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authorLuca Bonavita <mindrones@gmail.com>2010-08-02 05:54:35 +0400
committerLuca Bonavita <mindrones@gmail.com>2010-08-02 05:54:35 +0400
commitd566152b0372d1d29578c3353f6a4d5ff3af4d63 (patch)
tree2ba032baf4f3c3d132217b494510e8cb58e1d058 /render_povray/ui.py
parentecb5900d1e82ecf3cfc560d86c39e64781456b7d (diff)
== povray ==
After discussion with Campbell I've made povray an addon as a package (will remove from bf-blender). Please roport any glitch or mistake I might have done while porting.
Diffstat (limited to 'render_povray/ui.py')
-rw-r--r--render_povray/ui.py218
1 files changed, 218 insertions, 0 deletions
diff --git a/render_povray/ui.py b/render_povray/ui.py
new file mode 100644
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+++ b/render_povray/ui.py
@@ -0,0 +1,218 @@
+# ##### 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 #####
+
+import bpy
+
+
+# Radiosity panel, use in the scene for now.
+FloatProperty = bpy.types.Scene.FloatProperty
+IntProperty = bpy.types.Scene.IntProperty
+BoolProperty = bpy.types.Scene.BoolProperty
+
+# Not a real pov option, just to know if we should write
+BoolProperty(attr="pov_radio_enable",
+ name="Enable Radiosity",
+ description="Enable povrays radiosity calculation",
+ default=False)
+BoolProperty(attr="pov_radio_display_advanced",
+ name="Advanced Options",
+ description="Show advanced options",
+ default=False)
+
+# Real pov options
+FloatProperty(attr="pov_radio_adc_bailout",
+ name="ADC Bailout",
+ description="The adc_bailout for radiosity rays. Use adc_bailout = 0.01 / brightest_ambient_object for good results",
+ min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.01)
+
+BoolProperty(attr="pov_radio_always_sample",
+ name="Always Sample",
+ description="Only use the data from the pretrace step and not gather any new samples during the final radiosity pass",
+ default=True)
+
+FloatProperty(attr="pov_radio_brightness",
+ name="Brightness",
+ description="Amount objects are brightened before being returned upwards to the rest of the system",
+ min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
+
+IntProperty(attr="pov_radio_count",
+ name="Ray Count",
+ description="Number of rays that are sent out whenever a new radiosity value has to be calculated",
+ min=1, max=1600, default=35)
+
+FloatProperty(attr="pov_radio_error_bound",
+ name="Error Bound",
+ description="One of the two main speed/quality tuning values, lower values are more accurate",
+ min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
+
+FloatProperty(attr="pov_radio_gray_threshold",
+ name="Gray Threshold",
+ description="One of the two main speed/quality tuning values, lower values are more accurate",
+ min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
+
+FloatProperty(attr="pov_radio_low_error_factor",
+ name="Low Error Factor",
+ description="If you calculate just enough samples, but no more, you will get an image which has slightly blotchy lighting",
+ min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, default=0.5)
+
+# max_sample - not available yet
+BoolProperty(attr="pov_radio_media",
+ name="Media",
+ description="Radiosity estimation can be affected by media",
+ default=False)
+
+FloatProperty(attr="pov_radio_minimum_reuse",
+ name="Minimum Reuse",
+ description="Fraction of the screen width which sets the minimum radius of reuse for each sample point (At values higher than 2% expect errors)",
+ min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015)
+
+IntProperty(attr="pov_radio_nearest_count",
+ name="Nearest Count",
+ description="Number of old ambient values blended together to create a new interpolated value",
+ min=1, max=20, default=5)
+
+BoolProperty(attr="pov_radio_normal",
+ name="Normals",
+ description="Radiosity estimation can be affected by normals",
+ default=False)
+
+IntProperty(attr="pov_radio_recursion_limit",
+ name="Recursion Limit",
+ description="how many recursion levels are used to calculate the diffuse inter-reflection",
+ min=1, max=20, default=3)
+
+
+
+# Use some of the existing buttons.
+import properties_render
+properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_render
+
+# Use only a subset of the world panels
+import properties_world
+properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER')
+properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER')
+del properties_world
+
+# Example of wrapping every class 'as is'
+import properties_material
+for member in dir(properties_material):
+ subclass = getattr(properties_material, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_material
+
+import properties_data_mesh
+for member in dir(properties_data_mesh):
+ subclass = getattr(properties_data_mesh, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_data_mesh
+
+import properties_texture
+for member in dir(properties_texture):
+ subclass = getattr(properties_texture, member)
+ try:
+ subclass.COMPAT_ENGINES.add('POVRAY_RENDER')
+ except:
+ pass
+del properties_texture
+
+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
+
+
+
+class RenderButtonsPanel(bpy.types.Panel):
+ 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
+
+ def poll(self, context):
+ rd = context.scene.render
+ return (rd.use_game_engine == False) and (rd.engine in self.COMPAT_ENGINES)
+
+
+class RENDER_PT_povray_radiosity(RenderButtonsPanel):
+ bl_label = "Radiosity"
+ COMPAT_ENGINES = {'POVRAY_RENDER'}
+
+ def draw_header(self, context):
+ scene = context.scene
+
+ self.layout.prop(scene, "pov_radio_enable", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ scene = context.scene
+ rd = scene.render
+
+ 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")
+ col = split.column()
+ col.prop(scene, "pov_radio_error_bound", text="Error")
+
+ 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_gray_threshold", 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_minimum_reuse", text="Min Reuse")
+ col.prop(scene, "pov_radio_nearest_count")
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Estimation Influence:")
+ col.prop(scene, "pov_radio_media")
+ col.prop(scene, "pov_radio_normal")
+
+ col = split.column()
+ col.prop(scene, "pov_radio_always_sample")
+
+
+