "GEOMETRY":
col = layout.column()
col.label(text="Modifiers:")
col.operator_menu_enum("scene.freestyle_geometry_modifier_add", "type", text="Add Modifier")
for modifier in linestyle.geometry_modifiers:
self.draw_geometry_modifier(context, modifier)
elif linestyle.panel == "MISC":
pass
class RENDER_PT_dimensions(RenderButtonsPanel, Panel):
bl_label = "Dimensions"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
scene = context.scene
rd = scene.render
row = layout.row(align=True)
row.menu("RENDER_MT_presets", text=bpy.types.RENDER_MT_presets.bl_label)
row.operator("render.preset_add", text="", icon="ZOOMIN")
row.operator("render.preset_add", text="", icon="ZOOMOUT").remove_active = True
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Resolution:")
sub.prop(rd, "resolution_x", text="X")
sub.prop(rd, "resolution_y", text="Y")
sub.prop(rd, "resolution_percentage", text="")
sub.label(text="Aspect Ratio:")
sub.prop(rd, "pixel_aspect_x", text="X")
sub.prop(rd, "pixel_aspect_y", text="Y")
row = col.row()
row.prop(rd, "use_border", text="Border")
sub = row.row()
sub.active = rd.use_border
sub.prop(rd, "use_crop_to_border", text="Crop")
col = split.column()
sub = col.column(align=True)
sub.label(text="Frame Range:")
sub.prop(scene, "frame_start")
sub.prop(scene, "frame_end")
sub.prop(scene, "frame_step")
sub.label(text="Frame Rate:")
if rd.fps_base == 1:
fps_rate = round(rd.fps / rd.fps_base)
else:
fps_rate = round(rd.fps / rd.fps_base, 2)
# TODO: Change the following to iterate over existing presets
custom_framerate = (fps_rate not in {23.98, 24, 25, 29.97, 30, 50, 59.94, 60})
if custom_framerate == True:
fps_label_text = "Custom (" + str(fps_rate) + " fps)"
else:
fps_label_text = str(fps_rate) + " fps"
sub.menu("RENDER_MT_framerate_presets", text=fps_label_text)
if custom_framerate or (bpy.types.RENDER_MT_framerate_presets.bl_label == "Custom"):
sub.prop(rd, "fps")
sub.prop(rd, "fps_base", text="/")
subrow = sub.row(align=True)
subrow.label(text="Time Remapping:")
subrow = sub.row(align=True)
subrow.prop(rd, "frame_map_old", text="Old")
subrow.prop(rd, "frame_map_new", text="New")
class RENDER_PT_antialiasing(RenderButtonsPanel, Panel):
bl_label = "Anti-Aliasing"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_antialiasing", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_antialiasing
split = layout.split()
col = split.column()
col.row().prop(rd, "antialiasing_samples", expand=True)
sub = col.row()
sub.enabled = not rd.use_border
sub.prop(rd, "use_full_sample")
col = split.column()
col.prop(rd, "pixel_filter_type", text="")
col.prop(rd, "filter_size", text="Size")
class RENDER_PT_motion_blur(RenderButtonsPanel, Panel):
bl_label = "Sampled Motion Blur"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return not rd.use_full_sample and (rd.engine in cls.COMPAT_ENGINES)
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_motion_blur", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_motion_blur
row = layout.row()
row.prop(rd, "motion_blur_samples")
row.prop(rd, "motion_blur_shutter")
class RENDER_PT_shading(RenderButtonsPanel, Panel):
bl_label = "Shading"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_textures", text="Textures")
col.prop(rd, "use_shadows", text="Shadows")
col.prop(rd, "use_sss", text="Subsurface Scattering")
col.prop(rd, "use_envmaps", text="Environment Map")
col = split.column()
col.prop(rd, "use_raytrace", text="Ray Tracing")
col.prop(rd, "use_color_management")
col.prop(rd, "alpha_mode", text="Alpha")
class RENDER_PT_performance(RenderButtonsPanel, Panel):
bl_label = "Performance"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.label(text="Threads:")
col.row().prop(rd, "threads_mode", expand=True)
sub = col.column()
sub.enabled = rd.threads_mode == 'FIXED'
sub.prop(rd, "threads")
sub = col.column(align=True)
sub.label(text="Tiles:")
sub.prop(rd, "parts_x", text="X")
sub.prop(rd, "parts_y", text="Y")
col = split.column()
col.label(text="Memory:")
sub = col.column()
sub.enabled = not (rd.use_border or rd.use_full_sample)
sub.prop(rd, "use_save_buffers")
sub = col.column()
sub.active = rd.use_compositing
sub.prop(rd, "use_free_image_textures")
sub.prop(rd, "use_free_unused_nodes")
sub = col.column()
sub.active = rd.use_raytrace
sub.label(text="Acceleration structure:")
sub.prop(rd, "raytrace_method", text="")
if rd.raytrace_method == 'OCTREE':
sub.prop(rd, "octree_resolution", text="Resolution")
else:
sub.prop(rd, "use_instances", text="Instances")
sub.prop(rd, "use_local_coords", text="Local Coordinates")
class RENDER_PT_post_processing(RenderButtonsPanel, Panel):
bl_label = "Post Processing"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
split = layout.split()
col = split.column()
col.prop(rd, "use_compositing")
col.prop(rd, "use_sequencer")
split.prop(rd, "dither_intensity", text="Dither", slider=True)
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_fields", text="Fields")
sub = col.column()
sub.active = rd.use_fields
sub.row().prop(rd, "field_order", expand=True)
sub.prop(rd, "use_fields_still", text="Still")
col = split.column()
col.prop(rd, "use_edge_enhance")
sub = col.column()
sub.active = rd.use_edge_enhance
sub.prop(rd, "edge_threshold", text="Threshold", slider=True)
sub.prop(rd, "edge_color", text="")
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_freestyle", text="Freestyle")
class RENDER_PT_stamp(RenderButtonsPanel, Panel):
bl_label = "Stamp"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
rd = context.scene.render
self.layout.prop(rd, "use_stamp", text="")
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.active = rd.use_stamp
split = layout.split()
col = split.column()
col.prop(rd, "use_stamp_time", text="Time")
col.prop(rd, "use_stamp_date", text="Date")
col.prop(rd, "use_stamp_render_time", text="RenderTime")
col.prop(rd, "use_stamp_frame", text="Frame")
col.prop(rd, "use_stamp_scene", text="Scene")
col.prop(rd, "use_stamp_camera", text="Camera")
col.prop(rd, "use_stamp_lens", text="Lens")
col.prop(rd, "use_stamp_filename", text="Filename")
col.prop(rd, "use_stamp_marker", text="Marker")
col.prop(rd, "use_stamp_sequencer_strip", text="Seq. Strip")
col = split.column()
col.active = rd.use_stamp
col.prop(rd, "stamp_foreground", slider=True)
col.prop(rd, "stamp_background", slider=True)
col.separator()
col.prop(rd, "stamp_font_size", text="Font Size")
row = layout.split(percentage=0.2)
row.prop(rd, "use_stamp_note", text="Note")
sub = row.row()
sub.active = rd.use_stamp_note
sub.prop(rd, "stamp_note_text", text="")
class RENDER_PT_output(RenderButtonsPanel, Panel):
bl_label = "Output"
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
file_format = rd.file_format
layout.prop(rd, "filepath", text="")
split = layout.split()
col = split.column()
col.prop(rd, "file_format", text="")
col.row().prop(rd, "color_mode", text="Color", expand=True)
col = split.column()
col.prop(rd, "use_file_extension")
col.prop(rd, "use_overwrite")
col.prop(rd, "use_placeholder")
if file_format in {'AVI_JPEG', 'JPEG'}:
layout.prop(rd, "file_quality", slider=True)
if file_format == 'PNG':
layout.prop(rd, "file_quality", slider=True, text="Compression")
if file_format in {'OPEN_EXR', 'MULTILAYER'}:
row = layout.row()
row.prop(rd, "exr_codec", text="Codec")
if file_format == 'OPEN_EXR':
row = layout.row()
row.prop(rd, "use_exr_half")
row.prop(rd, "exr_zbuf")
row.prop(rd, "exr_preview")
elif file_format == 'JPEG2000':
split = layout.split()
col = split.column()
col.label(text="Depth:")
col.row().prop(rd, "jpeg2k_depth", expand=True)
col = split.column()
col.prop(rd, "jpeg2k_preset", text="")
col.prop(rd, "jpeg2k_ycc")
elif file_format in {'CINEON', 'DPX'}:
split = layout.split()
split.label("FIXME: hard coded Non-Linear, Gamma:1.0")
'''
col = split.column()
col.prop(rd, "use_cineon_log", text="Convert to Log")
col = split.column(align=True)
col.active = rd.use_cineon_log
col.prop(rd, "cineon_black", text="Black")
col.prop(rd, "cineon_white", text="White")
col.prop(rd, "cineon_gamma", text="Gamma")
'''
elif file_format == 'TIFF':
layout.prop(rd, "use_tiff_16bit")
elif file_format == 'QUICKTIME_CARBON':
layout.operator("scene.render_data_set_quicktime_codec")
elif file_format == 'QUICKTIME_QTKIT':
split = layout.split()
col = split.column()
col.prop(rd, "quicktime_codec_type", text="Video Codec")
col.prop(rd, "quicktime_codec_spatial_quality", text="Quality")
# Audio
col.prop(rd, "quicktime_audiocodec_type", text="Audio Codec")
if rd.quicktime_audiocodec_type != 'No audio':
split = layout.split()
if rd.quicktime_audiocodec_type == 'LPCM':
split.prop(rd, "quicktime_audio_bitdepth", text="")
split.prop(rd, "quicktime_audio_samplerate", text="")
split = layout.split()
col = split.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_bitrate")
subsplit = split.split()
col = subsplit.column()
if rd.quicktime_audiocodec_type == 'AAC':
col.prop(rd, "quicktime_audio_codec_isvbr")
col = subsplit.column()
col.prop(rd, "quicktime_audio_resampling_hq")
class RENDER_PT_encoding(RenderButtonsPanel, Panel):
bl_label = "Encoding"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.file_format in {'FFMPEG', 'XVID', 'H264', 'THEORA'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.menu("RENDER_MT_ffmpeg_presets", text="Presets")
split = layout.split()
split.prop(rd, "ffmpeg_format")
if rd.ffmpeg_format in {'AVI', 'QUICKTIME', 'MKV', 'OGG'}:
split.prop(rd, "ffmpeg_codec")
else:
split.label()
row = layout.row()
row.prop(rd, "ffmpeg_video_bitrate")
row.prop(rd, "ffmpeg_gopsize")
split = layout.split()
col = split.column()
col.label(text="Rate:")
col.prop(rd, "ffmpeg_minrate", text="Minimum")
col.prop(rd, "ffmpeg_maxrate", text="Maximum")
col.prop(rd, "ffmpeg_buffersize", text="Buffer")
col = split.column()
col.prop(rd, "ffmpeg_autosplit")
col.label(text="Mux:")
col.prop(rd, "ffmpeg_muxrate", text="Rate")
col.prop(rd, "ffmpeg_packetsize", text="Packet Size")
layout.separator()
# Audio:
if rd.ffmpeg_format not in {'MP3'}:
layout.prop(rd, "ffmpeg_audio_codec", text="Audio Codec")
row = layout.row()
row.prop(rd, "ffmpeg_audio_bitrate")
row.prop(rd, "ffmpeg_audio_volume", slider=True)
class RENDER_PT_bake(RenderButtonsPanel, Panel):
bl_label = "Bake"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw(self, context):
layout = self.layout
rd = context.scene.render
layout.operator("object.bake_image", icon='RENDER_STILL')
layout.prop(rd, "bake_type")
multires_bake = False
if rd.bake_type in ['NORMALS', 'DISPLACEMENT']:
layout.prop(rd, 'use_bake_multires')
multires_bake = rd.use_bake_multires
if not multires_bake:
if rd.bake_type == 'NORMALS':
layout.prop(rd, "bake_normal_space")
elif rd.bake_type in {'DISPLACEMENT', 'AO'}:
layout.prop(rd, "use_bake_normalize")
# col.prop(rd, "bake_aa_mode")
# col.prop(rd, "use_bake_antialiasing")
layout.separator()
split = layout.split()
col = split.column()
col.prop(rd, "use_bake_clear")
col.prop(rd, "bake_margin")
col.prop(rd, "bake_quad_split", text="Split")
col = split.column()
col.prop(rd, "use_bake_selected_to_active")
sub = col.column()
sub.active = rd.use_bake_selected_to_active
sub.prop(rd, "bake_distance")
sub.prop(rd, "bake_bias")
else:
if rd.bake_type == 'DISPLACEMENT':
layout.prop(rd, "use_bake_lores_mesh")
layout.prop(rd, "use_bake_clear")
layout.prop(rd, "bake_margin")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)