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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-01-28 00:40:08 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-01-28 00:40:08 +0300
commit5445dda2956d64385b20874592b3305b7056505a (patch)
tree59975e804583931180994c24b0d3d04e485e7d0f /release/scripts/ui
parent478dc000b3d65af48422154769641a3ecbe071d8 (diff)
Ambient Occlusion split up into:
Ambient occlusion: multiplied with direct lighting by default, add is also still available and more blending methods might be added if they are useful. This is fundamentally a non physical effect. Environment lighting: always added as you would expect (though you can subtract by specifying negative energy). This can be just white or take colors or textures from the world. Indirect lighting: only supported for AAO at the moment (and is still too approximate), and also is always added. A factor is available to specify how much is added, though value 1.0 is correct. Also: * Material ambient value now defaults to 1.0. * Added Environment, Indirect and Emit pass. * "Both" blending method is no longer available. * Attenuation, sampling parameters are still shared, some could be split up, though if they are different this would affect performance.
Diffstat (limited to 'release/scripts/ui')
-rw-r--r--release/scripts/ui/properties_render.py12
-rw-r--r--release/scripts/ui/properties_world.py123
2 files changed, 89 insertions, 46 deletions
diff --git a/release/scripts/ui/properties_render.py b/release/scripts/ui/properties_render.py
index 90f54851020..d837f5f1b79 100644
--- a/release/scripts/ui/properties_render.py
+++ b/release/scripts/ui/properties_render.py
@@ -137,11 +137,11 @@ class RENDER_PT_layers(RenderButtonsPanel):
col.prop(rl, "pass_uv")
col.prop(rl, "pass_mist")
col.prop(rl, "pass_object_index")
+ col.prop(rl, "pass_color")
if wide_ui:
col = split.column()
col.label()
- col.prop(rl, "pass_color")
col.prop(rl, "pass_diffuse")
row = col.row()
row.prop(rl, "pass_specular")
@@ -150,16 +150,24 @@ class RENDER_PT_layers(RenderButtonsPanel):
row.prop(rl, "pass_shadow")
row.prop(rl, "pass_shadow_exclude", text="", icon='X')
row = col.row()
+ row.prop(rl, "pass_emit")
+ row.prop(rl, "pass_emit_exclude", text="", icon='X')
+ row = col.row()
row.prop(rl, "pass_ao")
row.prop(rl, "pass_ao_exclude", text="", icon='X')
row = col.row()
+ row.prop(rl, "pass_environment")
+ row.prop(rl, "pass_environment_exclude", text="", icon='X')
+ row = col.row()
+ row.prop(rl, "pass_indirect")
+ row.prop(rl, "pass_indirect_exclude", text="", icon='X')
+ row = col.row()
row.prop(rl, "pass_reflection")
row.prop(rl, "pass_reflection_exclude", text="", icon='X')
row = col.row()
row.prop(rl, "pass_refraction")
row.prop(rl, "pass_refraction_exclude", text="", icon='X')
-
class RENDER_PT_shading(RenderButtonsPanel):
bl_label = "Shading"
COMPAT_ENGINES = {'BLENDER_RENDER'}
diff --git a/release/scripts/ui/properties_world.py b/release/scripts/ui/properties_world.py
index c4eaa049ce6..2633aeb6cc9 100644
--- a/release/scripts/ui/properties_world.py
+++ b/release/scripts/ui/properties_world.py
@@ -105,6 +105,7 @@ class WORLD_PT_world(WorldButtonsPanel):
class WORLD_PT_mist(WorldButtonsPanel):
bl_label = "Mist"
+ bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
@@ -135,6 +136,7 @@ class WORLD_PT_mist(WorldButtonsPanel):
class WORLD_PT_stars(WorldButtonsPanel):
bl_label = "Stars"
+ bl_default_closed = True
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
@@ -166,77 +168,110 @@ class WORLD_PT_ambient_occlusion(WorldButtonsPanel):
COMPAT_ENGINES = {'BLENDER_RENDER'}
def draw_header(self, context):
- world = context.world
-
- self.layout.prop(world.ambient_occlusion, "enabled", text="")
+ light = context.world.lighting
+ self.layout.prop(light, "use_ambient_occlusion", text="")
def draw(self, context):
layout = self.layout
- wide_ui = context.region.width > narrowui
- ao = context.world.ambient_occlusion
+ light = context.world.lighting
+
+ layout.active = light.use_ambient_occlusion
+
+ split = layout.split()
+ split.prop(light, "ao_factor", text="Factor")
+ split.prop(light, "ao_blend_mode", text="")
- layout.active = ao.enabled
+class WORLD_PT_environment_lighting(WorldButtonsPanel):
+ bl_label = "Environment Lighting"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
- layout.prop(ao, "gather_method", expand=True)
+ def draw_header(self, context):
+ light = context.world.lighting
+ self.layout.prop(light, "use_environment_lighting", text="")
+
+ def draw(self, context):
+ layout = self.layout
+ light = context.world.lighting
+
+ layout.active = light.use_environment_lighting
split = layout.split()
+ split.prop(light, "environment_energy", text="Energy")
+ split.prop(light, "environment_color", text="")
- col = split.column()
- col.label(text="Attenuation:")
- if ao.gather_method == 'RAYTRACE':
- col.prop(ao, "distance")
- col.prop(ao, "falloff")
- sub = col.row()
- sub.active = ao.falloff
- sub.prop(ao, "falloff_strength", text="Strength")
+class WORLD_PT_indirect_lighting(WorldButtonsPanel):
+ bl_label = "Indirect Lighting"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
- if ao.gather_method == 'RAYTRACE':
- if wide_ui:
- col = split.column()
+ def draw_header(self, context):
+ light = context.world.lighting
+ self.layout.prop(light, "use_indirect_lighting", text="")
- col.label(text="Sampling:")
- col.prop(ao, "sample_method", text="")
+ def draw(self, context):
+ layout = self.layout
+ light = context.world.lighting
- sub = col.column()
- sub.prop(ao, "samples")
+ layout.active = light.use_indirect_lighting
- if ao.sample_method == 'ADAPTIVE_QMC':
- sub.prop(ao, "threshold")
- sub.prop(ao, "adapt_to_speed", slider=True)
- elif ao.sample_method == 'CONSTANT_JITTERED':
- sub.prop(ao, "bias")
+ split = layout.split()
+ split.prop(light, "indirect_factor", text="Factor")
+ split.prop(light, "indirect_bounces", text="Bounces")
- if ao.gather_method == 'APPROXIMATE':
- if wide_ui:
- col = split.column()
+class WORLD_PT_gather(WorldButtonsPanel):
+ bl_label = "Gather"
+ COMPAT_ENGINES = {'BLENDER_RENDER'}
- col.label(text="Sampling:")
- col.prop(ao, "passes")
- col.prop(ao, "error_tolerance", text="Error")
- col.prop(ao, "pixel_cache")
- col.prop(ao, "correction")
+ def draw(self, context):
+ layout = self.layout
+ light = context.world.lighting
- col = layout.column()
- col.label(text="Influence:")
+ layout.active = light.use_ambient_occlusion or light.use_environment_lighting or light.use_indirect_lighting
- col.row().prop(ao, "blend_mode", expand=True)
+ layout.prop(light, "gather_method", expand=True)
split = layout.split()
col = split.column()
- col.prop(ao, "energy")
- col.prop(ao, "indirect_energy")
+ col.label(text="Attenuation:")
+ if light.gather_method == 'RAYTRACE':
+ col.prop(light, "distance")
+ col.prop(light, "falloff")
+ sub = col.row()
+ sub.active = light.falloff
+ sub.prop(light, "falloff_strength", text="Strength")
- if wide_ui:
+ if light.gather_method == 'RAYTRACE':
col = split.column()
- col.prop(ao, "color")
- col.prop(ao, "indirect_bounces")
+
+ 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_tolerance", text="Error")
+ col.prop(light, "pixel_cache")
+ col.prop(light, "correction")
bpy.types.register(WORLD_PT_context_world)
bpy.types.register(WORLD_PT_preview)
bpy.types.register(WORLD_PT_world)
bpy.types.register(WORLD_PT_ambient_occlusion)
+bpy.types.register(WORLD_PT_environment_lighting)
+bpy.types.register(WORLD_PT_indirect_lighting)
+bpy.types.register(WORLD_PT_gather)
bpy.types.register(WORLD_PT_mist)
bpy.types.register(WORLD_PT_stars)
-bpy.types.register(WORLD_PT_custom_props) \ No newline at end of file
+bpy.types.register(WORLD_PT_custom_props)