Brushstroke Tools: Initial Version #328
@ -124,6 +124,14 @@ def draw_panel_ui_recursive(panel, panel_name, mod, items, display_mode, hide_pa
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col.active = not (mod_info.hide_ui or hide_panel)
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col.prop(s, 'hide_ui', icon_only=True, icon='UNPINNED' if s.hide_ui else 'PINNED', emboss=False)
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def draw_material_settings(layout, material):
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layout.prop(material.node_tree.nodes['Opacity'].outputs[0], 'default_value', text='Opacity')
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layout.prop(material.node_tree.nodes['Use Strength'], 'mute', text='Use Brush Strength', invert_checkbox=True)
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layout.prop(material.node_tree.nodes['Color Variation'].inputs[0], 'default_value', text='Color Variation')
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layout.prop(material.node_tree.nodes['Principled BSDF'].inputs[1], 'default_value', text='Metallic')
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layout.prop(material.node_tree.nodes['Principled BSDF'].inputs[2], 'default_value', text='Roughness')
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class BSBST_UL_brushstroke_objects(bpy.types.UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
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settings = data
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@ -248,18 +256,14 @@ class BSBST_PT_brushstroke_tools_panel(bpy.types.Panel):
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style_panel.operator("brushstroke_tools.init_preset", icon='MODIFIER')
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else:
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material_header, material_panel = style_panel.panel("brushstrokes_material", default_closed=False)
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material_header.label(text='Material')
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material_header.label(text='Material', icon='MATERIAL')
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if material_panel:
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material_row = material_panel.row(align=True)
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material_row.template_ID(settings, 'context_material')
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if settings.context_material:
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if getattr(settings.context_material, '["BSBST"]', False):
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material_panel.prop(settings.context_material.node_tree.nodes['Opacity'].outputs[0], 'default_value', text='Opacity')
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material_panel.prop(settings.context_material.node_tree.nodes['Use Strength'], 'mute', text='Use Brush Strength', invert_checkbox=True)
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material_panel.prop(settings.context_material.node_tree.nodes['Color Variation'].inputs[0], 'default_value', text='Color Variation')
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material_panel.prop(settings.context_material.node_tree.nodes['Principled BSDF'].inputs[1], 'default_value', text='Metallic')
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material_panel.prop(settings.context_material.node_tree.nodes['Principled BSDF'].inputs[2], 'default_value', text='Roughness')
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draw_material_settings(material_panel, settings.context_material)
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if style_object:
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for mod in style_object.modifiers:
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