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authorWilliam Reynish <william@reynish.com>2009-08-03 14:54:02 +0400
committerWilliam Reynish <william@reynish.com>2009-08-03 14:54:02 +0400
commit9ae77b0eff9386f51f215700a42847fbfe475913 (patch)
treec335a1c51a0b800ba62023ae3e2afc76cb916a3f /release
parentacd4b4732bb88e55e333bc1d8025881b7adec894 (diff)
UI tweaks
-Removed shadows from most UI items. The shadow settings are unfortunately not really useful, because you can't set them for individual items. There was a lot of black text with black shadows, which really only makes the text look fuzzy. For shadows to improve clarity, they should be the opposite color of the text label, not the same color. -Tweaked material layout, with clearer grouping in Ray Mirror and Ray Transparency panels. -Added icons in the texture type menu to signify which textures are procedural and which ones are images, and plugins.
Diffstat (limited to 'release')
-rw-r--r--release/ui/buttons_material.py47
1 files changed, 29 insertions, 18 deletions
diff --git a/release/ui/buttons_material.py b/release/ui/buttons_material.py
index 5cbec3f38f9..b570deebfe2 100644
--- a/release/ui/buttons_material.py
+++ b/release/ui/buttons_material.py
@@ -170,6 +170,7 @@ class MATERIAL_PT_options(MaterialButtonsPanel):
sub = col.column()
sub.active = mat.face_texture
sub.itemR(mat, "face_texture_alpha")
+ col.itemS()
col.itemR(mat, "vertex_color_paint")
col.itemR(mat, "vertex_color_light")
col.itemR(mat, "object_color")
@@ -373,24 +374,28 @@ class MATERIAL_PT_raymir(MaterialButtonsPanel):
col = split.column()
col.itemR(raym, "reflect", text="Reflectivity", slider=True)
col.itemR(mat, "mirror_color", text="")
- col.itemR(raym, "fresnel")
+ col.itemL(text="Fresnel:")
+ col.itemR(raym, "fresnel", text="Amount")
sub = col.column()
sub.active = raym.fresnel > 0
- sub.itemR(raym, "fresnel_fac", text="Fac", slider=True)
+ sub.itemR(raym, "fresnel_fac", text="Blend", slider=True)
+ col.itemS()
+ col.itemS()
+ sub = col.split(percentage=0.4)
+ sub.itemL(text="Fade To:")
+ sub.itemR(raym, "fade_to", text="")
col = split.column()
- col.itemR(raym, "gloss", slider=True)
+ col.itemR(raym, "depth")
+ col.itemR(raym, "distance", text="Max Dist")
+ col.itemL(text="Gloss:")
+ col.itemR(raym, "gloss", text="Amount", slider=True)
sub = col.column()
sub.active = raym.gloss < 1
sub.itemR(raym, "gloss_threshold", slider=True, text="Threshold")
sub.itemR(raym, "gloss_samples", text="Samples")
sub.itemR(raym, "gloss_anisotropic", slider=True, text="Anisotropic")
- row = layout.row()
- row.itemR(raym, "distance", text="Max Dist")
- row.itemR(raym, "depth")
-
- layout.itemR(raym, "fade_to")
class MATERIAL_PT_raytransp(MaterialButtonsPanel):
__label__= "Ray Transparency"
@@ -419,25 +424,31 @@ class MATERIAL_PT_raytransp(MaterialButtonsPanel):
col = split.column()
col.itemR(rayt, "ior")
- col.itemR(rayt, "fresnel")
+ col.itemR(rayt, "falloff")
+ col.itemR(rayt, "limit")
+
+ col = split.column()
+ col.itemR(rayt, "depth")
+ col.itemR(rayt, "filter", slider=True)
+ col.itemR(rayt, "specular_opacity", slider=True, text="Spec Opacity")
+
+ split = layout.split()
+
+ col = split.column()
+ col.itemL(text="Fresnel:")
+ col.itemR(rayt, "fresnel", text="Amount")
sub = col.column()
sub.active = rayt.fresnel > 0
- sub.itemR(rayt, "fresnel_fac", text="Fac", slider=True)
+ sub.itemR(rayt, "fresnel_fac", text="Blend", slider=True)
col = split.column()
- col.itemR(rayt, "gloss", slider=True)
+ col.itemL(text="Gloss:")
+ col.itemR(rayt, "gloss", text="Amount", slider=True)
sub = col.column()
sub.active = rayt.gloss < 1
sub.itemR(rayt, "gloss_threshold", slider=True, text="Threshold")
sub.itemR(rayt, "gloss_samples", text="Samples")
- flow = layout.column_flow()
- flow.itemR(rayt, "filter", slider=True)
- flow.itemR(rayt, "limit")
- flow.itemR(rayt, "falloff")
- flow.itemR(rayt, "specular_opacity", slider=True, text="Spec Opacity")
- flow.itemR(rayt, "depth")
-
class MATERIAL_PT_halo(MaterialButtonsPanel):
__label__= "Halo"
COMPAT_ENGINES = set(['BLENDER_RENDER'])