mirror of
https://github.com/blender/blender-addons.git
synced 2025-08-10 01:33:28 +00:00
612 lines
18 KiB
Python
612 lines
18 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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# Use some of the existing buttons.
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from bl_ui import properties_render
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properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
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# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
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del properties_render
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# Use only a subset of the world panels
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from bl_ui import properties_world
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properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
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properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
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del properties_world
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# Example of wrapping every class 'as is'
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from bl_ui import properties_material
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for member in dir(properties_material):
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subclass = getattr(properties_material, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_material
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from bl_ui import properties_data_mesh
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for member in dir(properties_data_mesh):
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subclass = getattr(properties_data_mesh, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_data_mesh
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from bl_ui import properties_texture
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for member in dir(properties_texture):
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subclass = getattr(properties_texture, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_texture
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from bl_ui import properties_data_camera
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for member in dir(properties_data_camera):
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subclass = getattr(properties_data_camera, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_data_camera
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from bl_ui import properties_data_lamp
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for member in dir(properties_data_lamp):
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subclass = getattr(properties_data_lamp, member)
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try:
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subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
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except:
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pass
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del properties_data_lamp
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class RenderButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "render"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class MaterialButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "material"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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mat = context.material
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rd = context.scene.render
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return mat and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class TextureButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "texture"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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tex = context.texture
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rd = context.scene.render
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return tex and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class ObjectButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "object"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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obj = context.object
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rd = context.scene.render
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return obj and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class CameraDataButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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cam = context.camera
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rd = context.scene.render
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return cam and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class TextButtonsPanel():
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bl_space_type = 'TEXT_EDITOR'
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bl_region_type = 'UI'
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bl_label = "P.O.V-Ray"
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# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
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@classmethod
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def poll(cls, context):
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text = context.space_data
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rd = context.scene.render
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return text and (rd.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES)
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class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Export Settings"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.pov.max_trace_level
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split = layout.split()
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col = split.column()
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col.label(text="Command line switches:")
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col.prop(scene.pov, "command_line_switches", text="")
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split = layout.split()
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split.prop(scene.pov, "tempfiles_enable", text="OS Tempfiles")
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if not scene.pov.tempfiles_enable:
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split.prop(scene.pov, "deletefiles_enable", text="Delete files")
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if not scene.pov.tempfiles_enable:
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col = layout.column()
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col.prop(scene.pov, "scene_name", text="Name")
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col.prop(scene.pov, "scene_path", text="Path to files")
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#col.prop(scene.pov, "scene_path", text="Path to POV-file")
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#col.prop(scene.pov, "renderimage_path", text="Path to image")
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split = layout.split()
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split.prop(scene.pov, "indentation_character", text="Indent")
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if scene.pov.indentation_character == "2":
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split.prop(scene.pov, "indentation_spaces", text="Spaces")
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row = layout.row()
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row.prop(scene.pov, "comments_enable", text="Comments")
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row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
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class RENDER_PT_povray_render_settings(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Render Settings"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.pov.max_trace_level
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col = layout.column()
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col.label(text="Global Settings:")
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col.prop(scene.pov, "max_trace_level", text="Ray Depth")
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col.label(text="Global Photons:")
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col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
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split = layout.split()
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col = split.column()
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col.prop(scene.pov, "photon_spacing", text="Spacing")
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col.prop(scene.pov, "photon_gather_min")
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col = split.column()
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col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
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col.prop(scene.pov, "photon_gather_max")
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class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Anti-Aliasing"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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self.layout.prop(scene.pov, "antialias_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.pov.antialias_enable
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row = layout.row()
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row.prop(scene.pov, "antialias_method", text="")
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row.prop(scene.pov, "jitter_enable", text="Jitter")
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split = layout.split()
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col = split.column()
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col.prop(scene.pov, "antialias_depth", text="AA Depth")
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sub = split.column()
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sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
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if scene.pov.jitter_enable:
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sub.enabled = True
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else:
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sub.enabled = False
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row = layout.row()
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row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
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row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
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class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Radiosity"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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self.layout.prop(scene.pov, "radio_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.pov.radio_enable
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split = layout.split()
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col = split.column()
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col.prop(scene.pov, "radio_count", text="Rays")
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col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
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split.prop(scene.pov, "radio_error_bound", text="Error Bound")
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layout.prop(scene.pov, "radio_display_advanced")
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if scene.pov.radio_display_advanced:
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split = layout.split()
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col = split.column()
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col.prop(scene.pov, "radio_adc_bailout", slider=True)
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col.prop(scene.pov, "radio_gray_threshold", slider=True)
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col.prop(scene.pov, "radio_low_error_factor", slider=True)
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col.prop(scene.pov, "radio_pretrace_start", slider=True)
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col = split.column()
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col.prop(scene.pov, "radio_brightness")
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col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
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col.prop(scene.pov, "radio_nearest_count")
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col.prop(scene.pov, "radio_pretrace_end", slider=True)
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split = layout.split()
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col = split.column()
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col.label(text="Estimation Influence:")
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col.prop(scene.pov, "radio_media")
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col.prop(scene.pov, "radio_normal")
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split.prop(scene.pov, "radio_always_sample")
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class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.Panel):
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bl_label = "Atmosphere Media"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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self.layout.prop(scene.pov, "media_enable", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.pov.media_enable
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row = layout.row()
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row.prop(scene.pov, "media_samples", text="Samples")
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row.prop(scene.pov, "media_color", text="")
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##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.Panel):
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## bl_label = "Baking"
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## COMPAT_ENGINES = {'POVRAY_RENDER'}
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##
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## def draw_header(self, context):
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## scene = context.scene
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##
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## self.layout.prop(scene.pov, "baking_enable", text="")
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##
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## def draw(self, context):
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## layout = self.layout
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##
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## scene = context.scene
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## rd = scene.render
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##
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## layout.active = scene.pov.baking_enable
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class MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "IOR Mirror"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.material
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self.layout.prop(scene.pov, "mirror_use_IOR", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov.mirror_use_IOR
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if mat.pov.mirror_use_IOR:
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col = layout.column()
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col.alignment = 'CENTER'
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col.label(text="The current Raytrace ")
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col.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior))
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class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "metallic Mirror"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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scene = context.material
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self.layout.prop(scene.pov, "mirror_metallic", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov.mirror_metallic
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class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "Interior Fade Color"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat.pov, "interior_fade_color", text="")
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def draw(self, context):
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# layout = self.layout
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# mat = context.material
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# layout.active = mat.pov.interior_fade_color
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pass
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class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "conserve energy"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat.pov, "conserve_energy", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov.conserve_energy
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class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "iridescence"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat.pov, "irid_enable", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov.irid_enable
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if mat.pov.irid_enable:
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col = layout.column()
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col.prop(mat.pov, "irid_amount", slider=True)
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col.prop(mat.pov, "irid_thickness", slider=True)
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col.prop(mat.pov, "irid_turbulence", slider=True)
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class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "Caustics"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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mat = context.material
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self.layout.prop(mat.pov, "caustics_enable", text="")
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def draw(self, context):
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layout = self.layout
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mat = context.material
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layout.active = mat.pov.caustics_enable
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if mat.pov.caustics_enable:
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col = layout.column()
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col.prop(mat.pov, "refraction_type")
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if mat.pov.refraction_type == "1":
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col.prop(mat.pov, "fake_caustics_power", slider=True)
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elif mat.pov.refraction_type == "2":
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col.prop(mat.pov, "photons_dispersion", slider=True)
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col.prop(mat.pov, "photons_dispersion_samples", slider=True)
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col.prop(mat.pov, "photons_reflection")
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if mat.pov.refraction_type == "0" and not mat.pov.photons_reflection:
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col = layout.column()
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col.alignment = 'CENTER'
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col.label(text="Caustics override is on, ")
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col.label(text="but you didn't chose any !")
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class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.Panel):
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bl_label = "Custom POV Code"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw(self, context):
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layout = self.layout
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mat = context.material
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col = layout.column()
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col.label(text="Replace properties with:")
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col.prop(mat.pov, "replacement_text", text="")
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class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.Panel):
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bl_label = "Image Gamma"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw_header(self, context):
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tex = context.texture
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self.layout.prop(tex.pov, "tex_gamma_enable", text="")
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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layout.active = tex.pov.tex_gamma_enable
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layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
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class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, bpy.types.Panel):
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bl_label = "Custom POV Code"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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def draw(self, context):
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layout = self.layout
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tex = context.texture
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col = layout.column()
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col.label(text="Replace properties with:")
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col.prop(tex.pov, "replacement_text", text="")
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class OBJECT_PT_povray_obj_importance(ObjectButtonsPanel, bpy.types.Panel):
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bl_label = "POV-Ray"
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COMPAT_ENGINES = {'POVRAY_RENDER'}
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|
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def draw(self, context):
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layout = self.layout
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|
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obj = context.object
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col = layout.column()
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col.label(text="Radiosity:")
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col.prop(obj.pov, "importance_value", text="Importance")
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col.label(text="Photons:")
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col.prop(obj.pov, "collect_photons", text="Receive Photon Caustics")
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if obj.pov.collect_photons:
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col.prop(obj.pov, "spacing_multiplier", text="Photons Spacing Multiplier")
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|
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class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, bpy.types.Panel):
|
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bl_label = "Custom POV Code"
|
|
COMPAT_ENGINES = {'POVRAY_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
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obj = context.object
|
|
|
|
col = layout.column()
|
|
col.label(text="Replace properties with:")
|
|
col.prop(obj.pov, "replacement_text", text="")
|
|
|
|
|
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class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel):
|
|
bl_label = "POV-Ray Depth Of Field"
|
|
COMPAT_ENGINES = {'POVRAY_RENDER'}
|
|
|
|
def draw_header(self, context):
|
|
cam = context.camera
|
|
|
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self.layout.prop(cam.pov, "dof_enable", text="")
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
cam = context.camera
|
|
|
|
layout.active = cam.pov.dof_enable
|
|
|
|
layout.prop(cam.pov, "dof_aperture")
|
|
|
|
split = layout.split()
|
|
|
|
col = split.column()
|
|
col.prop(cam.pov, "dof_samples_min")
|
|
col.prop(cam.pov, "dof_variance")
|
|
|
|
col = split.column()
|
|
col.prop(cam.pov, "dof_samples_max")
|
|
col.prop(cam.pov, "dof_confidence")
|
|
|
|
|
|
class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.Panel):
|
|
bl_label = "Custom POV Code"
|
|
COMPAT_ENGINES = {'POVRAY_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
cam = context.camera
|
|
|
|
col = layout.column()
|
|
col.label(text="Replace properties with:")
|
|
col.prop(cam.pov, "replacement_text", text="")
|
|
|
|
|
|
class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel):
|
|
bl_label = "P.O.V-Ray"
|
|
COMPAT_ENGINES = {'POVRAY_RENDER'}
|
|
|
|
def draw(self, context):
|
|
layout = self.layout
|
|
|
|
text = context.space_data.text
|
|
if text:
|
|
layout.prop(text.pov, "custom_code", text="Add as POV code")
|