Storm Hydra render addon #104597
35
hydra_storm/__init__.py
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# SPDX-License-Identifier: Apache-2.0
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# Copyright 2011-2022 Blender Foundation
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# <pep8 compliant>
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bl_info = {
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"name": "Hydra Storm render engine",
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brecht marked this conversation as resolved
Outdated
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"author": "AMD",
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"version": (1, 0, 0),
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"blender": (4, 0, 0),
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"description": "USD's high performance rasterizing renderer",
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brecht marked this conversation as resolved
Outdated
Brecht Van Lommel
commented
This is outdated, the render engine choice hasn't been there since 2.8. This is outdated, the render engine choice hasn't been there since 2.8.
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"tracker_url": "",
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brecht marked this conversation as resolved
Brecht Van Lommel
commented
"GL" is not accurate for Metal and Vulkan. I'm also not sure "Storm GL delegate for Hydra render engine" means. "GL" is not accurate for Metal and Vulkan.
I'm also not sure "Storm GL delegate for Hydra render engine" means.
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"doc_url": "",
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"community": "",
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"downloads": "",
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"main_web": "",
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"support": 'OFFICIAL',
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"category": "Render"
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brecht marked this conversation as resolved
Brecht Van Lommel
commented
TESTING -> OFFICIAL TESTING -> OFFICIAL
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}
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from . import engine, properties, ui
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def register():
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engine.register()
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properties.register()
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ui.register()
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def unregister():
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ui.unregister()
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properties.unregister()
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engine.unregister()
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44
hydra_storm/engine.py
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# SPDX-License-Identifier: Apache-2.0
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# Copyright 2011-2022 Blender Foundation
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# <pep8 compliant>
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import bpy
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class StormHydraRenderEngine(bpy.types.HydraRenderEngine):
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bl_idname = 'HYDRA_STORM'
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bl_label = "Hydra Storm"
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bl_info = "USD's high performance rasterizing renderer"
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bl_use_preview = True
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bl_use_gpu_context = True
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brecht marked this conversation as resolved
Outdated
Brecht Van Lommel
commented
Hydra: Storm -> Hydra Storm Hydra: Storm -> Hydra Storm
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brecht marked this conversation as resolved
Outdated
Brecht Van Lommel
commented
(OpenGL) is not accurate for Metal and Vulkan (OpenGL) is not accurate for Metal and Vulkan
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bl_delegate_id = 'HdStormRendererPlugin'
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def get_render_settings(self, engine_type):
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settings = bpy.context.scene.hydra_storm.viewport if engine_type == 'VIEWPORT' else \
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bpy.context.scene.hydra_storm.final
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result = {
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'enableTinyPrimCulling': settings.enable_tiny_prim_culling,
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'volumeRaymarchingStepSize': settings.volume_raymarching_step_size,
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'volumeRaymarchingStepSizeLighting': settings.volume_raymarching_step_size_lighting,
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'volumeMaxTextureMemoryPerField': settings.volume_max_texture_memory_per_field,
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'maxLights': settings.max_lights,
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}
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if engine_type != 'VIEWPORT':
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result |= {
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'aovToken:Combined': "color",
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'aovToken:Depth': "depth",
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}
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return result
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def update_render_passes(self, scene, render_layer):
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if render_layer.use_pass_z:
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self.register_pass(scene, render_layer, 'Depth', 1, 'Z', 'VALUE')
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register, unregister = bpy.utils.register_classes_factory((
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StormHydraRenderEngine,
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))
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63
hydra_storm/properties.py
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# SPDX-License-Identifier: Apache-2.0
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# Copyright 2011-2022 Blender Foundation
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# <pep8 compliant>
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import bpy
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class Properties(bpy.types.PropertyGroup):
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type = None
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brecht marked this conversation as resolved
Outdated
Brecht Van Lommel
commented
Don't use Don't use `bl_` prefix, that is meant for native Blender class members.
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@classmethod
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def register(cls):
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cls.type.hydra_storm = bpy.props.PointerProperty(
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name="Hydra Storm",
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description="Hydra Storm properties",
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type=cls,
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)
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@classmethod
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def unregister(cls):
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del cls.type.hydra_storm
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class RenderProperties(bpy.types.PropertyGroup):
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enable_tiny_prim_culling: bpy.props.BoolProperty(
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name="Tiny Prim Culling",
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description="Enable Tiny Prim Culling",
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default=False,
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)
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volume_raymarching_step_size: bpy.props.FloatProperty(
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name="Volume Raymarching Step Size",
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description="Step size when raymarching volume",
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default=1.0,
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)
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volume_raymarching_step_size_lighting: bpy.props.FloatProperty(
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name="Volume Raymarching Step Size Lighting",
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description="Step size when raymarching volume for lighting computation",
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default=10.0,
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brecht marked this conversation as resolved
Brecht Van Lommel
commented
This is name should not be identical to the one for volume_raymarching_step_size This is name should not be identical to the one for volume_raymarching_step_size
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)
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volume_max_texture_memory_per_field: bpy.props.FloatProperty(
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name="Max Texture Memory Per Field",
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description="Maximum memory for a volume field texture in Mb (unless overridden by field prim)",
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default=128.0,
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)
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max_lights: bpy.props.IntProperty(
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name="Max Lights",
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description="Limit maximum number of lights",
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default=16, min=0, max=16,
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)
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brecht marked this conversation as resolved
Brecht Van Lommel
commented
What happens when the maximum is reach? Why is the default only 16? This needs a better explanation in the description. What happens when the maximum is reach? Why is the default only 16? This needs a better explanation in the description.
Georgiy Markelov
commented
It comes from source code https://github.com/PixarAnimationStudios/USD/blob/release/pxr/imaging/hdSt/renderDelegate.cpp#L70 It comes from source code https://github.com/PixarAnimationStudios/USD/blob/release/pxr/imaging/hdSt/renderDelegate.cpp#L70
Brecht Van Lommel
commented
Can you figure out what it does so it can be explained in the description for users? Can you figure out what it does so it can be explained in the description for users?
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class SceneProperties(Properties):
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type = bpy.types.Scene
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final: bpy.props.PointerProperty(type=RenderProperties)
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viewport: bpy.props.PointerProperty(type=RenderProperties)
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register, unregister = bpy.utils.register_classes_factory((
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RenderProperties,
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SceneProperties,
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))
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243
hydra_storm/ui.py
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# SPDX-License-Identifier: Apache-2.0
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# Copyright 2011-2022 Blender Foundation
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# <pep8 compliant>
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import bpy
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from .engine import StormHydraRenderEngine
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class Panel(bpy.types.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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COMPAT_ENGINES = {StormHydraRenderEngine.bl_idname}
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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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#
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# Final render settings
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brecht marked this conversation as resolved
Outdated
Brecht Van Lommel
commented
Does this really apply to final renders only, not the viewport? Does this really apply to final renders only, not the viewport?
Georgiy Markelov
commented
I will add addition panel for viewport. I will add addition panel for viewport.
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#
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class STORM_HYDRA_RENDER_PT_final(Panel):
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"""Final render delegate and settings"""
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bl_idname = 'STORM_HYDRA_RENDER_PT_final'
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bl_label = "Final Render Settings"
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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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settings = context.scene.hydra_storm.final
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layout.prop(settings, 'enable_tiny_prim_culling')
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layout.prop(settings, 'max_lights')
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class STORM_HYDRA_RENDER_PT_volume_final(bpy.types.Panel):
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bl_parent_id = STORM_HYDRA_RENDER_PT_final.bl_idname
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bl_label = "Volume Raymarching"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_options = {'DEFAULT_CLOSED'}
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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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settings = context.scene.hydra_storm.final
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col = layout.column(align=True)
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col.prop(settings, "volume_raymarching_step_size", text="Step Size")
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col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
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col.prop(settings, "volume_max_texture_memory_per_field")
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#
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# Viewport render settings
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#
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class STORM_HYDRA_RENDER_PT_viewport(Panel):
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"""Viewport render delegate and settings"""
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bl_idname = 'STORM_HYDRA_RENDER_PT_viewport'
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bl_label = "Viewport Render Settings"
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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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settings = context.scene.hydra_storm.viewport
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layout.prop(settings, 'enable_tiny_prim_culling')
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layout.prop(settings, 'max_lights')
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class STORM_HYDRA_RENDER_PT_volume_viewport(bpy.types.Panel):
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bl_parent_id = STORM_HYDRA_RENDER_PT_viewport.bl_idname
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bl_label = "Volume Raymarching"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_options = {'DEFAULT_CLOSED'}
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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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settings = context.scene.hydra_storm.viewport
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col = layout.column(align=True)
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col.prop(settings, "volume_raymarching_step_size", text="Step Size")
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col.prop(settings, "volume_raymarching_step_size_lighting", text="Step Size Lightning")
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col.prop(settings, "volume_max_texture_memory_per_field")
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class STORM_HYDRA_LIGHT_PT_light(Panel):
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"""Physical light sources"""
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bl_label = "Light"
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bl_context = 'data'
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@classmethod
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def poll(cls, context):
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return super().poll(context) and context.light
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def draw(self, context):
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layout = self.layout
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light = context.light
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layout.prop(light, "type", expand=True)
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layout.use_property_split = True
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layout.use_property_decorate = False
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main_col = layout.column()
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main_col.prop(light, "color")
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main_col.prop(light, "energy")
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main_col.separator()
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if light.type == 'POINT':
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row = main_col.row(align=True)
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row.prop(light, "shadow_soft_size", text="Radius")
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elif light.type == 'SPOT':
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col = main_col.column(align=True)
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col.prop(light, 'spot_size', slider=True)
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col.prop(light, 'spot_blend', slider=True)
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main_col.prop(light, 'show_cone')
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elif light.type == 'SUN':
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main_col.prop(light, "angle")
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elif light.type == 'AREA':
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main_col.prop(light, "shape", text="Shape")
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sub = main_col.column(align=True)
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if light.shape in {'SQUARE', 'DISK'}:
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sub.prop(light, "size")
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elif light.shape in {'RECTANGLE', 'ELLIPSE'}:
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sub.prop(light, "size", text="Size X")
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sub.prop(light, "size_y", text="Y")
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brecht marked this conversation as resolved
Brecht Van Lommel
commented
The list in The list in `intern/cycles/blender/addon/ui.py` is much shorter, and many of these panels no longer exist. So this seems outdated?
Georgiy Markelov
commented
We also hide some extra panels. We also hide some extra panels.
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else:
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main_col.prop(light, 'size')
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class STORM_HYDRA_RENDER_PT_film(Panel):
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bl_label = "Film"
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_options = {'DEFAULT_CLOSED'}
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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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layout.prop(context.scene.render, "film_transparent", text="Transparent Background")
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class STORM_HYDRA_RENDER_PT_passes(Panel):
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bl_label = "Passes"
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bl_context = "view_layer"
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def draw(self, context):
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pass
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class STORM_HYDRA_RENDER_PT_passes_data(Panel):
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bl_label = "Data"
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bl_context = "view_layer"
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bl_parent_id = "STORM_HYDRA_RENDER_PT_passes"
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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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view_layer = context.view_layer
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col = layout.column(heading="Include", align=True)
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col.prop(view_layer, "use_pass_z")
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register_classes, unregister_classes = bpy.utils.register_classes_factory((
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STORM_HYDRA_RENDER_PT_final,
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STORM_HYDRA_RENDER_PT_volume_final,
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STORM_HYDRA_RENDER_PT_viewport,
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STORM_HYDRA_RENDER_PT_volume_viewport,
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STORM_HYDRA_RENDER_PT_film,
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STORM_HYDRA_LIGHT_PT_light,
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STORM_HYDRA_RENDER_PT_passes,
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STORM_HYDRA_RENDER_PT_passes_data,
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))
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def get_panels():
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# Follow the Cycles model of excluding panels we don't want.
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exclude_panels = {
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'RENDER_PT_stamp',
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'DATA_PT_light',
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'DATA_PT_spot',
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'NODE_DATA_PT_light',
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'DATA_PT_falloff_curve',
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'RENDER_PT_post_processing',
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'RENDER_PT_simplify',
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'SCENE_PT_audio',
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'RENDER_PT_freestyle'
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}
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include_eevee_panels = {
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'MATERIAL_PT_preview',
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'EEVEE_MATERIAL_PT_context_material',
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'EEVEE_MATERIAL_PT_surface',
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'EEVEE_MATERIAL_PT_volume',
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'EEVEE_MATERIAL_PT_settings',
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'EEVEE_WORLD_PT_surface',
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}
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for panel_cls in bpy.types.Panel.__subclasses__():
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if hasattr(panel_cls, 'COMPAT_ENGINES') and (
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('BLENDER_RENDER' in panel_cls.COMPAT_ENGINES and panel_cls.__name__ not in exclude_panels) or
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('BLENDER_EEVEE' in panel_cls.COMPAT_ENGINES and panel_cls.__name__ in include_eevee_panels)
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):
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yield panel_cls
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def register():
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register_classes()
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for panel_cls in get_panels():
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panel_cls.COMPAT_ENGINES.add(StormHydraRenderEngine.bl_idname)
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def unregister():
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unregister_classes()
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for panel_cls in get_panels():
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if StormHydraRenderEngine.bl_idname in panel_cls.COMPAT_ENGINES:
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panel_cls.COMPAT_ENGINES.remove(StormHydraRenderEngine.bl_idname)
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Hydra render engine: Storm -> Hydra Storm render engine