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

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorThomas Dinges <blender@dingto.org>2010-08-12 23:36:10 +0400
committerThomas Dinges <blender@dingto.org>2010-08-12 23:36:10 +0400
commit76e1773548fcacc2cec5a9fc5fcc84e6a47ea93c (patch)
tree417bb38f9eff098218bdc6e93f904baf1f97d3c1 /release/scripts/ui/properties_material.py
parent6faa93036954a420ee3bb4670b6be03502bea348 (diff)
2.5 User Interface / UI Scripts
* Fixed some panel ordering after recent register changes. * Placed "Custom Props" to the bottom again, where possible This fixes [#23171] Material context is messed up.
Diffstat (limited to 'release/scripts/ui/properties_material.py')
-rw-r--r--release/scripts/ui/properties_material.py587
1 files changed, 294 insertions, 293 deletions
diff --git a/release/scripts/ui/properties_material.py b/release/scripts/ui/properties_material.py
index 5034f4f40ae..3a30edc150f 100644
--- a/release/scripts/ui/properties_material.py
+++ b/release/scripts/ui/properties_material.py
@@ -63,14 +63,6 @@ class MaterialButtonsPanel():
return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
-class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Preview"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- def draw(self, context):
- self.layout.template_preview(context.material)
-
-
class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
@@ -127,203 +119,15 @@ class MATERIAL_PT_context_material(MaterialButtonsPanel, bpy.types.Panel):
if mat:
layout.prop(mat, "type", expand=True)
+
-
-class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- _context_path = "material"
-
-
-class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Shading"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
-
- if mat.type in ('SURFACE', 'WIRE'):
- split = layout.split()
-
- col = split.column()
- sub = col.column()
- sub.active = not mat.shadeless
- sub.prop(mat, "emit")
- sub.prop(mat, "ambient")
- sub = col.column()
- sub.prop(mat, "translucency")
-
- col = split.column()
- col.prop(mat, "shadeless")
- sub = col.column()
- sub.active = not mat.shadeless
- sub.prop(mat, "tangent_shading")
- sub.prop(mat, "cubic")
-
- elif mat.type == 'HALO':
- layout.prop(mat, "alpha")
-
-
-class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Strand"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_RENDER'}
-
- @classmethod
- def poll(cls, context):
- mat = context.material
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- mat = context.material # dont use node material
- tan = mat.strand
-
- split = layout.split()
-
- col = split.column()
- sub = col.column(align=True)
- sub.label(text="Size:")
- sub.prop(tan, "root_size", text="Root")
- sub.prop(tan, "tip_size", text="Tip")
- sub.prop(tan, "min_size", text="Minimum")
- sub.prop(tan, "blender_units")
- sub = col.column()
- sub.active = (not mat.shadeless)
- sub.prop(tan, "tangent_shading")
- col.prop(tan, "shape")
-
- col = split.column()
- col.label(text="Shading:")
- col.prop(tan, "width_fade")
- ob = context.object
- if ob and ob.type == 'MESH':
- col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
- else:
- col.prop(tan, "uv_layer", text="")
- col.separator()
- sub = col.column()
- sub.active = (not mat.shadeless)
- sub.prop(tan, "surface_diffuse")
- sub = col.column()
- sub.active = tan.surface_diffuse
- sub.prop(tan, "blend_distance", text="Distance")
-
-
-class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Physics"
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- phys = context.material.physics # dont use node material
-
- split = layout.split()
-
- col = split.column()
- col.prop(phys, "distance")
- col.prop(phys, "friction")
- col.prop(phys, "align_to_normal")
-
- col = split.column()
- col.prop(phys, "force", slider=True)
- col.prop(phys, "elasticity", slider=True)
- col.prop(phys, "damp", slider=True)
-
-
-class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Options"
- COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
-
- def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
-
- split = layout.split()
-
- col = split.column()
- col.prop(mat, "traceable")
- col.prop(mat, "full_oversampling")
- col.prop(mat, "use_sky")
- col.prop(mat, "exclude_mist")
- col.prop(mat, "invert_z")
- sub = col.row()
- sub.prop(mat, "z_offset")
- sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
- sub = col.column(align=True)
- sub.label(text="Light Group:")
- sub.prop(mat, "light_group", text="")
- row = sub.row()
- row.active = bool(mat.light_group)
- row.prop(mat, "light_group_exclusive", text="Exclusive")
-
- col = split.column()
- col.prop(mat, "face_texture")
- sub = col.column()
- sub.active = mat.face_texture
- sub.prop(mat, "face_texture_alpha")
- col.separator()
- col.prop(mat, "vertex_color_paint")
- col.prop(mat, "vertex_color_light")
- col.prop(mat, "object_color")
-
-
-class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Shadow"
- bl_default_closed = True
+class MATERIAL_PT_preview(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Preview"
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
-
def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
-
- split = layout.split()
-
- col = split.column()
- col.prop(mat, "shadows", text="Receive")
- col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
- col.prop(mat, "only_shadow", text="Shadows Only")
- col.prop(mat, "cast_shadows_only", text="Cast Only")
- col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
+ self.layout.template_preview(context.material)
- col = split.column()
- col.prop(mat, "cast_buffer_shadows")
- sub = col.column()
- sub.active = mat.cast_buffer_shadows
- sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
- col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
- sub = col.column()
- sub.active = (not mat.ray_shadow_bias)
- sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
- col.prop(mat, "cast_approximate")
class MATERIAL_PT_diffuse(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Diffuse"
@@ -457,8 +261,45 @@ class MATERIAL_PT_specular(MaterialButtonsPanel, bpy.types.Panel):
row.prop(mat, "specular_ramp_factor", text="Factor")
-class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Subsurface Scattering"
+class MATERIAL_PT_shading(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Shading"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ if mat.type in ('SURFACE', 'WIRE'):
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.prop(mat, "emit")
+ sub.prop(mat, "ambient")
+ sub = col.column()
+ sub.prop(mat, "translucency")
+
+ col = split.column()
+ col.prop(mat, "shadeless")
+ sub = col.column()
+ sub.active = not mat.shadeless
+ sub.prop(mat, "tangent_shading")
+ sub.prop(mat, "cubic")
+
+ elif mat.type == 'HALO':
+ layout.prop(mat, "alpha")
+
+
+class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Transparency"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -470,44 +311,55 @@ class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = active_node_mat(context.material)
- sss = mat.subsurface_scattering
- self.layout.active = (not mat.shadeless)
- self.layout.prop(sss, "enabled", text="")
+ self.layout.prop(mat, "transparency", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
- sss = mat.subsurface_scattering
-
- layout.active = (sss.enabled) and (not mat.shadeless)
+ rayt = mat.raytrace_transparency
- row = layout.row().split()
- sub = row.row(align=True).split(percentage=0.75)
- sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
- sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
+ row = layout.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.prop(mat, "transparency_method", expand=True)
split = layout.split()
col = split.column()
- col.prop(sss, "ior")
- col.prop(sss, "scale")
- col.prop(sss, "color", text="")
- col.prop(sss, "radius", text="RGB Radius", expand=True)
+ col.prop(mat, "alpha")
+ row = col.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.prop(mat, "specular_alpha", text="Specular")
col = split.column()
- sub = col.column(align=True)
- sub.label(text="Blend:")
- sub.prop(sss, "color_factor", text="Color")
- sub.prop(sss, "texture_factor", text="Texture")
- sub.label(text="Scattering Weight:")
- sub.prop(sss, "front")
- sub.prop(sss, "back")
- col.separator()
- col.prop(sss, "error_tolerance", text="Error")
+ col.active = (not mat.shadeless)
+ col.prop(rayt, "fresnel")
+ sub = col.column()
+ sub.active = rayt.fresnel > 0
+ sub.prop(rayt, "fresnel_factor", text="Blend")
+
+ if mat.transparency_method == 'RAYTRACE':
+ layout.separator()
+ split = layout.split()
+ split.active = mat.transparency
+ col = split.column()
+ col.prop(rayt, "ior")
+ col.prop(rayt, "filter")
+ col.prop(rayt, "falloff")
+ col.prop(rayt, "limit")
+ col.prop(rayt, "depth")
+ col = split.column()
+ col.label(text="Gloss:")
+ col.prop(rayt, "gloss_factor", text="Amount")
+ sub = col.column()
+ sub.active = rayt.gloss_factor < 1.0
+ sub.prop(rayt, "gloss_threshold", text="Threshold")
+ sub.prop(rayt, "gloss_samples", text="Samples")
+
+
class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
bl_label = "Mirror"
bl_default_closed = True
@@ -566,8 +418,8 @@ class MATERIAL_PT_mirror(MaterialButtonsPanel, bpy.types.Panel):
sub.prop(raym, "gloss_anisotropic", text="Anisotropic")
-class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
+class MATERIAL_PT_sss(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Subsurface Scattering"
bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
@@ -579,85 +431,42 @@ class MATERIAL_PT_transp(MaterialButtonsPanel, bpy.types.Panel):
def draw_header(self, context):
mat = active_node_mat(context.material)
+ sss = mat.subsurface_scattering
- self.layout.prop(mat, "transparency", text="")
+ self.layout.active = (not mat.shadeless)
+ self.layout.prop(sss, "enabled", text="")
def draw(self, context):
layout = self.layout
mat = active_node_mat(context.material)
- rayt = mat.raytrace_transparency
+ sss = mat.subsurface_scattering
- row = layout.row()
- row.active = mat.transparency and (not mat.shadeless)
- row.prop(mat, "transparency_method", expand=True)
+ layout.active = (sss.enabled) and (not mat.shadeless)
- split = layout.split()
+ row = layout.row().split()
+ sub = row.row(align=True).split(percentage=0.75)
+ sub.menu("MATERIAL_MT_sss_presets", text=bpy.types.MATERIAL_MT_sss_presets.bl_label)
+ sub.operator("material.sss_preset_add", text="", icon="ZOOMIN")
- col = split.column()
- col.prop(mat, "alpha")
- row = col.row()
- row.active = mat.transparency and (not mat.shadeless)
- row.prop(mat, "specular_alpha", text="Specular")
+ split = layout.split()
col = split.column()
- col.active = (not mat.shadeless)
- col.prop(rayt, "fresnel")
- sub = col.column()
- sub.active = rayt.fresnel > 0
- sub.prop(rayt, "fresnel_factor", text="Blend")
-
- if mat.transparency_method == 'RAYTRACE':
- layout.separator()
- split = layout.split()
- split.active = mat.transparency
-
- col = split.column()
- col.prop(rayt, "ior")
- col.prop(rayt, "filter")
- col.prop(rayt, "falloff")
- col.prop(rayt, "limit")
- col.prop(rayt, "depth")
-
- col = split.column()
- col.label(text="Gloss:")
- col.prop(rayt, "gloss_factor", text="Amount")
- sub = col.column()
- sub.active = rayt.gloss_factor < 1.0
- sub.prop(rayt, "gloss_threshold", text="Threshold")
- sub.prop(rayt, "gloss_samples", text="Samples")
-
-
-class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
- bl_label = "Transparency"
- bl_default_closed = True
- COMPAT_ENGINES = {'BLENDER_GAME'}
-
- @classmethod
- def poll(cls, context):
- mat = active_node_mat(context.material)
- engine = context.scene.render.engine
- return mat and (engine in cls.COMPAT_ENGINES)
-
- def draw_header(self, context):
- mat = active_node_mat(context.material)
-
- self.layout.prop(mat, "transparency", text="")
-
- def draw(self, context):
- layout = self.layout
-
- mat = active_node_mat(context.material)
- rayt = mat.raytrace_transparency
-
- row = layout.row()
- row.active = mat.transparency and (not mat.shadeless)
- row.prop(mat, "transparency_method", expand=True)
-
- split = layout.split()
+ col.prop(sss, "ior")
+ col.prop(sss, "scale")
+ col.prop(sss, "color", text="")
+ col.prop(sss, "radius", text="RGB Radius", expand=True)
col = split.column()
- col.prop(mat, "alpha")
+ sub = col.column(align=True)
+ sub.label(text="Blend:")
+ sub.prop(sss, "color_factor", text="Color")
+ sub.prop(sss, "texture_factor", text="Texture")
+ sub.label(text="Scattering Weight:")
+ sub.prop(sss, "front")
+ sub.prop(sss, "back")
+ col.separator()
+ col.prop(sss, "error_tolerance", text="Error")
class MATERIAL_PT_halo(MaterialButtonsPanel, bpy.types.Panel):
@@ -744,6 +553,193 @@ class MATERIAL_PT_flare(MaterialButtonsPanel, bpy.types.Panel):
col.prop(halo, "flare_subsize", text="Subsize")
+class MATERIAL_PT_physics(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Physics"
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.material and (context.scene.render.engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ phys = context.material.physics # dont use node material
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(phys, "distance")
+ col.prop(phys, "friction")
+ col.prop(phys, "align_to_normal")
+
+ col = split.column()
+ col.prop(phys, "force", slider=True)
+ col.prop(phys, "elasticity", slider=True)
+ col.prop(phys, "damp", slider=True)
+
+
+class MATERIAL_PT_strand(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Strand"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = context.material
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE', 'HALO')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = context.material # dont use node material
+ tan = mat.strand
+
+ split = layout.split()
+
+ col = split.column()
+ sub = col.column(align=True)
+ sub.label(text="Size:")
+ sub.prop(tan, "root_size", text="Root")
+ sub.prop(tan, "tip_size", text="Tip")
+ sub.prop(tan, "min_size", text="Minimum")
+ sub.prop(tan, "blender_units")
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.prop(tan, "tangent_shading")
+ col.prop(tan, "shape")
+
+ col = split.column()
+ col.label(text="Shading:")
+ col.prop(tan, "width_fade")
+ ob = context.object
+ if ob and ob.type == 'MESH':
+ col.prop_object(tan, "uv_layer", ob.data, "uv_textures", text="")
+ else:
+ col.prop(tan, "uv_layer", text="")
+ col.separator()
+ sub = col.column()
+ sub.active = (not mat.shadeless)
+ sub.prop(tan, "surface_diffuse")
+ sub = col.column()
+ sub.active = tan.surface_diffuse
+ sub.prop(tan, "blend_distance", text="Distance")
+
+
+class MATERIAL_PT_options(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Options"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "traceable")
+ col.prop(mat, "full_oversampling")
+ col.prop(mat, "use_sky")
+ col.prop(mat, "exclude_mist")
+ col.prop(mat, "invert_z")
+ sub = col.row()
+ sub.prop(mat, "z_offset")
+ sub.active = mat.transparency and mat.transparency_method == 'Z_TRANSPARENCY'
+ sub = col.column(align=True)
+ sub.label(text="Light Group:")
+ sub.prop(mat, "light_group", text="")
+ row = sub.row()
+ row.active = bool(mat.light_group)
+ row.prop(mat, "light_group_exclusive", text="Exclusive")
+
+ col = split.column()
+ col.prop(mat, "face_texture")
+ sub = col.column()
+ sub.active = mat.face_texture
+ sub.prop(mat, "face_texture_alpha")
+ col.separator()
+ col.prop(mat, "vertex_color_paint")
+ col.prop(mat, "vertex_color_light")
+ col.prop(mat, "object_color")
+
+
+class MATERIAL_PT_shadow(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Shadow"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (mat.type in ('SURFACE', 'WIRE')) and (engine in cls.COMPAT_ENGINES)
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "shadows", text="Receive")
+ col.prop(mat, "receive_transparent_shadows", text="Receive Transparent")
+ col.prop(mat, "only_shadow", text="Shadows Only")
+ col.prop(mat, "cast_shadows_only", text="Cast Only")
+ col.prop(mat, "shadow_casting_alpha", text="Casting Alpha")
+
+ col = split.column()
+ col.prop(mat, "cast_buffer_shadows")
+ sub = col.column()
+ sub.active = mat.cast_buffer_shadows
+ sub.prop(mat, "shadow_buffer_bias", text="Buffer Bias")
+ col.prop(mat, "ray_shadow_bias", text="Auto Ray Bias")
+ sub = col.column()
+ sub.active = (not mat.ray_shadow_bias)
+ sub.prop(mat, "shadow_ray_bias", text="Ray Bias")
+ col.prop(mat, "cast_approximate")
+
+
+class MATERIAL_PT_transp_game(MaterialButtonsPanel, bpy.types.Panel):
+ bl_label = "Transparency"
+ bl_default_closed = True
+ COMPAT_ENGINES = {'BLENDER_GAME'}
+
+ @classmethod
+ def poll(cls, context):
+ mat = active_node_mat(context.material)
+ engine = context.scene.render.engine
+ return mat and (engine in cls.COMPAT_ENGINES)
+
+ def draw_header(self, context):
+ mat = active_node_mat(context.material)
+
+ self.layout.prop(mat, "transparency", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ mat = active_node_mat(context.material)
+ rayt = mat.raytrace_transparency
+
+ row = layout.row()
+ row.active = mat.transparency and (not mat.shadeless)
+ row.prop(mat, "transparency_method", expand=True)
+
+ split = layout.split()
+
+ col = split.column()
+ col.prop(mat, "alpha")
+
+
class VolumeButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
@@ -897,6 +893,11 @@ class MATERIAL_PT_volume_options(VolumeButtonsPanel, bpy.types.Panel):
row.prop(mat, "light_group_exclusive", text="Exclusive")
+class MATERIAL_PT_custom_props(MaterialButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _context_path = "material"
+
+
def register():
pass