New Addon: Import Autodesk .max #105013
35
hydra_storm/__init__.py
Normal file
35
hydra_storm/__init__.py
Normal file
@ -0,0 +1,35 @@
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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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"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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"tracker_url": "",
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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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}
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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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44
hydra_storm/engine.py
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@ -0,0 +1,44 @@
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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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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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63
hydra_storm/properties.py
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@ -0,0 +1,63 @@
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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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@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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)
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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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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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))
|
243
hydra_storm/ui.py
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243
hydra_storm/ui.py
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@ -0,0 +1,243 @@
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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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#
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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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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
|
||||
('BLENDER_EEVEE' in panel_cls.COMPAT_ENGINES and panel_cls.__name__ in include_eevee_panels)
|
||||
):
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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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|
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|
||||
def unregister():
|
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unregister_classes()
|
||||
|
||||
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)
|
@ -12,6 +12,7 @@ from bpy.types import (
|
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Context,
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Menu,
|
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Panel,
|
||||
UILayout,
|
||||
UIList,
|
||||
WindowManager,
|
||||
WorkSpace,
|
||||
@ -29,12 +30,54 @@ class PoseLibraryPanel:
|
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return cls.pose_library_panel_poll(context)
|
||||
|
||||
|
||||
class VIEW3D_AST_pose_library(bpy.types.AssetShelf):
|
||||
bl_space_type = "VIEW_3D"
|
||||
# We have own keymap items to add custom drag behavior (pose blending), disable the default
|
||||
# asset dragging.
|
||||
bl_options = {'NO_ASSET_DRAG'}
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context: Context) -> bool:
|
||||
return PoseLibraryPanel.poll(context)
|
||||
|
||||
@classmethod
|
||||
def asset_poll(cls, asset: AssetHandle) -> bool:
|
||||
return asset.file_data.id_type == 'ACTION'
|
||||
|
||||
@classmethod
|
||||
def draw_context_menu(cls, _context: Context, _asset: AssetHandle, layout: UILayout):
|
||||
# Make sure these operator properties match those used in `VIEW3D_PT_pose_library`.
|
||||
layout.operator("poselib.apply_pose_asset", text="Apply Pose").flipped = False
|
||||
layout.operator("poselib.apply_pose_asset", text="Apply Pose Flipped").flipped = True
|
||||
|
||||
with operator_context(layout, 'INVOKE_DEFAULT'):
|
||||
layout.operator("poselib.blend_pose_asset", text="Blend Pose")
|
||||
|
||||
layout.separator()
|
||||
props = layout.operator("poselib.pose_asset_select_bones", text="Select Pose Bones")
|
||||
props.select = True
|
||||
props = layout.operator("poselib.pose_asset_select_bones", text="Deselect Pose Bones")
|
||||
props.select = False
|
||||
|
||||
layout.separator()
|
||||
layout.operator("asset.open_containing_blend_file")
|
||||
|
||||
|
||||
class VIEW3D_PT_pose_library(PoseLibraryPanel, Panel):
|
||||
bl_space_type = "VIEW_3D"
|
||||
bl_region_type = "UI"
|
||||
bl_category = "Animation"
|
||||
bl_label = "Pose Library"
|
||||
|
||||
@classmethod
|
||||
def poll(cls, context: Context) -> bool:
|
||||
prefs = context.preferences
|
||||
# Use Asset Shelf as UI instead of the old asset-view template in the sidebar.
|
||||
if prefs.experimental.use_asset_shelf:
|
||||
return False
|
||||
|
||||
return PoseLibraryPanel.poll(context)
|
||||
|
||||
def draw(self, context: Context) -> None:
|
||||
layout = self.layout
|
||||
|
||||
@ -194,6 +237,7 @@ classes = (
|
||||
DOPESHEET_PT_asset_panel,
|
||||
VIEW3D_PT_pose_library,
|
||||
ASSETBROWSER_MT_asset,
|
||||
VIEW3D_AST_pose_library,
|
||||
)
|
||||
|
||||
_register, _unregister = bpy.utils.register_classes_factory(classes)
|
||||
|
@ -21,6 +21,15 @@ def register() -> None:
|
||||
kmi = km.keymap_items.new("poselib.apply_pose_asset", "LEFTMOUSE", "DOUBLE_CLICK")
|
||||
addon_keymaps.append((km, kmi))
|
||||
|
||||
# Asset Shelf
|
||||
km = wm.keyconfigs.addon.keymaps.new(name="Asset Shelf")
|
||||
# Click to apply pose.
|
||||
kmi = km.keymap_items.new("poselib.apply_pose_asset", "LEFTMOUSE", "CLICK")
|
||||
addon_keymaps.append((km, kmi))
|
||||
# Drag to blend pose.
|
||||
kmi = km.keymap_items.new("poselib.blend_pose_asset", "LEFTMOUSE", "CLICK_DRAG")
|
||||
addon_keymaps.append((km, kmi))
|
||||
|
||||
|
||||
def unregister() -> None:
|
||||
# Clear shortcuts from the keymap.
|
||||
|
Loading…
Reference in New Issue
Block a user