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Diffstat (limited to 'render_povray/__init__.py')
-rw-r--r--render_povray/__init__.py638
1 files changed, 319 insertions, 319 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',