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# ##### 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 #####
# <pep8 compliant>
import bpy
# Use some of the existing buttons.
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') # We don't use it right now. Should be implemented later.
properties_render.RENDER_PT_output.COMPAT_ENGINES.add('POVRAY_RENDER')
del properties_render
# Use only a subset of the world panels
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'
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
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
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
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
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 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")
split = layout.split()
col = split.column()
col.prop(scene, "pov_comments_enable", text="Comments")
col = split.column()
col.prop(scene, "pov_list_lf_enable", text="Line brakes 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.prop(scene, "pov_max_trace_level", text="Ray Depth")
col = split.column()
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
split = layout.split()
col = split.column()
col.prop(scene, "pov_antialias_method", text="")
col = split.column()
col.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
split = layout.split()
col = split.column()
col.prop(scene, "pov_antialias_threshold", text="AA Threshold")
col = split.column()
col.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")
col = split.column()
col.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")
col = split.column()
col.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
split = layout.split()
col = split.column()
col.prop(scene, "pov_media_samples", text="Samples")
col = split.column()
col.prop(scene, "pov_media_color", text="Color")
##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_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
Radio = 1
if mat.pov_caustics_enable:
split = layout.split()
col = split.column()
col.prop(mat, "pov_refraction_type")
## if mat.pov_refraction_type=="0":
## mat.pov_fake_caustics = False
## mat.pov_photons_refraction = False
## mat.pov_photons_reflection = True
if mat.pov_refraction_type == "1":
## mat.pov_fake_caustics = True
## mat.pov_photons_refraction = False
col.prop(mat, "pov_fake_caustics_power", slider=True)
elif mat.pov_refraction_type == "2":
## mat.pov_fake_caustics = False
## mat.pov_photons_refraction = True
col.prop(mat, "pov_photons_dispersion", slider=True)
col.prop(mat, "pov_photons_reflection")
## col.prop(mat, "pov_fake_caustics")
## if mat.pov_fake_caustics:
## col.prop(mat, "pov_fake_caustics_power", slider=True)
## mat.pov_photons_refraction=0
## else:
## col.prop(mat, "pov_photons_refraction")
## if mat.pov_photons_refraction:
## col.prop(mat, "pov_photons_dispersion", slider=True)
## Radio = 0
## mat.pov_fake_caustics=Radio
## col.prop(mat, "pov_photons_reflection")
####TODO : MAKE THIS A real RADIO BUTTON (using EnumProperty?)
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
split = layout.split()
col = split.column()
col.prop(tex, "pov_tex_gamma_value", text="Gamma Value")
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
split = layout.split()
col = split.column()
col.prop(obj, "pov_importance_value", text="Importance")
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