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authorMaurice Raybaud <mauriceraybaud@hotmail.fr>2019-04-14 23:10:50 +0300
committerMaurice Raybaud <mauriceraybaud@hotmail.fr>2019-04-14 23:10:50 +0300
commit7340921481ba4ed67c22e36981c6ab87754ec4b3 (patch)
tree4c557b61cb84b2e56b69100f0ebf684bf38b7157 /render_povray/__init__.py
parent5fdd91c09edf7c5a4794a3de4fbb1a7603d609f0 (diff)
Second pass to update properties for 2.8... To be continued
Diffstat (limited to 'render_povray/__init__.py')
-rw-r--r--render_povray/__init__.py1359
1 files changed, 1334 insertions, 25 deletions
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 3b5980f0..ebbeebe6 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -547,6 +547,349 @@ class RenderPovSettingsScene(PropertyGroup):
# Material POV properties.
###############################################################################
class RenderPovSettingsMaterial(PropertyGroup):
+######################Begin Old Blender Internal Props#########################
+
+ use_transparency: BoolProperty(
+ name="Transparency", description="Render material as transparent",
+ default=False)
+
+ alpha: FloatProperty(
+ name="Alpha",
+ description="Alpha transparency of the material",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ ambient: FloatProperty(
+ name="Ambient",
+ description="Amount of global ambient color the material receives",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ diffuse_color: FloatVectorProperty(
+ name="Diffuse color",
+ description=("Diffuse color of the material"),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(0.6,0.6,0.6), options={'ANIMATABLE'}, subtype='COLOR')
+
+ darkness: FloatProperty(
+ name="Darkness",
+ description="Minnaert darkness",
+ min=0.0, max=2.0, soft_min=0.0, soft_max=2.0, default=1.0, precision=3)
+
+ diffuse_fresnel: FloatProperty(
+ name="Diffuse fresnel",
+ description="Power of Fresnel",
+ min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=1.0, precision=3)
+
+ diffuse_fresnel_factor: FloatProperty(
+ name="Diffuse fresnel factor",
+ description="Blending factor of Fresnel",
+ min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=0.5, precision=3)
+
+ diffuse_intensity: FloatProperty(
+ name="Diffuse intensity",
+ description="Amount of diffuse reflection multiplying color",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.8, precision=3)
+
+ diffuse_ramp_blend: EnumProperty(
+ name="Diffuse ramp blend",
+ description="Blending method of the ramp and the diffuse color",
+ items=(("MIX", "Mix", ""),
+ ("ADD", "Add", ""),
+ ("MULTIPLY", "Multiply", ""),
+ ("SUBTRACT", "Subtract", ""),
+ ("SCREEN", "Screen", ""),
+ ("DIVIDE", "Divide", ""),
+ ("DIFFERENCE", "Difference", ""),
+ ("DARKEN", "Darken", ""),
+ ("LIGHTEN", "Lighten", ""),
+ ("OVERLAY", "Overlay", ""),
+ ("DODGE", "Dodge", ""),
+ ("BURN", "Burn", ""),
+ ("HUE", "Hue", ""),
+ ("SATURATION", "Saturation", ""),
+ ("VALUE", "Value", ""),
+ ("COLOR", "Color", ""),
+ ("SOFT_LIGHT", "Soft light", ""),
+ ("LINEAR_LIGHT", "Linear light", "")),
+ default="MIX")
+
+ diffuse_ramp_factor: FloatProperty(
+ name="Factor",
+ description="Blending factor (also uses alpha in Colorband)",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ diffuse_ramp_input: EnumProperty(
+ name="Input",
+ description="How the ramp maps on the surface",
+ items=(("SHADER", "Shader", ""),
+ ("ENERGY", "Energy", ""),
+ ("NORMAL", "Normal", ""),
+ ("RESULT", "Result", "")),
+ default="SHADER")
+
+ diffuse_shader: EnumProperty(
+ name="Diffuse Shader Model",
+ description="How the ramp maps on the surface",
+ items=(("LAMBERT", "Lambert", "Use a Lambertian shader"),
+ ("OREN_NAYAR", "Oren-Nayar", "Use an Oren-Nayar shader"),
+ ("MINNAERT", "Minnaert", "Use a Minnaert shader"),
+ ("FRESNEL", "Fresnel", "Use a Fresnel shader")),
+ default="LAMBERT")
+
+ diffuse_toon_size: FloatProperty(
+ name="Size",
+ description="Size of diffuse toon area",
+ min=0.0, max=3.14, soft_min=0.0, soft_max=3.14, default=0.5, precision=3)
+
+ diffuse_toon_smooth: FloatProperty(
+ name="Smooth",
+ description="Smoothness of diffuse toon area",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.1, precision=3)
+
+ emit: FloatProperty(
+ name="Emit",
+ description="Amount of light to emit",
+ min=0.0, soft_min=0.0, #max=inf, soft_max=inf,
+ default=0.0, precision=3)
+
+ mirror_color: FloatVectorProperty(
+ name="Mirror color",
+ description=("Mirror color of the material"),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(0.6,0.6,0.6), options={'ANIMATABLE'}, subtype='COLOR')
+
+ roughness: FloatProperty(
+ name="Roughness",
+ description="Oren-Nayar Roughness",
+ min=0.0, max=3.14, soft_min=0.0, soft_max=3.14, default=0.5, precision=3)
+
+ halo: BoolProperty(
+ name="Halo", description=" Halo settings for the material",
+ default=False)
+ #(was readonly in Blender2.79, never None)
+
+ line_color: FloatVectorProperty(
+ name="Line color",
+ description=("Line color used for Freestyle line rendering"),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(0.0,0.0,0.0), options={'ANIMATABLE'}, subtype='COLOR')
+
+ #diffuse_ramp:
+ ##Color ramp used to affect diffuse shading
+ ##Type: ColorRamp, (readonly)
+
+ #cr_node = bpy.data.materials['Material'].node_tree.nodes['ColorRamp']
+ #layout.template_color_ramp(cr_node, "color_ramp", expand=True)
+
+ #ou
+
+ #class bpy.types.ColorRamp(bpy_struct)
+
+ line_priority: IntProperty(
+ name="Recursion Limit",
+ description="The line color of a higher priority is used at material boundaries",
+ min=0, max=32767, default=0)
+
+ specular_color: FloatVectorProperty(
+ name="Specular color",
+ description=("Specular color of the material "),
+ precision=4, step=0.01, min=0, #max=inf, soft_max=1,
+ default=(1.0,1.0,1.0), options={'ANIMATABLE'}, subtype='COLOR')
+
+ specular_hardness: IntProperty(
+ name="Hardness",
+ description="How hard (sharp) the specular reflection is",
+ min=1, max=511, default=50)
+
+ specular_intensity: FloatProperty(
+ name="Intensity",
+ description="How intense (bright) the specular reflection is",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5, precision=3)
+
+ # specular_ior: FloatProperty(
+ # name="IOR",
+ # description="Specular index of refraction",
+ # min=-10.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
+
+ # ior: FloatProperty(
+ # name="IOR",
+ # description="Index of refraction",
+ # min=-10.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
+
+ specular_shader: EnumProperty(
+ name="Specular Shader Model",
+ description="How the ramp maps on the surface",
+ items=(("COOKTORR", "CookTorr", "Use a Cook-Torrance shader"),
+ ("PHONG", "Phong", "Use a Phong shader"),
+ ("BLINN", "Blinn", "Use a Blinn shader"),
+ ("TOON", "Toon", "Use a Toon shader"),
+ ("WARDISO", "WardIso", "Use a Ward anisotropic shader")),
+ default="COOKTORR")
+
+ specular_slope: FloatProperty(
+ name="Slope",
+ description="The standard deviation of surface slope",
+ min=0.0, max=0.4, soft_min=0.0, soft_max=0.4, default=0.1, precision=3)
+
+ specular_toon_size: FloatProperty(
+ name="Size",
+ description="Size of specular toon area",
+ min=0.0, max=0.53, soft_min=0.0, soft_max=0.53, default=0.5, precision=3)
+
+ specular_toon_smooth: FloatProperty(
+ name="Smooth",
+ description="Smoothness of specular toon area",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.1, precision=3)
+
+
+ translucency: FloatProperty(
+ name="Translucency",
+ description="Amount of diffuse shading on the back side",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.0, precision=3)
+
+ transparency_method: EnumProperty(
+ name="Specular Shader Model",
+ description="Method to use for rendering transparency",
+ items=(("MASK", "Mask", "Mask the background"),
+ ("Z_TRANSPARENCY", "Z Transparency", "Use alpha buffer for transparent faces"),#TO DEPRECATE
+ ("RAYTRACE", "Raytrace", "Use raytracing for transparent refraction rendering")),
+ default="MASK")
+
+ type: EnumProperty(
+ name="Type",
+ description="Material type defining how the object is rendered",
+ items=(("SURFACE", "Surface", "Render object as a surface"),
+ ("WIRE", "Wire", "Render the edges of faces as wires (not supported in raytracing)"),#TO UPDATE > USE MACRO AND CHNGE DESCRIPTION
+ ("VOLUME", "Volume", "Render object as a volume"),
+ ("‘HALO’", "Halo", "Render object as halo particles")), #TO UPDATE > USE MACRO AND CHNGE DESCRIPTION
+ default="SURFACE")
+
+ use_cast_shadows: BoolProperty(
+ name="Cast", description="Allow this material to cast shadows",
+ default=True)
+
+ use_cast_shadows_only: BoolProperty(
+ name="Cast Only", description="Make objects with this material "
+ "appear invisible (not rendered), only "
+ "casting shadows",
+ default=False)
+
+ use_cubic: BoolProperty(
+ name="Cubic Interpolation", description="Use cubic interpolation for diffuse "
+ "values, for smoother transitions",
+ default=False)
+
+ use_diffuse_ramp: BoolProperty(
+ name="Ramp", description="Toggle diffuse ramp operations",
+ default=False)
+
+ use_light_group_exclusive: BoolProperty(
+ name="Exclusive", description="Material uses the light group exclusively"
+ "- these lamps are excluded from other "
+ "scene lighting",
+ default=False)
+
+ use_light_group_local: BoolProperty(
+ name="Local", description="When linked in, material uses local light"
+ " group with the same name",
+ default=False)
+
+ use_mist: BoolProperty(
+ name="Use Mist", description="Use mist with this material "
+ "(in world settings)",
+ default=True)
+
+ use_nodes: BoolProperty(
+ name="Nodes", description="Use shader nodes to render the material",#Add Icon in UI or here? icon='NODES'
+ default=False)
+
+ use_object_color: BoolProperty(
+ name="Object Color", description="Modulate the result with a per-object color",
+ default=False)
+
+ use_only_shadow: BoolProperty(
+ name="Shadows Only", description="Render shadows as the material’s alpha "
+ "value, making the material transparent "
+ "except for shadowed areas",
+ default=False)
+
+ use_shadeless: BoolProperty(
+ name="Shadeless", description="Make this material insensitive to "
+ "light or shadow",
+ default=False)
+
+ use_shadows: BoolProperty(
+ name="Receive", description="Allow this material to receive shadows",
+ default=True)
+
+ use_sky: BoolProperty(
+ name="Sky", description="Render this material with zero alpha, "
+ "with sky background in place (scanline only)",
+ default=False)
+
+ use_specular_ramp: BoolProperty(
+ name="Ramp", description="Toggle specular ramp operations",
+ default=False)
+
+ use_tangent_shading: BoolProperty(
+ name="Tangent Shading", description="Use the material’s tangent vector instead"
+ "of the normal for shading - for "
+ "anisotropic shading effects",
+ default=False)
+
+ use_transparent_shadows: BoolProperty(
+ name="Receive Transparent", description="Allow this object to receive transparent "
+ "shadows cast through other object",
+ default=False) #linked to fake caustics
+
+ use_vertex_color_light: BoolProperty(
+ name="Vertex Color Light", description="Add vertex colors as additional lighting",
+ default=False)
+
+ use_vertex_color_paint: BoolProperty(
+ name="Vertex Color Paint", description="Replace object base color with vertex "
+ "colors (multiply with ‘texture face’ "
+ "face assigned textures)",
+ default=False)
+
+
+ specular_ramp_blend: EnumProperty(
+ name="Specular ramp blend",
+ description="Blending method of the ramp and the specular color",
+ items=(("MIX", "Mix", ""),
+ ("ADD", "Add", ""),
+ ("MULTIPLY", "Multiply", ""),
+ ("SUBTRACT", "Subtract", ""),
+ ("SCREEN", "Screen", ""),
+ ("DIVIDE", "Divide", ""),
+ ("DIFFERENCE", "Difference", ""),
+ ("DARKEN", "Darken", ""),
+ ("LIGHTEN", "Lighten", ""),
+ ("OVERLAY", "Overlay", ""),
+ ("DODGE", "Dodge", ""),
+ ("BURN", "Burn", ""),
+ ("HUE", "Hue", ""),
+ ("SATURATION", "Saturation", ""),
+ ("VALUE", "Value", ""),
+ ("COLOR", "Color", ""),
+ ("SOFT_LIGHT", "Soft light", ""),
+ ("LINEAR_LIGHT", "Linear light", "")),
+ default="MIX")
+
+ specular_ramp_factor: FloatProperty(
+ name="Factor",
+ description="Blending factor (also uses alpha in Colorband)",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ specular_ramp_input: EnumProperty(
+ name="Input",
+ description="How the ramp maps on the surface",
+ items=(("SHADER", "Shader", ""),
+ ("ENERGY", "Energy", ""),
+ ("NORMAL", "Normal", ""),
+ ("RESULT", "Result", "")),
+ default="SHADER")
+
+
irid_enable: BoolProperty(
name="Iridescence coating",
description="Newton's thin film interference (like an oil slick on a puddle of "
@@ -745,8 +1088,995 @@ class RenderPovSettingsMaterial(PropertyGroup):
object_preview_scale: FloatProperty(name="XYZ", min=0.5, max=2.0, default=1.0)
object_preview_rotate: FloatVectorProperty(name="Rotate", description="", min=-180.0, max=180.0,default=(0.0,0.0,0.0), subtype='XYZ')
object_preview_bgcontrast: FloatProperty(name="Contrast", min=0.0, max=1.0, default=0.5)
+
+class MaterialRaytraceMirror(PropertyGroup):
+ bl_description = "Raytraced reflection settings for the Material",
+ use: BoolProperty(
+ name="Mirror",
+ description="Enable raytraced reflections",
+ default=False)
+
+
+ depth: IntProperty(
+ name="Depth",
+ description="Maximum allowed number of light inter-reflections",
+ min=0, max=32767, default=2)
+
+ distance: FloatProperty(
+ name="Max Dist",
+ description="Maximum distance of reflected rays "
+ "(reflections further than this range "
+ "fade to sky color or material color)",
+ min=0.0, max=100000.0, soft_min=0.0, soft_max=10000.0, default=0.0, precision=3)
+
+ fade_to: EnumProperty(
+ items=[
+ ("FADE_TO_SKY", "Fade to sky", ""),
+ ("FADE_TO_MATERIAL", "Fade to material color", "")],
+ name="Fade-out Color",
+ description="The color that rays with no intersection within the "
+ "Max Distance take (material color can be best for "
+ "indoor scenes, sky color for outdoor)",
+ default="FADE_TO_SKY")
+
+ fresnel: FloatProperty(
+ name="Fresnel",
+ description="Power of Fresnel for mirror reflection",
+ min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=0.0, precision=3)
+
+ fresnel_factor: FloatProperty(
+ name="Blend",
+ description="Blending factor for Fresnel",
+ min=0.0, max=5.0, soft_min=0.0, soft_max=5.0, default=1.250, precision=3)
+
+ gloss_anisotropic: FloatProperty(
+ name="Anisotropic",
+ description="The shape of the reflection, from 0.0 (circular) "
+ "to 1.0 (fully stretched along the tangent",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ gloss_factor: FloatProperty(
+ name="Amount",
+ description="The shininess of the reflection "
+ "(values < 1.0 give diffuse, blurry reflections)",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ gloss_samples: IntProperty(
+ name="Samples",
+ description="Number of cone samples averaged for blurry reflections",
+ min=0, max=1024, default=18)
+
+ gloss_threshold: FloatProperty(
+ name="Threshold",
+ description="Threshold for adaptive sampling (if a sample "
+ "contributes less than this amount [as a percentage], "
+ "sampling is stopped)",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.005, precision=3)
+
+
+ reflect_factor: FloatProperty(
+ name="Reflectivity",
+ description="Amount of mirror reflection for raytrace",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+class MaterialSubsurfaceScattering(PropertyGroup):
+ bl_description = "Subsurface scattering settings for the material",
+
+ use: BoolProperty(
+ name="Subsurface Scattering",
+ description="Enable diffuse subsurface scatting "
+ "effects in a material",
+ default=False)
+
+
+
+ back: FloatProperty(
+ name="Back",
+ description="Back scattering weight",
+ min=0.0, max=10.0, soft_min=0.0, soft_max=10.0, default=1.0, precision=3)
+
+
+ color: FloatVectorProperty(
+ name="Scattering color",
+ description=("Scattering color"),
+ precision=4, step=0.01,
+ default=(0.604,0.604,0.604), options={'ANIMATABLE'}, subtype='COLOR')
+
+ color_factor: FloatProperty(
+ name="Color",
+ description="Blend factor for SSS colors",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=1.0, precision=3)
+
+ error_threshold: FloatProperty(
+ name="Error",
+ description="Error tolerance (low values are slower and higher quality)",
+ default=0.050, precision=3)
+
+ front: FloatProperty(
+ name="Front",
+ description="Front scattering weight",
+ min=0.0, max=2.0, soft_min=0.0, soft_max=2.0, default=1.0, precision=3)
+
+ ior: FloatProperty(
+ name="IOR", description="Index of refraction (higher values are denser)",
+ min=-10.0, max=10.0,default=1.3)
+
+ radius: FloatVectorProperty(
+ name="RGB Radius",
+ description=("Mean red/green/blue scattering path length"),
+ precision=4, step=0.01, min=0.001,
+ default=(1.0,1.0,1.0), options={'ANIMATABLE'})
+
+ scale: FloatProperty(
+ name="Scale",
+ description="Object scale factor",
+ default=0.100, precision=3)
+
+ texture_factor: FloatProperty(
+ name="Texture",
+ description="Texture scattering blend factor",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.0, precision=3)
+
+ # halo
+
+ # Halo settings for the material
+ # Type: MaterialHalo, (readonly, never None)
+ # alpha¶
+
+ # Alpha transparency of the material
+ # Type: float in [0, 1], default 0.0
+
+ # ambient
+
+ # Amount of global ambient color the material receives
+ # Type: float in [0, 1], default 0.0
+
+ # darkness
+
+ # Minnaert darkness
+ # Type: float in [0, 2], default 0.0
+
+ # diffuse_color
+
+ # Diffuse color of the material
+ # Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
+
+ # diffuse_fresnel
+
+ # Power of Fresnel
+ # Type: float in [0, 5], default 0.0
+
+ # diffuse_fresnel_factor
+
+ # Blending factor of Fresnel
+ # Type: float in [0, 5], default 0.0
+
+ # diffuse_intensity
+
+ # Amount of diffuse reflection
+ # Type: float in [0, 1], default 0.0
+
+ # diffuse_ramp
+
+ # Color ramp used to affect diffuse shading
+ # Type: ColorRamp, (readonly)
+
+ # diffuse_ramp_blend
+
+ # Blending method of the ramp and the diffuse color
+ # Type: enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT_LIGHT’, ‘LINEAR_LIGHT’], default ‘MIX’
+
+ # diffuse_ramp_factor
+
+ # Blending factor (also uses alpha in Colorband)
+ # Type: float in [0, 1], default 0.0
+
+ # diffuse_ramp_input
+
+ # How the ramp maps on the surface
+ # Type: enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
+
+ # diffuse_shader
+
+ # LAMBERT Lambert, Use a Lambertian shader.
+ # OREN_NAYAR Oren-Nayar, Use an Oren-Nayar shader.
+ # TOON Toon, Use a toon shader.
+ # MINNAERT Minnaert, Use a Minnaert shader.
+ # FRESNEL Fresnel, Use a Fresnel shader.
+
+ # Type: enum in [‘LAMBERT’, ‘OREN_NAYAR’, ‘TOON’, ‘MINNAERT’, ‘FRESNEL’], default ‘LAMBERT’
+
+ # diffuse_toon_size
+
+ # Size of diffuse toon area
+ # Type: float in [0, 3.14], default 0.0
+
+ # diffuse_toon_smooth
+
+ # Smoothness of diffuse toon area
+ # Type: float in [0, 1], default 0.0
+
+ # emit
+
+ # Amount of light to emit
+ # Type: float in [0, inf], default 0.0
+
+ # game_settings
+
+ # Game material settings
+ # Type: MaterialGameSettings, (readonly, never None)
+
+ # halo
+
+ # Halo settings for the material
+ # Type: MaterialHalo, (readonly, never None)
+
+ # invert_z
+
+ # Render material’s faces with an inverted Z buffer (scanline only)
+ # Type: boolean, default False
+
+ # light_group
+
+ # Limit lighting to lamps in this Group
+ # Type: Group
+
+ # line_color
+
+ # Line color used for Freestyle line rendering
+ # Type: float array of 4 items in [0, inf], default (0.0, 0.0, 0.0, 0.0)
+
+ # line_priority
+
+ # The line color of a higher priority is used at material boundaries
+ # Type: int in [0, 32767], default 0
+
+ # mirror_color
+
+ # Mirror color of the material
+ # Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
+
+ # node_tree
+
+ # Node tree for node based materials
+ # Type: NodeTree, (readonly)
+
+ # offset_z
+
+ # Give faces an artificial offset in the Z buffer for Z transparency
+ # Type: float in [-inf, inf], default 0.0
+
+ # paint_active_slot
+
+ # Index of active texture paint slot
+ # Type: int in [0, 32767], default 0
+
+ # paint_clone_slot
+
+ # Index of clone texture paint slot
+ # Type: int in [0, 32767], default 0
+
+ # pass_index
+
+ # Index number for the “Material Index” render pass
+ # Type: int in [0, 32767], default 0
+
+ # physics
+
+ # Game physics settings
+ # Type: MaterialPhysics, (readonly, never None)
+
+ # preview_render_type
+
+ # Type of preview render
+
+ # FLAT Flat, Flat XY plane.
+ # SPHERE Sphere, Sphere.
+ # CUBE Cube, Cube.
+ # MONKEY Monkey, Monkey.
+ # HAIR Hair, Hair strands.
+ # SPHERE_A World Sphere, Large sphere with sky.
+
+ # Type: enum in [‘FLAT’, ‘SPHERE’, ‘CUBE’, ‘MONKEY’, ‘HAIR’, ‘SPHERE_A’], default ‘FLAT’
+
+ # raytrace_mirror
+
+ # Raytraced reflection settings for the material
+ # Type: MaterialRaytraceMirror, (readonly, never None)
+
+ # raytrace_transparency
+
+ # Raytraced transparency settings for the material
+ # Type: MaterialRaytraceTransparency, (readonly, never None)
+
+ # roughness
+
+ # Oren-Nayar Roughness
+ # Type: float in [0, 3.14], default 0.0
+
+ # shadow_buffer_bias
+
+ # Factor to multiply shadow buffer bias with (0 is ignore)
+ # Type: float in [0, 10], default 0.0
+
+ # shadow_cast_alpha
+
+ # Shadow casting alpha, in use for Irregular and Deep shadow buffer
+ # Type: float in [0.001, 1], default 0.0
+
+ # shadow_only_type
+
+ # How to draw shadows
+
+ # SHADOW_ONLY_OLD Shadow and Distance, Old shadow only method.
+ # SHADOW_ONLY Shadow Only, Improved shadow only method.
+ # SHADOW_ONLY_SHADED Shadow and Shading, Improved shadow only method which also renders lightless areas as shadows.
+
+ # Type: enum in [‘SHADOW_ONLY_OLD’, ‘SHADOW_ONLY’, ‘SHADOW_ONLY_SHADED’], default ‘SHADOW_ONLY_OLD’
+
+ # shadow_ray_bias
+
+ # Shadow raytracing bias to prevent terminator problems on shadow boundary
+ # Type: float in [0, 0.25], default 0.0
+
+ # specular_alpha
+
+ # Alpha transparency for specular areas
+ # Type: float in [0, 1], default 0.0
+
+ # specular_color
+
+ # Specular color of the material
+ # Type: float array of 3 items in [0, inf], default (0.0, 0.0, 0.0)
+
+ # specular_hardness
+ # How hard (sharp) the specular reflection is
+ # Type: int in [1, 511], default 0
+ # specular_intensity
+
+ # How intense (bright) the specular reflection is
+ # Type: float in [0, 1], default 0.0
+
+ # specular_ior
+
+ # Specular index of refraction
+ # Type: float in [1, 10], default 0.0
+
+ # specular_ramp
+
+ # Color ramp used to affect specular shading
+ # Type: ColorRamp, (readonly)
+
+ # specular_ramp_blend
+
+ # Blending method of the ramp and the specular color
+ # Type: enum in [‘MIX’, ‘ADD’, ‘MULTIPLY’, ‘SUBTRACT’, ‘SCREEN’, ‘DIVIDE’, ‘DIFFERENCE’, ‘DARKEN’, ‘LIGHTEN’, ‘OVERLAY’, ‘DODGE’, ‘BURN’, ‘HUE’, ‘SATURATION’, ‘VALUE’, ‘COLOR’, ‘SOFT_LIGHT’, ‘LINEAR_LIGHT’], default ‘MIX’
+
+ # specular_ramp_factor
+
+ # Blending factor (also uses alpha in Colorband)
+ # Type: float in [0, 1], default 0.0
+
+ # specular_ramp_input
+
+ # How the ramp maps on the surface
+ # Type: enum in [‘SHADER’, ‘ENERGY’, ‘NORMAL’, ‘RESULT’], default ‘SHADER’
+ # specular_shader
+
+ # COOKTORR CookTorr, Use a Cook-Torrance shader.
+ # PHONG Phong, Use a Phong shader.
+ # BLINN Blinn, Use a Blinn shader.
+ # TOON Toon, Use a toon shader.
+ # WARDISO WardIso, Use a Ward anisotropic shader.
+
+ # Type: enum in [‘COOKTORR’, ‘PHONG’, ‘BLINN’, ‘TOON’, ‘WARDISO’], default ‘COOKTORR’
+
+ # specular_slope
+
+ # The standard deviation of surface slope
+ # Type: float in [0, 0.4], default 0.0
+
+ # specular_toon_size
+
+ # Size of specular toon area
+ # Type: float in [0, 1.53], default 0.0
+
+ # specular_toon_smooth
+
+ # Smoothness of specular toon area
+ # Type: float in [0, 1], default 0.0
+
+ # strand
+
+ # Strand settings for the material
+ # Type: MaterialStrand, (readonly, never None)
+
+ # subsurface_scattering
+
+ # Subsurface scattering settings for the material
+ # Type: MaterialSubsurfaceScattering, (readonly, never None)
+
+ # texture_paint_images
+
+ # Texture images used for texture painting
+ # Type: bpy_prop_collection of Image, (readonly)
+
+ # texture_paint_slots
+
+ # Texture slots defining the mapping and influence of textures
+ # Type: bpy_prop_collection of TexPaintSlot, (readonly)
+
+ # texture_slots
+
+ # Texture slots defining the mapping and influence of textures
+ # Type: MaterialTextureSlots bpy_prop_collection of MaterialTextureSlot, (readonly)
+
+ # translucency
+
+ # Amount of diffuse shading on the back side
+ # Type: float in [0, 1], default 0.0
+
+ # transparency_method
+
+ # Method to use for rendering transparency
+
+ # MASK Mask, Mask the background.
+ # Z_TRANSPARENCY Z Transparency, Use alpha buffer for transparent faces.
+ # RAYTRACE Raytrace, Use raytracing for transparent refraction rendering.
+
+ # Type: enum in [‘MASK’, ‘Z_TRANSPARENCY’, ‘RAYTRACE’], default ‘MASK’
+
+ # type
+
+ # Material type defining how the object is rendered
+
+ # SURFACE Surface, Render object as a surface.
+ # WIRE Wire, Render the edges of faces as wires (not supported in raytracing).
+ # VOLUME Volume, Render object as a volume.
+ # HALO Halo, Render object as halo particles.
+
+ # Type: enum in [‘SURFACE’, ‘WIRE’, ‘VOLUME’, ‘HALO’], default ‘SURFACE’
+
+ # use_cast_approximate
+
+ # Allow this material to cast shadows when using approximate ambient occlusion
+ # Type: boolean, default False
+
+ # use_cast_buffer_shadows
+
+ # Allow this material to cast shadows from shadow buffer lamps
+ # Type: boolean, default False
+
+ # use_cast_shadows
+
+ # Allow this material to cast shadows
+ # Type: boolean, default False
+
+ # use_cast_shadows_only
+
+ # Make objects with this material appear invisible (not rendered), only casting shadows
+ # Type: boolean, default False
+
+ # use_cubic
+
+ # Use cubic interpolation for diffuse values, for smoother transitions
+ # Type: boolean, default False
+
+ # use_diffuse_ramp
+
+ # Toggle diffuse ramp operations
+ # Type: boolean, default False
+
+ # use_face_texture
+
+ # Replace the object’s base color with color from UV map image textures
+ # Type: boolean, default False
+
+ # use_face_texture_alpha
+
+ # Replace the object’s base alpha value with alpha from UV map image textures
+ # Type: boolean, default False
+
+ # use_full_oversampling
+
+ # Force this material to render full shading/textures for all anti-aliasing samples
+ # Type: boolean, default False
+
+ # use_light_group_exclusive
+
+ # Material uses the light group exclusively - these lamps are excluded from other scene lighting
+ # Type: boolean, default False
+
+ # use_light_group_local
+
+ # When linked in, material uses local light group with the same name
+ # Type: boolean, default False
+
+ # use_mist
+
+ # Use mist with this material (in world settings)
+ # Type: boolean, default False
+
+ # use_nodes
+
+ # Use shader nodes to render the material
+ # Type: boolean, default False
+
+ # use_object_color
+
+ # Modulate the result with a per-object color
+ # Type: boolean, default False
+
+ # use_only_shadow
+
+ # Render shadows as the material’s alpha value, making the material transparent except for shadowed areas
+ # Type: boolean, default False
+
+ # use_ray_shadow_bias
+
+ # Prevent raytraced shadow errors on surfaces with smooth shaded normals (terminator problem)
+ # Type: boolean, default False
+
+ # use_raytrace
+
+ # Include this material and geometry that uses it in raytracing calculations
+ # Type: boolean, default False
+
+ # use_shadeless
+
+ # Make this material insensitive to light or shadow
+ # Type: boolean, default False
+
+ # use_shadows
+
+ # Allow this material to receive shadows
+ # Type: boolean, default False
+
+ # use_sky
+
+ # Render this material with zero alpha, with sky background in place (scanline only)
+ # Type: boolean, default False
+
+ # use_specular_ramp
+
+ # Toggle specular ramp operations
+ # Type: boolean, default False
+
+ # use_tangent_shading
+
+ # Use the material’s tangent vector instead of the normal for shading - for anisotropic shading effects
+ # Type: boolean, default False
+
+ # use_textures
+
+ # Enable/Disable each texture
+ # Type: boolean array of 18 items, default (False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False)
+
+ # use_transparency
+
+ # Render material as transparent
+ # Type: boolean, default False
+
+ # use_transparent_shadows
+
+ # Allow this object to receive transparent shadows cast through other objects
+ # Type: boolean, default False
+
+ # use_uv_project
+
+ # Use to ensure UV interpolation is correct for camera projections (use with UV project modifier)
+ # Type: boolean, default False
+
+ # use_vertex_color_light
+
+ # Add vertex colors as additional lighting
+ # Type: boolean, default False
+
+ # use_vertex_color_paint
+
+ # Replace object base color with vertex colors (multiply with ‘texture face’ face assigned textures)
+ # Type: boolean, default False
+
+ # volume
+
+ # Volume settings for the material
+ # Type: MaterialVolume, (readonly, never None)
+ '''
+ (mat.type in {'SURFACE', 'WIRE', 'VOLUME'})
+ "use_transparency")
+
+
+
+ mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY'
+
+
+
+
+ col.prop(mat, "use_raytrace")
+ col.prop(mat, "use_full_oversampling")
+
+ sub.prop(mat, "use_sky")
+
+
+ col.prop(mat, "use_cast_shadows", text="Cast")
+ col.prop(mat, "use_cast_shadows_only", text="Cast Only")
+ col.prop(mat, "use_cast_buffer_shadows")
+
+ sub.active = mat.use_cast_buffer_shadows
+ sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha")
+ col.prop(mat, "use_cast_approximate")
+
+
+
+ col.prop(mat, "diffuse_color", text="")
+
+ sub.active = (not mat.use_shadeless)
+
+ sub.prop(mat, "diffuse_intensity", text="Intensity")
+
+
+ col.prop(mat, "diffuse_shader", text="")
+ col.prop(mat, "use_diffuse_ramp", text="Ramp")
+
+
+ if mat.diffuse_shader == 'OREN_NAYAR':
+ col.prop(mat, "roughness")
+ elif mat.diffuse_shader == 'MINNAERT':
+ col.prop(mat, "darkness")
+ elif mat.diffuse_shader == 'TOON':
+
+ row.prop(mat, "diffuse_toon_size", text="Size")
+ row.prop(mat, "diffuse_toon_smooth", text="Smooth")
+ elif mat.diffuse_shader == 'FRESNEL':
+
+ row.prop(mat, "diffuse_fresnel", text="Fresnel")
+ row.prop(mat, "diffuse_fresnel_factor", text="Factor")
+
+ if mat.use_diffuse_ramp:
+
+ col.template_color_ramp(mat, "diffuse_ramp", expand=True)
+
+
+
+ row.prop(mat, "diffuse_ramp_input", text="Input")
+ row.prop(mat, "diffuse_ramp_blend", text="Blend")
+
+ col.prop(mat, "diffuse_ramp_factor", text="Factor")
+
+
+
+
+ col.prop(mat, "specular_color", text="")
+ col.prop(mat, "specular_intensity", text="Intensity")
+
+ col.prop(mat, "specular_shader", text="")
+ col.prop(mat, "use_specular_ramp", text="Ramp")
+
+ if mat.specular_shader in {'COOKTORR', 'PHONG'}:
+ col.prop(mat, "specular_hardness", text="Hardness")
+ elif mat.specular_shader == 'BLINN':
+
+ 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.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_shading(MaterialButtonsPanel, Panel):
+ bl_label = "Shading"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ if mat.type in {'SURFACE', 'WIRE'}:
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column()
+ sub.active = not mat.use_shadeless
+ sub.prop(mat, "emit")
+ sub.prop(mat, "ambient")
+ sub = col.column()
+ sub.prop(mat, "translucency")
+
+ col = split.column()
+ col.prop(mat, "use_shadeless")
+ sub = col.column()
+ sub.active = not mat.use_shadeless
+ sub.prop(mat, "use_tangent_shading")
+ sub.prop(mat, "use_cubic")
+
+
+ class MATERIAL_PT_transp(MaterialButtonsPanel, Panel):
+ bl_label = "Transparency"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return check_material(mat) and (mat.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, "use_transparency", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ base_mat = context.material
+ mat = active_node_mat(context.material)
+ rayt = mat.raytrace_transparency
+
+ if simple_material(base_mat):
+ row = layout.row()
+ row.active = mat.use_transparency
+ row.prop(mat, "transparency_method", expand=True)
+
+ split = layout.split()
+ split.active = base_mat.use_transparency
+
+ col = split.column()
+ col.prop(mat, "alpha")
+ row = col.row()
+ row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless)
+ row.prop(mat, "specular_alpha", text="Specular")
+
+ col = split.column()
+ col.active = (not mat.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.transparency_method == 'RAYTRACE':
+ layout.separator()
+ split = layout.split()
+ split.active = base_mat.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_mirror(MaterialButtonsPanel, Panel):
+ bl_label = "Mirror"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ raym = active_node_mat(context.material).raytrace_mirror
+
+ self.layout.prop(raym, "use", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+ raym = mat.raytrace_mirror
+
+ layout.active = raym.use
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(raym, "reflect_factor")
+ col.prop(mat, "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(percentage=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="Samples")
+ sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
+
+
+ class MATERIAL_PT_sss(MaterialButtonsPanel, Panel):
+ bl_label = "Subsurface Scattering"
+ bl_options = {'DEFAULT_CLOSED'}
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ mat = active_node_mat(context.material)
+ sss = mat.subsurface_scattering
+
+ self.layout.active = (not mat.use_shadeless)
+ self.layout.prop(sss, "use", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+ sss = mat.subsurface_scattering
+
+ layout.active = (sss.use) and (not mat.use_shadeless)
+
+ row = layout.row().split()
+ sub = row.row(align=True).split(align=True, percentage=0.75)
+ sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
+ sub.operator("material.sss_preset_add", text="", icon='ZOOMIN')
+ sub.operator("material.sss_preset_add", text="", icon='ZOOMOUT').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_halo(MaterialButtonsPanel, Panel):
+ bl_label = "Halo"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material # don't use node material
+ halo = mat.halo
+
+ def number_but(layout, toggle, number, name, color):
+ row = layout.row(align=True)
+ row.prop(halo, toggle, text="")
+ sub = row.column(align=True)
+ sub.active = getattr(halo, toggle)
+ sub.prop(halo, number, text=name, translate=False)
+ if not color == "":
+ sub.prop(mat, color, text="")
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "alpha")
+ col.prop(mat, "diffuse_color", text="")
+ col.prop(halo, "seed")
+
+ col = split.column()
+ col.prop(halo, "size")
+ col.prop(halo, "hardness")
+ col.prop(halo, "add")
+
+ layout.label(text="Options:")
+
+ split = layout.split()
+ col = split.column()
+ col.prop(halo, "use_texture")
+ col.prop(halo, "use_vertex_normal")
+ col.prop(halo, "use_extreme_alpha")
+ col.prop(halo, "use_shaded")
+ col.prop(halo, "use_soft")
+
+ col = split.column()
+ number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color")
+ number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color")
+ number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "")
+
+
+ class MATERIAL_PT_flare(MaterialButtonsPanel, Panel):
+ bl_label = "Flare"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ halo = context.material.halo
+
+ self.layout.prop(halo, "use_flare_mode", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material # don't use node material
+ halo = mat.halo
+
+ layout.active = halo.use_flare_mode
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(halo, "flare_size", text="Size")
+ col.prop(halo, "flare_boost", text="Boost")
+ col.prop(halo, "flare_seed", text="Seed")
+
+ col = split.column()
+ col.prop(halo, "flare_subflare_count", text="Subflares")
+ col.prop(halo, "flare_subflare_size", text="Subsize")
+
+ '''
+#######################End Old Blender Internal Props##########################
###############################################################################
# Povray Nodes
###############################################################################
@@ -2257,32 +3587,7 @@ class RenderPovSettingsWorld(PropertyGroup):
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR',
)
-'''
-class WORLD_PT_POV_world(WorldButtonsPanel, Panel):
- bl_label = "World"
- #COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw(self, context):
- layout = self.layout
-
- world = context.world
-
- 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")
- row.prop(world, "color_range")
-'''
###############################################################################
# Text POV properties.
###############################################################################
@@ -2342,6 +3647,8 @@ def register():
register_class(RenderPovSettingsCamera)
register_class(RenderPovSettingsWorld)
register_class(RenderPovSettingsMaterial)
+ register_class(MaterialRaytraceMirror)
+ register_class(MaterialSubsurfaceScattering)
register_class(RenderPovSettingsObject)
register_class(RenderPovSettingsScene)
register_class(RenderPovSettingsText)
@@ -2364,6 +3671,8 @@ def register():
bpy.types.Scene.pov = PointerProperty(type=RenderPovSettingsScene)
#bpy.types.Modifier.pov = PointerProperty(type=RenderPovSettingsModifier)
bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)
+ bpy.types.Material.pov_subsurface_scattering = PointerProperty(type=MaterialSubsurfaceScattering)
+ bpy.types.Material.pov_raytrace_mirror = PointerProperty(type=MaterialRaytraceMirror)
bpy.types.Texture.pov = PointerProperty(type=RenderPovSettingsTexture)
bpy.types.Object.pov = PointerProperty(type=RenderPovSettingsObject)
bpy.types.Camera.pov = PointerProperty(type=RenderPovSettingsCamera)