# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy import sys #really import here and in render.py? import os #really import here and in render.py? from os.path import isfile from bl_operators.presets import AddPresetBase from bpy.utils import register_class, unregister_class from bpy.types import ( Operator, UIList, Panel ) # Example of wrapping every class 'as is' from bl_ui import properties_output for member in dir(properties_output): subclass = getattr(properties_output, member) try: subclass.COMPAT_ENGINES.add('POVRAY') except: pass del properties_output from bl_ui import properties_view_layer for member in dir(properties_view_layer): subclass = getattr(properties_view_layer, member) try: subclass.COMPAT_ENGINES.add('POVRAY') except: pass del properties_view_layer # Use some of the existing buttons. from bl_ui import properties_render #DEPRECATED#properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER') #DEPRECATED#properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER') # properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER') #TORECREATE##DEPRECATED#properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER') #DEPRECATED#properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER') del properties_render # Use only a subset of the world panels from bl_ui import properties_world #TORECREATE##DEPRECATED#properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER') properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER') #TORECREATE##DEPRECATED#properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER') #TORECREATE##DEPRECATED#properties_world.WORLD_PT_mist.COMPAT_ENGINES.add('POVRAY_RENDER') del properties_world # Example of wrapping every class 'as is' from bl_ui import properties_texture from bl_ui.properties_texture import context_tex_datablock from bl_ui.properties_texture import texture_filter_common for member in dir(properties_texture): subclass = getattr(properties_texture, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_texture # Physics Main wrapping every class 'as is' from bl_ui import properties_physics_common for member in dir(properties_physics_common): subclass = getattr(properties_physics_common, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_common # Physics Rigid Bodies wrapping every class 'as is' from bl_ui import properties_physics_rigidbody for member in dir(properties_physics_rigidbody): subclass = getattr(properties_physics_rigidbody, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_rigidbody # Physics Rigid Body Constraint wrapping every class 'as is' from bl_ui import properties_physics_rigidbody_constraint for member in dir(properties_physics_rigidbody_constraint): subclass = getattr(properties_physics_rigidbody_constraint, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_rigidbody_constraint # Physics Smoke wrapping every class 'as is' from bl_ui import properties_physics_smoke for member in dir(properties_physics_smoke): subclass = getattr(properties_physics_smoke, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_smoke # Physics softbody wrapping every class 'as is' from bl_ui import properties_physics_softbody for member in dir(properties_physics_softbody): subclass = getattr(properties_physics_softbody, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_softbody # Physics Fluid wrapping every class 'as is' from bl_ui import properties_physics_fluid for member in dir(properties_physics_fluid): subclass = getattr(properties_physics_fluid, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_fluid # Physics Field wrapping every class 'as is' from bl_ui import properties_physics_field for member in dir(properties_physics_field): subclass = getattr(properties_physics_field, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_field # Physics Cloth wrapping every class 'as is' from bl_ui import properties_physics_cloth for member in dir(properties_physics_cloth): subclass = getattr(properties_physics_cloth, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_cloth # Physics Dynamic Paint wrapping every class 'as is' from bl_ui import properties_physics_dynamicpaint for member in dir(properties_physics_dynamicpaint): subclass = getattr(properties_physics_dynamicpaint, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_physics_dynamicpaint # Example of wrapping every class 'as is' from bl_ui import properties_data_modifier for member in dir(properties_data_modifier): subclass = getattr(properties_data_modifier, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_data_modifier # Example of wrapping every class 'as is' except some from bl_ui import properties_material for member in dir(properties_material): subclass = getattr(properties_material, member) try: #mat=context.material #if mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes): subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_material from bl_ui import properties_data_camera for member in dir(properties_data_camera): subclass = getattr(properties_data_camera, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_data_camera from bl_ui import properties_particle as properties_particle for member in dir(properties_particle): # add all "particle" panels from blender subclass = getattr(properties_particle, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_particle class POV_WORLD_MT_presets(bpy.types.Menu): bl_label = "World Presets" preset_subdir = "pov/world" preset_operator = "script.execute_preset" draw = bpy.types.Menu.draw_preset class AddPresetWorld(AddPresetBase, Operator): '''Add a World Preset''' bl_idname = "object.world_preset_add" bl_label = "Add World Preset" preset_menu = "POV_WORLD_MT_presets" # variable used for all preset values preset_defines = [ "scene = bpy.context.scene" ] # properties to store in the preset preset_values = [ "scene.world.use_sky_blend", "scene.world.horizon_color", "scene.world.zenith_color", "scene.world.ambient_color", "scene.world.mist_settings.use_mist", "scene.world.mist_settings.intensity", "scene.world.mist_settings.depth", "scene.world.mist_settings.start", "scene.pov.media_enable", "scene.pov.media_scattering_type", "scene.pov.media_samples", "scene.pov.media_diffusion_scale", "scene.pov.media_diffusion_color", "scene.pov.media_absorption_scale", "scene.pov.media_absorption_color", "scene.pov.media_eccentricity", ] # where to store the preset preset_subdir = "pov/world" def check_material(mat): if mat is not None: if mat.use_nodes: if not mat.node_tree: #FORMERLY : #mat.active_node_material is not None: return True return False return True return False def check_add_mesh_extra_objects(): if "add_mesh_extra_objects" in bpy.context.preferences.addons.keys(): return True return False def locate_docpath(): addon_prefs = bpy.context.preferences.addons[__package__].preferences # Use the system preference if its set. pov_documents = addon_prefs.docpath_povray if pov_documents: if os.path.exists(pov_documents): return pov_documents else: print("User Preferences path to povray documents %r NOT FOUND, checking $PATH" % pov_documents) # Windows Only if sys.platform[:3] == "win": import winreg try: win_reg_key = winreg.OpenKey(winreg.HKEY_CURRENT_USER, "Software\\POV-Ray\\v3.7\\Windows") win_docpath = winreg.QueryValueEx(win_reg_key, "DocPath")[0] pov_documents = os.path.join(win_docpath, "Insert Menu") if os.path.exists(pov_documents): return pov_documents except FileNotFoundError: return"" # search the path all os's pov_documents_default = "include" os_path_ls = os.getenv("PATH").split(':') + [""] for dir_name in os_path_ls: pov_documents = os.path.join(dir_name, pov_documents_default) if os.path.exists(pov_documents): return pov_documents return "" class RenderButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "render" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): rd = context.scene.render return (rd.engine in cls.COMPAT_ENGINES) class ModifierButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "modifier" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): mods = context.object.modifiers rd = context.scene.render return mods and (rd.engine in cls.COMPAT_ENGINES) class MaterialButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "material" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): mat = context.material rd = context.scene.render return mat and (rd.engine in cls.COMPAT_ENGINES) class TextureButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "texture" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): tex = context.texture rd = context.scene.render return tex and (rd.engine in cls.COMPAT_ENGINES) # class TextureTypePanel(TextureButtonsPanel): # @classmethod # def poll(cls, context): # tex = context.texture # engine = context.scene.render.engine # return tex and ((tex.type == cls.tex_type and not tex.use_nodes) and (engine in cls.COMPAT_ENGINES)) class ObjectButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "object" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): obj = context.object rd = context.scene.render return obj and (rd.engine in cls.COMPAT_ENGINES) class CameraDataButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): cam = context.camera rd = context.scene.render return cam and (rd.engine in cls.COMPAT_ENGINES) class WorldButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "world" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): wld = context.world rd = context.scene.render return wld and (rd.engine in cls.COMPAT_ENGINES) class TextButtonsPanel(): bl_space_type = 'TEXT_EDITOR' bl_region_type = 'UI' bl_label = "POV-Ray" # COMPAT_ENGINES must be defined in each subclass, external engines can add themselves here @classmethod def poll(cls, context): text = context.space_data rd = context.scene.render return text and (rd.engine in cls.COMPAT_ENGINES) from bl_ui import properties_data_mesh # These panels are kept properties_data_mesh.DATA_PT_custom_props_mesh.COMPAT_ENGINES.add('POVRAY_RENDER') properties_data_mesh.DATA_PT_context_mesh.COMPAT_ENGINES.add('POVRAY_RENDER') ## make some native panels contextual to some object variable ## by recreating custom panels inheriting their properties class PovDataButtonsPanel(properties_data_mesh.MeshButtonsPanel): COMPAT_ENGINES = {'POVRAY_RENDER'} POV_OBJECT_TYPES = {'PLANE', 'BOX', 'SPHERE', 'CYLINDER', 'CONE', 'TORUS', 'BLOB', 'ISOSURFACE', 'SUPERELLIPSOID', 'SUPERTORUS', 'HEIGHT_FIELD', 'PARAMETRIC', 'POLYCIRCLE'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object # We use our parent class poll func too, avoids to re-define too much things... return (super(PovDataButtonsPanel, cls).poll(context) and obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES) # We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups). # Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work. # So we simply have to explicitly copy here the interesting bits. ;) class DATA_PT_POV_normals(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_normals.bl_label draw = properties_data_mesh.DATA_PT_normals.draw class DATA_PT_POV_texture_space(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_texture_space.bl_label bl_options = properties_data_mesh.DATA_PT_texture_space.bl_options draw = properties_data_mesh.DATA_PT_texture_space.draw class DATA_PT_POV_vertex_groups(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_vertex_groups.bl_label draw = properties_data_mesh.DATA_PT_vertex_groups.draw class DATA_PT_POV_shape_keys(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_shape_keys.bl_label draw = properties_data_mesh.DATA_PT_shape_keys.draw class DATA_PT_POV_uv_texture(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_uv_texture.bl_label draw = properties_data_mesh.DATA_PT_uv_texture.draw class DATA_PT_POV_vertex_colors(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_vertex_colors.bl_label draw = properties_data_mesh.DATA_PT_vertex_colors.draw class DATA_PT_POV_customdata(PovDataButtonsPanel, Panel): bl_label = properties_data_mesh.DATA_PT_customdata.bl_label bl_options = properties_data_mesh.DATA_PT_customdata.bl_options draw = properties_data_mesh.DATA_PT_customdata.draw del properties_data_mesh ################################################################################ # from bl_ui import properties_data_light # for member in dir(properties_data_light): # subclass = getattr(properties_data_light, member) # try: # subclass.COMPAT_ENGINES.add('POVRAY_RENDER') # except: # pass # del properties_data_light #########################LIGHTS################################ from bl_ui import properties_data_light # These panels are kept properties_data_light.DATA_PT_custom_props_light.COMPAT_ENGINES.add('POVRAY_RENDER') properties_data_light.DATA_PT_context_light.COMPAT_ENGINES.add('POVRAY_RENDER') ## make some native panels contextual to some object variable ## by recreating custom panels inheriting their properties class PovLampButtonsPanel(properties_data_light.DataButtonsPanel): COMPAT_ENGINES = {'POVRAY_RENDER'} POV_OBJECT_TYPES = {'RAINBOW'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object # We use our parent class poll func too, avoids to re-define too much things... return (super(PovLampButtonsPanel, cls).poll(context) and obj and obj.pov.object_as not in cls.POV_OBJECT_TYPES) # We cannot inherit from RNA classes (like e.g. properties_data_mesh.DATA_PT_vertex_groups). # Complex py/bpy/rna interactions (with metaclass and all) simply do not allow it to work. # So we simply have to explicitly copy here the interesting bits. ;) class LIGHT_PT_POV_preview(PovLampButtonsPanel, Panel): bl_label = properties_data_light.DATA_PT_preview.bl_label draw = properties_data_light.DATA_PT_preview.draw class LIGHT_PT_POV_light(PovLampButtonsPanel, Panel): bl_label = properties_data_light.DATA_PT_light.bl_label draw = properties_data_light.DATA_PT_light.draw class POV_LIGHT_MT_presets(bpy.types.Menu): bl_label = "Lamp Presets" preset_subdir = "pov/lamp" preset_operator = "script.execute_preset" draw = bpy.types.Menu.draw_preset class AddPresetLamp(AddPresetBase, Operator): '''Add a Lamp Preset''' bl_idname = "object.light_preset_add" bl_label = "Add Lamp Preset" preset_menu = "POV_LIGHT_MT_presets" # variable used for all preset values preset_defines = [ "lightdata = bpy.context.object.data" ] # properties to store in the preset preset_values = [ "lightdata.type", "lightdata.color", ] # where to store the preset preset_subdir = "pov/lamp" # Draw into the existing light panel def light_panel_func(self, context): layout = self.layout row = layout.row(align=True) row.menu(POV_LIGHT_MT_presets.__name__, text=POV_LIGHT_MT_presets.bl_label) row.operator(AddPresetLamp.bl_idname, text="", icon='ADD') row.operator(AddPresetLamp.bl_idname, text="", icon='REMOVE').remove_active = True '''#TORECREATE##DEPRECATED# class LIGHT_PT_POV_sunsky(PovLampButtonsPanel, Panel): bl_label = properties_data_light.DATA_PT_sunsky.bl_label @classmethod def poll(cls, context): lamp = context.light engine = context.scene.render.engine return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES) draw = properties_data_light.DATA_PT_sunsky.draw ''' class LIGHT_PT_POV_shadow(PovLampButtonsPanel, Panel): bl_label = "Shadow" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): lamp = context.lamp engine = context.scene.render.engine return lamp and (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout lamp = context.lamp layout.row().prop(lamp, "shadow_method", expand=True) ''' if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA': split = layout.split() col = split.column() col.label(text="Form factor sampling:") sub = col.row(align=True) if lamp.shape == 'SQUARE': sub.prop(lamp, "shadow_ray_samples_x", text="Samples") elif lamp.shape == 'RECTANGLE': sub.prop(lamp, "shadow_ray_samples_x", text="Samples X") sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y") if lamp.shadow_method != 'NOSHADOW': split = layout.split() col = split.column() col.prop(lamp, "shadow_color", text="") col = split.column() col.prop(lamp, "use_shadow_layer", text="This Layer Only") col.prop(lamp, "use_only_shadow") if lamp.shadow_method == 'RAY_SHADOW': split = layout.split() col = split.column() col.label(text="Sampling:") if lamp.type in {'POINT', 'SUN', 'SPOT'}: sub = col.row() sub.prop(lamp, "shadow_ray_samples", text="Samples") sub.prop(lamp, "shadow_soft_size", text="Soft Size") elif lamp.type == 'AREA': sub = col.row(align=True) if lamp.shape == 'SQUARE': sub.prop(lamp, "shadow_ray_samples_x", text="Samples") elif lamp.shape == 'RECTANGLE': sub.prop(lamp, "shadow_ray_samples_x", text="Samples X") sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y") col.row().prop(lamp, "shadow_ray_sample_method", expand=True) if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC': layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold") if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED': row = layout.row() row.prop(lamp, "use_umbra") row.prop(lamp, "use_dither") row.prop(lamp, "use_jitter") elif lamp.shadow_method == 'BUFFER_SHADOW': col = layout.column() col.label(text="Buffer Type:") col.row().prop(lamp, "shadow_buffer_type", expand=True) if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}: split = layout.split() col = split.column() col.label(text="Filter Type:") col.prop(lamp, "shadow_filter_type", text="") sub = col.column(align=True) sub.prop(lamp, "shadow_buffer_soft", text="Soft") sub.prop(lamp, "shadow_buffer_bias", text="Bias") col = split.column() col.label(text="Sample Buffers:") col.prop(lamp, "shadow_sample_buffers", text="") sub = col.column(align=True) sub.prop(lamp, "shadow_buffer_size", text="Size") sub.prop(lamp, "shadow_buffer_samples", text="Samples") if lamp.shadow_buffer_type == 'DEEP': col.prop(lamp, "compression_threshold") elif lamp.shadow_buffer_type == 'IRREGULAR': layout.prop(lamp, "shadow_buffer_bias", text="Bias") split = layout.split() col = split.column() col.prop(lamp, "use_auto_clip_start", text="Autoclip Start") sub = col.column() sub.active = not lamp.use_auto_clip_start sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start") col = split.column() col.prop(lamp, "use_auto_clip_end", text="Autoclip End") sub = col.column() sub.active = not lamp.use_auto_clip_end sub.prop(lamp, "shadow_buffer_clip_end", text=" Clip End") ''' class LIGHT_PT_POV_area(PovLampButtonsPanel, Panel): bl_label = properties_data_light.DATA_PT_area.bl_label @classmethod def poll(cls, context): lamp = context.light engine = context.scene.render.engine return (lamp and lamp.type == 'AREA') and (engine in cls.COMPAT_ENGINES) draw = properties_data_light.DATA_PT_area.draw class LIGHT_PT_POV_spot(PovLampButtonsPanel, Panel): bl_label = properties_data_light.DATA_PT_spot.bl_label @classmethod def poll(cls, context): lamp = context.light engine = context.scene.render.engine return (lamp and lamp.type == 'SPOT') and (engine in cls.COMPAT_ENGINES) draw = properties_data_light.DATA_PT_spot.draw class LIGHT_PT_POV_falloff_curve(PovLampButtonsPanel, Panel): bl_label = properties_data_light.DATA_PT_falloff_curve.bl_label bl_options = properties_data_light.DATA_PT_falloff_curve.bl_options @classmethod def poll(cls, context): lamp = context.light engine = context.scene.render.engine return (lamp and lamp.type in {'POINT', 'SPOT'} and lamp.falloff_type == 'CUSTOM_CURVE') and (engine in cls.COMPAT_ENGINES) draw = properties_data_light.DATA_PT_falloff_curve.draw class OBJECT_PT_povray_obj_rainbow(PovLampButtonsPanel, Panel): bl_label = "POV-Ray Rainbow" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'RAINBOW' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'RAINBOW': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Rainbow projection angle: " + str(obj.data.spot_size)) col.label(text="Rainbow width: " + str(obj.data.spot_blend)) col.label(text="Rainbow distance: " + str(obj.data.shadow_buffer_clip_start)) col.label(text="Rainbow arc angle: " + str(obj.pov.arc_angle)) col.label(text="Rainbow falloff angle: " + str(obj.pov.falloff_angle)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.cone_update", text="Update",icon="MESH_CONE") #col.label(text="Parameters:") col.prop(obj.data, "spot_size", text="Rainbow Projection Angle") col.prop(obj.data, "spot_blend", text="Rainbow width") col.prop(obj.data, "shadow_buffer_clip_start", text="Visibility distance") col.prop(obj.pov, "arc_angle") col.prop(obj.pov, "falloff_angle") del properties_data_light ############################################################################### class WORLD_PT_POV_world(WorldButtonsPanel, Panel): bl_label = "World" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout world = context.world.pov row = layout.row(align=True) row.menu(POV_WORLD_MT_presets.__name__, text=POV_WORLD_MT_presets.bl_label) row.operator(AddPresetWorld.bl_idname, text="", icon='ADD') row.operator(AddPresetWorld.bl_idname, text="", icon='REMOVE').remove_active = True row = layout.row() row.prop(world, "use_sky_paper") row.prop(world, "use_sky_blend") row.prop(world, "use_sky_real") row = layout.row() row.column().prop(world, "horizon_color") col = row.column() col.prop(world, "zenith_color") col.active = world.use_sky_blend row.column().prop(world, "ambient_color") #row = layout.row() #row.prop(world, "exposure") #Re-implement later as a light multiplier #row.prop(world, "color_range") class WORLD_PT_POV_mist(WorldButtonsPanel, Panel): bl_label = "Mist" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): world = context.world self.layout.prop(world.mist_settings, "use_mist", text="") def draw(self, context): layout = self.layout world = context.world layout.active = world.mist_settings.use_mist split = layout.split() col = split.column() col.prop(world.mist_settings, "intensity") col.prop(world.mist_settings, "start") col = split.column() col.prop(world.mist_settings, "depth") col.prop(world.mist_settings, "height") layout.prop(world.mist_settings, "falloff") class RENDER_PT_povray_export_settings(RenderButtonsPanel, Panel): bl_label = "INI Options" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.scene if scene.pov.tempfiles_enable: self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='AUTO') else: self.layout.prop(scene.pov, "tempfiles_enable", text="", icon='CONSOLE') def draw(self, context): layout = self.layout scene = context.scene layout.active = (scene.pov.max_trace_level != 0) split = layout.split() col = split.column() col.label(text="Command line switches:") col.prop(scene.pov, "command_line_switches", text="") split = layout.split() layout.active = not scene.pov.tempfiles_enable #if not scene.pov.tempfiles_enable: split.prop(scene.pov, "deletefiles_enable", text="Delete files") split.prop(scene.pov, "pov_editor", text="POV Editor") col = layout.column() col.prop(scene.pov, "scene_name", text="Name") col.prop(scene.pov, "scene_path", text="Path to files") #col.prop(scene.pov, "scene_path", text="Path to POV-file") #col.prop(scene.pov, "renderimage_path", text="Path to image") split = layout.split() split.prop(scene.pov, "indentation_character", text="Indent") if scene.pov.indentation_character == 'SPACE': split.prop(scene.pov, "indentation_spaces", text="Spaces") row = layout.row() row.prop(scene.pov, "comments_enable", text="Comments") row.prop(scene.pov, "list_lf_enable", text="Line breaks in lists") class RENDER_PT_povray_render_settings(RenderButtonsPanel, Panel): bl_label = "Render Settings" bl_icon = 'SETTINGS' bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.scene if scene.pov.global_settings_advanced: self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='PREFERENCES') else: self.layout.prop(scene.pov, "global_settings_advanced", text="", icon='SETTINGS') def draw(self, context): layout = self.layout scene = context.scene rd = context.scene.render #layout.active = (scene.pov.max_trace_level != 0) if sys.platform[:3] != "win": layout.prop(scene.pov, "sdl_window_enable", text="POV-Ray SDL Window") col = layout.column() col.label(text="Global Settings:") col.prop(scene.pov, "max_trace_level", text="Ray Depth") align = True layout.active = scene.pov.global_settings_advanced layout.prop(scene.pov,"charset") row = layout.row(align = align) row.prop(scene.pov,"adc_bailout") row = layout.row(align = align) row.prop(scene.pov,"ambient_light") row = layout.row(align = align) row.prop(scene.pov,"irid_wavelength") row = layout.row(align = align) row.prop(scene.pov,"max_intersections") row = layout.row(align = align) row.prop(scene.pov,"number_of_waves") row = layout.row(align = align) row.prop(scene.pov,"noise_generator") split = layout.split() split.label(text="Shading:") split = layout.split() row = split.row(align = align) row.prop(scene.pov, "use_shadows") row.prop(scene.pov, "alpha_mode") class RENDER_PT_povray_photons(RenderButtonsPanel, Panel): bl_label = "Photons" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} # def draw_header(self, context): # self.layout.label(icon='SETTINGS') def draw_header(self, context): scene = context.scene if scene.pov.photon_enable: self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER_ACT') else: self.layout.prop(scene.pov, "photon_enable", text="", icon='PMARKER') def draw(self, context): scene = context.scene layout = self.layout layout.active = scene.pov.photon_enable col = layout.column() #col.label(text="Global Photons:") col.prop(scene.pov, "photon_max_trace_level", text="Photon Depth") split = layout.split() col = split.column() col.prop(scene.pov, "photon_spacing", text="Spacing") col.prop(scene.pov, "photon_gather_min") col = split.column() col.prop(scene.pov, "photon_adc_bailout", text="Photon ADC") col.prop(scene.pov, "photon_gather_max") box = layout.box() box.label(text='Photon Map File:') row = box.row() row.prop(scene.pov, "photon_map_file_save_load",expand = True) if scene.pov.photon_map_file_save_load in {'save'}: box.prop(scene.pov, "photon_map_dir") box.prop(scene.pov, "photon_map_filename") if scene.pov.photon_map_file_save_load in {'load'}: box.prop(scene.pov, "photon_map_file") #end main photons class RENDER_PT_povray_antialias(RenderButtonsPanel, Panel): bl_label = "Anti-Aliasing" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): prefs = bpy.context.preferences.addons[__package__].preferences scene = context.scene if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2': self.layout.prop(scene.pov, "antialias_enable", text="", icon='ERROR') elif scene.pov.antialias_enable: self.layout.prop(scene.pov, "antialias_enable", text="", icon='ANTIALIASED') else: self.layout.prop(scene.pov, "antialias_enable", text="", icon='ALIASED') def draw(self, context): prefs = bpy.context.preferences.addons[__package__].preferences layout = self.layout scene = context.scene layout.active = scene.pov.antialias_enable row = layout.row() row.prop(scene.pov, "antialias_method", text="") if prefs.branch_feature_set_povray != 'uberpov' and scene.pov.antialias_method == '2': col = layout.column() col.alignment = 'CENTER' col.label(text="Stochastic Anti Aliasing is") col.label(text="Only Available with UberPOV") col.label(text="Feature Set in User Preferences.") col.label(text="Using Type 2 (recursive) instead") else: row.prop(scene.pov, "jitter_enable", text="Jitter") split = layout.split() col = split.column() col.prop(scene.pov, "antialias_depth", text="AA Depth") sub = split.column() sub.prop(scene.pov, "jitter_amount", text="Jitter Amount") if scene.pov.jitter_enable: sub.enabled = True else: sub.enabled = False row = layout.row() row.prop(scene.pov, "antialias_threshold", text="AA Threshold") row.prop(scene.pov, "antialias_gamma", text="AA Gamma") if prefs.branch_feature_set_povray == 'uberpov': row = layout.row() row.prop(scene.pov, "antialias_confidence", text="AA Confidence") if scene.pov.antialias_method == '2': row.enabled = True else: row.enabled = False class RENDER_PT_povray_radiosity(RenderButtonsPanel, Panel): bl_label = "Radiosity" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.scene if scene.pov.radio_enable: self.layout.prop(scene.pov, "radio_enable", text="", icon='OUTLINER_OB_LIGHTPROBE') else: self.layout.prop(scene.pov, "radio_enable", text="", icon='LIGHTPROBE_CUBEMAP') def draw(self, context): layout = self.layout scene = context.scene layout.active = scene.pov.radio_enable split = layout.split() col = split.column() col.prop(scene.pov, "radio_count", text="Rays") col.prop(scene.pov, "radio_recursion_limit", text="Recursions") split.prop(scene.pov, "radio_error_bound", text="Error Bound") layout.prop(scene.pov, "radio_display_advanced") if scene.pov.radio_display_advanced: split = layout.split() col = split.column() col.prop(scene.pov, "radio_adc_bailout", slider=True) col.prop(scene.pov, "radio_minimum_reuse", text="Min Reuse") col.prop(scene.pov, "radio_gray_threshold", slider=True) col.prop(scene.pov, "radio_pretrace_start", slider=True) col.prop(scene.pov, "radio_low_error_factor", slider=True) col = split.column() col.prop(scene.pov, "radio_brightness") col.prop(scene.pov, "radio_maximum_reuse", text="Max Reuse") col.prop(scene.pov, "radio_nearest_count") col.prop(scene.pov, "radio_pretrace_end", slider=True) col = layout.column() col.label(text="Estimation Influence:") col.prop(scene.pov, "radio_always_sample") col.prop(scene.pov, "radio_normal") col.prop(scene.pov, "radio_media") col.prop(scene.pov, "radio_subsurface") class POV_RADIOSITY_MT_presets(bpy.types.Menu): bl_label = "Radiosity Presets" preset_subdir = "pov/radiosity" preset_operator = "script.execute_preset" draw = bpy.types.Menu.draw_preset class AddPresetRadiosity(AddPresetBase, Operator): '''Add a Radiosity Preset''' bl_idname = "scene.radiosity_preset_add" bl_label = "Add Radiosity Preset" preset_menu = "POV_RADIOSITY_MT_presets" # variable used for all preset values preset_defines = [ "scene = bpy.context.scene" ] # properties to store in the preset preset_values = [ "scene.pov.radio_display_advanced", "scene.pov.radio_adc_bailout", "scene.pov.radio_always_sample", "scene.pov.radio_brightness", "scene.pov.radio_count", "scene.pov.radio_error_bound", "scene.pov.radio_gray_threshold", "scene.pov.radio_low_error_factor", "scene.pov.radio_media", "scene.pov.radio_subsurface", "scene.pov.radio_minimum_reuse", "scene.pov.radio_maximum_reuse", "scene.pov.radio_nearest_count", "scene.pov.radio_normal", "scene.pov.radio_recursion_limit", "scene.pov.radio_pretrace_start", "scene.pov.radio_pretrace_end", ] # where to store the preset preset_subdir = "pov/radiosity" # Draw into an existing panel def rad_panel_func(self, context): layout = self.layout row = layout.row(align=True) row.menu(POV_RADIOSITY_MT_presets.__name__, text=POV_RADIOSITY_MT_presets.bl_label) row.operator(AddPresetRadiosity.bl_idname, text="", icon='ADD') row.operator(AddPresetRadiosity.bl_idname, text="", icon='REMOVE').remove_active = True class RENDER_PT_povray_media(WorldButtonsPanel, Panel): bl_label = "Atmosphere Media" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.scene self.layout.prop(scene.pov, "media_enable", text="") def draw(self, context): layout = self.layout scene = context.scene layout.active = scene.pov.media_enable col = layout.column() col.prop(scene.pov, "media_scattering_type", text="") col = layout.column() col.prop(scene.pov, "media_samples", text="Samples") split = layout.split() col = split.column(align=True) col.label(text="Scattering:") col.prop(scene.pov, "media_diffusion_scale") col.prop(scene.pov, "media_diffusion_color", text="") col = split.column(align=True) col.label(text="Absorption:") col.prop(scene.pov, "media_absorption_scale") col.prop(scene.pov, "media_absorption_color", text="") if scene.pov.media_scattering_type == '5': col = layout.column() col.prop(scene.pov, "media_eccentricity", text="Eccentricity") ##class RENDER_PT_povray_baking(RenderButtonsPanel, Panel): ## bl_label = "Baking" ## COMPAT_ENGINES = {'POVRAY_RENDER'} ## ## def draw_header(self, context): ## scene = context.scene ## ## self.layout.prop(scene.pov, "baking_enable", text="") ## ## def draw(self, context): ## layout = self.layout ## ## scene = context.scene ## rd = scene.render ## ## layout.active = scene.pov.baking_enable class MODIFIERS_PT_povray_modifiers(ModifierButtonsPanel, Panel): bl_label = "POV-Ray" COMPAT_ENGINES = {'POVRAY_RENDER'} #def draw_header(self, context): #scene = context.scene #self.layout.prop(scene.pov, "boolean_mod", text="") def draw(self, context): scene = context.scene layout = self.layout ob = context.object mod = ob.modifiers col = layout.column() # Find Boolean Modifiers for displaying CSG option onceCSG = 0 for mod in ob.modifiers: if onceCSG == 0: if mod : if mod.type == 'BOOLEAN': col.prop(ob.pov, "boolean_mod") onceCSG = 1 if ob.pov.boolean_mod == "POV": split = layout.split() col = layout.column() # Inside Vector for CSG col.prop(ob.pov, "inside_vector") class MATERIAL_MT_POV_sss_presets(bpy.types.Menu): bl_label = "SSS Presets" preset_subdir = "pov/material/sss" preset_operator = "script.execute_preset" draw = bpy.types.Menu.draw_preset class AddPresetSSS(AddPresetBase, Operator): '''Add an SSS Preset''' bl_idname = "material.sss_preset_add" bl_label = "Add SSS Preset" preset_menu = "MATERIAL_MT_POV_sss_presets" # variable used for all preset values preset_defines = [ "material = bpy.context.material" ] # properties to store in the preset preset_values = [ "material.pov_subsurface_scattering.radius", "material.pov_subsurface_scattering.color", ] # where to store the preset preset_subdir = "pov/material/sss" class MATERIAL_PT_POV_sss(MaterialButtonsPanel, Panel): bl_label = "Subsurface Scattering" bl_options = {'DEFAULT_CLOSED'} COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): mat = context.material #FORMERLY : #active_node_mat(context.material) sss = mat.pov_subsurface_scattering self.layout.active = (not mat.pov.use_shadeless) self.layout.prop(sss, "use", text="") def draw(self, context): layout = self.layout mat = context.material #FORMERLY : #active_node_mat(context.material) sss = mat.pov_subsurface_scattering layout.active = (sss.use) and (not mat.pov.use_shadeless) row = layout.row().split() sub = row.row(align=True).split(align=True, factor=0.75) sub.menu(MATERIAL_MT_POV_sss_presets.__name__, text=MATERIAL_MT_POV_sss_presets.bl_label) sub.operator(AddPresetSSS.bl_idname, text="", icon='ADD') sub.operator(AddPresetSSS.bl_idname, text="", icon='REMOVE').remove_active = True split = layout.split() col = split.column() col.prop(sss, "ior") col.prop(sss, "scale") col.prop(sss, "color", text="") col.prop(sss, "radius", text="RGB Radius", expand=True) col = split.column() sub = col.column(align=True) sub.label(text="Blend:") sub.prop(sss, "color_factor", text="Color") sub.prop(sss, "texture_factor", text="Texture") sub.label(text="Scattering Weight:") sub.prop(sss, "front") sub.prop(sss, "back") col.separator() col.prop(sss, "error_threshold", text="Error") class MATERIAL_PT_povray_activate_node(MaterialButtonsPanel, Panel): bl_label = "Activate Node Settings" bl_context = "material" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine mat=context.material ob = context.object return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes) def draw(self, context): layout = self.layout # layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE') # the above replaced with a context hook below: layout.operator("WM_OT_context_toggle", text="Use POV-Ray Nodes", icon='NODETREE').data_path = \ "material.pov.material_use_nodes" class MATERIAL_PT_povray_active_node(MaterialButtonsPanel, Panel): bl_label = "Active Node Settings" bl_context = "material" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine mat=context.material ob = context.object return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and mat.pov.material_use_nodes def draw(self, context): layout = self.layout mat = context.material node_tree = mat.node_tree if node_tree: node = node_tree.nodes.active if mat.use_nodes: if node: layout.prop(mat.pov,"material_active_node") if node.bl_idname=="PovrayMaterialNode": layout.context_pointer_set("node", node) if hasattr(node, "draw_buttons_ext"): node.draw_buttons_ext(context, layout) elif hasattr(node, "draw_buttons"): node.draw_buttons(context, layout) value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked] if value_inputs: layout.separator() layout.label(text="Inputs:") for socket in value_inputs: row = layout.row() socket.draw(context, row, node, socket.name) else: layout.context_pointer_set("node", node) if hasattr(node, "draw_buttons_ext"): node.draw_buttons_ext(context, layout) elif hasattr(node, "draw_buttons"): node.draw_buttons(context, layout) value_inputs = [socket for socket in node.inputs if socket.enabled and not socket.is_linked] if value_inputs: layout.separator() layout.label(text="Inputs:") for socket in value_inputs: row = layout.row() socket.draw(context, row, node, socket.name) else: layout.label(text="No active nodes!") class MATERIAL_PT_POV_mirror(MaterialButtonsPanel, Panel): bl_label = "Mirror" bl_options = {'DEFAULT_CLOSED'} bl_idname = "MATERIAL_PT_POV_raytrace_mirror" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): mat = context.material engine = context.scene.render.engine return check_material(mat) and (mat.pov.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) def draw_header(self, context): mat = context.material raym = mat.pov_raytrace_mirror self.layout.prop(raym, "use", text="") def draw(self, context): layout = self.layout mat = context.material #Formerly : #mat = active_node_mat(context.material) raym = mat.pov_raytrace_mirror layout.active = raym.use split = layout.split() col = split.column() col.prop(raym, "reflect_factor") col.prop(raym, "mirror_color", text="") col = split.column() col.prop(raym, "fresnel") sub = col.column() sub.active = (raym.fresnel > 0.0) sub.prop(raym, "fresnel_factor", text="Blend") split = layout.split() col = split.column() col.separator() col.prop(raym, "depth") col.prop(raym, "distance", text="Max Dist") col.separator() sub = col.split(factor=0.4) sub.active = (raym.distance > 0.0) sub.label(text="Fade To:") sub.prop(raym, "fade_to", text="") col = split.column() col.label(text="Gloss:") col.prop(raym, "gloss_factor", text="Amount") sub = col.column() sub.active = (raym.gloss_factor < 1.0) sub.prop(raym, "gloss_threshold", text="Threshold") sub.prop(raym, "gloss_samples", text="Samples") sub.prop(raym, "gloss_anisotropic", text="Anisotropic") class MATERIAL_PT_povray_reflection(MaterialButtonsPanel, Panel): bl_label = "POV-Ray Reflection" bl_parent_id = "MATERIAL_PT_POV_raytrace_mirror" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine mat=context.material ob = context.object return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes) def draw(self, context): layout = self.layout mat = context.material col = layout.column() col.prop(mat.pov, "irid_enable") if mat.pov.irid_enable: col = layout.column() col.prop(mat.pov, "irid_amount", slider=True) col.prop(mat.pov, "irid_thickness", slider=True) col.prop(mat.pov, "irid_turbulence", slider=True) col.prop(mat.pov, "conserve_energy") col2=col.split().column() if not mat.pov_raytrace_mirror.use: col2.label(text="Please Check Mirror settings :") col2.active = mat.pov_raytrace_mirror.use col2.prop(mat.pov, "mirror_use_IOR") if mat.pov.mirror_use_IOR: col2.alignment = 'CENTER' col2.label(text="The current Raytrace ") col2.label(text="Transparency IOR is: " + str(mat.pov.ior)) col2.prop(mat.pov, "mirror_metallic") ''' #group some native Blender (SSS) and POV (Fade)settings under such a parent panel? class MATERIAL_PT_POV_interior(MaterialButtonsPanel, Panel): bl_label = "POV-Ray Interior" bl_idname = "material.pov_interior" #bl_parent_id = "material.absorption" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine mat=context.material ob = context.object return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes) def draw_header(self, context): mat = context.material ''' class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, Panel): bl_label = "POV-Ray Absorption" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_parent_id = "material.pov_interior" @classmethod def poll(cls, context): engine = context.scene.render.engine mat=context.material ob = context.object return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes) def draw_header(self, context): mat = context.material self.layout.prop(mat.pov, "interior_fade_color", text="") def draw(self, context): layout = self.layout mat = context.material # layout.active = mat.pov.interior_fade_color if mat.pov.interior_fade_color != (0.0, 0.0, 0.0): layout.label(text="Raytrace transparency") layout.label(text="depth max Limit needs") layout.label(text="to be non zero to fade") pass class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, Panel): bl_label = "Caustics" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine mat=context.material ob = context.object return mat and mat.pov.type == "SURFACE" and (engine in cls.COMPAT_ENGINES) and not (mat.pov.material_use_nodes or mat.use_nodes) def draw_header(self, context): mat = context.material if mat.pov.caustics_enable: self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER_SEL" ) else: self.layout.prop(mat.pov, "caustics_enable", text="", icon="PMARKER" ) def draw(self, context): layout = self.layout mat = context.material layout.active = mat.pov.caustics_enable col = layout.column() if mat.pov.caustics_enable: col.prop(mat.pov, "refraction_caustics") if mat.pov.refraction_caustics: col.prop(mat.pov, "refraction_type", text="") if mat.pov.refraction_type == "1": col.prop(mat.pov, "fake_caustics_power", slider=True) elif mat.pov.refraction_type == "2": col.prop(mat.pov, "photons_dispersion", slider=True) col.prop(mat.pov, "photons_dispersion_samples", slider=True) col.prop(mat.pov, "photons_reflection") if not mat.pov.refraction_caustics and not mat.pov.photons_reflection: col = layout.column() col.alignment = 'CENTER' col.label(text="Caustics override is on, ") col.label(text="but you didn't chose any !") class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, Panel): bl_label = "Custom POV Code" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout mat = context.material col = layout.column() col.label(text="Replace properties with:") col.prop(mat.pov, "replacement_text", text="") class MATERIAL_TEXTURE_SLOTS_UL_List(UIList): """Texture Slots UIList.""" def draw_item(self, context, layout, material, item, icon, active_data, material_texture_list_index, index): material = context.material#.pov active_data = material #tex = context.texture #may be needed later? # We could write some code to decide which icon to use here... custom_icon = 'TEXTURE' # Make sure your code supports all 3 layout types if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.label(item.name, icon = custom_icon) elif self.layout_type in {'GRID'}: layout.alignment = 'CENTER' layout.label("", icon = custom_icon) class WORLD_TEXTURE_SLOTS_UL_List(UIList): """Texture Slots UIList.""" def draw_item(self, context, layout, world, item, icon, active_data, active_texture_index, index): world = context.world#.pov active_data = world.pov #tex = context.texture #may be needed later? # We could write some code to decide which icon to use here... custom_icon = 'TEXTURE' # Make sure your code supports all 3 layout types if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.label(item.name, icon = custom_icon) elif self.layout_type in {'GRID'}: layout.alignment = 'CENTER' layout.label("", icon = custom_icon) class TEXTURE_PT_POV_context_texture(TextureButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine # if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")): # return False return ((context.material or context.world or context.light or context.texture or context.line_style or context.particle_system or isinstance(context.space_data.pin_id, ParticleSettings) or context.texture_user) and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout slot = getattr(context, "texture_slot", None) node = getattr(context, "texture_node", None) space = context.space_data #attempt at replacing removed space_data mtl = getattr(context, "material", None) if mtl != None: spacedependant = mtl wld = getattr(context, "world", None) if wld != None: spacedependant = wld lgt = getattr(context, "light", None) if lgt != None: spacedependant = lgt tex = getattr(context, "texture", None) if tex != None: spacedependant = tex idblock = context_tex_datablock(context) pin_id = space.pin_id #spacedependant.use_limited_texture_context = True if space.use_pin_id and not isinstance(pin_id, Texture): idblock = id_tex_datablock(pin_id) pin_id = None if not space.use_pin_id: layout.row().prop(spacedependant, "texture_context", expand=True) pin_id = None if spacedependant.texture_context == 'OTHER': if not pin_id: layout.template_texture_user() user = context.texture_user if user or pin_id: layout.separator() row = layout.row() if pin_id: row.template_ID(space, "pin_id") else: propname = context.texture_user_property.identifier row.template_ID(user, propname, new="texture.new") if tex: split = layout.split(factor=0.2) if tex.use_nodes: if slot: split.label(text="Output:") split.prop(slot, "output_node", text="") else: split.label(text="Type:") split.prop(tex, "type", text="") return tex_collection = (pin_id is None) and (node is None) and (spacedependant.texture_context not in ('LINESTYLE','OTHER')) if tex_collection: pov = getattr(context, "pov", None) active_texture_index = getattr(spacedependant, "active_texture_index", None) print(active_texture_index) row = layout.row() row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots", idblock, "active_texture_index", rows=2) # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world, # world.texture_slots, world, "active_texture_index", rows=2) col = row.column(align=True) col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP' col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN' col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="") if tex_collection: layout.template_ID(idblock, "active_texture", new="texture.new") elif node: layout.template_ID(node, "texture", new="texture.new") elif idblock: layout.template_ID(idblock, "texture", new="texture.new") if pin_id: layout.template_ID(space, "pin_id") if tex: split = layout.split(factor=0.2) if tex.use_nodes: if slot: split.label(text="Output:") split.prop(slot, "output_node", text="") else: split.label(text="Type:") class TEXTURE_PT_povray_type(TextureButtonsPanel, Panel): bl_label = "POV-ray Textures" COMPAT_ENGINES = {'POVRAY_RENDER'} bl_options = {'HIDE_HEADER'} def draw(self, context): layout = self.layout world = context.world tex = context.texture split = layout.split(factor=0.2) split.label(text="POV:") split.prop(tex.pov, "tex_pattern_type", text="") # row = layout.row() # row.template_list("WORLD_TEXTURE_SLOTS_UL_List", "texture_slots", world, # world.texture_slots, world, "active_texture_index") class TEXTURE_PT_povray_preview(TextureButtonsPanel, Panel): bl_label = "Preview" COMPAT_ENGINES = {'POVRAY_RENDER'} bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine if not hasattr(context, "texture_slot"): return False tex=context.texture mat=context.material return (tex and (tex.pov.tex_pattern_type != 'emulator') and (engine in cls.COMPAT_ENGINES)) def draw(self, context): tex = context.texture slot = getattr(context, "texture_slot", None) idblock = context_tex_datablock(context) layout = self.layout # if idblock: # layout.template_preview(tex, parent=idblock, slot=slot) if tex.pov.tex_pattern_type != 'emulator': layout.operator("tex.preview_update") else: layout.template_preview(tex, slot=slot) class TEXTURE_PT_povray_parameters(TextureButtonsPanel, Panel): bl_label = "POV-ray Pattern Options" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): mat = context.material layout = self.layout tex = context.texture align=True if tex is not None and tex.pov.tex_pattern_type != 'emulator': if tex.pov.tex_pattern_type == 'agate': layout.prop(tex.pov, "modifier_turbulence", text="Agate Turbulence") if tex.pov.tex_pattern_type in {'spiral1', 'spiral2'}: layout.prop(tex.pov, "modifier_numbers", text="Number of arms") if tex.pov.tex_pattern_type == 'tiling': layout.prop(tex.pov, "modifier_numbers", text="Pattern number") if tex.pov.tex_pattern_type == 'magnet': layout.prop(tex.pov, "magnet_style", text="Magnet style") if tex.pov.tex_pattern_type == 'quilted': row = layout.row(align=align) row.prop(tex.pov, "modifier_control0", text="Control0") row.prop(tex.pov, "modifier_control1", text="Control1") if tex.pov.tex_pattern_type == 'brick': col = layout.column(align=align) row = col.row() row.prop(tex.pov, "brick_size_x", text="Brick size X") row.prop(tex.pov, "brick_size_y", text="Brick size Y") row=col.row() row.prop(tex.pov, "brick_size_z", text="Brick size Z") row.prop(tex.pov, "brick_mortar", text="Brick mortar") if tex.pov.tex_pattern_type in {'julia','mandel','magnet'}: col = layout.column(align=align) if tex.pov.tex_pattern_type == 'julia': row = col.row() row.prop(tex.pov, "julia_complex_1", text="Complex 1") row.prop(tex.pov, "julia_complex_2", text="Complex 2") if tex.pov.tex_pattern_type == 'magnet' and tex.pov.magnet_style == 'julia': row = col.row() row.prop(tex.pov, "julia_complex_1", text="Complex 1") row.prop(tex.pov, "julia_complex_2", text="Complex 2") row=col.row() if tex.pov.tex_pattern_type in {'julia','mandel'}: row.prop(tex.pov, "f_exponent", text="Exponent") if tex.pov.tex_pattern_type == 'magnet': row.prop(tex.pov, "magnet_type", text="Type") row.prop(tex.pov, "f_iter", text="Iterations") row=col.row() row.prop(tex.pov, "f_ior", text="Interior") row.prop(tex.pov, "f_ior_fac", text="Factor I") row=col.row() row.prop(tex.pov, "f_eor", text="Exterior") row.prop(tex.pov, "f_eor_fac", text="Factor E") if tex.pov.tex_pattern_type == 'gradient': layout.label(text="Gradient orientation:") column_flow = layout.column_flow(columns=3, align=True) column_flow.prop(tex.pov, "grad_orient_x", text="X") column_flow.prop(tex.pov, "grad_orient_y", text="Y") column_flow.prop(tex.pov, "grad_orient_z", text="Z") if tex.pov.tex_pattern_type == 'pavement': layout.prop(tex.pov, "pave_sides", text="Pavement:number of sides") col = layout.column(align=align) column_flow = col.column_flow(columns=3, align=True) column_flow.prop(tex.pov, "pave_tiles", text="Tiles") if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 6: column_flow.prop(tex.pov, "pave_pat_35", text="Pattern") if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 5: column_flow.prop(tex.pov, "pave_pat_22", text="Pattern") if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 5: column_flow.prop(tex.pov, "pave_pat_12", text="Pattern") if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 6: column_flow.prop(tex.pov, "pave_pat_12", text="Pattern") if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 4: column_flow.prop(tex.pov, "pave_pat_7", text="Pattern") if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 4: column_flow.prop(tex.pov, "pave_pat_5", text="Pattern") if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 5: column_flow.prop(tex.pov, "pave_pat_4", text="Pattern") if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 3: column_flow.prop(tex.pov, "pave_pat_3", text="Pattern") if tex.pov.pave_sides == '3' and tex.pov.pave_tiles == 4: column_flow.prop(tex.pov, "pave_pat_3", text="Pattern") if tex.pov.pave_sides == '4' and tex.pov.pave_tiles == 3: column_flow.prop(tex.pov, "pave_pat_2", text="Pattern") if tex.pov.pave_sides == '6' and tex.pov.pave_tiles == 6: column_flow.label(text="!!! 5 tiles!") column_flow.prop(tex.pov, "pave_form", text="Form") if tex.pov.tex_pattern_type == 'function': layout.prop(tex.pov, "func_list", text="Functions") if tex.pov.tex_pattern_type == 'function' and tex.pov.func_list != "NONE": func = None if tex.pov.func_list in {"f_noise3d", "f_ph", "f_r", "f_th"}: func = 0 if tex.pov.func_list in {"f_comma","f_crossed_trough","f_cubic_saddle", "f_cushion","f_devils_curve","f_enneper","f_glob", "f_heart","f_hex_x","f_hex_y","f_hunt_surface", "f_klein_bottle","f_kummer_surface_v1", "f_lemniscate_of_gerono","f_mitre","f_nodal_cubic", "f_noise_generator","f_odd","f_paraboloid","f_pillow", "f_piriform","f_quantum","f_quartic_paraboloid", "f_quartic_saddle","f_sphere","f_steiners_roman", "f_torus_gumdrop","f_umbrella"}: func = 1 if tex.pov.func_list in {"f_bicorn","f_bifolia","f_boy_surface","f_superellipsoid", "f_torus"}: func = 2 if tex.pov.func_list in {"f_ellipsoid","f_folium_surface","f_hyperbolic_torus", "f_kampyle_of_eudoxus","f_parabolic_torus", "f_quartic_cylinder","f_torus2"}: func = 3 if tex.pov.func_list in {"f_blob2","f_cross_ellipsoids","f_flange_cover", "f_isect_ellipsoids","f_kummer_surface_v2", "f_ovals_of_cassini","f_rounded_box","f_spikes_2d", "f_strophoid"}: func = 4 if tex.pov.func_list in {"f_algbr_cyl1","f_algbr_cyl2","f_algbr_cyl3", "f_algbr_cyl4","f_blob","f_mesh1","f_poly4","f_spikes"}: func = 5 if tex.pov.func_list in {"f_devils_curve_2d","f_dupin_cyclid", "f_folium_surface_2d","f_hetero_mf", "f_kampyle_of_eudoxus_2d","f_lemniscate_of_gerono_2d", "f_polytubes","f_ridge","f_ridged_mf","f_spiral", "f_witch_of_agnesi"}: func = 6 if tex.pov.func_list in {"f_helix1","f_helix2","f_piriform_2d","f_strophoid_2d"}: func = 7 if tex.pov.func_list == "f_helical_torus": func = 8 column_flow = layout.column_flow(columns=3, align=True) column_flow.label(text="X") column_flow.prop(tex.pov, "func_plus_x", text="") column_flow.prop(tex.pov, "func_x", text="Value") column_flow = layout.column_flow(columns=3, align=True) column_flow.label(text="Y") column_flow.prop(tex.pov, "func_plus_y", text="") column_flow.prop(tex.pov, "func_y", text="Value") column_flow = layout.column_flow(columns=3, align=True) column_flow.label(text="Z") column_flow.prop(tex.pov, "func_plus_z", text="") column_flow.prop(tex.pov, "func_z", text="Value") row=layout.row(align=align) if func > 0: row.prop(tex.pov, "func_P0", text="P0") if func > 1: row.prop(tex.pov, "func_P1", text="P1") row=layout.row(align=align) if func > 2: row.prop(tex.pov, "func_P2", text="P2") if func > 3: row.prop(tex.pov, "func_P3", text="P3") row=layout.row(align=align) if func > 4: row.prop(tex.pov, "func_P4", text="P4") if func > 5: row.prop(tex.pov, "func_P5", text="P5") row=layout.row(align=align) if func > 6: row.prop(tex.pov, "func_P6", text="P6") if func > 7: row.prop(tex.pov, "func_P7", text="P7") row=layout.row(align=align) row.prop(tex.pov, "func_P8", text="P8") row.prop(tex.pov, "func_P9", text="P9") ###################################################End Patterns############################ layout.prop(tex.pov, "warp_types", text="Warp types") #warp if tex.pov.warp_types == "TOROIDAL": layout.prop(tex.pov, "warp_tor_major_radius", text="Major radius") if tex.pov.warp_types not in {"CUBIC","NONE"}: layout.prop(tex.pov, "warp_orientation", text="Warp orientation") col = layout.column(align=align) row = col.row() row.prop(tex.pov, "warp_dist_exp", text="Distance exponent") row = col.row() row.prop(tex.pov, "modifier_frequency", text="Frequency") row.prop(tex.pov, "modifier_phase", text="Phase") row=layout.row() row.label(text="Offset:") row.label(text="Scale:") row.label(text="Rotate:") col=layout.column(align=align) row=col.row() row.prop(tex.pov, "tex_mov_x", text="X") row.prop(tex.pov, "tex_scale_x", text="X") row.prop(tex.pov, "tex_rot_x", text="X") row=col.row() row.prop(tex.pov, "tex_mov_y", text="Y") row.prop(tex.pov, "tex_scale_y", text="Y") row.prop(tex.pov, "tex_rot_y", text="Y") row=col.row() row.prop(tex.pov, "tex_mov_z", text="Z") row.prop(tex.pov, "tex_scale_z", text="Z") row.prop(tex.pov, "tex_rot_z", text="Z") row=layout.row() row.label(text="Turbulence:") col=layout.column(align=align) row=col.row() row.prop(tex.pov, "warp_turbulence_x", text="X") row.prop(tex.pov, "modifier_octaves", text="Octaves") row=col.row() row.prop(tex.pov, "warp_turbulence_y", text="Y") row.prop(tex.pov, "modifier_lambda", text="Lambda") row=col.row() row.prop(tex.pov, "warp_turbulence_z", text="Z") row.prop(tex.pov, "modifier_omega", text="Omega") class TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, Panel): bl_label = "Image Gamma" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): tex = context.texture self.layout.prop(tex.pov, "tex_gamma_enable", text="", icon='SEQ_LUMA_WAVEFORM') def draw(self, context): layout = self.layout tex = context.texture layout.active = tex.pov.tex_gamma_enable layout.prop(tex.pov, "tex_gamma_value", text="Gamma Value") #commented out below UI for texture only custom code inside exported material: # class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, Panel): # bl_label = "Custom POV Code" # COMPAT_ENGINES = {'POVRAY_RENDER'} # def draw(self, context): # layout = self.layout # tex = context.texture # col = layout.column() # col.label(text="Replace properties with:") # col.prop(tex.pov, "replacement_text", text="") class OBJECT_PT_povray_obj_parameters(ObjectButtonsPanel, Panel): bl_label = "POV-Ray" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine return (engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout obj = context.object split = layout.split() col = split.column(align=True) col.label(text="Radiosity:") col.prop(obj.pov, "importance_value", text="Importance") col.label(text="Photons:") col.prop(obj.pov, "collect_photons", text="Receive Photon Caustics") if obj.pov.collect_photons: col.prop(obj.pov, "spacing_multiplier", text="Photons Spacing Multiplier") split = layout.split() col = split.column() col.prop(obj.pov,"hollow") col.prop(obj.pov,"double_illuminate") if obj.type == 'META' or obj.pov.curveshape == 'lathe': #if obj.pov.curveshape == 'sor' col.prop(obj.pov,"sturm") col.prop(obj.pov,"no_shadow") col.prop(obj.pov,"no_image") col.prop(obj.pov,"no_reflection") col.prop(obj.pov,"no_radiosity") col.prop(obj.pov,"inverse") col.prop(obj.pov,"hierarchy") # col.prop(obj.pov,"boundorclip",text="Bound / Clip") # if obj.pov.boundorclip != "none": # col.prop_search(obj.pov,"boundorclipob",context.blend_data,"objects",text="Object") # text = "Clipped by" # if obj.pov.boundorclip == "clipped_by": # text = "Bounded by" # col.prop(obj.pov,"addboundorclip",text=text) class OBJECT_PT_povray_obj_sphere(PovDataButtonsPanel, Panel): bl_label = "POV-Ray Sphere" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'SPHERE' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'SPHERE': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Sphere radius: " + str(obj.pov.sphere_radius)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.sphere_update", text="Update",icon="SOLID") #col.label(text="Parameters:") col.prop(obj.pov, "sphere_radius", text="Radius of Sphere") class OBJECT_PT_povray_obj_cylinder(PovDataButtonsPanel, Panel): bl_label = "POV-Ray Cylinder" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'CYLINDER' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'CYLINDER': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Cylinder radius: " + str(obj.pov.cylinder_radius)) col.label(text="Cylinder cap location: " + str(obj.pov.cylinder_location_cap)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.cylinder_update", text="Update",icon="MESH_CYLINDER") #col.label(text="Parameters:") col.prop(obj.pov, "cylinder_radius") col.prop(obj.pov, "cylinder_location_cap") class OBJECT_PT_povray_obj_cone(PovDataButtonsPanel, Panel): bl_label = "POV-Ray Cone" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'CONE' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'CONE': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Cone base radius: " + str(obj.pov.cone_base_radius)) col.label(text="Cone cap radius: " + str(obj.pov.cone_cap_radius)) col.label(text="Cone proxy segments: " + str(obj.pov.cone_segments)) col.label(text="Cone height: " + str(obj.pov.cone_height)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.cone_update", text="Update",icon="MESH_CONE") #col.label(text="Parameters:") col.prop(obj.pov, "cone_base_radius", text="Radius of Cone Base") col.prop(obj.pov, "cone_cap_radius", text="Radius of Cone Cap") col.prop(obj.pov, "cone_segments", text="Segmentation of Cone proxy") col.prop(obj.pov, "cone_height", text="Height of the cone") class OBJECT_PT_povray_obj_superellipsoid(PovDataButtonsPanel, Panel): bl_label = "POV-Ray Superquadric ellipsoid" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'SUPERELLIPSOID' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'SUPERELLIPSOID': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Radial segmentation: " + str(obj.pov.se_u)) col.label(text="Lateral segmentation: " + str(obj.pov.se_v)) col.label(text="Ring shape: " + str(obj.pov.se_n1)) col.label(text="Cross-section shape: " + str(obj.pov.se_n2)) col.label(text="Fill up and down: " + str(obj.pov.se_edit)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.superellipsoid_update", text="Update",icon="MOD_SUBSURF") #col.label(text="Parameters:") col.prop(obj.pov, "se_u") col.prop(obj.pov, "se_v") col.prop(obj.pov, "se_n1") col.prop(obj.pov, "se_n2") col.prop(obj.pov, "se_edit") class OBJECT_PT_povray_obj_torus(PovDataButtonsPanel, Panel): bl_label = "POV-Ray Torus" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'TORUS' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'TORUS': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Torus major radius: " + str(obj.pov.torus_major_radius)) col.label(text="Torus minor radius: " + str(obj.pov.torus_minor_radius)) col.label(text="Torus major segments: " + str(obj.pov.torus_major_segments)) col.label(text="Torus minor segments: " + str(obj.pov.torus_minor_segments)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.torus_update", text="Update",icon="MESH_TORUS") #col.label(text="Parameters:") col.prop(obj.pov, "torus_major_radius") col.prop(obj.pov, "torus_minor_radius") col.prop(obj.pov, "torus_major_segments") col.prop(obj.pov, "torus_minor_segments") class OBJECT_PT_povray_obj_supertorus(PovDataButtonsPanel, Panel): bl_label = "POV-Ray SuperTorus" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'SUPERTORUS' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'SUPERTORUS': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="SuperTorus major radius: " + str(obj.pov.st_major_radius)) col.label(text="SuperTorus minor radius: " + str(obj.pov.st_minor_radius)) col.label(text="SuperTorus major segments: " + str(obj.pov.st_u)) col.label(text="SuperTorus minor segments: " + str(obj.pov.st_v)) col.label(text="SuperTorus Ring Manipulator: " + str(obj.pov.st_ring)) col.label(text="SuperTorus Cross Manipulator: " + str(obj.pov.st_cross)) col.label(text="SuperTorus Internal And External radii: " + str(obj.pov.st_ie)) col.label(text="SuperTorus accuracy: " + str(ob.pov.st_accuracy)) col.label(text="SuperTorus max gradient: " + str(ob.pov.st_max_gradient)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.supertorus_update", text="Update",icon="MESH_TORUS") #col.label(text="Parameters:") col.prop(obj.pov, "st_major_radius") col.prop(obj.pov, "st_minor_radius") col.prop(obj.pov, "st_u") col.prop(obj.pov, "st_v") col.prop(obj.pov, "st_ring") col.prop(obj.pov, "st_cross") col.prop(obj.pov, "st_ie") #col.prop(obj.pov, "st_edit") #? col.prop(obj.pov, "st_accuracy") col.prop(obj.pov, "st_max_gradient") class OBJECT_PT_povray_obj_parametric(PovDataButtonsPanel, Panel): bl_label = "POV-Ray Parametric surface" COMPAT_ENGINES = {'POVRAY_RENDER'} #bl_options = {'HIDE_HEADER'} @classmethod def poll(cls, context): engine = context.scene.render.engine obj = context.object return (obj and obj.pov.object_as == 'PARAMETRIC' and (engine in cls.COMPAT_ENGINES)) def draw(self, context): layout = self.layout obj = context.object col = layout.column() if obj.pov.object_as == 'PARAMETRIC': if obj.pov.unlock_parameters == False: col.prop(obj.pov, "unlock_parameters", text="Exported parameters below", icon='LOCKED') col.label(text="Minimum U: " + str(obj.pov.u_min)) col.label(text="Minimum V: " + str(obj.pov.v_min)) col.label(text="Maximum U: " + str(obj.pov.u_max)) col.label(text="Minimum V: " + str(obj.pov.v_min)) col.label(text="X Function: " + str(obj.pov.x_eq)) col.label(text="Y Function: " + str(obj.pov.y_eq)) col.label(text="Z Function: " + str(obj.pov.x_eq)) else: col.prop(obj.pov, "unlock_parameters", text="Edit exported parameters", icon='UNLOCKED') col.label(text="3D view proxy may get out of synch") col.active = obj.pov.unlock_parameters layout.operator("pov.parametric_update", text="Update",icon="SCRIPTPLUGINS") col.prop(obj.pov, "u_min", text="Minimum U") col.prop(obj.pov, "v_min", text="Minimum V") col.prop(obj.pov, "u_max", text="Maximum U") col.prop(obj.pov, "v_max", text="Minimum V") col.prop(obj.pov, "x_eq", text="X Function") col.prop(obj.pov, "y_eq", text="Y Function") col.prop(obj.pov, "z_eq", text="Z Function") class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, Panel): bl_label = "Custom POV Code" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout obj = context.object col = layout.column() col.label(text="Replace properties with:") col.prop(obj.pov, "replacement_text", text="") ############################################################################### # Add Povray Objects ############################################################################### class POVRAY_MT_primitives_add_menu(bpy.types.Menu): """Define the menu with presets""" bl_idname = "POVRAY_MT_primitives_add_menu" bl_label = "Povray" COMPAT_ENGINES = {'POVRAY_RENDER'} @classmethod def poll(cls, context): engine = context.scene.render.engine return (engine == 'POVRAY_RENDER') def draw(self,context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.menu(BasicShapesMenu.bl_idname, text = "Primitives",icon="GROUP") layout.menu(ImportMenu.bl_idname, text = "Import",icon="IMPORT") class BasicShapesMenu(bpy.types.Menu): bl_idname = "POVRAY_MT_basic_shape_tools" bl_label = "Basic_shapes" def draw(self,context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("pov.addplane", text="Infinite Plane",icon = 'MESH_PLANE') layout.operator("pov.addbox", text="Box",icon = 'MESH_CUBE') layout.operator("pov.addsphere", text="Sphere",icon = 'SOLID') layout.operator("pov.addcylinder", text="Cylinder",icon="MESH_CYLINDER") layout.operator("pov.cone_add", text="Cone",icon="MESH_CONE") layout.operator("pov.addtorus", text="Torus",icon = 'MESH_TORUS') layout.separator() layout.operator("pov.addrainbow", text="Rainbow",icon="COLOR") layout.operator("pov.addlathe", text="Lathe",icon = 'MOD_SCREW') layout.operator("pov.addprism", text="Prism",icon = 'MOD_SOLIDIFY') layout.operator("pov.addsuperellipsoid", text="Superquadric Ellipsoid",icon = 'MOD_SUBSURF') layout.operator("pov.addheightfield", text="Height Field",icon="RNDCURVE") layout.operator("pov.addspheresweep", text="Sphere Sweep",icon = 'FORCE_CURVE') layout.separator() layout.operator("pov.addblobsphere", text="Blob Sphere",icon = 'META_DATA') layout.separator() layout.label(text="Isosurfaces") layout.operator("pov.addisosurfacebox", text="Isosurface Box",icon="META_CUBE") layout.operator("pov.addisosurfacesphere", text="Isosurface Sphere",icon="META_BALL") layout.operator("pov.addsupertorus", text="Supertorus",icon="SURFACE_NTORUS") layout.separator() layout.label(text = "Macro based") layout.operator("pov.addpolygontocircle", text="Polygon To Circle Blending",icon="RETOPO") layout.operator("pov.addloft", text="Loft",icon="SURFACE_NSURFACE") layout.separator() # Warning if the Add Advanced Objects addon containing # Add mesh extra objects is not enabled if not check_add_mesh_extra_objects(): #col = box.column() layout.label(text="Please enable Add Mesh: Extra Objects addon", icon="INFO") #layout.separator() layout.operator("preferences.addon_show", text="Go to Add Mesh: Extra Objects addon", icon="PREFERENCES").module = "add_mesh_extra_objects" #layout.separator() return else: layout.operator("pov.addparametric", text="Parametric",icon = 'SCRIPTPLUGINS') class ImportMenu(bpy.types.Menu): bl_idname = "POVRAY_MT_import_tools" bl_label = "Import" def draw(self,context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("import_scene.pov",icon="FORCE_LENNARDJONES") def menu_func_add(self, context): engine = context.scene.render.engine if engine == 'POVRAY_RENDER': self.layout.menu("POVRAY_MT_primitives_add_menu", icon="PLUGIN") def menu_func_import(self, context): engine = context.scene.render.engine if engine == 'POVRAY_RENDER': self.layout.operator("import_scene.pov",icon="FORCE_LENNARDJONES") ##############Nodes # def find_node_input(node, name): # for input in node.inputs: # if input.name == name: # return input # def panel_node_draw(layout, id_data, output_type, input_name): # if not id_data.use_nodes: # #layout.operator("pov.material_use_nodes", icon='SOUND')#'NODETREE') # #layout.operator("pov.use_shading_nodes", icon='NODETREE') # layout.operator("WM_OT_context_toggle", icon='NODETREE').data_path = \ # "material.pov.material_use_nodes" # return False # ntree = id_data.node_tree # node = find_node(id_data, output_type) # if not node: # layout.label(text="No output node") # else: # input = find_node_input(node, input_name) # layout.template_node_view(ntree, node, input) # return True class NodeMapCreateMenu(bpy.types.Menu): """Create maps""" bl_idname = "POVRAY_MT_node_map_create" bl_label = "Create map" def draw(self,context): layout = self.layout layout.operator("node.map_create") def menu_func_nodes(self, context): ob = context.object if hasattr(ob,'active_material'): mat=context.object.active_material if mat and context.space_data.tree_type == 'ObjectNodeTree': self.layout.prop(mat.pov,"material_use_nodes") self.layout.menu(NodeMapCreateMenu.bl_idname) self.layout.operator("wm.updatepreviewkey") if hasattr(mat,'active_texture') and context.scene.render.engine == 'POVRAY_RENDER': tex=mat.active_texture if tex and context.space_data.tree_type == 'TextureNodeTree': self.layout.prop(tex.pov,"texture_use_nodes") ############################################################################### # Camera Povray Settings ############################################################################### class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, Panel): bl_label = "POV-Ray Aperture" COMPAT_ENGINES = {'POVRAY_RENDER'} bl_parent_id = "DATA_PT_camera_dof_aperture" bl_options = {'HIDE_HEADER'} #def draw_header(self, context): #cam = context.camera #self.layout.prop(cam.pov, "dof_enable", text="") def draw(self, context): layout = self.layout cam = context.camera layout.active = cam.dof.use_dof layout.use_property_split = True # Active single-column layout flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False) col = flow.column() col.label(text="F-Stop value will export as") col.label(text="POV-Ray aperture : " + "%.3f" % (1/cam.dof.aperture_fstop*1000)) col = flow.column() col.prop(cam.pov, "dof_samples_min") col.prop(cam.pov, "dof_samples_max") col.prop(cam.pov, "dof_variance") col.prop(cam.pov, "dof_confidence") class CAMERA_PT_povray_cam_nor(CameraDataButtonsPanel, Panel): bl_label = "POV-Ray Perturbation" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): cam = context.camera self.layout.prop(cam.pov, "normal_enable", text="") def draw(self, context): layout = self.layout cam = context.camera layout.active = cam.pov.normal_enable layout.prop(cam.pov,"normal_patterns") layout.prop(cam.pov,"cam_normal") layout.prop(cam.pov,"turbulence") layout.prop(cam.pov,"scale") class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, Panel): bl_label = "Custom POV Code" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout cam = context.camera col = layout.column() col.label(text="Replace properties with:") col.prop(cam.pov, "replacement_text", text="") ############################################################################### # Text Povray Settings ############################################################################### class TEXT_OT_povray_insert(Operator): """Tooltip""" bl_idname = "text.povray_insert" bl_label = "Insert" filepath : bpy.props.StringProperty(name="Filepath", subtype='FILE_PATH') @classmethod def poll(cls, context): # context.area.type == 'TEXT_EDITOR' return bpy.ops.text.insert.poll() def execute(self, context): if self.filepath and isfile(self.filepath): file = open(self.filepath, "r") bpy.ops.text.insert(text=file.read()) # places the cursor at the end without scrolling -.- # context.space_data.text.write(file.read()) file.close() return {'FINISHED'} def validinsert(ext): return ext in {".txt",".inc",".pov"} class TEXT_MT_insert(bpy.types.Menu): bl_label = "Insert" bl_idname = "TEXT_MT_insert" def draw(self, context): pov_documents = locate_docpath() prop = self.layout.operator("wm.path_open", text="Open folder", icon='FILE_FOLDER') prop.filepath = pov_documents self.layout.separator() list=[] for root,dirs,files in os.walk(pov_documents): list.append(root) print(list) self.path_menu(list, "text.povray_insert", #{"internal": True}, filter_ext= validinsert ) class TEXT_PT_povray_custom_code(TextButtonsPanel, Panel): bl_label = "POV-Ray" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout text = context.space_data.text pov_documents = locate_docpath() if not pov_documents : layout.label(text="Please configure ", icon="INFO") layout.label(text="default pov include path ") layout.label(text="in addon preferences") #layout.separator() layout.operator("preferences.addon_show", text="Go to Render: POV-Ray addon", icon="PREFERENCES").module = "render_povray" #layout.separator() else: #print(pov_documents) layout.menu(TEXT_MT_insert.bl_idname) if text: box = layout.box() box.label(text='Source to render:', icon='RENDER_STILL') row = box.row() row.prop(text.pov, "custom_code",expand = True) if text.pov.custom_code in {'3dview'}: box.operator("render.render", icon='OUTLINER_DATA_POSE') if text.pov.custom_code in {'text'}: rtext = bpy.context.space_data.text box.operator("text.run", icon='POSE_DATA') #layout.prop(text.pov, "custom_code") elif text.pov.custom_code in {'both'}: box.operator("render.render", icon='POSE_HLT') layout.label(text="Please specify declared", icon="INFO") layout.label(text="items in properties ") #layout.label(text="") layout.label(text="replacement fields") ############################################### # Text editor templates from header menu class TEXT_MT_templates_pov(bpy.types.Menu): bl_label = "POV-Ray" # We list templates on file evaluation, we can assume they are static data, # and better avoid running this on every draw call. import os template_paths = [os.path.join(os.path.dirname(__file__), "templates_pov")] def draw(self, context): self.path_menu( self.template_paths, "text.open", props_default={"internal": True}, ) def menu_func_templates(self, context): # Do not depend on POV-Ray being active renderer here... self.layout.menu("TEXT_MT_templates_pov") classes = ( WORLD_PT_POV_world, POV_WORLD_MT_presets, AddPresetWorld, WORLD_TEXTURE_SLOTS_UL_List, WORLD_PT_POV_mist, #RenderButtonsPanel, #ModifierButtonsPanel, #MaterialButtonsPanel, #TextureButtonsPanel, #ObjectButtonsPanel, #CameraDataButtonsPanel, #WorldButtonsPanel, #TextButtonsPanel, #PovDataButtonsPanel, DATA_PT_POV_normals, DATA_PT_POV_texture_space, DATA_PT_POV_vertex_groups, DATA_PT_POV_shape_keys, DATA_PT_POV_uv_texture, DATA_PT_POV_vertex_colors, DATA_PT_POV_customdata, #PovLampButtonsPanel, LIGHT_PT_POV_preview, LIGHT_PT_POV_light, POV_LIGHT_MT_presets, AddPresetLamp, OBJECT_PT_povray_obj_rainbow, RENDER_PT_povray_export_settings, RENDER_PT_povray_render_settings, RENDER_PT_povray_photons, RENDER_PT_povray_antialias, RENDER_PT_povray_radiosity, POV_RADIOSITY_MT_presets, AddPresetRadiosity, RENDER_PT_povray_media, MODIFIERS_PT_povray_modifiers, MATERIAL_PT_POV_sss, MATERIAL_MT_POV_sss_presets, AddPresetSSS, MATERIAL_PT_povray_activate_node, MATERIAL_PT_povray_active_node, MATERIAL_PT_POV_mirror, MATERIAL_PT_povray_reflection, #MATERIAL_PT_POV_interior, MATERIAL_PT_povray_fade_color, MATERIAL_PT_povray_caustics, MATERIAL_PT_povray_replacement_text, TEXTURE_PT_POV_context_texture, TEXTURE_PT_povray_type, TEXTURE_PT_povray_preview, TEXTURE_PT_povray_parameters, TEXTURE_PT_povray_tex_gamma, OBJECT_PT_povray_obj_parameters, OBJECT_PT_povray_obj_sphere, OBJECT_PT_povray_obj_cylinder, OBJECT_PT_povray_obj_cone, OBJECT_PT_povray_obj_superellipsoid, OBJECT_PT_povray_obj_torus, OBJECT_PT_povray_obj_supertorus, OBJECT_PT_povray_obj_parametric, OBJECT_PT_povray_replacement_text, POVRAY_MT_primitives_add_menu, BasicShapesMenu, ImportMenu, NodeMapCreateMenu, CAMERA_PT_povray_cam_dof, CAMERA_PT_povray_cam_nor, CAMERA_PT_povray_replacement_text, TEXT_OT_povray_insert, TEXT_MT_insert, TEXT_PT_povray_custom_code, TEXT_MT_templates_pov, ) def register(): #from bpy.utils import register_class for cls in classes: register_class(cls) bpy.types.VIEW3D_MT_add.prepend(menu_func_add) bpy.types.TOPBAR_MT_file_import.append(menu_func_import) bpy.types.TEXT_MT_templates.append(menu_func_templates) bpy.types.RENDER_PT_povray_radiosity.prepend(rad_panel_func) bpy.types.LIGHT_PT_POV_light.prepend(light_panel_func) #bpy.types.WORLD_PT_POV_world.prepend(world_panel_func) # was used for parametric objects but made the other addon unreachable on # unregister for other tools to use created a user action call instead #addon_utils.enable("add_mesh_extra_objects", default_set=False, persistent=True) #bpy.types.TEXTURE_PT_context_texture.prepend(TEXTURE_PT_povray_type) def unregister(): #from bpy.utils import unregister_class #bpy.types.TEXTURE_PT_context_texture.remove(TEXTURE_PT_povray_type) #addon_utils.disable("add_mesh_extra_objects", default_set=False) #bpy.types.WORLD_PT_POV_world.remove(world_panel_func) bpy.types.LIGHT_PT_POV_light.remove(light_panel_func) bpy.types.RENDER_PT_povray_radiosity.remove(rad_panel_func) bpy.types.TEXT_MT_templates.remove(menu_func_templates) bpy.types.TOPBAR_MT_file_import.remove(menu_func_import) bpy.types.VIEW3D_MT_add.remove(menu_func_add) for cls in reversed(classes): unregister_class(cls)