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authorThomas Dinges <blender@dingto.org>2010-08-12 23:36:10 +0400
committerThomas Dinges <blender@dingto.org>2010-08-12 23:36:10 +0400
commit76e1773548fcacc2cec5a9fc5fcc84e6a47ea93c (patch)
tree417bb38f9eff098218bdc6e93f904baf1f97d3c1
parent6faa93036954a420ee3bb4670b6be03502bea348 (diff)
2.5 User Interface / UI Scripts
* Fixed some panel ordering after recent register changes. * Placed "Custom Props" to the bottom again, where possible This fixes [#23171] Material context is messed up.
-rw-r--r--release/scripts/ui/properties_data_armature.py10
-rw-r--r--release/scripts/ui/properties_data_bone.py24
-rw-r--r--release/scripts/ui/properties_data_camera.py10
-rw-r--r--release/scripts/ui/properties_data_curve.py10
-rw-r--r--release/scripts/ui/properties_data_lamp.py19
-rw-r--r--release/scripts/ui/properties_data_lattice.py10
-rw-r--r--release/scripts/ui/properties_data_mesh.py10
-rw-r--r--release/scripts/ui/properties_data_metaball.py10
-rw-r--r--release/scripts/ui/properties_material.py587
-rw-r--r--release/scripts/ui/properties_scene.py10
-rw-r--r--release/scripts/ui/properties_texture.py38
-rw-r--r--release/scripts/ui/properties_world.py150
12 files changed, 448 insertions, 440 deletions
diff --git a/release/scripts/ui/properties_data_armature.py b/release/scripts/ui/properties_data_armature.py
index 3d8f2cdc092..29ef85e6c60 100644
--- a/release/scripts/ui/properties_data_armature.py
+++ b/release/scripts/ui/properties_data_armature.py
@@ -51,11 +51,6 @@ class DATA_PT_context_arm(ArmatureButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
-
-
class DATA_PT_skeleton(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Skeleton"
@@ -285,6 +280,11 @@ class DATA_PT_onion_skinning(OnionSkinButtonsPanel): #, bpy.types.Panel): # inhe
self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
+
+class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+
def register():
pass
diff --git a/release/scripts/ui/properties_data_bone.py b/release/scripts/ui/properties_data_bone.py
index 1296ccd7e70..973cb115a2f 100644
--- a/release/scripts/ui/properties_data_bone.py
+++ b/release/scripts/ui/properties_data_bone.py
@@ -47,18 +47,6 @@ class BONE_PT_context_bone(BoneButtonsPanel, bpy.types.Panel):
row.prop(bone, "name", text="")
-class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @property
- def _context_path(self):
- obj = bpy.context.object
- if obj and obj.mode == 'POSE':
- return "active_pose_bone"
- else:
- return "active_bone"
-
-
class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Transform"
@@ -354,6 +342,18 @@ class BONE_PT_deform(BoneButtonsPanel, bpy.types.Panel):
col.prop(bone, "cyclic_offset")
+class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @property
+ def _context_path(self):
+ obj = bpy.context.object
+ if obj and obj.mode == 'POSE':
+ return "active_pose_bone"
+ else:
+ return "active_bone"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_data_camera.py b/release/scripts/ui/properties_data_camera.py
index cda2b79c909..a1d468709d8 100644
--- a/release/scripts/ui/properties_data_camera.py
+++ b/release/scripts/ui/properties_data_camera.py
@@ -53,11 +53,6 @@ class DATA_PT_context_camera(CameraButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
-
-
class DATA_PT_camera(CameraButtonsPanel, bpy.types.Panel):
bl_label = "Lens"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -137,6 +132,11 @@ class DATA_PT_camera_display(CameraButtonsPanel, bpy.types.Panel):
sub.prop(cam, "passepartout_alpha", text="Alpha", slider=True)
+class DATA_PT_custom_props_camera(CameraButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_data_curve.py b/release/scripts/ui/properties_data_curve.py
index 1262f6739b7..1292a2a3d8d 100644
--- a/release/scripts/ui/properties_data_curve.py
+++ b/release/scripts/ui/properties_data_curve.py
@@ -69,11 +69,6 @@ class DATA_PT_context_curve(CurveButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_curve(CurveButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
-
-
class DATA_PT_shape_curve(CurveButtonsPanel, bpy.types.Panel):
bl_label = "Shape"
@@ -385,6 +380,11 @@ class DATA_PT_textboxes(CurveButtonsPanel, bpy.types.Panel):
row.operator("font.textbox_remove", text='', icon='X', emboss=False).index = i
+class DATA_PT_custom_props_curve(CurveButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_data_lamp.py b/release/scripts/ui/properties_data_lamp.py
index 9a58622974e..91ccce3b011 100644
--- a/release/scripts/ui/properties_data_lamp.py
+++ b/release/scripts/ui/properties_data_lamp.py
@@ -40,13 +40,6 @@ class DataButtonsPanel():
return context.lamp and (engine in cls.COMPAT_ENGINES)
-class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- def draw(self, context):
- self.layout.template_preview(context.lamp)
-
class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -69,9 +62,12 @@ class DATA_PT_context_lamp(DataButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
+class DATA_PT_preview(DataButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
+
+ def draw(self, context):
+ self.layout.template_preview(context.lamp)
class DATA_PT_lamp(DataButtonsPanel, bpy.types.Panel):
@@ -387,6 +383,11 @@ class DATA_PT_falloff_curve(DataButtonsPanel, bpy.types.Panel):
self.layout.template_curve_mapping(lamp, "falloff_curve")
+class DATA_PT_custom_props_lamp(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_data_lattice.py b/release/scripts/ui/properties_data_lattice.py
index 5e313b79d85..0ae3e03aebe 100644
--- a/release/scripts/ui/properties_data_lattice.py
+++ b/release/scripts/ui/properties_data_lattice.py
@@ -51,11 +51,6 @@ class DATA_PT_context_lattice(DataButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
-
-
class DATA_PT_lattice(DataButtonsPanel, bpy.types.Panel):
bl_label = "Lattice"
@@ -85,6 +80,11 @@ class DATA_PT_lattice(DataButtonsPanel, bpy.types.Panel):
row = layout.row()
row.prop(lat, "outside")
row.prop_object(lat, "vertex_group", context.object, "vertex_groups", text="")
+
+
+class DATA_PT_custom_props_lattice(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
def register():
diff --git a/release/scripts/ui/properties_data_mesh.py b/release/scripts/ui/properties_data_mesh.py
index 1be2ce824fa..7a5f7e3f3ff 100644
--- a/release/scripts/ui/properties_data_mesh.py
+++ b/release/scripts/ui/properties_data_mesh.py
@@ -79,11 +79,6 @@ class DATA_PT_context_mesh(MeshButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
-
-
class DATA_PT_normals(MeshButtonsPanel, bpy.types.Panel):
bl_label = "Normals"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@@ -351,6 +346,11 @@ class DATA_PT_vertex_colors(MeshButtonsPanel, bpy.types.Panel):
layout.prop(lay, "name")
+class DATA_PT_custom_props_mesh(MeshButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_data_metaball.py b/release/scripts/ui/properties_data_metaball.py
index a6b1bb75cbe..4a811bafad5 100644
--- a/release/scripts/ui/properties_data_metaball.py
+++ b/release/scripts/ui/properties_data_metaball.py
@@ -51,11 +51,6 @@ class DATA_PT_context_metaball(DataButtonsPanel, bpy.types.Panel):
split.separator()
-class DATA_PT_custom_props_metaball(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "object.data"
-
-
class DATA_PT_metaball(DataButtonsPanel, bpy.types.Panel):
bl_label = "Metaball"
@@ -120,6 +115,11 @@ class DATA_PT_metaball_element(DataButtonsPanel, bpy.types.Panel):
col.prop(metaelem, "size_y", text="Y")
+class DATA_PT_custom_props_metaball(DataButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "object.data"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_material.py b/release/scripts/ui/properties_material.py
index 5034f4f40ae..3a30edc150f 100644
--- a/release/scripts/ui/properties_material.py
+++ b/release/scripts/ui/properties_material.py
@@ -63,14 +63,6 @@ class MaterialButtonsPanel():
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
-class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- def draw(self, context):
- self.layout.template_preview(context.material)
-
-
class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -127,203 +119,15 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
if mat:
layout.prop(mat, "type", expand=True)
+
-
-class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "material"
-
-
-class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Shading"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
-
- if mat.type in ('SURFACE', 'WIRE'):
- split = layout.split()
-
- col = split.column()
- sub = col.column()
- sub.active = not mat.shadeless
- sub.prop(mat, "emit")
- sub.prop(mat, "ambient")
- sub = col.column()
- sub.prop(mat, "translucency")
-
- col = split.column()
- col.prop(mat, "shadeless")
- sub = col.column()
- sub.active = not mat.shadeless
- sub.prop(mat, "tangent_shading")
- sub.prop(mat, "cubic")
-
- elif mat.type == 'HALO':
- layout.prop(mat, "alpha")
-
-
-class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Strand"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- @classmethod
- def poll(cls, context):
- mat = context.material
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- mat = context.material # dont use node material
- tan = mat.strand
-
- split = layout.split()
-
- col = split.column()
- sub = col.column(align=True)
- sub.label(text="Size:")
- sub.prop(tan, "root_size", text="Root")
- sub.prop(tan, "tip_size", text="Tip")
- sub.prop(tan, "min_size", text="Minimum")
- sub.prop(tan, "blender_units")
- sub = col.column()
- sub.active = (not mat.shadeless)
- sub.prop(tan, "tangent_shading")
- col.prop(tan, "shape")
-
- col = split.column()
- col.label(text="Shading:")
- col.prop(tan, "width_fade")
- ob = context.object
- if ob and ob.type == 'MESH':
- col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
- else:
- col.prop(tan, "uv_layer", text="")
- col.separator()
- sub = col.column()
- sub.active = (not mat.shadeless)
- sub.prop(tan, "surface_diffuse")
- sub = col.column()
- sub.active = tan.surface_diffuse
- sub.prop(tan, "blend_distance", text="Distance")
-
-
-class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- phys = context.material.physics # dont use node material
-
- split = layout.split()
-
- col = split.column()
- col.prop(phys, "distance")
- col.prop(phys, "friction")
- col.prop(phys, "align_to_normal")
-
- col = split.column()
- col.prop(phys, "force", slider=True)
- col.prop(phys, "elasticity", slider=True)
- col.prop(phys, "damp", slider=True)
-
-
-class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
-
- split = layout.split()
-
- col = split.column()
- col.prop(mat, "traceable")
- col.prop(mat, "full_oversampling")
- col.prop(mat, "use_sky")
- col.prop(mat, "exclude_mist")
- col.prop(mat, "invert_z")
- sub = col.row()
- sub.prop(mat, "z_offset")
- sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
- sub = col.column(align=True)
- sub.label(text="Light Group:")
- sub.prop(mat, "light_group", text="")
- row = sub.row()
- row.active = bool(mat.light_group)
- row.prop(mat, "light_group_exclusive", text="Exclusive")
-
- col = split.column()
- col.prop(mat, "face_texture")
- sub = col.column()
- sub.active = mat.face_texture
- sub.prop(mat, "face_texture_alpha")
- col.separator()
- col.prop(mat, "vertex_color_paint")
- col.prop(mat, "vertex_color_light")
- col.prop(mat, "object_color")
-
-
-class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Shadow"
- bl_default_closed = True
+class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
-
def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
-
- split = layout.split()
-
- col = split.column()
- col.prop(mat, "shadows", text="Receive")
- col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
- col.prop(mat, "only_shadow", text="Shadows Only")
- col.prop(mat, "cast_shadows_only", text="Cast Only")
- col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
+ self.layout.template_preview(context.material)
- col = split.column()
- col.prop(mat, "cast_buffer_shadows")
- sub = col.column()
- sub.active = mat.cast_buffer_shadows
- sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
- col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
- sub = col.column()
- sub.active = (not mat.ray_shadow_bias)
- sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
- col.prop(mat, "cast_approximate")
class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Diffuse"
@@ -457,8 +261,45 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
row.prop(mat, "specular_ramp_factor", text="Factor")
-class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Subsurface Scattering"
+class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Shading"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ if mat.type in ('SURFACE', 'WIRE'):
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.prop(mat, "emit")
+ sub.prop(mat, "ambient")
+ sub = col.column()
+ sub.prop(mat, "translucency")
+
+ col = split.column()
+ col.prop(mat, "shadeless")
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.prop(mat, "tangent_shading")
+ sub.prop(mat, "cubic")
+
+ elif mat.type == 'HALO':
+ layout.prop(mat, "alpha")
+
+
+class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Transparency"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -470,44 +311,55 @@ class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = active_node_mat(context.material)
- sss = mat.subsurface_scattering
- self.layout.active = (not mat.shadeless)
- self.layout.prop(sss, "enabled", text="")
+ self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
- sss = mat.subsurface_scattering
-
- layout.active = (sss.enabled) and (not mat.shadeless)
+ rayt = mat.raytrace_transparency
- row = layout.row().split()
- sub = row.row(align=True).split(percentage=0.75)
- sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
- sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
+ row = layout.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.prop(mat, "transparency_method", expand=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.prop(mat, "alpha")
+ row = col.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.prop(mat, "specular_alpha", text="Specular")
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_tolerance", text="Error")
+ col.active = (not mat.shadeless)
+ col.prop(rayt, "fresnel")
+ sub = col.column()
+ sub.active = rayt.fresnel > 0
+ sub.prop(rayt, "fresnel_factor", text="Blend")
+
+ if mat.transparency_method == 'RAYTRACE':
+ layout.separator()
+ split = layout.split()
+ split.active = mat.transparency
+ col = split.column()
+ col.prop(rayt, "ior")
+ col.prop(rayt, "filter")
+ col.prop(rayt, "falloff")
+ col.prop(rayt, "limit")
+ col.prop(rayt, "depth")
+ col = split.column()
+ col.label(text="Gloss:")
+ col.prop(rayt, "gloss_factor", text="Amount")
+ sub = col.column()
+ sub.active = rayt.gloss_factor < 1.0
+ sub.prop(rayt, "gloss_threshold", text="Threshold")
+ sub.prop(rayt, "gloss_samples", text="Samples")
+
+
class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Mirror"
bl_default_closed = True
@@ -566,8 +418,8 @@ class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
-class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
+class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Subsurface Scattering"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -579,85 +431,42 @@ class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = active_node_mat(context.material)
+ sss = mat.subsurface_scattering
- self.layout.prop(mat, "transparency", text="")
+ self.layout.active = (not mat.shadeless)
+ self.layout.prop(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
- rayt = mat.raytrace_transparency
+ sss = mat.subsurface_scattering
- row = layout.row()
- row.active = mat.transparency and (not mat.shadeless)
- row.prop(mat, "transparency_method", expand=True)
+ layout.active = (sss.enabled) and (not mat.shadeless)
- split = layout.split()
+ row = layout.row().split()
+ sub = row.row(align=True).split(percentage=0.75)
+ sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
+ sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
- col = split.column()
- col.prop(mat, "alpha")
- row = col.row()
- row.active = mat.transparency and (not mat.shadeless)
- row.prop(mat, "specular_alpha", text="Specular")
+ split = layout.split()
col = split.column()
- col.active = (not mat.shadeless)
- col.prop(rayt, "fresnel")
- sub = col.column()
- sub.active = rayt.fresnel > 0
- sub.prop(rayt, "fresnel_factor", text="Blend")
-
- if mat.transparency_method == 'RAYTRACE':
- layout.separator()
- split = layout.split()
- split.active = mat.transparency
-
- col = split.column()
- col.prop(rayt, "ior")
- col.prop(rayt, "filter")
- col.prop(rayt, "falloff")
- col.prop(rayt, "limit")
- col.prop(rayt, "depth")
-
- col = split.column()
- col.label(text="Gloss:")
- col.prop(rayt, "gloss_factor", text="Amount")
- sub = col.column()
- sub.active = rayt.gloss_factor < 1.0
- sub.prop(rayt, "gloss_threshold", text="Threshold")
- sub.prop(rayt, "gloss_samples", text="Samples")
-
-
-class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- mat = active_node_mat(context.material)
-
- self.layout.prop(mat, "transparency", text="")
-
- def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
- rayt = mat.raytrace_transparency
-
- row = layout.row()
- row.active = mat.transparency and (not mat.shadeless)
- row.prop(mat, "transparency_method", expand=True)
-
- split = layout.split()
+ 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()
- col.prop(mat, "alpha")
+ 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_tolerance", text="Error")
class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
@@ -744,6 +553,193 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
col.prop(halo, "flare_subsize", text="Subsize")
+class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Physics"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ phys = context.material.physics # dont use node material
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(phys, "distance")
+ col.prop(phys, "friction")
+ col.prop(phys, "align_to_normal")
+
+ col = split.column()
+ col.prop(phys, "force", slider=True)
+ col.prop(phys, "elasticity", slider=True)
+ col.prop(phys, "damp", slider=True)
+
+
+class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Strand"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material # dont use node material
+ tan = mat.strand
+
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.label(text="Size:")
+ sub.prop(tan, "root_size", text="Root")
+ sub.prop(tan, "tip_size", text="Tip")
+ sub.prop(tan, "min_size", text="Minimum")
+ sub.prop(tan, "blender_units")
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.prop(tan, "tangent_shading")
+ col.prop(tan, "shape")
+
+ col = split.column()
+ col.label(text="Shading:")
+ col.prop(tan, "width_fade")
+ ob = context.object
+ if ob and ob.type == 'MESH':
+ col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
+ else:
+ col.prop(tan, "uv_layer", text="")
+ col.separator()
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.prop(tan, "surface_diffuse")
+ sub = col.column()
+ sub.active = tan.surface_diffuse
+ sub.prop(tan, "blend_distance", text="Distance")
+
+
+class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Options"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "traceable")
+ col.prop(mat, "full_oversampling")
+ col.prop(mat, "use_sky")
+ col.prop(mat, "exclude_mist")
+ col.prop(mat, "invert_z")
+ sub = col.row()
+ sub.prop(mat, "z_offset")
+ sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
+ sub = col.column(align=True)
+ sub.label(text="Light Group:")
+ sub.prop(mat, "light_group", text="")
+ row = sub.row()
+ row.active = bool(mat.light_group)
+ row.prop(mat, "light_group_exclusive", text="Exclusive")
+
+ col = split.column()
+ col.prop(mat, "face_texture")
+ sub = col.column()
+ sub.active = mat.face_texture
+ sub.prop(mat, "face_texture_alpha")
+ col.separator()
+ col.prop(mat, "vertex_color_paint")
+ col.prop(mat, "vertex_color_light")
+ col.prop(mat, "object_color")
+
+
+class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Shadow"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "shadows", text="Receive")
+ col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
+ col.prop(mat, "only_shadow", text="Shadows Only")
+ col.prop(mat, "cast_shadows_only", text="Cast Only")
+ col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
+
+ col = split.column()
+ col.prop(mat, "cast_buffer_shadows")
+ sub = col.column()
+ sub.active = mat.cast_buffer_shadows
+ sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
+ col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
+ sub = col.column()
+ sub.active = (not mat.ray_shadow_bias)
+ sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
+ col.prop(mat, "cast_approximate")
+
+
+class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Transparency"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ mat = active_node_mat(context.material)
+
+ self.layout.prop(mat, "transparency", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+ rayt = mat.raytrace_transparency
+
+ row = layout.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.prop(mat, "transparency_method", expand=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "alpha")
+
+
class VolumeButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -897,6 +893,11 @@ class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
row.prop(mat, "light_group_exclusive", text="Exclusive")
+class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "material"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_scene.py b/release/scripts/ui/properties_scene.py
index 3ed8dfb72b8..3afa5d2f53f 100644
--- a/release/scripts/ui/properties_scene.py
+++ b/release/scripts/ui/properties_scene.py
@@ -43,11 +43,6 @@ class SCENE_PT_scene(SceneButtonsPanel, bpy.types.Panel):
layout.prop(scene, "set", text="Background")
-class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "scene"
-
-
class SCENE_PT_unit(SceneButtonsPanel, bpy.types.Panel):
bl_label = "Units"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -205,6 +200,11 @@ class SCENE_PT_simplify(SceneButtonsPanel, bpy.types.Panel):
col.prop(rd, "simplify_ao_sss", text="AO and SSS")
+class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "scene"
+
+
from bpy.props import *
diff --git a/release/scripts/ui/properties_texture.py b/release/scripts/ui/properties_texture.py
index b675576ec3f..21cdae98524 100644
--- a/release/scripts/ui/properties_texture.py
+++ b/release/scripts/ui/properties_texture.py
@@ -74,23 +74,6 @@ class TextureButtonsPanel():
return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.scene.render.engine in cls.COMPAT_ENGINES)
-class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- def draw(self, context):
- layout = self.layout
-
- tex = context.texture
- slot = getattr(context, "texture_slot", None)
- idblock = context_tex_datablock(context)
-
- if idblock:
- layout.template_preview(tex, parent=idblock, slot=slot)
- else:
- layout.template_preview(tex, slot=slot)
-
-
class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -155,9 +138,21 @@ class TEXTURE_PT_context_texture(TextureButtonsPanel, bpy.types.Panel):
split.prop(tex, "type", text="")
-class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
+class TEXTURE_PT_preview(TextureButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "texture"
+
+ def draw(self, context):
+ layout = self.layout
+
+ tex = context.texture
+ slot = getattr(context, "texture_slot", None)
+ idblock = context_tex_datablock(context)
+
+ if idblock:
+ layout.template_preview(tex, parent=idblock, slot=slot)
+ else:
+ layout.template_preview(tex, slot=slot)
class TEXTURE_PT_colors(TextureButtonsPanel, bpy.types.Panel):
@@ -989,6 +984,11 @@ class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, bpy.types.Panel):
col.prop(pd, "turbulence_strength")
+class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "texture"
+
+
def register():
pass
diff --git a/release/scripts/ui/properties_world.py b/release/scripts/ui/properties_world.py
index eec1caf58f7..1fa0d15a90b 100644
--- a/release/scripts/ui/properties_world.py
+++ b/release/scripts/ui/properties_world.py
@@ -33,19 +33,6 @@ class WorldButtonsPanel():
return (rd.engine in cls.COMPAT_ENGINES)
-class WORLD_PT_preview(WorldButtonsPanel, bpy.types.Panel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- @classmethod
- def poll(cls, context):
- rd = context.scene.render
- return (context.world) and (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- self.layout.template_preview(context.world)
-
-
class WORLD_PT_context_world(WorldButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -70,9 +57,23 @@ class WORLD_PT_context_world(WorldButtonsPanel, bpy.types.Panel):
split.template_ID(space, "pin_id")
-class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "world"
+class WORLD_PT_preview(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ rd = context.scene.render
+ return (context.world) and (not rd.use_game_engine) and (rd.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ self.layout.template_preview(context.world)
+
+
+
+
+
+
class WORLD_PT_world(WorldButtonsPanel, bpy.types.Panel):
@@ -96,62 +97,6 @@ class WORLD_PT_world(WorldButtonsPanel, bpy.types.Panel):
row.column().prop(world, "ambient_color")
-class WORLD_PT_mist(WorldButtonsPanel, bpy.types.Panel):
- bl_label = "Mist"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw_header(self, context):
- world = context.world
-
- self.layout.prop(world.mist, "use_mist", text="")
-
- def draw(self, context):
- layout = self.layout
- world = context.world
-
- layout.active = world.mist.use_mist
-
- split = layout.split()
-
- col = split.column()
- col.prop(world.mist, "intensity", slider=True)
- col.prop(world.mist, "start")
-
- col = split.column()
- col.prop(world.mist, "depth")
- col.prop(world.mist, "height")
-
- layout.prop(world.mist, "falloff")
-
-
-class WORLD_PT_stars(WorldButtonsPanel, bpy.types.Panel):
- bl_label = "Stars"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- def draw_header(self, context):
- world = context.world
-
- self.layout.prop(world.stars, "use_stars", text="")
-
- def draw(self, context):
- layout = self.layout
- world = context.world
-
- layout.active = world.stars.use_stars
-
- split = layout.split()
-
- col = split.column()
- col.prop(world.stars, "size")
- col.prop(world.stars, "color_randomization", text="Colors")
-
- col = split.column()
- col.prop(world.stars, "min_distance", text="Min. Dist")
- col.prop(world.stars, "average_separation", text="Separation")
-
-
class WORLD_PT_ambient_occlusion(WorldButtonsPanel, bpy.types.Panel):
bl_label = "Ambient Occlusion"
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -262,6 +207,67 @@ class WORLD_PT_gather(WorldButtonsPanel, bpy.types.Panel):
col.prop(light, "correction")
+class WORLD_PT_mist(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Mist"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw_header(self, context):
+ world = context.world
+
+ self.layout.prop(world.mist, "use_mist", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ world = context.world
+
+ layout.active = world.mist.use_mist
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(world.mist, "intensity", slider=True)
+ col.prop(world.mist, "start")
+
+ col = split.column()
+ col.prop(world.mist, "depth")
+ col.prop(world.mist, "height")
+
+ layout.prop(world.mist, "falloff")
+
+
+class WORLD_PT_stars(WorldButtonsPanel, bpy.types.Panel):
+ bl_label = "Stars"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ def draw_header(self, context):
+ world = context.world
+
+ self.layout.prop(world.stars, "use_stars", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ world = context.world
+
+ layout.active = world.stars.use_stars
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(world.stars, "size")
+ col.prop(world.stars, "color_randomization", text="Colors")
+
+ col = split.column()
+ col.prop(world.stars, "min_distance", text="Min. Dist")
+ col.prop(world.stars, "average_separation", text="Separation")
+
+
+class WORLD_PT_custom_props(WorldButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "world"
+
+
def register():
pass