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blender-addons/render_povray/ui.py
Dalai Felinto b40b8b4527 POVRAY: Fix unittest
Broken on rBAe44e5845ee2b
2020-08-03 09:35:20 +02:00

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
"""User interface for the POV tools"""
import bpy
import sys # really import here and in render.py?
import os # really import here and in render.py?
import addon_utils
from time import sleep
from os.path import isfile
from bpy.app.handlers import persistent
from bl_operators.presets import AddPresetBase
from bpy.utils import register_class, unregister_class
from bpy.types import (
Operator,
Menu,
UIList,
Panel,
Brush,
Material,
Light,
World,
ParticleSettings,
FreestyleLineStyle,
)
# Example of wrapping every class 'as is'
from bl_ui import properties_output
for member in dir(properties_output):
subclass = getattr(properties_output, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_output
from bl_ui import properties_freestyle
for member in dir(properties_freestyle):
subclass = getattr(properties_freestyle, member)
try:
if not (subclass.bl_space_type == 'PROPERTIES'
and subclass.bl_context == "render"):
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
#subclass.bl_parent_id = "RENDER_PT_POV_filter"
except:
pass
del properties_freestyle
from bl_ui import properties_view_layer
for member in dir(properties_view_layer):
subclass = getattr(properties_view_layer, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_view_layer
# Use some of the existing buttons.
from bl_ui import properties_render
# DEPRECATED#properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
# DEPRECATED#properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
# properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
# TORECREATE##DEPRECATED#properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER')
# DEPRECATED#properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_render
# Use only a subset of the world panels
from bl_ui import properties_world
# TORECREATE##DEPRECATED#properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
# TORECREATE##DEPRECATED#properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
# TORECREATE##DEPRECATED#properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_world
# Example of wrapping every class 'as is'
from bl_ui import properties_texture
from bl_ui.properties_texture import context_tex_datablock
from bl_ui.properties_texture import texture_filter_common
for member in dir(properties_texture):
subclass = getattr(properties_texture, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_texture
# Physics Main wrapping every class 'as is'
from bl_ui import properties_physics_common
for member in dir(properties_physics_common):
subclass = getattr(properties_physics_common, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_common
# Physics Rigid Bodies wrapping every class 'as is'
from bl_ui import properties_physics_rigidbody
for member in dir(properties_physics_rigidbody):
subclass = getattr(properties_physics_rigidbody, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_rigidbody
# Physics Rigid Body Constraint wrapping every class 'as is'
from bl_ui import properties_physics_rigidbody_constraint
for member in dir(properties_physics_rigidbody_constraint):
subclass = getattr(properties_physics_rigidbody_constraint, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_rigidbody_constraint
# Physics Smoke wrapping every class 'as is'
from bl_ui import properties_physics_fluid
for member in dir(properties_physics_fluid):
subclass = getattr(properties_physics_fluid, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_fluid
# Physics softbody wrapping every class 'as is'
from bl_ui import properties_physics_softbody
for member in dir(properties_physics_softbody):
subclass = getattr(properties_physics_softbody, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_softbody
# Physics Fluid wrapping every class 'as is'
from bl_ui import properties_physics_fluid
for member in dir(properties_physics_fluid):
subclass = getattr(properties_physics_fluid, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_fluid
# Physics Field wrapping every class 'as is'
from bl_ui import properties_physics_field
for member in dir(properties_physics_field):
subclass = getattr(properties_physics_field, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_field
# Physics Cloth wrapping every class 'as is'
from bl_ui import properties_physics_cloth
for member in dir(properties_physics_cloth):
subclass = getattr(properties_physics_cloth, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_cloth
# Physics Dynamic Paint wrapping every class 'as is'
from bl_ui import properties_physics_dynamicpaint
for member in dir(properties_physics_dynamicpaint):
subclass = getattr(properties_physics_dynamicpaint, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_physics_dynamicpaint
# Example of wrapping every class 'as is'
from bl_ui import properties_data_modifier
for member in dir(properties_data_modifier):
subclass = getattr(properties_data_modifier, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_data_modifier
# Example of wrapping every class 'as is' except some
from bl_ui import properties_material
for member in dir(properties_material):
subclass = getattr(properties_material, member)
try:
# mat=bpy.context.active_object.active_material
# if (mat and mat.pov.type == "SURFACE"
# and not (mat.pov.material_use_nodes or mat.use_nodes)):
# and (engine in cls.COMPAT_ENGINES)) if subclasses were sorted
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_material
from bl_ui import properties_data_camera
for member in dir(properties_data_camera):
subclass = getattr(properties_data_camera, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_data_camera
from bl_ui import properties_particle as properties_particle
for member in dir(
properties_particle
): # add all "particle" panels from blender
subclass = getattr(properties_particle, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
except:
pass
del properties_particle
#Use some delay?
#https://blenderartists.org/t/restrictdata-object-has-no-attribute-scenes-how-to-avoid-it/579885/4
############# POV-Centric WORSPACE #############
@persistent
def povCentricWorkspace(dummy):
"""Set up a POV centric Workspace if addon was left activate from previous session
This would bring a _RestrictData error because UI needs to be fully loaded before
workspace changes so registering this function in bpy.app.handlers is needed.
By default handlers are freed when loading new files, but here we want the handler
to stay running across multiple files as part of this add-on. That is why the the
bpy.app.handlers.persistent decorator is used (@persistent) above.
"""
#bpy.context.scene.render.engine = 'POVRAY_RENDER'
wsp = bpy.data.workspaces.get('Scripting')
context = bpy.context
if wsp is not None:
new_wsp = bpy.ops.workspace.duplicate({'workspace': wsp})
bpy.data.workspaces['Scripting.001'].name='POV'
# Already done it would seem, but explicitly make this workspaces the active one
context.window.workspace = bpy.data.workspaces['POV']
pov_screen = bpy.data.workspaces['POV'].screens[0]
pov_workspace = pov_screen.areas
override = bpy.context.copy()
for area in pov_workspace:
if area.type == 'VIEW_3D':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'VIEW_3D':
#override['screen'] = pov_screen
override['area'] = area
override['region']= region
#bpy.data.workspaces['POV'].screens[0].areas[6].spaces[0].width = 333 # Read only, how do we set ?
#This has a glitch:
#bpy.ops.screen.area_move(override, x=(area.x + area.width), y=(area.y + 5), delta=100)
#bpy.ops.screen.area_move(override, x=(area.x + 5), y=area.y, delta=-100)
bpy.ops.screen.space_type_set_or_cycle(override, space_type = 'TEXT_EDITOR')
#bpy.ops.screen.region_scale(override)
#bpy.ops.screen.region_scale()
break
elif area.type == 'CONSOLE':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'CONSOLE':
#override['screen'] = pov_screen
override['area'] = area
override['region']= region
bpy.ops.screen.space_type_set_or_cycle(override, space_type = 'INFO')
break
elif area.type == 'INFO':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'INFO':
#override['screen'] = pov_screen
override['area'] = area
override['region']= region
bpy.ops.screen.space_type_set_or_cycle(override, space_type = 'CONSOLE')
break
elif area.type == 'TEXT_EDITOR':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'TEXT_EDITOR':
#override['screen'] = pov_screen
override['area'] = area
override['region']= region
#bpy.ops.screen.space_type_set_or_cycle(space_type='VIEW_3D')
#space.type = 'VIEW_3D'
bpy.ops.screen.space_type_set_or_cycle(override, space_type = 'VIEW_3D')
#bpy.ops.screen.area_join(override, cursor=(area.x, area.y + area.height))
break
if area.type == 'VIEW_3D':
for region in [r for r in area.regions if r.type == 'WINDOW']:
for space in area.spaces:
if space.type == 'VIEW_3D':
#override['screen'] = pov_screen
override['area'] = area
override['region']= region
bpy.ops.screen.region_quadview(override)
space.region_3d.view_perspective = 'CAMERA'
#bpy.ops.screen.space_type_set_or_cycle(override, space_type = 'TEXT_EDITOR')
#bpy.ops.screen.region_quadview(override)
bpy.data.workspaces.update()
# Already outliners but invert both types
pov_workspace[1].spaces[0].display_mode = 'LIBRARIES'
pov_workspace[3].spaces[0].display_mode = 'VIEW_LAYER'
'''
for window in bpy.context.window_manager.windows:
for area in [a for a in window.screen.areas if a.type == 'VIEW_3D']:
for region in [r for r in area.regions if r.type == 'WINDOW']:
context_override = {
'window': window,
'screen': window.screen,
'area': area,
'region': region,
'space_data': area.spaces.active,
'scene': bpy.context.scene
}
bpy.ops.view3d.camera_to_view(context_override)
'''
else:
print("default 'Scripting' workspace needed for POV centric Workspace")
class WORLD_MT_POV_presets(Menu):
bl_label = "World Presets"
preset_subdir = "pov/world"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class WORLD_OT_POV_add_preset(AddPresetBase, Operator):
"""Add a World Preset"""
bl_idname = "object.world_preset_add"
bl_label = "Add World Preset"
preset_menu = "WORLD_MT_POV_presets"
# variable used for all preset values
preset_defines = ["scene = bpy.context.scene"]
# properties to store in the preset
preset_values = [
"scene.world.use_sky_blend",
"scene.world.horizon_color",
"scene.world.zenith_color",
"scene.world.ambient_color",
"scene.world.mist_settings.use_mist",
"scene.world.mist_settings.intensity",
"scene.world.mist_settings.depth",
"scene.world.mist_settings.start",
"scene.pov.media_enable",
"scene.pov.media_scattering_type",
"scene.pov.media_samples",
"scene.pov.media_diffusion_scale",
"scene.pov.media_diffusion_color",
"scene.pov.media_absorption_scale",
"scene.pov.media_absorption_color",
"scene.pov.media_eccentricity",
]
# where to store the preset
preset_subdir = "pov/world"
def check_material(mat):
if mat is not None:
if mat.use_nodes:
if (
not mat.node_tree
): # FORMERLY : #mat.active_node_material is not None:
return True
return False
return True
return False
def simple_material(mat):
"""Test if a material uses nodes"""
if (mat is not None) and (not mat.use_nodes):
return True
return False
def check_add_mesh_extra_objects():
"""Test if Add mesh extra objects addon is activated
This addon is currently used to generate the proxy for POV parametric
surface which is almost the same priciple as its Math xyz surface
"""
if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys():
return True
return False
def check_render_freestyle_svg():
"""Test if Freestyle SVG Exporter addon is activated
This addon is currently used to generate the SVG lines file
when Freestyle is enabled alongside POV
"""
if "render_freestyle_svg" in bpy.context.preferences.addons.keys():
return True
return False
def locate_docpath():
"""POV can be installed with some include files.
Get their path as defined in user preferences or registry keys for
the user to be able to invoke them."""
addon_prefs = bpy.context.preferences.addons[__package__].preferences
# Use the system preference if its set.
pov_documents = addon_prefs.docpath_povray
if pov_documents:
if os.path.exists(pov_documents):
return pov_documents
else:
print(
"User Preferences path to povray documents %r NOT FOUND, checking $PATH"
% pov_documents
)
# Windows Only
if sys.platform[:3] == "win":
import winreg
try:
win_reg_key = winreg.OpenKey(
winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows"
)
win_docpath = winreg.QueryValueEx(win_reg_key, "DocPath")[0]
pov_documents = os.path.join(win_docpath, "Insert Menu")
if os.path.exists(pov_documents):
return pov_documents
except FileNotFoundError:
return ""
# search the path all os's
pov_documents_default = "include"
os_path_ls = os.getenv("PATH").split(':') + [""]
for dir_name in os_path_ls:
pov_documents = os.path.join(dir_name, pov_documents_default)
if os.path.exists(pov_documents):
return pov_documents
return ""
def pov_context_tex_datablock(context):
"""Texture context type recreated as deprecated in blender 2.8"""
idblock = context.brush
if idblock and context.scene.texture_context == 'OTHER':
return idblock
# idblock = bpy.context.active_object.active_material
idblock = context.view_layer.objects.active.active_material
if idblock and context.scene.texture_context == 'MATERIAL':
return idblock
idblock = context.scene.world
if idblock and context.scene.texture_context == 'WORLD':
return idblock
idblock = context.light
if idblock and context.scene.texture_context == 'LIGHT':
return idblock
if context.particle_system and context.scene.texture_context == 'PARTICLES':
idblock = context.particle_system.settings
return idblock
idblock = context.line_style
if idblock and context.scene.texture_context == 'LINESTYLE':
return idblock
class RenderButtonsPanel:
"""Use this class to define buttons from the render tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "render"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
rd = context.scene.render
return rd.engine in cls.COMPAT_ENGINES
class ModifierButtonsPanel:
"""Use this class to define buttons from the modifier tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mods = context.object.modifiers
rd = context.scene.render
return mods and (rd.engine in cls.COMPAT_ENGINES)
class MaterialButtonsPanel:
"""Use this class to define buttons from the material tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "material"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
mat = context.material
rd = context.scene.render
return mat and (rd.engine in cls.COMPAT_ENGINES)
class TextureButtonsPanel:
"""Use this class to define buttons from the texture tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "texture"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
tex = context.texture
rd = context.scene.render
return tex and (rd.engine in cls.COMPAT_ENGINES)
# class TextureTypePanel(TextureButtonsPanel):
# @classmethod
# def poll(cls, context):
# tex = context.texture
# engine = context.scene.render.engine
# return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES))
class ObjectButtonsPanel:
"""Use this class to define buttons from the object tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
obj = context.object
rd = context.scene.render
return obj and (rd.engine in cls.COMPAT_ENGINES)
class CameraDataButtonsPanel:
"""Use this class to define buttons from the camera data tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
cam = context.camera
rd = context.scene.render
return cam and (rd.engine in cls.COMPAT_ENGINES)
class WorldButtonsPanel:
"""Use this class to define buttons from the world tab of
properties window."""
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "world"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
wld = context.world
rd = context.scene.render
return wld and (rd.engine in cls.COMPAT_ENGINES)
class TextButtonsPanel:
"""Use this class to define buttons from the side tab of
text window."""
bl_space_type = 'TEXT_EDITOR'
bl_region_type = 'UI'
bl_label = "POV-Ray"
# COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here
@classmethod
def poll(cls, context):
text = context.space_data
rd = context.scene.render
return text and (rd.engine in cls.COMPAT_ENGINES)
from bl_ui import properties_data_mesh
# These panels are kept
properties_data_mesh.DATA_PT_custom_props_mesh.COMPAT_ENGINES.add(
'POVRAY_RENDER'
)
properties_data_mesh.DATA_PT_context_mesh.COMPAT_ENGINES.add('POVRAY_RENDER')
## make some native panels contextual to some object variable
## by recreating custom panels inheriting their properties
class PovDataButtonsPanel(properties_data_mesh.MeshButtonsPanel):
"""Use this class to define buttons from the edit data tab of
properties window."""
COMPAT_ENGINES = {'POVRAY_RENDER'}
POV_OBJECT_TYPES = {
'PLANE',
'BOX',
'SPHERE',
'CYLINDER',
'CONE',
'TORUS',
'BLOB',
'ISOSURFACE',
'SUPERELLIPSOID',
'SUPERTORUS',
'HEIGHT_FIELD',
'PARAMETRIC',
'POLYCIRCLE',
}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
# We use our parent class poll func too, avoids to re-define too much things...
return (
super(PovDataButtonsPanel, cls).poll(context)
and obj
and obj.pov.object_as not in cls.POV_OBJECT_TYPES
)
# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
# So we simply have to explicitly copy here the interesting bits. ;)
class DATA_PT_POV_normals(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_normals.bl_label
draw = properties_data_mesh.DATA_PT_normals.draw
class DATA_PT_POV_texture_space(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_texture_space.bl_label
bl_options = properties_data_mesh.DATA_PT_texture_space.bl_options
draw = properties_data_mesh.DATA_PT_texture_space.draw
class DATA_PT_POV_vertex_groups(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_vertex_groups.bl_label
draw = properties_data_mesh.DATA_PT_vertex_groups.draw
class DATA_PT_POV_shape_keys(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_shape_keys.bl_label
draw = properties_data_mesh.DATA_PT_shape_keys.draw
class DATA_PT_POV_uv_texture(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_uv_texture.bl_label
draw = properties_data_mesh.DATA_PT_uv_texture.draw
class DATA_PT_POV_vertex_colors(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_vertex_colors.bl_label
draw = properties_data_mesh.DATA_PT_vertex_colors.draw
class DATA_PT_POV_customdata(PovDataButtonsPanel, Panel):
bl_label = properties_data_mesh.DATA_PT_customdata.bl_label
bl_options = properties_data_mesh.DATA_PT_customdata.bl_options
draw = properties_data_mesh.DATA_PT_customdata.draw
del properties_data_mesh
################################################################################
# from bl_ui import properties_data_light
# for member in dir(properties_data_light):
# subclass = getattr(properties_data_light, member)
# try:
# subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
# except:
# pass
# del properties_data_light
#########################LIGHTS################################
from bl_ui import properties_data_light
# These panels are kept
properties_data_light.DATA_PT_custom_props_light.COMPAT_ENGINES.add(
'POVRAY_RENDER'
)
properties_data_light.DATA_PT_context_light.COMPAT_ENGINES.add('POVRAY_RENDER')
## make some native panels contextual to some object variable
## by recreating custom panels inheriting their properties
class PovLampButtonsPanel(properties_data_light.DataButtonsPanel):
"""Use this class to define buttons from the light data tab of
properties window."""
COMPAT_ENGINES = {'POVRAY_RENDER'}
POV_OBJECT_TYPES = {'RAINBOW'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
# We use our parent class poll func too, avoids to re-define too much things...
return (
super(PovLampButtonsPanel, cls).poll(context)
and obj
and obj.pov.object_as not in cls.POV_OBJECT_TYPES
)
# We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups).
# Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work.
# So we simply have to explicitly copy here the interesting bits. ;)
class LIGHT_PT_POV_preview(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_preview.bl_label
draw = properties_data_light.DATA_PT_preview.draw
class LIGHT_PT_POV_light(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_light.bl_label
draw = properties_data_light.DATA_PT_light.draw
class LIGHT_MT_POV_presets(Menu):
"""Use this class to define preset menu for pov lights."""
bl_label = "Lamp Presets"
preset_subdir = "pov/light"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class LIGHT_OT_POV_add_preset(AddPresetBase, Operator):
"""Use this class to define pov world buttons."""
'''Add a Light Preset'''
bl_idname = "object.light_preset_add"
bl_label = "Add Light Preset"
preset_menu = "LIGHT_MT_POV_presets"
# variable used for all preset values
preset_defines = ["lightdata = bpy.context.object.data"]
# properties to store in the preset
preset_values = ["lightdata.type", "lightdata.color"]
# where to store the preset
preset_subdir = "pov/light"
# Draw into the existing light panel
def light_panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(LIGHT_MT_POV_presets.__name__, text=LIGHT_MT_POV_presets.bl_label)
row.operator(LIGHT_OT_POV_add_preset.bl_idname, text="", icon='ADD')
row.operator(
LIGHT_OT_POV_add_preset.bl_idname, text="", icon='REMOVE'
).remove_active = True
'''#TORECREATE##DEPRECATED#
class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_sunsky.bl_label
@classmethod
def poll(cls, context):
lamp = context.light
engine = context.scene.render.engine
return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_sunsky.draw
'''
class LIGHT_PT_POV_shadow(PovLampButtonsPanel, Panel):
bl_label = "Shadow"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
lamp = context.lamp
engine = context.scene.render.engine
return lamp and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
lamp = context.lamp
layout.row().prop(lamp, "shadow_method", expand=True)
split = layout.split()
col = split.column()
sub = col.column()
sub.prop(lamp, "spot_size", text="Size")
sub.prop(lamp, "spot_blend", text="Blend", slider=True)
col.prop(lamp, "use_square")
col.prop(lamp, "show_cone")
col = split.column()
col.active = (
lamp.shadow_method != 'BUFFER_SHADOW'
or lamp.shadow_buffer_type != 'DEEP'
)
col.prop(lamp, "use_halo")
sub = col.column(align=True)
sub.active = lamp.use_halo
sub.prop(lamp, "halo_intensity", text="Intensity")
if lamp.shadow_method == 'BUFFER_SHADOW':
sub.prop(lamp, "halo_step", text="Step")
if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form factor sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp.pov, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp.pov, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
'''
if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA':
split = layout.split()
col = split.column()
col.label(text="Form factor sampling:")
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
if lamp.shadow_method != 'NOSHADOW':
split = layout.split()
col = split.column()
col.prop(lamp, "shadow_color", text="")
col = split.column()
col.prop(lamp, "use_shadow_layer", text="This Layer Only")
col.prop(lamp, "use_only_shadow")
if lamp.shadow_method == 'RAY_SHADOW':
split = layout.split()
col = split.column()
col.label(text="Sampling:")
if lamp.type in {'POINT', 'SUN', 'SPOT'}:
sub = col.row()
sub.prop(lamp, "shadow_ray_samples", text="Samples")
sub.prop(lamp, "shadow_soft_size", text="Soft Size")
elif lamp.type == 'AREA':
sub = col.row(align=True)
if lamp.shape == 'SQUARE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples")
elif lamp.shape == 'RECTANGLE':
sub.prop(lamp, "shadow_ray_samples_x", text="Samples X")
sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y")
col.row().prop(lamp, "shadow_ray_sample_method", expand=True)
if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC':
layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold")
if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED':
row = layout.row()
row.prop(lamp, "use_umbra")
row.prop(lamp, "use_dither")
row.prop(lamp, "use_jitter")
elif lamp.shadow_method == 'BUFFER_SHADOW':
col = layout.column()
col.label(text="Buffer Type:")
col.row().prop(lamp, "shadow_buffer_type", expand=True)
if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}:
split = layout.split()
col = split.column()
col.label(text="Filter Type:")
col.prop(lamp, "shadow_filter_type", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_soft", text="Soft")
sub.prop(lamp, "shadow_buffer_bias", text="Bias")
col = split.column()
col.label(text="Sample Buffers:")
col.prop(lamp, "shadow_sample_buffers", text="")
sub = col.column(align=True)
sub.prop(lamp, "shadow_buffer_size", text="Size")
sub.prop(lamp, "shadow_buffer_samples", text="Samples")
if lamp.shadow_buffer_type == 'DEEP':
col.prop(lamp, "compression_threshold")
elif lamp.shadow_buffer_type == 'IRREGULAR':
layout.prop(lamp, "shadow_buffer_bias", text="Bias")
split = layout.split()
col = split.column()
col.prop(lamp, "use_auto_clip_start", text="Autoclip Start")
sub = col.column()
sub.active = not lamp.use_auto_clip_start
sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start")
col = split.column()
col.prop(lamp, "use_auto_clip_end", text="Autoclip End")
sub = col.column()
sub.active = not lamp.use_auto_clip_end
sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End")
'''
class LIGHT_PT_POV_area(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_area.bl_label
@classmethod
def poll(cls, context):
lamp = context.light
engine = context.scene.render.engine
return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_area.draw
class LIGHT_PT_POV_spot(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_spot.bl_label
@classmethod
def poll(cls, context):
lamp = context.light
engine = context.scene.render.engine
return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_spot.draw
class LIGHT_PT_POV_falloff_curve(PovLampButtonsPanel, Panel):
bl_label = properties_data_light.DATA_PT_falloff_curve.bl_label
bl_options = properties_data_light.DATA_PT_falloff_curve.bl_options
@classmethod
def poll(cls, context):
lamp = context.light
engine = context.scene.render.engine
return (
lamp
and lamp.type in {'POINT', 'SPOT'}
and lamp.falloff_type == 'CUSTOM_CURVE'
) and (engine in cls.COMPAT_ENGINES)
draw = properties_data_light.DATA_PT_falloff_curve.draw
class OBJECT_PT_POV_rainbow(PovLampButtonsPanel, Panel):
"""Use this class to define buttons from the rainbow panel of
properties window. inheriting lamp buttons panel class"""
bl_label = "POV-Ray Rainbow"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'RAINBOW'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'RAINBOW':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(
text="Rainbow projection angle: " + str(obj.data.spot_size)
)
col.label(text="Rainbow width: " + str(obj.data.spot_blend))
col.label(
text="Rainbow distance: "
+ str(obj.data.shadow_buffer_clip_start)
)
col.label(text="Rainbow arc angle: " + str(obj.pov.arc_angle))
col.label(
text="Rainbow falloff angle: " + str(obj.pov.falloff_angle)
)
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.cone_update", text="Update", icon="MESH_CONE"
)
# col.label(text="Parameters:")
col.prop(obj.data, "spot_size", text="Rainbow Projection Angle")
col.prop(obj.data, "spot_blend", text="Rainbow width")
col.prop(
obj.data,
"shadow_buffer_clip_start",
text="Visibility distance",
)
col.prop(obj.pov, "arc_angle")
col.prop(obj.pov, "falloff_angle")
del properties_data_light
###############################################################################
class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
"""Use this class to define pov world buttons."""
bl_label = "World"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
world = context.world.pov
row = layout.row(align=True)
row.menu(
WORLD_MT_POV_presets.__name__, text=WORLD_MT_POV_presets.bl_label
)
row.operator(WORLD_OT_POV_add_preset.bl_idname, text="", icon='ADD')
row.operator(
WORLD_OT_POV_add_preset.bl_idname, text="", icon='REMOVE'
).remove_active = True
row = layout.row()
row.prop(world, "use_sky_paper")
row.prop(world, "use_sky_blend")
row.prop(world, "use_sky_real")
row = layout.row()
row.column().prop(world, "horizon_color")
col = row.column()
col.prop(world, "zenith_color")
col.active = world.use_sky_blend
row.column().prop(world, "ambient_color")
# row = layout.row()
# row.prop(world, "exposure") #Re-implement later as a light multiplier
# row.prop(world, "color_range")
class WORLD_PT_POV_mist(WorldButtonsPanel, Panel):
"""Use this class to define pov mist buttons."""
bl_label = "Mist"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
world = context.world
self.layout.prop(world.mist_settings, "use_mist", text="")
def draw(self, context):
layout = self.layout
world = context.world
layout.active = world.mist_settings.use_mist
split = layout.split()
col = split.column()
col.prop(world.mist_settings, "intensity")
col.prop(world.mist_settings, "start")
col = split.column()
col.prop(world.mist_settings, "depth")
col.prop(world.mist_settings, "height")
layout.prop(world.mist_settings, "falloff")
class RENDER_PT_POV_export_settings(RenderButtonsPanel, Panel):
"""Use this class to define pov ini settingss buttons."""
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Auto Start"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
scene = context.scene
if scene.pov.tempfiles_enable:
self.layout.prop(
scene.pov, "tempfiles_enable", text="", icon='AUTO'
)
else:
self.layout.prop(
scene.pov, "tempfiles_enable", text="", icon='CONSOLE'
)
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.pov.max_trace_level != 0
split = layout.split()
col = split.column()
col.label(text="Command line switches:")
col.prop(scene.pov, "command_line_switches", text="")
split = layout.split()
#layout.active = not scene.pov.tempfiles_enable
if not scene.pov.tempfiles_enable:
split.prop(scene.pov, "deletefiles_enable", text="Delete files")
split.prop(scene.pov, "pov_editor", text="POV Editor")
col = layout.column()
col.prop(scene.pov, "scene_name", text="Name")
col.prop(scene.pov, "scene_path", text="Path to files")
# col.prop(scene.pov, "scene_path", text="Path to POV-file")
# col.prop(scene.pov, "renderimage_path", text="Path to image")
split = layout.split()
split.prop(scene.pov, "indentation_character", text="Indent")
if scene.pov.indentation_character == 'SPACE':
split.prop(scene.pov, "indentation_spaces", text="Spaces")
row = layout.row()
row.prop(scene.pov, "comments_enable", text="Comments")
row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists")
class RENDER_PT_POV_render_settings(RenderButtonsPanel, Panel):
"""Use this class to define pov render settings buttons."""
bl_label = "Global Settings"
bl_icon = 'SETTINGS'
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
scene = context.scene
if scene.pov.global_settings_advanced:
self.layout.prop(
scene.pov, "global_settings_advanced", text="", icon='SETTINGS'
)
else:
self.layout.prop(
scene.pov,
"global_settings_advanced",
text="",
icon='PREFERENCES',
)
def draw(self, context):
layout = self.layout
scene = context.scene
rd = context.scene.render
# layout.active = (scene.pov.max_trace_level != 0)
if sys.platform[:3] != "win":
layout.prop(
scene.pov, "sdl_window_enable", text="POV-Ray SDL Window"
)
col = layout.column()
col.label(text="Main Path Tracing:")
col.prop(scene.pov, "max_trace_level", text="Ray Depth")
align = True
layout.active = scene.pov.global_settings_advanced
# Deprecated (autodetected in pov3.8):
# layout.prop(scene.pov, "charset")
row = layout.row(align=align)
row.prop(scene.pov, "adc_bailout")
row = layout.row(align=align)
row.prop(scene.pov, "ambient_light")
row = layout.row(align=align)
row.prop(scene.pov, "irid_wavelength")
row = layout.row(align=align)
row.prop(scene.pov, "max_intersections")
row = layout.row(align=align)
row.prop(scene.pov, "number_of_waves")
row = layout.row(align=align)
row.prop(scene.pov, "noise_generator")
split = layout.split()
split.label(text="Shading:")
split = layout.split()
row = split.row(align=align)
row.prop(scene.pov, "use_shadows")
row.prop(scene.pov, "alpha_mode")
class RENDER_PT_POV_photons(RenderButtonsPanel, Panel):
"""Use this class to define pov photons buttons."""
bl_label = "Photons"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
# def draw_header(self, context):
# self.layout.label(icon='SETTINGS')
def draw_header(self, context):
scene = context.scene
if scene.pov.photon_enable:
self.layout.prop(
scene.pov, "photon_enable", text="", icon='PMARKER_ACT'
)
else:
self.layout.prop(
scene.pov, "photon_enable", text="", icon='PMARKER'
)
def draw(self, context):
scene = context.scene
layout = self.layout
layout.active = scene.pov.photon_enable
col = layout.column()
# col.label(text="Global Photons:")
col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth")
split = layout.split()
col = split.column()
col.prop(scene.pov, "photon_spacing", text="Spacing")
col.prop(scene.pov, "photon_gather_min")
col = split.column()
col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC")
col.prop(scene.pov, "photon_gather_max")
box = layout.box()
box.label(text='Photon Map File:')
row = box.row()
row.prop(scene.pov, "photon_map_file_save_load", expand=True)
if scene.pov.photon_map_file_save_load in {'save'}:
box.prop(scene.pov, "photon_map_dir")
box.prop(scene.pov, "photon_map_filename")
if scene.pov.photon_map_file_save_load in {'load'}:
box.prop(scene.pov, "photon_map_file")
# end main photons
class RENDER_PT_POV_antialias(RenderButtonsPanel, Panel):
"""Use this class to define pov antialiasing buttons."""
bl_label = "Anti-Aliasing"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
prefs = bpy.context.preferences.addons[__package__].preferences
scene = context.scene
if (
prefs.branch_feature_set_povray != 'uberpov'
and scene.pov.antialias_method == '2'
):
self.layout.prop(
scene.pov, "antialias_enable", text="", icon='ERROR'
)
elif scene.pov.antialias_enable:
self.layout.prop(
scene.pov, "antialias_enable", text="", icon='ANTIALIASED'
)
else:
self.layout.prop(
scene.pov, "antialias_enable", text="", icon='ALIASED'
)
def draw(self, context):
prefs = bpy.context.preferences.addons[__package__].preferences
layout = self.layout
scene = context.scene
layout.active = scene.pov.antialias_enable
row = layout.row()
row.prop(scene.pov, "antialias_method", text="")
if (
prefs.branch_feature_set_povray != 'uberpov'
and scene.pov.antialias_method == '2'
):
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Stochastic Anti Aliasing is")
col.label(text="Only Available with UberPOV")
col.label(text="Feature Set in User Preferences.")
col.label(text="Using Type 2 (recursive) instead")
else:
row.prop(scene.pov, "jitter_enable", text="Jitter")
split = layout.split()
col = split.column()
col.prop(scene.pov, "antialias_depth", text="AA Depth")
sub = split.column()
sub.prop(scene.pov, "jitter_amount", text="Jitter Amount")
if scene.pov.jitter_enable:
sub.enabled = True
else:
sub.enabled = False
row = layout.row()
row.prop(scene.pov, "antialias_threshold", text="AA Threshold")
row.prop(scene.pov, "antialias_gamma", text="AA Gamma")
if prefs.branch_feature_set_povray == 'uberpov':
row = layout.row()
row.prop(
scene.pov, "antialias_confidence", text="AA Confidence"
)
if scene.pov.antialias_method == '2':
row.enabled = True
else:
row.enabled = False
class RENDER_PT_POV_radiosity(RenderButtonsPanel, Panel):
"""Use this class to define pov radiosity buttons."""
bl_label = "Diffuse Radiosity"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
scene = context.scene
if scene.pov.radio_enable:
self.layout.prop(
scene.pov,
"radio_enable",
text="",
icon='OUTLINER_OB_LIGHTPROBE',
)
else:
self.layout.prop(
scene.pov, "radio_enable", text="", icon='LIGHTPROBE_CUBEMAP'
)
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.pov.radio_enable
split = layout.split()
col = split.column()
col.prop(scene.pov, "radio_count", text="Rays")
col.prop(scene.pov, "radio_recursion_limit", text="Recursions")
split.prop(scene.pov, "radio_error_bound", text="Error Bound")
layout.prop(scene.pov, "radio_display_advanced")
if scene.pov.radio_display_advanced:
split = layout.split()
col = split.column()
col.prop(scene.pov, "radio_adc_bailout", slider=True)
col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse")
col.prop(scene.pov, "radio_gray_threshold", slider=True)
col.prop(scene.pov, "radio_pretrace_start", slider=True)
col.prop(scene.pov, "radio_low_error_factor", slider=True)
col = split.column()
col.prop(scene.pov, "radio_brightness")
col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse")
col.prop(scene.pov, "radio_nearest_count")
col.prop(scene.pov, "radio_pretrace_end", slider=True)
col = layout.column()
col.label(text="Estimation Influence:")
col.prop(scene.pov, "radio_always_sample")
col.prop(scene.pov, "radio_normal")
col.prop(scene.pov, "radio_media")
col.prop(scene.pov, "radio_subsurface")
class POV_RADIOSITY_MT_presets(Menu):
"""Use this class to define pov radiosity presets menu."""
bl_label = "Radiosity Presets"
preset_subdir = "pov/radiosity"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class RENDER_OT_POV_radiosity_add_preset(AddPresetBase, Operator):
"""Use this class to define pov radiosity add presets button."""
'''Add a Radiosity Preset'''
bl_idname = "scene.radiosity_preset_add"
bl_label = "Add Radiosity Preset"
preset_menu = "POV_RADIOSITY_MT_presets"
# variable used for all preset values
preset_defines = ["scene = bpy.context.scene"]
# properties to store in the preset
preset_values = [
"scene.pov.radio_display_advanced",
"scene.pov.radio_adc_bailout",
"scene.pov.radio_always_sample",
"scene.pov.radio_brightness",
"scene.pov.radio_count",
"scene.pov.radio_error_bound",
"scene.pov.radio_gray_threshold",
"scene.pov.radio_low_error_factor",
"scene.pov.radio_media",
"scene.pov.radio_subsurface",
"scene.pov.radio_minimum_reuse",
"scene.pov.radio_maximum_reuse",
"scene.pov.radio_nearest_count",
"scene.pov.radio_normal",
"scene.pov.radio_recursion_limit",
"scene.pov.radio_pretrace_start",
"scene.pov.radio_pretrace_end",
]
# where to store the preset
preset_subdir = "pov/radiosity"
# Draw into an existing panel
def rad_panel_func(self, context):
layout = self.layout
row = layout.row(align=True)
row.menu(
POV_RADIOSITY_MT_presets.__name__,
text=POV_RADIOSITY_MT_presets.bl_label,
)
row.operator(
RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='ADD'
)
row.operator(
RENDER_OT_POV_radiosity_add_preset.bl_idname, text="", icon='REMOVE'
).remove_active = True
class RENDER_PT_POV_media(WorldButtonsPanel, Panel):
"""Use this class to define a pov global atmospheric media buttons."""
bl_label = "Atmosphere Media"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
scene = context.scene
self.layout.prop(scene.pov, "media_enable", text="")
def draw(self, context):
layout = self.layout
scene = context.scene
layout.active = scene.pov.media_enable
col = layout.column()
col.prop(scene.pov, "media_scattering_type", text="")
col = layout.column()
col.prop(scene.pov, "media_samples", text="Samples")
split = layout.split()
col = split.column(align=True)
col.label(text="Scattering:")
col.prop(scene.pov, "media_diffusion_scale")
col.prop(scene.pov, "media_diffusion_color", text="")
col = split.column(align=True)
col.label(text="Absorption:")
col.prop(scene.pov, "media_absorption_scale")
col.prop(scene.pov, "media_absorption_color", text="")
if scene.pov.media_scattering_type == '5':
col = layout.column()
col.prop(scene.pov, "media_eccentricity", text="Eccentricity")
##class RENDER_PT_povray_baking(RenderButtonsPanel, Panel):
## bl_label = "Baking"
## COMPAT_ENGINES = {'POVRAY_RENDER'}
##
## def draw_header(self, context):
## scene = context.scene
##
## self.layout.prop(scene.pov, "baking_enable", text="")
##
## def draw(self, context):
## layout = self.layout
##
## scene = context.scene
## rd = scene.render
##
## layout.active = scene.pov.baking_enable
class MODIFIERS_PT_POV_modifiers(ModifierButtonsPanel, Panel):
"""Use this class to define pov modifier buttons. (For booleans)"""
bl_label = "POV-Ray"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# def draw_header(self, context):
# scene = context.scene
# self.layout.prop(scene.pov, "boolean_mod", text="")
def draw(self, context):
scene = context.scene
layout = self.layout
ob = context.object
mod = ob.modifiers
col = layout.column()
# Find Boolean Modifiers for displaying CSG option
onceCSG = 0
for mod in ob.modifiers:
if onceCSG == 0:
if mod:
if mod.type == 'BOOLEAN':
col.prop(ob.pov, "boolean_mod")
onceCSG = 1
if ob.pov.boolean_mod == "POV":
split = layout.split()
col = layout.column()
# Inside Vector for CSG
col.prop(ob.pov, "inside_vector")
class MATERIAL_MT_POV_sss_presets(Menu):
"""Use this class to define pov sss preset menu."""
bl_label = "SSS Presets"
preset_subdir = "pov/material/sss"
preset_operator = "script.execute_preset"
draw = bpy.types.Menu.draw_preset
class MATERIAL_OT_POV_sss_add_preset(AddPresetBase, Operator):
"""Add an SSS Preset"""
bl_idname = "material.sss_preset_add"
bl_label = "Add SSS Preset"
preset_menu = "MATERIAL_MT_POV_sss_presets"
# variable used for all preset values
preset_defines = ["material = bpy.context.material"]
# properties to store in the preset
preset_values = [
"material.pov_subsurface_scattering.radius",
"material.pov_subsurface_scattering.color",
]
# where to store the preset
preset_subdir = "pov/material/sss"
class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel):
"""Use this class to define pov sss buttons panel."""
bl_label = "Subsurface Scattering"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return (
check_material(mat)
and (mat.pov.type in {'SURFACE', 'WIRE'})
and (engine in cls.COMPAT_ENGINES)
)
def draw_header(self, context):
mat = context.material # FORMERLY : #active_node_mat(context.material)
sss = mat.pov_subsurface_scattering
self.layout.active = not mat.pov.use_shadeless
self.layout.prop(sss, "use", text="")
def draw(self, context):
layout = self.layout
mat = context.material # FORMERLY : #active_node_mat(context.material)
sss = mat.pov_subsurface_scattering
layout.active = (sss.use) and (not mat.pov.use_shadeless)
row = layout.row().split()
sub = row.row(align=True).split(align=True, factor=0.75)
sub.menu(
MATERIAL_MT_POV_sss_presets.__name__,
text=MATERIAL_MT_POV_sss_presets.bl_label,
)
sub.operator(
MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='ADD'
)
sub.operator(
MATERIAL_OT_POV_sss_add_preset.bl_idname, text="", icon='REMOVE'
).remove_active = True
split = layout.split()
col = split.column()
col.prop(sss, "ior")
col.prop(sss, "scale")
col.prop(sss, "color", text="")
col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
sub = col.column(align=True)
sub.label(text="Blend:")
sub.prop(sss, "color_factor", text="Color")
sub.prop(sss, "texture_factor", text="Texture")
sub.label(text="Scattering Weight:")
sub.prop(sss, "front")
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_threshold", text="Error")
class MATERIAL_PT_POV_activate_node(MaterialButtonsPanel, Panel):
"""Use this class to define an activate pov nodes button."""
bl_label = "Activate Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat = context.material
ob = context.object
return (
mat
and mat.pov.type == "SURFACE"
and (engine in cls.COMPAT_ENGINES)
and not (mat.pov.material_use_nodes or mat.use_nodes)
)
def draw(self, context):
layout = self.layout
# layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# the above replaced with a context hook below:
layout.operator(
"WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE'
).data_path = "material.pov.material_use_nodes"
class MATERIAL_PT_POV_active_node(MaterialButtonsPanel, Panel):
"""Use this class to show pov active node properties buttons."""
bl_label = "Active Node Settings"
bl_context = "material"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat = context.material
ob = context.object
return (
mat
and mat.pov.type == "SURFACE"
and (engine in cls.COMPAT_ENGINES)
and mat.pov.material_use_nodes
)
def draw(self, context):
layout = self.layout
mat = context.material
node_tree = mat.node_tree
if node_tree:
node = node_tree.nodes.active
if mat.use_nodes:
if node:
layout.prop(mat.pov, "material_active_node")
if node.bl_idname == "PovrayMaterialNode":
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [
socket
for socket in node.inputs
if socket.enabled and not socket.is_linked
]
if value_inputs:
layout.separator()
layout.label(text="Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
layout.context_pointer_set("node", node)
if hasattr(node, "draw_buttons_ext"):
node.draw_buttons_ext(context, layout)
elif hasattr(node, "draw_buttons"):
node.draw_buttons(context, layout)
value_inputs = [
socket
for socket in node.inputs
if socket.enabled and not socket.is_linked
]
if value_inputs:
layout.separator()
layout.label(text="Inputs:")
for socket in value_inputs:
row = layout.row()
socket.draw(context, row, node, socket.name)
else:
layout.label(text="No active nodes!")
class MATERIAL_PT_POV_specular(MaterialButtonsPanel, Panel):
"""Use this class to define standard material specularity (highlights) buttons."""
bl_label = "Specular"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return (
check_material(mat)
and (mat.pov.type in {'SURFACE', 'WIRE'})
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
mat = context.material.pov
layout.active = (not mat.use_shadeless)
split = layout.split()
col = split.column()
col.prop(mat, "specular_color", text="")
col.prop(mat, "specular_intensity", text="Intensity")
col = split.column()
col.prop(mat, "specular_shader", text="")
col.prop(mat, "use_specular_ramp", text="Ramp")
col = layout.column()
if mat.specular_shader in {'COOKTORR', 'PHONG'}:
col.prop(mat, "specular_hardness", text="Hardness")
elif mat.specular_shader == 'BLINN':
row = col.row()
row.prop(mat, "specular_hardness", text="Hardness")
row.prop(mat, "specular_ior", text="IOR")
elif mat.specular_shader == 'WARDISO':
col.prop(mat, "specular_slope", text="Slope")
elif mat.specular_shader == 'TOON':
row = col.row()
row.prop(mat, "specular_toon_size", text="Size")
row.prop(mat, "specular_toon_smooth", text="Smooth")
if mat.use_specular_ramp:
layout.separator()
layout.template_color_ramp(mat, "specular_ramp", expand=True)
layout.separator()
row = layout.row()
row.prop(mat, "specular_ramp_input", text="Input")
row.prop(mat, "specular_ramp_blend", text="Blend")
layout.prop(mat, "specular_ramp_factor", text="Factor")
class MATERIAL_PT_POV_mirror(MaterialButtonsPanel, Panel):
"""Use this class to define standard material reflectivity (mirror) buttons."""
bl_label = "Mirror"
bl_options = {'DEFAULT_CLOSED'}
bl_idname = "MATERIAL_PT_POV_raytrace_mirror"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return (
check_material(mat)
and (mat.pov.type in {'SURFACE', 'WIRE'})
and (engine in cls.COMPAT_ENGINES)
)
def draw_header(self, context):
mat = context.material
raym = mat.pov_raytrace_mirror
self.layout.prop(raym, "use", text="")
def draw(self, context):
layout = self.layout
mat = (
context.material
) # Formerly : #mat = active_node_mat(context.material)
raym = mat.pov_raytrace_mirror
layout.active = raym.use
split = layout.split()
col = split.column()
col.prop(raym, "reflect_factor")
col.prop(raym, "mirror_color", text="")
col = split.column()
col.prop(raym, "fresnel")
sub = col.column()
sub.active = raym.fresnel > 0.0
sub.prop(raym, "fresnel_factor", text="Blend")
split = layout.split()
col = split.column()
col.separator()
col.prop(raym, "depth")
col.prop(raym, "distance", text="Max Dist")
col.separator()
sub = col.split(factor=0.4)
sub.active = raym.distance > 0.0
sub.label(text="Fade To:")
sub.prop(raym, "fade_to", text="")
col = split.column()
col.label(text="Gloss:")
col.prop(raym, "gloss_factor", text="Amount")
sub = col.column()
sub.active = raym.gloss_factor < 1.0
sub.prop(raym, "gloss_threshold", text="Threshold")
sub.prop(raym, "gloss_samples", text="Noise")
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
class MATERIAL_PT_POV_transp(MaterialButtonsPanel, Panel):
"""Use this class to define pov material transparency (alpha) buttons."""
bl_label = "Transparency"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return (
check_material(mat)
and (mat.pov.type in {'SURFACE', 'WIRE'})
and (engine in cls.COMPAT_ENGINES)
)
def draw_header(self, context):
mat = context.material
if simple_material(mat):
self.layout.prop(mat.pov, "use_transparency", text="")
def draw(self, context):
layout = self.layout
base_mat = context.material
mat = context.material # FORMERLY active_node_mat(context.material)
rayt = mat.pov_raytrace_transparency
if simple_material(base_mat):
row = layout.row()
row.active = mat.pov.use_transparency
row.prop(mat.pov, "transparency_method", expand=True)
split = layout.split()
split.active = base_mat.pov.use_transparency
col = split.column()
col.prop(mat.pov, "alpha")
row = col.row()
row.active = (base_mat.pov.transparency_method != 'MASK') and (
not mat.pov.use_shadeless
)
row.prop(mat.pov, "specular_alpha", text="Specular")
col = split.column()
col.active = not mat.pov.use_shadeless
col.prop(rayt, "fresnel")
sub = col.column()
sub.active = rayt.fresnel > 0.0
sub.prop(rayt, "fresnel_factor", text="Blend")
if base_mat.pov.transparency_method == 'RAYTRACE':
layout.separator()
split = layout.split()
split.active = base_mat.pov.use_transparency
col = split.column()
col.prop(rayt, "ior")
col.prop(rayt, "filter")
col.prop(rayt, "falloff")
col.prop(rayt, "depth_max")
col.prop(rayt, "depth")
col = split.column()
col.label(text="Gloss:")
col.prop(rayt, "gloss_factor", text="Amount")
sub = col.column()
sub.active = rayt.gloss_factor < 1.0
sub.prop(rayt, "gloss_threshold", text="Threshold")
sub.prop(rayt, "gloss_samples", text="Samples")
class MATERIAL_PT_POV_reflection(MaterialButtonsPanel, Panel):
"""Use this class to define more pov specific reflectivity buttons."""
bl_label = "POV-Ray Reflection"
bl_parent_id = "MATERIAL_PT_POV_raytrace_mirror"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat = context.material
ob = context.object
return (
mat
and mat.pov.type == "SURFACE"
and (engine in cls.COMPAT_ENGINES)
and not (mat.pov.material_use_nodes or mat.use_nodes)
)
def draw(self, context):
layout = self.layout
mat = context.material
col = layout.column()
col.prop(mat.pov, "irid_enable")
if mat.pov.irid_enable:
col = layout.column()
col.prop(mat.pov, "irid_amount", slider=True)
col.prop(mat.pov, "irid_thickness", slider=True)
col.prop(mat.pov, "irid_turbulence", slider=True)
col.prop(mat.pov, "conserve_energy")
col2 = col.split().column()
if not mat.pov_raytrace_mirror.use:
col2.label(text="Please Check Mirror settings :")
col2.active = mat.pov_raytrace_mirror.use
col2.prop(mat.pov, "mirror_use_IOR")
if mat.pov.mirror_use_IOR:
col2.alignment = 'CENTER'
col2.label(text="The current Raytrace ")
col2.label(text="Transparency IOR is: " + str(mat.pov.ior))
col2.prop(mat.pov, "mirror_metallic")
'''
#group some native Blender (SSS) and POV (Fade)settings under such a parent panel?
class MATERIAL_PT_POV_interior(MaterialButtonsPanel, Panel):
bl_label = "POV-Ray Interior"
bl_idname = "material.pov_interior"
#bl_parent_id = "material.absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat=context.material
ob = context.object
return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes)
def draw_header(self, context):
mat = context.material
'''
class MATERIAL_PT_POV_fade_color(MaterialButtonsPanel, Panel):
"""Use this class to define pov fading (absorption) color buttons."""
bl_label = "POV-Ray Absorption"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_parent_id = "material.pov_interior"
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat = context.material
ob = context.object
return (
mat
and mat.pov.type == "SURFACE"
and (engine in cls.COMPAT_ENGINES)
and not (mat.pov.material_use_nodes or mat.use_nodes)
)
def draw_header(self, context):
mat = context.material
self.layout.prop(mat.pov, "interior_fade_color", text="")
def draw(self, context):
layout = self.layout
mat = context.material
# layout.active = mat.pov.interior_fade_color
if mat.pov.interior_fade_color != (0.0, 0.0, 0.0):
layout.label(text="Raytrace transparency")
layout.label(text="depth max Limit needs")
layout.label(text="to be non zero to fade")
pass
class MATERIAL_PT_POV_caustics(MaterialButtonsPanel, Panel):
"""Use this class to define pov caustics buttons."""
bl_label = "Caustics"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
mat = context.material
ob = context.object
return (
mat
and mat.pov.type == "SURFACE"
and (engine in cls.COMPAT_ENGINES)
and not (mat.pov.material_use_nodes or mat.use_nodes)
)
def draw_header(self, context):
mat = context.material
if mat.pov.caustics_enable:
self.layout.prop(
mat.pov, "caustics_enable", text="", icon="PMARKER_SEL"
)
else:
self.layout.prop(
mat.pov, "caustics_enable", text="", icon="PMARKER"
)
def draw(self, context):
layout = self.layout
mat = context.material
layout.active = mat.pov.caustics_enable
col = layout.column()
if mat.pov.caustics_enable:
col.prop(mat.pov, "refraction_caustics")
if mat.pov.refraction_caustics:
col.prop(mat.pov, "refraction_type", text="")
if mat.pov.refraction_type == "1":
col.prop(mat.pov, "fake_caustics_power", slider=True)
elif mat.pov.refraction_type == "2":
col.prop(mat.pov, "photons_dispersion", slider=True)
col.prop(mat.pov, "photons_dispersion_samples", slider=True)
col.prop(mat.pov, "photons_reflection")
if (
not mat.pov.refraction_caustics
and not mat.pov.photons_reflection
):
col = layout.column()
col.alignment = 'CENTER'
col.label(text="Caustics override is on, ")
col.label(text="but you didn't chose any !")
class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
"""Use this class to define Blender strand antialiasing buttons."""
bl_label = "Strand"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
mat = context.material
engine = context.scene.render.engine
return (
mat
and (mat.pov.type in {'SURFACE', 'WIRE', 'HALO'})
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
mat = context.material # don't use node material
tan = mat.strand
split = layout.split()
col = split.column()
sub = col.column(align=True)
sub.label(text="Size:")
sub.prop(tan, "root_size", text="Root")
sub.prop(tan, "tip_size", text="Tip")
sub.prop(tan, "size_min", text="Minimum")
sub.prop(tan, "use_blender_units")
sub = col.column()
sub.active = not mat.pov.use_shadeless
sub.prop(tan, "use_tangent_shading")
col.prop(tan, "shape")
col = split.column()
col.label(text="Shading:")
col.prop(tan, "width_fade")
ob = context.object
if ob and ob.type == 'MESH':
col.prop_search(
tan, "uv_layer", ob.data, "tessface_uv_textures", text=""
)
else:
col.prop(tan, "uv_layer", text="")
col.separator()
sub = col.column()
sub.active = not mat.pov.use_shadeless
sub.label(text="Surface diffuse:")
sub = col.column()
sub.prop(tan, "blend_distance", text="Distance")
class MATERIAL_PT_POV_replacement_text(MaterialButtonsPanel, Panel):
"""Use this class to define pov custom code declared name field."""
bl_label = "Custom POV Code"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
mat = context.material
col = layout.column()
col.label(text="Replace properties with:")
col.prop(mat.pov, "replacement_text", text="")
class TEXTURE_MT_POV_specials(Menu):
"""Use this class to define pov texture slot operations buttons."""
bl_label = "Texture Specials"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
layout.operator("texture.slot_copy", icon='COPYDOWN')
layout.operator("texture.slot_paste", icon='PASTEDOWN')
class WORLD_TEXTURE_SLOTS_UL_POV_layerlist(UIList):
"""Use this class to show pov texture slots list.""" # XXX Not used yet
index: bpy.props.IntProperty(name='index')
def draw_item(
self, context, layout, data, item, icon, active_data, active_propname
):
world = context.scene.world # .pov
active_data = world.pov
# tex = context.texture #may be needed later?
# We could write some code to decide which icon to use here...
custom_icon = 'TEXTURE'
ob = data
slot = item
# ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(
item, "texture", text="", emboss=False, icon='TEXTURE'
)
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist(UIList):
"""Use this class to show pov texture slots list."""
# texture_slots:
index: bpy.props.IntProperty(name='index')
# foo = random prop
def draw_item(
self, context, layout, data, item, icon, active_data, active_propname
):
ob = data
slot = item
# ma = slot.name
# draw_item must handle the three layout types... Usually 'DEFAULT' and 'COMPACT' can share the same code.
if self.layout_type in {'DEFAULT', 'COMPACT'}:
# You should always start your row layout by a label (icon + text), or a non-embossed text field,
# this will also make the row easily selectable in the list! The later also enables ctrl-click rename.
# We use icon_value of label, as our given icon is an integer value, not an enum ID.
# Note "data" names should never be translated!
if slot:
layout.prop(
item, "texture", text="", emboss=False, icon='TEXTURE'
)
else:
layout.label(text="New", translate=False, icon_value=icon)
# 'GRID' layout type should be as compact as possible (typically a single icon!).
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
# Rewrite an existing class to modify.
# register but not unregistered because
# the modified parts concern only POVRAY_RENDER
class TEXTURE_PT_context(TextureButtonsPanel, Panel):
bl_label = ""
bl_context = "texture"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
@classmethod
def poll(cls, context):
return (
(context.scene.texture_context
not in('MATERIAL','WORLD','LIGHT','PARTICLES','LINESTYLE')
or context.scene.render.engine != 'POVRAY_RENDER')
)
def draw(self, context):
layout = self.layout
tex = context.texture
space = context.space_data
pin_id = space.pin_id
use_pin_id = space.use_pin_id
user = context.texture_user
col = layout.column()
if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)):
pin_id = None
if not pin_id:
col.template_texture_user()
if user or pin_id:
col.separator()
if pin_id:
col.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
col.template_ID(user, propname, new="texture.new")
if tex:
col.separator()
split = col.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel):
"""Use this class to show pov texture context buttons."""
bl_label = ""
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
# if not (hasattr(context, "pov_texture_slot") or hasattr(context, "texture_node")):
# return False
return (
context.material
or context.scene.world
or context.light
or context.texture
or context.line_style
or context.particle_system
or isinstance(context.space_data.pin_id, ParticleSettings)
or context.texture_user
) and (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
scene = context.scene
mat = context.view_layer.objects.active.active_material
wld = context.scene.world
layout.prop(scene, "texture_context", expand=True)
if scene.texture_context == 'MATERIAL' and mat is not None:
row = layout.row()
row.template_list(
"MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist",
"",
mat,
"pov_texture_slots",
mat.pov,
"active_texture_index",
rows=2,
maxrows=16,
type="DEFAULT"
)
col = row.column(align=True)
col.operator("pov.textureslotadd", icon='ADD', text='')
col.operator("pov.textureslotremove", icon='REMOVE', text='')
#todo: recreate for pov_texture_slots?
#col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
#col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.separator()
if mat.pov_texture_slots:
index = mat.pov.active_texture_index
slot = mat.pov_texture_slots[index]
povtex = slot.texture#slot.name
tex = bpy.data.textures[povtex]
col.prop(tex, 'use_fake_user', text='')
#layout.label(text='Linked Texture data browser:')
propname = slot.texture_search
# if slot.texture was a pointer to texture data rather than just a name string:
# layout.template_ID(povtex, "texture", new="texture.new")
layout.prop_search(
slot, 'texture_search', bpy.data, 'textures', text='', icon='TEXTURE'
)
try:
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[slot.texture_search]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[slot.texture_search]
except KeyError:
# texture not hand-linked by user
pass
if tex:
layout.separator()
split = layout.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
# else:
# for i in range(18): # length of material texture slots
# mat.pov_texture_slots.add()
elif scene.texture_context == 'WORLD' and wld is not None:
row = layout.row()
row.template_list(
"WORLD_TEXTURE_SLOTS_UL_POV_layerlist",
"",
wld,
"pov_texture_slots",
wld.pov,
"active_texture_index",
rows=2,
maxrows=16,
type="DEFAULT"
)
col = row.column(align=True)
col.operator("pov.textureslotadd", icon='ADD', text='')
col.operator("pov.textureslotremove", icon='REMOVE', text='')
#todo: recreate for pov_texture_slots?
#col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
#col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.separator()
if wld.pov_texture_slots:
index = wld.pov.active_texture_index
slot = wld.pov_texture_slots[index]
povtex = slot.texture#slot.name
tex = bpy.data.textures[povtex]
col.prop(tex, 'use_fake_user', text='')
#layout.label(text='Linked Texture data browser:')
propname = slot.texture_search
# if slot.texture was a pointer to texture data rather than just a name string:
# layout.template_ID(povtex, "texture", new="texture.new")
layout.prop_search(
slot, 'texture_search', bpy.data, 'textures', text='', icon='TEXTURE'
)
try:
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[slot.texture_search]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[slot.texture_search]
except KeyError:
# texture not hand-linked by user
pass
if tex:
layout.separator()
split = layout.split(factor=0.2)
split.label(text="Type")
split.prop(tex, "type", text="")
# Commented out below is a reminder of what existed in Blender Internal
# attributes need to be recreated
'''
slot = getattr(context, "texture_slot", None)
node = getattr(context, "texture_node", None)
space = context.space_data
#attempt at replacing removed space_data
mtl = getattr(context, "material", None)
if mtl != None:
spacedependant = mtl
wld = getattr(context, "world", None)
if wld != None:
spacedependant = wld
lgt = getattr(context, "light", None)
if lgt != None:
spacedependant = lgt
#idblock = context.particle_system.settings
tex = getattr(context, "texture", None)
if tex != None:
spacedependant = tex
scene = context.scene
idblock = scene.pov#pov_context_tex_datablock(context)
pin_id = space.pin_id
#spacedependant.use_limited_texture_context = True
if space.use_pin_id and not isinstance(pin_id, Texture):
idblock = id_tex_datablock(pin_id)
pin_id = None
if not space.use_pin_id:
layout.row().prop(spacedependant, "texture_context", expand=True)
pin_id = None
if spacedependant.texture_context == 'OTHER':
if not pin_id:
layout.template_texture_user()
user = context.texture_user
if user or pin_id:
layout.separator()
row = layout.row()
if pin_id:
row.template_ID(space, "pin_id")
else:
propname = context.texture_user_property.identifier
row.template_ID(user, propname, new="texture.new")
if tex:
split = layout.split(factor=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
split.prop(tex, "type", text="")
return
tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER'))
if tex_collection:
pov = getattr(context, "pov", None)
active_texture_index = getattr(spacedependant, "active_texture_index", None)
print (pov)
print(idblock)
print(active_texture_index)
row = layout.row()
row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots",
idblock, "active_texture_index", rows=2, maxrows=16, type="DEFAULT")
# row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
# world.texture_slots, world, "active_texture_index", rows=2)
col = row.column(align=True)
col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP'
col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN'
col.menu("TEXTURE_MT_POV_specials", icon='DOWNARROW_HLT', text="")
if tex_collection:
layout.template_ID(idblock, "active_texture", new="texture.new")
elif node:
layout.template_ID(node, "texture", new="texture.new")
elif idblock:
layout.template_ID(idblock, "texture", new="texture.new")
if pin_id:
layout.template_ID(space, "pin_id")
if tex:
split = layout.split(factor=0.2)
if tex.use_nodes:
if slot:
split.label(text="Output:")
split.prop(slot, "output_node", text="")
else:
split.label(text="Type:")
'''
class TEXTURE_PT_colors(TextureButtonsPanel, Panel):
"""Use this class to show pov color ramps."""
bl_label = "Colors"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
tex = context.texture
layout.prop(tex, "use_color_ramp", text="Ramp")
if tex.use_color_ramp:
layout.template_color_ramp(tex, "color_ramp", expand=True)
split = layout.split()
col = split.column()
col.label(text="RGB Multiply:")
sub = col.column(align=True)
sub.prop(tex, "factor_red", text="R")
sub.prop(tex, "factor_green", text="G")
sub.prop(tex, "factor_blue", text="B")
col = split.column()
col.label(text="Adjust:")
col.prop(tex, "intensity")
col.prop(tex, "contrast")
col.prop(tex, "saturation")
col = layout.column()
col.prop(tex, "use_clamp", text="Clamp")
# Texture Slot Panels #
class TEXTURE_OT_POV_texture_slot_add(Operator):
"""Use this class for the add texture slot button."""
bl_idname = "pov.textureslotadd"
bl_label = "Add"
bl_description = "Add texture_slot"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def execute(self, context):
idblock = pov_context_tex_datablock(context)
tex = bpy.data.textures.new(name='Texture', type='IMAGE')
#tex.use_fake_user = True
#mat = context.view_layer.objects.active.active_material
slot = idblock.pov_texture_slots.add()
slot.name = tex.name
slot.texture = tex.name
slot.texture_search = tex.name
# Switch paint brush and paint brush mask
# to this texture so settings remain contextual
bpy.context.tool_settings.image_paint.brush.texture = tex
bpy.context.tool_settings.image_paint.brush.mask_texture = tex
idblock.pov.active_texture_index = (len(idblock.pov_texture_slots)-1)
#for area in bpy.context.screen.areas:
#if area.type in ['PROPERTIES']:
#area.tag_redraw()
return {'FINISHED'}
class TEXTURE_OT_POV_texture_slot_remove(Operator):
"""Use this class for the remove texture slot button."""
bl_idname = "pov.textureslotremove"
bl_label = "Remove"
bl_description = "Remove texture_slot"
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def execute(self, context):
idblock = pov_context_tex_datablock(context)
#mat = context.view_layer.objects.active.active_material
tex_slot = idblock.pov_texture_slots.remove(idblock.pov.active_texture_index)
if idblock.pov.active_texture_index > 0:
idblock.pov.active_texture_index -= 1
try:
tex = idblock.pov_texture_slots[idblock.pov.active_texture_index].texture
except IndexError:
# No more slots
return {'FINISHED'}
# Switch paint brush to previous texture so settings remain contextual
# if 'tex' in locals(): # Would test is the tex variable is assigned / exists
bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[tex]
bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[tex]
return {'FINISHED'}
class TextureSlotPanel(TextureButtonsPanel):
"""Use this class to show pov texture slots panel."""
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
if not hasattr(context, "pov_texture_slot"):
return False
engine = context.scene.render.engine
return TextureButtonsPanel.poll(cls, context) and (
engine in cls.COMPAT_ENGINES
)
class TEXTURE_PT_POV_type(TextureButtonsPanel, Panel):
"""Use this class to define pov texture type buttons."""
bl_label = "POV Textures"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
world = context.world
tex = context.texture
split = layout.split(factor=0.2)
split.label(text="Pattern")
split.prop(tex.pov, "tex_pattern_type", text="")
# row = layout.row()
# row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world,
# world.texture_slots, world, "active_texture_index")
class TEXTURE_PT_POV_preview(TextureButtonsPanel, Panel):
"""Use this class to define pov texture preview panel."""
bl_label = "Preview"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
if not hasattr(context, "pov_texture_slot"):
return False
tex = context.texture
mat = bpy.context.active_object.active_material
return (
tex
and (tex.pov.tex_pattern_type != 'emulator')
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
tex = context.texture
slot = getattr(context, "pov_texture_slot", None)
idblock = pov_context_tex_datablock(context)
layout = self.layout
# if idblock:
# layout.template_preview(tex, parent=idblock, slot=slot)
if tex.pov.tex_pattern_type != 'emulator':
layout.operator("tex.preview_update")
else:
layout.template_preview(tex, slot=slot)
class TEXTURE_PT_POV_parameters(TextureButtonsPanel, Panel):
"""Use this class to define pov texture pattern buttons."""
bl_label = "POV Pattern Options"
bl_options = {'HIDE_HEADER'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
mat = bpy.context.active_object.active_material
layout = self.layout
tex = context.texture
align = True
if tex is not None and tex.pov.tex_pattern_type != 'emulator':
if tex.pov.tex_pattern_type == 'agate':
layout.prop(
tex.pov, "modifier_turbulence", text="Agate Turbulence"
)
if tex.pov.tex_pattern_type in {'spiral1', 'spiral2'}:
layout.prop(tex.pov, "modifier_numbers", text="Number of arms")
if tex.pov.tex_pattern_type == 'tiling':
layout.prop(tex.pov, "modifier_numbers", text="Pattern number")
if tex.pov.tex_pattern_type == 'magnet':
layout.prop(tex.pov, "magnet_style", text="Magnet style")
if tex.pov.tex_pattern_type == 'quilted':
row = layout.row(align=align)
row.prop(tex.pov, "modifier_control0", text="Control0")
row.prop(tex.pov, "modifier_control1", text="Control1")
if tex.pov.tex_pattern_type == 'brick':
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "brick_size_x", text="Brick size X")
row.prop(tex.pov, "brick_size_y", text="Brick size Y")
row = col.row()
row.prop(tex.pov, "brick_size_z", text="Brick size Z")
row.prop(tex.pov, "brick_mortar", text="Brick mortar")
if tex.pov.tex_pattern_type in {'julia', 'mandel', 'magnet'}:
col = layout.column(align=align)
if tex.pov.tex_pattern_type == 'julia':
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
if (
tex.pov.tex_pattern_type == 'magnet'
and tex.pov.magnet_style == 'julia'
):
row = col.row()
row.prop(tex.pov, "julia_complex_1", text="Complex 1")
row.prop(tex.pov, "julia_complex_2", text="Complex 2")
row = col.row()
if tex.pov.tex_pattern_type in {'julia', 'mandel'}:
row.prop(tex.pov, "f_exponent", text="Exponent")
if tex.pov.tex_pattern_type == 'magnet':
row.prop(tex.pov, "magnet_type", text="Type")
row.prop(tex.pov, "f_iter", text="Iterations")
row = col.row()
row.prop(tex.pov, "f_ior", text="Interior")
row.prop(tex.pov, "f_ior_fac", text="Factor I")
row = col.row()
row.prop(tex.pov, "f_eor", text="Exterior")
row.prop(tex.pov, "f_eor_fac", text="Factor E")
if tex.pov.tex_pattern_type == 'gradient':
layout.label(text="Gradient orientation:")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "grad_orient_x", text="X")
column_flow.prop(tex.pov, "grad_orient_y", text="Y")
column_flow.prop(tex.pov, "grad_orient_z", text="Z")
if tex.pov.tex_pattern_type == 'pavement':
layout.prop(
tex.pov, "pave_sides", text="Pavement:number of sides"
)
col = layout.column(align=align)
column_flow = col.column_flow(columns=3, align=True)
column_flow.prop(tex.pov, "pave_tiles", text="Tiles")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_35", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_22", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6:
column_flow.prop(tex.pov, "pave_pat_12", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_7", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_5", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5:
column_flow.prop(tex.pov, "pave_pat_4", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4:
column_flow.prop(tex.pov, "pave_pat_3", text="Pattern")
if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3:
column_flow.prop(tex.pov, "pave_pat_2", text="Pattern")
if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6:
column_flow.label(text="!!! 5 tiles!")
column_flow.prop(tex.pov, "pave_form", text="Form")
if tex.pov.tex_pattern_type == 'function':
layout.prop(tex.pov, "func_list", text="Functions")
if (
tex.pov.tex_pattern_type == 'function'
and tex.pov.func_list != "NONE"
):
func = None
if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}:
func = 0
if tex.pov.func_list in {
"f_comma",
"f_crossed_trough",
"f_cubic_saddle",
"f_cushion",
"f_devils_curve",
"f_enneper",
"f_glob",
"f_heart",
"f_hex_x",
"f_hex_y",
"f_hunt_surface",
"f_klein_bottle",
"f_kummer_surface_v1",
"f_lemniscate_of_gerono",
"f_mitre",
"f_nodal_cubic",
"f_noise_generator",
"f_odd",
"f_paraboloid",
"f_pillow",
"f_piriform",
"f_quantum",
"f_quartic_paraboloid",
"f_quartic_saddle",
"f_sphere",
"f_steiners_roman",
"f_torus_gumdrop",
"f_umbrella",
}:
func = 1
if tex.pov.func_list in {
"f_bicorn",
"f_bifolia",
"f_boy_surface",
"f_superellipsoid",
"f_torus",
}:
func = 2
if tex.pov.func_list in {
"f_ellipsoid",
"f_folium_surface",
"f_hyperbolic_torus",
"f_kampyle_of_eudoxus",
"f_parabolic_torus",
"f_quartic_cylinder",
"f_torus2",
}:
func = 3
if tex.pov.func_list in {
"f_blob2",
"f_cross_ellipsoids",
"f_flange_cover",
"f_isect_ellipsoids",
"f_kummer_surface_v2",
"f_ovals_of_cassini",
"f_rounded_box",
"f_spikes_2d",
"f_strophoid",
}:
func = 4
if tex.pov.func_list in {
"f_algbr_cyl1",
"f_algbr_cyl2",
"f_algbr_cyl3",
"f_algbr_cyl4",
"f_blob",
"f_mesh1",
"f_poly4",
"f_spikes",
}:
func = 5
if tex.pov.func_list in {
"f_devils_curve_2d",
"f_dupin_cyclid",
"f_folium_surface_2d",
"f_hetero_mf",
"f_kampyle_of_eudoxus_2d",
"f_lemniscate_of_gerono_2d",
"f_polytubes",
"f_ridge",
"f_ridged_mf",
"f_spiral",
"f_witch_of_agnesi",
}:
func = 6
if tex.pov.func_list in {
"f_helix1",
"f_helix2",
"f_piriform_2d",
"f_strophoid_2d",
}:
func = 7
if tex.pov.func_list == "f_helical_torus":
func = 8
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="X")
column_flow.prop(tex.pov, "func_plus_x", text="")
column_flow.prop(tex.pov, "func_x", text="Value")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="Y")
column_flow.prop(tex.pov, "func_plus_y", text="")
column_flow.prop(tex.pov, "func_y", text="Value")
column_flow = layout.column_flow(columns=3, align=True)
column_flow.label(text="Z")
column_flow.prop(tex.pov, "func_plus_z", text="")
column_flow.prop(tex.pov, "func_z", text="Value")
row = layout.row(align=align)
if func > 0:
row.prop(tex.pov, "func_P0", text="P0")
if func > 1:
row.prop(tex.pov, "func_P1", text="P1")
row = layout.row(align=align)
if func > 2:
row.prop(tex.pov, "func_P2", text="P2")
if func > 3:
row.prop(tex.pov, "func_P3", text="P3")
row = layout.row(align=align)
if func > 4:
row.prop(tex.pov, "func_P4", text="P4")
if func > 5:
row.prop(tex.pov, "func_P5", text="P5")
row = layout.row(align=align)
if func > 6:
row.prop(tex.pov, "func_P6", text="P6")
if func > 7:
row.prop(tex.pov, "func_P7", text="P7")
row = layout.row(align=align)
row.prop(tex.pov, "func_P8", text="P8")
row.prop(tex.pov, "func_P9", text="P9")
###################################################End Patterns############################
layout.prop(tex.pov, "warp_types", text="Warp types") # warp
if tex.pov.warp_types == "TOROIDAL":
layout.prop(
tex.pov, "warp_tor_major_radius", text="Major radius"
)
if tex.pov.warp_types not in {"CUBIC", "NONE"}:
layout.prop(
tex.pov, "warp_orientation", text="Warp orientation"
)
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "warp_dist_exp", text="Distance exponent")
row = col.row()
row.prop(tex.pov, "modifier_frequency", text="Frequency")
row.prop(tex.pov, "modifier_phase", text="Phase")
row = layout.row()
row.label(text="Offset:")
row.label(text="Scale:")
row.label(text="Rotate:")
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "tex_mov_x", text="X")
row.prop(tex.pov, "tex_scale_x", text="X")
row.prop(tex.pov, "tex_rot_x", text="X")
row = col.row()
row.prop(tex.pov, "tex_mov_y", text="Y")
row.prop(tex.pov, "tex_scale_y", text="Y")
row.prop(tex.pov, "tex_rot_y", text="Y")
row = col.row()
row.prop(tex.pov, "tex_mov_z", text="Z")
row.prop(tex.pov, "tex_scale_z", text="Z")
row.prop(tex.pov, "tex_rot_z", text="Z")
row = layout.row()
row.label(text="Turbulence:")
col = layout.column(align=align)
row = col.row()
row.prop(tex.pov, "warp_turbulence_x", text="X")
row.prop(tex.pov, "modifier_octaves", text="Octaves")
row = col.row()
row.prop(tex.pov, "warp_turbulence_y", text="Y")
row.prop(tex.pov, "modifier_lambda", text="Lambda")
row = col.row()
row.prop(tex.pov, "warp_turbulence_z", text="Z")
row.prop(tex.pov, "modifier_omega", text="Omega")
class TEXTURE_PT_POV_mapping(TextureSlotPanel, Panel):
"""Use this class to define POV texture mapping buttons"""
bl_label = "Mapping"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@classmethod
def poll(cls, context):
idblock = pov_context_tex_datablock(context)
if isinstance(idblock, Brush) and not context.sculpt_object:
return False
if not getattr(context, "texture_slot", None):
return False
engine = context.scene.render.engine
return (engine in cls.COMPAT_ENGINES)
def draw(self, context):
layout = self.layout
idblock = pov_context_tex_datablock(context)
#tex = context.texture_slot
tex = mat.pov_texture_slots[
mat.active_texture_index
]
if not isinstance(idblock, Brush):
split = layout.split(percentage=0.3)
col = split.column()
col.label(text="Coordinates:")
col = split.column()
col.prop(tex, "texture_coords", text="")
if tex.texture_coords == 'ORCO':
"""
ob = context.object
if ob and ob.type == 'MESH':
split = layout.split(percentage=0.3)
split.label(text="Mesh:")
split.prop(ob.data, "texco_mesh", text="")
"""
elif tex.texture_coords == 'UV':
split = layout.split(percentage=0.3)
split.label(text="Map:")
ob = context.object
if ob and ob.type == 'MESH':
split.prop_search(tex, "uv_layer", ob.data, "uv_textures", text="")
else:
split.prop(tex, "uv_layer", text="")
elif tex.texture_coords == 'OBJECT':
split = layout.split(percentage=0.3)
split.label(text="Object:")
split.prop(tex, "object", text="")
elif tex.texture_coords == 'ALONG_STROKE':
split = layout.split(percentage=0.3)
split.label(text="Use Tips:")
split.prop(tex, "use_tips", text="")
if isinstance(idblock, Brush):
if context.sculpt_object or context.image_paint_object:
brush_texture_settings(layout, idblock, context.sculpt_object)
else:
if isinstance(idblock, FreestyleLineStyle):
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split(percentage=0.3)
split.separator()
row = split.row()
row.prop(tex, "mapping_x", text="")
row.prop(tex, "mapping_y", text="")
row.prop(tex, "mapping_z", text="")
elif isinstance(idblock, Material):
split = layout.split(percentage=0.3)
split.label(text="Projection:")
split.prop(tex, "mapping", text="")
split = layout.split()
col = split.column()
if tex.texture_coords in {'ORCO', 'UV'}:
col.prop(tex, "use_from_dupli")
if (idblock.type == 'VOLUME' and tex.texture_coords == 'ORCO'):
col.prop(tex, "use_map_to_bounds")
elif tex.texture_coords == 'OBJECT':
col.prop(tex, "use_from_original")
if (idblock.type == 'VOLUME'):
col.prop(tex, "use_map_to_bounds")
else:
col.label()
col = split.column()
row = col.row()
row.prop(tex, "mapping_x", text="")
row.prop(tex, "mapping_y", text="")
row.prop(tex, "mapping_z", text="")
row = layout.row()
row.column().prop(tex, "offset")
row.column().prop(tex, "scale")
class TEXTURE_PT_POV_influence(TextureSlotPanel, Panel):
"""Use this class to define pov texture influence buttons."""
bl_label = "Influence"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
#bl_context = 'texture'
@classmethod
def poll(cls, context):
idblock = pov_context_tex_datablock(context)
if (
# isinstance(idblock, Brush) and # Brush used for everything since 2.8
context.scene.texture_context == 'OTHER'
): # XXX replace by isinstance(idblock, bpy.types.Brush) and ...
return False
# Specify below also for pov_world_texture_slots, lights etc.
# to display for various types of slots but only when any
if not getattr(idblock, "pov_texture_slots", None):
return False
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
idblock = pov_context_tex_datablock(context)
# tex = context.pov_texture_slot
#mat = bpy.context.active_object.active_material
texslot = idblock.pov_texture_slots[
idblock.pov.active_texture_index
] # bpy.data.textures[mat.active_texture_index]
tex = bpy.data.textures[
idblock.pov_texture_slots[idblock.pov.active_texture_index].texture
]
def factor_but(layout, toggle, factor, name):
row = layout.row(align=True)
row.prop(texslot, toggle, text="")
sub = row.row(align=True)
sub.active = getattr(texslot, toggle)
sub.prop(texslot, factor, text=name, slider=True)
return sub # XXX, temp. use_map_normal needs to override.
if isinstance(idblock, Material):
split = layout.split()
col = split.column()
if idblock.pov.type in {'SURFACE', 'WIRE'}:
split = layout.split()
col = split.column()
col.label(text="Diffuse:")
factor_but(
col, "use_map_diffuse", "diffuse_factor", "Intensity"
)
factor_but(
col,
"use_map_color_diffuse",
"diffuse_color_factor",
"Color",
)
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
factor_but(
col,
"use_map_translucency",
"translucency_factor",
"Translucency",
)
col.label(text="Specular:")
factor_but(
col, "use_map_specular", "specular_factor", "Intensity"
)
factor_but(
col, "use_map_color_spec", "specular_color_factor", "Color"
)
factor_but(
col, "use_map_hardness", "hardness_factor", "Hardness"
)
col = split.column()
col.label(text="Shading:")
factor_but(col, "use_map_ambient", "ambient_factor", "Ambient")
factor_but(col, "use_map_emit", "emit_factor", "Emit")
factor_but(col, "use_map_mirror", "mirror_factor", "Mirror")
factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror")
col.label(text="Geometry:")
# XXX replace 'or' when displacement is fixed to not rely on normal influence value.
sub_tmp = factor_but(
col, "use_map_normal", "normal_factor", "Normal"
)
sub_tmp.active = (
texslot.use_map_normal or texslot.use_map_displacement
)
# END XXX
factor_but(col, "use_map_warp", "warp_factor", "Warp")
factor_but(
col,
"use_map_displacement",
"displacement_factor",
"Displace",
)
# ~ sub = col.column()
# ~ sub.active = texslot.use_map_translucency or texslot.map_emit or texslot.map_alpha or texslot.map_raymir or texslot.map_hardness or texslot.map_ambient or texslot.map_specularity or texslot.map_reflection or texslot.map_mirror
# ~ sub.prop(texslot, "default_value", text="Amount", slider=True)
elif idblock.pov.type == 'HALO':
layout.label(text="Halo:")
split = layout.split()
col = split.column()
factor_but(
col,
"use_map_color_diffuse",
"diffuse_color_factor",
"Color",
)
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
col = split.column()
factor_but(col, "use_map_raymir", "raymir_factor", "Size")
factor_but(
col, "use_map_hardness", "hardness_factor", "Hardness"
)
factor_but(
col, "use_map_translucency", "translucency_factor", "Add"
)
elif idblock.pov.type == 'VOLUME':
layout.label(text="Volume:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(
col, "use_map_emission", "emission_factor", "Emission"
)
factor_but(
col, "use_map_scatter", "scattering_factor", "Scattering"
)
factor_but(
col, "use_map_reflect", "reflection_factor", "Reflection"
)
col = split.column()
col.label(text=" ")
factor_but(
col,
"use_map_color_emission",
"emission_color_factor",
"Emission Color",
)
factor_but(
col,
"use_map_color_transmission",
"transmission_color_factor",
"Transmission Color",
)
factor_but(
col,
"use_map_color_reflection",
"reflection_color_factor",
"Reflection Color",
)
layout.label(text="Geometry:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_warp", "warp_factor", "Warp")
col = split.column()
factor_but(
col,
"use_map_displacement",
"displacement_factor",
"Displace",
)
elif isinstance(idblock, Light):
split = layout.split()
col = split.column()
factor_but(col, "use_map_color", "color_factor", "Color")
col = split.column()
factor_but(col, "use_map_shadow", "shadow_factor", "Shadow")
elif isinstance(idblock, World):
split = layout.split()
col = split.column()
factor_but(col, "use_map_blend", "blend_factor", "Blend")
factor_but(col, "use_map_horizon", "horizon_factor", "Horizon")
col = split.column()
factor_but(
col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up"
)
factor_but(
col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down"
)
elif isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
col.label(text="General:")
factor_but(col, "use_map_time", "time_factor", "Time")
factor_but(col, "use_map_life", "life_factor", "Lifetime")
factor_but(col, "use_map_density", "density_factor", "Density")
factor_but(col, "use_map_size", "size_factor", "Size")
col = split.column()
col.label(text="Physics:")
factor_but(col, "use_map_velocity", "velocity_factor", "Velocity")
factor_but(col, "use_map_damp", "damp_factor", "Damp")
factor_but(col, "use_map_gravity", "gravity_factor", "Gravity")
factor_but(col, "use_map_field", "field_factor", "Force Fields")
layout.label(text="Hair:")
split = layout.split()
col = split.column()
factor_but(col, "use_map_length", "length_factor", "Length")
factor_but(col, "use_map_clump", "clump_factor", "Clump")
factor_but(col, "use_map_twist", "twist_factor", "Twist")
col = split.column()
factor_but(
col, "use_map_kink_amp", "kink_amp_factor", "Kink Amplitude"
)
factor_but(
col, "use_map_kink_freq", "kink_freq_factor", "Kink Frequency"
)
factor_but(col, "use_map_rough", "rough_factor", "Rough")
elif isinstance(idblock, FreestyleLineStyle):
split = layout.split()
col = split.column()
factor_but(
col, "use_map_color_diffuse", "diffuse_color_factor", "Color"
)
col = split.column()
factor_but(col, "use_map_alpha", "alpha_factor", "Alpha")
layout.separator()
if not isinstance(idblock, ParticleSettings):
split = layout.split()
col = split.column()
# col.prop(tex, "blend_type", text="Blend") #deprecated since 2.8
# col.prop(tex, "use_rgb_to_intensity") #deprecated since 2.8
# color is used on gray-scale textures even when use_rgb_to_intensity is disabled.
# col.prop(tex, "color", text="") #deprecated since 2.8
col = split.column()
# col.prop(tex, "invert", text="Negative") #deprecated since 2.8
# col.prop(tex, "use_stencil") #deprecated since 2.8
# if isinstance(idblock, (Material, World)):
# col.prop(tex, "default_value", text="DVar", slider=True)
class TEXTURE_PT_POV_tex_gamma(TextureButtonsPanel, Panel):
"""Use this class to define pov texture gamma buttons."""
bl_label = "Image Gamma"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
tex = context.texture
self.layout.prop(
tex.pov, "tex_gamma_enable", text="", icon='SEQ_LUMA_WAVEFORM'
)
def draw(self, context):
layout = self.layout
tex = context.texture
layout.active = tex.pov.tex_gamma_enable
layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value")
# commented out below UI for texture only custom code inside exported material:
# class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, Panel):
# bl_label = "Custom POV Code"
# COMPAT_ENGINES = {'POVRAY_RENDER'}
# def draw(self, context):
# layout = self.layout
# tex = context.texture
# col = layout.column()
# col.label(text="Replace properties with:")
# col.prop(tex.pov, "replacement_text", text="")
class OBJECT_PT_POV_obj_parameters(ObjectButtonsPanel, Panel):
"""Use this class to define pov specific object level options buttons."""
bl_label = "POV"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return engine in cls.COMPAT_ENGINES
def draw(self, context):
layout = self.layout
obj = context.object
split = layout.split()
col = split.column(align=True)
col.label(text="Radiosity:")
col.prop(obj.pov, "importance_value", text="Importance")
col.label(text="Photons:")
col.prop(obj.pov, "collect_photons", text="Receive Photon Caustics")
if obj.pov.collect_photons:
col.prop(
obj.pov, "spacing_multiplier", text="Photons Spacing Multiplier"
)
split = layout.split()
col = split.column()
col.prop(obj.pov, "hollow")
col.prop(obj.pov, "double_illuminate")
if obj.type == 'META' or obj.pov.curveshape == 'lathe':
# if obj.pov.curveshape == 'sor'
col.prop(obj.pov, "sturm")
col.prop(obj.pov, "no_shadow")
col.prop(obj.pov, "no_image")
col.prop(obj.pov, "no_reflection")
col.prop(obj.pov, "no_radiosity")
col.prop(obj.pov, "inverse")
col.prop(obj.pov, "hierarchy")
# col.prop(obj.pov,"boundorclip",text="Bound / Clip")
# if obj.pov.boundorclip != "none":
# col.prop_search(obj.pov,"boundorclipob",context.blend_data,"objects",text="Object")
# text = "Clipped by"
# if obj.pov.boundorclip == "clipped_by":
# text = "Bounded by"
# col.prop(obj.pov,"addboundorclip",text=text)
class OBJECT_PT_POV_obj_sphere(PovDataButtonsPanel, Panel):
"""Use this class to define pov sphere primitive parameters buttons."""
bl_label = "POV Sphere"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'SPHERE'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'SPHERE':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(text="Sphere radius: " + str(obj.pov.sphere_radius))
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.sphere_update", text="Update", icon="SHADING_RENDERED"
)
# col.label(text="Parameters:")
col.prop(obj.pov, "sphere_radius", text="Radius of Sphere")
class OBJECT_PT_POV_obj_cylinder(PovDataButtonsPanel, Panel):
"""Use this class to define pov cylinder primitive parameters buttons."""
bl_label = "POV Cylinder"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'CYLINDER'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'CYLINDER':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(
text="Cylinder radius: " + str(obj.pov.cylinder_radius)
)
col.label(
text="Cylinder cap location: "
+ str(obj.pov.cylinder_location_cap)
)
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.cylinder_update", text="Update", icon="MESH_CYLINDER"
)
# col.label(text="Parameters:")
col.prop(obj.pov, "cylinder_radius")
col.prop(obj.pov, "cylinder_location_cap")
class OBJECT_PT_POV_obj_cone(PovDataButtonsPanel, Panel):
"""Use this class to define pov cone primitive parameters buttons."""
bl_label = "POV Cone"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'CONE'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'CONE':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(
text="Cone base radius: " + str(obj.pov.cone_base_radius)
)
col.label(
text="Cone cap radius: " + str(obj.pov.cone_cap_radius)
)
col.label(
text="Cone proxy segments: " + str(obj.pov.cone_segments)
)
col.label(text="Cone height: " + str(obj.pov.cone_height))
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.cone_update", text="Update", icon="MESH_CONE"
)
# col.label(text="Parameters:")
col.prop(
obj.pov, "cone_base_radius", text="Radius of Cone Base"
)
col.prop(obj.pov, "cone_cap_radius", text="Radius of Cone Cap")
col.prop(
obj.pov, "cone_segments", text="Segmentation of Cone proxy"
)
col.prop(obj.pov, "cone_height", text="Height of the cone")
class OBJECT_PT_POV_obj_superellipsoid(PovDataButtonsPanel, Panel):
"""Use this class to define pov superellipsoid primitive parameters buttons."""
bl_label = "POV Superquadric ellipsoid"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'SUPERELLIPSOID'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'SUPERELLIPSOID':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(text="Radial segmentation: " + str(obj.pov.se_u))
col.label(text="Lateral segmentation: " + str(obj.pov.se_v))
col.label(text="Ring shape: " + str(obj.pov.se_n1))
col.label(text="Cross-section shape: " + str(obj.pov.se_n2))
col.label(text="Fill up and down: " + str(obj.pov.se_edit))
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.superellipsoid_update",
text="Update",
icon="MOD_SUBSURF",
)
# col.label(text="Parameters:")
col.prop(obj.pov, "se_u")
col.prop(obj.pov, "se_v")
col.prop(obj.pov, "se_n1")
col.prop(obj.pov, "se_n2")
col.prop(obj.pov, "se_edit")
class OBJECT_PT_POV_obj_torus(PovDataButtonsPanel, Panel):
"""Use this class to define pov torus primitive parameters buttons."""
bl_label = "POV Torus"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'TORUS'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'TORUS':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(
text="Torus major radius: "
+ str(obj.pov.torus_major_radius)
)
col.label(
text="Torus minor radius: "
+ str(obj.pov.torus_minor_radius)
)
col.label(
text="Torus major segments: "
+ str(obj.pov.torus_major_segments)
)
col.label(
text="Torus minor segments: "
+ str(obj.pov.torus_minor_segments)
)
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.torus_update", text="Update", icon="MESH_TORUS"
)
# col.label(text="Parameters:")
col.prop(obj.pov, "torus_major_radius")
col.prop(obj.pov, "torus_minor_radius")
col.prop(obj.pov, "torus_major_segments")
col.prop(obj.pov, "torus_minor_segments")
class OBJECT_PT_POV_obj_supertorus(PovDataButtonsPanel, Panel):
"""Use this class to define pov supertorus primitive parameters buttons."""
bl_label = "POV SuperTorus"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'SUPERTORUS'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'SUPERTORUS':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(
text="SuperTorus major radius: "
+ str(obj.pov.st_major_radius)
)
col.label(
text="SuperTorus minor radius: "
+ str(obj.pov.st_minor_radius)
)
col.label(
text="SuperTorus major segments: " + str(obj.pov.st_u)
)
col.label(
text="SuperTorus minor segments: " + str(obj.pov.st_v)
)
col.label(
text="SuperTorus Ring Manipulator: " + str(obj.pov.st_ring)
)
col.label(
text="SuperTorus Cross Manipulator: "
+ str(obj.pov.st_cross)
)
col.label(
text="SuperTorus Internal And External radii: "
+ str(obj.pov.st_ie)
)
col.label(
text="SuperTorus accuracy: " + str(ob.pov.st_accuracy)
)
col.label(
text="SuperTorus max gradient: "
+ str(ob.pov.st_max_gradient)
)
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.supertorus_update", text="Update", icon="MESH_TORUS"
)
# col.label(text="Parameters:")
col.prop(obj.pov, "st_major_radius")
col.prop(obj.pov, "st_minor_radius")
col.prop(obj.pov, "st_u")
col.prop(obj.pov, "st_v")
col.prop(obj.pov, "st_ring")
col.prop(obj.pov, "st_cross")
col.prop(obj.pov, "st_ie")
# col.prop(obj.pov, "st_edit") #?
col.prop(obj.pov, "st_accuracy")
col.prop(obj.pov, "st_max_gradient")
class OBJECT_PT_POV_obj_parametric(PovDataButtonsPanel, Panel):
"""Use this class to define pov parametric surface primitive parameters buttons."""
bl_label = "POV Parametric surface"
COMPAT_ENGINES = {'POVRAY_RENDER'}
# bl_options = {'HIDE_HEADER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
obj = context.object
return (
obj
and obj.pov.object_as == 'PARAMETRIC'
and (engine in cls.COMPAT_ENGINES)
)
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
if obj.pov.object_as == 'PARAMETRIC':
if obj.pov.unlock_parameters == False:
col.prop(
obj.pov,
"unlock_parameters",
text="Exported parameters below",
icon='LOCKED',
)
col.label(text="Minimum U: " + str(obj.pov.u_min))
col.label(text="Minimum V: " + str(obj.pov.v_min))
col.label(text="Maximum U: " + str(obj.pov.u_max))
col.label(text="Minimum V: " + str(obj.pov.v_min))
col.label(text="X Function: " + str(obj.pov.x_eq))
col.label(text="Y Function: " + str(obj.pov.y_eq))
col.label(text="Z Function: " + str(obj.pov.x_eq))
else:
col.prop(
obj.pov,
"unlock_parameters",
text="Edit exported parameters",
icon='UNLOCKED',
)
col.label(text="3D view proxy may get out of synch")
col.active = obj.pov.unlock_parameters
layout.operator(
"pov.parametric_update", text="Update", icon="SCRIPTPLUGINS"
)
col.prop(obj.pov, "u_min", text="Minimum U")
col.prop(obj.pov, "v_min", text="Minimum V")
col.prop(obj.pov, "u_max", text="Maximum U")
col.prop(obj.pov, "v_max", text="Minimum V")
col.prop(obj.pov, "x_eq", text="X Function")
col.prop(obj.pov, "y_eq", text="Y Function")
col.prop(obj.pov, "z_eq", text="Z Function")
class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, Panel):
"""Use this class to define pov object replacement field."""
bl_label = "Custom POV Code"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column()
col.label(text="Replace properties with:")
col.prop(obj.pov, "replacement_text", text="")
###############################################################################
# Add Povray Objects
###############################################################################
class VIEW_MT_POV_primitives_add(Menu):
"""Define the primitives menu with presets"""
bl_idname = "VIEW_MT_POV_primitives_add"
bl_label = "Povray"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
engine = context.scene.render.engine
return engine == 'POVRAY_RENDER'
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.menu(
VIEW_MT_POV_Basic_Shapes.bl_idname, text="Primitives", icon="GROUP"
)
layout.menu(VIEW_MT_POV_import.bl_idname, text="Import", icon="IMPORT")
class VIEW_MT_POV_Basic_Shapes(Menu):
"""Use this class to sort simple primitives menu entries."""
bl_idname = "POVRAY_MT_basic_shape_tools"
bl_label = "Basic_shapes"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator(
"pov.addplane", text="Infinite Plane", icon='MESH_PLANE'
)
layout.operator("pov.addbox", text="Box", icon='MESH_CUBE')
layout.operator("pov.addsphere", text="Sphere", icon='SHADING_RENDERED')
layout.operator(
"pov.addcylinder", text="Cylinder", icon="MESH_CYLINDER"
)
layout.operator("pov.cone_add", text="Cone", icon="MESH_CONE")
layout.operator("pov.addtorus", text="Torus", icon='MESH_TORUS')
layout.separator()
layout.operator("pov.addrainbow", text="Rainbow", icon="COLOR")
layout.operator("pov.addlathe", text="Lathe", icon='MOD_SCREW')
layout.operator("pov.addprism", text="Prism", icon='MOD_SOLIDIFY')
layout.operator(
"pov.addsuperellipsoid",
text="Superquadric Ellipsoid",
icon='MOD_SUBSURF',
)
layout.operator(
"pov.addheightfield", text="Height Field", icon="RNDCURVE"
)
layout.operator(
"pov.addspheresweep", text="Sphere Sweep", icon='FORCE_CURVE'
)
layout.separator()
layout.operator(
"pov.addblobsphere", text="Blob Sphere", icon='META_DATA'
)
layout.separator()
layout.label(text="Isosurfaces")
layout.operator(
"pov.addisosurfacebox", text="Isosurface Box", icon="META_CUBE"
)
layout.operator(
"pov.addisosurfacesphere",
text="Isosurface Sphere",
icon="META_BALL",
)
layout.operator(
"pov.addsupertorus", text="Supertorus", icon="SURFACE_NTORUS"
)
layout.separator()
layout.label(text="Macro based")
layout.operator(
"pov.addpolygontocircle",
text="Polygon To Circle Blending",
icon="MOD_CAST",
)
layout.operator("pov.addloft", text="Loft", icon="SURFACE_NSURFACE")
layout.separator()
# Warning if the Add Advanced Objects addon containing
# Add mesh extra objects is not enabled
if not check_add_mesh_extra_objects():
# col = box.column()
layout.label(
text="Please enable Add Mesh: Extra Objects addon", icon="INFO"
)
# layout.separator()
layout.operator(
"preferences.addon_show",
text="Go to Add Mesh: Extra Objects addon",
icon="PREFERENCES",
).module = "add_mesh_extra_objects"
# layout.separator()
return
else:
layout.operator(
"pov.addparametric", text="Parametric", icon='SCRIPTPLUGINS'
)
class VIEW_MT_POV_import(Menu):
"""Use this class for the import menu."""
bl_idname = "POVRAY_MT_import_tools"
bl_label = "Import"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("import_scene.pov", icon="FORCE_LENNARDJONES")
def menu_func_add(self, context):
engine = context.scene.render.engine
if engine == 'POVRAY_RENDER':
self.layout.menu("VIEW_MT_POV_primitives_add", icon="PLUGIN")
def menu_func_import(self, context):
engine = context.scene.render.engine
if engine == 'POVRAY_RENDER':
self.layout.operator("import_scene.pov", icon="FORCE_LENNARDJONES")
##############Nodes
# def find_node_input(node, name):
# for input in node.inputs:
# if input.name == name:
# return input
# def panel_node_draw(layout, id_data, output_type, input_name):
# if not id_data.use_nodes:
# #layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE')
# #layout.operator("pov.use_shading_nodes", icon='NODETREE')
# layout.operator("WM_OT_context_toggle", icon='NODETREE').data_path = \
# "material.pov.material_use_nodes"
# return False
# ntree = id_data.node_tree
# node = find_node(id_data, output_type)
# if not node:
# layout.label(text="No output node")
# else:
# input = find_node_input(node, input_name)
# layout.template_node_view(ntree, node, input)
# return True
class NODE_MT_POV_map_create(Menu):
"""Create maps"""
bl_idname = "POVRAY_MT_node_map_create"
bl_label = "Create map"
def draw(self, context):
layout = self.layout
layout.operator("node.map_create")
def menu_func_nodes(self, context):
ob = context.object
if hasattr(ob, 'active_material'):
mat = context.object.active_material
if mat and context.space_data.tree_type == 'ObjectNodeTree':
self.layout.prop(mat.pov, "material_use_nodes")
self.layout.menu(NODE_MT_POV_map_create.bl_idname)
self.layout.operator("wm.updatepreviewkey")
if (
hasattr(mat, 'active_texture')
and context.scene.render.engine == 'POVRAY_RENDER'
):
tex = mat.active_texture
if tex and context.space_data.tree_type == 'TextureNodeTree':
self.layout.prop(tex.pov, "texture_use_nodes")
###############################################################################
# Camera Povray Settings
###############################################################################
class CAMERA_PT_POV_cam_dof(CameraDataButtonsPanel, Panel):
"""Use this class for camera depth of field focal blur buttons."""
bl_label = "POV Aperture"
COMPAT_ENGINES = {'POVRAY_RENDER'}
bl_parent_id = "DATA_PT_camera_dof_aperture"
bl_options = {'HIDE_HEADER'}
# def draw_header(self, context):
# cam = context.camera
# self.layout.prop(cam.pov, "dof_enable", text="")
def draw(self, context):
layout = self.layout
cam = context.camera
layout.active = cam.dof.use_dof
layout.use_property_split = True # Active single-column layout
flow = layout.grid_flow(
row_major=True,
columns=0,
even_columns=True,
even_rows=False,
align=False,
)
col = flow.column()
col.label(text="F-Stop value will export as")
col.label(
text="POV aperture : "
+ "%.3f" % (1 / cam.dof.aperture_fstop * 1000)
)
col = flow.column()
col.prop(cam.pov, "dof_samples_min")
col.prop(cam.pov, "dof_samples_max")
col.prop(cam.pov, "dof_variance")
col.prop(cam.pov, "dof_confidence")
class CAMERA_PT_POV_cam_nor(CameraDataButtonsPanel, Panel):
"""Use this class for camera normal perturbation buttons."""
bl_label = "POV Perturbation"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw_header(self, context):
cam = context.camera
self.layout.prop(cam.pov, "normal_enable", text="")
def draw(self, context):
layout = self.layout
cam = context.camera
layout.active = cam.pov.normal_enable
layout.prop(cam.pov, "normal_patterns")
layout.prop(cam.pov, "cam_normal")
layout.prop(cam.pov, "turbulence")
layout.prop(cam.pov, "scale")
class CAMERA_PT_POV_replacement_text(CameraDataButtonsPanel, Panel):
"""Use this class for camera text replacement field."""
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="")
###############################################################################
# Text Povray Settings
###############################################################################
class TEXT_OT_POV_insert(Operator):
"""Use this class to create blender text editor operator to insert pov snippets like other pov IDEs."""
bl_idname = "text.povray_insert"
bl_label = "Insert"
filepath: bpy.props.StringProperty(name="Filepath", subtype='FILE_PATH')
@classmethod
def poll(cls, context):
# context.area.type == 'TEXT_EDITOR'
return bpy.ops.text.insert.poll()
def execute(self, context):
if self.filepath and isfile(self.filepath):
file = open(self.filepath, "r")
bpy.ops.text.insert(text=file.read())
# places the cursor at the end without scrolling -.-
# context.space_data.text.write(file.read())
file.close()
return {'FINISHED'}
def validinsert(ext):
return ext in {".txt", ".inc", ".pov"}
class TEXT_MT_POV_insert(Menu):
"""Use this class to create a menu launcher in text editor for the TEXT_OT_POV_insert operator ."""
bl_label = "Insert"
bl_idname = "TEXT_MT_POV_insert"
def draw(self, context):
pov_documents = locate_docpath()
prop = self.layout.operator(
"wm.path_open", text="Open folder", icon='FILE_FOLDER'
)
prop.filepath = pov_documents
self.layout.separator()
list = []
for root, dirs, files in os.walk(pov_documents):
list.append(root)
print(list)
self.path_menu(
list,
"text.povray_insert",
# {"internal": True},
filter_ext=validinsert,
)
class TEXT_PT_POV_custom_code(TextButtonsPanel, Panel):
"""Use this class to create a panel in text editor for the user to decide if he renders text only or adds to 3d scene."""
bl_label = "POV"
COMPAT_ENGINES = {'POVRAY_RENDER'}
def draw(self, context):
layout = self.layout
text = context.space_data.text
pov_documents = locate_docpath()
if not pov_documents:
layout.label(text="Please configure ", icon="INFO")
layout.label(text="default pov include path ")
layout.label(text="in addon preferences")
# layout.separator()
layout.operator(
"preferences.addon_show",
text="Go to Render: Persistence of Vision addon",
icon="PREFERENCES",
).module = "render_povray"
# layout.separator()
else:
# print(pov_documents)
layout.menu(TEXT_MT_POV_insert.bl_idname)
if text:
box = layout.box()
box.label(text='Source to render:', icon='RENDER_STILL')
row = box.row()
row.prop(text.pov, "custom_code", expand=True)
if text.pov.custom_code in {'3dview'}:
box.operator("render.render", icon='OUTLINER_DATA_ARMATURE')
if text.pov.custom_code in {'text'}:
rtext = bpy.context.space_data.text
box.operator("text.run", icon='ARMATURE_DATA')
# layout.prop(text.pov, "custom_code")
elif text.pov.custom_code in {'both'}:
box.operator("render.render", icon='POSE_HLT')
layout.label(text="Please specify declared", icon="INFO")
layout.label(text="items in properties ")
# layout.label(text="")
layout.label(text="replacement fields")
###############################################
# Text editor templates from header menu
class TEXT_MT_POV_templates(Menu):
"""Use this class to create a menu for the same pov templates scenes as other pov IDEs."""
bl_label = "POV"
# We list templates on file evaluation, we can assume they are static data,
# and better avoid running this on every draw call.
import os
template_paths = [os.path.join(os.path.dirname(__file__), "templates_pov")]
def draw(self, context):
self.path_menu(
self.template_paths, "text.open", props_default={"internal": True}
)
def menu_func_templates(self, context):
# Do not depend on POV being active renderer here...
self.layout.menu("TEXT_MT_POV_templates")
###############################################################################
# Freestyle
###############################################################################
#import addon_utils
#addon_utils.paths()[0]
#addon_utils.modules()
#mod.bl_info['name'] == 'Freestyle SVG Exporter':
bpy.utils.script_paths("addons")
#render_freestyle_svg = os.path.join(bpy.utils.script_paths("addons"), "render_freestyle_svg.py")
render_freestyle_svg = bpy.context.preferences.addons.get('render_freestyle_svg')
#mpath=addon_utils.paths()[0].render_freestyle_svg
#import mpath
#from mpath import render_freestyle_svg #= addon_utils.modules(['Freestyle SVG Exporter'])
#from scripts\\addons import render_freestyle_svg
if check_render_freestyle_svg():
'''
snippetsWIP
import myscript
import importlib
importlib.reload(myscript)
myscript.main()
'''
for member in dir(render_freestyle_svg):
subclass = getattr(render_freestyle_svg, member)
try:
subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
if subclass.bl_idname == "RENDER_PT_SVGExporterPanel":
subclass.bl_parent_id = "RENDER_PT_POV_filter"
subclass.bl_options = {'HIDE_HEADER'}
#subclass.bl_order = 11
print(subclass.bl_info)
except:
pass
#del render_freestyle_svg.RENDER_PT_SVGExporterPanel.bl_parent_id
class RENDER_PT_POV_filter(RenderButtonsPanel, Panel):
"""Use this class to invoke stuff like Freestyle UI."""
bl_label = "Freestyle"
bl_options = {'DEFAULT_CLOSED'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
@classmethod
def poll(cls, context):
with_freestyle = bpy.app.build_options.freestyle
engine = context.scene.render.engine
return(with_freestyle and engine == 'POVRAY_RENDER')
def draw_header(self, context):
#scene = context.scene
rd = context.scene.render
layout = self.layout
if rd.use_freestyle:
layout.prop(
rd, "use_freestyle", text="", icon='LINE_DATA'
)
else:
layout.prop(
rd, "use_freestyle", text="", icon='OUTLINER_OB_IMAGE'
)
def draw(self, context):
rd = context.scene.render
layout = self.layout
layout.active = rd.use_freestyle
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
flow = layout.grid_flow(
row_major=True,
columns=0,
even_columns=True,
even_rows=False,
align=True,
)
flow.prop(rd, "line_thickness_mode", expand=True)
if rd.line_thickness_mode == 'ABSOLUTE':
flow.prop(rd, "line_thickness")
# Warning if the Freestyle SVG Exporter addon is not enabled
if not check_render_freestyle_svg():
# col = box.column()
layout.label(
text="Please enable Freestyle SVG Exporter addon", icon="INFO"
)
# layout.separator()
layout.operator(
"preferences.addon_show",
text="Go to Render: Freestyle SVG Exporter addon",
icon="PREFERENCES",
).module = "render_freestyle_svg"
classes = (
WORLD_PT_POV_world,
WORLD_MT_POV_presets,
WORLD_OT_POV_add_preset,
WORLD_TEXTURE_SLOTS_UL_POV_layerlist,
#WORLD_TEXTURE_SLOTS_UL_List,
WORLD_PT_POV_mist,
# RenderButtonsPanel,
# ModifierButtonsPanel,
# MaterialButtonsPanel,
# TextureButtonsPanel,
# ObjectButtonsPanel,
# CameraDataButtonsPanel,
# WorldButtonsPanel,
# TextButtonsPanel,
# PovDataButtonsPanel,
DATA_PT_POV_normals,
DATA_PT_POV_texture_space,
DATA_PT_POV_vertex_groups,
DATA_PT_POV_shape_keys,
DATA_PT_POV_uv_texture,
DATA_PT_POV_vertex_colors,
DATA_PT_POV_customdata,
# PovLampButtonsPanel,
LIGHT_PT_POV_preview,
LIGHT_PT_POV_light,
LIGHT_MT_POV_presets,
LIGHT_OT_POV_add_preset,
OBJECT_PT_POV_rainbow,
RENDER_PT_POV_export_settings,
RENDER_PT_POV_render_settings,
RENDER_PT_POV_photons,
RENDER_PT_POV_antialias,
RENDER_PT_POV_radiosity,
RENDER_PT_POV_filter,
POV_RADIOSITY_MT_presets,
RENDER_OT_POV_radiosity_add_preset,
RENDER_PT_POV_media,
MODIFIERS_PT_POV_modifiers,
MATERIAL_PT_POV_sss,
MATERIAL_MT_POV_sss_presets,
MATERIAL_OT_POV_sss_add_preset,
MATERIAL_PT_strand,
MATERIAL_PT_POV_activate_node,
MATERIAL_PT_POV_active_node,
MATERIAL_PT_POV_specular,
MATERIAL_PT_POV_mirror,
MATERIAL_PT_POV_transp,
MATERIAL_PT_POV_reflection,
# MATERIAL_PT_POV_interior,
MATERIAL_PT_POV_fade_color,
MATERIAL_PT_POV_caustics,
MATERIAL_PT_POV_replacement_text,
TEXTURE_MT_POV_specials,
TEXTURE_PT_POV_context_texture,
TEXTURE_PT_POV_type,
TEXTURE_PT_POV_preview,
TEXTURE_PT_POV_parameters,
TEXTURE_PT_POV_tex_gamma,
OBJECT_PT_POV_obj_parameters,
OBJECT_PT_POV_obj_sphere,
OBJECT_PT_POV_obj_cylinder,
OBJECT_PT_POV_obj_cone,
OBJECT_PT_POV_obj_superellipsoid,
OBJECT_PT_POV_obj_torus,
OBJECT_PT_POV_obj_supertorus,
OBJECT_PT_POV_obj_parametric,
OBJECT_PT_povray_replacement_text,
VIEW_MT_POV_primitives_add,
VIEW_MT_POV_Basic_Shapes,
VIEW_MT_POV_import,
NODE_MT_POV_map_create,
CAMERA_PT_POV_cam_dof,
CAMERA_PT_POV_cam_nor,
CAMERA_PT_POV_replacement_text,
TEXT_OT_POV_insert,
TEXT_MT_POV_insert,
TEXT_PT_POV_custom_code,
TEXT_MT_POV_templates,
#TEXTURE_PT_POV_povray_texture_slots,
#TEXTURE_UL_POV_texture_slots,
MATERIAL_TEXTURE_SLOTS_UL_POV_layerlist,
TEXTURE_OT_POV_texture_slot_add,
TEXTURE_OT_POV_texture_slot_remove,
TEXTURE_PT_POV_influence,
TEXTURE_PT_POV_mapping,
)
def register():
# from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.VIEW3D_MT_add.prepend(menu_func_add)
bpy.types.TOPBAR_MT_file_import.append(menu_func_import)
bpy.types.TEXT_MT_templates.append(menu_func_templates)
bpy.types.RENDER_PT_POV_radiosity.prepend(rad_panel_func)
bpy.types.LIGHT_PT_POV_light.prepend(light_panel_func)
# bpy.types.WORLD_PT_POV_world.prepend(world_panel_func)
# was used for parametric objects but made the other addon unreachable on
# unregister for other tools to use created a user action call instead
# addon_utils.enable("add_mesh_extra_objects", default_set=False, persistent=True)
# bpy.types.TEXTURE_PT_context_texture.prepend(TEXTURE_PT_POV_type)
if not povCentricWorkspace in bpy.app.handlers.load_post:
print("Adding POV wentric workspace on load handlers list")
bpy.app.handlers.load_post.append(povCentricWorkspace)
def unregister():
if povCentricWorkspace in bpy.app.handlers.load_post:
print("Removing POV wentric workspace from load handlers list")
bpy.app.handlers.load_post.remove(povCentricWorkspace)
# from bpy.utils import unregister_class
# bpy.types.TEXTURE_PT_context_texture.remove(TEXTURE_PT_POV_type)
# addon_utils.disable("add_mesh_extra_objects", default_set=False)
# bpy.types.WORLD_PT_POV_world.remove(world_panel_func)
bpy.types.LIGHT_PT_POV_light.remove(light_panel_func)
bpy.types.RENDER_PT_POV_radiosity.remove(rad_panel_func)
bpy.types.TEXT_MT_templates.remove(menu_func_templates)
bpy.types.TOPBAR_MT_file_import.remove(menu_func_import)
bpy.types.VIEW3D_MT_add.remove(menu_func_add)
for cls in reversed(classes):
if cls != TEXTURE_PT_context:
unregister_class(cls)