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authorNBurn <7nburn@gmail.com>2019-01-18 00:48:54 +0300
committerNBurn <7nburn@gmail.com>2019-01-18 00:48:54 +0300
commitaeabdc02a83a976b2f594cd66873c6d2b537e669 (patch)
tree3ac5922be25219ab666aae4b8d04002bce2e70a6 /render_povray
parentba97e19e5b3df449784a4cc4ed89ce7b511ec3e4 (diff)
Update Add-ons class properties to annotations
This should take care of most of the class property conversions to use the new annotation format (colon instead of equals) for assignment. There may still be a few edge cases that were missed.
Diffstat (limited to 'render_povray')
-rw-r--r--render_povray/__init__.py638
-rw-r--r--render_povray/nodes.py40
-rw-r--r--render_povray/primitives.py116
3 files changed, 397 insertions, 397 deletions
diff --git a/render_povray/__init__.py b/render_povray/__init__.py
index 9d7254ea..b8b2f4e5 100644
--- a/render_povray/__init__.py
+++ b/render_povray/__init__.py
@@ -74,77 +74,77 @@ def string_strip_hyphen(name):
###############################################################################
class RenderPovSettingsScene(PropertyGroup):
#Linux SDL-window enable
- sdl_window_enable = BoolProperty(
+ sdl_window_enable: BoolProperty(
name="Enable SDL window",
description="Enable the SDL window in Linux OS",
default=True)
# File Options
- text_block = StringProperty(
+ text_block: StringProperty(
name="Text Scene Name",
description="Name of POV-Ray scene to use. "
"Set when clicking Run to render current text only",
maxlen=1024)
- tempfiles_enable = BoolProperty(
+ tempfiles_enable: BoolProperty(
name="Enable Tempfiles",
description="Enable the OS-Tempfiles. Otherwise set the path where"
" to save the files",
default=True)
- pov_editor = BoolProperty(
+ pov_editor: BoolProperty(
name="POV-Ray editor",
description="Don't Close POV-Ray editor after rendering (Overridden"
" by /EXIT command)",
default=False)
- deletefiles_enable = BoolProperty(
+ deletefiles_enable: BoolProperty(
name="Delete files",
description="Delete files after rendering. "
"Doesn't work with the image",
default=True)
- scene_name = StringProperty(
+ scene_name: StringProperty(
name="Scene Name",
description="Name of POV-Ray scene to create. Empty name will use "
"the name of the blend file",
maxlen=1024)
- scene_path = StringProperty(
+ scene_path: StringProperty(
name="Export scene path",
# Bug in POV-Ray RC3
# description="Path to directory where the exported scene "
# "(POV and INI) is created",
description="Path to directory where the files are created",
maxlen=1024, subtype="DIR_PATH")
- renderimage_path = StringProperty(
+ renderimage_path: StringProperty(
name="Rendered image path",
description="Full path to directory where the rendered image is "
"saved",
maxlen=1024, subtype="DIR_PATH")
- list_lf_enable = BoolProperty(
+ list_lf_enable: BoolProperty(
name="LF in lists",
description="Enable line breaks in lists (vectors and indices). "
"Disabled: lists are exported in one line",
default=True)
# Not a real pov option, just to know if we should write
- radio_enable = BoolProperty(
+ radio_enable: BoolProperty(
name="Enable Radiosity",
description="Enable POV-Rays radiosity calculation",
default=True)
- radio_display_advanced = BoolProperty(
+ radio_display_advanced: BoolProperty(
name="Advanced Options",
description="Show advanced options",
default=False)
- media_enable = BoolProperty(
+ media_enable: BoolProperty(
name="Enable Media",
description="Enable POV-Rays atmospheric media",
default=False)
- media_samples = IntProperty(
+ media_samples: IntProperty(
name="Samples",
description="Number of samples taken from camera to first object "
"encountered along ray path for media calculation",
min=1, max=100, default=35)
- media_scattering_type = EnumProperty(
+ media_scattering_type: EnumProperty(
name="Scattering Type",
description="Scattering model",
items=(('1', "1 Isotropic", "The simplest form of scattering because"
@@ -184,32 +184,32 @@ class RenderPovSettingsScene(PropertyGroup):
" scattering.")),
default='1')
- media_diffusion_scale = FloatProperty(
+ media_diffusion_scale: FloatProperty(
name="Scale", description="Scale factor of Media Diffusion Color",
precision=12, step=0.00000001, min=0.000000001, max=1.0,
default=(1.0))
- media_diffusion_color = FloatVectorProperty(
+ media_diffusion_color: FloatVectorProperty(
name="Media Diffusion Color", description="The atmospheric media color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.001),
options={'ANIMATABLE'},
subtype='COLOR')
- media_absorption_scale = FloatProperty(
+ media_absorption_scale: FloatProperty(
name="Scale", description="Scale factor of Media Absorption Color. "
"use 1/depth of media volume in meters",
precision=12, step=0.000001, min=0.000000001, max=1.0,
default=(0.00002))
- media_absorption_color = FloatVectorProperty(
+ media_absorption_color: FloatVectorProperty(
name="Media Absorption Color", description="The atmospheric media absorption color",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0),
options={'ANIMATABLE'},
subtype='COLOR')
- media_eccentricity = FloatProperty(
+ media_eccentricity: FloatProperty(
name="Media Eccenticity Factor", description="Positive values lead"
" to scattering in the direction of the light and negative "
"values lead to scattering in the opposite direction of the "
@@ -219,40 +219,40 @@ class RenderPovSettingsScene(PropertyGroup):
default=(0.0),
options={'ANIMATABLE'})
- baking_enable = BoolProperty(
+ baking_enable: BoolProperty(
name="Enable Baking",
description="Enable POV-Rays texture baking",
default=False)
- indentation_character = EnumProperty(
+ indentation_character: EnumProperty(
name="Indentation",
description="Select the indentation type",
items=(('NONE', "None", "No indentation"),
('TAB', "Tabs", "Indentation with tabs"),
('SPACE', "Spaces", "Indentation with spaces")),
default='SPACE')
- indentation_spaces = IntProperty(
+ indentation_spaces: IntProperty(
name="Quantity of spaces",
description="The number of spaces for indentation",
min=1, max=10, default=4)
- comments_enable = BoolProperty(
+ comments_enable: BoolProperty(
name="Enable Comments",
description="Add comments to pov file",
default=True)
# Real pov options
- command_line_switches = StringProperty(
+ command_line_switches: StringProperty(
name="Command Line Switches",
description="Command line switches consist of a + (plus) or - "
"(minus) sign, followed by one or more alphabetic "
"characters and possibly a numeric value",
maxlen=500)
- antialias_enable = BoolProperty(
+ antialias_enable: BoolProperty(
name="Anti-Alias", description="Enable Anti-Aliasing",
default=True)
- antialias_method = EnumProperty(
+ antialias_method: EnumProperty(
name="Method",
description="AA-sampling method. Type 1 is an adaptive, "
"non-recursive, super-sampling method. Type 2 is an "
@@ -263,77 +263,77 @@ class RenderPovSettingsScene(PropertyGroup):
("2", "stochastic AA", "Type 3 Sampling in UberPOV")),
default="1")
- antialias_confidence = FloatProperty(
+ antialias_confidence: FloatProperty(
name="Antialias Confidence",
description="how surely the computed color "
"of a given pixel is indeed"
"within the threshold error margin",
min=0.0001, max=1.0000, default=0.9900, precision=4)
- antialias_depth = IntProperty(
+ antialias_depth: IntProperty(
name="Antialias Depth", description="Depth of pixel for sampling",
min=1, max=9, default=3)
- antialias_threshold = FloatProperty(
+ antialias_threshold: FloatProperty(
name="Antialias Threshold", description="Tolerance for sub-pixels",
min=0.0, max=1.0, soft_min=0.05, soft_max=0.5, default=0.03)
- jitter_enable = BoolProperty(
+ jitter_enable: BoolProperty(
name="Jitter",
description="Enable Jittering. Adds noise into the sampling "
"process (it should be avoided to use jitter in "
"animation)",
default=False)
- jitter_amount = FloatProperty(
+ jitter_amount: FloatProperty(
name="Jitter Amount", description="Amount of jittering",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=1.0)
- antialias_gamma = FloatProperty(
+ antialias_gamma: FloatProperty(
name="Antialias Gamma",
description="POV-Ray compares gamma-adjusted values for super "
"sampling. Antialias Gamma sets the Gamma before "
"comparison",
min=0.0, max=5.0, soft_min=0.01, soft_max=2.5, default=2.5)
- max_trace_level = IntProperty(
+ max_trace_level: IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
min=1, max=256, default=5)
#######NEW from Lanuhum
- adc_bailout_enable = BoolProperty(
+ adc_bailout_enable: BoolProperty(
name="Enable",
description="",
default=False)
- adc_bailout = FloatProperty(
+ adc_bailout: FloatProperty(
name="ADC Bailout",
description="",
min=0.0, max=1000.0,default=0.00392156862745, precision=3)
- ambient_light_enable = BoolProperty(
+ ambient_light_enable: BoolProperty(
name="Enable",
description="",
default=False)
- ambient_light = FloatVectorProperty(
+ ambient_light: FloatVectorProperty(
name="Ambient Light",
description="Ambient light is used to simulate the effect of inter-diffuse reflection",
precision=4, step=0.01, min=0, soft_max=1,
default=(1, 1, 1), options={'ANIMATABLE'}, subtype='COLOR',
)
- global_settings_advanced = BoolProperty(
+ global_settings_advanced: BoolProperty(
name="Advanced",
description="",
default=False)
- irid_wavelength_enable = BoolProperty(
+ irid_wavelength_enable: BoolProperty(
name="Enable",
description="",
default=False)
- irid_wavelength = FloatVectorProperty(
+ irid_wavelength: FloatVectorProperty(
name="Irid Wavelength",
description=(
"Iridescence calculations depend upon the dominant "
@@ -342,7 +342,7 @@ class RenderPovSettingsScene(PropertyGroup):
precision=4, step=0.01, min=0, soft_max=1,
default=(0.25,0.18,0.14), options={'ANIMATABLE'}, subtype='COLOR')
- charset = EnumProperty(
+ charset: EnumProperty(
name="Charset",
description="This allows you to specify the assumed character set of all text strings",
items=(("ascii", "ASCII", ""),
@@ -350,22 +350,22 @@ class RenderPovSettingsScene(PropertyGroup):
("sys", "SYS", "")),
default="utf8")
- max_intersections_enable = BoolProperty(
+ max_intersections_enable: BoolProperty(
name="Enable",
description="",
default=False)
- max_intersections = IntProperty(
+ max_intersections: IntProperty(
name="Max Intersections",
description="POV-Ray uses a set of internal stacks to collect ray/object intersection points",
min=2, max=1024, default=64)
- number_of_waves_enable = BoolProperty(
+ number_of_waves_enable: BoolProperty(
name="Enable",
description="",
default=False)
- number_of_waves = IntProperty(
+ number_of_waves: IntProperty(
name="Number Waves",
description=(
"The waves and ripples patterns are generated by summing a series of waves, "
@@ -373,62 +373,62 @@ class RenderPovSettingsScene(PropertyGroup):
),
min=1, max=10, default=1000)
- noise_generator_enable = BoolProperty(
+ noise_generator_enable: BoolProperty(
name="Enable",
description="",
default=False)
- noise_generator = IntProperty(
+ noise_generator: IntProperty(
name="Noise Generator",
description="There are three noise generators implemented",
min=1, max=3, default=2)
########################### PHOTONS #######################################
- photon_enable = BoolProperty(
+ photon_enable: BoolProperty(
name="Photons",
description="Enable global photons",
default=False)
- photon_enable_count = BoolProperty(
+ photon_enable_count: BoolProperty(
name="Spacing / Count",
description="Enable count photons",
default=False)
- photon_count = IntProperty(
+ photon_count: IntProperty(
name="Count",
description="Photons count",
min=1, max=100000000, default=20000)
- photon_spacing = FloatProperty(
+ photon_spacing: FloatProperty(
name="Spacing",
description="Average distance between photons on surfaces. half "
"this get four times as many surface photons",
min=0.001, max=1.000, default=0.005,
soft_min=0.001, soft_max=1.000, precision=3)
- photon_max_trace_level = IntProperty(
+ photon_max_trace_level: IntProperty(
name="Max Trace Level",
description="Number of reflections/refractions allowed on ray "
"path",
min=1, max=256, default=5)
- photon_adc_bailout = FloatProperty(
+ photon_adc_bailout: FloatProperty(
name="ADC Bailout",
description="The adc_bailout for photons. Use adc_bailout = "
"0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, default=0.1,
soft_min=0.0, soft_max=1.0, precision=3)
- photon_gather_min = IntProperty(
+ photon_gather_min: IntProperty(
name="Gather Min", description="Minimum number of photons gathered"
"for each point",
min=1, max=256, default=20)
- photon_gather_max = IntProperty(
+ photon_gather_max: IntProperty(
name="Gather Max", description="Maximum number of photons gathered for each point",
min=1, max=256, default=100)
- photon_map_file_save_load = EnumProperty(
+ photon_map_file_save_load: EnumProperty(
name="Operation",
description="Load or Save photon map file",
items=(("NONE", "None", ""),
@@ -436,107 +436,107 @@ class RenderPovSettingsScene(PropertyGroup):
("load", "Load", "")),
default="NONE")
- photon_map_filename = StringProperty(
+ photon_map_filename: StringProperty(
name="Filename",
description="",
maxlen=1024)
- photon_map_dir = StringProperty(
+ photon_map_dir: StringProperty(
name="Directory",
description="",
maxlen=1024, subtype="DIR_PATH")
- photon_map_file = StringProperty(
+ photon_map_file: StringProperty(
name="File",
description="",
maxlen=1024, subtype="FILE_PATH")
#########RADIOSITY########
- radio_adc_bailout = FloatProperty(
+ radio_adc_bailout: FloatProperty(
name="ADC Bailout",
description="The adc_bailout for radiosity rays. Use "
"adc_bailout = 0.01 / brightest_ambient_object for good results",
min=0.0, max=1000.0, soft_min=0.0, soft_max=1.0, default=0.0039, precision=4)
- radio_always_sample = BoolProperty(
+ radio_always_sample: BoolProperty(
name="Always Sample",
description="Only use the data from the pretrace step and not gather "
"any new samples during the final radiosity pass",
default=False)
- radio_brightness = FloatProperty(
+ radio_brightness: FloatProperty(
name="Brightness",
description="Amount objects are brightened before being returned "
"upwards to the rest of the system",
min=0.0, max=1000.0, soft_min=0.0, soft_max=10.0, default=1.0)
- radio_count = IntProperty(
+ radio_count: IntProperty(
name="Ray Count",
description="Number of rays for each new radiosity value to be calculated "
"(halton sequence over 1600)",
min=1, max=10000, soft_max=1600, default=35)
- radio_error_bound = FloatProperty(
+ radio_error_bound: FloatProperty(
name="Error Bound",
description="One of the two main speed/quality tuning values, "
"lower values are more accurate",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1.8)
- radio_gray_threshold = FloatProperty(
+ radio_gray_threshold: FloatProperty(
name="Gray Threshold",
description="One of the two main speed/quality tuning values, "
"lower values are more accurate",
min=0.0, max=1.0, soft_min=0, soft_max=1, default=0.0)
- radio_low_error_factor = FloatProperty(
+ radio_low_error_factor: FloatProperty(
name="Low Error Factor",
description="Just enough samples is slightly blotchy. Low error changes error "
"tolerance for less critical last refining pass",
min=0.000001, max=1.0, soft_min=0.000001, soft_max=1.0, default=0.5)
- radio_media = BoolProperty(
+ radio_media: BoolProperty(
name="Media", description="Radiosity estimation can be affected by media",
default=True)
- radio_subsurface = BoolProperty(
+ radio_subsurface: BoolProperty(
name="Subsurface", description="Radiosity estimation can be affected by Subsurface Light Transport",
default=False)
- radio_minimum_reuse = FloatProperty(
+ radio_minimum_reuse: FloatProperty(
name="Minimum Reuse",
description="Fraction of the screen width which sets the minimum radius of reuse "
"for each sample point (At values higher than 2% expect errors)",
min=0.0, max=1.0, soft_min=0.1, soft_max=0.1, default=0.015, precision=3)
- radio_maximum_reuse = FloatProperty(
+ radio_maximum_reuse: FloatProperty(
name="Maximum Reuse",
description="The maximum reuse parameter works in conjunction with, and is similar to that of minimum reuse, "
"the only difference being that it is an upper bound rather than a lower one",
min=0.0, max=1.0,default=0.2, precision=3)
- radio_nearest_count = IntProperty(
+ radio_nearest_count: IntProperty(
name="Nearest Count",
description="Number of old ambient values blended together to "
"create a new interpolated value",
min=1, max=20, default=5)
- radio_normal = BoolProperty(
+ radio_normal: BoolProperty(
name="Normals", description="Radiosity estimation can be affected by normals",
default=False)
- radio_recursion_limit = IntProperty(
+ radio_recursion_limit: IntProperty(
name="Recursion Limit",
description="how many recursion levels are used to calculate "
"the diffuse inter-reflection",
min=1, max=20, default=1)
- radio_pretrace_start = FloatProperty(
+ radio_pretrace_start: FloatProperty(
name="Pretrace Start",
description="Fraction of the screen width which sets the size of the "
"blocks in the mosaic preview first pass",
min=0.01, max=1.00, soft_min=0.02, soft_max=1.0, default=0.08)
- radio_pretrace_end = FloatProperty(
+ radio_pretrace_end: FloatProperty(
name="Pretrace End",
description="Fraction of the screen width which sets the size of the blocks "
"in the mosaic preview last pass",
@@ -546,30 +546,30 @@ class RenderPovSettingsScene(PropertyGroup):
# Material POV properties.
###############################################################################
class RenderPovSettingsMaterial(PropertyGroup):
- irid_enable = BoolProperty(
+ irid_enable: BoolProperty(
name="Iridescence coating",
description="Newton's thin film interference (like an oil slick on a puddle of "
"water or the rainbow hues of a soap bubble.)",
default=False)
- mirror_use_IOR = BoolProperty(
+ mirror_use_IOR: BoolProperty(
name="Correct Reflection",
description="Use same IOR as raytrace transparency to calculate mirror reflections. "
"More physically correct",
default=False)
- mirror_metallic = BoolProperty(
+ mirror_metallic: BoolProperty(
name="Metallic Reflection",
description="mirror reflections get colored as diffuse (for metallic materials)",
default=False)
- conserve_energy = BoolProperty(
+ conserve_energy: BoolProperty(
name="Conserve Energy",
description="Light transmitted is more correctly reduced by mirror reflections, "
"also the sum of diffuse and translucency gets reduced below one ",
default=True)
- irid_amount = FloatProperty(
+ irid_amount: FloatProperty(
name="amount",
description="Contribution of the iridescence effect to the overall surface color. "
"As a rule of thumb keep to around 0.25 (25% contribution) or less, "
@@ -577,60 +577,60 @@ class RenderPovSettingsMaterial(PropertyGroup):
"the diffuse and possibly the ambient values of the surface",
min=0.0, max=1.0, soft_min=0.01, soft_max=1.0, default=0.25)
- irid_thickness = FloatProperty(
+ irid_thickness: FloatProperty(
name="thickness",
description="A very thin film will have a high frequency of color changes while a "
"thick film will have large areas of color",
min=0.0, max=1000.0, soft_min=0.1, soft_max=10.0, default=1)
- irid_turbulence = FloatProperty(
+ irid_turbulence: FloatProperty(
name="turbulence", description="This parameter varies the thickness",
min=0.0, max=10.0, soft_min=0.000, soft_max=1.0, default=0)
- interior_fade_color = FloatVectorProperty(
+ interior_fade_color: FloatVectorProperty(
name="Interior Fade Color", description="Color of filtered attenuation for transparent "
"materials",
precision=4, step=0.01, min=0.0, soft_max=1.0,
default=(0, 0, 0), options={'ANIMATABLE'}, subtype='COLOR')
- caustics_enable = BoolProperty(
+ caustics_enable: BoolProperty(
name="Caustics",
description="use only fake refractive caustics (default) or photon based "
"reflective/refractive caustics",
default=True)
- fake_caustics = BoolProperty(
+ fake_caustics: BoolProperty(
name="Fake Caustics", description="use only (Fast) fake refractive caustics",
default=True)
- fake_caustics_power = FloatProperty(
+ fake_caustics_power: FloatProperty(
name="Fake caustics power",
description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. "
"Low, non-zero values give broad hot-spots while higher values give "
"tighter, smaller simulated focal points",
min=0.00, max=10.0, soft_min=0.00, soft_max=5.0, default=0.07)
- refraction_caustics = BoolProperty(
+ refraction_caustics: BoolProperty(
name="Refractive Caustics", description="hotspots of light focused when going through the material",
default=True)
- photons_dispersion = FloatProperty(
+ photons_dispersion: FloatProperty(
name="Chromatic Dispersion",
description="Light passing through will be separated according to wavelength. "
"This ratio of refractive indices for violet to red controls how much "
"the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
min=1.0000, max=10.000, soft_min=1.0000, soft_max=1.1000, precision=4, default=1.0000)
- photons_dispersion_samples = IntProperty(
+ photons_dispersion_samples: IntProperty(
name="Dispersion Samples", description="Number of color-steps for dispersion",
min=2, max=128, default=7)
- photons_reflection = BoolProperty(
+ photons_reflection: BoolProperty(
name="Reflective Photon Caustics",
description="Use this to make your Sauron's ring ;-P",
default=False)
- refraction_type = EnumProperty(
+ refraction_type: EnumProperty(
items=[
("1", "Fake Caustics", "use fake caustics"),
("2", "Photons Caustics", "use photons for refractive caustics")],
@@ -639,7 +639,7 @@ class RenderPovSettingsMaterial(PropertyGroup):
default="1")
##################################CustomPOV Code############################
- replacement_text = StringProperty(
+ replacement_text: StringProperty(
name="Declared name:",
description="Type the declared name in custom POV code or an external "
".inc it points at. texture {} expected",
@@ -737,13 +737,13 @@ class RenderPovSettingsMaterial(PropertyGroup):
else:
ob.pov.mesh_write_as = ob.pov.mesh_write_as_old
- material_use_nodes = BoolProperty(name="Use nodes", description="", update=use_material_nodes_callback, default=False)
- material_active_node = EnumProperty(name="Active node", description="", items=node_enum_callback, update=node_active_callback)
- preview_settings = BoolProperty(name="Preview Settings", description="",default=False)
- object_preview_transform = BoolProperty(name="Transform object", description="",default=False)
- object_preview_scale = FloatProperty(name="XYZ", min=0.5, max=2.0, default=1.0)
- object_preview_rotate = FloatVectorProperty(name="Rotate", description="", min=-180.0, max=180.0,default=(0.0,0.0,0.0), subtype='XYZ')
- object_preview_bgcontrast = FloatProperty(name="Contrast", min=0.0, max=1.0, default=0.5)
+ material_use_nodes: BoolProperty(name="Use nodes", description="", update=use_material_nodes_callback, default=False)
+ material_active_node: EnumProperty(name="Active node", description="", items=node_enum_callback, update=node_active_callback)
+ preview_settings: BoolProperty(name="Preview Settings", description="",default=False)
+ object_preview_transform: BoolProperty(name="Transform object", description="",default=False)
+ object_preview_scale: FloatProperty(name="XYZ", min=0.5, max=2.0, default=1.0)
+ object_preview_rotate: FloatVectorProperty(name="Rotate", description="", min=-180.0, max=180.0,default=(0.0,0.0,0.0), subtype='XYZ')
+ object_preview_bgcontrast: FloatProperty(name="Contrast", min=0.0, max=1.0, default=0.5)
###############################################################################
@@ -752,13 +752,13 @@ class RenderPovSettingsMaterial(PropertyGroup):
class PovraySocketUniversal(bpy.types.NodeSocket):
bl_idname = 'PovraySocketUniversal'
bl_label = 'Povray Socket'
- value_unlimited = bpy.props.FloatProperty(default=0.0)
- value_0_1 = bpy.props.FloatProperty(min=0.0,max=1.0,default=0.0)
- value_0_10 = bpy.props.FloatProperty(min=0.0,max=10.0,default=0.0)
- value_000001_10 = bpy.props.FloatProperty(min=0.000001,max=10.0,default=0.0)
- value_1_9 = bpy.props.IntProperty(min=1,max=9,default=1)
- value_0_255 = bpy.props.IntProperty(min=0,max=255,default=0)
- percent = bpy.props.FloatProperty(min=0.0,max=100.0,default=0.0)
+ value_unlimited: bpy.props.FloatProperty(default=0.0)
+ value_0_1: bpy.props.FloatProperty(min=0.0,max=1.0,default=0.0)
+ value_0_10: bpy.props.FloatProperty(min=0.0,max=10.0,default=0.0)
+ value_000001_10: bpy.props.FloatProperty(min=0.000001,max=10.0,default=0.0)
+ value_1_9: bpy.props.IntProperty(min=1,max=9,default=1)
+ value_0_255: bpy.props.IntProperty(min=0,max=255,default=0)
+ percent: bpy.props.FloatProperty(min=0.0,max=100.0,default=0.0)
def draw(self, context, layout, node, text):
space = context.space_data
tree = space.edit_tree
@@ -805,7 +805,7 @@ class PovraySocketUniversal(bpy.types.NodeSocket):
class PovraySocketFloat_0_1(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_0_1'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(description="Input node Value_0_1",min=0,max=1,default=0)
+ default_value: bpy.props.FloatProperty(description="Input node Value_0_1",min=0,max=1,default=0)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
@@ -818,7 +818,7 @@ class PovraySocketFloat_0_1(bpy.types.NodeSocket):
class PovraySocketFloat_0_10(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_0_10'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(description="Input node Value_0_10",min=0,max=10,default=0)
+ default_value: bpy.props.FloatProperty(description="Input node Value_0_10",min=0,max=10,default=0)
def draw(self, context, layout, node, text):
if node.bl_idname == 'ShaderNormalMapNode' and node.inputs[2].is_linked:
layout.label('')
@@ -833,7 +833,7 @@ class PovraySocketFloat_0_10(bpy.types.NodeSocket):
class PovraySocketFloat_10(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_10'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(description="Input node Value_10",min=-10,max=10,default=0)
+ default_value: bpy.props.FloatProperty(description="Input node Value_10",min=-10,max=10,default=0)
def draw(self, context, layout, node, text):
if node.bl_idname == 'ShaderNormalMapNode' and node.inputs[2].is_linked:
layout.label('')
@@ -848,7 +848,7 @@ class PovraySocketFloat_10(bpy.types.NodeSocket):
class PovraySocketFloatPositive(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloatPositive'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(description="Input Node Value Positive", min=0.0, default=0)
+ default_value: bpy.props.FloatProperty(description="Input Node Value Positive", min=0.0, default=0)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
@@ -860,7 +860,7 @@ class PovraySocketFloatPositive(bpy.types.NodeSocket):
class PovraySocketFloat_000001_10(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloat_000001_10'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(min=0.000001,max=10,default=0.000001)
+ default_value: bpy.props.FloatProperty(min=0.000001,max=10,default=0.000001)
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text)
@@ -872,7 +872,7 @@ class PovraySocketFloat_000001_10(bpy.types.NodeSocket):
class PovraySocketFloatUnlimited(bpy.types.NodeSocket):
bl_idname = 'PovraySocketFloatUnlimited'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(default = 0.0)
+ default_value: bpy.props.FloatProperty(default = 0.0)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
@@ -884,7 +884,7 @@ class PovraySocketFloatUnlimited(bpy.types.NodeSocket):
class PovraySocketInt_1_9(bpy.types.NodeSocket):
bl_idname = 'PovraySocketInt_1_9'
bl_label = 'Povray Socket'
- default_value = bpy.props.IntProperty(description="Input node Value_1_9",min=1,max=9,default=6)
+ default_value: bpy.props.IntProperty(description="Input node Value_1_9",min=1,max=9,default=6)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
@@ -896,7 +896,7 @@ class PovraySocketInt_1_9(bpy.types.NodeSocket):
class PovraySocketInt_0_256(bpy.types.NodeSocket):
bl_idname = 'PovraySocketInt_0_256'
bl_label = 'Povray Socket'
- default_value = bpy.props.IntProperty(min=0,max=255,default=0)
+ default_value: bpy.props.IntProperty(min=0,max=255,default=0)
def draw(self, context, layout, node, text):
if self.is_linked:
layout.label(text)
@@ -910,7 +910,7 @@ class PovraySocketPattern(bpy.types.NodeSocket):
bl_idname = 'PovraySocketPattern'
bl_label = 'Povray Socket'
- default_value = bpy.props.EnumProperty(
+ default_value: bpy.props.EnumProperty(
name="Pattern",
description="Select the pattern",
items=(('boxed', "Boxed", ""),('brick', "Brick", ""),('cells', "Cells", ""), ('checker', "Checker", ""),
@@ -934,7 +934,7 @@ class PovraySocketColor(bpy.types.NodeSocket):
bl_idname = 'PovraySocketColor'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatVectorProperty(
+ default_value: bpy.props.FloatVectorProperty(
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR')
@@ -951,11 +951,11 @@ class PovraySocketColorRGBFT(bpy.types.NodeSocket):
bl_idname = 'PovraySocketColorRGBFT'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatVectorProperty(
+ default_value: bpy.props.FloatVectorProperty(
precision=4, step=0.01, min=0, soft_max=1,
default=(0.0, 0.0, 0.0), options={'ANIMATABLE'}, subtype='COLOR')
- f = bpy.props.FloatProperty(default = 0.0,min=0.0,max=1.0)
- t = bpy.props.FloatProperty(default = 0.0,min=0.0,max=1.0)
+ f: bpy.props.FloatProperty(default = 0.0,min=0.0,max=1.0)
+ t: bpy.props.FloatProperty(default = 0.0,min=0.0,max=1.0)
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text)
@@ -968,7 +968,7 @@ class PovraySocketColorRGBFT(bpy.types.NodeSocket):
class PovraySocketTexture(bpy.types.NodeSocket):
bl_idname = 'PovraySocketTexture'
bl_label = 'Povray Socket'
- default_value = bpy.props.IntProperty()
+ default_value: bpy.props.IntProperty()
def draw(self, context, layout, node, text):
layout.label(text)
@@ -980,7 +980,7 @@ class PovraySocketTexture(bpy.types.NodeSocket):
class PovraySocketTransform(bpy.types.NodeSocket):
bl_idname = 'PovraySocketTransform'
bl_label = 'Povray Socket'
- default_value = bpy.props.IntProperty(min=0,max=255,default=0)
+ default_value: bpy.props.IntProperty(min=0,max=255,default=0)
def draw(self, context, layout, node, text):
layout.label(text)
@@ -990,7 +990,7 @@ class PovraySocketTransform(bpy.types.NodeSocket):
class PovraySocketNormal(bpy.types.NodeSocket):
bl_idname = 'PovraySocketNormal'
bl_label = 'Povray Socket'
- default_value = bpy.props.IntProperty(min=0,max=255,default=0)
+ default_value: bpy.props.IntProperty(min=0,max=255,default=0)
def draw(self, context, layout, node, text):
layout.label(text)
@@ -1000,9 +1000,9 @@ class PovraySocketNormal(bpy.types.NodeSocket):
class PovraySocketSlope(bpy.types.NodeSocket):
bl_idname = 'PovraySocketSlope'
bl_label = 'Povray Socket'
- default_value = bpy.props.FloatProperty(min = 0.0, max = 1.0)
- height = bpy.props.FloatProperty(min = 0.0, max = 10.0)
- slope = bpy.props.FloatProperty(min = -10.0, max = 10.0)
+ default_value: bpy.props.FloatProperty(min = 0.0, max = 1.0)
+ height: bpy.props.FloatProperty(min = 0.0, max = 10.0)
+ slope: bpy.props.FloatProperty(min = -10.0, max = 10.0)
def draw(self, context, layout, node, text):
if self.is_output or self.is_linked:
layout.label(text)
@@ -1016,7 +1016,7 @@ class PovraySocketSlope(bpy.types.NodeSocket):
class PovraySocketMap(bpy.types.NodeSocket):
bl_idname = 'PovraySocketMap'
bl_label = 'Povray Socket'
- default_value = bpy.props.StringProperty()
+ default_value: bpy.props.StringProperty()
def draw(self, context, layout, node, text):
layout.label(text)
def draw_color(self, context, node):
@@ -1193,14 +1193,14 @@ node_categories = [
###############################################################################
class RenderPovSettingsTexture(PropertyGroup):
#Custom texture gamma
- tex_gamma_enable = BoolProperty(
+ tex_gamma_enable: BoolProperty(
name="Enable custom texture gamma",
description="Notify some custom gamma for which texture has been precorrected "
"without the file format carrying it and only if it differs from your "
"OS expected standard (see pov doc)",
default=False)
- tex_gamma_value = FloatProperty(
+ tex_gamma_value: FloatProperty(
name="Custom texture gamma",
description="value for which the file was issued e.g. a Raw photo is gamma 1.0",
min=0.45, max=5.00, soft_min=1.00, soft_max=2.50, default=1.00)
@@ -1215,7 +1215,7 @@ class RenderPovSettingsTexture(PropertyGroup):
- tex_pattern_type = EnumProperty(
+ tex_pattern_type: EnumProperty(
name="Texture_Type",
description="Choose between Blender or POV-Ray parameters to specify texture",
items= (('agate', 'Agate', '','PLUGIN', 0),
@@ -1259,18 +1259,18 @@ class RenderPovSettingsTexture(PropertyGroup):
default='emulator',
)
- magnet_style = EnumProperty(
+ magnet_style: EnumProperty(
name="Magnet style",
description="magnet or julia",
items=(('mandel', "Mandelbrot", ""),('julia', "Julia", "")),
default='julia')
- magnet_type = IntProperty(
+ magnet_type: IntProperty(
name="Magnet_type",
description="1 or 2",
min=1, max=2, default=2)
- warp_types = EnumProperty(
+ warp_types: EnumProperty(
name="Warp Types",
description="Select the type of warp",
items=(('PLANAR', "Planar", ""), ('CUBIC', "Cubic", ""),
@@ -1278,224 +1278,224 @@ class RenderPovSettingsTexture(PropertyGroup):
('CYLINDRICAL', "Cylindrical", ""), ('NONE', "None", "No indentation")),
default='NONE')
- warp_orientation = EnumProperty(
+ warp_orientation: EnumProperty(
name="Warp Orientation",
description="Select the orientation of warp",
items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
default='y')
- wave_type = EnumProperty(
+ wave_type: EnumProperty(
name="Waves type",
description="Select the type of waves",
items=(('ramp', "Ramp", ""), ('sine', "Sine", ""), ('scallop', "Scallop", ""),
('cubic', "Cubic", ""), ('poly', "Poly", ""), ('triangle', 'Triangle', "")),
default='ramp')
- gen_noise = IntProperty(
+ gen_noise: IntProperty(
name="Noise Generators",
description="Noise Generators",
min=1, max=3, default=1)
- warp_dist_exp = FloatProperty(
+ warp_dist_exp: FloatProperty(
name="Distance exponent",
description="Distance exponent",
min=0.0, max=100.0, default=1.0)
- warp_tor_major_radius = FloatProperty(
+ warp_tor_major_radius: FloatProperty(
name="Major radius",
description="Torus is distance from major radius",
min=0.0, max=5.0, default=1.0)
- warp_turbulence_x = FloatProperty(
+ warp_turbulence_x: FloatProperty(
name="Turbulence X",
description="Turbulence X",
min=0.0, max=5.0, default=0.0)
- warp_turbulence_y = FloatProperty(
+ warp_turbulence_y: FloatProperty(
name="Turbulence Y",
description="Turbulence Y",
min=0.0, max=5.0, default=0.0)
- warp_turbulence_z = FloatProperty(
+ warp_turbulence_z: FloatProperty(
name="Turbulence Z",
description="Turbulence Z",
min=0.0, max=5.0, default=0.0)
- modifier_octaves = IntProperty(
+ modifier_octaves: IntProperty(
name="Turbulence octaves",
description="Turbulence octaves",
min=1, max=10, default=1)
- modifier_lambda = FloatProperty(
+ modifier_lambda: FloatProperty(
name="Turbulence lambda",
description="Turbulence lambda",
min=0.0, max=5.0, default=1.00)
- modifier_omega = FloatProperty(
+ modifier_omega: FloatProperty(
name="Turbulence omega",
description="Turbulence omega",
min=0.0, max=10.0, default=1.00)
- modifier_phase = FloatProperty(
+ modifier_phase: FloatProperty(
name="Phase",
description="The phase value causes the map entries to be shifted so that the map "
"starts and ends at a different place",
min=0.0, max=2.0, default=0.0)
- modifier_frequency = FloatProperty(
+ modifier_frequency: FloatProperty(
name="Frequency",
description="The frequency keyword adjusts the number of times that a color map "
"repeats over one cycle of a pattern",
min=0.0, max=25.0, default=2.0)
- modifier_turbulence = FloatProperty(
+ modifier_turbulence: FloatProperty(
name="Turbulence",
description="Turbulence",
min=0.0, max=5.0, default=2.0)
- modifier_numbers = IntProperty(
+ modifier_numbers: IntProperty(
name="Numbers",
description="Numbers",
min=1, max=27, default=2)
- modifier_control0 = IntProperty(
+ modifier_control0: IntProperty(
name="Control0",
description="Control0",
min=0, max=100, default=1)
- modifier_control1 = IntProperty(
+ modifier_control1: IntProperty(
name="Control1",
description="Control1",
min=0, max=100, default=1)
- brick_size_x = FloatProperty(
+ brick_size_x: FloatProperty(
name="Brick size x",
description="",
min=0.0000, max=1.0000, default=0.2500)
- brick_size_y = FloatProperty(
+ brick_size_y: FloatProperty(
name="Brick size y",
description="",
min=0.0000, max=1.0000, default=0.0525)
- brick_size_z = FloatProperty(
+ brick_size_z: FloatProperty(
name="Brick size z",
description="",
min=0.0000, max=1.0000, default=0.1250)
- brick_mortar = FloatProperty(
+ brick_mortar: FloatProperty(
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
- julia_complex_1 = FloatProperty(
+ julia_complex_1: FloatProperty(
name="Julia Complex 1",
description="",
min=0.000, max=1.500, default=0.360)
- julia_complex_2 = FloatProperty(
+ julia_complex_2: FloatProperty(
name="Julia Complex 2",
description="",
min=0.000, max=1.500, default=0.250)
- f_iter = IntProperty(
+ f_iter: IntProperty(
name="Fractal Iteration",
description="",
min=0, max=100, default=20)
- f_exponent = IntProperty(
+ f_exponent: IntProperty(
name="Fractal Exponent",
description="",
min=2, max=33, default=2)
- f_ior = IntProperty(
+ f_ior: IntProperty(
name="Fractal Interior",
description="",
min=1, max=6, default=1)
- f_ior_fac = FloatProperty(
+ f_ior_fac: FloatProperty(
name="Fractal Interior Factor",
description="",
min=0.0, max=10.0, default=1.0)
- f_eor = IntProperty(
+ f_eor: IntProperty(
name="Fractal Exterior",
description="",
min=1, max=8, default=1)
- f_eor_fac = FloatProperty(
+ f_eor_fac: FloatProperty(
name="Fractal Exterior Factor",
description="",
min=0.0, max=10.0, default=1.0)
- grad_orient_x= IntProperty(
+ grad_orient_x: IntProperty(
name="Gradient orientation X",
description="",
min=0, max=1, default=0)
- grad_orient_y= IntProperty(
+ grad_orient_y: IntProperty(
name="Gradient orientation Y",
description="",
min=0, max=1, default=1)
- grad_orient_z= IntProperty(
+ grad_orient_z: IntProperty(
name="Gradient orientation Z",
description="",
min=0, max=1, default=0)
- pave_sides = EnumProperty(
+ pave_sides: EnumProperty(
name="Pavement sides",
description="",
items=(('3', "3", ""), ('4', "4", ""), ('6', "6", "")),
default='3')
- pave_pat_2= IntProperty(
+ pave_pat_2: IntProperty(
name="Pavement pattern 2",
description="maximum: 2",
min=1, max=2, default=2)
- pave_pat_3= IntProperty(
+ pave_pat_3: IntProperty(
name="Pavement pattern 3",
description="maximum: 3",
min=1, max=3, default=3)
- pave_pat_4= IntProperty(
+ pave_pat_4: IntProperty(
name="Pavement pattern 4",
description="maximum: 4",
min=1, max=4, default=4)
- pave_pat_5= IntProperty(
+ pave_pat_5: IntProperty(
name="Pavement pattern 5",
description="maximum: 5",
min=1, max=5, default=5)
- pave_pat_7= IntProperty(
+ pave_pat_7: IntProperty(
name="Pavement pattern 7",
description="maximum: 7",
min=1, max=7, default=7)
- pave_pat_12= IntProperty(
+ pave_pat_12: IntProperty(
name="Pavement pattern 12",
description="maximum: 12",
min=1, max=12, default=12)
- pave_pat_22= IntProperty(
+ pave_pat_22: IntProperty(
name="Pavement pattern 22",
description="maximum: 22",
min=1, max=22, default=22)
- pave_pat_35= IntProperty(
+ pave_pat_35: IntProperty(
name="Pavement pattern 35",
description="maximum: 35",
min=1, max=35, default=35)
- pave_tiles= IntProperty(
+ pave_tiles: IntProperty(
name="Pavement tiles",
description="If sides = 6, maximum tiles 5!!!",
min=1, max=6, default=1)
- pave_form= IntProperty(
+ pave_form: IntProperty(
name="Pavement form",
description="",
min=0, max=4, default=0)
@@ -1503,7 +1503,7 @@ class RenderPovSettingsTexture(PropertyGroup):
#########FUNCTIONS#############################################################################
#########FUNCTIONS#############################################################################
- func_list = EnumProperty(
+ func_list: EnumProperty(
name="Functions",
description="Select the function for create pattern",
items=(('NONE', "None", "No indentation"),
@@ -1557,131 +1557,131 @@ class RenderPovSettingsTexture(PropertyGroup):
default='NONE')
- func_x = FloatProperty(
+ func_x: FloatProperty(
name="FX",
description="",
min=0.0, max=25.0, default=1.0)
- func_plus_x = EnumProperty(
+ func_plus_x: EnumProperty(
name="Func plus x",
description="",
items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
default='NONE')
- func_y = FloatProperty(
+ func_y: FloatProperty(
name="FY",
description="",
min=0.0, max=25.0, default=1.0)
- func_plus_y = EnumProperty(
+ func_plus_y: EnumProperty(
name="Func plus y",
description="",
items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
default='NONE')
- func_z = FloatProperty(
+ func_z: FloatProperty(
name="FZ",
description="",
min=0.0, max=25.0, default=1.0)
- func_plus_z = EnumProperty(
+ func_plus_z: EnumProperty(
name="Func plus z",
description="",
items=(('NONE', "None", ""), ('increase', "*", ""), ('plus', "+", "")),
default='NONE')
- func_P0 = FloatProperty(
+ func_P0: FloatProperty(
name="P0",
description="",
min=0.0, max=25.0, default=1.0)
- func_P1 = FloatProperty(
+ func_P1: FloatProperty(
name="P1",
description="",
min=0.0, max=25.0, default=1.0)
- func_P2 = FloatProperty(
+ func_P2: FloatProperty(
name="P2",
description="",
min=0.0, max=25.0, default=1.0)
- func_P3 = FloatProperty(
+ func_P3: FloatProperty(
name="P3",
description="",
min=0.0, max=25.0, default=1.0)
- func_P4 = FloatProperty(
+ func_P4: FloatProperty(
name="P4",
description="",
min=0.0, max=25.0, default=1.0)
- func_P5 = FloatProperty(
+ func_P5: FloatProperty(
name="P5",
description="",
min=0.0, max=25.0, default=1.0)
- func_P6 = FloatProperty(
+ func_P6: FloatProperty(
name="P6",
description="",
min=0.0, max=25.0, default=1.0)
- func_P7 = FloatProperty(
+ func_P7: FloatProperty(
name="P7",
description="",
min=0.0, max=25.0, default=1.0)
- func_P8 = FloatProperty(
+ func_P8: FloatProperty(
name="P8",
description="",
min=0.0, max=25.0, default=1.0)
- func_P9 = FloatProperty(
+ func_P9: FloatProperty(
name="P9",
description="",
min=0.0, max=25.0, default=1.0)
#########################################
- tex_rot_x = FloatProperty(
+ tex_rot_x: FloatProperty(
name="Rotate X",
description="",
min=-180.0, max=180.0, default=0.0)
- tex_rot_y = FloatProperty(
+ tex_rot_y: FloatProperty(
name="Rotate Y",
description="",
min=-180.0, max=180.0, default=0.0)
- tex_rot_z = FloatProperty(
+ tex_rot_z: FloatProperty(
name="Rotate Z",
description="",
min=-180.0, max=180.0, default=0.0)
- tex_mov_x = FloatProperty(
+ tex_mov_x: FloatProperty(
name="Move X",
description="",
min=-100000.0, max=100000.0, default=0.0)
- tex_mov_y = FloatProperty(
+ tex_mov_y: FloatProperty(
name="Move Y",
description="",
min=-100000.0, max=100000.0, default=0.0)
- tex_mov_z = FloatProperty(
+ tex_mov_z: FloatProperty(
name="Move Z",
description="",
min=-100000.0, max=100000.0, default=0.0)
- tex_scale_x = FloatProperty(
+ tex_scale_x: FloatProperty(
name="Scale X",
description="",
min=0.0, max=10000.0, default=1.0)
- tex_scale_y = FloatProperty(
+ tex_scale_y: FloatProperty(
name="Scale Y",
description="",
min=0.0, max=10000.0, default=1.0)
- tex_scale_z = FloatProperty(
+ tex_scale_z: FloatProperty(
name="Scale Z",
description="",
min=0.0, max=10000.0, default=1.0)
@@ -1693,7 +1693,7 @@ class RenderPovSettingsTexture(PropertyGroup):
class RenderPovSettingsObject(PropertyGroup):
# Pov inside_vector used for CSG
- inside_vector = FloatVectorProperty(
+ inside_vector: FloatVectorProperty(
name="CSG Inside Vector", description="Direction to shoot CSG inside test rays at",
precision=4, step=0.01, min=0, soft_max=1,
default=(0.001, 0.001, 0.5),
@@ -1701,7 +1701,7 @@ class RenderPovSettingsObject(PropertyGroup):
subtype='XYZ')
# Importance sampling
- importance_value = FloatProperty(
+ importance_value: FloatProperty(
name="Radiosity Importance",
description="Priority value relative to other objects for sampling radiosity rays. "
"Increase to get more radiosity rays at comparatively small yet "
@@ -1709,7 +1709,7 @@ class RenderPovSettingsObject(PropertyGroup):
min=0.01, max=1.00, default=0.50)
# Collect photons
- collect_photons = BoolProperty(
+ collect_photons: BoolProperty(
name="Receive Photon Caustics",
description="Enable object to collect photons from other objects caustics. Turn "
"off for objects that don't really need to receive caustics (e.g. objects"
@@ -1717,7 +1717,7 @@ class RenderPovSettingsObject(PropertyGroup):
default=True)
# Photons spacing_multiplier
- spacing_multiplier = FloatProperty(
+ spacing_multiplier: FloatProperty(
name="Photons Spacing Multiplier",
description="Multiplier value relative to global spacing of photons. "
"Decrease by half to get 4x more photons at surface of "
@@ -1726,29 +1726,29 @@ class RenderPovSettingsObject(PropertyGroup):
##################################CustomPOV Code############################
# Only DUMMIES below for now:
- replacement_text = StringProperty(
+ replacement_text: StringProperty(
name="Declared name:",
description="Type the declared name in custom POV code or an external .inc "
"it points at. Any POV shape expected e.g: isosurface {}",
default="")
#############POV-Ray specific object properties.############################
- object_as = StringProperty(maxlen=1024)
+ object_as: StringProperty(maxlen=1024)
- imported_loc = FloatVectorProperty(
+ imported_loc: FloatVectorProperty(
name="Imported Pov location",
precision=6,
default=(0.0, 0.0, 0.0))
- imported_loc_cap = FloatVectorProperty(
+ imported_loc_cap: FloatVectorProperty(
name="Imported Pov location",
precision=6,
default=(0.0, 0.0, 2.0))
- unlock_parameters = BoolProperty(name="Lock",default = False)
+ unlock_parameters: BoolProperty(name="Lock",default = False)
# not in UI yet but used for sor (lathe) / prism... pov primitives
- curveshape = EnumProperty(
+ curveshape: EnumProperty(
name="Povray Shape Type",
items=(("birail", "Birail", ""),
("cairo", "Cairo", ""),
@@ -1758,14 +1758,14 @@ class RenderPovSettingsObject(PropertyGroup):
("sphere_sweep", "Sphere Sweep", "")),
default="sphere_sweep")
- mesh_write_as = EnumProperty(
+ mesh_write_as: EnumProperty(
name="Mesh Write As",
items=(("blobgrid", "Blob Grid", ""),
("grid", "Grid", ""),
("mesh", "Mesh", "")),
default="mesh")
- object_ior = FloatProperty(
+ object_ior: FloatProperty(
name="IOR", description="IOR",
min=1.0, max=10.0,default=1.0)
@@ -1785,128 +1785,128 @@ class RenderPovSettingsObject(PropertyGroup):
# dispersion_samples = IntProperty(name="Samples",min=2, max=100,default=7)
# reflection = BoolProperty(name="Reflection",description="",default=False)
# pass_through = BoolProperty(name="Pass through",description="",default=False)
- no_shadow = BoolProperty(name="No Shadow",default=False)
+ no_shadow: BoolProperty(name="No Shadow",default=False)
- no_image = BoolProperty(name="No Image",default=False)
+ no_image: BoolProperty(name="No Image",default=False)
- no_reflection = BoolProperty(name="No Reflection",default=False)
+ no_reflection: BoolProperty(name="No Reflection",default=False)
- no_radiosity = BoolProperty(name="No Radiosity",default=False)
+ no_radiosity: BoolProperty(name="No Radiosity",default=False)
- inverse = BoolProperty(name="Inverse",default=False)
+ inverse: BoolProperty(name="Inverse",default=False)
- sturm = BoolProperty(name="Sturm",default=False)
+ sturm: BoolProperty(name="Sturm",default=False)
- double_illuminate = BoolProperty(name="Double Illuminate",default=False)
+ double_illuminate: BoolProperty(name="Double Illuminate",default=False)
- hierarchy = BoolProperty(name="Hierarchy",default=False)
+ hierarchy: BoolProperty(name="Hierarchy",default=False)
- hollow = BoolProperty(name="Hollow",default=False)
+ hollow: BoolProperty(name="Hollow",default=False)
- boundorclip = EnumProperty(
+ boundorclip: EnumProperty(
name="Boundorclip",
items=(("none", "None", ""),
("bounded_by", "Bounded_by", ""),
("clipped_by", "Clipped_by", "")),
default="none")
- boundorclipob = StringProperty(maxlen=1024)
+ boundorclipob: StringProperty(maxlen=1024)
- addboundorclip = BoolProperty(description="",default=False)
+ addboundorclip: BoolProperty(description="",default=False)
- blob_threshold = FloatProperty(name="Threshold",min=0.00, max=10.0, default=0.6)
+ blob_threshold: FloatProperty(name="Threshold",min=0.00, max=10.0, default=0.6)
- blob_strength = FloatProperty(name="Strength",min=-10.00, max=10.0, default=1.00)
+ blob_strength: FloatProperty(name="Strength",min=-10.00, max=10.0, default=1.00)
- res_u = IntProperty(name="U",min=100, max=1000, default=500)
+ res_u: IntProperty(name="U",min=100, max=1000, default=500)
- res_v = IntProperty(name="V",min=100, max=1000, default=500)
+ res_v: IntProperty(name="V",min=100, max=1000, default=500)
- contained_by = EnumProperty(
+ contained_by: EnumProperty(
name="Contained by",
items=(("box", "Box", ""),
("sphere", "Sphere", "")),
default="box")
- container_scale = FloatProperty(name="Container Scale",min=0.0, max=10.0, default=1.00)
+ container_scale: FloatProperty(name="Container Scale",min=0.0, max=10.0, default=1.00)
- threshold = FloatProperty(name="Threshold",min=0.0, max=10.0, default=0.00)
+ threshold: FloatProperty(name="Threshold",min=0.0, max=10.0, default=0.00)
- accuracy = FloatProperty(name="Accuracy",min=0.0001, max=0.1, default=0.001)
+ accuracy: FloatProperty(name="Accuracy",min=0.0001, max=0.1, default=0.001)
- max_gradient = FloatProperty(name="Max Gradient",min=0.0, max=100.0, default=5.0)
+ max_gradient: FloatProperty(name="Max Gradient",min=0.0, max=100.0, default=5.0)
- all_intersections = BoolProperty(name="All Intersections",default=False)
+ all_intersections: BoolProperty(name="All Intersections",default=False)
- max_trace = IntProperty(name="Max Trace",min=1, max=100,default=1)
+ max_trace: IntProperty(name="Max Trace",min=1, max=100,default=1)
def prop_update_cylinder(self, context):
if bpy.ops.pov.cylinder_update.poll():
bpy.ops.pov.cylinder_update()
- cylinder_radius = FloatProperty(name="Cylinder R",min=0.00, max=10.0, default=0.04, update=prop_update_cylinder)
- cylinder_location_cap = FloatVectorProperty(
+ cylinder_radius: FloatProperty(name="Cylinder R",min=0.00, max=10.0, default=0.04, update=prop_update_cylinder)
+ cylinder_location_cap: FloatVectorProperty(
name="Cylinder Cap Location", subtype='TRANSLATION',
description="The position of the 'other' end of the cylinder (relative to object location)",
default=(0.0, 0.0, 2.0), update=prop_update_cylinder,
)
- imported_cyl_loc = FloatVectorProperty(
+ imported_cyl_loc: FloatVectorProperty(
name="Imported Pov location",
precision=6,
default=(0.0, 0.0, 0.0))
- imported_cyl_loc_cap = FloatVectorProperty(
+ imported_cyl_loc_cap: FloatVectorProperty(
name="Imported Pov location",
precision=6,
default=(0.0, 0.0, 2.0))
def prop_update_sphere(self, context):
bpy.ops.pov.sphere_update()
- sphere_radius = FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5, update=prop_update_sphere)
+ sphere_radius: FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5, update=prop_update_sphere)
def prop_update_cone(self, context):
bpy.ops.pov.cone_update()
- cone_base_radius = FloatProperty(
+ cone_base_radius: FloatProperty(
name = "Base radius", description = "The first radius of the cone",
default = 1.0, min = 0.01, max = 100.0, update=prop_update_cone)
- cone_cap_radius = FloatProperty(
+ cone_cap_radius: FloatProperty(
name = "Cap radius", description = "The second radius of the cone",
default = 0.3, min = 0.0, max = 100.0, update=prop_update_cone)
- cone_segments = IntProperty(
+ cone_segments: IntProperty(
name = "Segments", description = "Radial segmentation of proxy mesh",
default = 16, min = 3, max = 265, update=prop_update_cone)
- cone_height = FloatProperty(
+ cone_height: FloatProperty(
name = "Height", description = "Height of the cone",
default = 2.0, min = 0.01, max = 100.0, update=prop_update_cone)
- cone_base_z = FloatProperty()
- cone_cap_z = FloatProperty()
+ cone_base_z: FloatProperty()
+ cone_cap_z: FloatProperty()
###########Parametric
def prop_update_parametric(self, context):
bpy.ops.pov.parametric_update()
- u_min = FloatProperty(name = "U Min",
+ u_min: FloatProperty(name = "U Min",
description = "",
default = 0.0, update=prop_update_parametric)
- v_min = FloatProperty(name = "V Min",
+ v_min: FloatProperty(name = "V Min",
description = "",
default = 0.0, update=prop_update_parametric)
- u_max = FloatProperty(name = "U Max",
+ u_max: FloatProperty(name = "U Max",
description = "",
default = 6.28, update=prop_update_parametric)
- v_max = FloatProperty(name = "V Max",
+ v_max: FloatProperty(name = "V Max",
description = "",
default = 12.57, update=prop_update_parametric)
- x_eq = StringProperty(
+ x_eq: StringProperty(
maxlen=1024, default = "cos(v)*(1+cos(u))*sin(v/8)", update=prop_update_parametric)
- y_eq = StringProperty(
+ y_eq: StringProperty(
maxlen=1024, default = "sin(u)*sin(v/8)+cos(v/8)*1.5", update=prop_update_parametric)
- z_eq = StringProperty(
+ z_eq: StringProperty(
maxlen=1024, default = "sin(v)*(1+cos(u))*sin(v/8)", update=prop_update_parametric)
###########Torus
@@ -1914,59 +1914,59 @@ class RenderPovSettingsObject(PropertyGroup):
def prop_update_torus(self, context):
bpy.ops.pov.torus_update()
- torus_major_segments = IntProperty(
+ torus_major_segments: IntProperty(
name = "Segments", description = "Radial segmentation of proxy mesh",
default = 48, min = 3, max = 720, update=prop_update_torus)
- torus_minor_segments = IntProperty(
+ torus_minor_segments: IntProperty(
name = "Segments", description = "Cross-section segmentation of proxy mesh",
default = 12, min = 3, max = 720, update=prop_update_torus)
- torus_major_radius = FloatProperty(
+ torus_major_radius: FloatProperty(
name="Major radius",
description="Major radius",
min=0.00, max=100.00, default=1.0, update=prop_update_torus)
- torus_minor_radius = FloatProperty(
+ torus_minor_radius: FloatProperty(
name="Minor radius",
description="Minor radius",
min=0.00, max=100.00, default=0.25, update=prop_update_torus)
###########Rainbow
- arc_angle = FloatProperty(name = "Arc angle",
+ arc_angle: FloatProperty(name = "Arc angle",
description = "The angle of the raynbow arc in degrees",
default = 360, min = 0.01, max = 360.0)
- falloff_angle = FloatProperty(name = "Falloff angle",
+ falloff_angle: FloatProperty(name = "Falloff angle",
description = "The angle after which rainbow dissolves into background",
default = 360, min = 0.0, max = 360)
###########HeightFields
- quality = IntProperty(name = "Quality",
+ quality: IntProperty(name = "Quality",
description = "",
default = 100, min = 1, max = 100)
- hf_filename = StringProperty(maxlen = 1024)
+ hf_filename: StringProperty(maxlen = 1024)
- hf_gamma = FloatProperty(
+ hf_gamma: FloatProperty(
name="Gamma",
description="Gamma",
min=0.0001, max=20.0, default=1.0)
- hf_premultiplied = BoolProperty(
+ hf_premultiplied: BoolProperty(
name="Premultiplied",
description="Premultiplied",
default=True)
- hf_smooth = BoolProperty(
+ hf_smooth: BoolProperty(
name="Smooth",
description="Smooth",
default=False)
- hf_water = FloatProperty(
+ hf_water: FloatProperty(
name="Water Level",
description="Wather Level",
min=0.00, max=1.00, default=0.0)
- hf_hierarchy = BoolProperty(
+ hf_hierarchy: BoolProperty(
name="Hierarchy",
description="Height field hierarchy",
default=True)
@@ -1975,33 +1975,33 @@ class RenderPovSettingsObject(PropertyGroup):
def prop_update_superellipsoid(self, context):
bpy.ops.pov.superellipsoid_update()
- se_param1 = FloatProperty(
+ se_param1: FloatProperty(
name="Parameter 1",
description="",
min=0.00, max=10.0, default=0.04)
- se_param2 = FloatProperty(
+ se_param2: FloatProperty(
name="Parameter 2",
description="",
min=0.00, max=10.0, default=0.04)
- se_u = IntProperty(name = "U-segments",
+ se_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 20, min = 4, max = 265,
update=prop_update_superellipsoid)
- se_v = IntProperty(name = "V-segments",
+ se_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 20, min = 4, max = 265,
update=prop_update_superellipsoid)
- se_n1 = FloatProperty(name = "Ring manipulator",
+ se_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_superellipsoid)
- se_n2 = FloatProperty(name = "Cross manipulator",
+ se_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_superellipsoid)
- se_edit = EnumProperty(items=[("NOTHING", "Nothing", ""),
+ se_edit: EnumProperty(items=[("NOTHING", "Nothing", ""),
("NGONS", "N-Gons", ""),
("TRIANGLES", "Triangles", "")],
name="Fill up and down",
@@ -2009,7 +2009,7 @@ class RenderPovSettingsObject(PropertyGroup):
default='TRIANGLES',
update=prop_update_superellipsoid)
#############Used for loft and Superellipsoid, etc.
- curveshape = EnumProperty(
+ curveshape: EnumProperty(
name="Povray Shape Type",
items=(("birail", "Birail", ""),
("cairo", "Cairo", ""),
@@ -2024,117 +2024,117 @@ class RenderPovSettingsObject(PropertyGroup):
def prop_update_supertorus(self, context):
bpy.ops.pov.supertorus_update()
- st_major_radius = FloatProperty(
+ st_major_radius: FloatProperty(
name="Major radius",
description="Major radius",
min=0.00, max=100.00, default=1.0,
update=prop_update_supertorus)
- st_minor_radius = FloatProperty(
+ st_minor_radius: FloatProperty(
name="Minor radius",
description="Minor radius",
min=0.00, max=100.00, default=0.25,
update=prop_update_supertorus)
- st_ring = FloatProperty(
+ st_ring: FloatProperty(
name="Ring",
description="Ring manipulator",
min=0.0001, max=100.00, default=1.00,
update=prop_update_supertorus)
- st_cross = FloatProperty(
+ st_cross: FloatProperty(
name="Cross",
description="Cross manipulator",
min=0.0001, max=100.00, default=1.00,
update=prop_update_supertorus)
- st_accuracy = FloatProperty(
+ st_accuracy: FloatProperty(
name="Accuracy",
description="Supertorus accuracy",
min=0.00001, max=1.00, default=0.001)
- st_max_gradient = FloatProperty(
+ st_max_gradient: FloatProperty(
name="Gradient",
description="Max gradient",
min=0.0001, max=100.00, default=10.00,
update=prop_update_supertorus)
- st_R = FloatProperty(name = "big radius",
+ st_R: FloatProperty(name = "big radius",
description = "The radius inside the tube",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
- st_r = FloatProperty(name = "small radius",
+ st_r: FloatProperty(name = "small radius",
description = "The radius of the tube",
default = 0.3, min = 0.01, max = 100.0,
update=prop_update_supertorus)
- st_u = IntProperty(name = "U-segments",
+ st_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 16, min = 3, max = 265,
update=prop_update_supertorus)
- st_v = IntProperty(name = "V-segments",
+ st_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 8, min = 3, max = 265,
update=prop_update_supertorus)
- st_n1 = FloatProperty(name = "Ring manipulator",
+ st_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
- st_n2 = FloatProperty(name = "Cross manipulator",
+ st_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0,
update=prop_update_supertorus)
- st_ie = BoolProperty(name = "Use Int.+Ext. radii",
+ st_ie: BoolProperty(name = "Use Int.+Ext. radii",
description = "Use internal and external radii",
default = False,
update=prop_update_supertorus)
- st_edit = BoolProperty(name="",
+ st_edit: BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'},
update=prop_update_supertorus)
########################Loft
- loft_n = IntProperty(name = "Segments",
+ loft_n: IntProperty(name = "Segments",
description = "Vertical segments",
default = 16, min = 3, max = 720)
- loft_rings_bottom = IntProperty(name = "Bottom",
+ loft_rings_bottom: IntProperty(name = "Bottom",
description = "Bottom rings",
default = 5, min = 2, max = 100)
- loft_rings_side = IntProperty(name = "Side",
+ loft_rings_side: IntProperty(name = "Side",
description = "Side rings",
default = 10, min = 2, max = 100)
- loft_thick = FloatProperty(name = "Thickness",
+ loft_thick: FloatProperty(name = "Thickness",
description = "Manipulates the shape of the Ring",
default = 0.3, min = 0.01, max = 1.0)
- loft_r = FloatProperty(name = "Radius",
+ loft_r: FloatProperty(name = "Radius",
description = "Radius",
default = 1, min = 0.01, max = 10)
- loft_height = FloatProperty(name = "Height",
+ loft_height: FloatProperty(name = "Height",
description = "Manipulates the shape of the Ring",
default = 2, min = 0.01, max = 10.0)
###################Prism
- prism_n = IntProperty(name = "Sides",
+ prism_n: IntProperty(name = "Sides",
description = "Number of sides",
default = 5, min = 3, max = 720)
- prism_r = FloatProperty(name = "Radius",
+ prism_r: FloatProperty(name = "Radius",
description = "Radius",
default = 1.0)
##################Isosurface
- iso_function_text = StringProperty(name="Function Text",maxlen=1024)#,update=iso_props_update_callback)
+ iso_function_text: StringProperty(name="Function Text",maxlen=1024)#,update=iso_props_update_callback)
##################PolygonToCircle
- polytocircle_resolution = IntProperty(name = "Resolution",
+ polytocircle_resolution: IntProperty(name = "Resolution",
description = "",
default = 3, min = 0, max = 256)
- polytocircle_ngon = IntProperty(name = "NGon",
+ polytocircle_ngon: IntProperty(name = "NGon",
description = "",
min = 3, max = 64,default = 5)
- polytocircle_ngonR = FloatProperty(name = "NGon Radius",
+ polytocircle_ngonR: FloatProperty(name = "NGon Radius",
description = "",
default = 0.3)
- polytocircle_circleR = FloatProperty(name = "Circle Radius",
+ polytocircle_circleR: FloatProperty(name = "Circle Radius",
description = "",
default = 1.0)
@@ -2143,7 +2143,7 @@ class RenderPovSettingsObject(PropertyGroup):
# Modifiers POV properties.
###############################################################################
#class RenderPovSettingsModifier(PropertyGroup):
- boolean_mod = EnumProperty(
+ boolean_mod: EnumProperty(
name="Operation",
description="Choose the type of calculation for Boolean modifier",
items=(("BMESH", "Use the BMesh Boolean Solver", ""),
@@ -2164,12 +2164,12 @@ class RenderPovSettingsObject(PropertyGroup):
###############################################################################
class RenderPovSettingsCamera(PropertyGroup):
#DOF Toggle
- dof_enable = BoolProperty(
+ dof_enable: BoolProperty(
name="Depth Of Field", description="EnablePOV-Ray Depth Of Field ",
default=False)
# Aperture (Intensity of the Blur)
- dof_aperture = FloatProperty(
+ dof_aperture: FloatProperty(
name="Aperture",
description="Similar to a real camera's aperture effect over focal blur (though not "
"in physical units and independent of focal length). "
@@ -2177,30 +2177,30 @@ class RenderPovSettingsCamera(PropertyGroup):
min=0.01, max=1.00, default=0.50)
# Aperture adaptive sampling
- dof_samples_min = IntProperty(
+ dof_samples_min: IntProperty(
name="Samples Min", description="Minimum number of rays to use for each pixel",
min=1, max=128, default=3)
- dof_samples_max = IntProperty(
+ dof_samples_max: IntProperty(
name="Samples Max", description="Maximum number of rays to use for each pixel",
min=1, max=128, default=9)
- dof_variance = IntProperty(
+ dof_variance: IntProperty(
name="Variance",
description="Minimum threshold (fractional value) for adaptive DOF sampling (up "
"increases quality and render time). The value for the variance should "
"be in the range of the smallest displayable color difference",
min=1, max=100000, soft_max=10000, default=8192)
- dof_confidence = FloatProperty(
+ dof_confidence: FloatProperty(
name="Confidence",
description="Probability to reach the real color value. Larger confidence values "
"will lead to more samples, slower traces and better images",
min=0.01, max=0.99, default=0.20)
- normal_enable = BoolProperty(name="Perturbated Camera", default=False)
- cam_normal = FloatProperty(name="Normal Strength", min=0.0, max=1.0, default=0.0)
- normal_patterns = EnumProperty(
+ normal_enable: BoolProperty(name="Perturbated Camera", default=False)
+ cam_normal: FloatProperty(name="Normal Strength", min=0.0, max=1.0, default=0.0)
+ normal_patterns: EnumProperty(
name="Pattern",
description="",
items=(('agate', "Agate", ""), ('boxed', "Boxed", ""), ('bumps', "Bumps", ""), ('cells', "Cells", ""),
@@ -2213,12 +2213,12 @@ class RenderPovSettingsCamera(PropertyGroup):
('square', "Square", ""),('tiling', "Tiling", ""),
('waves', "Waves", ""), ('wood', "Wood", ""),('wrinkles', "Wrinkles", "")),
default='agate')
- turbulence = FloatProperty(name="Turbulence", min=0.0, max=100.0, default=0.1)
- scale = FloatProperty(name="Scale", min=0.0,default=1.0)
+ turbulence: FloatProperty(name="Turbulence", min=0.0, max=100.0, default=0.1)
+ scale: FloatProperty(name="Scale", min=0.0,default=1.0)
##################################CustomPOV Code############################
# Only DUMMIES below for now:
- replacement_text = StringProperty(
+ replacement_text: StringProperty(
name="Texts in blend file",
description="Type the declared name in custom POV code or an external .inc "
"it points at. camera {} expected",
@@ -2230,7 +2230,7 @@ class RenderPovSettingsCamera(PropertyGroup):
# Text POV properties.
###############################################################################
class RenderPovSettingsText(PropertyGroup):
- custom_code = EnumProperty(
+ custom_code: EnumProperty(
name="Custom Code",
description="rendered source: Both adds text at the "
"top of the exported POV-Ray file",
@@ -2245,7 +2245,7 @@ class RenderPovSettingsText(PropertyGroup):
class PovrayPreferences(AddonPreferences):
bl_idname = __name__
- branch_feature_set_povray = EnumProperty(
+ branch_feature_set_povray: EnumProperty(
name="Feature Set",
description="Choose between official (POV-Ray) or (UberPOV) "
"development branch features to write in the pov file",
@@ -2254,12 +2254,12 @@ class PovrayPreferences(AddonPreferences):
default='povray'
)
- filepath_povray = StringProperty(
+ filepath_povray: StringProperty(
name="Binary Location",
description="Path to renderer executable",
subtype='FILE_PATH',
)
- docpath_povray = StringProperty(
+ docpath_povray: StringProperty(
name="Includes Location",
description="Path to Insert Menu files",
subtype='FILE_PATH',
diff --git a/render_povray/nodes.py b/render_povray/nodes.py
index a8281c8a..17ff2285 100644
--- a/render_povray/nodes.py
+++ b/render_povray/nodes.py
@@ -286,7 +286,7 @@ class PovrayMappingNode(Node, ObjectNodeTree):
bl_label = 'Mapping'
bl_icon = 'SOUND'
- warp_type = EnumProperty(
+ warp_type: EnumProperty(
name="Warp Types",
description="Select the type of warp",
items=( ('cubic', "Cubic", ""), ('cylindrical', "Cylindrical", ""),('planar', "Planar", ""),
@@ -295,18 +295,18 @@ class PovrayMappingNode(Node, ObjectNodeTree):
('NONE', "None", "No indentation")),
default='NONE')
- warp_orientation = EnumProperty(
+ warp_orientation: EnumProperty(
name="Warp Orientation",
description="Select the orientation of warp",
items=(('x', "X", ""), ('y', "Y", ""), ('z', "Z", "")),
default='y')
- warp_dist_exp = FloatProperty(
+ warp_dist_exp: FloatProperty(
name="Distance exponent",
description="Distance exponent",
min=0.0, max=100.0, default=1.0)
- warp_tor_major_radius = FloatProperty(
+ warp_tor_major_radius: FloatProperty(
name="Major radius",
description="Torus is distance from major radius",
min=0.0, max=5.0, default=1.0)
@@ -472,7 +472,7 @@ class PovrayColorImageNode(Node, ObjectNodeTree):
bl_idname = 'PovrayColorImageNode'
bl_label = 'Image map'
- map_type = bpy.props.EnumProperty(
+ map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=( ('uv_mapping', "UV", ""),
@@ -481,8 +481,8 @@ class PovrayColorImageNode(Node, ObjectNodeTree):
('2', "Cylindrical", "Cylindrical mapping"),
('5', "Torroidal", "Torus or donut shaped mapping")),
default='0')
- image = StringProperty(maxlen=1024) # , subtype="FILE_PATH"
- interpolate = EnumProperty(
+ image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
+ interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
@@ -490,8 +490,8 @@ class PovrayColorImageNode(Node, ObjectNodeTree):
('4', "Normalized", "Gives normalized distance"),
),
default='2')
- premultiplied = BoolProperty(default=False)
- once = BoolProperty(description="Not to repeat", default=False)
+ premultiplied: BoolProperty(default=False)
+ once: BoolProperty(description="Not to repeat", default=False)
def init(self, context):
@@ -629,7 +629,7 @@ class PovrayImagePatternNode(Node, ObjectNodeTree):
bl_label = 'Image pattern'
bl_icon = 'SOUND'
- map_type = bpy.props.EnumProperty(
+ map_type: bpy.props.EnumProperty(
name="Map type",
description="",
items=(
@@ -640,8 +640,8 @@ class PovrayImagePatternNode(Node, ObjectNodeTree):
('5', "Torroidal", "Torus or donut shaped mapping"),
),
default='0')
- image = StringProperty(maxlen=1024) # , subtype="FILE_PATH"
- interpolate = EnumProperty(
+ image: StringProperty(maxlen=1024) # , subtype="FILE_PATH"
+ interpolate: EnumProperty(
name="Interpolate",
description="Adding the interpolate keyword can smooth the jagged look of a bitmap",
items=(
@@ -649,9 +649,9 @@ class PovrayImagePatternNode(Node, ObjectNodeTree):
('4', "Normalized", "Gives normalized distance"),
),
default='2')
- premultiplied = BoolProperty(default=False)
- once = BoolProperty(description="Not to repeat", default=False)
- use_alpha = BoolProperty(default=True)
+ premultiplied: BoolProperty(default=False)
+ once: BoolProperty(description="Not to repeat", default=False)
+ use_alpha: BoolProperty(default=True)
def init(self, context):
gamma=self.inputs.new('PovraySocketFloat_000001_10', "Gamma")
@@ -795,22 +795,22 @@ class ShaderTextureMapNode(Node, ObjectNodeTree):
bl_idname = 'ShaderTextureMapNode'
bl_label = 'Texture map'
- brick_size_x = FloatProperty(
+ brick_size_x: FloatProperty(
name="X",
description="",
min=0.0000, max=1.0000, default=0.2500)
- brick_size_y = FloatProperty(
+ brick_size_y: FloatProperty(
name="Y",
description="",
min=0.0000, max=1.0000, default=0.0525)
- brick_size_z = FloatProperty(
+ brick_size_z: FloatProperty(
name="Z",
description="",
min=0.0000, max=1.0000, default=0.1250)
- brick_mortar = FloatProperty(
+ brick_mortar: FloatProperty(
name="Mortar",
description="Mortar",
min=0.000, max=1.500, default=0.01)
@@ -1164,7 +1164,7 @@ class NODE_OT_povray_image_open(bpy.types.Operator):
bl_idname = "pov.imageopen"
bl_label = "Open"
- filepath = StringProperty(
+ filepath: StringProperty(
name="File Path",
description="Open image",
maxlen=1024,
diff --git a/render_povray/primitives.py b/render_povray/primitives.py
index 1ae43c1a..8eb17a36 100644
--- a/render_povray/primitives.py
+++ b/render_povray/primitives.py
@@ -216,29 +216,29 @@ class POVRAY_OT_superellipsoid_add(bpy.types.Operator):
# XXX Keep it in sync with __init__'s RenderPovSettingsConePrimitive
# If someone knows how to define operators' props from a func, I'd be delighted to learn it!
- se_param1 = FloatProperty(
+ se_param1: FloatProperty(
name="Parameter 1",
description="",
min=0.00, max=10.0, default=0.04)
- se_param2 = FloatProperty(
+ se_param2: FloatProperty(
name="Parameter 2",
description="",
min=0.00, max=10.0, default=0.04)
- se_u = IntProperty(name = "U-segments",
+ se_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 20, min = 4, max = 265)
- se_v = IntProperty(name = "V-segments",
+ se_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 20, min = 4, max = 265)
- se_n1 = FloatProperty(name = "Ring manipulator",
+ se_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0)
- se_n2 = FloatProperty(name = "Cross manipulator",
+ se_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0)
- se_edit = EnumProperty(items=[("NOTHING", "Nothing", ""),
+ se_edit: EnumProperty(items=[("NOTHING", "Nothing", ""),
("NGONS", "N-Gons", ""),
("TRIANGLES", "Triangles", "")],
name="Fill up and down",
@@ -414,28 +414,28 @@ class POVRAY_OT_supertorus_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
- st_R = FloatProperty(name = "big radius",
+ st_R: FloatProperty(name = "big radius",
description = "The radius inside the tube",
default = 1.0, min = 0.01, max = 100.0)
- st_r = FloatProperty(name = "small radius",
+ st_r: FloatProperty(name = "small radius",
description = "The radius of the tube",
default = 0.3, min = 0.01, max = 100.0)
- st_u = IntProperty(name = "U-segments",
+ st_u: IntProperty(name = "U-segments",
description = "radial segmentation",
default = 16, min = 3, max = 265)
- st_v = IntProperty(name = "V-segments",
+ st_v: IntProperty(name = "V-segments",
description = "lateral segmentation",
default = 8, min = 3, max = 265)
- st_n1 = FloatProperty(name = "Ring manipulator",
+ st_n1: FloatProperty(name = "Ring manipulator",
description = "Manipulates the shape of the Ring",
default = 1.0, min = 0.01, max = 100.0)
- st_n2 = FloatProperty(name = "Cross manipulator",
+ st_n2: FloatProperty(name = "Cross manipulator",
description = "Manipulates the shape of the cross-section",
default = 1.0, min = 0.01, max = 100.0)
- st_ie = BoolProperty(name = "Use Int.+Ext. radii",
+ st_ie: BoolProperty(name = "Use Int.+Ext. radii",
description = "Use internal and external radii",
default = False)
- st_edit = BoolProperty(name="",
+ st_edit: BoolProperty(name="",
description="",
default=False,
options={'HIDDEN'})
@@ -482,22 +482,22 @@ class POVRAY_OT_loft_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
COMPAT_ENGINES = {'POVRAY_RENDER'}
- loft_n = IntProperty(name = "Segments",
+ loft_n: IntProperty(name = "Segments",
description = "Vertical segments",
default = 16, min = 3, max = 720)
- loft_rings_bottom = IntProperty(name = "Bottom",
+ loft_rings_bottom: IntProperty(name = "Bottom",
description = "Bottom rings",
default = 5, min = 2, max = 100)
- loft_rings_side = IntProperty(name = "Side",
+ loft_rings_side: IntProperty(name = "Side",
description = "Side rings",
default = 10, min = 2, max = 100)
- loft_thick = FloatProperty(name = "Thickness",
+ loft_thick: FloatProperty(name = "Thickness",
description = "Manipulates the shape of the Ring",
default = 0.3, min = 0.01, max = 1.0)
- loft_r = FloatProperty(name = "Radius",
+ loft_r: FloatProperty(name = "Radius",
description = "Radius",
default = 1, min = 0.01, max = 10)
- loft_height = FloatProperty(name = "Height",
+ loft_height: FloatProperty(name = "Height",
description = "Manipulates the shape of the Ring",
default = 2, min = 0.01, max = 10.0)
@@ -672,14 +672,14 @@ class POVRAY_OT_cylinder_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s cylinder Primitive
- R = FloatProperty(name="Cylinder radius", min=0.00, max=10.0, default=1.0)
+ R: FloatProperty(name="Cylinder radius", min=0.00, max=10.0, default=1.0)
- imported_cyl_loc = FloatVectorProperty(
+ imported_cyl_loc: FloatVectorProperty(
name="Imported Pov base location",
precision=6,
default=(0.0, 0.0, 0.0))
- imported_cyl_loc_cap = FloatVectorProperty(
+ imported_cyl_loc_cap: FloatVectorProperty(
name="Imported Pov cap location",
precision=6,
default=(0.0, 0.0, 2.0))
@@ -780,9 +780,9 @@ class POVRAY_OT_sphere_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s torus Primitive
- R = FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5)
+ R: FloatProperty(name="Sphere radius",min=0.00, max=10.0, default=0.5)
- imported_loc = FloatVectorProperty(
+ imported_loc: FloatVectorProperty(
name="Imported Pov location",
precision=6,
default=(0.0, 0.0, 0.0))
@@ -914,16 +914,16 @@ class POVRAY_OT_cone_add(bpy.types.Operator):
# XXX Keep it in sync with __init__'s RenderPovSettingsConePrimitive
# If someone knows how to define operators' props from a func, I'd be delighted to learn it!
- base = FloatProperty(
+ base: FloatProperty(
name = "Base radius", description = "The first radius of the cone",
default = 1.0, min = 0.01, max = 100.0)
- cap = FloatProperty(
+ cap: FloatProperty(
name = "Cap radius", description = "The second radius of the cone",
default = 0.3, min = 0.0, max = 100.0)
- seg = IntProperty(
+ seg: IntProperty(
name = "Segments", description = "Radial segmentation of the proxy mesh",
default = 16, min = 3, max = 265)
- height = FloatProperty(
+ height: FloatProperty(
name = "Height", description = "Height of the cone",
default = 2.0, min = 0.01, max = 100.0)
@@ -1091,32 +1091,32 @@ class POVRAY_OT_height_field_add(bpy.types.Operator, ImportHelper):
# default="*.exr;*.gif;*.hdr;*.iff;*.jpeg;*.jpg;*.pgm;*.png;*.pot;*.ppm;*.sys;*.tga;*.tiff;*.EXR;*.GIF;*.HDR;*.IFF;*.JPEG;*.JPG;*.PGM;*.PNG;*.POT;*.PPM;*.SYS;*.TGA;*.TIFF",
# options={'HIDDEN'},
# )
- quality = IntProperty(name = "Quality",
+ quality: IntProperty(name = "Quality",
description = "",
default = 100, min = 1, max = 100)
- hf_filename = StringProperty(maxlen = 1024)
+ hf_filename: StringProperty(maxlen = 1024)
- hf_gamma = FloatProperty(
+ hf_gamma: FloatProperty(
name="Gamma",
description="Gamma",
min=0.0001, max=20.0, default=1.0)
- hf_premultiplied = BoolProperty(
+ hf_premultiplied: BoolProperty(
name="Premultiplied",
description="Premultiplied",
default=True)
- hf_smooth = BoolProperty(
+ hf_smooth: BoolProperty(
name="Smooth",
description="Smooth",
default=False)
- hf_water = FloatProperty(
+ hf_water: FloatProperty(
name="Water Level",
description="Wather Level",
min=0.00, max=1.00, default=0.0)
- hf_hierarchy = BoolProperty(
+ hf_hierarchy: BoolProperty(
name="Hierarchy",
description="Height field hierarchy",
default=True)
@@ -1209,16 +1209,16 @@ class POVRAY_OT_torus_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s torus Primitive
- mas = IntProperty(name = "Major Segments",
+ mas: IntProperty(name = "Major Segments",
description = "",
default = 48, min = 3, max = 720)
- mis = IntProperty(name = "Minor Segments",
+ mis: IntProperty(name = "Minor Segments",
description = "",
default = 12, min = 3, max = 720)
- mar = FloatProperty(name = "Major Radius",
+ mar: FloatProperty(name = "Major Radius",
description = "",
default = 1.0)
- mir = FloatProperty(name = "Minor Radius",
+ mir: FloatProperty(name = "Minor Radius",
description = "",
default = 0.25)
def execute(self,context):
@@ -1261,10 +1261,10 @@ class POVRAY_OT_prism_add(bpy.types.Operator):
bl_description = "Create Prism"
bl_options = {'REGISTER', 'UNDO'}
- prism_n = IntProperty(name = "Sides",
+ prism_n: IntProperty(name = "Sides",
description = "Number of sides",
default = 5, min = 3, max = 720)
- prism_r = FloatProperty(name = "Radius",
+ prism_r: FloatProperty(name = "Radius",
description = "Radius",
default = 1.0)
def execute(self,context):
@@ -1368,23 +1368,23 @@ class POVRAY_OT_parametric_add(bpy.types.Operator):
bl_options = {'REGISTER', 'UNDO'}
# XXX Keep it in sync with __init__'s Parametric primitive
- u_min = FloatProperty(name = "U Min",
+ u_min: FloatProperty(name = "U Min",
description = "",
default = 0.0)
- v_min = FloatProperty(name = "V Min",
+ v_min: FloatProperty(name = "V Min",
description = "",
default = 0.0)
- u_max = FloatProperty(name = "U Max",
+ u_max: FloatProperty(name = "U Max",
description = "",
default = 6.28)
- v_max = FloatProperty(name = "V Max",
+ v_max: FloatProperty(name = "V Max",
description = "",
default = 12.57)
- x_eq = StringProperty(
+ x_eq: StringProperty(
maxlen=1024, default = "cos(v)*(1+cos(u))*sin(v/8)")
- y_eq = StringProperty(
+ y_eq: StringProperty(
maxlen=1024, default = "sin(u)*sin(v/8)+cos(v/8)*1.5")
- z_eq = StringProperty(
+ z_eq: StringProperty(
maxlen=1024, default = "sin(v)*(1+cos(u))*sin(v/8)")
def execute(self,context):
@@ -1429,16 +1429,16 @@ class POVRAY_OT_shape_polygon_to_circle_add(bpy.types.Operator):
COMPAT_ENGINES = {'POVRAY_RENDER'}
# XXX Keep it in sync with __init__'s polytocircle properties
- polytocircle_resolution = IntProperty(name = "Resolution",
+ polytocircle_resolution: IntProperty(name = "Resolution",
description = "",
default = 3, min = 0, max = 256)
- polytocircle_ngon = IntProperty(name = "NGon",
+ polytocircle_ngon: IntProperty(name = "NGon",
description = "",
min = 3, max = 64,default = 5)
- polytocircle_ngonR = FloatProperty(name = "NGon Radius",
+ polytocircle_ngonR: FloatProperty(name = "NGon Radius",
description = "",
default = 0.3)
- polytocircle_circleR = FloatProperty(name = "Circle Radius",
+ polytocircle_circleR: FloatProperty(name = "Circle Radius",
description = "",
default = 1.0)
def execute(self,context):
@@ -1487,16 +1487,16 @@ class ImportPOV(bpy.types.Operator, ImportHelper):
# -----------
# File props.
- files = CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'})
- directory = StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
+ files: CollectionProperty(type=bpy.types.OperatorFileListElement, options={'HIDDEN', 'SKIP_SAVE'})
+ directory: StringProperty(maxlen=1024, subtype='FILE_PATH', options={'HIDDEN', 'SKIP_SAVE'})
filename_ext = {".pov",".inc"}
- filter_glob = StringProperty(
+ filter_glob: StringProperty(
default="*.pov;*.inc",
options={'HIDDEN'},
)
- import_at_cur = BoolProperty(name="Import at Cursor Location",
+ import_at_cur: BoolProperty(name="Import at Cursor Location",
description = "Ignore Object Matrix",
default=False)