Welcome to mirror list, hosted at ThFree Co, Russian Federation.

shading_properties.py « render_povray - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 5de3a527430fd9e3d8a506bdd2614a88636475ea (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
# SPDX-License-Identifier: GPL-2.0-or-later

"""Declare shading properties exported to POV textures."""
import bpy
from bpy.utils import register_class, unregister_class
from bpy.types import PropertyGroup
from bpy.props import (
    FloatVectorProperty,
    StringProperty,
    BoolProperty,
    IntProperty,
    FloatProperty,
    EnumProperty,
    PointerProperty,
)


def check_material(mat):
    """Check that material node tree is not empty if use node button is on"""
    if mat is not None:
        return not mat.node_tree if mat.use_nodes else True
    return False


def pov_context_tex_datablock(context):
    """Texture context type recreated as deprecated in blender 2.8"""

    idblock = context.brush
    if idblock and context.scene.texture_context == "OTHER":
        return idblock

    # idblock = bpy.context.active_object.active_material
    idblock = context.view_layer.objects.active.active_material
    if idblock and context.scene.texture_context == "MATERIAL":
        return idblock

    idblock = context.scene.world
    if idblock and context.scene.texture_context == "WORLD":
        return idblock

    idblock = context.light
    if idblock and context.scene.texture_context == "LIGHT":
        return idblock

    if context.particle_system and context.scene.texture_context == "PARTICLES":
        idblock = context.particle_system.settings

    idblock = context.line_style
    if idblock and context.scene.texture_context == "LINESTYLE":
        return idblock

    return idblock


def active_texture_name_from_uilist(self, context):
    """Name created texture slots the same as created texture"""
    idblock = pov_context_tex_datablock(context)
    # mat = context.view_layer.objects.active.active_material
    if idblock is not None:
        index = idblock.pov.active_texture_index
        name = idblock.pov_texture_slots[index].name
        newname = idblock.pov_texture_slots[index].texture
        tex = bpy.data.textures[name]
        tex.name = newname
        idblock.pov_texture_slots[index].name = newname


def active_texture_name_from_search(self, context):
    """Texture rolldown to change the data linked by an existing texture"""
    idblock = pov_context_tex_datablock(context)
    # mat = context.view_layer.objects.active.active_material
    if idblock is not None:
        index = idblock.pov.active_texture_index
        slot = idblock.pov_texture_slots[index]
        name = slot.texture_search

    try:
        # tex = bpy.data.textures[name]
        slot.name = name
        slot.texture = name
        # Switch paint brush to this texture so settings remain contextual
        # bpy.context.tool_settings.image_paint.brush.texture = tex
        # bpy.context.tool_settings.image_paint.brush.mask_texture = tex
    except BaseException as e:
        print(e.__doc__)
        print("An exception occurred: {}".format(e))


def brush_texture_update(self, context):

    """Brush texture rolldown must show active slot texture props"""
    idblock = pov_context_tex_datablock(context)
    if idblock is not None:
        # mat = context.view_layer.objects.active.active_material
        idblock = pov_context_tex_datablock(context)
        slot = idblock.pov_texture_slots[idblock.pov.active_texture_index]
        if tex := slot.texture:
            # Switch paint brush to active texture so slot and settings remain contextual
            # bpy.ops.pov.textureslotupdate()
            bpy.context.tool_settings.image_paint.brush.texture = bpy.data.textures[tex]
            bpy.context.tool_settings.image_paint.brush.mask_texture = bpy.data.textures[tex]


class RenderPovSettingsMaterial(PropertyGroup):
    """Declare material level properties controllable in UI and translated to POV."""

    # --------------------------- Begin Old Blender Internal Props --------------------------- #
    # former Space properties from  removed Blender Internal
    use_limited_texture_context: BoolProperty(
        name="",
        description="Use the limited version of texture user (for ‘old shading’ mode)",
        default=True,
    )
    texture_context: EnumProperty(
        name="Texture context",
        description="Type of texture data to display and edit",
        items=(
            ("MATERIAL", "", "Show material textures", "MATERIAL", 0),  # "Show material textures"
            ("WORLD", "", "Show world textures", "WORLD", 1),  # "Show world textures"
            ("LAMP", "", "Show lamp textures", "LIGHT", 2),  # "Show lamp textures"
            (
                "PARTICLES",
                "",
                "Show particles textures",
                "PARTICLES",
                3,
            ),  # "Show particles textures"
            (
                "LINESTYLE",
                "",
                "Show linestyle textures",
                "LINE_DATA",
                4,
            ),  # "Show linestyle textures"
            (
                "OTHER",
                "",
                "Show other data textures",
                "TEXTURE_DATA",
                5,
            ),  # "Show other data textures"
        ),
        default="MATERIAL",
    )

    active_texture_index: IntProperty(
        name="Index for texture_slots", default=0, update=brush_texture_update
    )

    transparency_method: EnumProperty(
        name="Specular Shader Model",
        description="Method to use for rendering transparency",
        items=(
            ("MASK", "Mask", "Mask the background"),
            ("Z_TRANSPARENCY", "Z Transparency", "Use alpha buffer for transparent faces"),
            ("RAYTRACE", "Raytrace", "Use raytracing for transparent refraction rendering"),
        ),
        default="MASK",
    )

    use_transparency: BoolProperty(
        name="Transparency", description="Render material as transparent", default=False
    )

    alpha: FloatProperty(
        name="Alpha",
        description="Alpha transparency of the material",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=1.0,
        precision=3,
    )

    specular_alpha: FloatProperty(
        name="Specular alpha",
        description="Alpha transparency for specular areas",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=1.0,
        precision=3,
    )

    ambient: FloatProperty(
        name="Ambient",
        description="Amount of global ambient color the material receives",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=1.0,
        precision=3,
    )
    # TODO: replace by newer agnostic Material.diffuse_color and remove from pov panel
    diffuse_color: FloatVectorProperty(
        name="Diffuse color",
        description="Diffuse color of the material",
        precision=4,
        step=0.01,
        min=0,  # max=inf, soft_max=1,
        default=(0.6, 0.6, 0.6),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )

    darkness: FloatProperty(
        name="Darkness",
        description="Minnaert darkness",
        min=0.0,
        max=2.0,
        soft_min=0.0,
        soft_max=2.0,
        default=1.0,
        precision=3,
    )

    diffuse_fresnel: FloatProperty(
        name="Diffuse fresnel",
        description="Power of Fresnel",
        min=0.0,
        max=5.0,
        soft_min=0.0,
        soft_max=5.0,
        default=1.0,
        precision=3,
    )

    diffuse_fresnel_factor: FloatProperty(
        name="Diffuse fresnel factor",
        description="Blending factor of Fresnel",
        min=0.0,
        max=5.0,
        soft_min=0.0,
        soft_max=5.0,
        default=0.5,
        precision=3,
    )

    diffuse_intensity: FloatProperty(
        name="Diffuse intensity",
        description="Amount of diffuse reflection multiplying color",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=0.8,
        precision=3,
    )

    diffuse_ramp_blend: EnumProperty(
        name="Diffuse ramp blend",
        description="Blending method of the ramp and the diffuse color",
        items=(
            ("MIX", "Mix", ""),
            ("ADD", "Add", ""),
            ("MULTIPLY", "Multiply", ""),
            ("SUBTRACT", "Subtract", ""),
            ("SCREEN", "Screen", ""),
            ("DIVIDE", "Divide", ""),
            ("DIFFERENCE", "Difference", ""),
            ("DARKEN", "Darken", ""),
            ("LIGHTEN", "Lighten", ""),
            ("OVERLAY", "Overlay", ""),
            ("DODGE", "Dodge", ""),
            ("BURN", "Burn", ""),
            ("HUE", "Hue", ""),
            ("SATURATION", "Saturation", ""),
            ("VALUE", "Value", ""),
            ("COLOR", "Color", ""),
            ("SOFT_LIGHT", "Soft light", ""),
            ("LINEAR_LIGHT", "Linear light", ""),
        ),
        default="MIX",
    )

    diffuse_ramp_factor: FloatProperty(
        name="Factor",
        description="Blending factor (also uses alpha in Colorband)",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=1.0,
        precision=3,
    )

    diffuse_ramp_input: EnumProperty(
        name="Input",
        description="How the ramp maps on the surface",
        items=(
            ("SHADER", "Shader", ""),
            ("ENERGY", "Energy", ""),
            ("NORMAL", "Normal", ""),
            ("RESULT", "Result", ""),
        ),
        default="SHADER",
    )

    diffuse_shader: EnumProperty(
        name="Diffuse Shader Model",
        description="How the ramp maps on the surface",
        items=(
            ("LAMBERT", "Lambert", "Use a Lambertian shader"),
            ("OREN_NAYAR", "Oren-Nayar", "Use an Oren-Nayar shader"),
            ("MINNAERT", "Minnaert", "Use a Minnaert shader"),
            ("FRESNEL", "Fresnel", "Use a Fresnel shader"),
        ),
        default="LAMBERT",
    )

    diffuse_toon_size: FloatProperty(
        name="Size",
        description="Size of diffuse toon area",
        min=0.0,
        max=3.14,
        soft_min=0.0,
        soft_max=3.14,
        default=0.5,
        precision=3,
    )

    diffuse_toon_smooth: FloatProperty(
        name="Smooth",
        description="Smoothness of diffuse toon area",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=0.1,
        precision=3,
    )

    emit: FloatProperty(
        name="Emit",
        description="Amount of light to emit",
        min=0.0,
        soft_min=0.0,  # max=inf, soft_max=inf,
        default=0.0,
        precision=3,
    )

    mirror_color: FloatVectorProperty(
        name="Mirror color",
        description="Mirror color of the material",
        precision=4,
        step=0.01,
        min=0,  # max=inf, soft_max=1,
        default=(0.6, 0.6, 0.6),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )

    roughness: FloatProperty(
        name="Roughness",
        description="Oren-Nayar Roughness",
        min=0.0,
        max=3.14,
        soft_min=0.0,
        soft_max=3.14,
        precision=3,
        default=0.5,
    )

    halo: BoolProperty(name="Halo", description=" Halo settings for the material", default=False)
    # (was readonly in Blender2.79, never None)

    line_color: FloatVectorProperty(
        name="Line color",
        description="Line color used for Freestyle line rendering",
        precision=4,
        step=0.01,
        min=0,  # max=inf, soft_max=1,
        default=(0.0, 0.0, 0.0),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )

    # diffuse_ramp:
    ## Color ramp used to affect diffuse shading
    ## Type:    ColorRamp, (readonly)

    # cr_node = bpy.data.materials['Material'].node_tree.nodes['ColorRamp']
    # layout.template_color_ramp(cr_node, "color_ramp", expand=True)

    # ou

    # class bpy.types.ColorRamp(bpy_struct)

    line_priority: IntProperty(
        name="Recursion Limit",
        description="The line color of a higher priority is used at material boundaries",
        min=0,
        max=32767,
        default=0,
    )

    specular_color: FloatVectorProperty(
        name="Specular color",
        description="Specular color of the material ",
        precision=4,
        step=0.01,
        min=0.0,
        soft_max=1.0,
        default=(1.0, 1.0, 1.0),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )
    specular_hardness: IntProperty(
        name="Hardness",
        description="How hard (sharp) the specular reflection is",
        min=1,
        max=511,
        default=30,
    )
    # TODO: replace by newer agnostic Material.specular_intensity and remove from pov panel
    specular_intensity: FloatProperty(
        name="Intensity",
        description="How intense (bright) the specular reflection is",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=0.1,
        precision=3,
    )

    specular_ior: FloatProperty(
        name="IOR",
        description="Specular index of refraction",
        min=-10.0,
        max=10.0,
        soft_min=0.0,
        soft_max=10.0,
        default=1.0,
        precision=3,
    )

    ior: FloatProperty(
        name="IOR",
        description="Index of refraction",
        min=-10.0,
        max=10.0,
        soft_min=0.0,
        soft_max=10.0,
        default=1.0,
        precision=3,
    )

    specular_shader: EnumProperty(
        name="Specular Shader Model",
        description="How the ramp maps on the surface",
        items=(
            ("COOKTORR", "CookTorr", "Use a Cook-Torrance shader"),
            ("PHONG", "Phong", "Use a Phong shader"),
            ("BLINN", "Blinn", "Use a Blinn shader"),
            ("TOON", "Toon", "Use a Toon shader"),
            ("WARDISO", "WardIso", "Use a Ward anisotropic shader"),
        ),
        default="COOKTORR",
    )

    specular_slope: FloatProperty(
        name="Slope",
        description="The standard deviation of surface slope",
        min=0.0,
        max=0.4,
        soft_min=0.0,
        soft_max=0.4,
        default=0.1,
        precision=3,
    )

    specular_toon_size: FloatProperty(
        name="Size",
        description="Size of specular toon area",
        min=0.0,
        max=0.53,
        soft_min=0.0,
        soft_max=0.53,
        default=0.5,
        precision=3,
    )

    specular_toon_smooth: FloatProperty(
        name="Smooth",
        description="Smoothness of specular toon area",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=0.1,
        precision=3,
    )

    translucency: FloatProperty(
        name="Translucency",
        description="Amount of diffuse shading on the back side",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=0.0,
        precision=3,
    )

    transparency_method: EnumProperty(
        name="Specular Shader Model",
        description="Method to use for rendering transparency",
        items=(
            ("MASK", "Mask", "Mask the background"),
            ("Z_TRANSPARENCY", "Z Transparency", "Use an ior of 1 for transparent faces"),
            ("RAYTRACE", "Raytrace", "Use raytracing for transparent refraction rendering"),
        ),
        default="MASK",
    )

    type: EnumProperty(
        name="Type",
        description="Material type defining how the object is rendered",
        items=(
            ("SURFACE", "Surface", "Render object as a surface"),
            # TO UPDATE > USE wire MACRO AND CHANGE DESCRIPTION
            ("WIRE", "Wire", "Render the edges of faces as wires (not supported in raytracing)"),
            ("VOLUME", "Volume", "Render object as a volume"),
            # TO UPDATE > USE halo MACRO AND CHANGE DESCRIPTION
            ("HALO", "Halo", "Render object as halo particles"),
        ),
        default="SURFACE",
    )

    use_cast_shadows: BoolProperty(
        name="Cast", description="Allow this material to cast shadows", default=True
    )

    use_cast_shadows_only: BoolProperty(
        name="Cast Only",
        description="Make objects with this material "
        "appear invisible (not rendered), only "
        "casting shadows",
        default=False,
    )

    use_cubic: BoolProperty(
        name="Cubic Interpolation",
        description="Use cubic interpolation for diffuse " "values, for smoother transitions",
        default=False,
    )

    use_diffuse_ramp: BoolProperty(
        name="Ramp", description="Toggle diffuse ramp operations", default=False
    )

    use_light_group_exclusive: BoolProperty(
        name="Exclusive",
        description="Material uses the light group exclusively"
        "- these lamps are excluded from other "
        "scene lighting",
        default=False,
    )

    use_light_group_local: BoolProperty(
        name="Local",
        description="When linked in, material uses local light" " group with the same name",
        default=False,
    )

    use_mist: BoolProperty(
        name="Use Mist",
        description="Use mist with this material " "(in world settings)",
        default=True,
    )

    use_nodes: BoolProperty(
        name="Nodes",
        # Add Icon in UI or here? icon='NODES'
        description="Use shader nodes to render the material",
        default=False,
    )

    use_object_color: BoolProperty(
        name="Object Color",
        description="Modulate the result with a per-object color",
        default=False,
    )

    use_only_shadow: BoolProperty(
        name="Shadows Only",
        description="Render shadows as the material’s alpha "
        "value, making the material transparent "
        "except for shadowed areas",
        default=False,
    )

    use_shadeless: BoolProperty(
        name="Shadeless",
        description="Make this material insensitive to " "light or shadow",
        default=False,
    )

    use_shadows: BoolProperty(
        name="Receive", description="Allow this material to receive shadows", default=True
    )

    use_sky: BoolProperty(
        name="Sky",
        description="Render this material with zero alpha, "
        "with sky background in place (scanline only)",
        default=False,
    )

    use_specular_ramp: BoolProperty(
        name="Ramp", description="Toggle specular ramp operations", default=False
    )

    use_tangent_shading: BoolProperty(
        name="Tangent Shading",
        description="Use the material’s tangent vector instead"
        "of the normal for shading - for "
        "anisotropic shading effects",
        default=False,
    )

    use_transparent_shadows: BoolProperty(
        name="Receive Transparent",
        description="Allow this object to receive transparent " "shadows cast through other object",
        default=False,
    )  # linked to fake caustics

    use_vertex_color_light: BoolProperty(
        name="Vertex Color Light",
        description="Add vertex colors as additional lighting",
        default=False,
    )

    # TODO create interface:
    use_vertex_color_paint: BoolProperty(
        name="Vertex Color Paint",
        description="Replace object base color with vertex "
        "colors (multiply with ‘texture face’ "
        "face assigned textures)",
        default=False,
    )

    specular_ramp_blend: EnumProperty(
        name="Specular ramp blend",
        description="Blending method of the ramp and the specular color",
        items=(
            ("MIX", "Mix", ""),
            ("ADD", "Add", ""),
            ("MULTIPLY", "Multiply", ""),
            ("SUBTRACT", "Subtract", ""),
            ("SCREEN", "Screen", ""),
            ("DIVIDE", "Divide", ""),
            ("DIFFERENCE", "Difference", ""),
            ("DARKEN", "Darken", ""),
            ("LIGHTEN", "Lighten", ""),
            ("OVERLAY", "Overlay", ""),
            ("DODGE", "Dodge", ""),
            ("BURN", "Burn", ""),
            ("HUE", "Hue", ""),
            ("SATURATION", "Saturation", ""),
            ("VALUE", "Value", ""),
            ("COLOR", "Color", ""),
            ("SOFT_LIGHT", "Soft light", ""),
            ("LINEAR_LIGHT", "Linear light", ""),
        ),
        default="MIX",
    )

    specular_ramp_factor: FloatProperty(
        name="Factor",
        description="Blending factor (also uses alpha in Colorband)",
        min=0.0,
        max=1.0,
        soft_min=0.0,
        soft_max=1.0,
        default=1.0,
        precision=3,
    )

    specular_ramp_input: EnumProperty(
        name="Input",
        description="How the ramp maps on the surface",
        items=(
            ("SHADER", "Shader", ""),
            ("ENERGY", "Energy", ""),
            ("NORMAL", "Normal", ""),
            ("RESULT", "Result", ""),
        ),
        default="SHADER",
    )

    irid_enable: BoolProperty(
        name="Iridescence coating",
        description="Newton's thin film interference (like an oil slick on a puddle of "
        "water or the rainbow hues of a soap bubble.)",
        default=False,
    )

    mirror_use_IOR: BoolProperty(
        name="Correct Reflection",
        description="Use same IOR as raytrace transparency to calculate mirror reflections. "
        "More physically correct",
        default=False,
    )

    conserve_energy: BoolProperty(
        name="Conserve Energy",
        description="Light transmitted is more correctly reduced by mirror reflections, "
        "also the sum of diffuse and translucency gets reduced below one ",
        default=True,
    )

    irid_amount: FloatProperty(
        name="amount",
        description="Contribution of the iridescence effect to the overall surface color. "
        "As a rule of thumb keep to around 0.25 (25% contribution) or less, "
        "but experiment. If the surface is coming out too white, try lowering "
        "the diffuse and possibly the ambient values of the surface",
        min=0.0,
        max=1.0,
        soft_min=0.01,
        soft_max=1.0,
        default=0.25,
    )

    irid_thickness: FloatProperty(
        name="thickness",
        description="A very thin film will have a high frequency of color changes while a "
        "thick film will have large areas of color",
        min=0.0,
        max=1000.0,
        soft_min=0.1,
        soft_max=10.0,
        default=1,
    )

    irid_turbulence: FloatProperty(
        name="turbulence",
        description="This parameter varies the thickness",
        min=0.0,
        max=10.0,
        soft_min=0.000,
        soft_max=1.0,
        default=0,
    )

    interior_fade_color: FloatVectorProperty(
        name="Interior Fade Color",
        description="Color of filtered attenuation for transparent " "materials",
        precision=4,
        step=0.01,
        min=0.0,
        soft_max=1.0,
        default=(0, 0, 0),
        options={"ANIMATABLE"},
        subtype="COLOR",
    )

    caustics_enable: BoolProperty(
        name="Caustics",
        description="use only fake refractive caustics (default) or photon based "
        "reflective/refractive caustics",
        default=True,
    )

    fake_caustics: BoolProperty(
        name="Fake Caustics",
        description="use only (Fast) fake refractive caustics based on transparent shadows",
        default=True
    )

    fake_caustics_power: FloatProperty(
        name="Fake caustics power",
        description="Values typically range from 0.0 to 1.0 or higher. Zero is no caustics. "
        "Low, non-zero values give broad hot-spots while higher values give "
        "tighter, smaller simulated focal points",
        min=0.00,
        max=10.0,
        soft_min=0.00,
        soft_max=5.0,
        default=0.15,
    )

    refraction_caustics: BoolProperty(
        name="Refractive Caustics",
        description="hotspots of light focused when going through the material",
        default=True,
    )

    photons_dispersion: FloatProperty(
        name="Chromatic Dispersion",
        description="Light passing through will be separated according to wavelength. "
        "This ratio of refractive indices for violet to red controls how much "
        "the colors are spread out 1 = no dispersion, good values are 1.01 to 1.1",
        min=1.0000,
        max=10.000,
        soft_min=1.0000,
        soft_max=1.1000,
        precision=4,
        default=1.0000,
    )

    photons_dispersion_samples: IntProperty(
        name="Dispersion Samples",
        description="Number of color-steps for dispersion",
        min=2,
        max=128,
        default=7,
    )

    photons_reflection: BoolProperty(
        name="Reflective Photon Caustics",
        description="Use this to make your Sauron's ring ;-P",
        default=False,
    )

    refraction_type: EnumProperty(
        items=[
            ("1", "Z Transparency Fake Caustics", "use fake caustics"),
            ("2", "Raytrace Photons Caustics", "use photons for refractive caustics"),
        ],
        name="Refraction Type:",
        description="use fake caustics (fast) or true photons for refractive Caustics",
        default="1",
    )

    # ------------------------------ CustomPOV Code ------------------------------ #
    replacement_text: StringProperty(
        name="Declared name:",
        description="Type the variable name as declared either directly inlined "
        "in your custom POV code from the text editor datablock (checked as a "
        "source to render in it's side property panel), or this declaration can be "
        "from an external .inc it points at. Here, name = texture {} expected",
        default="",
    )

    # NODES

    def use_material_nodes_callback(self, context):
        """Identify if node has been added and if it is used yet or default"""

        if hasattr(context.space_data, "tree_type"):
            context.space_data.tree_type = "ObjectNodeTree"
        mat = context.object.active_material
        if mat.pov.material_use_nodes:
            mat.use_nodes = True
            tree = mat.node_tree
            # tree.name = mat.name # XXX READONLY
            links = tree.links
            default = True
            if len(tree.nodes) == 2:
                o = 0
                m = 0
                for node in tree.nodes:
                    if node.type in {"OUTPUT", "MATERIAL"}:
                        tree.nodes.remove(node)
                        default = True
                for node in tree.nodes:
                    if node.bl_idname == "PovrayOutputNode":
                        o += 1
                    elif node.bl_idname == "PovrayTextureNode":
                        m += 1
                if o == 1 and m == 1:
                    default = False
            elif len(tree.nodes) == 0:
                default = True
            else:
                default = False
            if default:
                output = tree.nodes.new("PovrayOutputNode")
                output.location = 200, 200
                tmap = tree.nodes.new("PovrayTextureNode")
                tmap.location = 0, 200
                links.new(tmap.outputs[0], output.inputs[0])
                tmap.select = True
                tree.nodes.active = tmap
        else:
            mat.use_nodes = False

    def use_texture_nodes_callback(self, context):
        """Identify texture nodes by filtering out output and composite ones"""

        tex = context.object.active_material.active_texture
        if tex.pov.texture_use_nodes:
            tex.use_nodes = True
            if len(tex.node_tree.nodes) == 2:
                for node in tex.node_tree.nodes:
                    if node.type in {"OUTPUT", "CHECKER"}:
                        tex.node_tree.nodes.remove(node)
        else:
            tex.use_nodes = False

    def node_active_callback(self, context):
        """Synchronize active node with material before getting it"""

        items = []  # XXX comment out > remove?
        mat = context.material
        mat.node_tree.nodes  # XXX comment out > remove?
        for node in mat.node_tree.nodes:
            node.select = False
        for node in mat.node_tree.nodes:
            if node.name == mat.pov.material_active_node:
                node.select = True
                mat.node_tree.nodes.active = node

                return node

    def node_enum_callback(self, context):
        mat = context.material
        nodes = mat.node_tree.nodes
        return [("%s" % node.name, "%s" % node.name, "") for node in nodes]

    def pigment_normal_callback(self, context):
        render = context.scene.pov.render  # XXX comment out > remove?
        return (
            [("pigment", "Pigment", ""), ("normal", "Normal", "")]
            # XXX Find any other such traces of hgpovray experiment > remove or deploy ?
            if render != "hgpovray"
            else [
                ("pigment", "Pigment", ""),
                ("normal", "Normal", ""),
                ("modulation", "Modulation", ""),
            ]
        )

    def glow_callback(self, context):
        scene = context.scene
        ob = context.object
        ob.pov.mesh_write_as_old = ob.pov.mesh_write_as
        if scene.pov.render == "uberpov" and ob.pov.glow:
            ob.pov.mesh_write_as = "NONE"
        else:
            ob.pov.mesh_write_as = ob.pov.mesh_write_as_old

    material_use_nodes: BoolProperty(
        name="Use nodes", description="", update=use_material_nodes_callback, default=False
    )

    material_active_node: EnumProperty(
        name="Active node", description="", items=node_enum_callback, update=node_active_callback
    )

    preview_settings: BoolProperty(name="Preview Settings", description="", default=False)

    object_preview_transform: BoolProperty(name="Transform object", description="", default=False)

    object_preview_scale: FloatProperty(name="XYZ", min=0.5, max=2.0, default=1.0)

    object_preview_rotate: FloatVectorProperty(
        name="Rotate", description="", min=-180.0, max=180.0, default=(0.0, 0.0, 0.0), subtype="XYZ"
    )

    object_preview_bgcontrast: FloatProperty(name="Contrast", min=0.0, max=1.0, default=0.5)



# ------------------------------ End Old Blender Internal Props ------------------------------ #


classes = (
    RenderPovSettingsMaterial,
)


def register():
    for cls in classes:
        register_class(cls)

    bpy.types.Material.pov = PointerProperty(type=RenderPovSettingsMaterial)


def unregister():
    del bpy.types.Material.pov

    for cls in reversed(classes):
        unregister_class(cls)