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authorMaurice Raybaud <mauriceraybaud@hotmail.fr>2019-09-02 01:26:53 +0300
committerMaurice Raybaud <mauriceraybaud@hotmail.fr>2019-09-02 01:26:53 +0300
commit86d2637065634f48fd72352013abe8fbfa637bc1 (patch)
tree8608959dac08996600fdb7d7d8416fd97b6c1635 /render_povray/ui.py
parentcbb11b1a597366deabfa1cac11989621bf9075c4 (diff)
render_povray :
First try at fixing hair and strand for 2.8 render API: failed but improved
Diffstat (limited to 'render_povray/ui.py')
-rw-r--r--render_povray/ui.py48
1 files changed, 47 insertions, 1 deletions
diff --git a/render_povray/ui.py b/render_povray/ui.py
index fa24955b..2a31fd36 100644
--- a/render_povray/ui.py
+++ b/render_povray/ui.py
@@ -1390,7 +1390,7 @@ class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel):
sub.prop(sss, "back")
col.separator()
col.prop(sss, "error_threshold", text="Error")
-
+
class MATERIAL_PT_povray_activate_node(MaterialButtonsPanel, Panel):
bl_label = "Activate Node Settings"
bl_context = "material"
@@ -1715,7 +1715,52 @@ class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, Panel):
col.label(text="Caustics override is on, ")
col.label(text="but you didn't chose any !")
+class MATERIAL_PT_strand(MaterialButtonsPanel, Panel):
+ 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.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, "uv_textures", text="")
+ else:
+ col.prop(tan, "uv_layer", text="")
+ col.separator()
+ sub = col.column()
+ sub.active = (not mat.pov.use_shadeless)
+ sub.label("Surface diffuse:")
+ sub = col.column()
+ sub.prop(tan, "blend_distance", text="Distance")
+
class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, Panel):
bl_label = "Custom POV Code"
COMPAT_ENGINES = {'POVRAY_RENDER'}
@@ -3154,6 +3199,7 @@ classes = (
MATERIAL_PT_POV_sss,
MATERIAL_MT_POV_sss_presets,
AddPresetSSS,
+ MATERIAL_PT_strand,
MATERIAL_PT_povray_activate_node,
MATERIAL_PT_povray_active_node,
MATERIAL_PT_POV_mirror,