diff options
Diffstat (limited to 'render_povray/__init__.py')
-rw-r--r-- | render_povray/__init__.py | 638 |
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', |