diff options
author | Ton Roosendaal <ton@blender.org> | 2018-04-19 18:34:44 +0300 |
---|---|---|
committer | Brecht Van Lommel <brechtvanlommel@gmail.com> | 2018-04-19 18:35:25 +0300 |
commit | 51b796ff1528c52cc8b4079fab1003671652a4d9 (patch) | |
tree | 0dfc2d2dabe5e77959264f5b6667897569290a41 /release/scripts/startup | |
parent | 785e8a636a293941a4295e669cb5aeecfafae039 (diff) |
Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!
* Point density, voxel data, ocean, environment map textures were removed,
as these only worked within BI rendering. Note that the ocean modifier
and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
with BI. If we ever wanted to support this again probably it should go
through the baking API.
* GPU shader export through the Python API was removed. This only worked
for the old BI GLSL shaders, which no longer exists. Doing something
similar for Eevee would be significantly more complicated because it
uses a lot of multiplass rendering and logic outside the shader, it's
probably impractical.
* Collada material import / export code is mostly gone, as it only worked
for BI materials. We need to add Cycles / Eevee material support at some
point.
* The mesh noise operator was removed since it only worked with BI
material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
for BI material texture slots. Could be added back with node support.
* Not all legacy viewport features are supported in the new viewport, but
their code was removed. If we need to bring anything back we can look at
older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
used anywhere now. We may eventually use this to replace the texture
nodes with Cycles / Eevee shader nodes.
* The Cycles Bake panel now includes settings for baking multires normal
and displacement maps. The underlying code needs to be merged properly,
and we plan to add back support for multires AO baking and add support
to Cycles baking for features like vertex color, displacement, and other
missing baking features.
* This commit removes DNA and the Python API for BI material, lamp, world
and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
are reusing some old BI properties but the names are not really correct
anymore.
* Texture slots for materials, lamps and world were removed. They remain
for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
other renderers use this to find all panels to show, minus a few panels
that they have their own replacement for.
Diffstat (limited to 'release/scripts/startup')
23 files changed, 304 insertions, 2392 deletions
diff --git a/release/scripts/startup/bl_operators/object_quick_effects.py b/release/scripts/startup/bl_operators/object_quick_effects.py index 24323b1554e..70334fb0f23 100644 --- a/release/scripts/startup/bl_operators/object_quick_effects.py +++ b/release/scripts/startup/bl_operators/object_quick_effects.py @@ -364,88 +364,38 @@ class QuickSmoke(Operator): # Setup material - # Cycles - if context.scene.render.use_shading_nodes or context.render.use_shading_nodes: - bpy.ops.object.material_slot_add() - - mat = bpy.data.materials.new("Smoke Domain Material") - obj.material_slots[0].material = mat - - # Make sure we use nodes - mat.use_nodes = True - - # Set node variables and clear the default nodes - tree = mat.node_tree - nodes = tree.nodes - links = tree.links - - nodes.clear() + # Cycles and Eevee + bpy.ops.object.material_slot_add() - # Create shader nodes + mat = bpy.data.materials.new("Smoke Domain Material") + obj.material_slots[0].material = mat - # Material output - node_out = nodes.new(type='ShaderNodeOutputMaterial') - node_out.location = grid_location(6, 1) + # Make sure we use nodes + mat.use_nodes = True - # Add Principled Volume - node_principled = nodes.new(type='ShaderNodeVolumePrincipled') - node_principled.location = grid_location(4, 1) - links.new(node_principled.outputs["Volume"], - node_out.inputs["Volume"]) + # Set node variables and clear the default nodes + tree = mat.node_tree + nodes = tree.nodes + links = tree.links - node_principled.inputs["Density"].default_value = 5.0 + nodes.clear() - if self.style in {'FIRE', 'BOTH'}: - node_principled.inputs["Blackbody Intensity"].default_value = 1.0 + # Create shader nodes - # Blender Internal - else: - # create a volume material with a voxel data texture for the domain - bpy.ops.object.material_slot_add() - - mat = bpy.data.materials.new("Smoke Domain Material") - obj.material_slots[0].material = mat - mat.type = 'VOLUME' - mat.volume.density = 0 - mat.volume.density_scale = 5 - mat.volume.step_size = 0.1 - - tex = bpy.data.textures.new("Smoke Density", 'VOXEL_DATA') - tex.voxel_data.domain_object = obj - tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE' - - tex_slot = mat.texture_slots.add() - tex_slot.texture = tex - tex_slot.texture_coords = 'ORCO' - tex_slot.use_map_color_emission = False - tex_slot.use_map_density = True - tex_slot.use_map_color_reflection = True - - # for fire add a second texture for flame emission - mat.volume.emission_color = Vector((0.0, 0.0, 0.0)) - tex = bpy.data.textures.new("Flame", 'VOXEL_DATA') - tex.voxel_data.domain_object = obj - tex.voxel_data.smoke_data_type = 'SMOKEFLAME' - tex.voxel_data.interpolation = 'TRICUBIC_BSPLINE' - tex.use_color_ramp = True + # Material output + node_out = nodes.new(type='ShaderNodeOutputMaterial') + node_out.location = grid_location(6, 1) - tex_slot = mat.texture_slots.add() - tex_slot.texture = tex - tex_slot.texture_coords = 'ORCO' + # Add Principled Volume + node_principled = nodes.new(type='ShaderNodeVolumePrincipled') + node_principled.location = grid_location(4, 1) + links.new(node_principled.outputs["Volume"], + node_out.inputs["Volume"]) - # add color ramp for flame color - ramp = tex.color_ramp - # dark orange - elem = ramp.elements.new(0.333) - elem.color = (0.2, 0.03, 0.0, 1.0) + node_principled.inputs["Density"].default_value = 5.0 - # yellow glow - elem = ramp.elements.new(0.666) - elem.color = (1, 0.65, 0.25, 1.0) - - mat.texture_slots[1].use_map_density = True - mat.texture_slots[1].use_map_emission = True - mat.texture_slots[1].emission_factor = 5 + if self.style in {'FIRE', 'BOTH'}: + node_principled.inputs["Blackbody Intensity"].default_value = 1.0 return {'FINISHED'} @@ -547,13 +497,33 @@ class QuickFluid(Operator): mat = bpy.data.materials.new("Fluid Domain Material") obj.material_slots[0].material = mat - mat.specular_intensity = 1 - mat.specular_hardness = 100 - mat.use_transparency = True - mat.alpha = 0.0 - mat.transparency_method = 'RAYTRACE' - mat.raytrace_transparency.ior = 1.33 - mat.raytrace_transparency.depth = 4 + # Make sure we use nodes + mat.use_nodes = True + + # Set node variables and clear the default nodes + tree = mat.node_tree + nodes = tree.nodes + links = tree.links + + nodes.clear() + + # Create shader nodes + + # Material output + node_out = nodes.new(type='ShaderNodeOutputMaterial') + node_out.location = grid_location(6, 1) + + # Add Glass + node_glass = nodes.new(type='ShaderNodeBsdfGlass') + node_glass.location = grid_location(4, 1) + links.new(node_glass.outputs["BSDF"], node_out.inputs["Surface"]) + node_glass.inputs["IOR"].default_value = 1.33 + + # Add Absorption + node_absorption = nodes.new(type='ShaderNodeVolumeAbsorption') + node_absorption.location = grid_location(4, 2) + links.new(node_absorption.outputs["Volume"], node_out.inputs["Volume"]) + node_absorption.inputs["Color"].default_value = (0.8, 0.9, 1.0, 1.0) if self.start_baking: bpy.ops.fluid.bake('INVOKE_DEFAULT') diff --git a/release/scripts/startup/bl_operators/presets.py b/release/scripts/startup/bl_operators/presets.py index c696c38dac6..b06d054e15f 100644 --- a/release/scripts/startup/bl_operators/presets.py +++ b/release/scripts/startup/bl_operators/presets.py @@ -318,34 +318,6 @@ class AddPresetSafeAreas(AddPresetBase, Operator): preset_subdir = "safe_areas" -class AddPresetSSS(AddPresetBase, Operator): - """Add or remove a Subsurface Scattering Preset""" - bl_idname = "material.sss_preset_add" - bl_label = "Add SSS Preset" - preset_menu = "MATERIAL_MT_sss_presets" - - preset_defines = [ - ("material = " - "bpy.context.material.active_node_material " - "if bpy.context.material.active_node_material " - "else bpy.context.material") - ] - - preset_values = [ - "material.subsurface_scattering.back", - "material.subsurface_scattering.color", - "material.subsurface_scattering.color_factor", - "material.subsurface_scattering.error_threshold", - "material.subsurface_scattering.front", - "material.subsurface_scattering.ior", - "material.subsurface_scattering.radius", - "material.subsurface_scattering.scale", - "material.subsurface_scattering.texture_factor", - ] - - preset_subdir = "sss" - - class AddPresetCloth(AddPresetBase, Operator): """Add or remove a Cloth Preset""" bl_idname = "cloth.preset_add" @@ -695,7 +667,6 @@ classes = ( AddPresetNodeColor, AddPresetOperator, AddPresetRender, - AddPresetSSS, AddPresetSafeAreas, AddPresetSunSky, AddPresetTrackingCamera, diff --git a/release/scripts/startup/bl_ui/properties_data_lamp.py b/release/scripts/startup/bl_ui/properties_data_lamp.py index f3daf64b442..892ca26189d 100644 --- a/release/scripts/startup/bl_ui/properties_data_lamp.py +++ b/release/scripts/startup/bl_ui/properties_data_lamp.py @@ -55,16 +55,11 @@ class DATA_PT_context_lamp(DataButtonsPanel, Panel): split = layout.split(percentage=0.65) - texture_count = len(lamp.texture_slots.keys()) - if ob: split.template_ID(ob, "data") elif lamp: split.template_ID(space, "pin_id") - if texture_count != 0: - split.label(text=str(texture_count), icon='TEXTURE') - class DATA_PT_preview(DataButtonsPanel, Panel): bl_label = "Preview" @@ -111,17 +106,11 @@ class DATA_PT_lamp(DataButtonsPanel, Panel): sub.prop(lamp, "linear_coefficient", text="Linear") sub.prop(lamp, "quadratic_coefficient", text="Quadratic") - col.prop(lamp, "use_sphere") - if lamp.type == 'AREA': col.prop(lamp, "distance") - col.prop(lamp, "gamma") col = split.column() - col.prop(lamp, "use_negative") - col.prop(lamp, "use_own_layer", text="This Layer Only") - col.prop(lamp, "use_specular") - col.prop(lamp, "use_diffuse") + col.label() class DATA_PT_EEVEE_lamp(DataButtonsPanel, Panel): @@ -154,202 +143,7 @@ class DATA_PT_EEVEE_lamp(DataButtonsPanel, Panel): sub.prop(lamp, "size_y", text="Size Y") col = split.column() - col.prop(lamp, "use_specular") - col.prop(lamp, "use_diffuse") - col.separator() - - if lamp.type in {'POINT', 'SPOT', 'AREA'}: - col.prop(lamp, "use_sphere") - col = col.column() - col.active = lamp.use_sphere - col.prop(lamp, "distance") - - -class DATA_PT_sunsky(DataButtonsPanel, Panel): - bl_label = "Sky & Atmosphere" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - lamp = context.lamp - engine = context.engine - return (lamp and lamp.type == 'SUN') and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - lamp = context.lamp.sky - - row = layout.row(align=True) - row.prop(lamp, "use_sky") - row.menu("LAMP_MT_sunsky_presets", text=bpy.types.LAMP_MT_sunsky_presets.bl_label) - row.operator("lamp.sunsky_preset_add", text="", icon='ZOOMIN') - row.operator("lamp.sunsky_preset_add", text="", icon='ZOOMOUT').remove_active = True - - row = layout.row() - row.active = lamp.use_sky or lamp.use_atmosphere - row.prop(lamp, "atmosphere_turbidity", text="Turbidity") - - split = layout.split() - - col = split.column() - col.active = lamp.use_sky - col.label(text="Blending:") - sub = col.column() - sub.prop(lamp, "sky_blend_type", text="") - sub.prop(lamp, "sky_blend", text="Factor") - - col.label(text="Color Space:") - sub = col.column() - sub.row().prop(lamp, "sky_color_space", expand=True) - sub.prop(lamp, "sky_exposure", text="Exposure") - - col = split.column() - col.active = lamp.use_sky - col.label(text="Horizon:") - sub = col.column() - sub.prop(lamp, "horizon_brightness", text="Brightness") - sub.prop(lamp, "spread", text="Spread") - - col.label(text="Sun:") - sub = col.column() - sub.prop(lamp, "sun_brightness", text="Brightness") - sub.prop(lamp, "sun_size", text="Size") - sub.prop(lamp, "backscattered_light", slider=True, text="Back Light") - - layout.separator() - - layout.prop(lamp, "use_atmosphere") - - split = layout.split() - - col = split.column() - col.active = lamp.use_atmosphere - col.label(text="Intensity:") - col.prop(lamp, "sun_intensity", text="Sun") - col.prop(lamp, "atmosphere_distance_factor", text="Distance") - - col = split.column() - col.active = lamp.use_atmosphere - col.label(text="Scattering:") - sub = col.column(align=True) - sub.prop(lamp, "atmosphere_inscattering", slider=True, text="Inscattering") - sub.prop(lamp, "atmosphere_extinction", slider=True, text="Extinction") - - -class DATA_PT_shadow(DataButtonsPanel, Panel): - bl_label = "Shadow" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - lamp = context.lamp - engine = context.engine - return (lamp and lamp.type in {'POINT', 'SUN', 'SPOT', 'AREA'}) and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - lamp = context.lamp - - layout.row().prop(lamp, "shadow_method", expand=True) - - if lamp.shadow_method == 'NOSHADOW' and lamp.type == 'AREA': - split = layout.split() - - col = split.column() - col.label(text="Form Factor Sampling:") - - sub = col.row(align=True) - - if lamp.shape == 'SQUARE': - sub.prop(lamp, "shadow_ray_samples_x", text="Samples") - elif lamp.shape == 'RECTANGLE': - sub.prop(lamp, "shadow_ray_samples_x", text="Samples X") - sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y") - - if lamp.shadow_method != 'NOSHADOW': - split = layout.split() - - col = split.column() - col.prop(lamp, "shadow_color", text="") - - col = split.column() - col.prop(lamp, "use_shadow_layer", text="This Layer Only") - col.prop(lamp, "use_only_shadow") - - if lamp.shadow_method == 'RAY_SHADOW': - split = layout.split() - - col = split.column() - col.label(text="Sampling:") - - if lamp.type in {'POINT', 'SUN', 'SPOT'}: - sub = col.row() - - sub.prop(lamp, "shadow_ray_samples", text="Samples") - sub.prop(lamp, "shadow_soft_size", text="Soft Size") - - elif lamp.type == 'AREA': - sub = col.row(align=True) - - if lamp.shape == 'SQUARE': - sub.prop(lamp, "shadow_ray_samples_x", text="Samples") - elif lamp.shape == 'RECTANGLE': - sub.prop(lamp, "shadow_ray_samples_x", text="Samples X") - sub.prop(lamp, "shadow_ray_samples_y", text="Samples Y") - - col.row().prop(lamp, "shadow_ray_sample_method", expand=True) - - if lamp.shadow_ray_sample_method == 'ADAPTIVE_QMC': - layout.prop(lamp, "shadow_adaptive_threshold", text="Threshold") - - if lamp.type == 'AREA' and lamp.shadow_ray_sample_method == 'CONSTANT_JITTERED': - row = layout.row() - row.prop(lamp, "use_umbra") - row.prop(lamp, "use_dither") - row.prop(lamp, "use_jitter") - - elif lamp.shadow_method == 'BUFFER_SHADOW': - col = layout.column() - col.label(text="Buffer Type:") - col.row().prop(lamp, "shadow_buffer_type", expand=True) - - if lamp.shadow_buffer_type in {'REGULAR', 'HALFWAY', 'DEEP'}: - split = layout.split() - - col = split.column() - col.label(text="Filter Type:") - col.prop(lamp, "shadow_filter_type", text="") - sub = col.column(align=True) - sub.prop(lamp, "shadow_buffer_soft", text="Soft") - sub.prop(lamp, "shadow_buffer_bias", text="Bias") - - col = split.column() - col.label(text="Sample Buffers:") - col.prop(lamp, "shadow_sample_buffers", text="") - sub = col.column(align=True) - sub.prop(lamp, "shadow_buffer_size", text="Size") - sub.prop(lamp, "shadow_buffer_samples", text="Samples") - if lamp.shadow_buffer_type == 'DEEP': - col.prop(lamp, "compression_threshold") - - elif lamp.shadow_buffer_type == 'IRREGULAR': - layout.prop(lamp, "shadow_buffer_bias", text="Bias") - - split = layout.split() - - col = split.column() - col.prop(lamp, "use_auto_clip_start", text="Autoclip Start") - sub = col.column() - sub.active = not lamp.use_auto_clip_start - sub.prop(lamp, "shadow_buffer_clip_start", text="Clip Start") - - col = split.column() - col.prop(lamp, "use_auto_clip_end", text="Autoclip End") - sub = col.column() - sub.active = not lamp.use_auto_clip_end - sub.prop(lamp, "shadow_buffer_clip_end", text="Clip End") + col.label() class DATA_PT_EEVEE_shadow(DataButtonsPanel, Panel): @@ -531,8 +325,6 @@ classes = ( DATA_PT_preview, DATA_PT_lamp, DATA_PT_EEVEE_lamp, - DATA_PT_sunsky, - DATA_PT_shadow, DATA_PT_EEVEE_shadow, DATA_PT_area, DATA_PT_spot, diff --git a/release/scripts/startup/bl_ui/properties_data_mesh.py b/release/scripts/startup/bl_ui/properties_data_mesh.py index 30690418e51..a9a47d268d2 100644 --- a/release/scripts/startup/bl_ui/properties_data_mesh.py +++ b/release/scripts/startup/bl_ui/properties_data_mesh.py @@ -241,7 +241,7 @@ class DATA_PT_vertex_groups(MeshButtonsPanel, Panel): class DATA_PT_face_maps(MeshButtonsPanel, Panel): bl_label = "Face Maps" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py index bf8529959f4..28e39959c7e 100644 --- a/release/scripts/startup/bl_ui/properties_data_modifier.py +++ b/release/scripts/startup/bl_ui/properties_data_modifier.py @@ -1014,17 +1014,10 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel): def UV_PROJECT(self, layout, ob, md): split = layout.split() - - col = split.column() - col.label(text="Image:") - col.prop(md, "image", text="") - col = split.column() - col.label(text="UV Map:") - col.prop_search(md, "uv_layer", ob.data, "uv_layers", text="") + col.prop_search(md, "uv_layer", ob.data, "uv_layers") + col.separator() - split = layout.split() - col = split.column() col.prop(md, "projector_count", text="Projectors") for proj in md.projectors: col.prop(proj, "object", text="") diff --git a/release/scripts/startup/bl_ui/properties_freestyle.py b/release/scripts/startup/bl_ui/properties_freestyle.py index b1992127932..84ebb21c703 100644 --- a/release/scripts/startup/bl_ui/properties_freestyle.py +++ b/release/scripts/startup/bl_ui/properties_freestyle.py @@ -39,7 +39,7 @@ class RenderFreestyleButtonsPanel: class RENDER_PT_freestyle(RenderFreestyleButtonsPanel, Panel): bl_label = "Freestyle" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): rd = context.scene.render @@ -111,7 +111,7 @@ class RENDER_MT_lineset_specials(Menu): class VIEWLAYER_PT_freestyle(ViewLayerFreestyleButtonsPanel, Panel): bl_label = "Freestyle" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -167,7 +167,7 @@ class VIEWLAYER_PT_freestyle(ViewLayerFreestyleButtonsPanel, Panel): class VIEWLAYER_PT_freestyle_lineset(ViewLayerFreestyleEditorButtonsPanel, Panel): bl_label = "Freestyle Line Set" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_edge_type_buttons(self, box, lineset, edge_type): # property names @@ -261,7 +261,7 @@ class VIEWLAYER_PT_freestyle_lineset(ViewLayerFreestyleEditorButtonsPanel, Panel class VIEWLAYER_PT_freestyle_linestyle(ViewLayerFreestyleEditorButtonsPanel, Panel): bl_label = "Freestyle Line Style" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_modifier_box_header(self, box, modifier): row = box.row() @@ -781,10 +781,7 @@ class VIEWLAYER_PT_freestyle_linestyle(ViewLayerFreestyleEditorButtonsPanel, Pan layout.separator() row = layout.row() - if scene.render.use_shading_nodes: - row.prop(linestyle, "use_nodes") - else: - row.prop(linestyle, "use_texture") + row.prop(linestyle, "use_nodes") row.prop(linestyle, "texture_spacing", text="Spacing Along Stroke") row = layout.row() @@ -818,7 +815,7 @@ class MaterialFreestyleButtonsPanel: class MATERIAL_PT_freestyle_line(MaterialFreestyleButtonsPanel, Panel): bl_label = "Freestyle Line" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout diff --git a/release/scripts/startup/bl_ui/properties_material.py b/release/scripts/startup/bl_ui/properties_material.py index 233a1c4369e..13c783ad024 100644 --- a/release/scripts/startup/bl_ui/properties_material.py +++ b/release/scripts/startup/bl_ui/properties_material.py @@ -23,42 +23,6 @@ from rna_prop_ui import PropertyPanel from bpy.app.translations import pgettext_iface as iface_ from bpy_extras.node_utils import find_node_input, find_output_node -def active_node_mat(mat): - # TODO, 2.4x has a pipeline section, for 2.5 we need to communicate - # which settings from node-materials are used - if mat is not None: - mat_node = mat.active_node_material - if mat_node: - return mat_node - else: - return mat - - return None - - -def check_material(mat): - if mat is not None: - if mat.use_nodes: - if mat.active_node_material is not None: - return True - return False - return True - return False - - -def simple_material(mat): - if (mat is not None) and (not mat.use_nodes): - return True - return False - - -class MATERIAL_MT_sss_presets(Menu): - bl_label = "SSS Presets" - preset_subdir = "sss" - preset_operator = "script.execute_preset" - draw = Menu.draw_preset - - class MATERIAL_MT_specials(Menu): bl_label = "Material Specials" @@ -82,12 +46,6 @@ class MATERIAL_UL_matslots(UIList): layout.prop(ma, "name", text="", emboss=False, icon_value=icon) else: layout.label(text="", icon_value=icon) - if ma and not context.scene.render.use_shading_nodes: - manode = ma.active_node_material - if manode: - layout.label(text=iface_("Node %s") % manode.name, translate=False, icon_value=layout.icon(manode)) - elif ma.use_nodes: - layout.label(text="Node <none>") elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) @@ -104,859 +62,16 @@ class MaterialButtonsPanel: return context.material and (context.engine in cls.COMPAT_ENGINES) -class MATERIAL_PT_context_material(MaterialButtonsPanel, Panel): - bl_label = "" - bl_options = {'HIDE_HEADER'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - # An exception, don't call the parent poll func because - # this manages materials for all engine types - - engine = context.engine - return (context.material or context.object) and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - mat = context.material - ob = context.object - slot = context.material_slot - space = context.space_data - - if ob: - is_sortable = (len(ob.material_slots) > 1) - - rows = 1 - if is_sortable: - rows = 4 - - row = layout.row() - - row.template_list("MATERIAL_UL_matslots", "", ob, "material_slots", ob, "active_material_index", rows=rows) - - col = row.column(align=True) - col.operator("object.material_slot_add", icon='ZOOMIN', text="") - col.operator("object.material_slot_remove", icon='ZOOMOUT', text="") - - col.menu("MATERIAL_MT_specials", icon='DOWNARROW_HLT', text="") - - if is_sortable: - col.separator() - - col.operator("object.material_slot_move", icon='TRIA_UP', text="").direction = 'UP' - col.operator("object.material_slot_move", icon='TRIA_DOWN', text="").direction = 'DOWN' - - if ob.mode == 'EDIT': - row = layout.row(align=True) - row.operator("object.material_slot_assign", text="Assign") - row.operator("object.material_slot_select", text="Select") - row.operator("object.material_slot_deselect", text="Deselect") - - split = layout.split(percentage=0.65) - - if ob: - split.template_ID(ob, "active_material", new="material.new") - row = split.row() - if mat: - row.prop(mat, "use_nodes", icon='NODETREE', text="") - - if slot: - row.prop(slot, "link", text="") - else: - row.label() - elif mat: - split.template_ID(space, "pin_id") - split.separator() - - if mat: - layout.row().prop(mat, "type", expand=True) - if mat.use_nodes: - row = layout.row() - row.label(text="", icon='NODETREE') - if mat.active_node_material: - row.prop(mat.active_node_material, "name", text="") - else: - row.label(text="No material node selected") - - class MATERIAL_PT_preview(MaterialButtonsPanel, Panel): bl_label = "Preview" - COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} + COMPAT_ENGINES = {'BLENDER_EEVEE'} def draw(self, context): self.layout.template_preview(context.material) -class MATERIAL_PT_pipeline(MaterialButtonsPanel, Panel): - bl_label = "Render Pipeline Options" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return mat and (not simple_material(mat)) and (mat.type in {'SURFACE', 'WIRE', 'VOLUME'}) and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self. layout - - mat = context.material - mat_type = mat.type in {'SURFACE', 'WIRE'} - - row = layout.row() - row.active = mat_type - row.prop(mat, "use_transparency") - sub = row.column() - sub.prop(mat, "offset_z") - - sub.active = mat_type and mat.use_transparency and mat.transparency_method == 'Z_TRANSPARENCY' - - row = layout.row() - row.active = mat.use_transparency or not mat_type - row.prop(mat, "transparency_method", expand=True) - - layout.separator() - - split = layout.split() - col = split.column() - - col.prop(mat, "use_raytrace") - col.prop(mat, "use_full_oversampling") - sub = col.column() - sub.active = mat_type - sub.prop(mat, "use_sky") - sub.prop(mat, "invert_z") - col.prop(mat, "pass_index") - - col = split.column() - col.active = mat_type - - col.prop(mat, "use_cast_shadows", text="Cast") - col.prop(mat, "use_cast_shadows_only", text="Cast Only") - col.prop(mat, "use_cast_buffer_shadows") - sub = col.column() - sub.active = mat.use_cast_buffer_shadows - sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha") - col.prop(mat, "use_cast_approximate") - - -class MATERIAL_PT_diffuse(MaterialButtonsPanel, Panel): - bl_label = "Diffuse" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(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, "diffuse_color", text="") - sub = col.column() - sub.active = (not mat.use_shadeless) - sub.prop(mat, "diffuse_intensity", text="Intensity") - - col = split.column() - col.active = (not mat.use_shadeless) - col.prop(mat, "diffuse_shader", text="") - col.prop(mat, "use_diffuse_ramp", text="Ramp") - - col = layout.column() - col.active = (not mat.use_shadeless) - if mat.diffuse_shader == 'OREN_NAYAR': - col.prop(mat, "roughness") - elif mat.diffuse_shader == 'MINNAERT': - col.prop(mat, "darkness") - elif mat.diffuse_shader == 'TOON': - row = col.row() - row.prop(mat, "diffuse_toon_size", text="Size") - row.prop(mat, "diffuse_toon_smooth", text="Smooth") - elif mat.diffuse_shader == 'FRESNEL': - row = col.row() - row.prop(mat, "diffuse_fresnel", text="Fresnel") - row.prop(mat, "diffuse_fresnel_factor", text="Factor") - - if mat.use_diffuse_ramp: - col = layout.column() - col.active = (not mat.use_shadeless) - col.separator() - col.template_color_ramp(mat, "diffuse_ramp", expand=True) - col.separator() - - row = col.row() - row.prop(mat, "diffuse_ramp_input", text="Input") - row.prop(mat, "diffuse_ramp_blend", text="Blend") - - col.prop(mat, "diffuse_ramp_factor", text="Factor") - - -class MATERIAL_PT_specular(MaterialButtonsPanel, Panel): - bl_label = "Specular" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(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) - - layout.active = (not mat.use_shadeless) - - split = layout.split() - - col = split.column() - col.prop(mat, "specular_color", text="") - col.prop(mat, "specular_intensity", text="Intensity") - - col = split.column() - col.prop(mat, "specular_shader", text="") - col.prop(mat, "use_specular_ramp", text="Ramp") - - col = layout.column() - if mat.specular_shader in {'COOKTORR', 'PHONG'}: - col.prop(mat, "specular_hardness", text="Hardness") - elif mat.specular_shader == 'BLINN': - row = col.row() - row.prop(mat, "specular_hardness", text="Hardness") - row.prop(mat, "specular_ior", text="IOR") - elif mat.specular_shader == 'WARDISO': - col.prop(mat, "specular_slope", text="Slope") - elif mat.specular_shader == 'TOON': - row = col.row() - row.prop(mat, "specular_toon_size", text="Size") - row.prop(mat, "specular_toon_smooth", text="Smooth") - - if mat.use_specular_ramp: - layout.separator() - layout.template_color_ramp(mat, "specular_ramp", expand=True) - layout.separator() - - row = layout.row() - row.prop(mat, "specular_ramp_input", text="Input") - row.prop(mat, "specular_ramp_blend", text="Blend") - - layout.prop(mat, "specular_ramp_factor", text="Factor") - - -class MATERIAL_PT_shading(MaterialButtonsPanel, Panel): - bl_label = "Shading" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(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) - - if mat.type in {'SURFACE', 'WIRE'}: - split = layout.split() - - col = split.column() - sub = col.column() - sub.active = not mat.use_shadeless - sub.prop(mat, "emit") - sub.prop(mat, "ambient") - sub = col.column() - sub.prop(mat, "translucency") - - col = split.column() - col.prop(mat, "use_shadeless") - sub = col.column() - sub.active = not mat.use_shadeless - sub.prop(mat, "use_tangent_shading") - sub.prop(mat, "use_cubic") - - -class MATERIAL_PT_transp(MaterialButtonsPanel, Panel): - bl_label = "Transparency" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - mat = context.material - - if simple_material(mat): - self.layout.prop(mat, "use_transparency", text="") - - def draw(self, context): - layout = self.layout - - base_mat = context.material - mat = active_node_mat(context.material) - rayt = mat.raytrace_transparency - - if simple_material(base_mat): - row = layout.row() - row.active = mat.use_transparency - row.prop(mat, "transparency_method", expand=True) - - split = layout.split() - split.active = base_mat.use_transparency - - col = split.column() - col.prop(mat, "alpha") - row = col.row() - row.active = (base_mat.transparency_method != 'MASK') and (not mat.use_shadeless) - row.prop(mat, "specular_alpha", text="Specular") - - col = split.column() - col.active = (not mat.use_shadeless) - col.prop(rayt, "fresnel") - sub = col.column() - sub.active = (rayt.fresnel > 0.0) - sub.prop(rayt, "fresnel_factor", text="Blend") - - if base_mat.transparency_method == 'RAYTRACE': - layout.separator() - split = layout.split() - split.active = base_mat.use_transparency - - col = split.column() - col.prop(rayt, "ior") - col.prop(rayt, "filter") - col.prop(rayt, "falloff") - col.prop(rayt, "depth_max") - 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, Panel): - bl_label = "Mirror" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - raym = active_node_mat(context.material).raytrace_mirror - - self.layout.prop(raym, "use", text="") - - def draw(self, context): - layout = self.layout - - mat = active_node_mat(context.material) - raym = mat.raytrace_mirror - - layout.active = raym.use - - split = layout.split() - - col = split.column() - col.prop(raym, "reflect_factor") - col.prop(mat, "mirror_color", text="") - - col = split.column() - col.prop(raym, "fresnel") - sub = col.column() - sub.active = (raym.fresnel > 0.0) - sub.prop(raym, "fresnel_factor", text="Blend") - - split = layout.split() - - col = split.column() - col.separator() - col.prop(raym, "depth") - col.prop(raym, "distance", text="Max Dist") - col.separator() - sub = col.split(percentage=0.4) - sub.active = (raym.distance > 0.0) - sub.label(text="Fade To:") - sub.prop(raym, "fade_to", text="") - - col = split.column() - col.label(text="Gloss:") - col.prop(raym, "gloss_factor", text="Amount") - sub = col.column() - sub.active = (raym.gloss_factor < 1.0) - sub.prop(raym, "gloss_threshold", text="Threshold") - sub.prop(raym, "gloss_samples", text="Samples") - sub.prop(raym, "gloss_anisotropic", text="Anisotropic") - - -class MATERIAL_PT_sss(MaterialButtonsPanel, Panel): - bl_label = "Subsurface Scattering" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - mat = active_node_mat(context.material) - sss = mat.subsurface_scattering - - self.layout.active = (not mat.use_shadeless) - self.layout.prop(sss, "use", text="") - - def draw(self, context): - layout = self.layout - - mat = active_node_mat(context.material) - sss = mat.subsurface_scattering - - layout.active = (sss.use) and (not mat.use_shadeless) - - row = layout.row().split() - sub = row.row(align=True).split(align=True, 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') - sub.operator("material.sss_preset_add", text="", icon='ZOOMOUT').remove_active = True - - split = layout.split() - - col = split.column() - col.prop(sss, "ior") - col.prop(sss, "scale") - col.prop(sss, "color", text="") - col.prop(sss, "radius", text="RGB Radius", expand=True) - - col = split.column() - sub = col.column(align=True) - sub.label(text="Blend:") - sub.prop(sss, "color_factor", text="Color") - sub.prop(sss, "texture_factor", text="Texture") - sub.label(text="Scattering Weight:") - sub.prop(sss, "front") - sub.prop(sss, "back") - col.separator() - col.prop(sss, "error_threshold", text="Error") - - -class MATERIAL_PT_halo(MaterialButtonsPanel, Panel): - bl_label = "Halo" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - mat = context.material # don't use node material - halo = mat.halo - - def number_but(layout, toggle, number, name, color): - row = layout.row(align=True) - row.prop(halo, toggle, text="") - sub = row.column(align=True) - sub.active = getattr(halo, toggle) - sub.prop(halo, number, text=name, translate=False) - if not color == "": - sub.prop(mat, color, text="") - - split = layout.split() - - col = split.column() - col.prop(mat, "alpha") - col.prop(mat, "diffuse_color", text="") - col.prop(halo, "seed") - - col = split.column() - col.prop(halo, "size") - col.prop(halo, "hardness") - col.prop(halo, "add") - - layout.label(text="Options:") - - split = layout.split() - col = split.column() - col.prop(halo, "use_texture") - col.prop(halo, "use_vertex_normal") - col.prop(halo, "use_extreme_alpha") - col.prop(halo, "use_shaded") - col.prop(halo, "use_soft") - - col = split.column() - number_but(col, "use_ring", "ring_count", iface_("Rings"), "mirror_color") - number_but(col, "use_lines", "line_count", iface_("Lines"), "specular_color") - number_but(col, "use_star", "star_tip_count", iface_("Star Tips"), "") - - -class MATERIAL_PT_flare(MaterialButtonsPanel, Panel): - bl_label = "Flare" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return mat and (mat.type == 'HALO') and (engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - halo = context.material.halo - - self.layout.prop(halo, "use_flare_mode", text="") - - def draw(self, context): - layout = self.layout - - mat = context.material # don't use node material - halo = mat.halo - - layout.active = halo.use_flare_mode - - split = layout.split() - - col = split.column() - col.prop(halo, "flare_size", text="Size") - col.prop(halo, "flare_boost", text="Boost") - col.prop(halo, "flare_seed", text="Seed") - - col = split.column() - col.prop(halo, "flare_subflare_count", text="Subflares") - col.prop(halo, "flare_subflare_size", text="Subsize") - - -class MATERIAL_PT_strand(MaterialButtonsPanel, Panel): - bl_label = "Strand" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.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 # don't 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, "size_min", text="Minimum") - sub.prop(tan, "use_blender_units") - sub = col.column() - sub.active = (not mat.use_shadeless) - sub.prop(tan, "use_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_search(tan, "uv_layer", ob.data, "uv_layers", text="") - else: - col.prop(tan, "uv_layer", text="") - col.separator() - sub = col.column() - sub.active = (not mat.use_shadeless) - sub.label("Surface diffuse:") - sub = col.column() - sub.prop(tan, "blend_distance", text="Distance") - - -class MATERIAL_PT_options(MaterialButtonsPanel, Panel): - bl_label = "Options" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - base_mat = context.material - mat = active_node_mat(base_mat) - - split = layout.split() - - col = split.column() - if simple_material(base_mat): - col.prop(mat, "use_raytrace") - col.prop(mat, "use_full_oversampling") - col.prop(mat, "use_sky") - col.prop(mat, "use_mist") - if simple_material(base_mat): - col.prop(mat, "invert_z") - sub = col.row() - sub.prop(mat, "offset_z") - sub.active = mat.use_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(align=True) - row.active = bool(mat.light_group) - row.prop(mat, "use_light_group_exclusive", text="Exclusive") - row.prop(mat, "use_light_group_local", text="Local") - - col = split.column() - col.prop(mat, "use_vertex_color_paint") - col.prop(mat, "use_vertex_color_light") - col.prop(mat, "use_object_color") - col.prop(mat, "use_uv_project") - if simple_material(base_mat): - col.prop(mat, "pass_index") - - col.label("Edit Image") - col.template_ID(mat, "edit_image") - - -class MATERIAL_PT_shadow(MaterialButtonsPanel, Panel): - bl_label = "Shadow" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(mat) and (mat.type in {'SURFACE', 'WIRE'}) and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - base_mat = context.material - mat = active_node_mat(base_mat) - - split = layout.split() - - col = split.column() - col.prop(mat, "use_shadows", text="Receive") - col.prop(mat, "use_transparent_shadows", text="Receive Transparent") - col.prop(mat, "use_only_shadow", text="Shadows Only") - sub = col.column() - sub.active = mat.use_only_shadow - sub.prop(mat, "shadow_only_type", text="") - - if not simple_material(base_mat): - col = split.column() - - col.prop(mat, "use_ray_shadow_bias", text="Auto Ray Bias") - sub = col.column() - sub.active = (not mat.use_ray_shadow_bias) - sub.prop(mat, "shadow_ray_bias", text="Ray Bias") - - if simple_material(base_mat): - col = split.column() - - col.prop(mat, "use_cast_shadows", text="Cast") - col.prop(mat, "use_cast_shadows_only", text="Cast Only") - col.prop(mat, "use_cast_buffer_shadows") - sub = col.column() - sub.active = mat.use_cast_buffer_shadows - if simple_material(base_mat): - sub.prop(mat, "shadow_cast_alpha", text="Casting Alpha") - sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias") - if simple_material(base_mat): - col.prop(mat, "use_cast_approximate") - - -class VolumeButtonsPanel: - bl_space_type = 'PROPERTIES' - bl_region_type = 'WINDOW' - bl_context = "material" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return mat and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES) - - -class MATERIAL_PT_volume_density(VolumeButtonsPanel, Panel): - bl_label = "Density" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - vol = context.material.volume # don't use node material - - row = layout.row() - row.prop(vol, "density") - row.prop(vol, "density_scale") - - -class MATERIAL_PT_volume_shading(VolumeButtonsPanel, Panel): - bl_label = "Shading" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - vol = context.material.volume # don't use node material - - split = layout.split() - - col = split.column() - col.prop(vol, "scattering") - col.prop(vol, "asymmetry") - col.prop(vol, "transmission_color") - - col = split.column() - sub = col.column(align=True) - sub.prop(vol, "emission") - sub.prop(vol, "emission_color", text="") - sub = col.column(align=True) - sub.prop(vol, "reflection") - sub.prop(vol, "reflection_color", text="") - - -class MATERIAL_PT_volume_lighting(VolumeButtonsPanel, Panel): - bl_label = "Lighting" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - vol = context.material.volume # don't use node material - - split = layout.split() - - col = split.column() - col.prop(vol, "light_method", text="") - - col = split.column() - - if vol.light_method == 'SHADED': - col.prop(vol, "use_external_shadows") - col.prop(vol, "use_light_cache") - sub = col.column() - sub.active = vol.use_light_cache - sub.prop(vol, "cache_resolution") - elif vol.light_method in {'MULTIPLE_SCATTERING', 'SHADED_PLUS_MULTIPLE_SCATTERING'}: - sub = col.column() - sub.enabled = True - sub.active = False - sub.label("Light Cache Enabled") - col.prop(vol, "cache_resolution") - - sub = col.column(align=True) - sub.prop(vol, "ms_diffusion") - sub.prop(vol, "ms_spread") - sub.prop(vol, "ms_intensity") - - -class MATERIAL_PT_volume_transp(VolumeButtonsPanel, Panel): - bl_label = "Transparency" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return mat and simple_material(mat) and (mat.type == 'VOLUME') and (engine in cls.COMPAT_ENGINES) - - def draw(self, context): - layout = self.layout - - mat = context.material # don't use node material - - layout.row().prop(mat, "transparency_method", expand=True) - - -class MATERIAL_PT_volume_integration(VolumeButtonsPanel, Panel): - bl_label = "Integration" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - vol = context.material.volume # don't use node material - - split = layout.split() - - col = split.column() - col.label(text="Step Calculation:") - col.prop(vol, "step_method", text="") - col = col.column(align=True) - col.prop(vol, "step_size") - - col = split.column() - col.label() - col.prop(vol, "depth_threshold") - - -class MATERIAL_PT_volume_options(VolumeButtonsPanel, Panel): - bl_label = "Options" - COMPAT_ENGINES = {'BLENDER_RENDER'} - bl_options = {'DEFAULT_CLOSED'} - - @classmethod - def poll(cls, context): - mat = context.material - engine = context.engine - return check_material(mat) and (mat.type == 'VOLUME') 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() - if simple_material(context.material): - col.prop(mat, "use_raytrace") - col.prop(mat, "use_full_oversampling") - col.prop(mat, "use_mist") - - col = split.column() - col.label(text="Light Group:") - col.prop(mat, "light_group", text="") - row = col.row() - row.active = bool(mat.light_group) - row.prop(mat, "use_light_group_exclusive", text="Exclusive") - - class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, Panel): - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_EEVEE'} _context_path = "material" _property_type = bpy.types.Material @@ -1101,29 +216,9 @@ class EEVEE_MATERIAL_PT_options(MaterialButtonsPanel, Panel): classes = ( - MATERIAL_MT_sss_presets, MATERIAL_MT_specials, MATERIAL_UL_matslots, - MATERIAL_PT_context_material, MATERIAL_PT_preview, - MATERIAL_PT_pipeline, - MATERIAL_PT_diffuse, - MATERIAL_PT_specular, - MATERIAL_PT_shading, - MATERIAL_PT_transp, - MATERIAL_PT_mirror, - MATERIAL_PT_sss, - MATERIAL_PT_halo, - MATERIAL_PT_flare, - MATERIAL_PT_strand, - MATERIAL_PT_options, - MATERIAL_PT_shadow, - MATERIAL_PT_volume_density, - MATERIAL_PT_volume_shading, - MATERIAL_PT_volume_lighting, - MATERIAL_PT_volume_transp, - MATERIAL_PT_volume_integration, - MATERIAL_PT_volume_options, MATERIAL_PT_custom_props, EEVEE_MATERIAL_PT_context_material, EEVEE_MATERIAL_PT_surface, diff --git a/release/scripts/startup/bl_ui/properties_particle.py b/release/scripts/startup/bl_ui/properties_particle.py index 4a446ac5f48..b6f7cfe3e84 100644 --- a/release/scripts/startup/bl_ui/properties_particle.py +++ b/release/scripts/startup/bl_ui/properties_particle.py @@ -1396,6 +1396,38 @@ class PARTICLE_PT_vertexgroups(ParticleButtonsPanel, Panel): # row.prop(psys, "invert_vertex_group_field", text="") +class PARTICLE_PT_textures(ParticleButtonsPanel, Panel): + bl_label = "Textures" + bl_options = {'DEFAULT_CLOSED'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'} + + @classmethod + def poll(cls, context): + if context.particle_system is None: + return False + return particle_panel_poll(cls, context) + + def draw(self, context): + layout = self.layout + + psys = context.particle_system + part = psys.settings + + row = layout.row() + row.template_list("TEXTURE_UL_texslots", "", part, "texture_slots", part, "active_texture_index", rows=2) + + col = row.column(align=True) + col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP' + col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN' + col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="") + + if not part.active_texture: + layout.template_ID(part, "active_texture", new="texture.new") + else: + slot = part.texture_slots[part.active_texture_index] + layout.template_ID(slot, "texture", new="texture.new") + + class PARTICLE_PT_custom_props(ParticleButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_CLAY', 'BLENDER_EEVEE'} _context_path = "particle_system.settings" @@ -1420,6 +1452,7 @@ classes = ( PARTICLE_PT_field_weights, PARTICLE_PT_force_fields, PARTICLE_PT_vertexgroups, + PARTICLE_PT_textures, PARTICLE_PT_custom_props, ) diff --git a/release/scripts/startup/bl_ui/properties_physics_cloth.py b/release/scripts/startup/bl_ui/properties_physics_cloth.py index 1528899a4de..e0d0327324b 100644 --- a/release/scripts/startup/bl_ui/properties_physics_cloth.py +++ b/release/scripts/startup/bl_ui/properties_physics_cloth.py @@ -50,7 +50,7 @@ class PhysicButtonsPanel: class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel): bl_label = "Cloth" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -134,7 +134,7 @@ class PHYSICS_PT_cloth(PhysicButtonsPanel, Panel): class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel): bl_label = "Cloth Cache" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): md = context.cloth @@ -144,7 +144,7 @@ class PHYSICS_PT_cloth_cache(PhysicButtonsPanel, Panel): class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel): bl_label = "Cloth Collision" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): cloth = context.cloth.collision_settings @@ -184,7 +184,7 @@ class PHYSICS_PT_cloth_collision(PhysicButtonsPanel, Panel): class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel): bl_label = "Cloth Stiffness Scaling" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): cloth = context.cloth.settings @@ -217,7 +217,7 @@ class PHYSICS_PT_cloth_stiffness(PhysicButtonsPanel, Panel): class PHYSICS_PT_cloth_sewing(PhysicButtonsPanel, Panel): bl_label = "Cloth Sewing Springs" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): cloth = context.cloth.settings @@ -251,7 +251,7 @@ class PHYSICS_PT_cloth_sewing(PhysicButtonsPanel, Panel): class PHYSICS_PT_cloth_field_weights(PhysicButtonsPanel, Panel): bl_label = "Cloth Field Weights" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): cloth = context.cloth.settings diff --git a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py index e1c0606c493..476a448f978 100644 --- a/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py +++ b/release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py @@ -60,7 +60,7 @@ class PhysicButtonsPanel: class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -108,7 +108,6 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel): elif md.ui_type == 'BRUSH': brush = md.brush_settings - use_shading_nodes = context.scene.render.use_shading_nodes if brush is None: layout.operator("dpaint.type_toggle", text="Add Brush").type = 'BRUSH' @@ -123,21 +122,13 @@ class PHYSICS_PT_dynamic_paint(PhysicButtonsPanel, Panel): col.prop(brush, "paint_wetness", text="Wetness") col = split.column() - if not use_shading_nodes: - sub = col.column() - sub.active = (brush.paint_source != 'PARTICLE_SYSTEM') - sub.prop(brush, "use_material") - if brush.use_material and brush.paint_source != 'PARTICLE_SYSTEM' and not use_shading_nodes: - col.prop(brush, "material", text="") - col.prop(brush, "paint_alpha", text="Alpha Factor") - else: - col.prop(brush, "paint_color", text="") - col.prop(brush, "paint_alpha", text="Alpha") + col.prop(brush, "paint_color", text="") + col.prop(brush, "paint_alpha", text="Alpha") class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Advanced" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -213,7 +204,7 @@ class PHYSICS_PT_dp_advanced_canvas(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Output" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -306,7 +297,7 @@ class PHYSICS_PT_dp_canvas_output(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Initial Color" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -342,7 +333,7 @@ class PHYSICS_PT_dp_canvas_initial_color(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Effects" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -391,7 +382,7 @@ class PHYSICS_PT_dp_effects(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Cache" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -412,7 +403,7 @@ class PHYSICS_PT_dp_cache(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Source" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -465,7 +456,7 @@ class PHYSICS_PT_dp_brush_source(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Velocity" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -501,7 +492,7 @@ class PHYSICS_PT_dp_brush_velocity(PhysicButtonsPanel, Panel): class PHYSICS_PT_dp_brush_wave(PhysicButtonsPanel, Panel): bl_label = "Dynamic Paint Waves" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): diff --git a/release/scripts/startup/bl_ui/properties_physics_fluid.py b/release/scripts/startup/bl_ui/properties_physics_fluid.py index 80ad9e358c3..93f1d28e536 100644 --- a/release/scripts/startup/bl_ui/properties_physics_fluid.py +++ b/release/scripts/startup/bl_ui/properties_physics_fluid.py @@ -42,7 +42,7 @@ class PhysicButtonsPanel: class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel): bl_label = "Fluid" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -205,7 +205,7 @@ class PHYSICS_PT_fluid(PhysicButtonsPanel, Panel): class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel): bl_label = "Fluid World" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -258,7 +258,7 @@ class PHYSICS_PT_domain_gravity(PhysicButtonsPanel, Panel): class PHYSICS_PT_domain_boundary(PhysicButtonsPanel, Panel): bl_label = "Fluid Boundary" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -288,7 +288,7 @@ class PHYSICS_PT_domain_boundary(PhysicButtonsPanel, Panel): class PHYSICS_PT_domain_particles(PhysicButtonsPanel, Panel): bl_label = "Fluid Particles" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): diff --git a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py index 21453ff3642..817b0ab76ed 100644 --- a/release/scripts/startup/bl_ui/properties_physics_rigidbody.py +++ b/release/scripts/startup/bl_ui/properties_physics_rigidbody.py @@ -29,7 +29,7 @@ class PHYSICS_PT_rigidbody_panel: class PHYSICS_PT_rigid_body(PHYSICS_PT_rigidbody_panel, Panel): bl_label = "Rigid Body" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -56,7 +56,7 @@ class PHYSICS_PT_rigid_body(PHYSICS_PT_rigidbody_panel, Panel): class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel): bl_label = "Rigid Body Collisions" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -101,7 +101,7 @@ class PHYSICS_PT_rigid_body_collisions(PHYSICS_PT_rigidbody_panel, Panel): class PHYSICS_PT_rigid_body_dynamics(PHYSICS_PT_rigidbody_panel, Panel): bl_label = "Rigid Body Dynamics" bl_default_closed = True - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): diff --git a/release/scripts/startup/bl_ui/properties_physics_rigidbody_constraint.py b/release/scripts/startup/bl_ui/properties_physics_rigidbody_constraint.py index 90d3b3da057..aca989fd0ba 100644 --- a/release/scripts/startup/bl_ui/properties_physics_rigidbody_constraint.py +++ b/release/scripts/startup/bl_ui/properties_physics_rigidbody_constraint.py @@ -29,7 +29,7 @@ class PHYSICS_PT_rigidbody_constraint_panel: class PHYSICS_PT_rigid_body_constraint(PHYSICS_PT_rigidbody_constraint_panel, Panel): bl_label = "Rigid Body Constraint" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): diff --git a/release/scripts/startup/bl_ui/properties_physics_softbody.py b/release/scripts/startup/bl_ui/properties_physics_softbody.py index 101a1528c7e..86b9a95e294 100644 --- a/release/scripts/startup/bl_ui/properties_physics_softbody.py +++ b/release/scripts/startup/bl_ui/properties_physics_softbody.py @@ -46,7 +46,7 @@ class PhysicButtonsPanel: class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel): bl_label = "Soft Body" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -76,7 +76,7 @@ class PHYSICS_PT_softbody(PhysicButtonsPanel, Panel): class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel): bl_label = "Soft Body Cache" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): md = context.soft_body @@ -86,7 +86,7 @@ class PHYSICS_PT_softbody_cache(PhysicButtonsPanel, Panel): class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel): bl_label = "Soft Body Goal" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): softbody = context.soft_body.settings @@ -126,7 +126,7 @@ class PHYSICS_PT_softbody_goal(PhysicButtonsPanel, Panel): class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel): bl_label = "Soft Body Edges" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): softbody = context.soft_body.settings @@ -176,7 +176,7 @@ class PHYSICS_PT_softbody_edge(PhysicButtonsPanel, Panel): class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel): bl_label = "Soft Body Self Collision" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): softbody = context.soft_body.settings @@ -205,7 +205,7 @@ class PHYSICS_PT_softbody_collision(PhysicButtonsPanel, Panel): class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel): bl_label = "Soft Body Solver" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -238,7 +238,7 @@ class PHYSICS_PT_softbody_solver(PhysicButtonsPanel, Panel): class PHYSICS_PT_softbody_field_weights(PhysicButtonsPanel, Panel): bl_label = "Soft Body Field Weights" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): md = context.soft_body diff --git a/release/scripts/startup/bl_ui/properties_render.py b/release/scripts/startup/bl_ui/properties_render.py index 779a77cf7ca..10c823cc0a0 100644 --- a/release/scripts/startup/bl_ui/properties_render.py +++ b/release/scripts/startup/bl_ui/properties_render.py @@ -193,129 +193,6 @@ class RENDER_PT_dimensions(RenderButtonsPanel, Panel): subrow.prop(rd, "frame_map_new", text="New") -class RENDER_PT_antialiasing(RenderButtonsPanel, Panel): - bl_label = "Anti-Aliasing" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw_header(self, context): - rd = context.scene.render - - self.layout.prop(rd, "use_antialiasing", text="") - - def draw(self, context): - layout = self.layout - - rd = context.scene.render - layout.active = rd.use_antialiasing - - split = layout.split() - - col = split.column() - col.row().prop(rd, "antialiasing_samples", expand=True) - sub = col.row() - sub.prop(rd, "use_full_sample") - - col = split.column() - col.prop(rd, "pixel_filter_type", text="") - col.prop(rd, "filter_size", text="Size") - - -class RENDER_PT_motion_blur(RenderButtonsPanel, Panel): - bl_label = "Sampled Motion Blur" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - rd = context.scene.render - return not rd.use_full_sample and (context.engine in cls.COMPAT_ENGINES) - - def draw_header(self, context): - rd = context.scene.render - - self.layout.prop(rd, "use_motion_blur", text="") - - def draw(self, context): - layout = self.layout - - rd = context.scene.render - layout.active = rd.use_motion_blur - - row = layout.row() - row.prop(rd, "motion_blur_samples") - row.prop(rd, "motion_blur_shutter") - - -class RENDER_PT_shading(RenderButtonsPanel, Panel): - bl_label = "Shading" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - rd = context.scene.render - - split = layout.split() - - col = split.column() - col.prop(rd, "use_textures", text="Textures") - col.prop(rd, "use_shadows", text="Shadows") - col.prop(rd, "use_sss", text="Subsurface Scattering") - col.prop(rd, "use_envmaps", text="Environment Map") - - col = split.column() - col.prop(rd, "use_raytrace", text="Ray Tracing") - col.prop(rd, "alpha_mode", text="Alpha") - col.prop(rd, "use_world_space_shading", text="World Space Shading") - - -class RENDER_PT_performance(RenderButtonsPanel, Panel): - bl_label = "Performance" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - rd = context.scene.render - - split = layout.split() - - col = split.column(align=True) - col.label(text="Threads:") - col.row(align=True).prop(rd, "threads_mode", expand=True) - sub = col.column(align=True) - sub.enabled = rd.threads_mode == 'FIXED' - sub.prop(rd, "threads") - - col.label(text="Tile Size:") - col.prop(rd, "tile_x", text="X") - col.prop(rd, "tile_y", text="Y") - - col.separator() - col.prop(rd, "preview_start_resolution") - col.prop(rd, "preview_pixel_size", text="") - - col = split.column() - col.label(text="Memory:") - sub = col.column() - sub.enabled = not rd.use_full_sample - sub.prop(rd, "use_save_buffers") - sub = col.column() - sub.active = rd.use_compositing - sub.prop(rd, "use_free_image_textures") - sub = col.column() - sub.active = rd.use_raytrace - sub.label(text="Acceleration Structure:") - sub.prop(rd, "raytrace_method", text="") - if rd.raytrace_method == 'OCTREE': - sub.prop(rd, "octree_resolution", text="Resolution") - else: - sub.prop(rd, "use_instances", text="Instances") - sub.prop(rd, "use_local_coords", text="Local Coordinates") - - class RENDER_PT_post_processing(RenderButtonsPanel, Panel): bl_label = "Post Processing" bl_options = {'DEFAULT_CLOSED'} @@ -438,7 +315,7 @@ class RENDER_PT_output(RenderButtonsPanel, Panel): class RENDER_PT_encoding(RenderButtonsPanel, Panel): bl_label = "Encoding" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -517,77 +394,6 @@ class RENDER_PT_encoding(RenderButtonsPanel, Panel): col.prop(ffmpeg, "packetsize", text="Packet Size") -class RENDER_PT_bake(RenderButtonsPanel, Panel): - bl_label = "Bake" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - rd = context.scene.render - - layout.operator("object.bake_image", icon='RENDER_STILL') - - layout.prop(rd, "bake_type") - - multires_bake = False - if rd.bake_type in ['NORMALS', 'DISPLACEMENT', 'DERIVATIVE', 'AO']: - layout.prop(rd, "use_bake_multires") - multires_bake = rd.use_bake_multires - - if not multires_bake: - if rd.bake_type == 'NORMALS': - layout.prop(rd, "bake_normal_space") - elif rd.bake_type in {'DISPLACEMENT', 'AO'}: - layout.prop(rd, "use_bake_normalize") - - # col.prop(rd, "bake_aa_mode") - # col.prop(rd, "use_bake_antialiasing") - - layout.separator() - - split = layout.split() - - col = split.column() - col.prop(rd, "use_bake_to_vertex_color") - sub = col.column() - sub.active = not rd.use_bake_to_vertex_color - sub.prop(rd, "use_bake_clear") - sub.prop(rd, "bake_margin") - sub.prop(rd, "bake_quad_split", text="Split") - - col = split.column() - col.prop(rd, "use_bake_selected_to_active") - sub = col.column() - sub.active = rd.use_bake_selected_to_active - sub.prop(rd, "bake_distance") - sub.prop(rd, "bake_bias") - else: - split = layout.split() - - col = split.column() - col.prop(rd, "use_bake_clear") - col.prop(rd, "bake_margin") - - if rd.bake_type == 'DISPLACEMENT': - col = split.column() - col.prop(rd, "use_bake_lores_mesh") - - if rd.bake_type == 'AO': - col = split.column() - col.prop(rd, "bake_bias") - col.prop(rd, "bake_samples") - - if rd.bake_type == 'DERIVATIVE': - row = layout.row() - row.prop(rd, "use_bake_user_scale", text="") - - sub = row.column() - sub.active = rd.use_bake_user_scale - sub.prop(rd, "bake_user_scale", text="User Scale") - - class RENDER_PT_clay_layer_settings(RenderButtonsPanel, Panel): bl_label = "Clay Layer Settings" COMPAT_ENGINES = {'BLENDER_CLAY'} @@ -905,15 +711,10 @@ classes = ( RENDER_PT_context, RENDER_PT_render, RENDER_PT_dimensions, - RENDER_PT_antialiasing, - RENDER_PT_motion_blur, - RENDER_PT_shading, - RENDER_PT_performance, RENDER_PT_post_processing, RENDER_PT_stamp, RENDER_PT_output, RENDER_PT_encoding, - RENDER_PT_bake, RENDER_PT_clay_layer_settings, RENDER_PT_clay_collection_settings, RENDER_PT_eevee_sampling, diff --git a/release/scripts/startup/bl_ui/properties_scene.py b/release/scripts/startup/bl_ui/properties_scene.py index 79a7113374b..094f2a9dc31 100644 --- a/release/scripts/startup/bl_ui/properties_scene.py +++ b/release/scripts/startup/bl_ui/properties_scene.py @@ -308,7 +308,7 @@ class SCENE_PT_audio(SceneButtonsPanel, Panel): class SCENE_PT_physics(SceneButtonsPanel, Panel): bl_label = "Gravity" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw_header(self, context): self.layout.prop(context.scene, "use_gravity", text="") @@ -325,7 +325,7 @@ class SCENE_PT_physics(SceneButtonsPanel, Panel): class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel): bl_label = "Rigid Body World" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -370,7 +370,7 @@ class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel): class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel): bl_label = "Rigid Body Cache" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -387,7 +387,7 @@ class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel): class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel): bl_label = "Rigid Body Field Weights" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -427,9 +427,6 @@ class SCENE_PT_simplify(SceneButtonsPanel, Panel): col.label(text="Render:") col.prop(rd, "simplify_subdivision_render", text="Subdivision") col.prop(rd, "simplify_child_particles_render", text="Child Particles") - col.prop(rd, "simplify_shadow_samples", text="Shadow Samples") - col.prop(rd, "simplify_ao_sss", text="AO and SSS") - col.prop(rd, "use_simplify_triangulate") class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel): diff --git a/release/scripts/startup/bl_ui/properties_texture.py b/release/scripts/startup/bl_ui/properties_texture.py index 8f2c3085881..aa3227e0b72 100644 --- a/release/scripts/startup/bl_ui/properties_texture.py +++ b/release/scripts/startup/bl_ui/properties_texture.py @@ -23,12 +23,9 @@ from bpy.types import Menu, Panel, UIList from bpy.types import ( Brush, FreestyleLineStyle, - Lamp, - Material, Object, ParticleSettings, Texture, - World, ) from rna_prop_ui import PropertyPanel @@ -47,22 +44,9 @@ class TEXTURE_MT_specials(Menu): layout.operator("texture.slot_paste", icon='PASTEDOWN') -class TEXTURE_MT_envmap_specials(Menu): - bl_label = "Environment Map Specials" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - layout.operator("texture.envmap_save", icon='IMAGEFILE') - layout.operator("texture.envmap_clear", icon='FILE_REFRESH') - layout.operator("texture.envmap_clear_all", icon='FILE_REFRESH') - - class TEXTURE_UL_texslots(UIList): def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index): - # assert(isinstance(item, bpy.types.MaterialTextureSlot) ma = data slot = item tex = slot.texture if slot else None @@ -71,29 +55,11 @@ class TEXTURE_UL_texslots(UIList): layout.prop(tex, "name", text="", emboss=False, icon_value=icon) else: layout.label(text="", icon_value=icon) - if tex and isinstance(item, bpy.types.MaterialTextureSlot): - layout.prop(ma, "use_textures", text="", index=index) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="", icon_value=icon) - -from .properties_material import active_node_mat - - def context_tex_datablock(context): - idblock = context.material - if idblock: - return active_node_mat(idblock) - - idblock = context.lamp - if idblock: - return idblock - - idblock = context.world - if idblock: - return idblock - idblock = context.brush if idblock: return idblock @@ -108,151 +74,138 @@ def context_tex_datablock(context): return idblock -def id_tex_datablock(bid): - if isinstance(bid, Object): - if bid.type == 'LAMP': - return bid.data - return bid.active_material - - return bid - - class TextureButtonsPanel: bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "texture" + +class TEXTURE_PT_preview(TextureButtonsPanel, Panel): + bl_label = "Preview" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} + @classmethod def poll(cls, context): tex = context.texture return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES) + 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) + + # Show Alpha Button for Brush Textures, see #29502 + idblock = context_tex_datablock(context) + if isinstance(idblock, Brush): + layout.prop(tex, "use_preview_alpha") -class TEXTURE_PT_context_texture(TextureButtonsPanel, Panel): +class TEXTURE_PT_context(TextureButtonsPanel, Panel): bl_label = "" + bl_context = "texture" bl_options = {'HIDE_HEADER'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - engine = context.engine - # if not (hasattr(context, "texture_slot") or hasattr(context, "texture_node")): - # return False - return ((context.material or - context.world or - context.lamp or - context.texture or - context.line_style or - context.particle_system or - isinstance(context.space_data.pin_id, ParticleSettings) or - context.texture_user) and - (engine in cls.COMPAT_ENGINES)) + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout - slot = getattr(context, "texture_slot", None) - node = getattr(context, "texture_node", None) - space = context.space_data tex = context.texture - idblock = context_tex_datablock(context) + space = context.space_data pin_id = space.pin_id + use_pin_id = space.use_pin_id + user = context.texture_user - space.use_limited_texture_context = True - - if space.use_pin_id and not isinstance(pin_id, Texture): - idblock = id_tex_datablock(pin_id) - pin_id = None - - if not space.use_pin_id: - layout.row().prop(space, "texture_context", expand=True) + if not (use_pin_id and isinstance(pin_id, bpy.types.Texture)): pin_id = None - if space.texture_context == 'OTHER': - if not pin_id: - layout.template_texture_user() - user = context.texture_user - if user or pin_id: - layout.separator() + if not pin_id: + layout.template_texture_user() - row = layout.row() + if user or pin_id: + layout.separator() - if pin_id: - row.template_ID(space, "pin_id") - else: - propname = context.texture_user_property.identifier - row.template_ID(user, propname, new="texture.new") - - if tex: - split = layout.split(percentage=0.2) - if tex.use_nodes: - if slot: - split.label(text="Output:") - split.prop(slot, "output_node", text="") - else: - split.label(text="Type:") - split.prop(tex, "type", text="") - return - - tex_collection = (pin_id is None) and (node is None) and (not isinstance(idblock, Brush)) - - if tex_collection: - row = layout.row() + split = layout.split(percentage=0.65) + col = split.column() - row.template_list("TEXTURE_UL_texslots", "", idblock, "texture_slots", - idblock, "active_texture_index", rows=2) - - col = row.column(align=True) - col.operator("texture.slot_move", text="", icon='TRIA_UP').type = 'UP' - col.operator("texture.slot_move", text="", icon='TRIA_DOWN').type = 'DOWN' - col.menu("TEXTURE_MT_specials", icon='DOWNARROW_HLT', text="") - - if tex_collection: - layout.template_ID(idblock, "active_texture", new="texture.new") - elif node: - layout.template_ID(node, "texture", new="texture.new") - elif idblock: - layout.template_ID(idblock, "texture", new="texture.new") - - if pin_id: - layout.template_ID(space, "pin_id") - - if tex: - split = layout.split(percentage=0.2) - if tex.use_nodes: - if slot: - split.label(text="Output:") - split.prop(slot, "output_node", text="") + if pin_id: + col.template_ID(space, "pin_id") else: + propname = context.texture_user_property.identifier + col.template_ID(user, propname, new="texture.new") + + if tex: + split = layout.split(percentage=0.2) split.label(text="Type:") split.prop(tex, "type", text="") -class TEXTURE_PT_preview(TextureButtonsPanel, Panel): - bl_label = "Preview" - COMPAT_ENGINES = {'BLENDER_RENDER'} +class TEXTURE_PT_node(TextureButtonsPanel, Panel): + bl_label = "Node" + bl_context = "texture" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} + + @classmethod + def poll(cls, context): + node = context.texture_node + return node and (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout - tex = context.texture - slot = getattr(context, "texture_slot", None) - idblock = context_tex_datablock(context) + node = context.texture_node + ntree = node.id_data + layout.template_node_view(ntree, node, None) - if idblock: - layout.template_preview(tex, parent=idblock, slot=slot) - else: - layout.template_preview(tex, slot=slot) - # Show Alpha Button for Brush Textures, see #29502 - if context.space_data.texture_context == 'BRUSH': - layout.prop(tex, "use_preview_alpha") +class TEXTURE_PT_node_mapping(TextureButtonsPanel, Panel): + bl_label = "Mapping" + bl_context = "texture" + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} + + @classmethod + def poll(cls, context): + node = context.texture_node + # TODO(sergey): perform a faster/nicer check? + return node and hasattr(node, 'texture_mapping') and (context.engine in cls.COMPAT_ENGINES) + + def draw(self, context): + layout = self.layout + + node = context.texture_node + + mapping = node.texture_mapping + + layout.prop(mapping, "vector_type", expand=True) + + row = layout.row() + + row.column().prop(mapping, "translation") + row.column().prop(mapping, "rotation") + row.column().prop(mapping, "scale") + + layout.label(text="Projection:") + + row = layout.row() + row.prop(mapping, "mapping_x", text="") + row.prop(mapping, "mapping_y", text="") + row.prop(mapping, "mapping_z", text="") class TEXTURE_PT_colors(TextureButtonsPanel, Panel): bl_label = "Colors" bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} + + @classmethod + def poll(cls, context): + tex = context.texture + return tex and (tex.type != 'NONE' or tex.use_nodes) and (context.engine in cls.COMPAT_ENGINES) def draw(self, context): layout = self.layout @@ -281,23 +234,6 @@ class TEXTURE_PT_colors(TextureButtonsPanel, Panel): col = layout.column() col.prop(tex, "use_clamp", text="Clamp") -# Texture Slot Panels # - - -class TextureSlotPanel(TextureButtonsPanel): - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - if not hasattr(context, "texture_slot"): - return False - - engine = context.engine - return TextureButtonsPanel.poll(cls, context) and (engine in cls.COMPAT_ENGINES) - - -# Texture Type Panels # - class TextureTypePanel(TextureButtonsPanel): @@ -311,7 +247,7 @@ class TextureTypePanel(TextureButtonsPanel): class TEXTURE_PT_clouds(TextureTypePanel, Panel): bl_label = "Clouds" tex_type = 'CLOUDS' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -335,7 +271,7 @@ class TEXTURE_PT_clouds(TextureTypePanel, Panel): class TEXTURE_PT_wood(TextureTypePanel, Panel): bl_label = "Wood" tex_type = 'WOOD' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -364,7 +300,7 @@ class TEXTURE_PT_wood(TextureTypePanel, Panel): class TEXTURE_PT_marble(TextureTypePanel, Panel): bl_label = "Marble" tex_type = 'MARBLE' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -391,7 +327,7 @@ class TEXTURE_PT_marble(TextureTypePanel, Panel): class TEXTURE_PT_magic(TextureTypePanel, Panel): bl_label = "Magic" tex_type = 'MAGIC' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -406,7 +342,7 @@ class TEXTURE_PT_magic(TextureTypePanel, Panel): class TEXTURE_PT_blend(TextureTypePanel, Panel): bl_label = "Blend" tex_type = 'BLEND' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -424,7 +360,7 @@ class TEXTURE_PT_blend(TextureTypePanel, Panel): class TEXTURE_PT_stucci(TextureTypePanel, Panel): bl_label = "Stucci" tex_type = 'STUCCI' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -444,7 +380,7 @@ class TEXTURE_PT_stucci(TextureTypePanel, Panel): class TEXTURE_PT_image(TextureTypePanel, Panel): bl_label = "Image" tex_type = 'IMAGE' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -471,7 +407,7 @@ class TEXTURE_PT_image_sampling(TextureTypePanel, Panel): bl_label = "Image Sampling" bl_options = {'DEFAULT_CLOSED'} tex_type = 'IMAGE' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -494,17 +430,6 @@ class TEXTURE_PT_image_sampling(TextureTypePanel, Panel): col = split.column() - # Only for Material based textures, not for Lamp/World... - if slot and isinstance(idblock, Material): - col.prop(tex, "use_normal_map") - row = col.row() - row.active = tex.use_normal_map - row.prop(slot, "normal_map_space", text="") - - row = col.row() - row.active = not tex.use_normal_map - row.prop(tex, "use_derivative_map") - col.prop(tex, "use_mipmap") row = col.row() row.active = tex.use_mipmap @@ -518,7 +443,7 @@ class TEXTURE_PT_image_mapping(TextureTypePanel, Panel): bl_label = "Image Mapping" bl_options = {'DEFAULT_CLOSED'} tex_type = 'IMAGE' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -570,62 +495,10 @@ class TEXTURE_PT_image_mapping(TextureTypePanel, Panel): col.prop(tex, "crop_max_y", text="Y") -class TEXTURE_PT_envmap(TextureTypePanel, Panel): - bl_label = "Environment Map" - tex_type = 'ENVIRONMENT_MAP' - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - tex = context.texture - env = tex.environment_map - - row = layout.row() - row.prop(env, "source", expand=True) - row.menu("TEXTURE_MT_envmap_specials", icon='DOWNARROW_HLT', text="") - - if env.source == 'IMAGE_FILE': - layout.template_ID(tex, "image", open="image.open") - layout.template_image(tex, "image", tex.image_user, compact=True) - else: - layout.prop(env, "mapping") - if env.mapping == 'PLANE': - layout.prop(env, "zoom") - layout.prop(env, "viewpoint_object") - - split = layout.split() - - col = split.column() - col.prop(env, "layers_ignore") - col.prop(env, "resolution") - col.prop(env, "depth") - - col = split.column(align=True) - - col.label(text="Clipping:") - col.prop(env, "clip_start", text="Start") - col.prop(env, "clip_end", text="End") - - -class TEXTURE_PT_envmap_sampling(TextureTypePanel, Panel): - bl_label = "Environment Map Sampling" - bl_options = {'DEFAULT_CLOSED'} - tex_type = 'ENVIRONMENT_MAP' - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - tex = context.texture - - texture_filter_common(tex, layout) - - class TEXTURE_PT_musgrave(TextureTypePanel, Panel): bl_label = "Musgrave" tex_type = 'MUSGRAVE' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -661,7 +534,7 @@ class TEXTURE_PT_musgrave(TextureTypePanel, Panel): class TEXTURE_PT_voronoi(TextureTypePanel, Panel): bl_label = "Voronoi" tex_type = 'VORONOI' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -697,7 +570,7 @@ class TEXTURE_PT_voronoi(TextureTypePanel, Panel): class TEXTURE_PT_distortednoise(TextureTypePanel, Panel): bl_label = "Distorted Noise" tex_type = 'DISTORTED_NOISE' - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} def draw(self, context): layout = self.layout @@ -716,180 +589,20 @@ class TEXTURE_PT_distortednoise(TextureTypePanel, Panel): split.prop(tex, "nabla") -class TEXTURE_PT_voxeldata(TextureButtonsPanel, Panel): - bl_label = "Voxel Data" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - tex = context.texture - engine = context.engine - return tex and (tex.type == 'VOXEL_DATA' and (engine in cls.COMPAT_ENGINES)) - - def draw(self, context): - layout = self.layout - - tex = context.texture - vd = tex.voxel_data - - layout.prop(vd, "file_format") - if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}: - layout.prop(vd, "filepath") - if vd.file_format == 'RAW_8BIT': - layout.prop(vd, "resolution") - elif vd.file_format == 'SMOKE': - layout.prop(vd, "domain_object") - layout.prop(vd, "smoke_data_type") - elif vd.file_format == 'HAIR': - layout.prop(vd, "domain_object") - layout.prop(vd, "hair_data_type") - elif vd.file_format == 'IMAGE_SEQUENCE': - layout.template_ID(tex, "image", open="image.open") - layout.template_image(tex, "image", tex.image_user, compact=True) - # layout.prop(vd, "frame_duration") - - if vd.file_format in {'BLENDER_VOXEL', 'RAW_8BIT'}: - layout.prop(vd, "use_still_frame") - row = layout.row() - row.active = vd.use_still_frame - row.prop(vd, "still_frame") - - layout.prop(vd, "interpolation") - layout.prop(vd, "extension") - layout.prop(vd, "intensity") - - -class TEXTURE_PT_pointdensity(TextureButtonsPanel, Panel): - bl_label = "Point Density" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - tex = context.texture - engine = context.engine - return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES)) - - def draw(self, context): - layout = self.layout - - tex = context.texture - pd = tex.point_density - - layout.row().prop(pd, "point_source", expand=True) - - split = layout.split() - - col = split.column() - if pd.point_source == 'PARTICLE_SYSTEM': - col.label(text="Object:") - col.prop(pd, "object", text="") - - sub = col.column() - sub.enabled = bool(pd.object) - if pd.object: - sub.label(text="System:") - sub.prop_search(pd, "particle_system", pd.object, "particle_systems", text="") - sub.label(text="Cache:") - sub.prop(pd, "particle_cache_space", text="") - else: - col.label(text="Object:") - col.prop(pd, "object", text="") - col.label(text="Cache:") - col.prop(pd, "vertex_cache_space", text="") - - col.separator() - - col.label(text="Color Source:") - if pd.point_source == 'PARTICLE_SYSTEM': - col.prop(pd, "particle_color_source", text="") - if pd.particle_color_source in {'PARTICLE_SPEED', 'PARTICLE_VELOCITY'}: - col.prop(pd, "speed_scale") - if pd.particle_color_source in {'PARTICLE_SPEED', 'PARTICLE_AGE'}: - layout.template_color_ramp(pd, "color_ramp", expand=True) - else: - col.prop(pd, "vertex_color_source", text="") - if pd.vertex_color_source == 'VERTEX_COLOR': - if pd.object and pd.object.data: - col.prop_search(pd, "vertex_attribute_name", pd.object.data, "vertex_colors", text="") - if pd.vertex_color_source == 'VERTEX_WEIGHT': - if pd.object: - col.prop_search(pd, "vertex_attribute_name", pd.object, "vertex_groups", text="") - layout.template_color_ramp(pd, "color_ramp", expand=True) - - col = split.column() - col.label() - col.prop(pd, "radius") - col.label(text="Falloff:") - col.prop(pd, "falloff", text="") - if pd.falloff == 'SOFT': - col.prop(pd, "falloff_soft") - if pd.falloff == 'PARTICLE_VELOCITY': - col.prop(pd, "falloff_speed_scale") - - col.prop(pd, "use_falloff_curve") - - if pd.use_falloff_curve: - col = layout.column() - col.label(text="Falloff Curve") - col.template_curve_mapping(pd, "falloff_curve", brush=False) - - -class TEXTURE_PT_pointdensity_turbulence(TextureButtonsPanel, Panel): - bl_label = "Turbulence" - COMPAT_ENGINES = {'BLENDER_RENDER'} +class TextureSlotPanel(TextureButtonsPanel): + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): - tex = context.texture - engine = context.engine - return tex and (tex.type == 'POINT_DENSITY' and (engine in cls.COMPAT_ENGINES)) - - def draw_header(self, context): - pd = context.texture.point_density - - self.layout.prop(pd, "use_turbulence", text="") - - def draw(self, context): - layout = self.layout - - tex = context.texture - pd = tex.point_density - layout.active = pd.use_turbulence - - split = layout.split() - - col = split.column() - col.label(text="Influence:") - col.prop(pd, "turbulence_influence", text="") - col.label(text="Noise Basis:") - col.prop(pd, "noise_basis", text="") - - col = split.column() - col.label() - col.prop(pd, "turbulence_scale") - col.prop(pd, "turbulence_depth") - col.prop(pd, "turbulence_strength") - - -class TEXTURE_PT_ocean(TextureTypePanel, Panel): - bl_label = "Ocean" - tex_type = 'OCEAN' - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - tex = context.texture - ot = tex.ocean + if not hasattr(context, "texture_slot"): + return False - col = layout.column() - col.prop(ot, "ocean_object") - col.prop(ot, "output") + return (context.engine in cls.COMPAT_ENGINES) class TEXTURE_PT_mapping(TextureSlotPanel, Panel): bl_label = "Mapping" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -960,31 +673,6 @@ class TEXTURE_PT_mapping(TextureSlotPanel, Panel): row.prop(tex, "mapping_y", text="") row.prop(tex, "mapping_z", text="") - elif isinstance(idblock, Material): - split = layout.split(percentage=0.3) - split.label(text="Projection:") - split.prop(tex, "mapping", text="") - - split = layout.split() - - col = split.column() - if tex.texture_coords in {'ORCO', 'UV'}: - col.prop(tex, "use_from_dupli") - if (idblock.type == 'VOLUME' and tex.texture_coords == 'ORCO'): - col.prop(tex, "use_map_to_bounds") - elif tex.texture_coords == 'OBJECT': - col.prop(tex, "use_from_original") - if (idblock.type == 'VOLUME'): - col.prop(tex, "use_map_to_bounds") - else: - col.label() - - col = split.column() - row = col.row() - row.prop(tex, "mapping_x", text="") - row.prop(tex, "mapping_y", text="") - row.prop(tex, "mapping_z", text="") - row = layout.row() row.column().prop(tex, "offset") row.column().prop(tex, "scale") @@ -992,7 +680,7 @@ class TEXTURE_PT_mapping(TextureSlotPanel, Panel): class TEXTURE_PT_influence(TextureSlotPanel, Panel): bl_label = "Influence" - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} @classmethod def poll(cls, context): @@ -1022,101 +710,7 @@ class TEXTURE_PT_influence(TextureSlotPanel, Panel): sub.prop(tex, factor, text=name, slider=True) return sub # XXX, temp. use_map_normal needs to override. - if isinstance(idblock, Material): - if idblock.type in {'SURFACE', 'WIRE'}: - split = layout.split() - - col = split.column() - col.label(text="Diffuse:") - factor_but(col, "use_map_diffuse", "diffuse_factor", "Intensity") - factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") - factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") - factor_but(col, "use_map_translucency", "translucency_factor", "Translucency") - - col.label(text="Specular:") - factor_but(col, "use_map_specular", "specular_factor", "Intensity") - factor_but(col, "use_map_color_spec", "specular_color_factor", "Color") - factor_but(col, "use_map_hardness", "hardness_factor", "Hardness") - - col = split.column() - col.label(text="Shading:") - factor_but(col, "use_map_ambient", "ambient_factor", "Ambient") - factor_but(col, "use_map_emit", "emit_factor", "Emit") - factor_but(col, "use_map_mirror", "mirror_factor", "Mirror") - factor_but(col, "use_map_raymir", "raymir_factor", "Ray Mirror") - - col.label(text="Geometry:") - # XXX replace 'or' when displacement is fixed to not rely on normal influence value. - sub_tmp = factor_but(col, "use_map_normal", "normal_factor", "Normal") - sub_tmp.active = (tex.use_map_normal or tex.use_map_displacement) - # END XXX - - factor_but(col, "use_map_warp", "warp_factor", "Warp") - factor_but(col, "use_map_displacement", "displacement_factor", "Displace") - - #~ sub = col.column() - #~ sub.active = tex.use_map_translucency or tex.map_emit or tex.map_alpha or tex.map_raymir or tex.map_hardness or tex.map_ambient or tex.map_specularity or tex.map_reflection or tex.map_mirror - #~ sub.prop(tex, "default_value", text="Amount", slider=True) - elif idblock.type == 'HALO': - layout.label(text="Halo:") - - split = layout.split() - - col = split.column() - factor_but(col, "use_map_color_diffuse", "diffuse_color_factor", "Color") - factor_but(col, "use_map_alpha", "alpha_factor", "Alpha") - - col = split.column() - factor_but(col, "use_map_raymir", "raymir_factor", "Size") - factor_but(col, "use_map_hardness", "hardness_factor", "Hardness") - factor_but(col, "use_map_translucency", "translucency_factor", "Add") - elif idblock.type == 'VOLUME': - layout.label(text="Volume:") - - split = layout.split() - - col = split.column() - factor_but(col, "use_map_density", "density_factor", "Density") - factor_but(col, "use_map_emission", "emission_factor", "Emission") - factor_but(col, "use_map_scatter", "scattering_factor", "Scattering") - factor_but(col, "use_map_reflect", "reflection_factor", "Reflection") - - col = split.column() - col.label(text=" ") - factor_but(col, "use_map_color_emission", "emission_color_factor", "Emission Color") - factor_but(col, "use_map_color_transmission", "transmission_color_factor", "Transmission Color") - factor_but(col, "use_map_color_reflection", "reflection_color_factor", "Reflection Color") - - layout.label(text="Geometry:") - - split = layout.split() - - col = split.column() - factor_but(col, "use_map_warp", "warp_factor", "Warp") - - col = split.column() - factor_but(col, "use_map_displacement", "displacement_factor", "Displace") - - elif isinstance(idblock, Lamp): - split = layout.split() - - col = split.column() - factor_but(col, "use_map_color", "color_factor", "Color") - - col = split.column() - factor_but(col, "use_map_shadow", "shadow_factor", "Shadow") - - elif isinstance(idblock, World): - split = layout.split() - - col = split.column() - factor_but(col, "use_map_blend", "blend_factor", "Blend") - factor_but(col, "use_map_horizon", "horizon_factor", "Horizon") - - col = split.column() - factor_but(col, "use_map_zenith_up", "zenith_up_factor", "Zenith Up") - factor_but(col, "use_map_zenith_down", "zenith_down_factor", "Zenith Down") - elif isinstance(idblock, ParticleSettings): + if isinstance(idblock, ParticleSettings): split = layout.split() col = split.column() @@ -1170,47 +764,26 @@ class TEXTURE_PT_influence(TextureSlotPanel, Panel): col.prop(tex, "invert", text="Negative") col.prop(tex, "use_stencil") - if isinstance(idblock, Material) or isinstance(idblock, World): - col.prop(tex, "default_value", text="DVar", slider=True) - - if isinstance(idblock, Material): - layout.label(text="Bump Mapping:") - - # only show bump settings if activated but not for normal-map images - row = layout.row() - - sub = row.row() - sub.active = ( - (tex.use_map_normal or tex.use_map_warp) and - not (tex.texture.type == 'IMAGE' and - (tex.texture.use_normal_map or tex.texture.use_derivative_map)) - ) - sub.prop(tex, "bump_method", text="Method") - - # the space setting is supported for: derivative-maps + bump-maps - # (DEFAULT,BEST_QUALITY), not for normal-maps - sub = row.row() - sub.active = ( - (tex.use_map_normal or tex.use_map_warp) and - not (tex.texture.type == 'IMAGE' and tex.texture.use_normal_map) and - ((tex.bump_method in {'BUMP_LOW_QUALITY', 'BUMP_MEDIUM_QUALITY', 'BUMP_BEST_QUALITY'}) or - (tex.texture.type == 'IMAGE' and tex.texture.use_derivative_map)) - ) - sub.prop(tex, "bump_objectspace", text="Space") - class TEXTURE_PT_custom_props(TextureButtonsPanel, PropertyPanel, Panel): - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} _context_path = "texture" _property_type = Texture + @classmethod + def poll(cls, context): + return context.texture and (context.engine in cls.COMPAT_ENGINES) + classes = ( TEXTURE_MT_specials, - TEXTURE_MT_envmap_specials, TEXTURE_UL_texslots, - TEXTURE_PT_context_texture, TEXTURE_PT_preview, + TEXTURE_PT_context, + TEXTURE_PT_node, + TEXTURE_PT_node_mapping, + TEXTURE_PT_mapping, + TEXTURE_PT_influence, TEXTURE_PT_colors, TEXTURE_PT_clouds, TEXTURE_PT_wood, @@ -1221,17 +794,9 @@ classes = ( TEXTURE_PT_image, TEXTURE_PT_image_sampling, TEXTURE_PT_image_mapping, - TEXTURE_PT_envmap, - TEXTURE_PT_envmap_sampling, TEXTURE_PT_musgrave, TEXTURE_PT_voronoi, TEXTURE_PT_distortednoise, - TEXTURE_PT_voxeldata, - TEXTURE_PT_pointdensity, - TEXTURE_PT_pointdensity_turbulence, - TEXTURE_PT_ocean, - TEXTURE_PT_mapping, - TEXTURE_PT_influence, TEXTURE_PT_custom_props, ) diff --git a/release/scripts/startup/bl_ui/properties_world.py b/release/scripts/startup/bl_ui/properties_world.py index 045ddc0aa59..1ec2d4774e8 100644 --- a/release/scripts/startup/bl_ui/properties_world.py +++ b/release/scripts/startup/bl_ui/properties_world.py @@ -50,197 +50,12 @@ class WORLD_PT_context_world(WorldButtonsPanel, Panel): world = context.world space = context.space_data - texture_count = world and len(world.texture_slots.keys()) - split = layout.split(percentage=0.85) if scene: split.template_ID(scene, "world", new="world.new") elif world: split.template_ID(space, "pin_id") - if texture_count: - split.label(text=str(texture_count), icon='TEXTURE') - - -class WORLD_PT_preview(WorldButtonsPanel, Panel): - bl_label = "Preview" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - @classmethod - def poll(cls, context): - return (context.world) and (context.engine in cls.COMPAT_ENGINES) - - def draw(self, context): - self.layout.template_preview(context.world) - - -class WORLD_PT_world(WorldButtonsPanel, Panel): - bl_label = "World" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - world = context.world - - row = layout.row() - row.prop(world, "use_sky_paper") - row.prop(world, "use_sky_blend") - row.prop(world, "use_sky_real") - - row = layout.row() - row.column().prop(world, "horizon_color") - col = row.column() - col.prop(world, "zenith_color") - col.active = world.use_sky_blend - row.column().prop(world, "ambient_color") - - row = layout.row() - row.prop(world, "exposure") - row.prop(world, "color_range") - - -class WORLD_PT_ambient_occlusion(WorldButtonsPanel, Panel): - bl_label = "Ambient Occlusion" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw_header(self, context): - light = context.world.light_settings - self.layout.prop(light, "use_ambient_occlusion", text="") - - def draw(self, context): - layout = self.layout - - light = context.world.light_settings - - layout.active = light.use_ambient_occlusion - - split = layout.split() - split.prop(light, "ao_factor", text="Factor") - split.prop(light, "ao_blend_type", text="") - - -class WORLD_PT_environment_lighting(WorldButtonsPanel, Panel): - bl_label = "Environment Lighting" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw_header(self, context): - light = context.world.light_settings - self.layout.prop(light, "use_environment_light", text="") - - def draw(self, context): - layout = self.layout - - light = context.world.light_settings - - layout.active = light.use_environment_light - - split = layout.split() - split.prop(light, "environment_energy", text="Energy") - split.prop(light, "environment_color", text="") - - -class WORLD_PT_indirect_lighting(WorldButtonsPanel, Panel): - bl_label = "Indirect Lighting" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw_header(self, context): - light = context.world.light_settings - self.layout.prop(light, "use_indirect_light", text="") - - def draw(self, context): - layout = self.layout - - light = context.world.light_settings - - layout.active = light.use_indirect_light and light.gather_method == 'APPROXIMATE' - - split = layout.split() - split.prop(light, "indirect_factor", text="Factor") - split.prop(light, "indirect_bounces", text="Bounces") - - if light.gather_method == 'RAYTRACE': - layout.label(text="Only works with Approximate gather method") - - -class WORLD_PT_gather(WorldButtonsPanel, Panel): - bl_label = "Gather" - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw(self, context): - layout = self.layout - - light = context.world.light_settings - - layout.active = light.use_ambient_occlusion or light.use_environment_light or light.use_indirect_light - - layout.row().prop(light, "gather_method", expand=True) - - split = layout.split() - - col = split.column() - col.label(text="Attenuation:") - if light.gather_method == 'RAYTRACE': - col.prop(light, "distance") - col.prop(light, "use_falloff") - sub = col.row() - sub.active = light.use_falloff - sub.prop(light, "falloff_strength", text="Strength") - - if light.gather_method == 'RAYTRACE': - col = split.column() - - col.label(text="Sampling:") - col.prop(light, "sample_method", text="") - - sub = col.column() - sub.prop(light, "samples") - - if light.sample_method == 'ADAPTIVE_QMC': - sub.prop(light, "threshold") - sub.prop(light, "adapt_to_speed", slider=True) - elif light.sample_method == 'CONSTANT_JITTERED': - sub.prop(light, "bias") - - if light.gather_method == 'APPROXIMATE': - col = split.column() - - col.label(text="Sampling:") - col.prop(light, "passes") - col.prop(light, "error_threshold", text="Error") - col.prop(light, "use_cache") - col.prop(light, "correction") - - -class WORLD_PT_mist(WorldButtonsPanel, Panel): - bl_label = "Mist" - bl_options = {'DEFAULT_CLOSED'} - COMPAT_ENGINES = {'BLENDER_RENDER'} - - def draw_header(self, context): - world = context.world - - self.layout.prop(world.mist_settings, "use_mist", text="") - - def draw(self, context): - layout = self.layout - - world = context.world - - layout.active = world.mist_settings.use_mist - - split = layout.split() - - col = split.column() - col.prop(world.mist_settings, "intensity") - col.prop(world.mist_settings, "start") - - col = split.column() - col.prop(world.mist_settings, "depth") - col.prop(world.mist_settings, "height") - - layout.prop(world.mist_settings, "falloff") - class EEVEE_WORLD_PT_mist(WorldButtonsPanel, Panel): bl_label = "Mist Pass" @@ -311,13 +126,6 @@ class EEVEE_WORLD_PT_surface(WorldButtonsPanel, Panel): classes = ( WORLD_PT_context_world, - WORLD_PT_preview, - WORLD_PT_world, - WORLD_PT_ambient_occlusion, - WORLD_PT_environment_lighting, - WORLD_PT_indirect_lighting, - WORLD_PT_gather, - WORLD_PT_mist, WORLD_PT_custom_props, EEVEE_WORLD_PT_surface, EEVEE_WORLD_PT_mist, diff --git a/release/scripts/startup/bl_ui/space_node.py b/release/scripts/startup/bl_ui/space_node.py index 8b199d7eef1..f97c88be0ad 100644 --- a/release/scripts/startup/bl_ui/space_node.py +++ b/release/scripts/startup/bl_ui/space_node.py @@ -51,14 +51,12 @@ class NODE_HT_header(Header): NODE_MT_editor_menus.draw_collapsible(context, layout) layout.prop(snode, "tree_type", text="", expand=True) - use_shading_nodes = scene.render.use_shading_nodes if snode.tree_type == 'ShaderNodeTree': - if use_shading_nodes: - layout.prop(snode, "shader_type", text="", expand=True) + layout.prop(snode, "shader_type", text="", expand=True) ob = context.object - if (not use_shading_nodes or snode.shader_type == 'OBJECT') and ob: + if snode.shader_type == 'OBJECT' and ob: row = layout.row() # disable material slot buttons when pinned, cannot find correct slot within id_from (#36589) row.enabled = not snode.pin @@ -69,18 +67,18 @@ class NODE_HT_header(Header): if id_from and ob.type != 'LAMP': row.template_ID(id_from, "active_material", new="material.new") - # Don't show "Use Nodes" Button when Engine is BI for Lamps - if snode_id and not (use_shading_nodes == 0 and ob.type == 'LAMP'): + # No shader nodes for Eevee lamps + if snode_id and not (context.engine == 'BLENDER_EEVEE' and ob.type == 'LAMP'): layout.prop(snode_id, "use_nodes") - if use_shading_nodes and snode.shader_type == 'WORLD': + if snode.shader_type == 'WORLD': row = layout.row() row.enabled = not snode.pin row.template_ID(scene, "world", new="world.new") if snode_id: row.prop(snode_id, "use_nodes") - if use_shading_nodes and snode.shader_type == 'LINESTYLE': + if snode.shader_type == 'LINESTYLE': view_layer = context.scene.view_layers.active lineset = view_layer.freestyle_settings.linesets.active if lineset is not None: diff --git a/release/scripts/startup/bl_ui/space_sequencer.py b/release/scripts/startup/bl_ui/space_sequencer.py index 5d6964ef758..ca9c4465116 100644 --- a/release/scripts/startup/bl_ui/space_sequencer.py +++ b/release/scripts/startup/bl_ui/space_sequencer.py @@ -1288,7 +1288,7 @@ class SEQUENCER_PT_grease_pencil_tools(GreasePencilToolsPanel, SequencerButtonsP class SEQUENCER_PT_custom_props(SequencerButtonsPanel, PropertyPanel, Panel): - COMPAT_ENGINES = {'BLENDER_RENDER'} + COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE'} _context_path = "scene.sequence_editor.active_strip" _property_type = (bpy.types.Sequence,) bl_category = "Strip" diff --git a/release/scripts/startup/bl_ui/space_view3d.py b/release/scripts/startup/bl_ui/space_view3d.py index 731295ed330..d211d8bb6fe 100644 --- a/release/scripts/startup/bl_ui/space_view3d.py +++ b/release/scripts/startup/bl_ui/space_view3d.py @@ -1547,54 +1547,40 @@ class VIEW3D_MT_object_specials(Menu): lamp = obj.data layout.operator_context = 'INVOKE_REGION_WIN' - use_shading_nodes = scene.render.use_shading_nodes - - if use_shading_nodes: - emission_node = None - if lamp.node_tree: - for node in lamp.node_tree.nodes: - if getattr(node, "type", None) == 'EMISSION': - emission_node = node - break - - if emission_node is not None: - props = layout.operator("wm.context_modal_mouse", text="Strength") - props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.node_tree" \ - ".nodes[\"" + emission_node.name + "\"]" \ - ".inputs[\"Strength\"].default_value" - props.header_text = "Lamp Strength: %.3f" - props.input_scale = 0.1 - - if lamp.type == 'AREA': - props = layout.operator("wm.context_modal_mouse", text="Size X") - props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.size" - props.header_text = "Lamp Size X: %.3f" - if lamp.shape == 'RECTANGLE': - props = layout.operator("wm.context_modal_mouse", text="Size Y") - props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.size_y" - props.header_text = "Lamp Size Y: %.3f" + emission_node = None + if lamp.node_tree: + for node in lamp.node_tree.nodes: + if getattr(node, "type", None) == 'EMISSION': + emission_node = node + break - elif lamp.type in {'SPOT', 'POINT', 'SUN'}: - props = layout.operator("wm.context_modal_mouse", text="Size") - props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.shadow_soft_size" - props.header_text = "Lamp Size: %.3f" - else: - props = layout.operator("wm.context_modal_mouse", text="Energy") + if emission_node is not None: + props = layout.operator("wm.context_modal_mouse", text="Strength") + props.data_path_iter = "selected_editable_objects" + props.data_path_item = "data.node_tree" \ + ".nodes[\"" + emission_node.name + "\"]" \ + ".inputs[\"Strength\"].default_value" + props.header_text = "Lamp Strength: %.3f" + props.input_scale = 0.1 + + if lamp.type == 'AREA': + props = layout.operator("wm.context_modal_mouse", text="Size X") props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.energy" - props.header_text = "Lamp Energy: %.3f" + props.data_path_item = "data.size" + props.header_text = "Lamp Size X: %.3f" - if lamp.type in {'SPOT', 'AREA', 'POINT'}: - props = layout.operator("wm.context_modal_mouse", text="Falloff Distance") + if lamp.shape == 'RECTANGLE': + props = layout.operator("wm.context_modal_mouse", text="Size Y") props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.distance" - props.input_scale = 0.1 - props.header_text = "Lamp Falloff Distance: %.1f" + props.data_path_item = "data.size_y" + props.header_text = "Lamp Size Y: %.3f" + + elif lamp.type in {'SPOT', 'POINT', 'SUN'}: + props = layout.operator("wm.context_modal_mouse", text="Size") + props.data_path_iter = "selected_editable_objects" + props.data_path_item = "data.shadow_soft_size" + props.header_text = "Lamp Size: %.3f" if lamp.type == 'SPOT': layout.separator() @@ -1610,19 +1596,6 @@ class VIEW3D_MT_object_specials(Menu): props.input_scale = -0.01 props.header_text = "Spot Blend: %.2f" - if not use_shading_nodes: - props = layout.operator("wm.context_modal_mouse", text="Clip Start") - props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.shadow_buffer_clip_start" - props.input_scale = 0.05 - props.header_text = "Clip Start: %.2f" - - props = layout.operator("wm.context_modal_mouse", text="Clip End") - props.data_path_iter = "selected_editable_objects" - props.data_path_item = "data.shadow_buffer_clip_end" - props.input_scale = 0.05 - props.header_text = "Clip End: %.2f" - layout.separator() props = layout.operator("object.isolate_type_render") diff --git a/release/scripts/startup/bl_ui/space_view3d_toolbar.py b/release/scripts/startup/bl_ui/space_view3d_toolbar.py index d7c23e460a0..e56fb362bef 100644 --- a/release/scripts/startup/bl_ui/space_view3d_toolbar.py +++ b/release/scripts/startup/bl_ui/space_view3d_toolbar.py @@ -341,7 +341,6 @@ class VIEW3D_PT_tools_meshedit(View3DPanel, Panel): row = col.row(align=True) row.operator("transform.edge_slide", text="Slide Edge") row.operator("transform.vert_slide", text="Vertex") - col.operator("mesh.noise") col.operator("mesh.vertices_smooth") col.operator("transform.vertex_random") @@ -1199,9 +1198,6 @@ class TEXTURE_UL_texpaintslots(UIList): if self.layout_type in {'DEFAULT', 'COMPACT'}: layout.prop(item, "name", text="", emboss=False, icon_value=icon) - if (not mat.use_nodes) and context.engine == 'BLENDER_RENDER': - mtex_index = mat.texture_paint_slots[index].index - layout.prop(mat, "use_textures", text="", index=mtex_index) elif self.layout_type == 'GRID': layout.alignment = 'CENTER' layout.label(text="") @@ -1262,16 +1258,7 @@ class VIEW3D_PT_slots_projectpaint(View3DPanel, Panel): else: slot = None - if (not mat.use_nodes) and context.engine == 'BLENDER_RENDER': - row = col.row(align=True) - row.operator_menu_enum("paint.add_texture_paint_slot", "type") - row.operator("paint.delete_texture_paint_slot", text="", icon='X') - - if slot: - col.prop(mat.texture_slots[slot.index], "blend_type") - col.separator() - - if slot and slot.index != -1: + if slot and slot.valid: col.label("UV Map:") col.prop_search(slot, "uv_layer", ob.data, "uv_layers", text="") diff --git a/release/scripts/startup/nodeitems_builtins.py b/release/scripts/startup/nodeitems_builtins.py index a92b25670fc..0d283d39af7 100644 --- a/release/scripts/startup/nodeitems_builtins.py +++ b/release/scripts/startup/nodeitems_builtins.py @@ -43,18 +43,10 @@ class CompositorNodeCategory(SortedNodeCategory): return (context.space_data.tree_type == 'CompositorNodeTree') -class ShaderNewNodeCategory(SortedNodeCategory): +class ShaderNodeCategory(SortedNodeCategory): @classmethod def poll(cls, context): - return (context.space_data.tree_type == 'ShaderNodeTree' and - context.scene.render.use_shading_nodes) - - -class ShaderOldNodeCategory(SortedNodeCategory): - @classmethod - def poll(cls, context): - return (context.space_data.tree_type == 'ShaderNodeTree' and - not context.scene.render.use_shading_nodes) + return (context.space_data.tree_type == 'ShaderNodeTree') class TextureNodeCategory(SortedNodeCategory): @@ -172,59 +164,8 @@ def object_eevee_cycles_shader_nodes_poll(context): # All standard node categories currently used in nodes. shader_node_categories = [ - # Shader Nodes - ShaderOldNodeCategory("SH_INPUT", "Input", items=[ - NodeItem("ShaderNodeMaterial"), - NodeItem("ShaderNodeCameraData"), - NodeItem("ShaderNodeFresnel"), - NodeItem("ShaderNodeLayerWeight"), - NodeItem("ShaderNodeLampData"), - NodeItem("ShaderNodeValue"), - NodeItem("ShaderNodeRGB"), - NodeItem("ShaderNodeTexture"), - NodeItem("ShaderNodeGeometry"), - NodeItem("ShaderNodeExtendedMaterial"), - NodeItem("ShaderNodeParticleInfo"), - NodeItem("ShaderNodeObjectInfo"), - NodeItem("NodeGroupInput", poll=group_input_output_item_poll), - ]), - ShaderOldNodeCategory("SH_OUTPUT", "Output", items=[ - NodeItem("ShaderNodeOutput"), - NodeItem("NodeGroupOutput", poll=group_input_output_item_poll), - ]), - ShaderOldNodeCategory("SH_OP_COLOR", "Color", items=[ - NodeItem("ShaderNodeMixRGB"), - NodeItem("ShaderNodeRGBCurve"), - NodeItem("ShaderNodeInvert"), - NodeItem("ShaderNodeHueSaturation"), - NodeItem("ShaderNodeGamma"), - ]), - ShaderOldNodeCategory("SH_OP_VECTOR", "Vector", items=[ - NodeItem("ShaderNodeNormal"), - NodeItem("ShaderNodeMapping"), - NodeItem("ShaderNodeVectorCurve"), - NodeItem("ShaderNodeVectorTransform"), - NodeItem("ShaderNodeNormalMap"), - ]), - ShaderOldNodeCategory("SH_CONVERTOR", "Converter", items=[ - NodeItem("ShaderNodeValToRGB"), - NodeItem("ShaderNodeRGBToBW"), - NodeItem("ShaderNodeMath"), - NodeItem("ShaderNodeVectorMath"), - NodeItem("ShaderNodeSqueeze"), - NodeItem("ShaderNodeSeparateRGB"), - NodeItem("ShaderNodeCombineRGB"), - NodeItem("ShaderNodeSeparateHSV"), - NodeItem("ShaderNodeCombineHSV"), - ]), - ShaderOldNodeCategory("SH_GROUP", "Group", items=node_group_items), - ShaderOldNodeCategory("SH_LAYOUT", "Layout", items=[ - NodeItem("NodeFrame"), - NodeItem("NodeReroute"), - ]), - - # New Shader Nodes (Cycles) - ShaderNewNodeCategory("SH_NEW_INPUT", "Input", items=[ + # Shader Nodes (Cycles and Eevee) + ShaderNodeCategory("SH_NEW_INPUT", "Input", items=[ NodeItem("ShaderNodeTexCoord"), NodeItem("ShaderNodeAttribute"), NodeItem("ShaderNodeLightPath"), @@ -244,14 +185,14 @@ shader_node_categories = [ NodeItem("ShaderNodeUVAlongStroke", poll=line_style_shader_nodes_poll), NodeItem("NodeGroupInput", poll=group_input_output_item_poll), ]), - ShaderNewNodeCategory("SH_NEW_OUTPUT", "Output", items=[ + ShaderNodeCategory("SH_NEW_OUTPUT", "Output", items=[ NodeItem("ShaderNodeOutputMaterial", poll=object_eevee_cycles_shader_nodes_poll), NodeItem("ShaderNodeOutputLamp", poll=object_cycles_shader_nodes_poll), NodeItem("ShaderNodeOutputWorld", poll=world_shader_nodes_poll), NodeItem("ShaderNodeOutputLineStyle", poll=line_style_shader_nodes_poll), NodeItem("NodeGroupOutput", poll=group_input_output_item_poll), ]), - ShaderNewNodeCategory("SH_NEW_SHADER", "Shader", items=[ + ShaderNodeCategory("SH_NEW_SHADER", "Shader", items=[ NodeItem("ShaderNodeMixShader", poll=eevee_cycles_shader_nodes_poll), NodeItem("ShaderNodeAddShader", poll=eevee_cycles_shader_nodes_poll), NodeItem("ShaderNodeBsdfDiffuse", poll=object_eevee_cycles_shader_nodes_poll), @@ -275,7 +216,7 @@ shader_node_categories = [ NodeItem("ShaderNodeVolumePrincipled"), NodeItem("ShaderNodeEeveeSpecular", poll=object_eevee_shader_nodes_poll), ]), - ShaderNewNodeCategory("SH_NEW_TEXTURE", "Texture", items=[ + ShaderNodeCategory("SH_NEW_TEXTURE", "Texture", items=[ NodeItem("ShaderNodeTexImage"), NodeItem("ShaderNodeTexEnvironment"), NodeItem("ShaderNodeTexSky"), @@ -289,7 +230,7 @@ shader_node_categories = [ NodeItem("ShaderNodeTexBrick"), NodeItem("ShaderNodeTexPointDensity"), ]), - ShaderNewNodeCategory("SH_NEW_OP_COLOR", "Color", items=[ + ShaderNodeCategory("SH_NEW_OP_COLOR", "Color", items=[ NodeItem("ShaderNodeMixRGB"), NodeItem("ShaderNodeRGBCurve"), NodeItem("ShaderNodeInvert"), @@ -298,7 +239,7 @@ shader_node_categories = [ NodeItem("ShaderNodeGamma"), NodeItem("ShaderNodeBrightContrast"), ]), - ShaderNewNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[ + ShaderNodeCategory("SH_NEW_OP_VECTOR", "Vector", items=[ NodeItem("ShaderNodeMapping"), NodeItem("ShaderNodeBump"), NodeItem("ShaderNodeDisplacement"), @@ -308,7 +249,7 @@ shader_node_categories = [ NodeItem("ShaderNodeVectorCurve"), NodeItem("ShaderNodeVectorTransform"), ]), - ShaderNewNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[ + ShaderNodeCategory("SH_NEW_CONVERTOR", "Converter", items=[ NodeItem("ShaderNodeMath"), NodeItem("ShaderNodeValToRGB"), NodeItem("ShaderNodeRGBToBW"), @@ -322,11 +263,11 @@ shader_node_categories = [ NodeItem("ShaderNodeWavelength"), NodeItem("ShaderNodeBlackbody"), ]), - ShaderNewNodeCategory("SH_NEW_SCRIPT", "Script", items=[ + ShaderNodeCategory("SH_NEW_SCRIPT", "Script", items=[ NodeItem("ShaderNodeScript"), ]), - ShaderNewNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items), - ShaderNewNodeCategory("SH_NEW_LAYOUT", "Layout", items=[ + ShaderNodeCategory("SH_NEW_GROUP", "Group", items=node_group_items), + ShaderNodeCategory("SH_NEW_LAYOUT", "Layout", items=[ NodeItem("NodeFrame"), NodeItem("NodeReroute"), ]), |