# ##### 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 # Use some of the existing buttons. from bl_ui import properties_render properties_render.RENDER_PT_render.COMPAT_ENGINES.add('POVRAY_RENDER') properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add('POVRAY_RENDER') # properties_render.RENDER_PT_antialiasing.COMPAT_ENGINES.add('POVRAY_RENDER') properties_render.RENDER_PT_shading.COMPAT_ENGINES.add('POVRAY_RENDER') 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 properties_world.WORLD_PT_preview.COMPAT_ENGINES.add('POVRAY_RENDER') properties_world.WORLD_PT_context_world.COMPAT_ENGINES.add('POVRAY_RENDER') properties_world.WORLD_PT_world.COMPAT_ENGINES.add('POVRAY_RENDER') 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_material for member in dir(properties_material): subclass = getattr(properties_material, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_material from bl_ui import properties_data_mesh for member in dir(properties_data_mesh): subclass = getattr(properties_data_mesh, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_data_mesh from bl_ui import properties_texture for member in dir(properties_texture): subclass = getattr(properties_texture, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_texture 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_data_lamp for member in dir(properties_data_lamp): subclass = getattr(properties_data_lamp, member) try: subclass.COMPAT_ENGINES.add('POVRAY_RENDER') except: pass del properties_data_lamp 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.use_game_engine == False) 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.use_game_engine == False) 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.use_game_engine == False) and (rd.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.use_game_engine == False) 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.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES) class TextButtonsPanel(): bl_space_type = 'TEXT_EDITOR' bl_region_type = 'UI' bl_label = "P.O.V-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.use_game_engine == False) and (rd.engine in cls.COMPAT_ENGINES) class RENDER_PT_povray_export_settings(RenderButtonsPanel, bpy.types.Panel): bl_label = "Export Settings" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render layout.active = scene.pov_max_trace_level split = layout.split() col = split.column() col.label(text="Command line switches:") col.prop(scene, "pov_command_line_switches", text="") split = layout.split() col = split.column() col.prop(scene, "pov_tempfiles_enable", text="OS Tempfiles") if not scene.pov_tempfiles_enable: col = split.column() col.prop(scene, "pov_deletefiles_enable", text="Delete files") else: col = split.column() split = layout.split() if not scene.pov_tempfiles_enable: col = split.column() col.prop(scene, "pov_scene_name", text="Name") split = layout.split() col = split.column() col.prop(scene, "pov_scene_path", text="Path to files") #col.prop(scene, "pov_scene_path", text="Path to POV-file") split = layout.split() #col = split.column() # Bug in POV-Ray RC3 #col.prop(scene, "pov_renderimage_path", text="Path to image") #split = layout.split() col = split.column() col.prop(scene, "pov_indentation_character", text="Indent") col = split.column() if scene.pov_indentation_character == "2": col.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, bpy.types.Panel): bl_label = "Render Settings" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout scene = context.scene rd = scene.render layout.active = scene.pov_max_trace_level split = layout.split() col = split.column() col.label(text="Global Settings") col.prop(scene, "pov_max_trace_level", text="Ray Depth") 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") class RENDER_PT_povray_antialias(RenderButtonsPanel, bpy.types.Panel): bl_label = "Anti-Aliasing" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.scene self.layout.prop(scene, "pov_antialias_enable", text="") def draw(self, context): layout = self.layout scene = context.scene rd = scene.render layout.active = scene.pov_antialias_enable row = layout.row() row.prop(scene, "pov_antialias_method", text="") 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") class RENDER_PT_povray_radiosity(RenderButtonsPanel, bpy.types.Panel): bl_label = "Radiosity" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.scene self.layout.prop(scene, "pov_radio_enable", text="") def draw(self, context): layout = self.layout scene = context.scene rd = scene.render 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_gray_threshold", slider=True) col.prop(scene, "pov_radio_low_error_factor", slider=True) col.prop(scene, "pov_radio_pretrace_start", slider=True) col = split.column() col.prop(scene, "pov_radio_brightness") col.prop(scene, "pov_radio_minimum_reuse", text="Min Reuse") col.prop(scene, "pov_radio_nearest_count") col.prop(scene, "pov_radio_pretrace_end", slider=True) split = layout.split() col = split.column() col.label(text="Estimation Influence:") col.prop(scene, "pov_radio_media") col.prop(scene, "pov_radio_normal") split.prop(scene, "pov_radio_always_sample") class RENDER_PT_povray_media(RenderButtonsPanel, bpy.types.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 rd = scene.render layout.active = scene.pov_media_enable row = layout.row() row.prop(scene, "pov_media_samples", text="Samples") row.prop(scene, "pov_media_color", text="") ##class RENDER_PT_povray_baking(RenderButtonsPanel, bpy.types.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 MATERIAL_PT_povray_mirrorIOR(MaterialButtonsPanel, bpy.types.Panel): bl_label = "IOR Mirror" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.material self.layout.prop(scene, "pov_mirror_use_IOR", text="") def draw(self, context): layout = self.layout mat = context.material layout.active = mat.pov_mirror_use_IOR if mat.pov_mirror_use_IOR: split = layout.split() col = split.column() row = col.row() row.alignment = 'CENTER' row.label(text="The current Raytrace ") row = col.row() row.alignment = 'CENTER' row.label(text="Transparency IOR is: " + str(mat.raytrace_transparency.ior)) class MATERIAL_PT_povray_metallic(MaterialButtonsPanel, bpy.types.Panel): bl_label = "metallic Mirror" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): scene = context.material self.layout.prop(scene, "pov_mirror_metallic", text="") def draw(self, context): layout = self.layout mat = context.material layout.active = mat.pov_mirror_metallic class MATERIAL_PT_povray_fade_color(MaterialButtonsPanel, bpy.types.Panel): bl_label = "Interior Fade Color" COMPAT_ENGINES = {'POVRAY_RENDER'} 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 class MATERIAL_PT_povray_conserve_energy(MaterialButtonsPanel, bpy.types.Panel): bl_label = "conserve energy" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): mat = context.material self.layout.prop(mat, "pov_conserve_energy", text="") def draw(self, context): layout = self.layout mat = context.material layout.active = mat.pov_conserve_energy class MATERIAL_PT_povray_iridescence(MaterialButtonsPanel, bpy.types.Panel): bl_label = "iridescence" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): mat = context.material self.layout.prop(mat, "pov_irid_enable", text="") def draw(self, context): layout = self.layout mat = context.material layout.active = mat.pov_irid_enable if mat.pov_irid_enable: split = layout.split() col = split.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) class MATERIAL_PT_povray_caustics(MaterialButtonsPanel, bpy.types.Panel): bl_label = "Caustics" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw_header(self, context): mat = context.material self.layout.prop(mat, "pov_caustics_enable", text="") def draw(self, context): layout = self.layout mat = context.material layout.active = mat.pov_caustics_enable if mat.pov_caustics_enable: split = layout.split() col = split.column() col.prop(mat, "pov_refraction_type") 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_reflection") if mat.pov_refraction_type == "0" and not mat.pov_photons_reflection: split = layout.split() col = split.column() row = col.row() row.alignment = 'CENTER' row.label(text="Caustics override is on, ") row = col.row() row.alignment = 'CENTER' row.label(text="but you didn't chose any !") class MATERIAL_PT_povray_replacement_text(MaterialButtonsPanel, bpy.types.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 TEXTURE_PT_povray_tex_gamma(TextureButtonsPanel, bpy.types.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="") 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") class TEXTURE_PT_povray_replacement_text(TextureButtonsPanel, bpy.types.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_importance(ObjectButtonsPanel, bpy.types.Panel): bl_label = "POV-Ray" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout obj = context.object layout.active = obj.pov_importance_value col = layout.column() 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") class OBJECT_PT_povray_replacement_text(ObjectButtonsPanel, bpy.types.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="") class CAMERA_PT_povray_cam_dof(CameraDataButtonsPanel, bpy.types.Panel): bl_label = "POV-Ray Depth Of Field" COMPAT_ENGINES = {'POVRAY_RENDER'} 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.pov_dof_enable layout.prop(cam, "pov_dof_aperture") split = layout.split() col = split.column() col.prop(cam, "pov_dof_samples_min") col.prop(cam, "pov_dof_variance") col = split.column() col.prop(cam, "pov_dof_samples_max") col.prop(cam, "pov_dof_confidence") class CAMERA_PT_povray_replacement_text(CameraDataButtonsPanel, bpy.types.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="") class TEXT_PT_povray_custom_code(TextButtonsPanel, bpy.types.Panel): bl_label = "P.O.V-Ray" COMPAT_ENGINES = {'POVRAY_RENDER'} def draw(self, context): layout = self.layout text = context.space_data.text if text: layout.prop(text, "pov_custom_code", text="Add as POV code")