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authorMaurice Raybaud <mauriceraybaud@hotmail.fr>2021-05-26 02:34:50 +0300
committerMaurice Raybaud <mauriceraybaud@hotmail.fr>2021-05-26 02:34:50 +0300
commitfad5186bb6880aadbb0cd9d983035c7890801aa7 (patch)
tree60e57ddcefbf423cde567e296e9128ace77e6ed3 /render_povray/ui.py
parent051d4f7d5951924015d7c2e6bddeb28fac229f1c (diff)
Formatting and fixes
* Moved: some existing functions into new separate files to improve code readability (detailed in __init__.py docstring) * Remove: max_intersections deprecated in pov 3.8 * Add: Validate utf-8 characters with specific API function at session's first script init * Add : Icons to some text fields and inviting labels * Change default camera normal perturbation value to non zero since its use is first driven by a boolean toggle * Change: lists (vectors and indices) are now exported in one line by default for better manual scene overview and debugging * Change: a couple of tooltips corrections * Change : renamed many variables and functions to snake_case according to recommanded style guides * Fix : Heightfield primitive (forward slashes were expected for displacement texture path) * Fix : Text nippet insertion operator * Fix : added console print tip to check executable path on failure to process * Fix : tweaked finished render say command for Linux * Fix : interface of some shader nodes broken since 2.8 api changes * Fix : export hair particles
Diffstat (limited to 'render_povray/ui.py')
-rw-r--r--render_povray/ui.py4719
1 files changed, 0 insertions, 4719 deletions
diff --git a/render_povray/ui.py b/render_povray/ui.py
deleted file mode 100644
index 297c2e0d..00000000
--- a/render_povray/ui.py
+++ /dev/null
@@ -1,4719 +0,0 @@
-# ##### 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
-
-
-############# POV-Centric WORSPACE #############
-@persistent
-def povCentricWorkspace(dummy):
- """Set up a POV centric Workspace if addon was activated and saved as default renderer
-
- 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.
- """
-
- wsp = bpy.data.workspaces.get('Scripting')
- context = bpy.context
- if wsp is not None and context.scene.render.engine == 'POVRAY_RENDER':
- 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')
- space.show_region_ui = True
- #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)